Glitches in Mega Man Battle Network 1: Difference between revisions

From The Rockman EXE Zone Wiki

 
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{{nw|TODO: Add more glitches.}}
{{nw|TODO: Add more glitches.}}


This page is a list of glitches that appear in [[Mega Man Battle Network]]. The DS port, Rockman EXE Operate Shooting Star, did not touch most of the original base code, so the game retains most of the glitches from the GBA games.
This page is a list of glitches that appear in [[Mega Man Battle Network]]. The DS port, Rockman EXE Operate Shooting Star, still contains most of the glitches from the GBA game.


== Major glitches ==
== Major glitches ==
Line 8: Line 8:


In OSS, the MagicMan cutscene was remedied with a forced save point before entering.
In OSS, the MagicMan cutscene was remedied with a forced save point before entering.
In the Legacy Collection, upon booting up the saved game, MegaMan will be found repositioned on the map outside of the cutscene trigger.


{| class="wikitable"
{| class="wikitable"
Line 16: Line 18:
|North American (GBA)||Yes
|North American (GBA)||Yes
|-
|-
|European (GBA)||?
|European (GBA)||Yes
|-
|-
|Operate Shooting Star (DS)||No
|Operate Shooting Star (DS)||No
|-
|Legacy Collection || No
|}
|}


Line 34: Line 38:
|North American (GBA)||Yes
|North American (GBA)||Yes
|-
|-
|European (GBA)||?
|European (GBA)||Yes
|-
|-
|Operate Shooting Star (DS) ||Yes
|Operate Shooting Star (DS) ||Yes
|-
|Legacy Collection || Yes
|}
|}


Line 49: Line 55:
|North American (GBA)||Yes
|North American (GBA)||Yes
|-
|-
|European (GBA)||?
|European (GBA)||Yes
|-
|-
|Operate Shooting Star (DS) ||Yes
|Operate Shooting Star (DS) ||Yes
|-
|Legacy Collection || Yes
|}
|}


==== StoneMan dialogue oddity ====
==== StoneMan dialogue quirk ====
For the StoneMan cutscenes fight, doing the glitch will open the textbox for the Internet 3 NetDealer. Closing the dialogue box will go into the StoneMan cutscene.
Depending on the version, encountering StoneManV2 ghost fight will trigger different effect. Usually it will skip the StoneMan V2 fight entirely like doing so with other bosses, and will count as beating him so his V3 ghost will roam. In some versions, doing the glitch will open the textbox for the Internet 3 NetDealer. Closing the dialogue box will go into the StoneMan fight.


{| class="wikitable"
{| class="wikitable"
!colspan="2"|Applies to:
!colspan="2"|Applies to:
|-
|-
|Japanese (GBA)||?
|Japanese (GBA)|| No
|-
|North American (GBA)|| Yes
|-
|-
|North American (GBA)||Yes
|European (GBA)|| No
|-
|-
|European (GBA)||?
|Operate Shooting Star (DS) || Yes
|-
|-
|Operate Shooting Star (DS) ||?
|Legacy Collection || No
|}
|}


=== Ending Credits Trigger glitch===
=== Ending Credits Trigger glitch===
[[File:MMBN1-Credits-Fire.png|right]]
[[File:MMBN1-Credits-Fire.png|right]]
Taking out a specific fire in WWW Comp 1 and going straight back to ACDC Town will trigger the game credits. This is due to that one fire sharing the same story flag that triggers credits.
Taking out a specific fire in WWW Comp 1 and immediately going straight back to ACDC Town will trigger the game credits. This is due to that one fire sharing the same story flag that triggers credits.


Finishing the credits will give the [[Title Screen Marks|Title Screen Mark]] and unlock MagicManV2 as Net encounter.
Finishing the credits will give the [[Title Screen Marks|Title Screen Mark]] and unlock MagicManV2 as Net encounter.
In the Legacy Collection, this has been fixed and nothing will happen if you return to ACDC Town.


