Glitches in Mega Man Battle Network 3: Difference between revisions

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{{nw|Add more glitches.}}
{{nw|Add more glitches? [[talk:Glitches_in_Mega_Man_Battle_Network_3|See Talk page]].}}


This page is a list of glitches that appear in [[Mega Man Battle Network 3]].
This page is a list of glitches that appear in [[Mega Man Battle Network 3]].
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== Major glitches ==
== Major glitches ==


=== 11th, 12th, 13th Chip ===
=== 11th Chip glitch===
This requires Custom+ [[NaviCustomizer_(MMBN3)|Navi Customizer]] Parts equaling to Custom+5 and [[Style_Change_(MMBN3)#Custom_Style|Custom Style]]. During battle, you can move your cursor to the right past your 10th chip and select an "11th chip". This "11th chip" will always be the 2nd chip in your Folder and is select-able every turn.
{{nw|Check Legacy Collection thoroughly, may be partially fixed. Remnants of 12th and 13th Chip Glitch may still exist?}}
This requires a total sum of Custom+6. This can be obtained from any sufficient combination of [[Style_Change_(MMBN3)#Custom_Style|Custom Style's]] Custom+1 bonus and the [[NaviCustomizer_(MMBN3)|Navi Customizer]] Parts Custom1, Custom2, and HubBatch. During battle, after selecting at least 1 chip on the Custom Screen, you can then move your cursor to the right past your 10th chip and select an "11th chip". This "11th chip" will always be the 2nd chip in your Folder and is select-able every turn. When selected, the "11th chip" will always replace the topmost chip in the hand.
*As an extension, 12th and 13th Chip glitches are possible by adding more Custom+s in your Navi Customizer. The 12th chip will replace your second chip selection and 13th will replace your third.


As an extension, a 12th and 13th Chip Glitch is possible by adding more Custom+s in your Navi Customizer. The 12th chip will replace your 2nd chip selection and 13th will replaced your third.
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||Yes
|-
|Japanese v1.1||Yes
|-
|North America v1.0||Yes
|-
|European v1.0||?
|-
|Legacy Collection || No
|}
 
=== Folder2 Regular Chip glitch===
When you remove Reg+5 Parts from the [[NaviCustomizer_(MMBN3)|Navi Customizer]] and you do not have the required MB capacity, your Regular Chip will be unselected. However, if the Regular Chip was in Folder2, the chip will still be set as your Regular Chip despite lacking the required MB. This method can be used to set a chip as Regular Chip beyond your current capacity, provided you have enough Reg+5 parts to do so.


{| class="wikitable"
{| class="wikitable"
Line 17: Line 34:
|Japanese v1.1||Yes
|Japanese v1.1||Yes
|-
|-
|Black Japanese v1.0||Yes
|North America v1.0||No
|-
|European v1.0||No
|-
|Legacy Collection || No
|}
 
=== Other Version Style Change oversight===
{{nw|More testing for impossible to get more Styles.}}
Usually, if the player has points in the opposite version [[Style Change (MMBN3)|Style Change]], they will drop to 0 and make it impossible to transform into that. However, in v1.0 of the Japanese version it will not drop if the change takes place in a Random Style Change. The opposite version style will be a possibility in the randomization.
 
As such, it's possible to receive Shadow Style in Rockman EXE 3 and Ground Style in Rockman EXE 3 BLACK. However, once doing this, it is impossible to level it up to get its NaviCust parts and prevents getting a new Style Change. This is a soft-lock that prevents Library completion in a single game since certain Styles is required to get exclusive chips, but they can be traded over.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|-
|Black Japanese v1.1||Yes
|Japanese v1.0||Yes
|-
|-
|White North America v1.0||Yes
|Japanese v1.1||No
|-
|-
|Blue North America v1.0||Yes
|North America v1.0||No
|-
|-
|White European v1.0||?
|European v1.0||No
|-
|-
|Blue European v1.0||?
|Legacy Collection || ?
|}
|}


=== Folder2 Regular Chip ===
=== Skipping CopyMan error ===
When you remove Reg+5 Parts from the [[NaviCustomizer_(MMBN3)|Navi Customizer]] and you do not have the required MB capacity, your Regular Chip will be unselected. However, if the Regular Chip was in Folder2, the chip will still be set as your Regular Chip despite lacking the required MB. This method can be used to set a chip as Regular Chip beyond your usual capacity, provided you have enough Reg+5 parts to do so.
[[File:MMBN3-CopyMan-Skip-BowlMan.png|right]]
This can be done in Chapter 7, after you read the Chat BBS message from Rank 3 at ACDC Square. Instead of going to Undernet 4 and fighting CopyMan, you can go straight from Rank 7 to battle Rank 2 (MistMan/BowlMan) instead. If you attempt to press L Button in the NetBattle Machine, the game will freeze.
 
In later versions, CopyMan must be defeated for Rank 2 Navi to appear.


