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Proto:Mega Man X2

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This page details one or more prototype versions of Mega Man X2.
MMX2TitleSample.png

Two Japanese prototypes of Mega Man X2 were found and dumped by C. Davis in 2018.

  • The first prototype, hereafter referred to as the "later" or "newer" prototype, was released by released by Rockman Corner on July 21st.
  • The second prototype -- The "early" or "older" prototype -- was purchased through the funding efforts of Revenant, GoldS, and C. Davis, then released by TCRF on October 6th.
Download.png Download Rockman X2 Early Prototype (Hacked)
File: Rockman X2 (Early Prototype)(Hacked).zip (info)
Download.png Download Rockman X2 Early Prototype (Raw)
File: Rockman X2 (Early Prototype).zip (info)

NOTE 1: The "raw" version is a pure, unmodified ROM dump from the sample cartridge. It will not work on emulators, since the header info hasn't been finalized yet. Please use the "hacked" version, which fixes the header, to run this prototype on an emulator.

NOTE 2: Certain emulators that don't properly emulate the Cx4 chip will exhibit incorrect behavior while trying to run these prototypes. As of this writing, ZSNES and Snes9x will exhibit the following errors:

  • Incorrect positioning of sprites. This includes stage select previews, Sea Canthller, Magna Centipede's rotating tail attack, and Morph Moth's cocoon.
  • Wireframe models either crashing the emulator (In the case of ZSNES) or not displaying properly but having their hitboxes intact (Snes9x).
  • Other Cx4 effects breaking, e.g. Morph Moth's laser.

bsnes will accurately display graphics and position sprites but seems to freeze at certain points. The most stable emulator available at the moment is bsnes-plus.

Sub-Pages

MMX2IntroIcon.png
Title, Intro & Menus
Mapping out changes.
MMX2WireSpongeIcon.png
The Eight Mavericks Part 1
Wire Sponge, Morph Moth, Flame Stag, Magna Centipede. Plus, X-Hunter fights!
MMX2OverdriveOstrichIcon.png
The Eight Mavericks Part 2
Overdrive Ostrich, Bubble Crab, Wheel Gator, Crystal Snail.
MMX2WorldMapBaseE.png
X-Hunter Base
And behind this destruction is...
MMX2InstallerE.gif
Sprite Changes
Of Gators and Snails.

Debug Features

Global
At any time, hold 1P Select to temporarily freeze the game. You can also press 2P Start to freeze the game until 2P Start is pressed again.

Press and hold 2P Select to slow the game down to 1/3 speed.

Gameplay

  • 2P A Button + 2P Up/Down: Adds / removes lives (with appropriate sound effects!)
  • 2P B Button + 2P Up/Down: Warps to the next / previous checkpoint in the stage.
  • 2P L Button + 2P Up: Refills player's health as long as the two buttons are held.
  • 2P R Button + 2P Up/Down: Changes the player's checkpoint without warping to it.
  • 2P A Button + 2P X Button: Pressing simultaneously while holding any button on the D-Pad button toggles armor pieces:
  • 2P Up: Leg Parts.
  • 2P Down: Body Parts.
  • 2P Left: Arm Parts.
  • 2P Right: Head Parts.

MMX2Invincible.png

  • 2P B Button + 2P Y Button: Pressing simultaneously toggles invincibility.
  • 2P A Button + 2P B Button + 2P X Button + 2P Y Button: Pressing simultaneously kills player.

Music

Morph Moth Stage

Morph Moth's track ends slightly differently and the sound mixing overall is a little off compared to the final.

Boss 2

The regular boss theme is missing several sound channels for some odd reason. Additionally, there is no separate track for when the boss first appears, this track just plays early compared to the final.

Another Boss 1

The X-Hunter intro music (used for the X-Hunter base fights and for the Gigantic Mechaniloid) is completely different in the prototypes.

Unused Track

Both Prototypes Final (bad sample data)

The track occupying slot 25 is the unused, unlinked track found in the final ROM. In the final game, this was replaced by the prologue cutscene's music. Use PAR code 06880525 to replace Morph Moth's track with this one.