{| class="wikitable"
{| class="wikitable"
Line 82: Line 94:
|North American (GBA)||Yes
|North American (GBA)||Yes
|-
|-
|European (GBA)||?
|European (GBA)||Yes
|-
|-
|Operate Shooting Star (DS)||Yes
|Operate Shooting Star (DS)||Yes
|-
|Legacy Collection || No
|}
|}


=== Dentown out-of-bounds ===
=== Dentown out-of-bounds ===
[[File:MMBN1-Dentown-walls-glitch.gif|right]]
[[File:MMBN1-Dentown-walls-glitch.gif|right]]
In Dentown, if Lan walks into the bottom-right underground path object from the right in a certain way, he will walk into it. If he enters in the road, he will be able to walk out of bounds, on the road, off map, and the next area entrance. If Lan re-enter the street path, he will snapback with collisions working as normal.
In Dentown, if Lan walks into the right of the bottom-right underground path object in a certain way, he will walk into it. If he enters in the road, he will be able to walk out of bounds, on the road, off map, and the next area entrance. If Lan re-enter the street path, he will snap back with collisions working as normal.


If the glitch is done during Chapter 5 with the locked DenTown paths and you enter in one of street areas that are supposed to be inaccessible, you will be unable to escape. Therefore you cannot progress more into the game. '''This is a game-breaking glitch that would require you to start a New Game or load a previous save.'''
If the glitch is done during Chapter 5 with the locked DenTown paths and you enter in one of street areas that are supposed to be inaccessible, you will be unable to escape. Therefore you cannot progress more into the game. '''This is a game-breaking glitch that would require you to start a New Game or load a previous save.'''
Line 100: Line 114:
|North American (GBA)||No
|North American (GBA)||No
|-
|-
|European (GBA)||?
|European (GBA)||No
|-
|-
|Operate Shooting Star (DS)||No
|Operate Shooting Star (DS)||No
|-
|Legacy Collection ||No
|}
|}


===Life Virus Duplication glitch===
===Life Virus Duplication glitch===
First you must save before purchasing chips from a shop, then buy the chips and clear out the stock, and go straight to beat Life Virus and watch the credits (or Life Virus via other glitch and go straight to the credits). After the credits and returning to the game, you will be in the same spot as you last saved with whatever chips you bought after saving. The money you had will be intact and where you picked up the chips will have the same stock as you last saved. This glitch can expand to other sources of items and can be abused to obtain more stock than you're supposed to in a single game. Chip Trading NPCs will also replenish their stock but the chips you traded away will not return.
First you must save before purchasing chips from a shop, then buy the chips and clear out the stock, and go straight to beat Life Virus and watch the credits (or skip Life Virus via other glitches and go straight to the credits). After the credits and returning to the game, you will be in the same spot as you last saved with whatever chips you bought after saving. The money you had will be intact and where you picked up the chips will have the same stock as you last saved. This glitch can expand to other sources of items and can be abused to obtain more stock than you're supposed to in a single game. Chip Trading NPCs will also replenish their stock but the chips you traded away will not return.
 
This is due to the game saving whatever inventory you had upon clearing the game, but the state of the game is still at the moment of when you last saved.


This is due to the game saving whatever inventory you had upon clearing the game, but the state of the game is still at the moment of when you last saved. In Operate Shooting Star, since you are forced to save before Life Virus, it cannot be done if fighting MagicMan is required.
In Operate Shooting Star, since you are forced to save before Life Virus, it cannot be done if fighting MagicMan is required but will work if it is used [[Glitches_in_Mega_Man_Battle_Network_1#Ending_Credits_Trigger_glitch|with another glitch]].


{| class="wikitable"
{| class="wikitable"
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|North American (GBA)||Yes
|North American (GBA)||Yes
|-
|-
|European (GBA)||?
|European (GBA)||Yes
|-
|Operate Shooting Star (DS)||Yes (partially fixed)
|-
|-
|Operate Shooting Star (DS)||No
|Legacy Collection || Yes
|}
|}


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=== Waterworks Crisis Music error===
=== Waterworks Crisis Music error===
During the final scenario, before the game is beat, the crisis music plays in all overworld areas. This includes the pump room and water purification room at Waterworks, which normally have a loud noise as background music to simulate the machinery working. The programmers added checks to exclude these two areas from the crisis music during the final scenario, but due to a glitch, it still plays. The glitch occurs due to the game checking the area and subarea values in the wrong order.
During the final chapter, before the game is beat, the crisis music plays in real world field areas. This includes the pump room and water purification room at Waterworks, which normally have a loud noise as background music to simulate the machinery working. The programmers added checks to exclude these two areas from the crisis music during the final scenario, but due to a glitch, it still plays. The glitch occurs due to the game checking the area and subarea values in the wrong order.


