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Unused Damage Values

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This is a sub-page of Mega Man: The Wily Wars.

To do:
Transcribe all useful and relevant info from the Mechanical Maniacs article. (With appropriate credit, of course!)

Through hacking, it is possible to import other weapons and the Slide mechanic into their non-native games. Unexpectedly, using these weapons against the Robot Masters mostly works. For example, Fire Man will take seven points of damage from the Top Spin weapon. Other weapons such as the Metal Blade can be used against Robot Masters such as Elec Man, Spark Man, or Magnet Man as their weakness.

Watch on YouTubeIt can be assumed the developers may have planned a feature at one point to import other weapons into different games, but scrapped it due to possible bugs and glitches based on the game's development history. In particular, while the Copy Robot boss in Mega Man 1 takes extra damage from the Crash Bomber and half of the Mega Man 3 weapons, it cannot use any of the weapons or items from those games itself - attempting to do so generally leads to Copy turning into a block of garbage data and, on occasion, may warp through the floor and disappear. A demonstration is provided in the video at right, showcasing the Crash Bomb being used as a weakness weapon in Mega Man 1, while the Metal Blade glitches the game.

A complete list of level select codes and "weapon set" codes for the Japanese version can be found here, and the code ATNA-CAEW will enable Wily Tower to be selected on any file, which also enables custom weapon selection. Note that using the Wily Tower method will scramble the background graphics for most levels.

Damage Data Charts#

Mega Man 1 Weapon Damage Data

Cut Man

Guts Man

Ice Man

Bomb Man

Fire Man

Elec Man

Yellow Devil

Copy Robot

CWU-01P

Wily Machine (Both Phases)

Key / Legend

Abr.

P

BO

EL

GU

IC

CU

FI

HE

H2

H3

AI

WO

BU

QU

FL

ME

CR

NE

MA

GE

HA

TO

SN

SP

SH

##

++

0A

0D

0P

FZ

--

Mega Man 2 Weapon Damage Data

Metal Man

Air Man

Bubble Man

Quick Man

Crash Man

Flash Man

Heat Man

Wood Man

Mecha Dragon

Pikopiko-kun

Guts Tank

Boo Beam Trap

Wily Machine 2 (Both Phases)

Alien

Mega Man 3 Weapon Damage Data

Needle Man

Magnet Man

Gemini Man

Hard Man

Top Man

Snake Man

Spark Man

Shadow Man

Proto Man

Doc Robot

Break Man

Kamegoro Maker

Yellow Devil Mk-II

Holograph Mega Man

Wily Machine 3 (Phase 1)

Wily Machine 3 (Phase 2)

Gamma (False Head)

Gamma (Dr. Wily)

Notes:

  • All weapons will cause Cut Man and Elec Man to stumble backward regardless of damage.
  • Copy Robot cannot use anything other than Mega Man 1 weaponry. Trying to do so will cause the game to lock up with the following exceptions:
    • Metal Blade (ME) causes Copy Robot to turn into screen-wide garbage data when firing. He will be invincible during this time.
    • Crash Bomber (CL) causes Copy Robot's animation to reset to his idle pose while firing. If there's a Crash Bomb or explosion onscreen at the time, he will lose collision data and wrap around the play area until disappearing.
    • Time Stopper (FL) causes Copy Robot's animation to reset to his idle pose while firing. If Time Stopper is used against him, his sprite will glitch up.
  • When charging Atomic Fire outside of Mega Man 2, some parts of the screen may flash, such as boss shutters or the background for the Wily Machine 1, 3, or Gamma. This is because they use the same color value as Mega Man's outline.
  • The Kamegoro Maker can't be damaged, so these readings are for the Kamegoro robots it makes, not the machine itself.
  • If the player freezes a Kamegoro with Ice Slasher then kills it with another weapon before it unfreezes, the Kamegoro Maker will never spit out another Kamegoro, causing a semi-softlock. (Easily remedied by jumping into the Maker and dying.)
  • Time Stopper has some interesting effects on certain bosses:
    • Using it on either Yellow Devil as it assembles itself will cause its pieces to hang on whatever side of the room it was on. Once Time Stopper wears off, the pieces will immediately layer into the correct positions, but the Yellow Devil itself will be invisible.
    • Using it on the Holograph Mega Mans will cause the real one to temporarily vanish while the two fakes continue moving. This causes the trio to fall out of sync and makes it impossible for the real one to teleport away.
    • Using it against Gamma while its arm is on screen will cause the arm to wrap around while the spiked knuckles stay still. Once time resumes, it will become impossible to climb onto the fist, but the spikes still hurt despite now being invisible.

Super Arm Damage Values#

Watch on YouTubeUnused damage values for the Super Arm "Guts Block" weapon exist despite the fact it's impossible to use it on some Mega Man 1 bosses and all 2, 3, and Wily Tower bosses.

In the Japanese version, use Action Replay codes FFA438:BC00 FFA439:00CE to try this out yourself. This only works if you are entering a level in Rockman 1 mode.

Mega Man 1

Boss

Cut Man

Guts Man

Ice Man

Bomb Man

Fire Man

Elec Man

Yellow Devil

Copy Robot

CWU-01P

Wily Machine

Mega Man 2

Boss

Metal Man

Air Man

Bubble Man

Quick Man

Crash Man

Flash Man

Heat Man

Wood Man

Mecha Dragon

Picopico-kun

Guts Tank

Boo Beam Trap

Wily Machine 2

Alien

Mega Man 3

Boss

Needle Man

Magnet Man

Gemini Man

Hard Man

Top Man

Snake Man

Spark Man

Shadow Man

Break Man

Kamegoro Maker

Yellow Devil Mk-II

Holograph Mega Man

Wily Machine 3 (Phase 1)

Wily Machine 3 (Phase 2)

Gamma (False Head)

Gamma (Wily)

Wily Tower

Boss

Buster Rod G

Mega Water S

Hyper Storm H

Fire Snakey

Iron Ball

Buster Rod G (Buster)

Wily Machine W (Phase 1)

Wily Machine W (Phase 2)

Wily Machine W (Phase 3)

Notes:

  • Italicized numbers indicate already-known data.
  • Double dashes (--) means the weapon doesn't trigger the damage animation.
  • Double plus signs (++) means the weapon heals the boss.

(Source: The Mechanical Maniacs, Original TCRF research)