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Not to be confused with bugs.

This is a list of glitches and bugs in the Mega Man series, which are caused by programming errors. They may be harmless or hazardous. Some glitches are often exploited in Speed Runs, especially when tool-assisted.

Mega Man series[]

Mega Man[]

Sniper Joe stuck in the wall.

If the game is paused with the Select button, it is possible for Mega Man to avoid damage and make his attacks hit multiple times. This is most effective with the Thunder Beam, especially when fighting the Yellow Devil. This is because enemies' "invincibility timer" doesn't freeze when the game is paused, so waiting till it ends and then unpause causes the enemy to get hit again. It is important to note that this glitch was removed from later versions and ports of Mega Man, as the pause button gets disabled briefly during the timer in effect. It only works on the original NES game, Mega Man Anniversary Collection and Mega Man Legacy Collection.

In Ice Man's stage, in the tallest area just before the first screen transition, if the player rapidly presses left and right on the D-pad while jumping to prevent slipping, varying errors may occur, in a glitch known as "Arbitrary Code Execution". Depending on what frame the player successfully perform this, the game will load different assets. This is caused by an object that unloads the Pepe spawn object being constantly loaded and unloaded.

Using the Magnet Beam in a specific way or another glitch causes Mega Man to zip through stages. Other glitches include being hit before entering the boss room. For example:

  • In Fire Man's stage, falling from a Magnet Beam in the room with the fake hole in the center will lead to Mega Man falling through the bottom of the "hole" and getting stuck in a wall in the room below. If Mega Man is facing left he will zip through the wall.
  • In the corridor before fighting Cut Man in his stage, do not kill the third Screw Driver. Stand right next to the boss door while facing left and get hit by its bullet. Mega Man will be knocked backwards into the boss door, and after the screen scrolls, he will take damage a second time and fall inside the Super Arm blocks.
  • If Mega Man is hit by a Killer Bomb while entering CWU-01P's room, Mega Man will be pushed back to the previous area. Mega Man will no longer be pushed by the water, and a glitched CWU-01P will appear one time. The game returns to normal after entering CWU-01P's room again.[1]

When two ladders exist in the same horizontal position at the top and bottom of the screen and Mega Man can jump higher than the screen boundary, Mega Man can use the top ladder to wrap through to the bottom ladder as a shortcut. This can be easily done in Cut Man's stage (the room with the first Mambu) as well as Dr. Wily stage 1 (the zigzag room with the spikes and the Killer Bomb).

When a Mambu is hit with Ice Slasher and, while frozen, is either destroyed or goes off-screen, it will stop appearing. This can also be done with Pepes and Killer Bombs, although they will sometimes still respawn. Jumping above the screen boundary will also stop constantly-spawning enemies.

Sometimes, at the end of Bomb Man's stage, the Sniper Joe in the upper room may get stuck on the wall when following Mega Man.

Jumping above the screen boundary in Fire Man's stage using a Magnet Beam leads to death, as the game thinks the player wrapped around the bottom of the screen into a bottomless pit.

Defeat Fire Man and quickly grab the new weapon while one of the ground flames are still on-screen. The flames will quickly turn into letters before disappearing.

In Elec Man's stage, the room with the Magnet Beam has a ladder that doesn't go all the way down to the floor. If the player moves in front of the ladder and holds down on the D-pad, Mega Man will constantly move left and right, changing the direction he's facing at a fast rate of speed.

Some Robot Masters may end up stuck in the teleporter in the Boss Rush. If this happens with Guts Man, the screen will continuously shake since Guts Man keeps hitting the teleporter ceiling and attempting to jump again, causing earthquakes. This can make it impossible to continue fighting as Mega Man keeps falling over. Bomb Man can also end up stuck in the teleporter.

Stuck in the anti-chamber

Stuck in the anti-chamber

At the final boss, if Mega Man gets hit at the same time Wily Machine's first phase is defeated, pressing START repeatedly may cause Mega Man to constantly dart to the top-left part of the screen. The player may end up in a glitchy corridor before the boss. This can be done over and over again until Mega Man runs out of health.[2] You can also reach this corridor simply by using Magnet Beam and reaching the top-left of the screen, although Mega Man will be stuck in the ceiling and may die if a button is pressed.

If the player lands on the ground after the final hit on the second phase of the Wily Machine (easily done with Rolling Cutter) and walk to the left, the player will be in the "anti-chamber" unable to move.

Mega Man Powered Up[]

When using Guts Man, using the Super Arm on some bosses may leave them stuck in a pattern. This is most notably when facing Elec Man, as using Super Arm in the beginning of the battle will make him walk on the summoned block until it is removed, allowing for an easy victory.

When using Time Man, his projectiles may pass through walls when fired in a specific point between a wall and a spike. This is notably useful to complete his ninth challenge in a short time.

