Glitches in Mega Man Battle Network 5: Difference between revisions
From The Rockman EXE Zone Wiki
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|Legacy Collection || ? | |Legacy Collection || ? | ||
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====Pink MegaFolder1 error==== | |||
[[File:MMBN5-MegFldr1-pink.png|right]] | |||
In the Oran Area 3 Program Dealer list, MegFldr1 is shown to have green and pink color in the inventory box. However, only a green color can ever be obtained in the game. In later versions, the pink is removed and only green is listed. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|GBA Japanese v1.0||Yes | |||
|- | |||
|GBA North American v1.0||No | |||
|- | |||
|GBA European v1.0||? | |||
|- | |||
|DS Twin Leaders Japanese v1.0||No | |||
|- | |||
|Double Team DS North American v1.0||? | |||
|- | |||
|Double Team DS European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |} | ||
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====VDoll Sword Summon glitch==== | ====VDoll Sword Summon glitch==== | ||
If VDoll is converted into the sword-type Colonel Army via Colonel Soul, it will summon | If VDoll is converted into the sword-type Colonel Army via Colonel Soul, it will summon 2 of them and both will strike ahead as one. So it will deal double the damage. | ||
In the Legacy Collection, the sword Colonel Army will still summon | In the Legacy Collection, the sword Colonel Army will still summon 2 but only one of them will attack and only deal damage one time. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|Double Team DS European v1.0||? | |Double Team DS European v1.0||? | ||
|- | |- | ||
|Legacy Collection || | |Legacy Collection || Yes (but partially fixed) | ||
|} | |} | ||
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====Kitchen Comp Missing BMD==== | ====Kitchen Comp Missing BMD==== | ||
In [[Kitchen Comp]], there is supposed to be a Blue Mystery Data containing Thunder P, but doesn't actually spawn because the flag to call for it is disabled. As a result, that area does not contain any Mystery Datas. | In [[Kitchen Comp (MMBN5)|Kitchen Comp]], there is supposed to be a Blue Mystery Data containing Thunder P, but doesn't actually spawn because the flag to call for it is disabled. As a result, that area does not contain any Mystery Datas. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 1,353: | Line 1,375: | ||
|Double Team DS European v1.0||? | |Double Team DS European v1.0||? | ||
|- | |- | ||
|Legacy Collection || | |Legacy Collection || Yes | ||
|} | |} | ||
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|- | |- | ||
|Legacy Collection || Yes | |Legacy Collection || Yes | ||
|} | |||
===Custom HP Bug glitch=== | |||
{{nw|Under research. Similar behavior to BN4’s [[Glitches_in_Mega_Man_Battle_Network_4#FireManDS_FireCircle_error|FireManDS glitch]]?}} | |||
When DarkCircle hits the enemy, it will inflict them with a Custom HP Bug (50 damage). The bug can be stacked up and if Custom HP Bug is built up to do 300 damage, it will deal 44 damage instead. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|GBA Japanese v1.0||Yes | |||
|- | |||
|GBA North American v1.0||Yes | |||
|- | |||
|GBA European v1.0||? | |||
|- | |||
|DS Twin Leaders Japanese v1.0||? | |||
|- | |||
|Double Team DS North American v1.0||? | |||
|- | |||
|Double Team DS European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
===Meddy HealBall Glitch=== | |||
If Meddy shoots her HealBall attack and is flinched before it exits the field, it does not remove the HealBall's collision index from the panel. The collision will stay and if a player Navi enters the panel, they will stunned. Also, when a new object replaces the collision data it used, the damage will be applied to that panel. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|GBA Japanese v1.0||Yes | |||
|- | |||
|GBA North American v1.0||No | |||
|- | |||
|GBA European v1.0||? | |||
|- | |||
|DS Twin Leaders Japanese v1.0||? | |||
|- | |||
|Double Team DS North American v1.0||? | |||
|- | |||
|Double Team DS European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
=== Chip Delete glitch === | |||
{{nw|Check in every version of the game.}} | |||
If the enemy attacks with a chip deleting attack at the same moment you use a chip (such as LarkMan and Dark ProtoMan's attack), strange occurrences will happen. This is due to the game attempting to load the chip index 0xFFFF, which is outbounds of the chip table. Due to the differences in ROM data, what will happen will differ according to which game is played. | |||
*JP Team of Blues = No glitch | |||
*JP Team of Colonel = No glitch | |||
*NA Team ProtoMan = Activates Dark Double Soul, regardless of Navi. | |||
*NA Team Colonel = Crashes the game | |||
*EU Team ProtoMan = ?? | |||
*EU Team Colonel = ?? | |||
*JP Twin Leaders = ?? | |||
*US Double Team DS = (ProtoMan) Poofs the BattleChip but if MegaMan uses it, his sprite will disappear and go into Evil emotion. (Colonel) ?? | |||
*EU Double Team DS = (ProtoMan) ?? (Colonel) No glitch | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|GBA Japanese v1.0||No | |||
|- | |||
|GBA North American v1.0||Yes | |||
|- | |||
|GBA European v1.0||? | |||
|- | |||
|DS Twin Leaders Japanese v1.0||? | |||
|- | |||
|Double Team DS North American v1.0||Yes | |||
|- | |||
|Double Team DS European v1.0||No | |||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
Latest revision as of 21:47, 27 November 2024
This section is under construction. |
The information may not be complete or 100% accurate. |
This page is a list of glitches that appear in Mega Man Battle Network 5.
