Mega Man Battle Network 3

The third game in the Battle Network series. It is also the first game to be released in two versions. The second version is the Black version in the Japanese version, but was renamed to Blue version in the US release.

Alternate ghost colors
It seems the ghost NPC was supposed to have alternate colors. The overworld sprites and mugshots match. However, these sprites did not get used. The alternate colors could have appeared in the Secret Area since there are 3 areas and 3 colors.

Turned around Dr. Hikari Sr. sprite
Dr. Hikari Senior is only seen in one cutscene at the end of the game. Because he does not turn around, this sprite is never used. However, it is likely that at one point, the last scene would allow the player to move freely and therefore speak to him from behind causing the sprite to turn around.

Unused Twin virus animations
The Twin virus has several unused palettes. The palette change makes its eye glow. However, no animation in its sprite file makes this animation happen and can never occur in the game. The virus simply stands there and launches cursors. It would have made more sense if the animation played during the attack, but it doesn't happen.

Unused Mr.Famous animations
Mr.Famous, who only appears in the Blue version, has an unused animation of him moving his glasses and a static frame where he's leaning forward for some reason.

Bug Frag counter
In the ROM, near the messages for Double and Triple delete, there is also a label for Bug Frags. It seems that perhaps counting the number of Bug Frags obtained from a counter would be displayed but for whatever reason, was cut. Bug Frags from counters are always the same so it may have been deemed redundant.

EnergyChange messages
Only non- elemental effects work!

Only a Wood effect will work!

Only an Elec effect will work! The EnergyChange program will only use fire and aqua chips to get rid of obstacles like trees and fires, however this message has variations for other chip types, even non-elemental.

Unused styles
The game has several nameless styles which cannot be obtained by any legitimate means. There are non-elemental style changes which function almost exactly like their elemental forms. Alternate colors are also used, some of which don't correspond to any style. Those colors include darker palettes only used with a Bug Style.

Unused chips
The game has several unobtainable chips, all of which use the Mega Buster image. These chips are mostly chip versions of buster attacks. The name "Delay" is used when the attack is a buster attack. "C-" attacks are Back+B moves. There is no reason for these chips to exist because custom busters don't have to be based off of chips, as seen in the past game.

Inaccessible rooms
There are 2 rooms in the game that cannot be freely explored. This is because they are only used in cutscenes. Despite the fact, they have full names and walls. In the Old SciLab, some parts have short temporary descriptions which can be read. The layering is also fixed as the chair can be seen in front of Lan. Exiting the room takes the player to the exact center of ACDC Town; an incomplete exit. The completeness of the map suggests that it may have been explorable at some point as is seen with the Dr. Hikari Senior sprite. Exploring the room might have seemed redundant and was cut from the final game to only go straight to the cutscene.

The Server Room has a similar situation, only there are no descriptions. Nothing can be interacted with. The layering is also incomplete as it seems Lan is on top of the platform when he is actually on the bottom. Other than that, the walls are all complete and exiting takes the player to the previous room. As long as the cutscene is disabled, the room can be freely explored. The map is also visually complete, despite the fact that the entire room would not be seen.

The Monitor Comp is another cutscene-exclusive map. It is also named despite the fact that cutscene maps don't have to be named since a name wouldn't normally be encountered. The room is complete and even has a description for the server. Other than that, the map is empty and the warp in the center takes the player to the telephone in Yai's house. When L is pushed, the description for the Edu Comp comes up and Lan talks about giraffes. On the map list, this is also the last legitimate "Comp" on the list. The maps that come before and after the Monitor Comp are all dummy maps given the name *test msg* and have no random encounters or messages.

Unused enemies
The final boss, Alpha only has 2 different versions: regular and Omega. However, the game requires all enemies to have 4 versions, so WindBox enemies were added as filler.

Punk, normally an optional boss exclusive to the Blue version, has an Omega version programmed into the game despite not being able to be fought. All bosses have Omega versions which are unlocked in the game. Since Punk is exclusive, he is not required to be fought.

There are also 2 unused versions of Serenade for the same reason as Alpha. Only two versions exist and can be fought normally.

Unused battlefields
The game has over 150 different premade battlefields. However, only a handful of these are actually used. As with the past game, there are a lot of different battlefields which can be hacked into a battle.

Debug scripts
Megaman Battle Network 3 is the first game in the series to have its debug scripts left in the game. These scripts are special commands that have debug-like qualities to them and actually work in the game. Below is a list of all the debug scripts in the game. If they are read by the game, the effects activate. 04= all spin items 05= open all links 30= black mind/humor 47= Bass requirements met 60= Demo 00 01 start 72= Got 1000Z 73= Used 1000Z 76= compression program 80= Whatever 8E= Setting boy 98= Sleep in bed 9C= Setting client of job 0 9D= Setting client of job 0's friend's Navi DF= Clear Flag E0= Beat Darkman LV1 flag E1= Beat Japanman LV1 flag E2= beat Base SP flag E3= quiz cleared E4= breeding cleared E5= job cleared E6= beat flashman LV1 flag E7= beat beastman LV1 flag E8= beat bubbleman LV1 flag E9= beat desertman LV1 flag EA= beat plantman LV1 flag EB= beat drillman LV1 flag EC= beat fireman LV1 flag ED= start breed virus encounter F0= beat bass gs flag F1= Custom style LV2 get program F2= lifebit 123 battle end F4= internet burning F5= setting bass gs F8= all viruses gotten F9= key command on FA= special check for breeding viruses FB= got lifebit 123 FC= got lifebit 45 FD= got lifebit sp This list has a few oddities. E2 calls "Bass", "Base". Technically the name is pronounced as it is written in E2, but this isn't a translation error but rather a phonetic error.

"LifeBits" refer to the "Scuttles" virus family. Their original Japanese names were "Dream Bits", and in the North American translation, the "Dream Virus" and related attacks/chips (Dream Aura, Dream Sword, etc.) switched the word "Dream" with "Life", to create "Life Virus" (as well as "Life Aura" and "Life Sword"). This was further converted to change "Life Bits" into "Scuttles", to be consistent with Battle Network 2's virus naming.