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Proto:Mega Man X2/Weapons and Items
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This is a sub-page of Proto:Mega Man X2.
Contents
Weapons
X-Buster
- Charging the X-Buster (or any other weapon) has no sound effect assigned in the early prototype.
- In the early prototype only, the X-Buster can be charged while the player has no control over X, such as during boss door transitions and boss intros. Later builds remove this feature, which won't be seen until Mega Man X4.
- In the later prototype, if X has a level 1 or 2 charge during a boss intro and the shot button is not being held when the fight starts, the charge vanishes without firing. In the final, the charge is fired instantly when the fight starts.
- In both prototypes, any shot fired while in Double Shot mode uses the standard charged sound effect. In the final game, any shot fired in Double Shot mode uses the supercharged sound effect that was used by the Spiral Crush Buster in the first game.
- There's a bug in both prototypes with the Double Shot system. If the player is on their second shot and they fire, and then quickly jump and cling to a wall, then quickly fire again while on the wall, they'll be able to shoot a third charged shot. If the player does this quickly enough, they'll be able to have three charged shots on-screen at once.
- There's a second bug only in the early prototype. If the player charges up all the way and fires the first shot while doing a series of short hops, lets go of the shot button, charges up all the way again and then lets go of fire again (all while continuing to do short hops), when the player fires the second shot they'll keep the charging palette until they start charging again.
Crystal Hunter
- Palette has already been finalized.
- Uncharged, this takes 2 shots per unit in both prototypes, 1 shot per unit in the final game.
- Charged, this takes 3 units per shot in both prototypes, 2 units per shot in the final game.
- In the early prototype, the uncharged shot uses the standard X-Buster sound, while the charged version uses the semi-charged X-Buster sound effect.
- In the later prototype, the uncharged shot makes the same sound as in the final game, but the charged version recycles the uncharged version's sound effect.
- The game is supposed to limit the number of Crystal Hunter shots on-screen to 3, but in both prototypes the game doesn't count crystallized enemies as projectiles. There is no effective limit on the number of enemies that can be crystallized at once, as can be seen by freezing the lava orbs in Flame Stag's stage.
- When an enemy is encased in crystal and the enemy is still on-screen, the player is normally not allowed to switch weapons using L or R. Switching weapons through the pause menu will despawn the crystal encasement and the enemy. However, there's an oversight in both prototypes: if the player encases an enemy in crystal, then uses a charged Crystal Hunter and waits for it to run out, they'll be able to switch weapons even with the crystal still on-screen. This will lead to the crystal graphics glitching out. If the player destroys the crystallized enemy, they'll be unable to switch weapons again unless they go through the pause screen.
- In the early prototype, if the player uses a charged Crystal Hunter, then goes to the pause menu while the ripple animation is playing and selects a different weapon, both the player and whatever objects were on-screen at the time will be permanently frozen. The player will still be able to charge, but will not be able to fire anything. The only way out is to exit the stage through the pause menu.
- Another bug in the early prototype: If the game is currently slowed down from a charged Crystal Hunter and the player goes to the pause menu and selects another weapon, the slowing effect will persist until the player uses another charged Crystal Hunter.
Bubble Splash
E. Proto | L. Proto + Final |
---|---|
- Uses a pink & green palette in the early prototype and a yellow & dull pink palette in other versions.
- Uncharged, this takes 16 bubbles per unit in both prototypes, 8 bubbles per unit in the final version.
- Charged, this takes half as much energy to maintain as it does in the final version.
- In the early prototype, both charged and uncharged variants use the standard X-Buster sound effect.
- In the later prototype, sound effects match the ones used in the final version.
Silk Shot
E. Proto | L. Proto + Final |
---|---|
- The yellow parts of X's armor were turned mint green in later builds.
E. Proto | L. Proto + Final |
---|---|
- In the early prototype, the palette for the crystal version of Silk Shot is corrupted. The second-darkest shade of blue is much darker than it should be, and what would be the darkest shade of blue is an odd green color.
- All forms take the same amount of energy in all three versions.
- No sound effects in either prototype.
- The X-Hunter stages incorrectly use the rock version of Silk Shot instead of the scrap version.
Spin Wheel
- Uses the same palette in all versions.
- Uncharged, this takes 4 shots per unit in both prototypes, 2 shots per unit in the final game.
- Charged version takes the same amount of energy in all three builds.
- No sound effects in either prototype.
Sonic Slicer
E. Proto | L. Proto + Final |
---|---|
- The purple & pink palette turned to blue & orange later on.
Both Protos | Final Game |
---|---|
- One of the turning frames for the charged Sonic Slicer is incorrectly colored in both prototypes.
- Uncharged, this takes 1 shot per unit in both prototypes, 2 shots per unit in the final game.
- Charged version takes the same amount of energy in all versions.
- In the early prototype, the uncharged shot uses the standard X-Buster sound, while the charged version uses the semi-charged X-Buster sound effect.
- In the later prototype, the uncharged shot makes a firing sound, but there's no sound for clinking off walls. The charged version has a placeholder sound: A short, high-pitched beep.