Major glitches
Liberation Warp glitch
This glitch occurs if MegaMan's maximum HP (including NaviCust and Patch Cards) is a certain amount. If you quit or complete a Liberation Mission, you will be automatically warped depending on the ending HP value in hexadecimal.
This glitch was officially acknowledged by Capcom, but they incorrectly state both sets of values yield the same result as HP value 01.[1]
In later versions, this glitch is fixed and no longer happens. In the Wii U Virtual Console Japanese re-releases of BN5 GBA, this glitch was fixed.
Jack Out Warp lock
- HP value 01: 1, 257, 513, 769, 1025, 1281, 1537, 1793, 2049, 2305, 2561, 2817, or 3073
The character warps back to Lan, but MegaMan will not appear next to the PET icon. You will no longer be able to jack in, thus cannot progress more into the game. This is a game-breaking glitch that would require you to start a New Game or load a previous save.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes (Fixed in VC) |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Net Area Warp glitch
- HP value 02: 2, 258, 514, 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, or 3074
MegaMan will warp to the last exact location the game considered MegaMan jacking out. This includes cutscenes that might take you out of bounds. This does not progress the game as story flags are triggered through a sequenced set of cutscenes. However, some areas can be accessed before the game allows it if the jack out point was during a cutscene. Talking to some objects in that period has potential to crash the game.
- If this is used immediately after MegaMan gets captured by Nebula, the jack out point will reveal that the cutscene takes place in the Chip Maker Comp.
- If this is used immediately in Chapter 5 after SearchMan's confrontation or NumberMan's date, the jack out point will differ depending on the version. Team ProtoMan will warp to SciLab Area 3, and Team Colonel will warp to SciLab Area 4.
- If exited Liberation Mission is one that has not yet been completed, if you travel back to that area, a Gold Mr. Prog message will say you quit the mission and you can travel that area. This allows you to travel the area and ones after it before properly finishing the Liberation Mission. Talking to objects or NPCs past that point has a chance to crash the game.
- The area that you warp to won’t despawn Mystery Datas if you obtain the item from it. For BMDs, you can grab it once but you can’t talk to the BMD anymore afterwards. For PMDs. For PMDs, can use Unlockers to grab as many times as you got the SubChip.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes (Fixed in VC) |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Dummy NPC glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Has Arbitrary Code Execution potential. Fill in details. |
Due to MMBN5 containing some glitches that takes MegaMan out-of-bounds and skipping cutscene triggers, there are dummy NPCs that can be talked to that will lead to unusual programming behavior but more often than not, just crashes the game.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | ? |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Twin Liberation glitch
Select "No" when Meddy asks if you'd like to activate Twin Liberation. Now, if a team member clears a panel opposite to her like a Twin Liberation would go, the liberation will still be treated as a Twin Liberation. Also, no Order Points will be used.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | No |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | No |
Legacy Collection | No |
Double Karma glitch
If you run away from the battle, any karma you would gain or lose will be doubled. This happens because the game accidentally calls the function that applies DarkChip penalties two times: once at the end of the "successfully ran away" message, and once after the screen fades to black. In the English version of the games, this was fixed by removing the function call at the end of the message.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Double HP Loss glitch
An extension to the karma glitch. Normally, if you use a DarkChip during battle, or your DarkSoul activates at 0 HP, then you lose 1 HP after the battle. However, in the Japanese GBA version of the game, if you run away from the battle, your HP and karma are deducted twice.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
AntiRecovery glitches
AntiRecovery Cut In lock
If you have an AntiRecovery chip ???? trap on, then attempt to set up another AntiRecovery chip, if the opponent attempts a cut in with a dimming recovery chip (for example, Roll), the battle will soft-lock. The game will require a reset.
This glitch was somewhat fixed in English versions of BN4 but has somehow returned in Japanese BN5. In later versions of BN5, the cut in order works as intended.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
AntiRecovery Dimming oversight
Normally the trigger of Trap Chips cannot be cut in. However, if a dimming chip (e.g. Roll) triggers AntiRecovery, the triggered Trap can be cut in to. As a comparison, if a non-dimming chip triggers AntiRecovery, it cannot be cut in to.
In the Japanese GBA version, it wasn't possible to cut in to a triggered AntiRecovery at all.
Applies to: | |
---|---|
GBA Japanese v1.0 | No |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
A Button PowerAttack Carryover glitch
There is a period where the charge of an A PowerAttack can be passed on to any chip:
- 1st method: Release the charge while it is being buffered (i.e. the attack won't launch until MegaMan finishes moving), then immediately open the Custom Screen. Select any chip (even dimming chips) and that new chip will be used in the next chance MegaMan gets to launch a chip. The chip will obtain the added ability of that A PowerAttack.