{| class="wikitable"
{| class="wikitable"
Line 38: Line 72:
|Japanese v1.0||Yes
|Japanese v1.0||Yes
|-
|-
|Japanese v1.1||?
|Japanese v1.1||No
|-
|-
|Black Japanese v1.0||?
|North America v1.0||No
|-
|-
|Black Japanese v1.1||Yes
|European v1.0||No
|-
|-
|White North America v1.0||No
|Legacy Collection || No
|}
 
=== Shake Attack Power glitch ===
If MegaMan uses a BattleChip after he throws the Shake chip but before the Shake object appears, the Shake will use the attack power of the new chip instead of its own.
 
A few chips have unusually large values for their attack power, which can be inherited by Shake. Virus chips (e.g. Mettaur and Bunny) and plus chips (when used directly instead of attached to another chip) will provide an attack power of 10,000. The AirShoes chip provides 9,999 attack. Aura chips use the address normally dedicated to the attack power to determine their duration limit, so all 3 Aura type chips provide a value of 3,000 for Shake. 
 
Normally, there is delay after throwing the Shake that prevents MegaMan from using another chip before it lands, but flinching due to an attack will remove that delay. With good timing, there is enough leeway to use another chip after being interrupted by flinch.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||Yes
|-
|Japanese v1.1||?
|-
|-
|Blue North America v1.0||No
|North America v1.0||Yes
|-
|-
|White European v1.0||No
|European v1.0||?
|-
|-
|Blue European v1.0||No
|Legacy Collection || Yes
|}
|}


=== Other Version Style Change ===
=== Zoo Comp script error===
Usually, if the player has points in the opposite version [[Style Change (MMBN3)|Style Change]], they will drop to 0 and make it impossible to transform into that. However, in v1.0 of the Japanese version it will not drop if the change takes place in a Random Style Change. The opposite version style will be a possibility in the randomization.
[[File:MMBN3-Seal-ZooComp-Lock.png|right]]
In the English game, the dialogue for leaving the otter-type and seal-type program in Zoo Comp 2 lacks a Yes/No prompt in the text. Pressing B will soft-lock the game, requiring a game reset. B at leaving otter will soft-lock at the dialogue, while B at the seal will soft-lock at an E-Mail dialogue.


As such, it's possible to receive Shadow Style in Rockman EXE 3 and Ground Style in Rockman EXE 3 BLACK. However, once doing this, another bug prevents leveling it to get its NaviCust parts and prevents getting a neww Style Change.
In the Legacy Collection, the Yes/No prompts are inserted to the text properly.


{| class="wikitable"
{| class="wikitable"
!colspan="2"|Applies to:
!colspan="2"|Applies to:
|-
|-
|Japanese v1.0||Yes
|Japanese v1.0||No
|-
|-
|Japanese v1.1||No
|Japanese v1.1||No
|-
|-
|Black Japanese v1.0||Yes
|North America v1.0||Yes
|-
|-
|Black Japanese v1.1||No
|European v1.0||?
|-
|-
|White North America v1.0||No
|Legacy Collection || No
|}
 
=== Program Advance Navi assignment ===
Some Program Advances that utilize Navis are considered Navi Chips by NaviRecycle and AntiNavi but not others. An oddity is BodyGuard, which utilized a Navi in the previous game but not in BN3, and NaviRecycle works with it but not AntiNavi.
 
Later versions would be changed so they can’t be used by NaviRecycle but will still trigger AntiNavi. Also, none of these PAs can be boosted with a Navi+ chip.
 
{| class="wikitable sortable"
! !! NaviRecycle (JP) !! NaviRecycle (NA) !! AntiNavi !! Navi+
|-
|-
|Blue North America v1.0||No
! scope="row"| BigHeart
|| Yes || No || Yes || No
|-
|-
|White European v1.0||No
! scope="row"| GtsShoot
|| No || No || No || No
|-
|-
|Blue European v1.0||No
! scope="row"| DeuxHero
|| No || No || No || No
|-
! scope="row"| 2xHero
|| No || No || No || No
|-
! scope="row"| PrixPowr
|| Yes || No || Yes || No
|-
! scope="row"| BodyGrd
|| Yes || No || No || No
|}
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||Yes
|-
|North America v1.0||Yes (but partially fixed)
|-
|European v1.0||?
|-
|Legacy Collection || Yes
|}
|}


=== Skipping CopyMan ===
===BugStyle Buster Blank glitch===
In Chapter 7, after you read the Chat BBS message from Rank 3 at ACDC Square. Instead of going to Undernet 4 and fighting CopyMan, you can go straight to battle Rank 2 (MistMan/BowlMan) instead.
One of [[Style_Change_(MMBN3)#Bug_Style|BugStyle's disadvantageous bugs]] is to have the MegaBuster shoot blanks. If Buster Blank is selected as the bug in that battle, it actually works like normal and won’t shoot blanks. So BugStyle does not have a disadvantageous bug in that battle. Its intended behavior: BugStyle is supposed to shoot blanks 3/8 of time<ref>Battle Network Rockman EXE 3 Official Guidebook pg.19</ref>.