A well known glitch in custom stages involve making custom boss rooms, involving placing the tiles along with a ladder in Construction mode in front of the boss door, with the boss room the creator want under the original boss room, jumping near the tiles and glitching through it into the original boss room, most of the time, the player and the boss will sink into the custom boss room. One can even have recovery items and enemies in the custom boss room.[3]

Mega Man 2[]

Wily Stage 1 from Heatman's Stage

Wily Stage 1 from Heat Man's stage

Mega Man Legacy Collection 20190908091620

Wily Stage 4 from Bubble Man's Stage.

When fighting a boss in his stage, touching the shutter while multiple Item-1 platforms are on screen may transport Mega Man to a glitched version of the Wily Stages. For Heat Man, Bubble Lead should be used instead. This glitch does not work in the European version, most likely due to the lower frame rate causing less lag.

Like the first game, a glitch can cause Mega Man to zip through stages.[4]

By changing certain Special Weapons, it is possible to use them indefinitely, as their energy will not decrease. This is due to 1 unit in the gauge being less than 1 in the total. For example, Metal Blade, with full energy and without recharging, can be used a total of 112 times, 4 times per unit. Using it 3 times, changing to another weapon, and equipping it again will reset the unit to 4. This can also be done with Quick Boomerang and Bubble Lead.

If Pierobot goes off-screen before landing and his gear doesn't disappear, it will move in the air.

In the beginning of Wily Stage 1, Item-3 can be used in the left corner despite the lack of a wall. It can also be used in a small area in the beginning of Wood Man's stage.

The same Elec Man ladder glitch from the first game can be done while using Item-3, holding down on the D-Pad, and being in front of the bottom of a ladder.

In Wily Stage 1, there is a ladder that also does not go all the way down to the floor. If Item-3 is used in the narrow space and reach the top of the ladder, Mega Man will not transition upward to the next screen. The player will instead get stuck up in the small area (until Item-3 runs out of energy) whilst hearing a strange buzzing noise.

If Time Stopper is used in a room with a Friender before it teleports in, Mega Man won't be able to pass the area it will appear as the game reads that it is already present. However, using Time Stopper before entering the room will allow Mega Man to pass as the Friender won't start teleporting.

Using the Leaf Shield to finish off a boss can cause it to stay out, and its sound drowns out part of the music. After reaching Stage Select, it will stop.

In the Mega Man Mobile port of the game, if Time Stopper is used near the end of Air Man's stage, there is a possibility that the weapon energy for it stays stuck and that the time stop stays on screen for the entire level, this will cause Air Man to glitch so the fight can't begin correctly.

Pausing the game when Wood Man jumps will make him move up further. By pausing continuously one can leave him away from the ground and defenseless.

In Wood Man's stage, if you follow a Atomic Chicken (in the area they spawn in) all the way to the left wall, they'll walk straight through the wall.

If you kill a Pierobot bouncing on its giant gear before it falls down (without destroying the gear), the gear will slowly fly around in air until it goes offscreen.

Taking damage and shooting an uncharged Atomic Fire at the same time will cause Mega Man's leg to briefly glitch into Life Energy graphics.

Picking up a large Life Energy or Weapon Energy while taking damage will cause Mega Man to take damage again (or die, if he landed on spikes or lava when he picked up the item) after the energy has been filled, due to the energy refill's pause effect ignoring invincibility frames.

Pausing and resuming while in mid air causes Mega Man's vertical speed to reset.

Holding the fire button while entering the shutter to Crash Man's room causes Crash Man to not retaliate as long as the fire button is held down. This can be done with Quick Boomerang due to that weapon's ability to auto-fire. He may however occasionally jump and fire a single Crash Bomb as this is part of his AI when Mega Man is not fighting back, but this is rare. This glitch was fixed in Mega Man: The Wily Wars as well as with the Doc Robot mimicking Crash Man in Mega Man 3 (when using Needle Cannon in place of Quick Boomerang).

Entering a boss room with a charged Atomic Fire causes the weapon to be fired even if the button wasn't released, wasting the shot.

Quick Man's seemingly-random AI is literally caused by him being too quick, which usually gets him stuck a few pixels inside walls. His AI consists of just three moves: jumping once without attacking, jumping a second time and throwing boomerangs, and then running at the player for a set distance before the pattern repeats. However, if he ends up in a wall due to his speed, the jumping moves end after one frame due to him hitting the "ceiling" of the wall, which causes the next part of his pattern to start, which usually ends up causing him to throw boomerangs after the first visible jump, or simply running at the player without jumping at all. His only programmed randomness is the height of his jumps. In Mega Man: The Wily Wars however, his moves really were randomized, making him much harder to defeat.

If Mega Man dies at the same time as a boss is destroyed, his explosion graphics will remain on the screen after he teleports out, and it will still count as beating the boss. Other games, including the first, consider this to be a failed battle, causing you to have to fight the boss again.

If Mega Man is hit while the game is lagging, he falls back twice the normal distance. Due to the lag that occurs when fighting the Mecha Dragon, getting hit by its fire usually means death by bottomless pit if the player isn't standing on the top platform.