{| class="wikitable"
{| class="wikitable"
Line 134: Line 154:
|North American (GBA)||Yes
|North American (GBA)||Yes
|-
|-
|European (GBA)||?
|European (GBA)||Yes
|-
|-
|Operate Shooting Star (DS)||Yes
|Operate Shooting Star (DS)||Yes
|-
|Legacy Collection || Yes
|}
|}


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|-
|-
|Operate Shooting Star (DS)||Yes
|Operate Shooting Star (DS)||Yes
|}
===Undernet 2 Escape text glitch===
If you use the Escape chip in Undernet 2 before opening the door to the next area, you will trigger the  "Entrance for WWW personnel only!" door dialogue. If you have the YuriMemo, you will trigger the dialogue of opening the door.
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese (GBA)||?
|-
|North American (GBA)||Yes
|-
|European (GBA)||?
|-
|-
|Operate Shooting Star (DS)||?
|Legacy Collection || ?
|}
|}


=== Missing Hurt Voice Clips ===
===Escape Glitches===
Whenever MegaMan gets hit in battle, there is a 50% chance that the game plays a voice clip of him getting hurt. In normal gameplay, the clip that it plays is always the same. However, the game's files actually contain 3 different clips (for both MegaMan): one for 1-69 damage, one for 70-139 damage and one for 140+ damage. Due to a programming error (a variable should be loaded but is stored instead), the game will always play the clip for 1-69 damage.


The correct behavior can be restored with the following Action Replay DS code:
====Escape NumberMan glitch====
Usually Escape will fail when used in a boss battle. However, if Escape is used in the NumberMan free-fight, the escape will be successful. Afterwards, it will trigger an textbox when you return to the field screen.


<pre>
Also, if you attempt to Escape in the NumberMan fight at Higsby's, upon exiting, Higsby will ask you to see his shop stock. If you enter, then exit, Lan will not be able to move at all. However the Start menu can still be brought up. Saving and restarting will have the controls back to normal.
5204E0A0 1C05B570
1206E568 00008E38
D2000000 00000000
</pre>


<youtube>5o1GX6yzScE</youtube>
In later versions, the battle cannot be escaped.


{| class="wikitable"
{| class="wikitable"
!colspan="2"|Applies to:
!colspan="2"|Applies to:
|-
|-
|Japanese (GBA)||---
|Japanese (GBA)||Yes
|-
|-
|North American (GBA)||---
|North American (GBA)||No
|-
|-
|European (GBA)||---
|European (GBA)||No
|-
|Operate Shooting Star (DS)||Yes
|}
 
=== Missing Field Shadow ===
After rescuing MegaMan.EXE from ClockMan and gaining control, MegaMan's shadow will be missing. It reappears once you enter a menu, go into a battle, or to another scene.
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese (GBA)||---
|-
|North American (GBA)||---
|-
|-
|European (GBA)||---
|Operate Shooting Star (DS)|| No
|-
|-
|Operate Shooting Star (DS)||Yes
|Legacy Collection || No
|}
|}


=== ClockMan Collision ===
====Escape IceMan glitch====
In Battle Network 1, boss and player collisions still treat the player being a physical object on the field instead of transparent invisible. For some reason, ClockMan's collision is programmed as if he would be in Battle Network 2 and beyond. As such, attacks like Ratton go right through him after damaging him and IceCube would take longer to explode after damaging him.
Usually Escape will fail when used in a boss battle. However, if Escape is used in the IceMan free-fight, the escape will be successful. Afterwards, it will trigger an textbox when you return to the field screen.