Unknown Track

Occupying slot 1D (the stage select theme in the final game) in the later prototype only is a very strange unused track of unknown purpose. Use PAR code 0688051D to play this track in Morph Moth's stage.

Missing Tracks

The following tracks are completely absent from both prototypes:

ID Track
20 Stage Start
21 Zero
27 Boss 1
28 Get a Weapon
29 X-Hunter Stage 1
2C Demo
2D Sigma 1st
2E Sigma 2nd
2F Ending
30 Staff Roll

Weapons and Items

Weapons

MMX2WeaponIcon0.pngX-Buster

  • Charging the X-Buster (or any other weapon) has no sound effect assigned in the early prototype.
  • In both prototypes, any shot fired while in Double Shot mode uses the standard charged sound effect. In the final game, any shot fired in Double Shot mode uses the supercharged sound effect that was used by the Spiral Crush Buster in the first game.

MMX2ThreeChargedBug.png

  • There's a bug in both prototypes with the Double Shot system. If the player is on their second shot and they fire, and then quickly jump and cling to a wall, then quickly fire again while on the wall, they'll be able to shoot a third charged shot. If the player does this quickly enough, they'll be able to have three charged shots on screen at once.

MMX2ChargedStandard.png

  • There's a second bug only in the early prototype. If the player charges up all the way and fires the first shot while doing a series of short hops, lets go of the shot button, charges up all the way again and then lets go of fire again (all while continuing to do short hops), when the player fires the second shot they'll keep the charging palette until they start charging again.

MMX2WeaponIcon1.pngCrystal Hunter

  • Uses the same palette in all versions.
  • Uncharged, this takes 2 shots per unit in the prototypes, 1 shot per unit in the final game.
  • Charged, this takes 3 units per shot in the prototypes, 2 units per shot in the final game.
  • In the early prototype, the uncharged shot uses the standard X-Buster sound, while the charged version uses the semi-charged X-Buster sound effect.
In the later prototype, the uncharged shot makes the same sound as in the final game, but the charged version recycles the uncharged version's sound effect.

MMX2CrystalHunterNoLimit.png

  • The game is supposed to limit the number of Crystal Hunter shots on-screen to 3, but in both prototypes the game doesn't count crystallized enemies as projectiles. There is no effective limit on the number of enemies that can be crystallized at once, as can be seen by freezing the lava orbs in Flame Stag's stage.

MMX2CrystalHunterSwitchGlitch.png

  • When the player encases an enemy in crystal and they haven't been scrolled off the stage, they're normally not allowed to switch weapons using L or R. Switching weapons through the pause menu will despawn the crystal encasement and the enemy. However, there's an oversight in both prototypes: if the player encases an enemy in crystal, then uses a charged Crystal Hunter and waits for it to run out, they'll be able to switch weapons even with the crystal still on-screen. This will lead to the crystal graphics glitching out. If the player destroys the crystallized enemy, they'll be unable to switch weapons again unless they go through the pause screen.
  • In the early prototype, if the player uses a charged Crystal Hunter, then goes to the pause menu while the ripple animation is playing and selects a different weapon, both the player and whatever objects were on-screen at the time will be permanently frozen. The player will be able to charge, but will not be able to fire anything. The only way out is to exit the stage through the pause menu.
  • Another bug in the early prototype: If the game is currently slowed down from a charged Crystal Hunter and the player goes to the pause menu and selects another weapon, the slowing effect will persist until the player uses another charged Crystal Hunter.

MMX2WeaponIcon2.pngBubble Splash

E. Proto L. Proto + Final
MMX2XBubbleSplashE.png MMX2XBubbleSplashF.png
  • Uses a pink & green palette in the early prototype and a yellow & dull pink palette in other versions.
  • Uncharged, this takes 16 bubbles per unit in the prototypes, 8 bubbles per unit in the final version.
  • Charged, this takes half as much energy to maintain as it does in the final version.
  • In the early prototype, both versions use the standard X-Buster sound effect.
In the later prototype, sound effects match the ones in the final version.

