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Mega Man Battle Network 3

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SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH

This page sucks.
If you could make it suck less, that would be awesome.
Specifically:

  • A lot of this article is based around the use of walk through walls cheats. It's unclear how much is actually unused content or relevant to document. There's a lot of run-on sentences and changing perspectives, too.
  • Elaborate what the text "On the map list, this is also the last legitimate Comp on the list" in Monitor Comp refers to. The game's texts or internal files? In the map hex IDs, this is the last Comp from XX8A, but in numerical order the actual last is 048D (Wall Comp).
  • Is the "Debug Script" list defined as-is in the ROM? If not, clean it up and describe it properly instead of dumping an addendum at the end of it.

The third game in the series, Mega Man Battle Network 3 takes place shortly after the dissolution of the netmafia Gospel. The WWW has returned, so Lan and MegaMan try to stop them (after battling in the N1 Grand Prix, of course), only to end up getting a history lesson about the internet.

This entry is notable for taking some elements from the Rockman.exe/MegaMan NT Warrior manga (Pulse Transmission and Full Synchro) and anime (the N1 Grand Prix and PET design) as well as having two different versions.

Unused Sprites#

Dr. Hikari Sr.#

Mmbn3_unused_hikari_sr.gif

Dr. Hikari Senior is only seen in one cutscene at the end of the game. Because he does not turn around, this sprite is never used.

Mr. Famous#

MMBN3-MrFamous-UnusedAnimations.PNG

Mr. Famous, who only appears in the Blue version, has an unused animation of him moving his glasses as well as a static frame where he appears to be bowing or slumped dejectedly.

Unused Palettes#

Alternate Ghost Colors#

Mmbn3_unused_ghost_alt.gif

It seems the ghost NPC was supposed to have alternate colors, possibly to make the ones in the Secret Area distinct from the UnderNet ghosts. However, only the purple palette is ever used.

Twin Virus#

Mmbn3_unused_twin_anim.gif

Each variant of the Twin virus has an unused palette animation that makes its eye glow. However, its sprite file does not define any animations using these.

Security Cube#

MMBN3-SecCube-Palettes.PNG

The security cube's two unused palettes found in Battle Network 2 are also in this game.

Guard Program#

MMBN3-GuardProg-UnusedPal.PNG

The Guard Program found in the WWW base has an unused red palette.

Alpha Bug#

MMBN3-AlphaBug-UnusedPal.PNG

The Alpha Bug's overworld sprite has a red version that, unlike the blue one, is never encountered.

Bubbles#

MMBN3_RedBubbles.PNG

The bubbles that trap Mayl and Ms. Mari have a red palette for their final stage before exploding. This is never seen though, as the last occasion to look at them is while they are still yellow.

Unused Text#

Build Date#

Stored at x471C8 (US/EU Blue)/x471E0 (US/EU White)/x47674 (JP Black)/x4768C (JP White):

ROCKMANEXE3 20021002

The date is the same in all versions.

Bug Frag counter#

In the ROM, near the messages for Double and Triple delete, there is also a label for Bug Frags. It seems that they were originally going to be tracked the same way rather than being shown on the ranking screen.

EnergyChange messages#

Only non-
elemental
effects work!

Only a Wood
effect will
work!

Only an Elec
effect will
work!

The EnergyChange program will only use fire and aqua chips to get rid of obstacles like trees and fires. However, this message has variations for other chip types as well, even non-elemental.

Placeholder L Button Dialog#

Press the L Button to talk to Lan! (but not yet)

This can be seen by pressing L inside a dungeon during an invalid scenario (such as accessing the hospital comps while the N1 Grand Prix is ongoing). A similar unused message appears in Battle Network 2.

Empty BBS Board#

Viewing a BBS board with no message causes Mega Man to say "There aren't any messages", followed by the menu automatically exiting. In normal gameplay, BBS boards will always have messages when you first reach them; seeing this requires you to somehow reach the UnderBBS without the Tally key item.

Miscellaneous#

Unused Styles#

MMBN3_fake_style.png

The game has several nameless styles which cannot be obtained by any legitimate means. There are non-elemental style changes which function almost exactly like their elemental forms. Alternate colors are also used, some of which don't correspond to any style. Those colors include darker palettes only used with a Bug Style.

