Proto:Mega Man 7

Rockman 7 Sample is a version of the game that was most likely used at trade shows. It's a build from early in the development cycle, meaning that a large chunk of content is missing or in an altered form.

Game notes can be found here.

Title Screen
Right away differences can be seen. The questionable choice of a bright blue background was changed in the final. The Sample does not contain game options or a subtitle. The shading on the logo was also changed slightly for the final.

General


The Sample version starts you off with the Super Adapter, Rush Coil, and a full stock of tanks. These tanks are actually infinite in supply, so you can use as many as you want.

The Sample's stage select has placeholder icons, which read 「工事中」 ("Under Construction"), for each of the boss pictures. Note that the actual boss pictures are actually finished, just not used, probably to keep the Robot Master designs a secret.

The bottom icon will take you to Slash Man's stage, as Burst Man's stage hasn't been started yet. Shade Man and Spring Man's stages are present in the sample, but cannot be accessed without cheats, and are even more incomplete than the other stages.



After completing every stage in the Sample version, you're taken to this screen. After that, the game resets.

Unused Objects
A few objects have been partially implemented but haven't placed in any prototype level. Use the code, where XX is the object ID. This will change the first object on a screen.

Due to the way the code works, some object graphics may be bugged.

CFN-24
Object ID:

The water mine found in Burst Man's stage. It's entirely complete, just not used here.

Swim Metall DX
Object ID:

This might be complete, but, again, since water hasn't been implemented it's hard to say.

Turbo Man
Object ID:



Very close to being finalized. His A.I. is complete, but the boss energy bar routine has not been implemented. "Defeating" Turbo Man will just make him disappear.

Burst Man's Bubble
Object ID:

The bubble that traps Mega Man. Fully coded.

Kanigance
Object ID:

The giant crab boss in Burst Man's stage. A.I. is preliminary: it walks forward, lays down one bubble, then walks back. This loops until Kanigance is destroyed.

Count Bomb Platform
Object ID:

Barely coded. Stepping on it starts the countdown, then crashes the game.

Shade Man
Object ID:



A.I. seems complete, but the Shade Man object and projectiles have no solidity. He cannot harm Mega Man or be harmed by Mega Man.

Junk Man
Object ID:



Performs his intro animation, but that's it. He's still solid and can be damaged, so that's something.

Free Movement / Level Editor


Use the code to enable a kind of level editor. This seems to be bugged, so that code might not be the best way to access this feature. This enables debug commands on both controllers.

Pos. X and Pos. Y represent the position of the cursor on screen. Cell No. is the ID for the cell under the cursor. Hit No. seems to be collision information.


 * D-Pad: Moves screen.
 * A: Foreground toggle.
 * B: Speeds up screen movement.
 * X: Unknown; freezes the game.
 * Y: Displays two screens of data.



What these numbers represent is unknown.
 * D-Pad (2P): Moves cursor.
 * A (2P): Set Cell No. to 0000.
 * B (2P): Increases cursor speed.
 * X (2P): Unknown.
 * Y (2P): Changes cell that the cursor is on.
 * L (2P): Increases Cell No.
 * R (2P): Decreases Cell No.

Object Viewer
An object viewer exists here, and can be accessed using the code.

The text's palette is glitched in the final, but in the Sample it's perfectly fine. The object numbers go up to in the sample, and  in the final.

Leftover Copyright Information
At memory address is the copyright screen text from X-Men: Mutant Apocalypse. As is the case with many other prototypes, it is likely just a remnant of another prototype that once occupied the cartridge.

X-MEN TM & ©1994 MARVEL ENTERTAINMENT GROUP, INC.

© CAPCOM 1994 ALL RIGHTS RESERVED.

THIS VIDEO GAME IS PRODUCED UNDER LICENSE

FROM THE MARVEL

ENTERTAINMENT GROUP, INC.

©CAPCOM CO.,LTD. 1994