MMX2WeaponIcon3.pngSilk Shot

E. Proto L. Proto + Final
MMX2XSilkShotE.png MMX2XSilkShotF.png
  • The yellow parts of X's armor were turned mint green in later builds.
E. Proto L. Proto + Final
MMX2SilkShotCrystalE.png MMX2SilkShotCrystalF.png
  • The crystal version of Silk Shot uses an incorrect palette in the early prototype.
  • All forms take the same amount of energy in all three versions.
  • No sound effects in either prototype.
  • The X-Hunter stages incorrectly use the rock version of Silk Shot instead of the scrap version.

MMX2WeaponIcon4.pngSpin Wheel

  • Uses the same palette in all versions.
  • Uncharged, this takes 4 shots per unit in the prototypes, 2 shots per unit in the final game.
  • Charged version takes the same amount of energy in all three builds.
  • No sound effects in either prototype.

MMX2WeaponIcon5.pngSonic Slicer

E. Proto L. Proto + Final
MMX2XSonicSlicerE.png MMX2XSonicSlicerF.png
  • The purple & pink palette turned to blue & orange later on.
Both Protos Final Game
MMX2SonicSlicerTurnE.png MMX2SonicSlicerTurnF.png
  • One of the charged Sonic Slicer's turning frames is incorrectly colored in both prototypes.
  • Uncharged, this takes 1 shot per unit in the prototypes, 2 shots per unit in the final game.
  • Charged version takes the same amount of energy in all versions.
  • In the early prototype, the uncharged shot uses the standard X-Buster sound, while the charged version uses the semi-charged X-Buster sound effect.
In the later prototype, the uncharged shot makes a firing sound, but there's no sound for clinking off walls. The charged version has a placeholder sound: A short, high-pitched beep.

MMX2WeaponIcon6.pngStrike Chain

  • Uses the same palette in all versions.
  • Uncharged, if the chain doesn't strike an enemy, this takes 16(!) shots per unit in the prototypes and 2 shots per unit in the final game.
  • Charged, if the chain doesn't strike an enemy, this takes 8 shots per unit in the prototypes and 2 shots per unit in the final game.
  • In the early prototype, both uncharged and charged shots are silent.
In the later prototype, the uncharged shot is still silent, while the charged version uses the semi-charged X-Buster sound effect.
  • If the charged version's hook makes contact with an enemy and it doesn't instantly destroy that enemy, it depletes about 2 units of energy every 2 frames of contact. This was thankfully reduced to 1/8 a unit of energy per 2 frames of contact in the final version.

MMX2StrikeChainTanks1.png MMX2StrikeChainTanks2.png

  • The Strike Chain can hook Heart and Sub Tanks in both prototypes. Unfortunately the palettes for those items are only meant to be loaded in very specific areas, so bringing them out of those areas will lead to glitched color schemes like the one on the right.

MMX2WeaponIcon7.pngMagnet Mine

E. Proto L. Proto + Final
MMX2XSpeedBurner.png MMX2XMagnetMine.png
  • The palettes for Magnet Mine and Speed Burner are swapped in the early prototype.
Both Protos Final Game
MMX2MagnetMeterP.png MMX2MagnetMeterF.png
  • Though the graphics as they appear in-game are identical between versions, the stored graphics are different as the result of a change which shuffled colors in Magnet Mine's palette around. The reason for this change is the weapon energy meter: in the prototype, the bars' dark gray palette matches the empty bar palette. The final game changes the bars from that gray color to yellow.
  • Uncharged, this takes 4 shots per unit in the prototypes, 1 shot per unit in the final game.
  • Charged, this takes 24 units of energy per shot (yes, really) in the prototypes, 3 units per shot in the final game.
  • In both prototypes the uncharged version uses the X-Buster sound effect, while the charged version uses the semi-charged X-Buster sound effect.
  • Uncharged Magnet Mines that stick to a solid surface will only explode if an enemy makes contact with them. In the final game, they'll explode on their own after about a second.