In later versions, CopyMan must be defeated for Rank 2 Navi to appear.
This is due to an incorrect behavior where the game writes to an invalid memory instead of the proper location.
 
In the Legacy Collection, Bug Style’s Buster Blank now properly appears.


{| class="wikitable"
{| class="wikitable"
Line 88: Line 175:
|Japanese v1.0||Yes
|Japanese v1.0||Yes
|-
|-
|Japanese v1.1||No
|Japanese v1.1||Yes
|-
|North America v1.0||Yes
|-
|-
|Black Japanese v1.0||Yes
|European v1.0||?
|-
|-
|Black Japanese v1.1||No
|Legacy Collection || No
|}
 
===Same Panel GutShoot lock===
If MegaMan is on the same panel as an enemy and the GutsShoot Program Advance is used, the game will soft-lock.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|-
|White North America v1.0||No
|Japanese v1.0||?
|-
|-
|Blue North America v1.0||No
|Japanese v1.1||Yes
|-
|-
|White European v1.0||No
|North America v1.0||No
|-
|-
|Blue European v1.0||No
|European v1.0||?
|-
|Legacy Collection || ?
|}
|}


=== Shake Attack Value ===
===Chip Trader Jack In glitch===
If MegaMan uses a BattleChip after he throws the Shake chip but before the Shake object appears, the Shake will use the attack value of the chip instead of its own. Chips with no attack value will be interpreted as 10,000 Attack Power.
{{nw|Many occurrences can occur that need to be looked into (apparently timing and hardware based?). Includes: resetting the game by itself (reset from Capcom screen), glitching up Folder 1 into no chips, receiving impossible chips like “EngyChng R”. Also, check if the crash on LC is guaranteed or can be manipulated.}}
[[File:MMBN3-ChipTraderJackInGlitch.png|right]]
In the hospital, align yourself in the middle of being able to use the Chip Trader and being able to jack in to the Vending Machine. Use the Chip Trader and attempt to jack in by pressing R Button after inserting the chips, using the Try Again option also works. There is a frame-perfect chance (15th frame after the map can be seen from the fade out) that Lan will jack in and then the Chip Trader dialogue will appear while playing as MegaMan.


Normally, there is forced delay to gain control MegaMan after he throws the Shake and only regaining control after it lands, but flinching due to an attack will remove that delay.  
Attempting to put in more chips will soft-lock the game or other strange occurrences. In the Legacy Collection, it will crash the game.


{| class="wikitable"
{| class="wikitable"
Line 115: Line 215:
|Japanese v1.1||?
|Japanese v1.1||?
|-
|-
|Black Japanese v1.0||?
|North America v1.0||Yes
|-
|-
|Black Japanese v1.1||?
|European v1.0||?
|-
|-
|White North America v1.0||Yes
|Legacy Collection || Yes
|}
 
== Minor glitches ==
===BattleChip Pack Order===
In the English version, if the Pack is ordered in ABCD order, Scuttlest is placed below StepSwrd but before Sword. This is due to all the games having the ABCD sorting index being done for each chip manually.
 
In the Legacy Collection, it is sorted in the correct ABCD order.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|-
|Blue North America v1.0||Yes
|North America v1.0||Yes
|-
|-
|White European v1.0||?
|European v1.0||?
|-
|-
|Blue European v1.0||?
|Legacy Collection || No
|}
|}


<!-- These are unconfirmed glitches. Test in game first before adding!!!
===Listed Code errors===
A few chips that are given via the textbox are listed with the wrong chip code. However, the chip that appears in the pack will be the correct code.


===BugStyle Buster Blanks===
==== Lance BMD error ====
One of [[Style_Change_(MMBN3)#Bug_Style|BugStyle's disadvantageous bugs]] is to give the Mega Buster's normal shots shoots blanks. However this does not occur, so BugStyle does not have a disadvantageous bug in that battle.
When you pick up the BMD in the bottom left corner of Undenet 3 (behind the PlantManβ security cube), the text shows that you get Lance S. However, the chip that you actually receive is Lance R.
----Check in JP. Works right in EN??----


===No More Style Changes===
{| class="wikitable"
When you get a new Style when Bug Style's level is MAXed, or Shadow Style is in White (any level), or Ground Style in in Blue (any level):
!colspan="2"|Applies to:
*"You're sure you want to overwrite it,now?" Reply "Nevermind"
|-
*"Do you want to work more on this style, or find another?" Reply "Improve this one"
|Japanese v1.0||No
After following this reply order, MegaMan will be unable to receive any more Style Changes. While doesn't stop progressing the game, this will prevent getting any more Styles. '''This is a game-breaking glitch that would require you to start a New Game or load a previous save.'''
|-
-----original poster confirmed this happening in JP, as they sent their game to capcom----
|Japanese v1.1||No
-->
|-
|North America v1.0||Yes
|-
|European v1.0||Yes
|-
|Legacy Collection || Yes (English Language)
|}
 
==== StepSword Reward error ====
When you receive StepSwrd from the Double-Up minigame, the text shows that you get StepSwrd H. However, the chip that you actually receive is StepSwrd L.