{| class="wikitable"
{| class="wikitable"
!colspan="2"|Applies to:
!colspan="2"|Applies to:
|-
|-
|Japanese (GBA)||---
|Japanese (GBA)||Yes
|-
|North American (GBA)||?
|-
|-
|North American (GBA)||---
|European (GBA)||?
|-
|-
|European (GBA)||---
|Operate Shooting Star (DS)|| ?
|-
|-
|Operate Shooting Star (DS)||Yes
|Legacy Collection || ?
|}
|}


=== WoodMan Sprite Error ===
====Escape Undernet 2 glitch====
[[File:EXEOSS-WoodMan-sprite-error.png|right]]
If you use the Escape chip in Undernet 2 before opening the door to the next area, you will trigger the  "Entrance for WWW personnel only!" door dialogue. If you have the YuriMemo, you will trigger the dialogue of opening the door.
WoodMan's sprite for when he's about to land for Death Forest is tiled incorrectly. This results in an incorrect sprite for WoodMan.


{| class="wikitable"
{| class="wikitable"
!colspan="2"|Applies to:
!colspan="2"|Applies to:
|-
|-
|Japanese (GBA)||No
|Japanese (GBA)||?
|-
|-
|North American (GBA)||No
|North American (GBA)||Yes
|-
|-
|European (GBA)||No
|European (GBA)||No
|-
|-
|Operate Shooting Star (DS)||Yes
|Operate Shooting Star (DS)||No
|-
|Legacy Collection || No
|}
|}


=== Life Virus Sprite Error ===
=== ACDC Town Cars ===
[[File:EXEOSS-LifeVirus-Sword-error.png|right]]
==== Walk Through Cars ====
One of Life Virus's sprite for his Sword swing effect is missing a tile. This results in an incorrect sprite for effect.
In ACDC Town, if Lan runs into the front of a car as it's speeding through, he will go through it.


{| class="wikitable"
{| class="wikitable"
!colspan="2"|Applies to:
!colspan="2"|Applies to:
|-
|-
|Japanese (GBA)||No
|Japanese (GBA)||Yes
|-
|-
|North American (GBA)||No
|North American (GBA)||Yes
|-
|-
|European (GBA)||No
|European (GBA)||Yes
|-
|-
|Operate Shooting Star (DS)||Yes
|Operate Shooting Star (DS)||Yes
|-
|Legacy Collection || Yes
|}
|}


=== ACDC Town Cars ===
==== Car Reset ====
==== Walk Through Cars ====
If Lan is in front of a car and stops it, if you enter a menu such as Folder and exit out, the car will be gone. Their position will be reset and will travel down the road again.
In ACDC Town, if Lan runs into the front of a car as it's speeding through, he will go through it.


{| class="wikitable"
{| class="wikitable"
Line 271: Line 268:
|-
|-
|Operate Shooting Star (DS)||Yes
|Operate Shooting Star (DS)||Yes
|-
|Legacy Collection || ?
|}
|}


==== Car Reset ====
=== ProtoMan Collision glitch ===
If Lan is in front of a car and stops it, if you enter a menu such as Folder and exit out, the car will be gone. Their position will be reset and will travel down the road again.
There is a bug in ProtoMan's code which can cause the collision of an attack to persist on a panel. When ProtoMan is hit by an attack while charging up his WideSword attack, the game removes the charge animation effect but does not remove ProtoMan’s reference to it. When another object (such as a player attack) happens to be spawned in the same slot, and ProtoMan is caused to flinch again, the collision for the new object is not removed correctly and stays active on the same panels.


{| class="wikitable"
{| class="wikitable"
Line 283: Line 282:
|North American (GBA)||Yes
|North American (GBA)||Yes
|-
|-
|European (GBA)||?
|European (GBA)||Yes
|-
|Operate Shooting Star (DS)|| Yes
|-
|-
|Operate Shooting Star (DS)||Yes
|Legacy Collection || Yes
|}
|}


=== ProtoMan Collision glitch ===
=== Government Complex Hall Mute glitch ===
There is a bug in ProtoMan's code which can cause the collision of an attack to persist on a panel. When ProtoMan is hit by an attack while charging up his WideSword attack, the game removes the charge animation effect but does not remove ProtoMan’s reference to it. When another object (such as a player attack) happens to be spawned in the same slot, and ProtoMan is caused to flinch again, the collision for the new object is not removed correctly and stays active on the same panels.
If you save in the Government Complex Hall and reset the game, the music will be muted when you boot up the game. The music will be restored once you change areas.
 