Mega Man 3[]

Using the second controller may cause various effects, such as a super jump, invincibility (if Mega man collects energy item, he is no longer invincible though), and freeze the game.[5] This glitch was removed from the European version of the game and can only be done on the Japanese and US versions.

In the Japanese version, dying to Kamegoro Maker will respawn Mega Man inside of a wall before the shutter, leaving him stuck. This room was slightly changed in the US version to prevent this from happening.

The moving platforms near the end of Wily Stage 3 are rather glitchy. Holding on to the end of a ladder and letting a platform hit Mega Man will cause the platform to drag him off the ladder, while he is still in his climbing pose. Hitting your head on a moving platform from jumping underneath one is somewhat bugged.

In Shadow Man's Doc Robot stage, on the second screen, sliding or jumping into the spikes, frames before the screen switches, the death noise plays, but the music stops. You can still complete the stage as normal. This can also be done on Spark Man's Doc Robot stage after defeating the Doc Robot imitating Metal Man.

In the pause menu, after obtaining the Shadow Blade or Spark Shock, highlighting the weapon and pressing the right button will respectively select the Rush Jet or Rush Marine, even if they were not obtained. By doing this, it is possible to use them earlier, but first they need to be recharged with Weapon Energy. To keep Rush Jet and/or Rush Marine permanently, Rush Jet/Marine must be used for at least 1 bar of energy, otherwise they will disappear from the menu. After clearing the stage, they will become available even if Needle Man and/or Shadow Man haven't been defeated yet. This cannot be done on the later ports or remakes of the game, with the exception of Mega Man Legacy Collection.

When entering a room that Proto Man appears, pause the game before landing on the floor to hear his whistle beyond the part it is interrupted.

In Gemini Man's stage, there is a large dome which Proto Man will destroy in order to let you continue. If Mega Man slides immediately before entering this screen and jumps as far as he can, he will fall through the dome and the Proto Man whistle will continue to play, eventually ending and the music remaining silent for the rest of the stage until Mega Man dies or enters the fight with Gemini Man. Some parts of the stage will have glitched graphics if this is done, notably the Penpen Makers.

The screen transition just before the second Tama in Top Man's stage can allow you to slide on air just before and while transitioning.

Normally, if you slide through the shutters before a boss room, Mega Man will automatically start walking when the screen scrolls. If you slide into the shutter before Gamma, Mega Man will actually keep sliding. Mega Man would only be able to slide through shutters starting with Mega Man 5.

Occasionally, you can fire a weapon while entering a boss room. For example, firing a Magnet Missile while entering Shadow Man's room will cause the magnet to hit Shadow Man and bounce off, as Shadow Man is immune to this weapon (Though this doesn't seem to be the reason, as hitting Snake Man with a Mega Buster shot will do the same). Other weapons such as Hard Knuckle may go right through a boss without hitting it.

Sometimes when fighting Gemini Man or Doc Robot (Heat Man), your shots will not appear if the boss fires at the same time even though Mega Man is in his firing pose.

If Doc Robot (Flash Man) uses the Time Stopper and you are firing, your invincibility frames are ignored and Doc Robot's shots will hit multiple times.

In the US version, entering Doc Robot (Bubble Man)'s room causes a water splash that uses the wrong graphics.

When using Top Spin against Shadow Man, the weapon energy may completely drain itself in a single hit. This also happens against Doc Robot (Crash Man), and against Top Man during the rematch. It does not seem to happen against Doc Robot (Heat Man). It also happens if an enemy is immune to Top Spin, for example Hammer Joe or the Cannons on Needle Man's stage. This glitch was fixed in Mega Man: The Wily Wars.

With a Rush item selected as the current weapon, you can normally fire two shots with the buster. Unlike normal shots, you can actually pause the game with these shots on-screen, and when resuming, the shots do not disappear unlike Mega Man 4 and later. If you switch weapons with the shots still on-screen, the shots gain the same attributes as the current weapon. For instance, selecting Top Spin will turn the buster shots into Top Spin buster shots, which carry the same weakness data as Top Spin itself e.g. destroying Gamma in one or two hits, or 7 damage against Shadow Man instead of 1, or merely bouncing off Hammer Joe who is immune to Top Spin. Note that Gamma is immune to the regular buster and the shots would normally bounce off, but the game actually thinks that you are firing Top Spin shots at him, not buster shots. This can be done with any Rush item, be it Rush Coil, Rush Marine or Rush Jet.

During the boss refights in Wily Stage 4, if you defeat Hard Man as he is stunning Mega Man mid-air, the player will be stuck floating there without being able to move, shoot, or even open the weapon menu.

On the European version of the game, during the battle against Wily Machine 3 the floor constantly shakes up and down and glitched zeroes will appear in the floor. This is because Capcom did not alter the 60 Hz timing of the game program for the 50 Hz PAL console. If the same cartridge is used in an NTSC console (assuming the console has no regional lockout e.g. NES-101 Top-Loader), the glitch does not happen as the frame rate is correct for the game, however the sound effects and music will be higher pitched than normal.