MMX2WeaponIcon8.pngSpeed Burner

E. Proto L. Proto + Final
MMX2XMagnetMine.png MMX2XSpeedBurner.png
  • The palettes for Magnet Mine and Speed Burner are swapped in the early prototype...as previously stated. Pay attention!
E. Proto L. Proto + Final
MMX2SpeedBurnerE.gif MMX2SpeedBurnerF.gif
  • The uncharged Speed Burner uses a different sprite in the early prototype.
  • Uncharged, this takes 4 shots per unit in the prototypes, 1 shot per unit in the final game.
  • Charged version takes the same amount of energy in all versions.
  • In the early prototype, the uncharged shot uses the standard X-Buster sound, while the charged version uses the semi-charged X-Buster sound effect.
In the later prototype, sound effects match those in the final version.

MMX2WeaponIconG.pngGiga Crush

  • Charging up has no sound effects in either prototype, but the energy wave does.
  • In the prototypes, this works on enemies the same way it works on bosses: dealing continuous damage every frame (invincibility permitting) for about 96 frames. In the final game, the amount of damage that Giga Crush does to normal enemies and sub-bosses per frame was set so high that it destroys them instantly.
  • In the early prototype, if X is in the middle of using the Giga Crush, the player can still pause the game, leading to a few glitches:

MMX2GigaCrushSwitchGlitch1.png

  • If the player is currently absorbing energy and then pauses, then unpauses, the foreground layer will disappear until the attack ends.

MMX2GigaCrushSwitchGlitch2.png

  • Switching weapons in the middle of the Giga Crush will corrupt the light beam graphics.

MMX2GigaCrushed1.png MMX2GigaCrushed2.png

  • If X is crushed by an object while using the Giga Crush, his health is set to zero but he'll stay alive until the Giga Crush sequence is completed.

MMX2GigaCrushShutters1.png MMX2GigaCrushShutters2.png

  • If the player hits a boss shutter and uses Giga Crush on the same frame, they'll be pushed through the door before the shutters open. The boss graphics will load over the shutter graphics, glitching them out.

MMX2GigaCrushShutters3.png

After the Giga Crush animation ends, the player will regain control of X and will be able to move around during the boss intro. The bosses themselves don't have their collisions set until their intro ends, so X and his shots will pass right through them.

MMX2WeaponIconR.pngItem Tracer

  • This is called "SEARCH.R" (Search Radar?) in the weapons menu.
  • No sound effects in either prototype.
  • Hotspots have only been programmed for Morph Moth's stage at this point.

Shoryuken

  • This doesn't exist at all in the older prototype, and it's unobtainable in the newer build. Use PAR code 7E1FAD80 to activate it.
  • X doesn't have to be at full health to use this yet.

MMX2ShoryukenSwitchGlitch.png

  • If X is in the middle of doing a Shoryuken, and the player goes to the weapons screen and selects a different weapon, once the player lands, the X-Buster palette will be loaded over that weapon's palette. The final game fixes this in a pretty obvious way: the player can no longer pause the game while doing a Shoryuken.

Ride Armor & Ride Cycle

MMX2RideGiga1.png

  • If the player uses the Giga Crush and they're moved onto a Ride Armor or Ride Cycle, they'll enter the vehicle in a glitched state. Every time they turn or jump in either vehicle while performing a Giga Crush, they'll do another Giga Crush. This can be done an infinite number of times until the Giga Crush sequence is finally allowed to play out all the way.

MMX2RideGiga3.png MMX2RideGiga2.png

After the final Giga Crush ends, X's sprite will become offset from the vehicle.

Light Capsule

MMX2CapsuleWeaponGlitch.png

  • If the player approaches a Light Capsule with a special weapon selected, then fires a weapon after seeing the Dr. Light cutscene but before entering the capsule proper, their weapon's graphics will be glitched. This doesn't seem to happen with every weapon, but the Speed Burner and Giga Crush are noticeably affected.