- 2nd method: Hold the charge and open the Custom Screen, select any chip (even dimming chips). Upon closing the Custom Screen, there is a frame perfect timing where the chip can be use and it will obtain the added ability of that A PowerAttack.
This works with:
- Any Soul with A PowerAttack that increases the attack power x2: The x2 sound effect will play, and the chip will do x2 damage even for chips with no listed attack power such as GrabRevenge, with the exception of the GunDelSol series. This will also extend the animation length of the Django chips.
- NapalmSoul: MegaMan will shoot the Napalm but will base the attack power on the new chip. If the ability is passed onto a DarkChip, the attack will glitch up.
- ShadowSoul: If DarkSword is used, MegaMan will use it in a StepSlice fashion.
- ProtoSoul: Same as any soul with x2 A PowerAttack, but will also use DarkSword in a StepSlice fashion.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
ChipRecovery Karma glitch
This can occur in a Network Duel and if MegaMan equips a Patch Card with the ChipRecovery ability. If MegaMan is non-Evil (470 or higher Karma), when the opponent uses a dimming chip, you can attempt to cut in with dimming DarkChip (DarkInvis, DarkSonic, DarkCircle). Non-Evil MegaMan is unable to use the DarkChip, but he will still heal with ChipRecovery from the attempts to use it. It can be used multiple times in that dimming period (about 7 A button presses).
In the Legacy Collection, the dimming Dark Chip can still be attempted as a cut in but it will poof, removing the chip and only heal MegaMan once.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | — |
Double Team DS North American v1.0 | — |
Double Team DS European v1.0 | — |
Legacy Collection | Yes (but partially fixed) |
PinkCapsule Karma glitch
An extension of the ChipRecovery glitch, as it works outside Patch Cards by using Meddy Soul's PinkCapsule instead. However, since the capsule can only attach to a chip with an attack power, the only target is DarkCircle. PinkCapsule heals 10% of MegaMan's max HP with every use.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Poltergeist glitches
Handi X Bomb Poltergeist lock
If Poltergeist is used on the Handi virus' X marked TimeBomb, it'll throw the TimeBomb and soft-lock the game.
In the Legacy Collection, it’ll throw the bomb successfully. After the dim, the bomb will explode on the enemy side.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | No |
Handi Hole Bomb Poltergeist lock
If Poltergeist is used after a Handi virus drops a TimeBomb in a hole panel, the Navi will attempt to use Poltergeist during the dim and will soft-lock the game.
In later versions, the Navi won't use Poltergeist in the dim and the dimming ends immediately.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
VDoll Poltergeist lock
If VDoll is set on the field and one player uses Poltergeist but the other player cuts in with a chip that will hit the VDoll, the game will soft-lock.
- If P1 sets up VDoll, then P2 uses Poltergeist and P1 hits the VDoll, the game will soft-lock just as Poltergeist activates.
- If P1 sets up VDoll, then P1 uses Poltergeist and P2 hits the VDoll, Poltergeist will activate successfully but then the game will soft-lock.
In later versions, the order of cut in chips works properly without freezing.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | No |
Support Bug Patch Card glitch
This requires the Piranha Patch Card active (has the ability to turn OFF Tango NCP if it's installed). If any Support NCP (Rush, Beat, Tango) is in the NaviCust and bugged; instead of applying Support Bug, it will install Rush and Beat NCPs as abilities.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | — |
Double Team DS North American v1.0 | — |
Double Team DS European v1.0 | — |
Legacy Collection | Yes |
Slasher AntiDamage Invincibility glitch
This requires MegaMan having AntiDamage ???? Trap on and holding A for Slasher. If MegaMan is struck just as the enemy enters the field (for example, on the front column and hit by Cactikil virus just as it rolls to MegaMan's side), the Slasher and AntiDamage will trigger, then MegaMan will return to the field with unlimited time invincibility. The invincibility will expire if MegaMan changes forms.
In later versions, MegaMan returns to the battlefield without invincibility. In the Legacy Collection, MegaMan returns to the field with the invincible animation flashing once but immediately expires after.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes (but partially fixed) |
This section is under construction. |
The information may not be complete or 100% accurate. |
Actually check if glitch works in GBA EU |
These will occur if you immediately save without closing the menu, then reset and go straight into battle. This will affect Team Navis in Liberation Missions and in the story where you can operate Team Navis. These glitches can be used together.
- In the GBA North American (and presumably GBA European) version, these glitches were partially fixed for Liberation Missions, but will still work in the story where you can operate Team Navis.
First organize the folder. Select and Regular a chip within the MB limit. The chip is now highlighted. Swap the highlighted chip slot with the above MB chip you want to be the Regular Chip. Do not close the menu, save and immediately reset the game. Upon returning to the game and going into battle, MegaMan will have the highlighted Regular chip, meanwhile the Team Navi will have the chip that took that slot as the Regular chip. The glitch will be reset if you close the menu at any time.
