Glitches in Mega Man Battle Network 4: Difference between revisions
From The Rockman EXE Zone Wiki
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=== WoodMan scenario slowdown === | === WoodMan scenario slowdown === | ||
During WoodMan's scenario in the second tournament of the game, the player must navigate Park Area in order to reach WoodMan, who is in [[Park Area 3]], while Wood Towers are extruding from the path. If the player enters a menu or battle in this area, the game will slow to a halt upon returning to the map if the game is played on an original Nintendo DS. It does not occur on other hardware such as original GBA, Nintendo DS Lite, Game Boy Player and Wii U. If the game is left running for a while, it will eventually return to full speed again. This glitch exists in every | During WoodMan's scenario in the second tournament of the game, the player must navigate Park Area in order to reach WoodMan, who is in [[Park Area 3]], while Wood Towers are extruding from the path. If the player enters a menu or battle in this area, the game will slow to a halt upon returning to the map if the game is played on an original Nintendo DS. It does not occur on other hardware such as original GBA, Nintendo DS Lite, Game Boy Player, and Wii U, as well as the Wii U Virtual Console version of the game. It also does not occur in the Legacy Collection version of the game. | ||
If the game is left running for a while, it will eventually return to full speed again. | |||
This glitch exists in every version of the Game Pak, and is one of the few Nintendo DS compatibility problems officially acknowledged by Nintendo.<ref>[https://www.nintendo.com/consumer/systems/gameboy/trouble_specificgame.jsp#megaman Nintendo on the WoodMan glitch]</ref> | |||
There are some ways of circumventing this glitch: | There are some ways of circumventing this glitch: | ||
* Playing the game on | * Playing the game on any system other than the original Nintendo DS. | ||
* Equipping SneakRun before entering [[Park Area 1]] while having high enough base HP to escape all battles in the area: | * Equipping SneakRun before entering [[Park Area 1]] while having high enough base HP to escape all battles in the area: | ||
** 251 HP or more in the first playthrough; | ** 251 HP or more in the first playthrough; | ||
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* Only on Red Sun version: deleting WoodMan's entry from the [[Free_Tournament|Waiting Room Reception]] in the [[Connectivity_in_Mega_Man_Battle_Network_4|Network]] menu before inspecting the matchups for the first round of the Eagle Tournament of that playthrough. | * Only on Red Sun version: deleting WoodMan's entry from the [[Free_Tournament|Waiting Room Reception]] in the [[Connectivity_in_Mega_Man_Battle_Network_4|Network]] menu before inspecting the matchups for the first round of the Eagle Tournament of that playthrough. | ||
On a technical level, the glitch occurs when one of the Wood Towers in Park Area is on its last frame of animation when the map screen is reloaded. Upon reloading the map, the game erroneously does not check whether the animation frame index needs to be reset, and as a result, attempts to load a non-existent sprite from an invalid memory address. The junk data read differs between GBA/NDS hardware revisions <ref>http://problemkaputt.de/gbatek.htm#gbaunpredictablethings</ref>; on the original Nintendo DS the junk data is interpreted as continuous sprite data, causing the game to hang until it eventually wraps around back to mapped memory, whereas on other hardware revisions, the junk data is interpreted as the end of the sprite, nullifying the effect of the glitch. | On a technical level, the glitch occurs when one of the Wood Towers in Park Area is on its last frame of animation when the map screen is reloaded. Upon reloading the map, the game erroneously does not check whether the animation frame index needs to be reset, and as a result, attempts to load a non-existent sprite from an invalid memory address. The junk data read differs between GBA/NDS hardware revisions <ref>[http://problemkaputt.de/gbatek.htm#gbaunpredictablethings GBA Unpredictable Things info]</ref>; on the original Nintendo DS the junk data is interpreted as continuous sprite data, causing the game to hang until it eventually wraps around back to mapped memory, whereas on other hardware revisions, the junk data is interpreted as the end of the sprite, nullifying the effect of the glitch. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|Japanese v1.0||Yes | |Japanese v1.0||Yes | ||
|- | |- | ||
|Japanese v1.1||Yes | |Japanese v1.1||Yes (Fixed in VC) | ||
|- | |||
|North American v1.0||Yes (Fixed in VC) | |||
|- | |- | ||
| | |European v1.0||Yes (Fixed in VC) | ||
|- | |- | ||
| | |Legacy Collection || No | ||
|} | |} | ||
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In the NaviCustomizer, putting in more than 4 different colors of programs is supposed to give you several bugs in battle. However, if you save a NaviCustomizer setup that has more than 4 colors, remove programs until you have 4 or less colors, then cancel saving and exit the NaviCustomizer, you keep your last saved configuration but any color bugs will be removed. This also works the other way around, by adding programs until you have more than 4 different colors, then cancel and exit the NaviCustomizer, you keep your last configuration but also have a color bug. | In the NaviCustomizer, putting in more than 4 different colors of programs is supposed to give you several bugs in battle. However, if you save a NaviCustomizer setup that has more than 4 colors, remove programs until you have 4 or less colors, then cancel saving and exit the NaviCustomizer, you keep your last saved configuration but any color bugs will be removed. This also works the other way around, by adding programs until you have more than 4 different colors, then cancel and exit the NaviCustomizer, you keep your last configuration but also have a color bug. | ||
<youtube>https://www.youtube.com/watch?v=F7r507Eat9w</youtube> | <youtube width="240" height="160">https://www.youtube.com/watch?v=F7r507Eat9w</youtube> | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 45: | Line 51: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
===Menu | ===Encounter Reset Menu glitch=== | ||
While playing as MegaMan on the Field Screen, whenever the menu is opened and entered (such as | While playing as MegaMan on the Field Screen, whenever the menu is opened and entered (such as into Chipfolder or Save), the encounter rate is reset. As such, it’s possible to completely avoid encounters by opening and closing the menu every couple of steps. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|Japanese v1.0||Yes | |Japanese v1.0||Yes | ||
|- | |- | ||
|Japanese v1.1||? | |Japanese v1.1||Yes | ||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
=== Dimming on Mine collision === | |||
[[File:MMBN4-Mine-collision-JP.gif|thumb|JP version|160px]] | |||
[[File:MMBN4-Mine-collision-NA.gif|thumb|NA version|160px]] | |||
Use a dimming chip the moment an enemy lands on the panel with Mine will damage the enemy multiple times during dimming. The Repair chip can be used to spot the Mine more easily. | |||
In later versions, Mine will only hit the enemy once. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||Yes | |||
|- | |- | ||