When Yellow Devil MK-II bounces to the right side of the screen in groups, the player may still take damage even if they try to slide under his parts. This is because his full-body hitbox appears too early, before he is fully assembled.

Dying to Gamma's spiked fist does not play the death sound nor stop the music.

During Gamma's second phase, use Rush Jet to fly to the very top of the screen, and jump around. When Gamma uses his fist attack, Mega Man may die, due to going so far off the top of the screen that his hitbox looped around to the bottom.

Mega Man 4[]

MM4WireGlitch

Wire glitch

Mega_Man_4_Dr._Wily_Glitched

Mega Man 4 Dr. Wily Glitched

Wily glitch

Using Wire Adapter in a scrolling stage causes Mega Man to slide and he launches up into the sky when he goes off of the platform. When near near the end of the scrolling section in Dr. Cossack's Citadel, Mega Man will be stuck in "space" unless he deactivates Wire.

After the Cockroach Twins are defeated, use Wire Adapter over the spike pit. When the victory music plays, the Wire will disappear but Mega Man will fall on the spikes without dying.

If player uses Flash Stopper when the Cockroach Twins are defeated, it will freeze time infinitely, leaving the player no choice but to jump onto the spikes and start over from the checkpoint.

If Tako Trash is hit with Drill Bomb, Mega Man will be able to move through its body without taking damage. Also, even though Tako Trash is immune to Skull Barrier , after hitting him within Drill Bomb, he will then take 1 unit of damage from Skull Barrier.

After defeating the Wily Machine 4, Dr. Wily flies away in a machine. While he is going up, if he is hit him with Rain Flush, he and his capsule will explode, "killing" him. Doing this will leave the player stuck in the room and unable to beat the game, requiring the player to reset the game.

Using Flash Stopper right before the victory sound will make all of the black colors in the background stay white. This also works before Mega Man lands to ground when encountering boss.

Pharaoh glitch

Weapon select glitch in action

When selecting a weapon before Pharaoh Man's fight begins, it will cause his sprite to go weird. This works in the Mega Man Legacy Collection.

If the player charges Pharaoh Shot and moves along the water current in Toad Man's stage, Mega Man will outrun the Pharaoh Shot as it stalls behind him.

In the part where the pistons are in Dust Man's stage, shoot at the blocks for the Metall EX. Make sure it's high. Let it go in the spot of blocks. If done right, Metall EX floats in the air.

If player enters Skull Man's boss fight and uses Balloon, Skull Man won't move, although the player can move and shoot. Unfortunately, he cannot be harmed as well causing the player being unable to beat the game.

If the player uses Rush Marine in a short space, Mega Man will die when he enters Rush as it considers that he was crushed. Also, if Rush Marine is called in front of a high area, Rush may pass the floor and appear in the space available below.

In the water section of Dive Man's stage, if you go up to the top of the screen using Rush Marine, he will "fly" through the air, or at least hover above the water. The water can sometimes drag you back down.

Mega Man 5[]

In Wave Man's stage, using Super Arrow to jump over the Marine Bike will make Mega Man move on the water. He may get stuck in the area, but it is still possible to get the other side of the stage if the player stays on the screen.[6]

In Gravity Man's stage, holding up and right when attempting to get to and climb the upside down ladder will result in Mega Man constantly seeming to jump and glitch around in the air. This glitch is not harmful.

Also, in Gravity Man's stage, spamming left and right in a gravity changer when a enemy which is affected by gravity, there is a chance that the enemies' gravity will flip.

In Wave Man's stage, it is possible to jump over the motor boat and transition to the next screen. Mega Man will stand on the water and slide to the far end of the screen. The farthest you can go to is until the mini-boss. You will not be able to control Mega Man after this. The Octoper OA will fire backwards even though he is facing forwards

In the last Dark Man stage, it is possible to not break all of the cracked blocks and reach the top of the screen (Tip: Use Super arrows as extra platforms). Despite this, you are still unable to go through the shutter.

In the "cutscene" with Proto Man revealing Dark Man to Mega Man, if you charge your buster when you enter the room, sometimes Mega Man will stay the color he is in the whole cutscene. When Proto Man gives Mega Man the L-tank, the L-tank will also be the same color as Mega Man, which is what's supposed to happen if Mega Man is regularly charging.

If you are quick, you can select your weapon while in a boss room, but not when the boss music starts playing. This is easiest to do with Gravity Man. This is also possible to do in Mega Man 3 and Mega Man 4.