The glitch will be reset if you open the menu at any time. Giga Chips cannot be a Regular Chip and will be redirected to another chip by the game.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes (but partially fixed) |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | No |
This glitch will allow MegaMan and Team Navis to equip different Folders in a Liberation Mission. Open the menu, the Folder that's equipped when the menu is opened will be used by the Team Navis. Now switch to another Folder, this Folder will be used by MegaMan. Do not close the menu, save and immediately reset the game. Upon returning to the game and going into battle, MegaMan will use the currently equipped Folder, meanwhile the Team Navis will use the other Folder. The glitch will be reset if you close the menu at any time.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes (but partially fixed) |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | No |
Regular Chip Exit lock
In the Folder Edit, if you try to Regular a chip that is over the MB capacity and exit at the same time, the game will freeze at the textbox attempting to pop up and close.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | No |
Bass Network Duel glitch
Which side of the Link Cable that the player is on will affect the range of the Bass BattleChip in a Network Duel. Usually Bass should only attack the opponent's initial 3x3 area.
- If used by P1: Bass will attack all panels on the opponent's side of the field.
- If used by P2: Bass will only attack the opponent's initial 3x3 area.
This was due to accommodate Shadow Soul being able to be used by P1 and in a flipped state. This new code for flipped range of the Bass BattleChip was incorrectly implemented.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
DarkMega DarkSword glitch
In the GBA Japanese version, DarkMega fails the check for being able to charge for his DarkSword attack, thus is unable to perform it for both his V1 and Ω versions.
In later versions, an exception was made for DarkMega and he can now use DarkSword properly.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Minor glitches
Visual errors
These are visual errors in the game that can be seen without taking special steps to make it happen.
BugFix Positioning quirk
While a Navi is using the BugFix chip, their sprite's shadow is slightly moved up during the animation. The positioning fixes itself after the animation.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | ? |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Flipped Shocking Melody error
When the opponent is using Toad Soul's Shock Song attack, the note sprite won't be flipped.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | ? |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Boktai Trader VacuProg Gauge error
Upon exiting the Boktai Trader with the VacuProg ability during the cloud segment of Ch. 3, the gauge will be overlaid with numbers from 1 through 7 for a frame.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Pink MegaFolder1 error
In the Oran Area 3 Program Dealer list, MegFldr1 is shown to have green and pink color in the inventory box. However, only a green color can ever be obtained in the game. In later versions, the pink is removed and only green is listed.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Command Code errors
Satelity error
If you press A + B to select Satelity chip’s attack location, a command code sound goes off. However, no additional effect is added to Satelity.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | Yes |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
CrossDivide error
If you press Left + B before Colonel attacks, a command code sound goes off. However, no additional effect is added to CrossDivide.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Chip Order error
In Higsby's Chip Order, the codes listed for MrkCan1 is ordered as MKS instead of KMS, in alphabetical order like every other chip.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Powie AI glitch
In the final version, Powie never jumps more than two times before doing a ground pound. This behavior is carried over from Mega Man Battle Network 2, where it is actually caused by a glitch. However, this game introduces a new AI glitch: it's actually supposed to attack after one jump 20% of the time, but it only does so under extremely rare circumstances.
This glitch is caused by the way the game determines whether Powie should attack after its first jump. The game does this by generating a random number r and using the SDK function for division, which calculates both division and modulo result. However, the game then uses the division result (r / 5) which has 429496729 possible values, instead of the modulo result (r % 5) which has 5 possible values.
What should be happening: | |
---|---|
Jumps | Chance to ground pound |
1 | 1/5 (20%) |
2 | 1/1 (100%) |
What is actually happening: | |
Jumps | Chance to ground pound |
1 | 5/2147483648 (~0.00%) |
2 | 1/1 (100%) |
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Unpredictable SoulCleaner glitch
SoulCleaner is supposed to only take effect when you can't run 100% of the time from an encounter, which is based on your Navi’s base maximum HP, excluding NaviCust Parts and Patch Cards. Due to a programming error, the game will use the remainder of the Navi's HP when divided by 256 when comparing against the area's HP requirement for 100% run rate.
This ends up being advantageous to the player as the maximum possible value used in the run rate comparison is 255, which means that the bonus will always trigger in areas with an HP threshold greater than 256, which includes all areas except ACDC Area, Oran Area, Main Comps, and some early game small comps.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Purple Mystery Data out-of-bounds glitch
By picking up certain purple mystery datas in a specific position, it is possible to move out of bounds by walking south after the text finishes. The player can move around freely out-of-bounds; continuously walking in one direction eventually results in the player entering an invisible copy of the map, with no objects.
In BN5DS, using an Unlocker does not change your position like it does in the GBA game, thus preventing this glitch.
Oran Area 1 PMD
By picking up the purple mystery data in Oran Area 1 from the south side, you can walk out-of-bounds.
In the international releases of the game, the purple mystery data was moved slightly so that picking it up from the south side no longer clips you through the wall. In BN5DS, the purple mystery data is back in its original spot.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | No |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | No |
Legacy Collection | Yes |
ACDC Area 2 PMD
It is possible to clip out of bounds using the Purple Mystery Data in ACDC Area 2, but this requires more precise movement after using the Unlocker. This PMD was not moved in the international releases.