== Minor glitches ==
{| class="wikitable"
=== Higsby's Chip Order Errors ===
!colspan="2"|Applies to:
There are certain chips Higsby sells that do not appear in the same code in your Pack:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||?
|-
|North America v1.0||Yes
|-
|European v1.0||?
|-
|Legacy Collection || Yes (English language)
|}
 
==== GutsStraight Reward error ====
When you receive GutStrgt from the Double-Up minigame, the text shows that you get GutStrgt H. However, the chip that you actually receive is GutStrgt O.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||?
|-
|North America v1.0||Yes
|-
|European v1.0||?
|-
|Legacy Collection || Yes (English language)
|}
 
==== Higsby's Chip Order errors ====
There are certain chips Higsby sells that are using non-existent codes for those chips. If bought, they will appear in the Pack as the correct existing code.


* LavaStage J becomes LavaStage A in your Pack.
* LavaStage J becomes LavaStage A in your Pack.
* Jelly I becomes Jelly E in your Pack.
* Jelly I becomes Jelly E in your Pack.
In the Legacy Collection, they are now listed with their correct code.


{| class="wikitable"
{| class="wikitable"
Line 156: Line 307:
|Japanese v1.1||?
|Japanese v1.1||?
|-
|-
|Black Japanese v1.0||?
|North America v1.0||Yes
|-
|-
|Black Japanese v1.1||?
|European v1.0||?
|-
|-
|White North America v1.0||?
|Legacy Collection || No
|}
 
=== Condor Double Hit error===
Due to a flaw in the attack's algorithm, the Condor BattleChip hits the third panel in front of you twice, dealing 2 * 180 damage. Note that this does not work on bosses, because they get brief invincibility when the first hit connects. This glitch occurs because DashAtk and Condor deal damage to a specific panel based on their current position with a set interval of frames. The frame interval for Condor is too low, resulting in it dealing damage to the same panel twice.
 
Amount of hits per panel:
<pre>[M][1][1][2][1][1]</pre>
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|-
|Blue North America v1.0||?
|Japanese v1.0||Yes
|-
|-
|White European v1.0||?
|Japanese v1.1||?
|-
|North America v1.0||Yes
|-
|European v1.0||?
|-
|Legacy Collection || Yes
|}
 
=== Castle Wily Music error===
Castle Wily will play the ominous story music that played in game’s final chapter when exiting out of certain menus:
*If you enter the NaviCustomizer and exit, the music will become the ominous music.
*If you enter a Network Duel while at Castle Wily, once the battle ends, the music will become the ominous music.
 
Once you exit the menu, it will return to the normal Castle Wily music.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||Yes
|-
|Japanese v1.1||Yes
|-
|North America v1.0||No
|-
|European v1.0||?
|-
|-
|Blue European v1.0||?
|Legacy Collection || Yes
|}
|}


=== Condor Double Hit ===
=== DrillMan Underground Damage ===
Due to a flaw in the attack's algorithm, the Condor BattleChip hits the third panel in front of you twice, dealing 2 * 180 damage. Note that this does not work on bosses, because they get brief invincibility when the first hit connects. This glitch occurs because DashAtk and Condor deal damage to a specific panel based on their current position with a set interval of frames. The frame interval for Condor is too low, resulting in it dealing damage to the same panel twice.
{{nw}}
If the DrillMan chip is used on an enemy that is underground, it will continuously hit the enemy and deal more damage than it should.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||Yes
|-
|Japanese v1.1||No
|-
|North America v1.0||No
|-
|European v1.0||?
|-
|Legacy Collection || ?
|}


Amount of hits per panel:
=== Confused Slide glitch===
<pre>[M][1][1][2][1][1]</pre>
{{nw|Can happen to BeastMan’s rush and Serenade too}}
[[File:MMBN3-DrillMan-Drill-Drive-Confuse.png|right]]
If DrillMan is stunned while he's doing his Drill Drive and then is inflicted with Confusion, he will continue his Drill Drive but in his flinched pose. DrillMan is considered off field at this point and all his panel can be taken.


{| class="wikitable"
{| class="wikitable"
Line 182: Line 385:
|Japanese v1.1||?
|Japanese v1.1||?
|-
|-
|Black Japanese v1.0||?
|North America v1.0||Yes
|-
|-
|Black Japanese v1.1||?
|European v1.0||?
|-
|-
|White North America v1.0||?
|Legacy Collection || Yes
|}
 
===Number Err&Del oversight===
[[File:MMBN3-Numbers-ErrDel.gif|right]]
After the Number virus uses its Err&Del 30 times, it will start producing glitches. At 31, the attack will do no damage. At 32 and later, the name will appear but the attack will not occur. After this time, chips MegaMan use will also begin to glitch by failing to spawn their hitboxes.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||Yes
|-
|-
|Blue North America v1.0||Yes
|Japanese v1.1||?
|-
|-
|White European v1.0||?
|North America v1.0||Yes
|-
|-
|Blue European v1.0||?
|European v1.0||?
|-
|Legacy Collection || Yes
|}
|}


=== Castle Wily Music===
===BeastMan Cube glitch===
If you enter a Network Duel while at Castle Wily, once the battle ends, the music will become the ominous story music that played in game’s final chapter. Once you exit the Network menu, it will return to the normal Castle Wily music.
If ghost BeastManβ is beaten in Doghouse Comp, the Security Cube in Undernet 4 that requires his defeat will be unlocked. However, if BeastManβ is beaten in the story afterward and the cube has yet to be opened, it will act as if ghost BeastManβ hasn't been beaten in Doghouse Comp. Defeating ghost BeastManβ in Doghouse Comp again will re-fulfill the requirement for the cube.