|North American v1.0||No | |North American v1.0||No | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || Yes | |||
|} | |} | ||
===AntiRecovery Cut In | ===AntiRecovery Cut In lock=== | ||
If you have an | {{nw|Add details how Legacy Collection fixes it.}} | ||
If you have an AntiRecovery chip ???? trap on, then attempt to set up another AntiRecovery chip, if the opponent attempts a [[Screen Dimming Cut In|cut in]] with a dimming recovery chip (for example, Roll), the battle will soft-lock. The game will require a reset. | |||
In the English version, the chip will bypass the | In the English version, the recovery chip will bypass the AntiRecovery trap and use its effect. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 77: | Line 109: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
=== Slasher AntiDamage oversight=== | === Slasher AntiDamage oversight=== | ||
If you hold A | If you hold A button for Slasher and an AntiDamage ???? trap is active, you will be immune to all non-HP draining attacks until Slasher is triggered by an an enemy entering your area. As many enemies don’t infiltrate your field, you’re essentially invincible for the rest of the battle. Your Double Soul will also not dissipate after 3 turns. This effect ends once you let go of the A button. | ||
In later versions, the AntiDamage triggers immediately, even if Slasher is active. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
Line 86: | Line 123: | ||
|Japanese v1.0||Yes | |Japanese v1.0||Yes | ||
|- | |- | ||
|Japanese v1.1|| | |Japanese v1.1||Yes | ||
|- | |- | ||
|North American v1.0||No | |North American v1.0||No | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
===DarkChip JunkSoul oversight=== | ===DarkChip JunkSoul oversight=== | ||
Since selected but not used | [[File:MMBN4-DarkChip-JunkSoul.png|right]] | ||
Since selected but not used chips still appear in Junk Soul’s Junk-Chip mechanic; If Dark Chips are selected and not used, then MegaMan restores himself from the Worried emotion into Junk Soul, they will appear again through Junk Soul’s recycle. MegaMan can use those Dark Chips without the consequence of going Evil emotion or losing 1 HP permanently. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
=== FootBomb scenario text glitch === | |||
{{nw|Has Arbitrary Script Execution potential. Fill in details.}} | |||
[[File:MMBN4-FootBomb-Stadium-glitch.png|right]] | |||
This occurs during the NormalNavi FootBomb scenario, right before heading into the Colosseum for the match. Head to DenDome’s battle machine room and press the L button for a glitched textbox. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 106: | Line 165: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || Yes (English language) | |||
|} | |||
===VDoll JunkMan lock=== | |||
If VDoll is set on the field and one players uses a JunkMan chip but the other player cuts in with a chip that will hit the VDoll, the game will soft-lock upon the use of JunkMan. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
===Poltergeist glitches=== | |||
{{nw|Look at more thoroughly.}} | |||
====TimeBomb Poltergeist glitch==== | |||
If Junk Soul's Poltergeist is activated in frame-perfect timing as the TimeBomb explodes, MegaMan will pick up an invisible obstacle and throw it at the opponent. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
====Obstacle Poltergeist lock==== | |||
If Junk Soul's Poltergeist is activated in frame-perfect timing as obstacles are removed from the field, MegaMan will attempt to use it but the game will soft lock. | |||
For VDoll: If Poltergeist is activated just right as after Curse is triggered, the game will soft lock. | |||
For BlackBomb: If BlackBomb is destroyed just as Curse is triggered, the game will soft lock. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
== | ===New Game+ Folder glitches=== | ||
In the earliest version of MMBN4, when a New Game+ is started, the Folder selection is reset into Folder1. This creates some impossible Folder set-ups. These glitches can be used together. | |||
In later versions, the game will remain the currently equipped Folder when New Game+ is started. | |||
====New Game+ Regular Chip glitch==== | |||
[[File:MMBN4-NewGame-Regular-glitch.png|right]] | |||
Equip Folder2 and move the Regular Chip to the 1st slot. In Folder1, move the chip you want to be Regular to the 1st slot (this chip can exceed the current MB limit). Once the next Continue is started, Folder1 will be equipped and that 1st chip slot in the Folder will be your Regular Chip. If at any time you edit the Folder and exit successfully, the 1st slot chip will no longer be the Regular Chip. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||No | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || No | |||
|} | |||
=== | ====New Game+ Exceed Limit oversight==== | ||
Add MegaFolders or GigaFolders on MegaMan, then fill Folder1 to the exceeded limits. Afterwards, unequip the abilities and equip any other Folder. Once the next Continue is started, Folder1 will be equipped despite MegaMan no longer able to equip it properly. The Folder can still be edited and it will let you exit it normally. If you go into the MegaMan menu at any time, Folder1 will be automatically unequipped. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
Line 121: | Line 258: | ||
|Japanese v1.0||Yes | |Japanese v1.0||Yes | ||
|- | |- | ||
|Japanese v1.1|| | |Japanese v1.1||No | ||
|- | |- | ||
|North American v1.0||No | |North American v1.0||No | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |||
===Permanent Evil progress lock=== | |||
If MegaMan's karma is in [[Karma#Permanent_Evil|permanent Evil]], the door from Black Earth 1 to Black Earth 2 has yet to be opened, and the ShadeMan chip has not be registered in the Library, you will be unable to progress to Black Earth 2. The door requires all V1 Navi Chips including ShadeMan, and the only way to get it requires beating ShadManΩ in non-Evil emotion, which cannot be achieved if Mega Man is permanent Evil. Also the chip is not in any Chip Traders, limiting the access to only that battle. | |||
To get out of this situation, the player must obtain the ShadeMan chip by linking with another player, either trading the chip or compare Libraries. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||? | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |} | ||
=== | ===Folder Edit lock=== | ||
In the Folder Edit, if you attempt to put in a chip over your folder limit (e.g. more than 4 Standard chips) via pressing A button twice or swapping in a chip, and press left or right to the other screen at roughly the same time, the game will soft lock during the screen sliding animation. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
Line 140: | Line 299: | ||
|- | |- | ||
|European v1.0||? | |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. | |||
====GutsMan colors==== | |||
GutsMan's darker red on his body is the same color as the lighter red, making them blend together. This error is only for the original GutsMan sprite, as his SP and DS color swaps have separate colors for the darker and lighter shades. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
====ProtoMan's sword==== | |||
When ProtoManSP or ProtoManDS swing their sword, the sword will use the palette of ProtoMan's original color instead of the color swap. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |} | ||