Strike Chain
- Uses the same palette in all versions.
- While uncharged, if the chain doesn't strike an enemy, this takes 16(!) shots per unit in the prototypes and 2 shots per unit in the final game.
- While charged, if the chain doesn't strike an enemy, this takes 8 shots per unit in the prototypes and 2 shots per unit in the final game.
- In the early prototype, both uncharged and charged shots are silent.
- In the later prototype, the uncharged shot is still silent, while the charged version uses the semi-charged X-Buster sound effect.
- If the charged version's hook makes contact with an enemy and it doesn't instantly destroy that enemy, it depletes about 2 units of energy every 2 frames of contact. This was thankfully reduced to 1/8 of an energy unit per 2 frames of contact in the final version.
- The Strike Chain can grab Heart and Sub Tanks in both prototypes. Unfortunately the palettes for those items are only meant to be loaded in very specific areas, so bringing them out of those areas will lead to glitched color schemes like the one on the right.
Magnet Mine
E. Proto | L. Proto + Final |
---|---|
- The palettes for Magnet Mine and Speed Burner are swapped in the early prototype.
Both Protos | Final Game |
---|---|
- Though the graphics as they appear in-game are identical between versions, the stored graphics are different as the result of a change which shuffled the colors in Magnet Mine's palette around. The reason for this change is the weapon energy meter: in the prototype, the bars' dark gray palette matches the empty bar palette. The final game changes the bars from that gray color to yellow.
- Uncharged, this takes 4 shots per unit in both prototypes, 1 shot per unit in the final game.
- Charged, this takes 24 units of energy per shot (yes, really) in both prototypes, 3 units per shot in the final game.
- In both prototypes the uncharged version uses the X-Buster sound effect, while the charged version uses the semi-charged X-Buster sound effect.
- Uncharged Magnet Mines that stick to a solid surface will only explode if an enemy makes contact with them. In the final game, they'll explode on their own after about a second.
Speed Burner
E. Proto | L. Proto + Final |
---|---|
- The palettes for Magnet Mine and Speed Burner are swapped in the early prototype...as previously stated. Pay attention!
E. Proto | L. Proto + Final |
---|---|
- The uncharged Speed Burner uses a different sprite in the early prototype.
- Uncharged, this takes 4 shots per unit in both prototypes, 1 shot per unit in the final game.
- Charged version takes the same amount of energy in all versions.
- In the early prototype, the uncharged shot uses the standard X-Buster sound, while the charged version uses the semi-charged X-Buster sound effect.
- In the later prototype, sound effects match those in the final version.
Giga Crush
- Charging up has no sound effects in either prototype, but the energy wave does.
- In the prototypes, this works on enemies the same way it works on bosses: dealing continuous damage every frame (invincibility permitting) for about 96 frames. In the final game, the amount of damage that Giga Crush does to normal enemies and sub-bosses per frame was set so high that it destroys them instantly.
- In the early prototype, if X is in the middle of using the Giga Crush, the player can still pause the game, leading to a few glitches:
- If the player is currently absorbing energy and then pauses, then unpauses, the foreground layer will disappear until the attack ends.
- Switching weapons in the middle of the Giga Crush will corrupt the light beam graphics.
- If X is crushed by an object while using the Giga Crush, his health is set to zero but he'll stay alive until the Giga Crush sequence is completed.
- If the player hits a boss shutter and uses Giga Crush on the same frame, they'll be pushed through the door before the shutters open. The boss graphics will load over the shutter graphics, glitching them out.
- After the Giga Crush animation ends, the player will regain control of X and will be able to move around during the boss intro. The bosses themselves don't have their collisions set until their intro ends, so X and his shots will pass right through them.
Item Tracer
- This is called "SEARCH.R" (Search Radar?) in the weapons menu.
- No sound effects in either prototype.
- Hotspots have only been programmed for Morph Moth's stage at this point.
Shoryuken
- This doesn't exist at all in the older prototype, and it's unobtainable in the newer build. Use Pro Action Replay (PAR) code 7E1FAD80 to activate it.
- X doesn't have to be at full health to use this yet.
- If X is in the middle of doing a Shoryuken, and the player goes to the weapons screen and selects a different weapon, once the player lands, the X-Buster palette will be loaded over that weapon's palette. The final game fixes this in a pretty obvious way: the player can no longer pause the game while doing a Shoryuken.
Ride Armor & Ride Cycle
- If the player uses the Giga Crush such that the animation pushes them into a Ride Armor or Ride Cycle, they'll enter the vehicle in a glitched state. Every time they turn or jump in either vehicle while performing a Giga Crush, they'll do another Giga Crush. This can be done an infinite number of times until the Giga Crush sequence is finally allowed to play out all the way.
- After the final Giga Crush ends, X's sprite will become offset from the vehicle.
Light Capsule
- If the player approaches a Light Capsule with a special weapon selected, then fires a weapon after seeing the Dr. Light cutscene but before entering the capsule proper, their weapon's graphics will be glitched. This doesn't seem to happen with every weapon, but the Speed Burner and Giga Crush are noticeably affected.