Enemies

HP Values

Protos Final
Bar Waying 7 HP 9 HP
Barite Lastar 3 HP 2 HP
Barrier Attacker 5 HP 1 HP
Batton Bone G 2 HP 1 HP
Beetron 20 HP 16 HP
Blecker 7 HP 6 HP
Cannon Driver 16 HP 14 HP
Crash Roader 4 HP 3 HP
Disc Boy 08 4 HP 6 HP
Fishern 2 HP 1 HP
Magna Quartz 32 HP 20 HP
Morgun 2 HP 1 HP
Pararoid R-5 4 HP 2 HP
Refleczer 3 HP 2 HP
Rightod 4 HP 1 HP
Road Riders 6 HP 3 HP
Scriver 4 HP 2 HP
Sky Farmer 3 HP 2 HP
Slidame 4 HP 1 HP
Sole Solar 4 HP 3 HP
Tiranos 6 HP 4 HP
Tubamail-S 4 HP 2 HP
Weather Crystal 31 HP 22 HP

Most enemies in the game have HP differences between the two prototypes and the final game. All but two were reductions; the two that had their HP increased were the Bar Waying (to keep them blocking the player longer) and the Disc Boy 08 (to keep them from being destroyed by one single fully charged X-Buster shot).

Damage Dealt

Method Protos Final
Barite Laster Contact 4 HP 3 HP
Barrier Attacker Contact 3 HP 2 HP
Batton Bone G Contact 3 HP 1 HP
Blecker Contact 4 HP 2 HP
Bullet 3 HP 2 HP
Croak Hopper Bullet 2 HP 1 HP
Magna Quartz Contact 2 HP 3 HP
Morgun Contact 3 HP 1 HP
Fireball 2 HP 3 HP
Gas Fire 3 HP 2 HP
Raider Killer Plasma 4 HP 2 HP
Refleczer Bullet 2 HP 1 HP
Rideloid-G Contact 8 HP 4 HP
Sea Canthller Contact 4 HP 3 HP
Sky Farmer Contact 3 HP 2 HP
Tubamail-S Contact 3 HP 2 HP

Like the enemies' HP values, these were mostly reduced in the final game, though there are a few that were either increased or swapped around.

Miscellaneous

  • Almost all enemies are missing sound effects in the early prototype. It's actually quicker to list what enemies do have their final sound effects assigned:
  • Blecker (Landing only)
  • Jelly Seeker
  • Raider Killer (Landing and firing plasma shots only)
  • Rideloid-G
  • Rightod
The following enemies use temporary sound assignments in the early prototype:
  • Cannon Driver (Firing - use X-Buster sound effect)
  • Raider Killer (Firing lasers - uses half-charged X-Buster sound effect)
  • Slidame (Grabbing - uses X's damaged sound effect)
  • Tiranos (Firing - uses X-Buster sound effect)
  • The Barrier Attacker can be frozen by the Crystal Hunter in both prototypes, something that's required to do to get across a spike pit in X-Hunter 1. They're unaffected by the Crystal Hunter in the final game.
  • Croak Hopper are bugged in that their hitbox lingers while they're exploding. This is likely due to their unique destruction animation wherein the big frog explodes first, then the little frog after that.
  • Fisherns move twice as fast in the later prototype.
  • In the early prototype, Scrivers will continually drill in the air until the player gets close enough, at which point they'll jump towards the player. In later versions, the Scrivers will stay in place until the player gets close enough, at which point they'll hop towards them. Then, if the player is close enough, they'll try to drill into them.
  • Weather Crystals have 20 frames of invincibility after getting hit in the early prototype and just 2 in later versions.

Script

General Notes

  • The early prototype only has new dialogue for the Light Capsules. Everything else is from the first game.
  • The later prototype's draft doesn't include the cutscene that plays after defeating all Mavericks without collecting all of Zero's parts, nor the "Repairing Zero" cutscene that plays when the player exits a stage for the first time with all of Zero's parts.

MMX2DialogueE.png

  • Dr. Light still uses a dialogue picture in the early prototype.
  • There are no full stops (。) in the early draft.

Graphics

Both Prototypes Final Game
MMX2FontJP.png MMX2FontJF.png

The hiragana + katakana character set is identical to the first game's set in the prototypes. The final game redraws each character to add a shadow, then adds a few letters and numbers into the set.