=== | ====BassXX's movement==== | ||
Whenever BassXX moves, his afterimages appear bright yellow instead of purple. This is because the wrong palette is being used specifically for Bass's XX version. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
Line 150: | Line 351: | ||
|- | |- | ||
|Japanese v1.1||Yes | |Japanese v1.1||Yes | ||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||Yes | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
====F Font error==== | |||
In certain menus, the uppercase F font has a stray off-color pixel on top of the F. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || No | |||
|} | |||
====Black Earth Color quirk==== | |||
The sequence of MegaMan exiting Black Earth through the portal doesn't completely undo the darkening effect. MegaMan's palette is stuck as slightly darker colors until another cutscene modifies it again. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |- | ||
|North American v1.0||Yes | |North American v1.0||Yes | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
=== | ====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. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
Line 168: | Line 406: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
=== | ====SparkMan Wrong Background==== | ||
{{nw| | {{nw|Check SparkManα as well}} | ||
The location of the SparkManβ ghost encounter on the net is in ACDC Area 3, but the background will be using the one for Town Area instead of ACDC Area. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
|- | |- | ||
|Japanese v1.0|| | |Japanese v1.0||Yes | ||
|- | |- | ||
|Japanese v1.1||? | |Japanese v1.1||? | ||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
===BattleChip Pack Order=== | |||
In the English language version of the game, a few chips are placed in unconventional spots when the Pack is ordered in ABCD order. This is due to all the games having the ABCD sorting index being done for each chip manually (e.g. MMBN3’s Recov10, Recov120, Recover150 order VS MMBN4’s Recov10, Recov30, Recov50 order). | |||
*CrackOut being placed with chips starting with K. | |||
*ShotStar being placed with chips starting with M. | |||
*DrkLine is placed above DblPoint. | |||
In the Legacy Collection, they are now sorted in their correct ABCD order. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |- | ||
|North American v1.0||Yes | |North American v1.0||Yes | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |||
=== BattleChip Trait Assignment === | |||
====SideBamboo3 Rush quirk==== | |||
SidBmbo3 can be taken away by the Rush NCP even though it is not a Invisible Chip. The other SidBmbo chips are not affected by this. | |||
In later versions, SidBmbo3 won’t be taken. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
=== | ====DarkVulcan MegaChip quirk==== | ||
DarkVulcan can be taken away by the Beat NCP even though it is not a Mega or Giga Chip. This classification was likely due to DarkVulcan being pooled with MegaChip limitations for the Dark Soul AI, the other DarkChips are pooled with Standard Chips. | |||
In later versions, DarkVulcan won’t be taken. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 199: | Line 481: | ||
|North American v1.0||No | |North American v1.0||No | ||
|- | |- | ||
|European v1.0||No | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
=== | ====Un-boostable MetalGear==== | ||
Although the MetalGear chips have attack power listed on them and can be attached with plus chip, the damage they deal does not actually become boosted. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 216: | Line 499: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
==== | ==== DeltaRay Navi assignment ==== | ||
In this game, DeltaRayEdge chip can trigger AntiNavi but cannot be boosted with the Navi+20 chip. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 231: | Line 516: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
==== | === Pop-Up Overlap collision === | ||
Use Pop-Up when an enemy is directly on top of you. You will be continuously hit for a massive amount of damage. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
=== Double Soul Icon visual === | |||
If you select a full set of 5 chips in the Custom Screen then perform a Double Soul with your 5th chip, all the un-selected icons will light up again. However, they cannot be selected. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
Line 245: | Line 547: | ||
|North American v1.0||Yes | |North American v1.0||Yes | ||
|- | |- | ||
|European v1.0||Yes | |European v1.0||? | ||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
=== OilBody/Fish Encounter error=== | |||
{{nw|Does this happen in other areas?}} | |||
After deleting Roll's ghost data in [[Town Area 3]], equipping Fish sometimes causes you to encounter battles with Fire viruses (and no Aqua viruses). Also, OilBody will always choose the same encounter (with two VolGears, VulGears or ValGears). | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
=== Save Retry Failure glitch=== | |||
In the initial Japanese release of Rockman EXE 4, if the game fails to save for whatever reason and the player selects 'yes' to retry, the game will crash. This is caused by a wrong jump target script in the save retry menu script. In all subsequent releases, this glitch is fixed and the game will properly retry the save if the player selects 'yes'. | |||
Note: the game may not crash and instead display incorrect text if the player has Patch Cards in their save file. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||No | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||No | |||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
=== Talk to Tornado | === Talk to Tornado error=== | ||
[[File:MMBN4-Talk-Tornado-glitch.png|right]] | |||
While playing the WindMan scenario in Park Area, if positioned just right, MegaMan can talk to the tornados flying through the area. Each area have their own effects involving a talk-able object that existed in that area in other scenarios, and MegaMan can keep walking while the textbox is open. Also, while the textbox is open, MegaMan will not get any encounters. | While playing the WindMan scenario in Park Area, if positioned just right, MegaMan can talk to the tornados flying through the area. Each area have their own effects involving a talk-able object that existed in that area in other scenarios, and MegaMan can keep walking while the textbox is open. Also, while the textbox is open, MegaMan will not get any encounters. | ||
*Park Area 1: Opens the Park Area 1 SubChip Dealer Menu. Once exited, all tornadoes in the area will disappear. | *Park Area 1: Opens the Park Area 1 SubChip Dealer Menu. Once exited, all tornadoes in the area will disappear. | ||
*Park Area 2: A Mr. Prog dialogue. | *Park Area 2: A Mr. Prog dialogue. | ||
*Park Area 3: Obtain a Video1 KeyItem from VideoMan’s scenario. | *Park Area 3: Obtain a Video1 KeyItem from VideoMan’s scenario. | ||
In later versions, the tornados cannot be talked to. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 259: | Line 602: | ||
|Japanese v1.0||Yes | |Japanese v1.0||Yes | ||
|- | |- | ||
|Japanese v1.1|| | |Japanese v1.1||No | ||
|- | |- | ||
|North American v1.0||No | |North American v1.0||No | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
=== Unregistered WindMan Record === | === Unregistered WindMan Record === | ||