Mega Man 6[]

Although difficult, it is possible to slide in the air to pass the Count Bombs before the boss room in Blizzard Man's stage.[2]

There is a weapon exploit in this game. To start, enter a password giving you only the Energy Balancer, which you can make here. Then, go to Flame Man's or Plant Man's stage. Then, open your weapons menu and highlight the M. Buster meter. Then, you must press right on your directional pad, and exit the menu. Now, you must venture through the stage, collecting Weapon Energy capsules along the way. You may notice that your Energy Balancer is still picking up the capsules, though you don't have any weapons. After a while, you will notice that the Balancer is no longer picking up energy. This means that a meter is full. Going into your menu, you will, oddly, see a Beat plate. After seeing this very odd thing, exit your menu, reach the Robot Master, and beat it. But when you go to the stage select, the enemy would have been defeated. Heading into your next stage, you should have two weapons you didn't get.

Mega Man 7[]

Using Noise Crush just before entering the boss room may cause it to hit the boss, instantly killing him if timed right.[7] This works primarily with Spring Man and Turbo Man. Doing so with Cloud Man (done with Danger Wrap instead) causes the room to glitch out and eventually kills Mega Man. Doing so with Freeze Man (using Junk Shield) will cause him to show his weakness reaction, but this won't actually hurt him and the fight will soon start as normal.

Mega Man 8[]

If Tengu Man is defeated while Mega Man is stuck in his air sphere, the player will be able to move after his explosion. If the player falls in one of the pits after taking the Evil Energy, Mega Man will return to the checkpoint and Tengu Man must be defeated again.[2]

Mega Man & Bass[]

If a Remote Mine is guided to the upper-right corner of the screen right before the Wily Machine is defeated, the player can detonate the Remote Mine the instant Wily UFO appears to destroy it in one hit.

Tengu Man can get stuck in the walls of his room during his dive attack if he crashes into a Spread Drill on his way. Mega Man has to die to reset the battle.

By using Lightning Bolt, the player can avoid the Monking A scene in King Stage 1. Also, Ice Wall can interfere with the scene.[2]

Mega Man: Dr. Wily's Revenge[]

If a button on the D-Pad is pressed at the same time when selecting a Robot Master, if timed correctly, the Robot Master will jump towards the center as parts of the background move up and down endlessly. The Robot Master's name will not appear, and the stage will never start, forcing the player to reset.

Mega Man II[]

In Metal Man's stage, Mega Man may receive damage for no apparent reason in one area. This is due to Moles appearing beyond the point they are supposed to.[8]

As Metal Man tries to jump to the other side the player is, if the player makes Metal Man jump on a wall, he may get stuck on the wall, making the battle easier.

If Hard Knuckle is used right before transitioning the screen down, it may cause strange effects if timed correctly. The player can use this to corrupt the entire game in a certain case, but if used incorrectly it can crash the game.

When the player first reach the checkpoint in Crash Man's stage (with the mountains in the background), there is a ladder to the left that can be climbed to get there. Go off-screen and come back, and there will suddenly be Tellies spawning next to the ladder.

Mega Man III[]

Mega-Man-III-Drill-Man-Game-Crash

Stand in this spot and hit the Boulder fragments with Spark Shock.

If one of Snake Man's Search Snakes is destroyed, then Snake Man will never shoot for the remainder of the battle. They can be destroyed instantly with Shadow Blade. They have 4 HP, but the two snakes' health are never reset, and they always carry their HP over to the next respective snake. So if Snake Man shoots two snakes, and the second snake takes 1 damage before despawning, then the second of the next two snakes will have 3 HP still.

Although it doesn't make sense logically, boulder fragments can be paralyzed with Spark Shock. The boulder chutes will still drop boulders no matter how many frozen fragments are on the screen. Using this, the game can be crashed on a few screens in Drill Man's Stage, where Mega Man can safely paralyze as many fragments as he can, until a boulder drops and eventually crashes the game, due to the boulder trying to make even more fragments when there are too many for the game to handle.

Mega Man IV[]

MMIVRainFlushError

Mega Man IV error

If the rain from Rain Flush solidifies the quicksand on Pharaoh Man's stage when a Sasoreenu in burrowing, the Sasoreenu will be paralyzed and becomes invincible.

Mega Man V[]

There is a glitch that allows the Black Hole to damage and defeat the first form of the Brain Crusher by using it at point blank range. If the first form is defeated this way, the game will cut straight to the cutscene preceding Sunstar, skipping the Brain Crusher's second form.[9]

Mega Man 2: The Power Fighters[]

Strangely, the player can be controlled during the "You Got Slash Claw" screen. This does not occur for any other "weapon get" screen. All the player can do is move left and right, since pressing the shoot or jump buttons will skip the cutscene.

Mega Man (Game Gear)[]

Every single time a boss shutter is scrolled on-screen, it will play the sound effect again. This is rather noticeable during the Robot Master battles.

Mega Man (DOS)[]

NuclearDetonatorWall

A Nuclear Detonator in a wall.

You can get a Nuclear Detonator to get stuck in a wall if you simply stand right in front of a wall and fire it, as shown in the picture to the right. You can also get a Sonic Wave stuck in a wall. It will bounce a few times inside the wall very quickly before disappearing.