{| class="wikitable"
{| class="wikitable"
Line 205: Line 420:
|Japanese v1.1||?
|Japanese v1.1||?
|-
|-
|Black Japanese v1.0||Yes
|North America v1.0||Yes
|-
|-
|Black Japanese v1.1||?
|European v1.0||?
|-
|-
|White North America v1.0||?
|Legacy Collection || Yes
|}
 
===Disappearing Chip Name in Network Duel===
During battle, a line of text in the bottom left of the screen will display the name and attack value of the next chip in your hand. This text momentarily disappears if MegaMan is performing an action that would prevent him from using his next chip.
 
However, if either player causes this text to disappear during a Network Duel, it will disappear for both players instead of only the player who is performing the action. This has the unintended effect of indicating that your opponent is performing an action even in situations where their activity is meant to be completely hidden. This is fixed in later versions.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|-
|Blue North America v1.0||No
|Japanese v1.0||?
|-
|-
|White European v1.0||?
|Japanese v1.1||Yes
|-
|North America v1.0||Yes
|-
|European v1.0||?
|-
|-
|Blue European v1.0||?
|Legacy Collection || ?
|}
|}


===Scuttlest ATK error===
The Scuttlest family’s ATK in the Virus Breeder Machine are matched up incorrectly, with the ATK values in the wrong places. However for the actual chip, their attack powers are matched up correctly. In later versions, the ATK are matched up correctly in the Virus Breeder Machine.


<!-- These are unconfirmed glitches. Test in game first before adding!!!
{| class="wikitable"
|-
!Incorrect ATK order || Correct ATK order
|-
|Scuttlest ATK||Scutz ATK
|-
|Scutz ATK||Scuttle ATK
|-
|Scuttle ATK||Scuttler ATK
|-
|Scuttler ATK||Scuttzer ATK
|-
|Scuttzer ATK||Scuttlest ATK
|-
|ScuttleΩ ATK||ScuttleΩ ATK
|-
|}


===Number's Err&Del===
{| class="wikitable"
After the Number virus uses it's Err&Del 30 times, it will start producing issues. At 31, the attack will do no damage. At 32 and later, the name will appear but the attack will not occur. During this time, chips MegaMan use will also begin to glitch.
!colspan="2"|Applies to:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||Yes
|-
|North America v1.0||No
|-
|European v1.0||?
|-
|Legacy Collection || Yes
|}
 
=== Folder Edit lock ===
For this example, it requires exceeding the default 5 MegaChip limit in the NaviCust (such as with MegaFolder2 NCP) and have no Standard chips in the Pack. Once that is done, edit the Folder to reach that maximum Mega Chip limit, then return to the NaviCust and reduce the MegaChip limit back down to 5.
 
Now enter Folder edit and remove a Mega Chip, now you won't be able to exit as it requires you to have 30 chips to exit the Folder edit. Since the limit has been reduced, there's no way to add back Mega Chips and the only chips in your Pack are Mega Chips (or less non-Mega Chips that is required to fill the Folder). The game is now soft-locked.
 
In later games, a feature that saves the state of the folder before editing was added. So exiting the Folder gives the option to quit if you have less that 30 chips and reload the Folder to that state.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||?
|-
|North America v1.0||Yes
|-
|European v1.0||?
|-
|Legacy Collection || ?
|}
 
=== Missing Blue Mystery Data ===
During the story period where it's after PlantMan is defeated but before you meet Mr. Match: The BMD behind the WWW-ID door in SciLab 1 is missing. After meeting Match, the BMD will re-appear.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||Yes
|-
|Japanese v1.1||?
|-
|North America v1.0||Yes
|-
|European v1.0||?
|-
|Legacy Collection || Yes
|}
 
===BlackBomb Lava Panel oversight===
In earlier versions, if SetLava is equipped, preset obstacles will interact with Lava panels before the Custom Screen even opens for the first time. Due to this, a preset BlackBomb would go off instantly, damaging MegaMan and the viruses before the first turn even begins. This can even delete them.
 
These are rare battle set-ups that appear in the "Somebody,please help!" [[Job BBS]], and only occurs if you answer the questions incorrectly.
 