Beating any Ω boss with | Beating any Ω boss with Patch Cards will not capture the record, only registering that Navi in the Records as —-:—-. However beating WindManΩ applies this differently by not registering him at all, not even as a —-:—- record. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 279: | Line 624: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || Yes | |||
|} | |} | ||
=== | ===ShadeManDS Reward error=== | ||
[[File:MMBN4-ShadeManDS-S.png|right]] | |||
If MegaMan ends a battle in Evil emotion, the reward from Navis will be their DS Navi chips. If ShadeManSP is defeated in this way, he will drop the ShadeManDS S chip instead of the correct chip name, ShadeManDS X. As the S code chip doesn't exist, it will not appear in the Pack. In later versions, the correct chip code is given. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 289: | Line 637: | ||
|Japanese v1.0||Yes | |Japanese v1.0||Yes | ||
|- | |- | ||
|Japanese v1.1|| | |Japanese v1.1||No | ||
|- | |- | ||
|North American v1.0||No | |North American v1.0||No | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
Line 308: | Line 658: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |||
=== Backwards Bass glitch === | |||
[[File:MMBN4-Backwards-Bass.png|right]] | |||
If Bass is countered while doing his back DarkArmBlade attack, he will return to position stunned with his cape backwards. This remains until Bass performs DarkArmBlade again. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
=== Disappearing Field Screen HP === | === Disappearing Field Screen HP === | ||
During the FootBomb tournament scenario; | {{nw|Does this occur in Japanese GBA?}} | ||
[[File:MMBN4-FootBomb-Field-HP.png|right]] | |||
During the FootBomb tournament scenario; after you lose a round of FootBomb and you choose to quit before winning the game, MegaMan’s Field Screen HP won’t appear once the cutscene ends. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 323: | Line 694: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || No | |||
|} | |} | ||
Line 338: | Line 711: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
===Evil Chip Cut In glitch=== | ===Evil Chip Cut In glitch=== | ||
Occurs only if MegaMan's [[karma]] is from 470 to 479. In a Network Duel, the game will allow you to use a screen-dimming Evil chip in a [[ | Occurs only if MegaMan's [[karma]] is from 470 to 479. In a Network Duel, the game will allow you to use a screen-dimming Evil chip in a [[Cut In|cut in]], when it usually should not. However, it then turns the chip into FireMan (will trigger AntiNavi, command code works) and deals damage based on the chip you used. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 353: | Line 728: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || Yes | |||
|} | |} | ||
Line 368: | Line 745: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
===Counter Hit Emotion Value glitch=== | |||
If you have maxed out [[Emotion Value]] and you land a Counter Hit with an attack that would have dealt Emotion Value damage into Full Synchro, the next Patch Card attack will be multiplied by 1.5x. If it was a multi-hit that countered, the next hit from it will be multiplied by 1.5x. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
=== Roll Full Heal glitch === | |||
{{nw|Research VS AntiRecv in English GBA. Check if max AntiRecovery is fixed in MMBNLC July 2023 update.}} | |||
If the Roll chip is used with a x2 multiplier (like from Full Synchro and Angry emotions), MegaMan will heal to his maximum HP instead of how much damage Roll would deal. | |||
In later versions, Roll will only heal how much damage she would have dealt as intended. | |||
In the Legacy Collection, this fix is applied, but if Roll is used against an AntiRecv trap, it will drain all of the player’s HP instead of the damage Roll would’ve dealt. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||Yes | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection ||Yes (partially fixed) | |||
|} | |||
=== BoyBomb Reserve glitch === | |||
If a BoyBomb chip obstacle is on the field and is pushed back and forth (using attacks such as AirShot) until it runs out of HP and destroyed, the panel it was on will still be occupied, even though it is empty. MegaMan will be unable to walk on to that panel for the rest of the battle. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
===AntiDamage glitches=== | |||
==== AntiDamage GunDelSol visual==== | |||
If you hold A button for GunDelSol and an AntiDamage ???? trap is active, the AntiDamage will trigger and MegaMan will return but GunDelSol's visual will still play unattached to his arm. GunDelSol will be active but won't drain enemy HP. If MegaMan uses a non-dimming attack or gets hit, GunDelSol will disappear. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||Yes | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
====AntiDamage Reserve glitch==== | |||
When MegaMan with a ???? AntiDamage trap slides across Ice panels; if AntiDamage is triggered in the middle of the slide, it leaves a reserved panel on where MegaMan was supposed to slide to. MegaMan will be unable to walk on to that panel for the rest of the battle. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
====AntiDamage Uninstall glitch==== | |||
If LaserMan's Power Down Laser or his chip hits MegaMan while he has ???? AntiDamage trap on, it will trigger the trap and MegaMan will dodge the damage, but his programs will still be uninstalled. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
===AntiMagic Carryover glitch=== | |||
If AntiMagic is used, it will set up a momentary ???? trap visual. If the Custom Screen is opened while the ???? visual is still up and MegaMan performs a Double Soul, the ???? will remain on MegaMan. It will work as a normal AntiDamage trap and will only disappear once it's triggered or replaced, instead of AntiMagic's momentary trap. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
===Chip Trader Black Screen=== | |||
This works with any Chip Trader. Put in the chips, then press L repeatedly when selecting Yes for confirmation. If successful, the textbox text sound will play as the screen is stuck on complete blackness. Pressing A or B will end the black screen and continue the Chip Trader process. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
===ColdMan Friendly Fire glitch=== | |||
This occurs when the ColdMan chip uses its ability to ices over all obstacles on the field and slides an IceCube to the panel MegaMan was on during the summon. The IceCube will collide with MegaMan and deal damage even if he's not physically there. If MegaMan was invisible in that time, the IceCube will shoot past that panel. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
===Double Soul 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 during that turn, 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. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|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, takes damage or loses HP in a way that triggers 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. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
===ShadeMan No Bats quirk=== | |||
If PoisonPharaoh is affecting ShadeMan, he won’t turn into his bats when attacked and can be damaged normally. In the later versions, ShadeMan will still turn into bats if he’s affected by PoisonPharaoh. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||No | |||
