I deliberately left them in the game, because they could be used for other gameplay possibilities, similar to the P-Chips in the Megaman GameBoy games, or the triangle pieces in Megaman Forever. I could have taken them out, but someone could easily modify the code to have them act as currency or some other special feature. For example, you could add a counter to the game, so that the more score balls you collect by the end of the game, you can let the player have access to a secret level. There is enough free space in this Upgrade Patch to add more levels! EDIT -
There was a glitch with the SaveRAM. When you got a Game Over, the game simply loaded your previously saved lives. Version 1.4 fixes that. Now when you get a Game Over, the game will set your lives to 2. However, since the game only saves your progress when you complete a stage, obtain the special weapon, or continue playing after the credits, you can simply reset the game and the game will load your previously saved lives. Just a little tip if you happened to have a lot of lives after you completed a stage, and then find yourself getting a Game Over!
There may be one more version of this hack. But it will be the final version. THINGS LEFT TO DO FOR THE FINAL VERSION, 1.5:
1. Adding the horizontal bars to cover over the first and last blue bars of the boss preview screen. I already have the horizontal bar graphics added to the CHR.
2. Adding scrolling stars to the boss preview screen (stars are one pixel sprites, with the X coordinates constantly being decremented).
With 1 and 2 above, this would make the boss preview screen look like Mega Man 2's.
3. Program the "PAUSED" text by simply writing to the SPR-RAM during pause mode. The "PAUSED" text I already put in the CHR.
4. Add an option to the title screen, which allows the player to erase their saved progress.
And that should do it. That should complete this package!