Both Prototypes Final Game
MMX2Font1P.png MMX2Font1F.png

Most of the characters in the game's English font were tweaked in the final game. The question mark is particularly different.

Later Proto Final Game
MMX2Font2P.png MMX2Font2F.png

The early prototype has no large font, but the later prototype does. Unlike the first game, the large font in X2 has every letter of the English alphabet. The S, X, and Z (all new to this game) were touched up in the final version.

Prologue (Unused)

Early Draft Final Draft
きょうも また エックスは ハンターきちからの しれいをうけ
イレギュラーが せいぞうされていると される
きょうも また エックスは ハンターきちからの
しれいをうけイレギュラーが せいぞうされていると される

This is a formatting change; the first line in the early draft is one character too long.

Early Draft Final Draft
N/A
しかし それはエックスにとってあらたなたたかいへの
プロローグでしか なかった・・・
Translations
N/A But that was just a prelude to X's next battle...

The last line of the prologue text isn't in the early draft.

Early Draft Final Draft
   ロックマン エックス 
「カウンターハンターへん」
        ロックマン X2
「 バーサス カウンターハンター 」
Translations
Rockman X
[ X-Hunters Episode ]
Rockman X2
[ Vs. X-Hunters ]

X-Hunters Intro

Serges
Early Draft Final Draft
やつが エックスなのか なるほど なかなかやりおるわい

やつが エックスなのか・・・ なるほど なかなか
やりおるわい。
Translations
So that's X. This guy will be difficult to deal with. So that's X... This guy will be difficult to deal with.

Ellipsis added, and some of the text formatting was changed.

Agile
Early Draft Final Draft
かれの のうりょくは きけんですね
いまのうちに たおして しまわなくては・・・
たしかに かれの のうりょくは きけんですね。
いまのうちに たおして しまわなくては・・・
Translations
His power is frightening, isn't it?
Now we have to defeat him...
His power is certainly frightening, isn't it.
Now we have to defeat him...
Serges
Early Draft Final Draft
エックスの しょりはわしらの ぶかに
まかせるとするかの
こやつの しょりは わしらの ぶかに
まかせるとするかのう。
Translations
We'll leave taking care of X
to our subordinates.
We'll leave taking care of that guy
to our subordinates.
Agile
Early Draft Final Draft
・・・ところで あのものの ふっかつはまだなのですか

・・・ところで あのレプリロイドが かんせいするのに
いつまでかかるのですか・・・
Translations
...Anyway, has that person been resurrected yet? ...Anyway, how long will it take to complete that Reploid?
Serges
Early Draft Final Draft
パーツは じゅんちょうに かんせいしつつ あるのじゃが
・・・きおくかいろが ふかんぜん なのじゃ
パーツは ほぼ かんせいして いるのじゃが
・・・せいぎょかいろが ふかんぜんなのじゃ。
Translations
The parts are coming along steadily, but...
the memory circuit is incomplete.
The parts are almost finished, but...
the control circuit is incomplete.
Agile
Early Draft Final Draft
いそがなくては わたしたちの もくてきのためには
あのものが ひつようなのですからね
わたしたちの もくてきのためには
あのレプリロイドのちからが ひつようなのです。
Translations
We have to hurry, since that person is
necessary for our plans.
That Reploid's strength is
necessary for our plans.

X-Hunters Intervene

Agile
Early Draft Final Draft
エックス! さすがに いちどは シグマさまを
たおしただけのことは ありますね


・・・エックスめ!

・・・さすがに いちどとはいえ シグマさまを
たおしただけのことは ありますね。
Translations
X! Just what I expected from
the one that once defeated Sigma.
...Damn you X!

...But that's what I expected from
the one that once defeated Sigma.
Character Text Translation
Agile
・・・ あのものの さいごの パーツが ハンターきちに
かくされていると メットールから つうしんが きましたわ
...His final part is hidden in the Hunter Base according to
the transmission we've received from that Metall.
Serges
そうか! ではさっそく あのものの パーツの
かいしゅうに むかうとするかの                  
I see! I wonder if we must rush ahead to retrieve his part.