|- | |||
|North American v1.0||No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || No | |||
|} | |||
===HeatChaser glitches=== | |||
====HeatChaser Breaking glitch==== | |||
If BurnMan's Heat Chaser is destroyed with a breaking attack, it will spawn a new hitbox on the field and can hit MegaMan seemingly through nothingness. This is due Heat Chaser hitboxes referencing the wrong parent object if you destroy the Heat Chaser as it's firing, it will then spawn a new hitbox through a different attack (e.g. MiniBomb). | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
====HeatChaser Obstacle glitch==== | |||
While BurnMan's HeatChaser is firing off; if you summon any obstacles (e.g. BoyBomb, Mine), the hitboxes will disappear from the HeatChaser's fire until its next cycle. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |} | ||
=== | ===Counter Hit Trap Indicator=== | ||
If | If the Custom Screen is opened while the Counter Hit text is on screen, it will have the opponent ???? Trap indicator shown until the next turn. The ???? text will be in wrong colors in this time. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 383: | Line 1,008: | ||
|- | |- | ||
|European v1.0||? | |European v1.0||? | ||
|- | |||
|Legacy Collection || ? | |||
|} | |||
===FireManDS FireCircle error=== | |||
FireMan’s FireCircle attack is supposed to have ([[Bosses_in_Mega_Man_Battle_Network_4#DS_Navis|DSLV]] x 30) attack power, but only stores the low 8 bits so the AP is lower than it should be. For example: 300 AP (0x12C) becomes 44 AP (0x2C). | |||
This results in an attack power of 14 (should be 270) for DSLV 9, and an attack power of 44 (should be 300) for DSLV 10. DSLV 1~8 are not affected. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || No | |||
|} | |||
===BomBoy Pitfall glitch=== | |||
If BomBoy travels to the frontmost panel of their side of their field and gets caught in a Pitfall panel, it will spawn more bombs over the bomb it's already pushing. It will spawn as many as possible before the Pitfall panel fades. The bombs will then explode consecutively. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|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. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection ||? | |||
|} | |||
===C-Slider No Collision=== | |||
When MegaMan jumps off the C-Slider, for about 1 second after jumping off, MegaMan won't have collision with objects on the field. | |||
*Sharo Area: MegaMan can walk into the Navi NPC in front of the C-Slider path. This cannot be done in the North American version of the game due to NPC being repositioned and no longer in the direct path. | |||
*Undernet 4: MegaMan can walk into a Blue Mystery Data. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0||Yes (partially fixed) | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection ||Yes | |||
|} | |||
===Power Down Laser Range=== | |||
{{nw|Check if the boss does this too. Check if other chips have this behavior.}} | |||
The LaserMan and PrixPower BattleChip's Power Down Laser attack actually travels 6 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. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||? | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0|| Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |||
===Bass Collision glitch=== | |||
When Bass uses Helz Rolling, he stores a reference to the orb sprite object. After the attack, he frees the object but doesn't clear the reference. When he fails to use Dark Arm Blade because there's no open panels next to the player, he frees whatever he has a reference to. When a non-flashing attack attacks that panel, it was freed and the panel still thinks it has its collision data on it. When Bass goes back on that panel creating another object causes him to get hit by it every frame. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|North American v1.0|| Yes | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || Yes | |||
|} | |} | ||
===MagTect Off Field glitch=== | |||
MagTect has a gimmick where it is constantly shaking and it’s implemented by randomly shifting its coordinate. If the MagTect is knocked back by an attack during a frame where its timer is divisible by 4, it will be pushed off the battlefield. It can no longer be damaged, but will be considered as deleted after a few seconds pass. | |||
In later versions, MagTect was given a function that recognizes its behavior if it’s being pushed. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||No | |||
|- | |||
|North American v1.0|| No | |||
|- | |||
|European v1.0||? | |||
|- | |||
|Legacy Collection || ? | |||
|} | |||
==Legacy Collection== | |||
===BattleChip Pack Order=== | |||
In the English language version of the Legacy Collection, the Download Chips are placed in unconventional spots when the Pack is ordered in ABCD order. | |||
*PrixPowr being placed with chips starting with G. | |||
*Duo being placed with chips starting with P. | |||
===Waiting Room Navi Tournament glitch=== | |||
In Legacy Collection, you can manually choose where to save a received Navi in the Waiting Room. At the start of a story tournament, when deciding the tournament bracket, the game will scan the Waiting Room left to right, top to bottom for opposite version Navis. However, it will stop when a slot is encountered that has never been used before. As a result, a Navi in the Waiting Room may not show up in story tournaments if there are any never-used slots before that Navi's slot. | |||
In the GBA version, the Navi will appear in the story tournament even if there's never-used slots before it. | |||
== References == | == References == |
Latest revision as of 03:08, 20 October 2024
This section is under construction. |
The information may not be complete or 100% accurate. |
Add more glitches. |
This page is a list of glitches that appear in Mega Man Battle Network 4.
Major glitches
WoodMan scenario slowdown
During WoodMan's scenario in the second tournament of the game, the player must navigate Park Area in order to reach WoodMan, who is in Park Area 3, while Wood Towers are extruding from the path. If the player enters a menu or battle in this area, the game will slow to a halt upon returning to the map if the game is played on an original Nintendo DS. It does not occur on other hardware such as original GBA, Nintendo DS Lite, Game Boy Player, and Wii U, as well as the Wii U Virtual Console version of the game. It also does not occur in the Legacy Collection version of the game.
If the game is left running for a while, it will eventually return to full speed again.
This glitch exists in every version of the Game Pak, and is one of the few Nintendo DS compatibility problems officially acknowledged by Nintendo.[1]
There are some ways of circumventing this glitch:
- Playing the game on any system other than the original Nintendo DS.
- Equipping SneakRun before entering Park Area 1 while having high enough base HP to escape all battles in the area:
- 251 HP or more in the first playthrough;
- 551 HP or more in the second playthrough;
- 851 HP or more in all subsequent playthroughs.
- Only on Red Sun version: deleting WoodMan's entry from the Waiting Room Reception in the Network menu before inspecting the matchups for the first round of the Eagle Tournament of that playthrough.