Unused Chips#

Mmbn3_unused_chips.png

The game has several unobtainable chips, all of which use the Mega Buster image. These chips are mostly chip versions of buster attacks. The name "Delay" is used when a buster attack is used. "C-" attacks are Back+B moves. There is no reason for these chips to exist because custom busters don't have to be based on chips, as seen in the past game.

Inaccessible Rooms#

There are three rooms in the game that cannot be freely explored. This is because they are only used in cutscenes. Despite the fact that cutscene maps don't have to be named (since they would not be seen), they have full names and walls with collision. SciLab SciLab (0007) is an old version of SciLab seen in the ending. Most parts have short temporary descriptions which can be read: "A network hub", "Lots of things in a big jumble", "A desktop computer", "A chair", "A laptop computer", "A copy machine", and "A cardboard box". The layering is also fixed as the chair can be seen in front of Lan. Exiting the room takes the player to the exact center of ACDC Town; an incomplete exit. The completeness of the map suggests that it may have been explorable at some point as is seen with the Dr. Hikari Senior sprite. Exploring the room might have seemed redundant and was cut from the final game to only go straight to the cutscene.

Server Room

Server Room (0507) has a similar situation, only there are no descriptions,so nothing can be interacted with. The layering is also incomplete, as it seems Lan is on top of the platform when he is actually on the bottom. Other than that, the walls are all complete and exiting takes the player to the previous room. As long as the cutscene is disabled, the room can be freely explored. The map is also visually complete, despite the fact that the entire room would not be seen.

Monitor Comp

Monitor Comp (088A) is another cutscene-exclusive map that is named. The room is complete and even has a description to the device accessed by Cossak: "It's a server". Other than that, the map is empty and the warp in the center takes the player to the last jack in port accessed. When L is pushed, the description for the EduComputer comes up and Lan talks about giraffes. On the map list, this is also the last legitimate Comp room on the list.

Unused Rooms#

Maps 048A to 078A and some of the maps that come after the Monitor Comp are all dummy maps given the name *test msg*. They have no random encounters. They appear to use data from other 8A maps, as Lan talks about giraffes like 008A (EduComputer) and the exits are the same as 018A (Lion Comp).

The name *test msg* is also given to maps 058D to 0F8D, unused copies of the Cyberworlds from ACDC (Areas 1 to 3 and the Square), SciLab (1, 2, and Square), Yoka (1, 2, and Square), and Beach (1 only), respectively. They lack NPCs, have visual glitches, and their exits will either send the player to ACDC Town (with MegaMan being considered outside the PET, preventing jack in) or freeze the game. Some of them have random encounters with Mettaurs.

Unused Enemies#

Unused Versions#

The final boss, Alpha only has 2 different versions: regular and Omega. However, the game requires all enemies to have 4 versions, so WindBox enemies were added as filler.

Mmbn3_punk_omega.PNG

Punk, normally an optional boss exclusive to the Blue version, has an Omega version programmed into the game despite it being impossible to fight him. All bosses have Omega versions which are unlocked in the game. Since Punk is exclusive, he is not required to be fought.

There are also 2 unused versions of Serenade for the same reason as Alpha. Only two versions exist and can be fought normally.

Likewise other versions, Number-G has three numbers. However, the game only can be found with number 1.

Unused AIs#

Watch on YouTubeAn unused AI for Punk can be found in the game. It has an attack that the normal Punk never uses, where he bounces off the sides off the field in a zigzag motion, similar to the AirHoc chip in the later games. The AI appears to be unfinished as Punk does not move on his own if you stand still, but he does react to your movements and attacks in a way that the normal Punk doesn't.

The following Action Replay v3 code replaces the AI for Punk V1 and Punk Alpha with the unused AI in the North American region Blue version of the game.

Unused AI for Punk/Punk Alpha (ARv3)
47D46229 D5D42650
7A447754 749BB0E6

Unused Battlefields#

Mmbn3_unused_field.png

The game has over 150 different premade battlefields. However, only a handful of these are actually used. As with the past game, there are a lot of different battlefields which can be hacked into a battle.