In Operate Shooting Star, if you enter the Network menu during this time and exit, the Network music will continue playing even if you exit out of the menu.


{| class="wikitable"
{| class="wikitable"
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|Japanese (GBA)||Yes
|Japanese (GBA)||Yes
|-
|-
|North American (GBA)||Yes
|North American (GBA)||No
|-
|-
|European (GBA)||?
|European (GBA)||?
|-
|-
|Operate Shooting Star (DS)||?
|Operate Shooting Star (DS)|| Yes
|-
|Legacy Collection || Yes
|}
|}
==Operate Shooting Star Only==
===Visual Errors===
==== WoodMan DeathForest visual ====
[[File:EXEOSS-WoodMan-sprite-error.png|right]]
WoodMan's sprite for when he's about to land for DeathForest is tiled incorrectly. This results in an incorrect sprite for WoodMan.
==== Life Virus Sword visual ====
[[File:EXEOSS-LifeVirus-Sword-error.png|right]]
One of Life Virus's sprite for his LifeSword swing effect is missing some tiles. This results in an incorrect sprite for the effect.
=== ClockMan Collision ===
In Battle Network 1, boss and player collisions still treat the player being a physical object on the field instead of transparent invisible. For some reason, ClockMan's collision is programmed as if he would be in Battle Network 2 and beyond. As such, attacks like Ratton go right through him after damaging him and IceCube would take longer to explode after damaging him.
=== Missing Hurt Voice Clips ===
Whenever MegaMan gets hit in battle, there is a 50% chance that the game plays a voice clip of him getting hurt. In normal gameplay, the clip that it plays is always the same. However, the game's files actually contain 3 different clips (for both MegaMan): one for 1-69 damage, one for 70-139 damage and one for 140+ damage. Due to a programming error (a variable should be loaded but is stored instead), the game will always play the clip for 1-69 damage.
The correct behavior can be restored with the following Action Replay DS code:
<pre>
5204E0A0 1C05B570
1206E568 00008E38
D2000000 00000000
</pre>
<youtube width="256" height="192">5o1GX6yzScE</youtube>
=== Missing Field Shadow ===
After rescuing MegaMan.EXE from ClockMan and gaining control, MegaMan's field screen shadow will be missing. It reappears once you enter a menu, go into a battle, or to another scene.


[[Category:Game Glitches]] [[Category:Mega Man Battle Network]] [[Category:Rockman EXE Operate Shooting Star]]
[[Category:Game Glitches]] [[Category:Mega Man Battle Network]] [[Category:Rockman EXE Operate Shooting Star]]

Latest revision as of 03:13, 21 October 2023

This section is under construction.
The information may not be complete or 100% accurate.
TODO: Add more glitches.

This page is a list of glitches that appear in Mega Man Battle Network. The DS port, Rockman EXE Operate Shooting Star, still contains most of the glitches from the GBA game.

Major glitches

MagicMan Cutscene lock

In MMBN1, the menu can be called just as MegaMan steps on a cutscene trigger tile. If the game is saved at this point, when the game is boot up, it will start at the cutscene. This is a problem in the game's final cutscene right before MagicMan, as it will hard lock the game to eternally play the game's finale upon pressing Continue, without any chance of escape. This is a game-breaking glitch that would require you to start a New Game.

In OSS, the MagicMan cutscene was remedied with a forced save point before entering.

In the Legacy Collection, upon booting up the saved game, MegaMan will be found repositioned on the map outside of the cutscene trigger.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) No
Legacy Collection No

Cutscene Menu glitch

If the menu is pulled up just as MegaMan is going in a direction and steps on the cutscene trigger, then opening folder and exiting will trigger a unique event. Entering and exiting the folder twice will causes a black screen, which will further confirm the glitch is occurring.