On a technical level, the glitch occurs when one of the Wood Towers in Park Area is on its last frame of animation when the map screen is reloaded. Upon reloading the map, the game erroneously does not check whether the animation frame index needs to be reset, and as a result, attempts to load a non-existent sprite from an invalid memory address. The junk data read differs between GBA/NDS hardware revisions [2]; on the original Nintendo DS the junk data is interpreted as continuous sprite data, causing the game to hang until it eventually wraps around back to mapped memory, whereas on other hardware revisions, the junk data is interpreted as the end of the sprite, nullifying the effect of the glitch.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes (Fixed in VC) |
North American v1.0 | Yes (Fixed in VC) |
European v1.0 | Yes (Fixed in VC) |
Legacy Collection | No |
Color Bug Nullification glitch
In the NaviCustomizer, putting in more than 4 different colors of programs is supposed to give you several bugs in battle. However, if you save a NaviCustomizer setup that has more than 4 colors, remove programs until you have 4 or less colors, then cancel saving and exit the NaviCustomizer, you keep your last saved configuration but any color bugs will be removed. This also works the other way around, by adding programs until you have more than 4 different colors, then cancel and exit the NaviCustomizer, you keep your last configuration but also have a color bug.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | No |
Encounter Reset Menu glitch
While playing as MegaMan on the Field Screen, whenever the menu is opened and entered (such as into Chipfolder or Save), the encounter rate is reset. As such, it’s possible to completely avoid encounters by opening and closing the menu every couple of steps.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | Yes |
Dimming on Mine collision
Use a dimming chip the moment an enemy lands on the panel with Mine will damage the enemy multiple times during dimming. The Repair chip can be used to spot the Mine more easily.
In later versions, Mine will only hit the enemy once.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | Yes |
AntiRecovery Cut In lock
This section is under construction. |
The information may not be complete or 100% accurate. |
Add details how Legacy Collection fixes it. |
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.
In the English version, the recovery chip will bypass the AntiRecovery trap and use its effect.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
Slasher AntiDamage oversight
If you hold A button for Slasher and an AntiDamage ???? trap is active, you will be immune to all non-HP draining attacks until Slasher is triggered by an an enemy entering your area. As many enemies don’t infiltrate your field, you’re essentially invincible for the rest of the battle. Your Double Soul will also not dissipate after 3 turns. This effect ends once you let go of the A button.
In later versions, the AntiDamage triggers immediately, even if Slasher is active.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
DarkChip JunkSoul oversight
Since selected but not used chips still appear in Junk Soul’s Junk-Chip mechanic; If Dark Chips are selected and not used, then MegaMan restores himself from the Worried emotion into Junk Soul, they will appear again through Junk Soul’s recycle. MegaMan can use those Dark Chips without the consequence of going Evil emotion or losing 1 HP permanently.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
FootBomb scenario text glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Has Arbitrary Script Execution potential. Fill in details. |
This occurs during the NormalNavi FootBomb scenario, right before heading into the Colosseum for the match. Head to DenDome’s battle machine room and press the L button for a glitched textbox.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes (English language) |
VDoll JunkMan lock
If VDoll is set on the field and one players uses a JunkMan chip but the other player cuts in with a chip that will hit the VDoll, the game will soft-lock upon the use of JunkMan.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
Poltergeist glitches
This section is under construction. |
The information may not be complete or 100% accurate. |
Look at more thoroughly. |
TimeBomb Poltergeist glitch
If Junk Soul's Poltergeist is activated in frame-perfect timing as the TimeBomb explodes, MegaMan will pick up an invisible obstacle and throw it at the opponent.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
Obstacle Poltergeist lock
If Junk Soul's Poltergeist is activated in frame-perfect timing as obstacles are removed from the field, MegaMan will attempt to use it but the game will soft lock.
For VDoll: If Poltergeist is activated just right as after Curse is triggered, the game will soft lock.
For BlackBomb: If BlackBomb is destroyed just as Curse is triggered, the game will soft lock.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
New Game+ Folder glitches
In the earliest version of MMBN4, when a New Game+ is started, the Folder selection is reset into Folder1. This creates some impossible Folder set-ups. These glitches can be used together.
In later versions, the game will remain the currently equipped Folder when New Game+ is started.
New Game+ Regular Chip glitch
Equip Folder2 and move the Regular Chip to the 1st slot. In Folder1, move the chip you want to be Regular to the 1st slot (this chip can exceed the current MB limit). Once the next Continue is started, Folder1 will be equipped and that 1st chip slot in the Folder will be your Regular Chip. If at any time you edit the Folder and exit successfully, the 1st slot chip will no longer be the Regular Chip.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
New Game+ Exceed Limit oversight
Add MegaFolders or GigaFolders on MegaMan, then fill Folder1 to the exceeded limits. Afterwards, unequip the abilities and equip any other Folder. Once the next Continue is started, Folder1 will be equipped despite MegaMan no longer able to equip it properly. The Folder can still be edited and it will let you exit it normally. If you go into the MegaMan menu at any time, Folder1 will be automatically unequipped.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
Permanent Evil progress lock
If MegaMan's karma is in permanent Evil, the door from Black Earth 1 to Black Earth 2 has yet to be opened, and the ShadeMan chip has not be registered in the Library, you will be unable to progress to Black Earth 2. The door requires all V1 Navi Chips including ShadeMan, and the only way to get it requires beating ShadManΩ in non-Evil emotion, which cannot be achieved if Mega Man is permanent Evil. Also the chip is not in any Chip Traders, limiting the access to only that battle.
To get out of this situation, the player must obtain the ShadeMan chip by linking with another player, either trading the chip or compare Libraries.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | ? |
European v1.0 | ? |
Legacy Collection | Yes |
Folder Edit lock
In the Folder Edit, if you attempt to put in a chip over your folder limit (e.g. more than 4 Standard chips) via pressing A button twice or swapping in a chip, and press left or right to the other screen at roughly the same time, the game will soft lock during the screen sliding animation.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
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.
GutsMan colors
GutsMan's darker red on his body is the same color as the lighter red, making them blend together. This error is only for the original GutsMan sprite, as his SP and DS color swaps have separate colors for the darker and lighter shades.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
ProtoMan's sword
When ProtoManSP or ProtoManDS swing their sword, the sword will use the palette of ProtoMan's original color instead of the color swap.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
BassXX's movement
Whenever BassXX moves, his afterimages appear bright yellow instead of purple. This is because the wrong palette is being used specifically for Bass's XX version.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | Yes |
European v1.0 | Yes |
Legacy Collection | Yes |
F Font error
In certain menus, the uppercase F font has a stray off-color pixel on top of the F.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | No |
Black Earth Color quirk
The sequence of MegaMan exiting Black Earth through the portal doesn't completely undo the darkening effect. MegaMan's palette is stuck as slightly darker colors until another cutscene modifies it again.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | ? |
European v1.0 | ? |
Legacy Collection | ? |
SparkMan Wrong Background
This section is under construction. |
The information may not be complete or 100% accurate. |
Check SparkManα as well |
The location of the SparkManβ ghost encounter on the net is in ACDC Area 3, but the background will be using the one for Town Area instead of ACDC Area.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | Yes |
BattleChip Pack Order
In the English language version of the game, a few chips are placed in unconventional spots when the Pack is ordered in ABCD order. This is due to all the games having the ABCD sorting index being done for each chip manually (e.g. MMBN3’s Recov10, Recov120, Recover150 order VS MMBN4’s Recov10, Recov30, Recov50 order).