- Due to this, it's possible to get the OldKey Key Item before the story asks to get it, as well as early access to Old Terminal Comp and SciLab Area 2.
- This can be used to access ACDC Area 3 and Oran Area early. However, talking to certain objects or NPCs in this period might cause a Dummy NPC crash.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | Yes |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | No |
Legacy Collection | Yes |
End Area 3 PMD
It is possible to clip out of bounds using the Purple Mystery Data in End Area 3, but this requires more precise movement after using the Unlocker. This PMD was not moved in the international releases.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | No |
Legacy Collection | Yes |
Factory Comp 4 Missing Cutscene Trigger
In the Factory Comp 4, right before CosmoMan; if MegaMan walks to the rightmost side of the path, he will be able to bypass the cutscene trigger. This is due to the right side of that path missing event blocks that trigger the cutscene. MegaMan is able to talk to the CosmoMan NPC, but will cause a Dummy NPC crash.
In the English GBA version, this is fixed with those missing event blocks and some extra ones being implemented. In the Legacy Collection, this bypass can be done but CosmoMan can no longer be talked to and will not freeze the game.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes (fixed in VC) |
GBA North American v1.0 | No |
GBA European v1.0 | No |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes (but partially fixed) |
BassCross Overlay glitches
There are situations where the BassCross MegaMan overlay with glitch up:
If BassCross MegaMan Double Souls the turn he swaps in after a Navi Change, a blue BassCross overlay will be placed on top of the Double Soul.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | — |
Double Team DS North American v1.0 | — |
Double Team DS European v1.0 | — |
Legacy Collection | — |
AntiSword error
When BassCross MegaMan uses AntiSword, the sprite’s animation will not line up.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Colonel Soul glitches
ArmChange Regular Chip glitch
If MegaMan is in Colonel Soul and you perform Arm Change with your Regular Chip, the Regular Chip border will remain in the next Custom Screen. The chip that slides over to the Regular Chip slot cannot be sacrificed for a Double Soul or Chaos Unison as the game thinks it's a Regular Chip.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
VDoll Sword Summon glitch
If VDoll is converted into the sword-type Colonel Army via Colonel Soul, it will summon 2 of them and both will strike ahead as one. So it will deal double the damage.
In the Legacy Collection, the sword Colonel Army will still summon 2 but only one of them will attack and only deal damage one time.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes (but partially fixed) |
NumberMan Capsule glitch
If Meddy Soul’s Capsule chips are used with the NumberMan chip, instead of the status it should apply, the status will be changed depending on the roll of the die.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
ShadowMan Emotion Value error
ShadowMan’s Bakuen fire attack does not reduce Emotion Value. Because of this, it can’t remove Full Synchro. In later versions, it reduces Emotion Value as it should.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
SlashBehind oversight
In a Network Duel, if a Shadow Soul is using its SlashBehind ability and attempts to use a cut in while still facing backwards, the chip’s range will become strange. This is due to the chips repositioning their use according to MegaMan’s direction, which is backwards.
Some examples: Some chips will have the SlashBehind user attack their own field, obstacles will be visually summoned in the opposite direction (PoisonPharaoh will face the user’s side, but will still drain the enemy side), some chips will still attack the enemy field (Meteors chip will attack enemy field but they will drop in a mirrored order).
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Zero HP Field Screen glitch
Some attacks from DarkSoul (e.g. GunDelSol) will linger on the field even after MegaMan deletes all enemies and the Enemy Deleted text appears. DarkSoul will delete MegaMan but the battle will be successful with the reward screen appearing. Afterwards, MegaMan will appear on the Field Screen with 0 HP. If MegaMan were to go into battle with 0 HP, he will be deleted before the Custom Screen even appears.
If a Navi Change was active during DarkSoul's attack, it will delete the Navi, then bring MegaMan back in and delete him too.
In later versions, the attack stops immediately as soon as the Enemy Deleted text appear.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
GyroMan No Reserve glitch
If the GyroMan boss goes into his Gyro Form using GyroCounter, he actually momentarily leaves the battlefield without leaving a reserved panel. The panel he's currently on can be stolen, MegaMan can walk on the same panel as he is on, and obstacles can be placed on the panel. After he attacks, he will warp to an open panel on his side. However, if there are no open panels (e.g. obstacles taking up all 3 panels of his backmost column), he will remain on the red side until an obstacle expires.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Walk on Arrow glitch
In the Factory Comps, dripping sludge will fall on the current Navi after they walk a certain number of steps without opening the menu. If the sludge drops just as the Navi steps on an arrow, it will damage the Navi and stop them right on the arrow. The Navi can walk on the arrow until they leave the path. As the sludge counts the steps, sludge will also drip down if enough steps are taken on the arrows.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Oran Island Wall quirk
In Oran Island, if you run to the left against the bottom-right wall of the stairs, Lan will go slower than normal. This is due to the wall collision being made two-sided.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Missing Mystery Datas
Kitchen Comp Missing BMD
In Kitchen Comp, there is supposed to be a Blue Mystery Data containing Thunder P, but doesn't actually spawn because the flag to call for it is disabled. As a result, that area does not contain any Mystery Datas.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | Yes |
Legacy Collection | Yes |
Oran Area 1 Missing GMD
There is supposed to be another spot in Oran Area 1 where a Green Mystery Data is supposed to spawn. Due to the game running out of NPC slots, the GMD cannot spawn.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
LarkMan Defense Collision glitch
LarkMan's LarkDrive and AirDive attacks will continuously hit the panel MegaMan (or any other player Navi) is on and deal damage if they have a defense active. In some cases, MegaMan will also instantly go into Worried, indicating his Emotion Value has been going down from multiple hits. The interaction will change depending on the defense MegaMan has on:
- If MegaMan uses Shield: It will block all the hits.
