This is a sub-page of Mega Man: The Wily Wars.
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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#
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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 |
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Boss |
Cut Man |
Guts Man |
Ice Man |
Bomb Man |
Fire Man |
Elec Man |
Yellow Devil |
Copy Robot |
CWU-01P |
Wily Machine |
Mega Man 2 |
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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 |
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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)