- CrackOut being placed with chips starting with K.
- ShotStar being placed with chips starting with M.
- DrkLine is placed above DblPoint.
In the Legacy Collection, they are now sorted in their correct ABCD order.
Applies to: | |
---|---|
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | No |
BattleChip Trait Assignment
SideBamboo3 Rush quirk
SidBmbo3 can be taken away by the Rush NCP even though it is not a Invisible Chip. The other SidBmbo chips are not affected by this.
In later versions, SidBmbo3 won’t be taken.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | ? |
DarkVulcan MegaChip quirk
DarkVulcan can be taken away by the Beat NCP even though it is not a Mega or Giga Chip. This classification was likely due to DarkVulcan being pooled with MegaChip limitations for the Dark Soul AI, the other DarkChips are pooled with Standard Chips.
In later versions, DarkVulcan won’t be taken.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
Un-boostable MetalGear
Although the MetalGear chips have attack power listed on them and can be attached with plus chip, the damage they deal does not actually become boosted.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
In this game, DeltaRayEdge chip can trigger AntiNavi but cannot be boosted with the Navi+20 chip.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
Pop-Up Overlap collision
Use Pop-Up when an enemy is directly on top of you. You will be continuously hit for a massive amount of damage.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
Double Soul Icon visual
If you select a full set of 5 chips in the Custom Screen then perform a Double Soul with your 5th chip, all the un-selected icons will light up again. However, they cannot be selected.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
OilBody/Fish Encounter error
This section is under construction. |
The information may not be complete or 100% accurate. |
Does this happen in other areas? |
After deleting Roll's ghost data in Town Area 3, equipping Fish sometimes causes you to encounter battles with Fire viruses (and no Aqua viruses). Also, OilBody will always choose the same encounter (with two VolGears, VulGears or ValGears).
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
Save Retry Failure glitch
In the initial Japanese release of Rockman EXE 4, if the game fails to save for whatever reason and the player selects 'yes' to retry, the game will crash. This is caused by a wrong jump target script in the save retry menu script. In all subsequent releases, this glitch is fixed and the game will properly retry the save if the player selects 'yes'.
Note: the game may not crash and instead display incorrect text if the player has Patch Cards in their save file.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | No |
Legacy Collection | ? |
Talk to Tornado error
While playing the WindMan scenario in Park Area, if positioned just right, MegaMan can talk to the tornados flying through the area. Each area have their own effects involving a talk-able object that existed in that area in other scenarios, and MegaMan can keep walking while the textbox is open. Also, while the textbox is open, MegaMan will not get any encounters.
- Park Area 1: Opens the Park Area 1 SubChip Dealer Menu. Once exited, all tornadoes in the area will disappear.
- Park Area 2: A Mr. Prog dialogue.
- Park Area 3: Obtain a Video1 KeyItem from VideoMan’s scenario.
In later versions, the tornados cannot be talked to.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
Unregistered WindMan Record
Beating any Ω boss with Patch Cards will not capture the record, only registering that Navi in the Records as —-:—-. However beating WindManΩ applies this differently by not registering him at all, not even as a —-:—- record.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
ShadeManDS Reward error
If MegaMan ends a battle in Evil emotion, the reward from Navis will be their DS Navi chips. If ShadeManSP is defeated in this way, he will drop the ShadeManDS S chip instead of the correct chip name, ShadeManDS X. As the S code chip doesn't exist, it will not appear in the Pack. In later versions, the correct chip code is given.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
Final Scene Slowdown
During the game’s finale where Regal falls down and the game slow down, if the rest of the cutscene is skipped via Select button, the credits will play slowed down. This is fixed in later versions.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
Backwards Bass glitch
If Bass is countered while doing his back DarkArmBlade attack, he will return to position stunned with his cape backwards. This remains until Bass performs DarkArmBlade again.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
Disappearing Field Screen HP
This section is under construction. |
The information may not be complete or 100% accurate. |
Does this occur in Japanese GBA? |
During the FootBomb tournament scenario; after you lose a round of FootBomb and you choose to quit before winning the game, MegaMan’s Field Screen HP won’t appear once the cutscene ends.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | No |
Disappearing Dark Soul HP
If an Evil MegaMan’s HP becomes 0 due to AntiRecovery and trigger DarkSoul, their HP will disappear. That MegaMan will continue the rest of the battle without their HP visible to the opposing player.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
Evil Chip Cut In glitch
Occurs only if MegaMan's karma is from 470 to 479. In a Network Duel, the game will allow you to use a screen-dimming Evil chip in a cut in, when it usually should not. However, it then turns the chip into FireMan (will trigger AntiNavi, command code works) and deals damage based on the chip you used.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
NumberMan Full Synchro glitch
If the NumberMan chip is used while Full Synchro and it rolls an even number, it won't calculate the x2 multiplier into the damage it deals.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
Counter Hit Emotion Value glitch
If you have maxed out Emotion Value and you land a Counter Hit with an attack that would have dealt Emotion Value damage into Full Synchro, the next Patch Card attack will be multiplied by 1.5x. If it was a multi-hit that countered, the next hit from it will be multiplied by 1.5x.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | Yes |
Roll Full Heal glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Research VS AntiRecv in English GBA. Check if max AntiRecovery is fixed in MMBNLC July 2023 update. |
If the Roll chip is used with a x2 multiplier (like from Full Synchro and Angry emotions), MegaMan will heal to his maximum HP instead of how much damage Roll would deal.
In later versions, Roll will only heal how much damage she would have dealt as intended.
