the cutting room mirror

US Press Event

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

General Differences#

  • A Japanese trailer for the game displays upon start-up. Said trailer seems to depict a slightly earlier build than this one, showing a different visual effect on X's Dash animation than in this build or the final game.
  • The HUD looks different than the final game and contains two bars under the character icon of undetermined purpose.
  • X's model has a more detailed face with a defined mouth. This was changed to a flat texture in the final game, presumably for optimization purposes.
  • The Highway stage can be played as X here, a scenario that is impossible in the final game.
  • Said stage features a different enemy layout, as well as a unique segment where one shoots at orange Bee Bladers in the background. These were likely cut from the final game as they would be impossible to fight with Zero's moveset.
  • The stage transitions to the Mega Scorpio fight without a loading screen. This was likely added to the final game to account for the added cutscenes between Zero and Axl.
  • The Tank Farm stage features a mission objective required for level completion; Defeat 30 of the Flyer enemies within 5 minutes. The final game simply requires getting to the end of the segment. This and the objective in the Ride Armor level suggest the game initially had a stronger focus on level objectives that was paired down for the final game.
  • "Tank Farm" looks notably different from its final incarnation as Lava Factory, having different lighting and a different texture for the lava.
  • The Ride Armor level has a different objective; Rescue 16 Reploids in the area. The final game requires defeating a set amount of the Proto Ride enemies instead. This objective's existence here may indicate this was the originally intended functionality for the rescuable Reploids before they were made collectibles across the levels in the final game.
  • Said stage features a different layout, containing destructible boxes spread throughout the area that contain some of the rescuable Reploids.
  • The Tunnel Base theme sounds notably different from the final game, missing some instruments and ending slightly sooner. This version also exists unused in the Trial Edition build.
  • Upon completing any stage, the game will cut to the "Coming Soon" screen. Said screen and the initial trailer notably still refer to the game as Rockman X7 despite the use of the international name on the title screen.

Gameplay Differences#

  • The player only has one life. Should one die at any point in a stage, the game will cut to the "Coming Soon" screen.
  • X does not have his voice clips and grunts from the final game yet, and instead re-uses the equivalent sounds from X5 and X6.
  • X's Buster Charge effect is different. It displays sooner than the final game, and shows both the semi-charged and fully-charged effects immediately. As a result, only the green flash effect is used to indicate fully-charged.
  • If X turns around after Dash Jumping, his Dash momentum will be cut immediately. This also occurs in 3D mode, but only if you turn completely around. In the final game, this was changed to not occur like the previous X games.
  • Holding down the Dash button does not allow for consecutive Dash Jumps. This was changed in the final game, presumably to be more in-line with the controls of the PlayStation-era X games.
  • Dash Wall Jumps work remarkably different compared to the final game. If one Dash Jumps into a wall and Wall Jumps, the Dash Jump speed will be maintained even if the Dash button wasn't held before Wall Jumping. Conversely, holding the Dash button will not grant Dash Jump speed off a Wall Jump if one didn't Dash Jump into the wall beforehand. This system was changed in the final game to control like the prior X games, but as a result changed Dash Wall Jumps to abruptly cut the Dash Jump speed shortly after jumping.
  • Air Dashing is possible after a Dash Wall Jump, even though it is not usually possible after a Dash Jump.
  • A radar is present in the Tank Farm level that points to nearby targets. This feature is not present at all in the final game.