- If MegaMan uses Reflect, Guard, or Barrier: It won't block all the hits and MegaMan will receive damage. Also, even though AirDive is supposed to destroy chips if it lands, it won't destroy them in this case.
In later versions, LarkMan's attacks will only deal one hit on the panel.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
BattleChip Final Hit quirk
The MeteorKnuckle chip immediately ends its dimming just as the final knuckle lands. In Network Duel, if an opponent sets up an AntiDamage or a Barrier chip and you cut in with MeteorKnuckle, the opponent defense will set up right before the final knuckle lands. That final hit will instantly remove that defense before the defense chip’s dimming has a chance to end.
The OmegaRocket Chip also has this quirk where dimming ends as soon as the attack lands.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Skarab glitches
Skarab No Reserve glitch
If Skarab is sliding on Ice panels to the front column and is hit by an attack, when it lands on the frontmost column, the panel underneath it won't be counted as a reserved panel. So it is possible to steal the panel it is currently on. If it is taken, Skarab will be on the red side of the field. If the panel behind it is blue, it can slide back to the blue side. If the panel behind it is red, it will be unable to return.
In later versions, Skarab will slide and fall successfully with a panel reserved under it.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Skarab Panel Reserve glitch
If Skarab is sliding on Ice panels to the front column and is hit by an attack, there is a chance it will fidget back when it turns into a pile of bones. This more likely occurs if the frontmost panel was stolen before the Skarab reaches it. That panel will be marked as a reserved panel and MegaMan cannot steal it for the rest of the battle. Chips that return panels such as GrabBanish also won't return the panels.
In later versions, Skarab will slide successfully without fidgeting.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Going Off Field glitches
Double Soul Off Field glitch
In Network Duel, this can only occur to Player 2 on the Link Cable. MegaMan needs to be hit by an attack that knocks back (e.g. GrabBanish, WindRacket) and while in the slide, open the Custom Screen. If Player 2 performs Double Soul or Chaos Unison, when they return, MegaMan will keep on sliding and go off screen. There is no way to hit the MegaMan. They cannot use any chips except for screen-dimming cut ins. Whenever they try to unite into another form, they will slide off screen again.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Losing Form Off Field glitch
Same as above, but if the turn begins with Player 2 losing a Double Soul or Chaos Unison. When they return, MegaMan will keep on sliding and go off screen. There is no way to hit the MegaMan. While Double Soul existed in BN4, Souls were only lost when the slide ends. This new glitch was introduced due to losing forms now occurring before the start of the turn, hence during the slide.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Dark Double Soul Off Field glitch
In Network Duel, this can only occur on Player 2 on the Link Cable and if they're using Evil MegaMan. Evil MegaMan needs to be hit by an attack that knocks back (e.g. GrabBanish, WindRacket) and while in the slide, gets deleted (e.g. Django or a Poison panel) to trigger Dark Double Soul. Dark Soul will keep on sliding and go off screen. There is no way to hit the Evil MegaMan player. They cannot use any chips except for screen-dimming cut ins. The Dark Soul will eventually return back to the battlefield.
In later versions, Dark Double Soul will trigger and Dark Soul starts on the panel MegaMan is on.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
If GyroMan is tagged in via Navi Change and the last enemy was deleted while he's using his Airforce special chip, the battle will end without triggering end of battle effects. The recovery from AutoHeal will not occur. In BN5DS, the voiceover of completing a battle will not play.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection | — |
Disappearing Field Screen HUD
In Chapter 5, some cutscenes will have the field screen head upper display disappear when it should not. For Lan, the PET icon will be missing. For MegaMan, his HP box will be missing.
Also, once a few of those cutscenes finish, the HUD will not return. For MegaMan, the area name also doesn’t appear. It will return once there is a screen transition like going into battle.
These are cases where they disappear:
- For Lan:
- The cutscene where Lan encounter Raika/Higsby on the 2nd floor in SciLab (the HUD returns after the cutscene).
- The cutscene where Lan brings Raika/Higsby to Dad's computer (the HUD returns after the cutscene).
- The cutscene where Lan encounters Raika/Higsby in End City for the first time.