Debug Scripts#

Mega Man Battle Network 3 is the first game in the series to have its debug scripts left in the game. These scripts are special commands that have debug-like qualities to them and actually work in the game. Below is a list of all the debug scripts in the game. If they are read by the game, the effects activate.

04= all spin items
05= open all links
30= black mind/humor
47= Bass requirements met
60= Demo 00 01 start
72= Got 1000Z
73= Used 1000Z
76= compression program
80= Whatever
8E= Setting boy
98= Sleep in bed
9C= Setting client of job 0
9D= Setting client of job 0's friend's Navi
DF= Clear Flag
E0= Beat Darkman LV1 flag
E1= Beat Japanman LV1 flag
E2= beat Base SP flag
E3= quiz cleared
E4= breeding cleared
E5= job cleared
E6= beat flashman LV1 flag
E7= beat beastman LV1 flag
E8= beat bubbleman LV1 flag
E9= beat desertman LV1 flag
EA= beat plantman LV1 flag
EB= beat drillman LV1 flag
EC= beat fireman LV1 flag
ED= start breed virus encounter
F0= beat bass gs flag
F1= Custom style LV2 get program
F2= lifebit 123 battle end
F4= internet burning
F5= setting bass gs
F8= all viruses gotten
F9= key command on
FA= special check for breeding viruses
FB= got lifebit 123
FC= got lifebit 45
FD= got lifebit sp

This list has a few oddities. E2 calls "Bass", "Base". Technically the name is pronounced as it is written in E2, but this isn't a translation error but rather a phonetic error.

"LifeBits" refer to the "Scuttles" virus family. Their original Japanese names were "Dream Bits", and in the North American translation, the "Dream Virus" and related attacks/chips (Dream Aura, Dream Sword, etc.) switched the word "Dream" with "Life", to create "Life Virus" (as well as "Life Aura" and "Life Sword"). This was further converted to change "Life Bits" into "Scuttles", to be consistent with Battle Network 2's virus naming.

Regional Differences#

Due to lack of space, some animations were removed in international releases. Most of these were restored in the Mega Man Battle Network Legacy Collection.

Title Screen#

Japan

North America

Rockman_EXE_3_title_screen_animation.gif
Rockman_EXE_3_Black_title_screen_animation.gif

The international title screen got another graphical design overhaul, this time deviating from the style of the first and second games and instead adapting the Japanese Black background. The Japanese version also has a short animation in the beginning, a black background with moving texts, which continues in the black circle from the title screen.

In the European versions, the credit for Capcom USA was removed.

Jack In Animation#

The Jack In animation was removed outside Japan, having only a short flash instead.

Mega Man Battle Network 3 White
(Rockman.EXE 3)

Mega Man Battle Network 3 Blue
(Rockman.EXE 3 Black)

Likewise, the opening intro for the Navi Customizer was also removed in international versions.

Game Over Screen#

Except for the colors, the game over screen was the same from Mega Man Battle Network 2. The animated background and MegaMan's mark were removed in international versions, and the text size was reduced.

Rockman.EXE 3

Mega Man Battle Network 3

"Simplicity is the ultimate sophistication"

Environmental Text Removal#

While the game contains several areas with Japanese text outside Japan, some were translated, like the Metroline locations, Higsby's shop, and the Ura Inn, and others were removed, like the みやげ (souvenir) text in Tamako's shop.

International

Japan

Special Ending#

If you finish the game with all seven stars in the Japanese version, you'll get a special congratulatory screen. You get nothing in international versions.

file:Mmbn3 special ending.png

Oddities#

Unreachable NPC Interactions#

Several unreachable NPCs have defined dialog taken from elsewhere in the game if talked to via glitches or cheats:

  • Talking to some of the zoo animals plays dialog normally used in the endgame scenario: "We had to send all the animals back to their homes. I miss them, but at least they're happy to be back home."
  • The zoo's snake, elephant and its poop act like the missing camera sidequest NPC, even when said NPC isn't present.
  • Talking to FlamMan in UnderNet 3 without triggering the "strange presence" cutscenes will result in dialog offering a chip trade.

Unused Ticket Program#

By using a walk through walls code, an unused, unusable cyber ticket program can be found to the right of the Sci-Lab 2 Metro Station tracks. This can be done after the first accessing of the Sci-Lab net during the second part of the N1 preliminaries.