Mega Man X series[]

Mega Man X[]

Although the player is not supposed to die against Vile with a Ride Armor in both encounters, as he will try to capture X when his health is low, dodging his capture beam and getting contact damage will eventually result in X's death. Also, if X and the last Road Attacker kill each other in the Highway Stage, Vile will still appear and grab an invisible X.

In Flame Mammoth's stage, it is possible to get above the ceiling by using the scrap Utuboros heads to jump into the tubes they fall from. This doesn't work in the European version.[10]

In Storm Eagle's stage, using Boomerang Cutter on the Life Up and dashing to the right to catch it while falling may cause a platform to appear on the Boomerang Cutter. The timing is difficult, but when well used, this platform can be used like a magic carpet, flying the player to the end of the stage. Doing this will also cause several errors, like a glitched background and invisible enemies.[11]

Shotgun Ice can be used to glitch in walls and skip the rematch against Armored Armadillo in Sigma's fortress. If you jump to make Armored Armadillo appear, he'll look glitched, but you can continue the stage like normal while the boss theme is playing, without killing him still.[11]

It is possible to skip the dialogue between Vile and Zero in Sigma's fortress by using Wall Kick to avoid touching the floor and use the walls to reach the door to Vile.[11]

If the player manages to make Vile turn around after he captures X (being possible with a charged Homing Torpedo), he will walk backwards endlessly, preventing the player to continue.[12]

If passwords are used to finish the game without the Foot Parts (which can't be avoided normally), X will have the Foot Parts in the scene showing Sigma's fortress collapsing, and his legs will vanish when he does a dash in the ending.[11]

MovingPlatformGlitch

Mega Man Maverick Hunter X[]

In Armored Armadillo's stage, if the player reaches the boss door while stepping on the right tip from the last mobile platform, it can make X get stuck in a walking animation without moving to the next room, making it impossible to continue unless the player exits the stage or restart the game.

Mega Man X2[]

Crystal Snail Disappearing Shell Glitch

The Disappearing Shell glitch in action.

Using Shoryuken before the sub-boss in Magna Centipede's stage will activate the Zero/Black Zero scene and following events, allowing the player to skip the boss rematches.

In Crystal Snail's rematch, if the player uses Magnet Mine and uses a point-blank Shoryuken on Snail while he's still in the weapon's hitstun, his shell will disappear. Snail's AI will also act strangely from this point onward; he will continuously jump and dash in a corner of the room as if to retrieve his shell, despite the fact that it no longer exists. The player can still defeat Snail in this state, and if they wall-jump to one of the top corners of the room, Snail may leap backwards towards them, then back to where the shell first disappeared.

In the final stage, when X reaches the room where Chop Register was fought and uses the Shoryuken at a certain distance, he may end up in the centre of the room during the following cutscene. If the player obtained all three of Zero's pieces, X will immediately fall through when Zero punches the hole in the floor, although Zero will continue with his dialogue. If the player does not close the dialogue box, Sigma's pre-fight dialogue will eventually override Zero's and when it closes, the player regains control of X earlier than they're supposed to. If the player preforms a Shoryuken while Sigma's life meter is filling up, X will become invincible during the fight until he preforms another Shoryuken or reaches Sigma's viral form in the second half of the fight.[13]

In X2 there is a glitch nicknamed the "Neon Jump" which allows to reach areas that are in normal ways inaccessible at the time. The player needs to first get the Arm Parts and the Foot Parts upgrades, then fully charge the buster and fire one shot. X will be left with one remaining charged shot to fire without holding the button down, next, one has to press Jump, Air Dash, and then press the Fire and Jump buttons at the same time. This allows X to Jump again in the air and being able to do another Air Dash.[14]

Mega Man X3[]

In X3, using a specific password can give X the Z-Saber without having to defeat Vile, allowing it to be used on both him and Godkarmachine O Inary (and by extension, Mosquitus) This is otherwise impossible in normal play.

If Zero Change is done while sliding down a door (if the door isn't aligned to the wall, an air dash can be used to reach the top of the door), Zero will enter the next room, allowing him to fight against most mid-bosses and the Nightmare Police.[15] This glitch can't be used on bosses due to lack of space for X to jump and air dash to the top of their doors. Of note, while there is enough room to do this before Vile MK-II in the second Doppler Stage, Zero Change is not available due to the area before him being Volt Kurageil's boss room.

Blizzard Buffalo has a glitch that causes him to ram away from X.[16]

Frame-1

X performing the "Frame-1" on the Toxic Seahorse stage.

When battling Vile MK-II, if the player destroys his Ride Armor but takes damage in the same frame, they'll still have control of X when Vile emerges, and can even use Special Weapons, although they will appear glitched.