- The cutscene where Lan examines the statue on the roof of Gargoyle Castle.
- For MegaMan:
- The cutscene where the entire team is observing the gate to End Area 4 Liberation Mission (forced to jack out afterwards).
- The cutscene where MegaMan examines the tile in Air Filter Comp (forced to jack out afterwards).
- The cutscene where MegaMan creates the door to the ACDC Town Vision Burst.
- The cutscene where MegaMan encounters SearchMan/NumberMan in End Area 3.
In later versions, the PET and HP will remain, like they should. After the cutscene, the HUD returns like normal.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
This section is under construction. |
The information may not be complete or 100% accurate. |
How does it determine what NCP to bug if there's more than 1 re-uncompressed part? |
This glitch can occur if you have more than one of a NaviCust Part and uncompress the one on the list, or remove the 1 NCP, uncompress it and exit out without running the NaviCust.
If you place a compressed NCP, then uncompress it, other NCPs will consider that compressed NCP on the map as uncompressed. Any other NCP touching it in its uncompressed size will be bugged, even if the square is invisible or occupied by another NCP.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
GridMan Ghost oversight
In order for the Ω version ghost of a Navi to appear, you must jack out after beating their β version and jack in again. This also applies to GridMan even though he is fought in the real world. So in order to get GridManΩ to appear immediately after beating GridManβ, you must jack in, jack out, then jack in again.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
DarkSoul glitches
AntiDamage DarkSoul quirk
This section is under construction. |
The information may not be complete or 100% accurate. |
Check how many Navis do this. |
When a failed Chaos Unison charge makes a DarkSoul VS GridMan; if the DarkSoul sets up an AntiDamage ???? Trap, usually they will trigger as soon as the enemy Navi is hit once. However, for GridMan, his AntiDamage won't trigger no matter how many times he is hit. He is essentially invincible until DarkSoul disappears and takes the ???? Trap with it.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | ? |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
LifeSynchro DarkSoul quirk
If a LifeSync is used during a virus battle on a DarkSoul from a failed Chaos Unison charge, it can be targeted by it despite it not having an HP. All of their ally viruses’ HP will become DarkSoul’s current HP (it has 500 HP on summon).
In later versions, DarkSoul can be targeted with LifeSync but nothing will happen.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
DarkSoul DarkInvis Cancel glitch
Just as MegaMan is exiting out of Dark Double Soul in a flinch pose, if the opponent uses dimming chip and you cut in a DarkInvis, MegaMan will go into the Dark Soul state after the dim but he can still be damaged. This is due to the state of losing Dark Double Soul still activating and overriding DarkInvis' invulnerability, thus removing it. A similar case seem with abilities that gives the invincibility status overwriting each other.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
AntiDamage glitches
AntiDamage Ability glitch
MegaMan first needs to be equipped with the AntiDamage NCP or be in Shadow Soul. Upon using the B+Left AntiDamage ability but not triggered, the Custom Screen should immediately be opened; if he changes forms in the following turn, he will retain an invisible AntiDamage in other forms until the next time he is hit without any extra inputs being necessary. If this same method is used but AntiDamage was triggered and MegaMan is off the field when the Custom Screen is opened and he changes forms, it will instead fire off a 0 damage duplicate shuriken immediately.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
AntiDamage Damage Override glitch
If the B+Left AntiDamage ability is triggered but the attack has not yet activated, AntiDamage’s attack power can be replaced by using a new trap chip. The AntiDamage will use the attack power of the Trap chip, and further use of the AntiDamage ability will also use that attack power.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
AntiDamage Uninstall glitch
If ResetBomb hits MegaMan while he has an AntiDamage trap on, it will trigger the trap and MegaMan will dodge the damage, but his programs will still be uninstalled. In later versions, ResetBomb hitting AntiDamage won't uninstall programs.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Oran Island out-of-bounds
In Oran Isle's right ramp, using precise positioning and movement to the top, there is a section that you can be walked through and go out-of-bounds. This can also be done in the Vision Burst version of the island.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
This section is under construction. |
The information may not be complete or 100% accurate. |
Check if SneakRun NCP also works with this glitch. |
During the story, when MegaMan gets kidnapped at the end of Chapter 3; if MegaMan is equipped with the NinJoy Patch Card (which gives SneakRun), when Lan obtains the Leader Navi for the next scenario, it will have SneakRun in effect even though it should not have it.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | ? |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | No |
Chip Order Can't Carry glitch
If the player orders a chip from Chip Order which they have 99 of that specific code (thus being unable to receive the chip), the game will take money from the player as if they had received the chip.
In later versions, the game will not take money from the player.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | No |
VacuProg glitches
Early VacuProg glitch
If the player interacts with the Boktai Trader and exits the dialogue, the player will possess the abilities of the VacuProg upon entering Oran Area 1 and initiating the cloud segment of Ch. 3 despite not receiving the item from the Mr. Prog. The player will also not have the VacuProg in their inventory. This is because the Boktai Trader sets the flag corresponding to having the VacuProg abilities upon exiting the Boktai Trader dialogue.
