Glitches in Mega Man Battle Network 1
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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, did not touch most of the original base code, so the game retains most of the glitches from the GBA games.
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.
Applies to: | |
---|---|
Japanese (GBA) | Yes |
North American (GBA) | Yes |
European (GBA) | ? |
Operate Shooting Star (DS) | 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 and LifeVirus skip
For the ColdBear and Life Virus cutscene fights, doing the glitch will skip the fight and go straight into the cutscene after it. For ColdBear, 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) | ? |
Operate Shooting Star (DS) | Yes |
StoneMan dialogue oddity
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.
Applies to: | |
---|---|
Japanese (GBA) | ? |
North American (GBA) | Yes |
European (GBA) | ? |
Operate Shooting Star (DS) | ? |
Ending Credits Trigger glitch
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.
Finishing the credits will give the Title Screen Mark and unlock MagicManV2 as Net encounter.
Applies to: | |
---|---|
Japanese (GBA) | Yes |
North American (GBA) | Yes |
European (GBA) | ? |
Operate Shooting Star (DS) | Yes |
Dentown out-of-bounds
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.
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) | ? |
Operate Shooting Star (DS) | No |
Minor Glitches
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.
Applies to: | |
---|---|
Japanese (GBA) | ? |
North American (GBA) | Yes |
European (GBA) | ? |
Operate Shooting Star (DS) | 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 |
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.
Applies to: | |
---|---|
Japanese (GBA) | ? |
North American (GBA) | Yes |
European (GBA) | ? |
Operate Shooting Star (DS) | ? |
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
Applies to: | |
---|---|
Japanese (GBA) | --- |
North American (GBA) | --- |
European (GBA) | --- |
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.
Applies to: | |
---|---|
Japanese (GBA) | --- |
North American (GBA) | --- |
European (GBA) | --- |
Operate Shooting Star (DS) | Yes |
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.
Applies to: | |
---|---|
Japanese (GBA) | --- |
North American (GBA) | --- |
European (GBA) | --- |
Operate Shooting Star (DS) | Yes |
WoodMan Sprite Error
WoodMan's sprite for when he's about to land for Death Forest is tiled incorrectly. This results in an incorrect sprite for WoodMan.
Applies to: | |
---|---|
Japanese (GBA) | No |
North American (GBA) | No |
European (GBA) | No |
Operate Shooting Star (DS) | Yes |
Life Virus Sprite Error
One of Life Virus's sprite for his Sword swing effect is missing a tile. This results in an incorrect sprite for effect.
Applies to: | |
---|---|
Japanese (GBA) | No |
North American (GBA) | No |
European (GBA) | No |
Operate Shooting Star (DS) | Yes |
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) | ? |
Operate Shooting Star (DS) | 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 |
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) | ? |
Operate Shooting Star (DS) | ? |