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Proto:Mega Man 7

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This page details one or more prototype versions of Mega Man 7.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.


Rockman 7 Sample is a version of the game that was most likely given to gaming magazines for preview coverage. It was dumped by Skrybe of Lost Levels and released by SNES Central in 2007.

The build is rather unfinished, having only five stages normally playable before the game resets; the four other Robot Master stages are present, but still in-development, while the Wily stages are missing completely.

There's no build date in the ROM, and although the chips on the board are labeled November 11, 1994, magazine previews of Shoshinkai 1994 (which had a build of Rockman 7 showcased on November 15) suggest it was made sometime after.

Download.png Download Mega Man 7 (Prototype)
File: Mega Man 7 (Prototype).zip (712 KB) (info)


Miscellaneous tidbits that are interesting enough to point out here.
Changes with Mega Man's weaponry (such as it is).
Intro Stage
The opening stage was heavily reworked after the Sample.
Cloud Man
See the changes in Cloud Man's level.
Freeze Man
Many cosmetic changes in this frigid landscape.
Junk Man
Junk Man's factory went to seed after the Sample.
Slash Man
Not as many changes as the other levels, but still interesting.
Shade Man
A barely-formed level only accessible by code.
Spring Man
Look at a Robot Master's stage in its infancy.
Sprite Changes
Many sprites have different graphics at this point.
Sound & Music Differences
The audible changes between versions.

Title Screen

Sample Final (Japan)
MY EYES Thank you sirs

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.


Super Ultra Hyper Adapter

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.

Sample Final
Exciting color choices Don't look at me like that

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 is heavily unfinished. The other four Robot Masters' stages are present in the sample, but cannot be accessed without cheats, and are even more incomplete than the other stages.

But I need it nowwwwww

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

Inaccessible Test Stages

To do:
Comparisons with the final version.

These stages exist, but are heavily incomplete and use temporary graphics. Only the layout is present.

In order to access them, you need a stage modifier code 7E0B73XX, where XX is the level ID. Note that in these stages the player spawns at the wrong X position, causing the warp animation to never end (and you'll get stuck). As a result, you also have to change the player's X position using the code 7E0C0601. Remember to disable it after you land on solid ground.

The palette for the stages, shown in the maps, is loaded but never used.

Turbo Man

Level ID: 04


Burst Man

Level ID: 07


Unused Objects

A few objects have been partially implemented but haven't been placed in any prototype level. Use the code 7E19CAXX, 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.


Object ID: 0F
The water mine found in Burst Man's stage. It's entirely complete, just not used here.

Swim Metall DX

Object ID: 1B
This might be complete, but, again, since water hasn't been implemented it's hard to say.

Turbo Man

Object ID: 20

You got Glitch Wheel

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: 25
The bubble that traps Mega Man. Fully coded.


Object ID: 26
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: 27
Barely coded. Stepping on it starts the countdown, then crashes the game.

Shade Man

Object ID: 29

By shade, they didn't mean "ghost", guys

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: 2A

How appropriate

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 7E0C0224 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 represents 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.

TOO MANY NUMBERS RM7FreeMovement3.png

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 C005B302.

Sample Final
Projective! Objective!

The text's palette is glitched in the final, but in the Sample it's perfectly fine. The object numbers go up to 56 in the sample, and 9D in the final.

Leftover Copyright Information

At memory address 0xAB54 is the copyright screen text from X-Men: Mutant Apocalypse. As is often the case with leftovers, it is likely a result of the development team using a compiler that did not initialize the memory that it was allocated, resulting in it scooping up fragments of other games that happened to be left in the computer's RAM at the time.


© CAPCOM 1994


© CAPCOM CO.,LTD. 1994