In later versions, obstacles will only interact with Lava panels after the first turn began. Also, the Lava panel will damage MegaMan first before the BlackBomb explosion.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||Yes
|-
|North America v1.0||No
|-
|European v1.0||?
|-
|Legacy Collection || Yes
|}
 
===HeroSword Range===
{{nw|Check if other chips have this behavior.}}
HeroSword’s attack actually travels 3 panels down the row. However, it doesn't check bounds so it wraps around to the next row, hitting panels with an invisible hitbox.  
 
Since there is out of bounds panels to the left and right to the battlefield, the panel travel count is reduced by 2 before it wraps around to the next row. The opposite can also be done by P2 in Network Duel, and strike the row before.
 
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||?
|-
|North American v1.0|| Yes
|-
|European v1.0||?
|-
|Legacy Collection || ?
|}


-->
==References==
<references/>


[[Category:Game Glitches]] [[Category:Mega Man Battle Network 3]]
[[Category:Game Glitches]] [[Category:Mega Man Battle Network 3]]

Latest revision as of 09:08, 3 November 2024

This section is under construction.
The information may not be complete or 100% accurate.
Add more glitches? See Talk page.

This page is a list of glitches that appear in Mega Man Battle Network 3.

Major glitches

11th Chip glitch

This section is under construction.
The information may not be complete or 100% accurate.
Check Legacy Collection thoroughly, may be partially fixed. Remnants of 12th and 13th Chip Glitch may still exist?

This requires a total sum of Custom+6. This can be obtained from any sufficient combination of Custom Style's Custom+1 bonus and the Navi Customizer Parts Custom1, Custom2, and HubBatch. During battle, after selecting at least 1 chip on the Custom Screen, you can then move your cursor to the right past your 10th chip and select an "11th chip". This "11th chip" will always be the 2nd chip in your Folder and is select-able every turn. When selected, the "11th chip" will always replace the topmost chip in the hand.

  • As an extension, 12th and 13th Chip glitches are possible by adding more Custom+s in your Navi Customizer. The 12th chip will replace your second chip selection and 13th will replace your third.
Applies to:
Japanese v1.0 Yes
Japanese v1.1 Yes
North America v1.0 Yes
European v1.0 ?
Legacy Collection No

Folder2 Regular Chip glitch

When you remove Reg+5 Parts from the Navi Customizer and you do not have the required MB capacity, your Regular Chip will be unselected. However, if the Regular Chip was in Folder2, the chip will still be set as your Regular Chip despite lacking the required MB. This method can be used to set a chip as Regular Chip beyond your current capacity, provided you have enough Reg+5 parts to do so.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 Yes
North America v1.0 No
European v1.0 No
Legacy Collection No

Other Version Style Change oversight

This section is under construction.
The information may not be complete or 100% accurate.
More testing for impossible to get more Styles.

Usually, if the player has points in the opposite version Style Change, they will drop to 0 and make it impossible to transform into that. However, in v1.0 of the Japanese version it will not drop if the change takes place in a Random Style Change. The opposite version style will be a possibility in the randomization.

As such, it's possible to receive Shadow Style in Rockman EXE 3 and Ground Style in Rockman EXE 3 BLACK. However, once doing this, it is impossible to level it up to get its NaviCust parts and prevents getting a new Style Change. This is a soft-lock that prevents Library completion in a single game since certain Styles is required to get exclusive chips, but they can be traded over.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 No
North America v1.0 No
European v1.0 No
Legacy Collection ?

Skipping CopyMan error

MMBN3-CopyMan-Skip-BowlMan.png

This can be done in Chapter 7, after you read the Chat BBS message from Rank 3 at ACDC Square. Instead of going to Undernet 4 and fighting CopyMan, you can go straight from Rank 7 to battle Rank 2 (MistMan/BowlMan) instead. If you attempt to press L Button in the NetBattle Machine, the game will freeze.

In later versions, CopyMan must be defeated for Rank 2 Navi to appear.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 No
North America v1.0 No
European v1.0 No
Legacy Collection No

Shake Attack Power glitch

If MegaMan uses a BattleChip after he throws the Shake chip but before the Shake object appears, the Shake will use the attack power of the new chip instead of its own.

A few chips have unusually large values for their attack power, which can be inherited by Shake. Virus chips (e.g. Mettaur and Bunny) and plus chips (when used directly instead of attached to another chip) will provide an attack power of 10,000. The AirShoes chip provides 9,999 attack. Aura chips use the address normally dedicated to the attack power to determine their duration limit, so all 3 Aura type chips provide a value of 3,000 for Shake.

Normally, there is delay after throwing the Shake that prevents MegaMan from using another chip before it lands, but flinching due to an attack will remove that delay. With good timing, there is enough leeway to use another chip after being interrupted by flinch.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes

Zoo Comp script error

MMBN3-Seal-ZooComp-Lock.png

In the English game, the dialogue for leaving the otter-type and seal-type program in Zoo Comp 2 lacks a Yes/No prompt in the text. Pressing B will soft-lock the game, requiring a game reset. B at leaving otter will soft-lock at the dialogue, while B at the seal will soft-lock at an E-Mail dialogue.

In the Legacy Collection, the Yes/No prompts are inserted to the text properly.