In X3, the "Neon Jump" is even more reliable as one can reach places even more higher up that can't be reached in normal gameplay by any means. The Neon Jump in X3 has more varieties. The normal Neon Jump, which can be done like in X2, and the enhanced Neon Jump, which allows for more upwards movement due to being able to dash upwards. One can also do a double Neon Jump, which involves Jumping, doing an Upwards Dash, Fire and Jump at the same time, repeat one more time. And the "Ultimate Neon Jump" which requires the Buster Chip or the Gold Chip upgrade. One has to select Hyper C. and do the same proceedure of the Double Neon Jump, however, this time, one can do plenty of Neon Jumps until the Hyper C. energy runs out, allowing for almost unlimited aerial movement.[17]

The "Frame-1" is a popular term used to describe the process in Mega Man X3 where a player defeats the mid-boss of the Toxic Seahorse stage while hugging the right wall.  If the player defeats the boss while hugging the wall, they will drop to the ground causing an explosion animation to play out.  Afterwards, the player will open the transitional door on the first possible frame, coining the term "Frame-1.  The phrase is popular among twitch streamers and speedrunners.  While the phrase originates from X3, it is frequently used in other games in the series involving similar door transitional tricks.[18]

Mega Man X4[]

Web Spider can be glitched if a Charged Twin Slasher is fired specifically when Web Spider's sprite is just touching the top most of the screen when climbing up. This will result in Web Spider glitching on top of the roof and then going back down, attempting to restart the fight but getting frozen. Further attempts at breaking the electric web will just result in Spider glitching out more. This will soft-lock the game, only able to restart it by killing X with the electric wire.[19]

Zero is able to cancel his Z-Saber slash by Dashing, this technique is nicknamed "SDC", although it is named "Mettagiri" (滅多斬り, Spam Slash) in Japan. This can be done in succession to drain the health of most bosses as the first slash won't make bosses be in hurt state for long. This can be done in X4, X5 and X6.

Mega Man X5[]

A glitched Lifesaver will show up if the player equips the Shot Eraser part and uses it in the fight vs Ultimate Armor X to destroy a Plasma Shot at about the same time it hits a wall. This Lifesaver sprite has a hitbox.[20]

Players can use Wing Spiral to reach Items that are supposed to be obtained with armors as the weapon slightly raises X up in the air. This can be done by firing a Wing Spiral, then inmmediately pause and switch to another weapon, then pause again, switch back to Wing Spiral and repeat.[21] This can also be used to skip Dark Necrobat's autoscroll section.[22]

Mega Man X6[]

One can make Zero invincible to enemies and hazards by performing an Ensuizan before falling off of a slippery surface or on top of a destructable platform, like a Caterpiride. As Zero's Ensuizan gives him invincibility for a few frames, the flag to make Zero hittable again is cancelled by his falling animation. In order to no longer being Invincible again one has to perform the Ensuizan again. Entering in in-game cutscenes also cancels the invincibility.[23]

While you are using the Shadow Armor with X or have the Hyoroga, or Hyourouga, with Zero, hold Up and press Jump while you are dashing. You will do the normal high jump, but you will be in the Dash State allowing you to move while performing this move. When you are on slippery surfaces such as Ice, you can go even further than normal allowing you to get the Jumper part as Zero without Damage Boosting, aka the Super Slide.

Guard Shell has a glitch when used by Zero, as it allows to do damage to enemies with every frame of the saber animation. This is considered to be superior to the "SDC".[24]

Mega Man X8[]

Zero and Layer can fly up when using Rasetsusen. This glitch was fixed in Mega Man X Legacy Collection 2.

Mega Man Xtreme 2[]

Using Giga Crush while on a ladder will result in a glitch.

In Wire Sponge's stage, when the player makes it to the first set of floating platforms and jump up to where is an 1-UP, switching to either X or Zero will cause the 1-UP to turn blue or red. Zero's 1-UP turns blue while X's 1-UP turns red. It's a harmless glitch and it will still function as a 1-UP.

In the Japanese version, the Exit option is available during boss rematches in the final stage. Using it will warp the player to the game's ending, skipping the rematches and Sigma.[25] This error was fixed in other versions.

Mega Man Zero series[]

ZeroDamageStacking

Zero performing the Damage stack glitch on Hittite Hottaid

Damage stacking is a glitch presents in all Mega Man Zero games. It happens when two different attacks hit an enemy that doesn't have invincibility frame (mostly mini-bosses) at the same time. The attacks will continuously deal damage every single frame, resulting in a huge amount of damage and potentially finish the enemy off. Damage stacking can be done by throwing Shield Boomerang and using the Z-Saber or other weapons (except the Buster Shot) as soon as the Shield collides with enemies. Mega Man Zero 4 lacks Shield Boomerang but the player can still use the Buster Shot's EX Skills, notably Time Stopper, to damage stack with good timing.

Mega Man Zero[]

Triple Rod.[2]

Mega Man Zero 2[]

Mega Man Zero 2 Chain Rod glitch 1

Zero passing through a wall with Chain Rod.

In the New Resistance Base, throwing Shield Boomerang and holding the box in Cerveau's room with Chain Rod will make the rod gain experience when the shield hits the box, and it can even level up this way.[2]

The Chain Rod may pass through thin surfaces, allowing it to damage enemies on the other side. If the rod catches a wall, the player may be able to pull Zero through the first wall, an example being the area with the last cooling system in the Computer Zone.

