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Mega Man Zero 3

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Title Screen

Mega Man Zero 3

Also known as: Rockman Zero 3 (JP)
Developer: Inti Creates
Publisher: Capcom
Platform: Game Boy Advance
Released in JP: April 23, 2004
Released in US: October 5, 2004
Released in EU: September 3, 2004


CopyrightIcon.png This game has hidden developer credits.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page

In Mega Man Zero 3 there's a new threat: Dr. Weil, and he's got a very giant robot to back him up. Collect secret disks, cyber-elves, body parts, head parts, leg parts, Sub-tanks and EX skills.

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Unused Graphics

Mostly remnants from the previous two games:

Zero 1 Leftovers

MMZ3NoElement.png
This is the "No Element" icon from the first two games.
With the new body system in this game, this graphic is no longer needed.
MMZ3TestTiles.png Placeholder tiles for ladder and spike blocks.
These are found in the Aegis Volcano Base's lava room tileset.

Zero 2 Leftovers

MMZ3OldComputer.png
Ciel's old computer in Mega Man Zero 2 is part of her room's background.
A sprite-based computer appears in front of it, so it's never seen.
When's all zed and done.
These Z difficulty icons are left over from Mega Man Zero 2, where they were also unused. And this game actually had enough difficulty modes to use them! Oh well.

Elemental Chips

Used Unused
MMZ3ElementsUsed.png MMZ3ElementsUnused.png

A different set of element icons were drawn for the new body system of this game, but in the end they decided to reuse the icons from the previous two games.

Unused Phantom Attack

MMZ1 Phantom Unused Attack.png

Phantom has graphics for an unused attack. This is a leftover from Zero 1 where it is also unused. Unlike Zero 1 however, the code for the move appears to have been removed.

Unused e-Reader Functions

These aren't used in any version of the game, even the Japanese version. The CodeBreaker code base for each mod group is provided as well as the byte for each effect.

Interestingly, there are exactly 40 unused functions. The cards used in this game were available in two sets of 40 cards each. Either there was a third set planned or each set originally had 60 cards.

Since almost all of these mods just give enemies more health, it's not that big of a loss either way.