Applies to:
Japanese v1.0 No
Japanese v1.1 No
North America v1.0 Yes
European v1.0 ?
Legacy Collection No

Program Advance Navi assignment

Some Program Advances that utilize Navis are considered Navi Chips by NaviRecycle and AntiNavi but not others. An oddity is BodyGuard, which utilized a Navi in the previous game but not in BN3, and NaviRecycle works with it but not AntiNavi.

Later versions would be changed so they can’t be used by NaviRecycle but will still trigger AntiNavi. Also, none of these PAs can be boosted with a Navi+ chip.

NaviRecycle (JP) NaviRecycle (NA) AntiNavi Navi+
BigHeart Yes No Yes No
GtsShoot No No No No
DeuxHero No No No No
2xHero No No No No
PrixPowr Yes No Yes No
BodyGrd Yes No No No
Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North America v1.0 Yes (but partially fixed)
European v1.0 ?
Legacy Collection Yes

BugStyle Buster Blank glitch

One of BugStyle's disadvantageous bugs is to have the MegaBuster shoot blanks. If Buster Blank is selected as the bug in that battle, it actually works like normal and won’t shoot blanks. So BugStyle does not have a disadvantageous bug in that battle. Its intended behavior: BugStyle is supposed to shoot blanks 3/8 of time[1].

This is due to an incorrect behavior where the game writes to an invalid memory instead of the proper location.

In the Legacy Collection, Bug Style’s Buster Blank now properly appears.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 Yes
North America v1.0 Yes
European v1.0 ?
Legacy Collection No

Same Panel GutShoot lock

If MegaMan is on the same panel as an enemy and the GutsShoot Program Advance is used, the game will soft-lock.

Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North America v1.0 No
European v1.0 ?
Legacy Collection ?

Chip Trader Jack In glitch

This section is under construction.
The information may not be complete or 100% accurate.
Many occurrences can occur that need to be looked into (apparently timing and hardware based?). Includes: resetting the game by itself (reset from Capcom screen), glitching up Folder 1 into no chips, receiving impossible chips like “EngyChng R”. Also, check if the crash on LC is guaranteed or can be manipulated.
MMBN3-ChipTraderJackInGlitch.png

In the hospital, align yourself in the middle of being able to use the Chip Trader and being able to jack in to the Vending Machine. Use the Chip Trader and attempt to jack in by pressing R Button after inserting the chips, using the Try Again option also works. There is a frame-perfect chance (15th frame after the map can be seen from the fade out) that Lan will jack in and then the Chip Trader dialogue will appear while playing as MegaMan.

Attempting to put in more chips will soft-lock the game or other strange occurrences. In the Legacy Collection, it will crash the game.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes

Minor glitches

BattleChip Pack Order

In the English version, if the Pack is ordered in ABCD order, Scuttlest is placed below StepSwrd but before Sword. This is due to all the games having the ABCD sorting index being done for each chip manually.

In the Legacy Collection, it is sorted in the correct ABCD order.

Applies to:
North America v1.0 Yes
European v1.0 ?
Legacy Collection No

Listed Code errors

A few chips that are given via the textbox are listed with the wrong chip code. However, the chip that appears in the pack will be the correct code.

Lance BMD error

When you pick up the BMD in the bottom left corner of Undenet 3 (behind the PlantManβ security cube), the text shows that you get Lance S. However, the chip that you actually receive is Lance R.

Applies to:
Japanese v1.0 No
Japanese v1.1 No
North America v1.0 Yes
European v1.0 Yes
Legacy Collection Yes (English Language)

StepSword Reward error

When you receive StepSwrd from the Double-Up minigame, the text shows that you get StepSwrd H. However, the chip that you actually receive is StepSwrd L.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes (English language)

GutsStraight Reward error

When you receive GutStrgt from the Double-Up minigame, the text shows that you get GutStrgt H. However, the chip that you actually receive is GutStrgt O.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes (English language)

Higsby's Chip Order errors

There are certain chips Higsby sells that are using non-existent codes for those chips. If bought, they will appear in the Pack as the correct existing code.

  • LavaStage J becomes LavaStage A in your Pack.
  • Jelly I becomes Jelly E in your Pack.

In the Legacy Collection, they are now listed with their correct code.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection No

Condor Double Hit error

Due to a flaw in the attack's algorithm, the Condor BattleChip hits the third panel in front of you twice, dealing 2 * 180 damage. Note that this does not work on bosses, because they get brief invincibility when the first hit connects. This glitch occurs because DashAtk and Condor deal damage to a specific panel based on their current position with a set interval of frames. The frame interval for Condor is too low, resulting in it dealing damage to the same panel twice.

Amount of hits per panel:

[M][1][1][2][1][1]
Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes

Castle Wily Music error

Castle Wily will play the ominous story music that played in game’s final chapter when exiting out of certain menus:

  • If you enter the NaviCustomizer and exit, the music will become the ominous music.
  • If you enter a Network Duel while at Castle Wily, once the battle ends, the music will become the ominous music.