In the Japanese version, Zero can also zip through small surfaces by using Chain Rod as close as possible to a corner while near a wall.[26][27] The zipping glitch was fixed in international versions.

Mega Man ZX Series[]

Mega Man ZX[]

ModelAGlitch

Homing shot shooting a speaker

Damage stacking is also present in Mega Man ZX. Player can use Model P's shuriken or Model L's Freezing Dragon to perform this glitch.

Mega Man ZX Advent[]

When standing outside of Vulturon's boss room, Model A's homing shot can detect the speakers and shoot them.

Mega Man Legends series[]

Mega Man Legends[]

By using the Jet Skates, MegaMan Volnutt can pass a wall in the Underground Ruins, giving him early access to an area from the Main Gate.[28]

Inside the Flutter, MegaMan can obtain an endless amount of Zenny from Data.

The PC version contains several bugs.[2]

Mega Man Legends 2[]

Unequipping the Blade Arm during the jumping slash will make Mega Man walk in the air until he jumps or is attacked.

The PC version contains several bugs.[2]

The Misadventures of Tron Bonne[]

In Gold City, forcing a NPC to move to the mountain will leave him stuck in the air.

Mega Man Battle Network series[]

Mega Man Battle Network[]

If MegaMan.EXE is far from the enemy in a battle, normally the Mega Buster fires slowly, while it fires faster the closer he is to the target. However, the player can increase the speed by "step buffering" which is constantly moving and shooting to cancel out the rest of the buster animation.

When using the Chip Trader, one can save before inserting Battle Chips and soft reset the game if you do not get a chip you want. Capcom fixed this in the later games by requiring you to save when you insert chips.

Mega Man Battle Network 3[]

If the player uses NaviCust programs to increase the folder's regular memory to equip a Battle Chip with high memory as the regular chip and removes the NaviCust programs, the chip will be removed from the standard folder if its value is higher than the limit without the programs, but this will not occur in the second folder.[29]

There is a way to turn the regular chip into a different chip from the folder in battles.[29]

Mega Man Battle Network 4[]

  • In the Blue Moon version, when WoodMan's scenario is triggered (the event with the wooden stakes popping up through the ground), when a virus battle is concluded in any way, the game will experience massive slowdown until MegaMan jacks out. Since it triggers by entering and concluding a battle, that means the player can use SneakRun to avoid the glitch. This mainly occurs when playing on the Nintendo DS,[30] but some people have claimed to experience the glitch when playing on a Game Boy Advance or on an emulator. This glitch was fixed in the Wii U Virtual Console re-release.
  • In the Japanese version, opening one of the menus from the PET (such as Folder and Library) will reset the chances of finding a random encounter. Periodically opening and closing menus allows the player to prevent random encounters. This was fixed in the English version.

External links[]

References[]

  1. Crazy CWU-01P boss glitch in Mega Man 1
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Rockman Memorial Hall
  3. YouTube: Mega Man Powered Up - Custom Boss Room Tutorial v2
  4. YouTube: Displaced Gamers: The Complex Code of Mega Man 2 and How Zipping Works - Behind the Code
  5. MMHP: Mega Man 3
  6. Protodude's Rockman Corner: Watch Mega Man Walk On Water
  7. The Mega Man Network: Putting the Brakes on Turbo Man
  8. YouTube: Mega Man 2 GB - Damage for no reason bug explained!
  9. Black Hole glitch
  10. The Cutting Room Floor: Mega Man X
  11. 11.0 11.1 11.2 11.3 Megaman X Glitches - Son of a Glitch - Episode 52
  12. CAPコブン's Twitter: VAVA逃走バグ
  13. YouTube: Mega Man X2: Final Boss Glitch
  14. Mega Man X2 - Neon Jump Beginner Friendly Method
  15. YouTube: ロックマンX3 バグ 中ボス・ナイトメアポリス戦でゼロを使用
  16. Mega Man X3 - Blizzard Buffalo Perfect Run
  17. MegaMan X3 - Neon Jumps.
  18. Player using the term "Frame-1"
  19. Mega Man X4 - Web Spider Glitch
  20. RMMH-ROCKMAN X5 : LIFE SAVER BUG
  21. Mega Man X5: X Item Collecting (Minimalist)
  22. Rockman X5 Necrobat Wing Spiral Autoscroller Skip
  23. Mega Man X6 - How to use the Ensuizan Invincibility Glitch
  24. Mega Man X6 - Guard Shell vs SDC
  25. FocusSight's Twitter
  26. The Cutting Room Floor: Mega Man Zero 2
  27. YouTube: Megaman Zero 2 Chain Rod Glitch
  28. Rockman Perfect Memories: Rockman DASH Wall Trick
  29. 29.0 29.1 Let's Play Archive: Mega Man Battle Network 3: Blue
  30. Nintendo: Game Boy Game Pak Troubleshooting - Specific Games
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