This was changed to a single frame of animation in later versions. The animation for Blizzard Buffalo's Freezing Beam is different in all builds It looks like he's firing some kind of energy beam in the August prototypes.īlizzard Buffalo has a goofy-looking stunned animation in the August 9th prototype. He also looks like he's lifted off the ground a bit The new design looks too heavy to even do that, so the animation was changed to keep both feet planted on the ground.īlizzard Buffalo has a faster Frost Shield throwing animation in the August 9th build. His Charge attack uses what is hopefully a preliminary flame graphic in the earlier design.
![megaman x3 ride armor not working megaman x3 ride armor not working](https://static.wikia.nocookie.net/megaman/images/4/48/MMX3_Transfer_Device.png)
The horns on Blizzard Buffalo in his intro animation are a bit lopsided and unstable in the prototype. There's no animation at all in the August 23rd prototype, while the final version matches his regular intro animation. The animation is reversed at the end, which looks a little strange. In the earliest prototype, he does a little charging animation, with frost coming out of his nostrils. The earlier design's blue and purple tones were changed to a more winter-appropriate cyan and lavender palette, and some red-pink shades were thrown in for good measure.īlizzard Buffalo's stage intro animation is different in all builds. The shading on this sub-boss's thorax is a bit odd-looking in the August ROMs, especially on the first sprite.īosses Blizzard Buffalo / Frozen Buffalio August 9th buildīlizzard Buffalo uses a more compact design in the August 9th prototype. In the August 9th build, only the top half of Shurikein's wireframe is drawn during the fight. In the August prototypes, Shurikein's wireframe art looks more like a snail shell than a shuriken. Mac's capture ball uses a different palette in the earliest prototypes. This graphic is only found in the final game.
Megaman x3 ride armor not working mac#
Mac doesn't have a defeated animation in either of the August prototypes. There's not enough space in VRAM to animate both the treads and the drill, which is probably why the drills were simplified. The drills on the Hell Crusher's tank are more detailed in the August prototypes, but the tank's treads are only animated on the final version. This detail had to be removed from the final version to make room for the extra wheel and platform tiles. In the August builds, the red eye of the Escanail will turn yellow as it's backing up. The platform under the Escanail's shell is 8 pixels shorter, making the long climb up Doppler Stage 2 more difficult. The actual snail part is also animated slower, though they actually move at the same speed in both versions. In the August prototypes, the wheel on the Escanail enemy is inanimate and a bit larger - it was shrunk down to keep the animated part of the wheel down to 16 8x8 tiles. Sigma uses his own boss icon in the final version.Įnemies and Sub-Bosses Escanail August builds The stage intros already use the final design. The final game's icon is a bit more unique, with a red D in front of a blue diamond. Doppler boss icon is a yellow D in front of a red triangle - this is basically an edit of the boss icon from Mega Man X2. The chip Capsules use the same blue palette as the normal Light Capsules in the earlier prototypes. The energy orbs look fine with the golden palette, so there's no problem there. The final version discards this concept and gives no visual indication for any chip except the Hyper Chip, which gives X's armor a shiny golden hue.
![megaman x3 ride armor not working megaman x3 ride armor not working](https://static.wikia.nocookie.net/megaman/images/e/ee/GoudenRideArmor-x7.jpg)
Note that the energy orbs that come out of X share the same palette, and they end up looking pretty weird as a result. In the August prototypes, each enhancement chip will tint the white parts of X's armor a different color. The flame coming from the Hawk Ride Armor was redrawn in the final version. The extra life has some extra shading in the earlier builds - this is also how it looked in the previous two titles, but the golden palette X gets with the Hyper Chip doesn't work well with the older graphic, necessitating a sprite change.
![megaman x3 ride armor not working megaman x3 ride armor not working](https://static.wikia.nocookie.net/megaman/images/9/9f/GoudenMMX7Concept.jpg)
This unique orange palette was added in a later version. X's fourth charge level uses the third charge level's palette in the August builds. The preview for Neon Tiger's stage is missing in the August prototypes, but the palette still exists. The preview for Tunnel Rhino's stage is missing in the August prototypes, but the palette still exists. The preview for Gravity Beetle's stage changed the clouds and added a setting sun in the final. The preview for Crush Crawfish's stage added some shading to the sky and darkened the lines on the building in the final. The preview for Blizzard Buffalo's stage looks completely different, aside from the same graphical layout. Blast Hornet, Toxic Seahorse, and Volt Catfish are identical to the final.
Megaman x3 ride armor not working code#
While the code for displaying the stage previews has mostly been removed (some of the subroutines still exist), the preview images can still be found in the ROM (except for Tunnel Rhino & Neon Tiger, see below).