These two lines were removed from the final draft.

X
Early Draft Final Draft
ケインはかせ! これはいったい なにがおこったのですか
ケインはかせ! なにか およびですか?
Translations
Dr. Cain! What in the world happened here? Dr. Cain! Did you call me for something?
Dr. Cain
Early Draft Final Draft
カウンターハンターとなのる さんたいの イレギュラーの
しわざだ・・・
カウンターハンターとなのる イレギュラーから
つうしんが はいったのじゃ。
Translations
This is the work of three Mavericks
calling themselves the X-Hunters...
We've received a transmission from Mavericks
calling themselves the X-Hunters.

From here the early draft goes off in a different direction...

Character Text Translation
Dr. Cain
エックス・・・
ゼロの きおくかいろは ぶじか?              
X...
Is Zero's memory circuit safe?
X
はい ここにあります

イレギュラーたちは こんを ねらっているらしい    
Yes. I have it here.

It seems the Mavericks were after it.
Agile
ふふふ・・・
ついにみつけましたよ                       
Ha-ha-ha...
We've finally found it.
X
! だれだ!                              
Who are you!?
Agile
エックス
をわれわれと かけを しないかね

あなたの そのパーツと わたしたちの かいはつした
パーツを あわせると ゼロはふっかつします
X,
why not make a bet with us?

By combining that part of yours with
the parts we've developed, Zero will be resurrected.
Serges
わしら カウンターハンターと あんたとのたたかいで
しょうりした ものが このパーツ すべてを

てにいれることができるのじゃ
わるい とりひきでは ないじゃろう?

わしらは せんきょした ポイントで
まつことにするが
Whether it's you or us, the X-Hunters,
whoever wins gets all the parts.

A fair deal, is it not?

We will wait for you at our decided points.
Agile
どうするかは エックス あなたのじゆうです

エックス たのしみに していますよ・・・           
The choice is up to you, X.

We're looking forward to seeing you...
Dr. Cain
・・・エックス!これはわなたいってはだめだ!     
...X! It's no use going there, it's a trap!
X
ゼロは おれの しんゆうです!
ケインはかせ おれはいきます!              
Zero is my friend!
Dr. Cain, I must leave!

Light Capsule - Arm Parts

Dr. Light
Early Draft Final Draft
りょうてに エネルギーをためて
れんぞくで こうげきすることが
できる ダブルショットじゃ
りょうてに エネルギーをためて
れんぞくで こうげきすること
ができる ダブルチャージじゃ。

This is just a formatting and terminology change between versions. In the early draft, the fourth level X-Buster shot is referred to as "Double Shot," but in the final it is called "Double Charge."

Agile - Defeated

Agile
Early Draft Final Draft
このわたしを ここまで
おいつめるとは・・・
しんじられん!

あなたを あまく
みていたようです
またあいましょう

このわたしを ここまで
おいつめるとは・・・
しんじられん!

あなたを あまく
みていたようですね。
つぎに あうときをたのしみに
していますよ・・・
Translations
I can't believe it...
You've cornered me
up to this point!

It seems that I may have
underestimated you.
We'll meet again!
I can't believe it...
You've cornered me
up to this point!

It seems that I may have
underestimated you, huh?
I look forward to the
next time we meet...

All Stages Cleared - All Parts (Unused)

Dr. Cain
Early Draft Final Draft
ダブルゼロ ポイント なんきょくてんだ!
ダブルゼロ ポイント ほっきょくてんだ!
Translations
It's Point 00: The South Pole! It's Point 00: The North Pole!

The X-Hunter's base switched poles, probably because the stage select map scrolls up to get to the base, not down.

