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Mega Man X3 (SNES)

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Title Screen

Mega Man X3

Also known as: Rockman X3 (JP)
Developer: Minakuchi Engineering
Publisher: Capcom
Platform: SNES
Released in JP: December 1, 1995
Released in US: January 1996
Released in EU: May 1996


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article

Dr. Doppler, whoever he is, is suddenly bent on world domination! Could Sigma be behind this? (Spoiler: Yes.)

Because Capcom was focusing their efforts on the PlayStation and Saturn at this point, development on X3 was outsourced to Minakuchi Engineering, who had previously worked on the Mega Man games for the Game Boy. Although the game is still good in its own right, many fans say the results show.

Unused Graphics

Actually not that smiley This smiley face is used as filler in the intro stage's tileset.

MegaManX3 TunnelRhino-2.png MegaManX3 TunnelRhino-Chars.png These two tiles are present in Tunnel Rhino's tileset.

Cx4 Test

Mmx3 cx4test.png

This game has the same exact Cx4 test that Mega Man X2 does, and it's even activated the same way. Hold B on controller 2, then turn the game on. It doesn't affect gameplay, it's just a developer's tool.

Oddly enough, continuing to hold B on controller 2 after the test will mute the Capcom logo jingle and cinematic intro music for one loop. This did not happen in Mega Man X2.

(Source: GoldS, TCRF original research)

Map Editor

Mega Man X3 map editor.png

Starting at SNES address $03874C is programming for a map editor. Use these Pro Action Replay codes to reach it:

00A32D22
00A32E4C
00A32F87
00A33003

During gameplay, pause the game to enter the game's Map Editor mode. If you hold R while pausing, the text palette will be different (the background and text palettes will sometimes conflict). The controller instructions are as follows:

Input Controller 1 Function Controller 2 Function
D-Pad Moves screen. Move tile cursor.
A Toggles the game's sprite layers. Copies current tile.
B + D-Pad Faster cursor speed. Faster cursor speed.
Y Toggles index viewing for tiles(?). Pastes copied tile.
L + R + X Exits the Map Editor. Cycles through tiles.


(Source: JLukas)

Debug Menus

Opening Demo

Mega Man X3 opening demo.png

Text index $02.

(Source: gedowski)

Object Viewer

Mega Man X3 object viewer.png

Text index $13 and $14. The same object viewer found in other Mega Man games. In this one, only the debug text remains...?

(Source: gedowski)

Unused Stuff

Unused Ganseki Character

Mmx3 Ganseki1.png Mmx3 Ganseki2.png Mmx3 Ganseki3.png

This type of Ganseki Carrier isn't used in game. It flies back and forth with a large spike ball and will fire at X/Zero when they're in range. Unlike the other types of Ganseki Carrier that eventually drop what they're holding, this type does not. When you kill it, the spike ball drops to the ground. The ball reflects all shots and damages you, as expected.

Video footage can be seen here from 0:00 to 0:18.


(Source: GoldS)

Unused Wild Tank Behavior

Mmx3 WildTankDigging.png

The Wild Tank enemy is digging out of the ground in this screenshot. This type of Wild Tank is initially invisible. When the player comes close enough, the enemy "digs" upward by 12 pixels, creating a dust cloud. In the final game, all Wild Tanks appear above ground by default.

Video footage can be seen here from 0:18 to 0:36.


(Source: GoldS)

Unused Vertical Boss Door

MMX3 UpperEntrance1.png MMX3 UpperEntrance2.png
Back of the Mega Man X3 box with the unused door.

An unused set of vertical boss doors can be found above Blast Hornet's boss room. They seem to work as intended, though the graphics either aren't loaded properly or no longer exist.

Video footage can be seen here from 0:37 to 0:57.

The back of the Mega Man X3 box sheds some light on this mystery! At one point, it was indeed possible, or at least planned, to drop in on Blast Hornet via the ceiling. This is rather strange, because nowhere else in Mega Man X3 does the game ever have you drop in from above on a boss.

Vertical boss doors were used in Mega Man X2.

(Source: GoldS)

Test Boss

MMX3 ArmorBoss1.png MMX3 ArmorBoss2.png

A very odd boss that's completely unused in the game. It looks like a glitched Ride Armor, though its intended appearance is currently unknown. It drops from the top of the screen until it hits the floor, and then does absolutely nothing else until you destroy it. Despite the fact that it flashes when hit, it has no invulnerability time.

Video footage can be seen here from 0:57 to 1:36.


(Source: GoldS)

HUD Icon

Mega Man X3 - W icon.png

By forcing the selected weapon into an invalid slot, a letter W icon is displayed. Its intended palette is unknown (the colors change if, for example, the game switches control to Zero in the intro stage). For some reason, this also messes up the colors of other objects. It can be seen when playing as X with the PAR code 7E1EE214 by pausing, pressing up or down, then unpausing.

Regional Differences

Title Screen

Japan International
Mega-Man-X3-titleJP.png Mega Man X3-title.png

In the spirit of the last two games, the international title logo was redesigned. The registered trademark (R) icon was also changed to simply a trademark (TM).

Name Changes

As tradition, the eight Mavericks had their names changed outside of Japan.

Japan International
Explose Horneck Blast Hornet
Frozen Buffalio Blizzard Buffalo
Gravity Beedbood Gravity Beetle
Acid Seaforce Toxic Seahorse
Electro Namazuros Volt Catfish
Scissors Shrimper Crush Crawfish
Screw Masaider Tunnel Rhino
Shining Tigerd Neon Tiger