ColdBear skip

For the ColdBear cutscene fight in Chapter 4, doing the glitch will skip the fight and go straight into the cutscene after it. Upon jacking out, Lan will be unable to move after the cutscene. Jacking in and out will regain control.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes
Legacy Collection Yes

LifeVirus skip

For the Life Virus cutscene fight, doing the glitch will skip the fight and go straight into the cutscenes after it (basically the credits).

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes
Legacy Collection Yes

StoneMan dialogue quirk

Depending on the version, encountering StoneManV2 ghost fight will trigger different effect. Usually it will skip the StoneMan V2 fight entirely like doing so with other bosses, and will count as beating him so his V3 ghost will roam. In some versions, doing the glitch will open the textbox for the Internet 3 NetDealer. Closing the dialogue box will go into the StoneMan fight.

Applies to:
Japanese (GBA) No
North American (GBA) Yes
European (GBA) No
Operate Shooting Star (DS) Yes
Legacy Collection No

Ending Credits Trigger glitch

MMBN1-Credits-Fire.png

Taking out a specific fire in WWW Comp 1 and immediately going straight back to ACDC Town will trigger the game credits. This is due to that one fire sharing the same story flag that triggers credits.

Finishing the credits will give the Title Screen Mark and unlock MagicManV2 as Net encounter.

In the Legacy Collection, this has been fixed and nothing will happen if you return to ACDC Town.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes
Legacy Collection No

Dentown out-of-bounds

MMBN1-Dentown-walls-glitch.gif

In Dentown, if Lan walks into the right of the bottom-right underground path object in a certain way, he will walk into it. If he enters in the road, he will be able to walk out of bounds, on the road, off map, and the next area entrance. If Lan re-enter the street path, he will snap back with collisions working as normal.

If the glitch is done during Chapter 5 with the locked DenTown paths and you enter in one of street areas that are supposed to be inaccessible, you will be unable to escape. Therefore you cannot progress more into the game. This is a game-breaking glitch that would require you to start a New Game or load a previous save.

Applies to:
Japanese (GBA) Yes
North American (GBA) No
European (GBA) No
Operate Shooting Star (DS) No
Legacy Collection No

Life Virus Duplication glitch

First you must save before purchasing chips from a shop, then buy the chips and clear out the stock, and go straight to beat Life Virus and watch the credits (or skip Life Virus via other glitches and go straight to the credits). After the credits and returning to the game, you will be in the same spot as you last saved with whatever chips you bought after saving. The money you had will be intact and where you picked up the chips will have the same stock as you last saved. This glitch can expand to other sources of items and can be abused to obtain more stock than you're supposed to in a single game. Chip Trading NPCs will also replenish their stock but the chips you traded away will not return.

This is due to the game saving whatever inventory you had upon clearing the game, but the state of the game is still at the moment of when you last saved.

In Operate Shooting Star, since you are forced to save before Life Virus, it cannot be done if fighting MagicMan is required but will work if it is used with another glitch.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes (partially fixed)
Legacy Collection Yes

Minor Glitches

Waterworks Crisis Music error

During the final chapter, before the game is beat, the crisis music plays in real world field areas. This includes the pump room and water purification room at Waterworks, which normally have a loud noise as background music to simulate the machinery working. The programmers added checks to exclude these two areas from the crisis music during the final scenario, but due to a glitch, it still plays. The glitch occurs due to the game checking the area and subarea values in the wrong order.

Applies to:
Japanese (GBA) ?
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes
Legacy Collection Yes

Missing Mystery Data Drop glitch

Due to a Random Number Generator glitch, Howitzer A, which supposed to be found in a Undernet 11 GMD, cannot be obtained.

In Operate Shooting Star, the 10,000z Undernet 10 GMD that was altered into 5,000z became impossible to obtain.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes
Legacy Collection ?

Escape Glitches

Escape NumberMan glitch

Usually Escape will fail when used in a boss battle. However, if Escape is used in the NumberMan free-fight, the escape will be successful. Afterwards, it will trigger an textbox when you return to the field screen.