Dr. Cain
Early Draft Final Draft
これで ゼロをよみがえらせる
ことができるぞ だが
ゼロのしゅうふくには もうすこしじかんが かかる。
それまでがんばってくれ。
Translations
Zero can be revived with this.
However...
The restoration of Zero will take a bit of time.
Until then, good luck.
Dr. Cain
Early Draft Final Draft
すこし じかんがかかりそうだ
もうすこし がんばってくれ
たのんだぞ エックス
すこし じかんがかかりそうだ。 もうしばらく
がんばってくれ。  たのんだぞ エックス。
Translations
It seems it's going to take a while.
Hang in there for a bit.
I'm counting on you, X.
It seems it's going to take a while. Hang in there
in the meantime. I'm counting on you, X.

Violen 2 - Defeated

Violen
Early Draft Final Draft
ヤツが オレよりも
すぐれているとでもいうのか!

このオレのパワーがつうじぬとは
ぐあああああっ!
キサマが オレより
すぐれているとでもいうのか!
このオレのパワーがつうじぬとは

ぐあああああっ!
Translations
I guess he is better than even me! I do not understand this power of mine... Arrggghhh! I guess you are better than me! I do not understand this power of mine... Arrggghhh!

Serges Tank - Defeated

Serges
Early Draft Final Draft
ワシはしぬのか?
ワシはここで ほろびるのか?
Translations
Am I going to die? Am I going to perish here?

Sigma & Zero - All Parts (Unused)

Sigma
Early Draft Final Draft
おのれ ゼロ!
なぜきさまは わたしのてきに
まわる!
おのれ ゼロ!
なぜきさまは わたしに
キバを むける!!
Translations
Damn you Zero!
You dare turn against me!!
Damn you Zero!
You dare to bare your fangs at me!!
Zero
Early Draft Final Draft
エックス またせたな
だが あいさつはあとだ
いますべきことは

エックス またせたな。
だが あいさつはあとだ!
おれたちが
いますべきことは
Translations
Kept you waiting, X.
But let's leave the pleasantries for later.
There's something that must be done.
Kept you waiting, X.
But let's leave the pleasantries for later.
There's something we must do.

Sigma & Zero - Not All Parts (Unused)

X
Early Draft Final Draft
ゼロ・・・
このパーツを
きみにかえすよ
ゼロ・・・


Translations
Zero...
I'll return this
part to you.
Zero...
X
Early Draft Final Draft
おれがわかるのか!
ゼロ!
! きおくが もどったのか
ゼロ!
Translations
Do you recognize me now,
Zero?!
Did you get your memory back,
Zero!?
X
Early Draft Final Draft
ゼロ! しぬきか!
しぬきか! ゼロ!!
Translations
Zero! Do you have a death wish?! Do you have a death wish, Zero?!

Just a simple swap of sentences.

Zero
Early Draft Final Draft
おれなら だいじょうぶだ
はやくいけ・・・
おれなら だいじょうぶだ
はやくいくんだ!
Translations
I'll be fine. Hurry... I'll be fine. Now hurry!

Sigma Fight (Unused)

Sigma
Early Draft Final Draft
どこまでも わたしのじゃまを
したいというのかね
エックス!
どこまでも わたしのじゃまを
したいというのかね・・・
エックス!
Translations
No matter where I go, you
always seek to foil me, X!
No matter where I go, you
always seek to foil me... X!

Sigma Virus

Sigma
Early Draft Final Draft
・・・だがわたしは
なんどでもよみがえり
あらたなちからを
もちうることが できる
・・・だがわたしは
なんどでもよみがえり
あらたなちからを
えることが できる。
Translations
...However,
every time I'm revived,
I can use new powers.
...However,
every time I'm revived,
I earn new powers.
Sigma
Early Draft Final Draft
しかし ゼロはなぜ・・・
やつは・・・ さいごの・・・
ワイ・・・ リー・・・の・・・
しかし ゼロはなぜ・・・
やつは・・・ さいごの・・・
ワイ・・ ナン・・・ズの・・・
Translations
But Zero, why...
he's...the last of...
Wi...ly...'s...
But Zero, why...
he's...the last of...
Wi...Num..rs...

The final game breaks up the phrase "Wily Numbers" to try to keep it somewhat mysterious, while the early draft just outright states Wily's name.