Once you exit the menu, it will return to the normal Castle Wily music.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 Yes
North America v1.0 No
European v1.0 ?
Legacy Collection Yes

DrillMan Underground Damage

This section is under construction.
The information may not be complete or 100% accurate.

If the DrillMan chip is used on an enemy that is underground, it will continuously hit the enemy and deal more damage than it should.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 No
North America v1.0 No
European v1.0 ?
Legacy Collection ?

Confused Slide glitch

This section is under construction.
The information may not be complete or 100% accurate.
Can happen to BeastMan’s rush and Serenade too
MMBN3-DrillMan-Drill-Drive-Confuse.png

If DrillMan is stunned while he's doing his Drill Drive and then is inflicted with Confusion, he will continue his Drill Drive but in his flinched pose. DrillMan is considered off field at this point and all his panel can be taken.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes

Number Err&Del oversight

MMBN3-Numbers-ErrDel.gif

After the Number virus uses its Err&Del 30 times, it will start producing glitches. At 31, the attack will do no damage. At 32 and later, the name will appear but the attack will not occur. After this time, chips MegaMan use will also begin to glitch by failing to spawn their hitboxes.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes

BeastMan Cube glitch

If ghost BeastManβ is beaten in Doghouse Comp, the Security Cube in Undernet 4 that requires his defeat will be unlocked. However, if BeastManβ is beaten in the story afterward and the cube has yet to be opened, it will act as if ghost BeastManβ hasn't been beaten in Doghouse Comp. Defeating ghost BeastManβ in Doghouse Comp again will re-fulfill the requirement for the cube.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes

Disappearing Chip Name in Network Duel

During battle, a line of text in the bottom left of the screen will display the name and attack value of the next chip in your hand. This text momentarily disappears if MegaMan is performing an action that would prevent him from using his next chip.

However, if either player causes this text to disappear during a Network Duel, it will disappear for both players instead of only the player who is performing the action. This has the unintended effect of indicating that your opponent is performing an action even in situations where their activity is meant to be completely hidden. This is fixed in later versions.

Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North America v1.0 Yes
European v1.0 ?
Legacy Collection ?

Scuttlest ATK error

The Scuttlest family’s ATK in the Virus Breeder Machine are matched up incorrectly, with the ATK values in the wrong places. However for the actual chip, their attack powers are matched up correctly. In later versions, the ATK are matched up correctly in the Virus Breeder Machine.

Incorrect ATK order Correct ATK order
Scuttlest ATK Scutz ATK
Scutz ATK Scuttle ATK
Scuttle ATK Scuttler ATK
Scuttler ATK Scuttzer ATK
Scuttzer ATK Scuttlest ATK
ScuttleΩ ATK ScuttleΩ ATK
Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North America v1.0 No
European v1.0 ?
Legacy Collection Yes

Folder Edit lock

For this example, it requires exceeding the default 5 MegaChip limit in the NaviCust (such as with MegaFolder2 NCP) and have no Standard chips in the Pack. Once that is done, edit the Folder to reach that maximum Mega Chip limit, then return to the NaviCust and reduce the MegaChip limit back down to 5.

Now enter Folder edit and remove a Mega Chip, now you won't be able to exit as it requires you to have 30 chips to exit the Folder edit. Since the limit has been reduced, there's no way to add back Mega Chips and the only chips in your Pack are Mega Chips (or less non-Mega Chips that is required to fill the Folder). The game is now soft-locked.

In later games, a feature that saves the state of the folder before editing was added. So exiting the Folder gives the option to quit if you have less that 30 chips and reload the Folder to that state.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection ?

Missing Blue Mystery Data

During the story period where it's after PlantMan is defeated but before you meet Mr. Match: The BMD behind the WWW-ID door in SciLab 1 is missing. After meeting Match, the BMD will re-appear.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?
Legacy Collection Yes

BlackBomb Lava Panel oversight

In earlier versions, if SetLava is equipped, preset obstacles will interact with Lava panels before the Custom Screen even opens for the first time. Due to this, a preset BlackBomb would go off instantly, damaging MegaMan and the viruses before the first turn even begins. This can even delete them.

These are rare battle set-ups that appear in the "Somebody,please help!" Job BBS, and only occurs if you answer the questions incorrectly.

In later versions, obstacles will only interact with Lava panels after the first turn began. Also, the Lava panel will damage MegaMan first before the BlackBomb explosion.

Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North America v1.0 No
European v1.0 ?
Legacy Collection Yes

HeroSword Range

This section is under construction.
The information may not be complete or 100% accurate.
Check if other chips have this behavior.

HeroSword’s attack actually travels 3 panels down the row. However, it doesn't check bounds so it wraps around to the next row, hitting panels with an invisible hitbox.

Since there is out of bounds panels to the left and right to the battlefield, the panel travel count is reduced by 2 before it wraps around to the next row. The opposite can also be done by P2 in Network Duel, and strike the row before.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North American v1.0 Yes
European v1.0 ?
Legacy Collection ?

References

  1. Battle Network Rockman EXE 3 Official Guidebook pg.19