the cutting room mirror

Unused Stages

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This is a sub-page of Proto:Mega Man X7 (PlayStation 2)/Trial Edition.

Similarly to the US Press Event build, several more stages are present in the Trial Edition build than what's used. Said stages are naturally closer to the final game comparatively, but still show some interesting differences. The videos and research into finding these stages were done by lucasfera15, who warrants credit for their efforts.

Lava Factory#

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Section 1#

Now uses the first section seen in the final game instead of the unique area seen in the US Press Event build. This section itself is largely the same as it was in the previous build aside from the bugged stage collision getting fixed. Now uses a proper lava texture like the final game but it still seems to use the US Press Event version's animation for it.

Section 2#

Is the version of Section 2 used in the US Press Event build, complete with functioning mission objective and radar. Compared to the previous build, it now has a cutscene showing the targets one is meant to attack. Strangely, dying in this section brings up a debug version of the final game's upgrade menu screen.

Section 3#

A version of Flame Hyenard's boss arena that's fairly close to the final game. The boss arena is different compared to any other build with a different appearance and platforms off to the side. The background is also missing.

Battleship#

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Section 3#

Mostly the same as the final game. The Humanoid Bridge sub-boss has a different, longer intro cutscene.

Section 4#

Now set at the same camera angle as the final game, but is still in 3D Mode and has the same layout.

Section 5#

The boss arena has functionality to move dynamically here that isn't present in the final game. Splash Warfly is present and behaves similarly to the final game, but does not seem to account for the dynamic arena. The texture for the sea is strangely bugged and displays random textures in memory instead.

Palace Road#

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Section 1#

The cut Section 1 from the US Press Event build is still present here. Has been adjusted to use the final stage's background and textures. Given its presence here, it was likely cut very late in development.

Section 2#

The stage now uses the final game's camera angle. The layout still seems to be different from the final game. The Mole Bore's model seems to have issues displaying parts at certain angles.

Section 5#

Layout is close to the final game. The Mole Bore's path-finding is completely bugged and it will disappear from the stage midway through.

Crimson Palace#

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Section 2#

An updated version of the tower section seen in the US Press Event build. Has Batton enemies placed around in it and additional collision.

Section 5#

Another tower section. Lacks much of anything besides a single room. May have been intended for a cutscene.

Section 6#

An updated version of the Boss Cemetery concept seen in the US Press Event build. Has unique textures, geometry and a water effect seen at the sides.