In the Legacy Collection, this fix is applied, but if Roll is used against an AntiRecv trap, it will drain all of the player’s HP instead of the damage Roll would’ve dealt.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | Yes (partially fixed) |
BoyBomb Reserve glitch
If a BoyBomb chip obstacle is on the field and is pushed back and forth (using attacks such as AirShot) until it runs out of HP and destroyed, the panel it was on will still be occupied, even though it is empty. MegaMan will be unable to walk on to that panel for the rest of the battle.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
AntiDamage glitches
AntiDamage GunDelSol visual
If you hold A button for GunDelSol and an AntiDamage ???? trap is active, the AntiDamage will trigger and MegaMan will return but GunDelSol's visual will still play unattached to his arm. GunDelSol will be active but won't drain enemy HP. If MegaMan uses a non-dimming attack or gets hit, GunDelSol will disappear.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | Yes |
AntiDamage Reserve glitch
When MegaMan with a ???? AntiDamage trap slides across Ice panels; if AntiDamage is triggered in the middle of the slide, it leaves a reserved panel on where MegaMan was supposed to slide to. MegaMan will be unable to walk on to that panel for the rest of the battle.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
AntiDamage Uninstall glitch
If LaserMan's Power Down Laser or his chip hits MegaMan while he has ???? AntiDamage trap on, it will trigger the trap and MegaMan will dodge the damage, but his programs will still be uninstalled.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
AntiMagic Carryover glitch
If AntiMagic is used, it will set up a momentary ???? trap visual. If the Custom Screen is opened while the ???? visual is still up and MegaMan performs a Double Soul, the ???? will remain on MegaMan. It will work as a normal AntiDamage trap and will only disappear once it's triggered or replaced, instead of AntiMagic's momentary trap.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
Chip Trader Black Screen
This works with any Chip Trader. Put in the chips, then press L repeatedly when selecting Yes for confirmation. If successful, the textbox text sound will play as the screen is stuck on complete blackness. Pressing A or B will end the black screen and continue the Chip Trader process.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | ? |
ColdMan Friendly Fire glitch
This occurs when the ColdMan chip uses its ability to ices over all obstacles on the field and slides an IceCube to the panel MegaMan was on during the summon. The IceCube will collide with MegaMan and deal damage even if he's not physically there. If MegaMan was invisible in that time, the IceCube will shoot past that panel.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
Double Soul 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 during that turn, 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: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
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, takes damage or loses HP in a way that triggers 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.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
ShadeMan No Bats quirk
If PoisonPharaoh is affecting ShadeMan, he won’t turn into his bats when attacked and can be damaged normally. In the later versions, ShadeMan will still turn into bats if he’s affected by PoisonPharaoh.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | No |
HeatChaser glitches
HeatChaser Breaking glitch
If BurnMan's Heat Chaser is destroyed with a breaking attack, it will spawn a new hitbox on the field and can hit MegaMan seemingly through nothingness. This is due Heat Chaser hitboxes referencing the wrong parent object if you destroy the Heat Chaser as it's firing, it will then spawn a new hitbox through a different attack (e.g. MiniBomb).
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
HeatChaser Obstacle glitch
While BurnMan's HeatChaser is firing off; if you summon any obstacles (e.g. BoyBomb, Mine), the hitboxes will disappear from the HeatChaser's fire until its next cycle.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
Counter Hit Trap Indicator
If the Custom Screen is opened while the Counter Hit text is on screen, it will have the opponent ???? Trap indicator shown until the next turn. The ???? text will be in wrong colors in this time.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | ? |
FireManDS FireCircle error
FireMan’s FireCircle attack is supposed to have (DSLV x 30) attack power, but only stores the low 8 bits so the AP is lower than it should be. For example: 300 AP (0x12C) becomes 44 AP (0x2C).
This results in an attack power of 14 (should be 270) for DSLV 9, and an attack power of 44 (should be 300) for DSLV 10. DSLV 1~8 are not affected.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | No |
BomBoy Pitfall glitch
If BomBoy travels to the frontmost panel of their side of their field and gets caught in a Pitfall panel, it will spawn more bombs over the bomb it's already pushing. It will spawn as many as possible before the Pitfall panel fades. The bombs will then explode consecutively.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | ? |
C-Slider No Collision
When MegaMan jumps off the C-Slider, for about 1 second after jumping off, MegaMan won't have collision with objects on the field.
- Sharo Area: MegaMan can walk into the Navi NPC in front of the C-Slider path. This cannot be done in the North American version of the game due to NPC being repositioned and no longer in the direct path.
- Undernet 4: MegaMan can walk into a Blue Mystery Data.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes (partially fixed) |
European v1.0 | ? |
Legacy Collection | Yes |
Power Down Laser Range
This section is under construction. |
The information may not be complete or 100% accurate. |
Check if the boss does this too. Check if other chips have this behavior. |
The LaserMan and PrixPower BattleChip's Power Down Laser attack actually travels 6 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.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
Bass Collision glitch
When Bass uses Helz Rolling, he stores a reference to the orb sprite object. After the attack, he frees the object but doesn't clear the reference. When he fails to use Dark Arm Blade because there's no open panels next to the player, he frees whatever he has a reference to. When a non-flashing attack attacks that panel, it was freed and the panel still thinks it has its collision data on it. When Bass goes back on that panel creating another object causes him to get hit by it every frame.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Legacy Collection | Yes |
MagTect Off Field glitch
MagTect has a gimmick where it is constantly shaking and it’s implemented by randomly shifting its coordinate. If the MagTect is knocked back by an attack during a frame where its timer is divisible by 4, it will be pushed off the battlefield. It can no longer be damaged, but will be considered as deleted after a few seconds pass.
In later versions, MagTect was given a function that recognizes its behavior if it’s being pushed.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Legacy Collection | ? |
Legacy Collection
BattleChip Pack Order
In the English language version of the Legacy Collection, the Download Chips are placed in unconventional spots when the Pack is ordered in ABCD order.
- PrixPowr being placed with chips starting with G.
- Duo being placed with chips starting with P.
In Legacy Collection, you can manually choose where to save a received Navi in the Waiting Room. At the start of a story tournament, when deciding the tournament bracket, the game will scan the Waiting Room left to right, top to bottom for opposite version Navis. However, it will stop when a slot is encountered that has never been used before. As a result, a Navi in the Waiting Room may not show up in story tournaments if there are any never-used slots before that Navi's slot.
In the GBA version, the Navi will appear in the story tournament even if there's never-used slots before it.