Also, if you attempt to Escape in the NumberMan fight at Higsby's, upon exiting, Higsby will ask you to see his shop stock. If you enter, then exit, Lan will not be able to move at all. However the Start menu can still be brought up. Saving and restarting will have the controls back to normal.

In later versions, the battle cannot be escaped.

Applies to:
Japanese (GBA) Yes
North American (GBA) No
European (GBA) No
Operate Shooting Star (DS) No
Legacy Collection No

Escape IceMan glitch

Usually Escape will fail when used in a boss battle. However, if Escape is used in the IceMan free-fight, the escape will be successful. Afterwards, it will trigger an textbox when you return to the field screen.

Applies to:
Japanese (GBA) Yes
North American (GBA) ?
European (GBA) ?
Operate Shooting Star (DS) ?
Legacy Collection ?

Escape Undernet 2 glitch

If you use the Escape chip in Undernet 2 before opening the door to the next area, you will trigger the "Entrance for WWW personnel only!" door dialogue. If you have the YuriMemo, you will trigger the dialogue of opening the door.

Applies to:
Japanese (GBA) ?
North American (GBA) Yes
European (GBA) No
Operate Shooting Star (DS) No
Legacy Collection No

ACDC Town Cars

Walk Through Cars

In ACDC Town, if Lan runs into the front of a car as it's speeding through, he will go through it.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes
Legacy Collection Yes

Car Reset

If Lan is in front of a car and stops it, if you enter a menu such as Folder and exit out, the car will be gone. Their position will be reset and will travel down the road again.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) ?
Operate Shooting Star (DS) Yes
Legacy Collection ?

ProtoMan Collision glitch

There is a bug in ProtoMan's code which can cause the collision of an attack to persist on a panel. When ProtoMan is hit by an attack while charging up his WideSword attack, the game removes the charge animation effect but does not remove ProtoMan’s reference to it. When another object (such as a player attack) happens to be spawned in the same slot, and ProtoMan is caused to flinch again, the collision for the new object is not removed correctly and stays active on the same panels.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes
Legacy Collection Yes

Government Complex Hall Mute glitch

If you save in the Government Complex Hall and reset the game, the music will be muted when you boot up the game. The music will be restored once you change areas.

In Operate Shooting Star, if you enter the Network menu during this time and exit, the Network music will continue playing even if you exit out of the menu.

Applies to:
Japanese (GBA) Yes
North American (GBA) No
European (GBA) ?
Operate Shooting Star (DS) Yes
Legacy Collection Yes

Operate Shooting Star Only

Visual Errors

WoodMan DeathForest visual

EXEOSS-WoodMan-sprite-error.png

WoodMan's sprite for when he's about to land for DeathForest is tiled incorrectly. This results in an incorrect sprite for WoodMan.

Life Virus Sword visual

EXEOSS-LifeVirus-Sword-error.png

One of Life Virus's sprite for his LifeSword swing effect is missing some tiles. This results in an incorrect sprite for the effect.

ClockMan Collision

In Battle Network 1, boss and player collisions still treat the player being a physical object on the field instead of transparent invisible. For some reason, ClockMan's collision is programmed as if he would be in Battle Network 2 and beyond. As such, attacks like Ratton go right through him after damaging him and IceCube would take longer to explode after damaging him.

Missing Hurt Voice Clips

Whenever MegaMan gets hit in battle, there is a 50% chance that the game plays a voice clip of him getting hurt. In normal gameplay, the clip that it plays is always the same. However, the game's files actually contain 3 different clips (for both MegaMan): one for 1-69 damage, one for 70-139 damage and one for 140+ damage. Due to a programming error (a variable should be loaded but is stored instead), the game will always play the clip for 1-69 damage.

The correct behavior can be restored with the following Action Replay DS code:

5204E0A0 1C05B570
1206E568 00008E38
D2000000 00000000

Missing Field Shadow

After rescuing MegaMan.EXE from ClockMan and gaining control, MegaMan's field screen shadow will be missing. It reappears once you enter a menu, go into a battle, or to another scene.