Group 1 - 82002438 XXXX
Byte Text Displayed Effect Notes
0008 P. Guardian energy increased by 4. Pantheon Guardian health +4 These were translated differently than the other health mods.
0010 P. Hunter energy increased by 4. Pantheon Hunter health +4
0400 Attack of Animal elves Archim and Archil have increased by 1. (same as text)
Group 2 - 8200243A XXXX
Byte Text Displayed Effect
0080 Attack of Animal elves Beetack and Beenipe have increased by 1. (same as text)
Group 3 - 8200243C XXXX
Byte Text Displayed Effect
0020 Attack of Animal elves Archim and Archil have increased by 2. (same as text)
0100 Attack of Animal elves Beetack and Beenipe have increased by 2. (same as text)
Group 5 - 82002440 XXXX
Byte Text Displayed Effect
0004 Energy of Crossbyne has increased by 4. (same as text)
0008 Energy of P. Base has increased by 4. Pantheon Base health +4
0100 Energy of P. Aqua has increased by 4. Pantheon Aqua health +4
Group 6 - 82002442 XXXX
Byte Text Displayed Effect Notes
0001 Attack of Animal elves Archim and Archil have increased by 4. (same as text) There's no +4 equivalent for Beetack and Beenipe.
0008 Energy of P. Bomber has increased by 4. Pantheon Bomber health +4
0040 Energy of altered P. Aqua has increased by 16. Altered Pantheon Aqua miniboss health +16
0800 Energy of PurpleNerple increased by 4. (same as text)
1000 Energy of Shellcrawler increased by 4. (same as text)
2000 Energy of Icebon increased by 4. (same as text)
4000 Energy of G. Cannon increased by 4. Generator Cannon health +4
8000 Energy of Claveker increased by 4. (same as text)
Group 7 - 82002444 XXXX
Byte Text Displayed Effect
0001 Energy of Shotcounter increased by 4. (same as text)
0002 Energy of Grand Cannon increased by 4. (same as text)
0004 Energy of Shrimpolin increased by 4. (same as text)
0008 Energy of Batring increased by 4. (same as text)
0010 Energy of P. Cannon increased by 4. Pillar Cannon health +4
0020 Energy of Volcaire increased by 4. (same as text)
0040 Energy of Snakecord increased by 4. (same as text)
0080 Energy of Lemmingles increased by 4. (same as text)
0100 Energy of Lamplort increased by 4. (same as text)
0200 Energy of Tile Cannon increased by 4. (same as text)
0400 Energy of Shelluno increased by 4. (same as text)
0800 Energy of Heavy Cannon increased by 4. (same as text)
1000 Energy of Mothjiro increased by 4. (same as text)
2000 Energy of C. Cannon increased by 4. Capsule Cannon health +4
4000 Energy of Calibee G increased by 16. (same as text)
8000 Energy of Deathlock increased by 4. (same as text)
Group 8 - 82002446 XXXX
Byte Text Displayed Effect Notes
0001 Energy of Gyro Cannon increased by 4. (same as text)
0002 Energy of Sharkshiel X increased by 4. (same as text) This is a mistranslation of "Sharkseal X"
0004 Energy of Olwarmer increased by 16. (same as text) This is a mistranslation of "Or Wormer"
0008 Energy of Branwarmer increased by 16. (same as text) This is a mistranslation of "Blanc Wormer"
0010 Energy of Locomo IF increased by 16. (same as text)
0020 Energy of Beeserver increased by 16. (same as text)
0040 Energy of Megamilpa increased by 16. (same as text)
(Text dump: squirtle90909)

Hidden Developer Credit

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

1. Does this appear in any other Inti game? I haven't been able to find it any of their other GBA games yet (including Zero 4)

2. Is there an anti-piracy function tied to this? See the discussion page for speculation. Based on brief testing, overwriting this string doesn't trigger anything noticeable (i.e. you can still access Volteel Biblio)

A few frames after bootup, the string INTI gets written starting at 02000010 in the Japanese version and 02000290 in all other versions

Regional Differences

Hmmm...
To do:
Check the non-Japanese versions for Battle Chip Gate functions.

Title Screen

Japan US Europe
2004 - Rockman Zero 3 (Mega Man Zero 3) 16.png Strangely, the 3 from the Japanese logo wasn't used either. Did they seriously try to spice up this logo by putting triangles in front of the 3?

The European version continued with the Europe-specific branding, right down to a unique "3" font.

Blood Spray

Gnarly
When most enemies are destroyed with a non-Buster weapon in the Japanese version, some kind of red liquid bursts out of them. Like the other games in the series, this was removed from every non-Japanese version of the game.

Name Changes

In the Japanese and European releases of the game, the bat-based Mutos Reploid goes by the name of Hellbat Schilt. This was changed to Devilbat Schilt for the American release, presumably so the series could still maintain an E rating from the ESRB.

Voice Acting

In the Japanese version, this sound plays in the ending cutscene, where Ciel calls out to Zero. In Western releases, it goes unused. Strangely, this is the only voice clip that goes unused, despite other voice clips having full Japanese phrases yet remaining intact. Ciel's text box automatically scrolls independent of player input in this case, whereas in the Western releases it's non-automatic and expanded to include more dialogue.

e-Reader Support

e-Reader support was only available in the Japanese version. The e-Reader text has been translated in the localization, but left unused, until the Nintendo DS compilation offered the e-Reader content to all regions as an option in the main menu, and later Zero/ZX Legacy Collection.

MMZ3TabbyCat.gif
e-Reader Functions
Yes, more e-Reader content that's exclusive to Japan.