As promised, here's some additional gameplay from the Rockman X3 prototype currently in our possession. To reiterate, we're going to dump it as soon as we nab some quality hardware. Unlike the retail version, the prototype's Cx4 chip is extremely finicky. Once we solve that, we're good to go.
Today's footage features early versions Tunnel Rhino (S. Masaider) and Volt Catfish (E. Namazuros) stages. Hit the jump below or read the video description for the rundown of differences.
-BG is significantly different throughout
-Unused excavation devices (the things that later dump dirt within the cave) appear at the beginning of stage. I think this helps with the impression that the quarry is being mined.
-Hell Crusher's base has a different drill graphic and the wall he breaks through is absent
-His graphics are more or less completely different, giving him a bit more of a comical appearance than he has in the final game (mostly thanks to the shoop da whoop face). To me it actually feels a bit more inline with how he appears in his animated PS1/Saturn version intro than the retail version's graphics.
-As a result of my crummy playing in this level, you can witness the stun mechanic. Certain damages make X fall to his knee, stunned. I think it feels somewhat consistent as to which damages cause this (such as touching a Head Gunner and certain boss damages), so I think it might be an intentional (and later removed) mechanic and not a glitch.
-BG is a bit different
-Doppler's graphic might be a bit different: His beard-stroking arm is static and the associated hand is positioned a bit differently as a result
-Byte/Mandareera BB's sprite is final in this scene, but not when you actually fight him. However, just as a side note, the graphic used for this scene in both this proto and the final game is not the same as the sprite used when you fight him in the retail game.