Note that interacting with the Boktai Trader, obtaining a chip (thus saving the game), and then resetting at any time without saving again will reset the VacuProg flag, as the Boktai Trader resets the flag when initially interacting with it, and sets the flag when exiting the dialogue. Talking to the Mr. Prog which gives the VacuProg will state the dialogue after the VacuProg was obtained, which means the only method of obtaining the VacuProg item is by reverting to a previous save or using the Losing VacuProg ability glitch.
In the English GBA version, VacuProg will not appear early.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Losing VacuProg ability glitch
If you have the VacuProg ability on and you interact with the Boktai Trader, obtain a chip (thus saving the game) and then reset the game at any time without saving again, the game will remove the player's VacuProg ability. This will occur if the ability is obtained from normal progress or the above glitch.
As the Boktai Trader is accessible during the cloud segment of Ch. 3, it is possible to temporarily lose the VacuProg ability. Exiting the Boktai Trader dialogue again or talking to the Mr. Prog which gives you the VacuProg will restore the player's VacuProg ability. This is the only way to obtain the VacuProg item if the VacuProg ability was obtained by the above glitch.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Double Trap glitch
When a non-dimming trap is triggered; opening the Custom Screen during its animation and changing forms will have MegaMan perform the attack again.
- AntiDmg: When Mega Man changes forms, a second shuriken will drop along with the first one. This second shuriken does no damage.
- AntiSwrd: When Mega Man changes forms, he will cancel his last AntiSwrd animation and start a new one. The 3 Sonic Booms will do no damage.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
BoyBomb Reverse Push error
Usually, BoyBomb is pushed when attacked. However, if the BoyBomb is hit with a screen-dimming attack (such as Blinder), it will be pulled in instead.
This is due to during screen-dim collision, it can't enter the push state right away. When it can finally enter push state after the dim, the values that indicate the type of collision have been cleared to 0. So it is no longer considered as an ally attack and is considered an enemy attack instead, so it gets pushed in the opposite direction.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Floating ToadMan glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Can this happen to playable Toadman? |
When ToadMan is about to use his FrogSmack: in the period where he pops out of the water but before he slides up all the way, if he is hit in that time, ToadMan will return to his panel but positioned higher than he's supposed to. He will return back to normal after performing FrogSmack again.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Custom HP Bug glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Under research. Similar behavior to BN4’s FireManDS glitch? |
When DarkCircle hits the enemy, it will inflict them with a Custom HP Bug (50 damage). The bug can be stacked up and if Custom HP Bug is built up to do 300 damage, it will deal 44 damage instead.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | ? |
Meddy HealBall Glitch
If Meddy shoots her HealBall attack and is flinched before it exits the field, it does not remove the HealBall's collision index from the panel. The collision will stay and if a player Navi enters the panel, they will stunned. Also, when a new object replaces the collision data it used, the damage will be applied to that panel.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Legacy Collection | Yes |
Chip Delete glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Check in every version of the game. |
If the enemy attacks with a chip deleting attack at the same moment you use a chip (such as LarkMan and Dark ProtoMan's attack), strange occurrences will happen. This is due to the game attempting to load the chip index 0xFFFF, which is outbounds of the chip table. Due to the differences in ROM data, what will happen will differ according to which game is played.
- JP Team of Blues = No glitch
- JP Team of Colonel = No glitch
- NA Team ProtoMan = Activates Dark Double Soul, regardless of Navi.
- NA Team Colonel = Crashes the game
- EU Team ProtoMan = ??
- EU Team Colonel = ??
- JP Twin Leaders = ??
- US Double Team DS = (ProtoMan) Poofs the BattleChip but if MegaMan uses it, his sprite will disappear and go into Evil emotion. (Colonel) ??
- EU Double Team DS = (ProtoMan) ?? (Colonel) No glitch
Applies to: | |
---|---|
GBA Japanese v1.0 | No |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | No |
Legacy Collection | No |
MMBN5 DS Only
No Save Slot-2 error
To obtain an early TP Chip and access BassCross MegaMan in BN5DS via the W Slot, a BN5GBA Game Pak with certain Title Screen Marks is required. However, if the save has no data (New Game only, no Continue), the game will register it as having those Title Screen Marks and give the bonuses.
Applies to: | |
---|---|
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
KnightMan Support glitch
For KnightMan’s Party Battle System KnightGuard support ability: If the opponent cuts in a damaging dimming chip as you are about to use a chip that changes the area advantage of your frontmost column, not only will the damaging chip would deal no damage to the active Navi, KnightMan would not lose any HP either.
Applies to: | |
---|---|
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Legacy Collection
Visual errors
Unite Button error
A non-functioning Unite button on the Custom Screen is now present from the very start of the game, even when MegaMan doesn't access to Double Soul yet. This non-functioning Unite button also appears for Team Navi Custom Screens.
In the Navi Customizer: If you scroll all the way down to where RUN is visible and highlight any part above it, then scroll up using L, the bottom part will have its text be lit up even though it's not highlighted.