It's premiering right here, folks! First off, I'd like to show support to the
gshi guys who made the level selector codes (in particular gedowski).
However, gedowski didn't provide specific values for the levels, just the
rough areas they're in (and none of the Wily Tower levels either), so I was
up all night figuring THOSE things out.
I'd also like to thank Nightmare Zero, because it all really started with
him. You see, one day late at night Nightmare Zero was perfecting his Save
State Master program and found a way to get into levels (in fact he was the
very first to find the Wily Tower game through emulation). However, what struck
me was that Rockman 1's points were carried over into the save state he gave
me (the screen with Mega Water as shown above). Now, obviously this is because
he started in Rockman 1 when hacking into levels, but this got me thinking
that there must be a way to use game-specific Master Weapons in games they
weren't made for! Especially since Wily Tower lets you pick and choose.
At first I went to the GSHI asking for codes that allowed me to change the
weapon Rockman was holding and they directed me to their codes section. Well,
that didn't pan out for that idea because the menu from RM1 doesn't
show RM3's weapons and there's no code that will let it ever do that. BUT that
got me thinking ... Wily Tower's weapon select does allow you to pick
and choose weapons! Remembering that Nightmare Zero's level hacking brought
over RM1's data I figured I could use the GSHI's level select codes to bring
over data from the Wily Tower game. And I can!
Now, before I go into it and give out the codes I made, a few notes:
- This is for Rockman Megaword NOT the Wily Wars. They don't work in the Wily
Wars.
- Bringing data over from Wily Tower messes up about half the levels in the
game. This is because that weapon select is full screen and the level data
gets mixed up in when you go from that weapons screen back to the game. Now,
it's possible to bring in data from RM1 or RM2 into RM3 (or RM3's into RM1
or 2; none of those games use full screen menus), but then you won't have the
slide and that makes Rockman 3 unplayable (because there's parts that require
the slide). However, even if the level is messed up, the sprites are fine.
If you're pretty familiar with the games or have a
map to refer to then you should be good to go. Regardless, bring Rush Jet
along and use the infinite weapon energy code.
- I'm using the Gens emulator. It can handle the various code formats I'm using.
Level Selector Codes
I'm including all the codes I found useful. You can find more at the GHSI's
bulletin board and site. Remember: These codes are for MegaWorld
only. Some Wily Wars codes do work though, so feel free to experiment.
I've included their codes for having all weapons (and items) for all
three RM games in the set. This way you can bypass glitched levels for
the levels that don't require either game-specific weapons or the slide.
Just input the code, select the desired games, choose any level, and
you'll have that game's weapons available for the level of your choice.
FFA3FE:1C00
- Infinite Energy
BMJT-EA8E - Infinite Weapon Energy
AM1A-EA8C - Infinite lives
ALCT-AAAL - Walk through enemies and most hazards, not spikes.
For everyone's sake I've made save
states of the unusual boss/weapon combinations that are possible. Maybe
in the future someone will make more in-depth hit tracking than I've done
here. Some of these are glitched, but they're still playable.
Boss Damage Guide
Data and many observations gathered by Joseph "Doc Lithius" Collins
Weapon and abbreviation Key
=
Rock Buster, Default Weapon
=
Hyper Bomb, Bombman's Weapon
= Thunder Beam,
Elecman's Weapon
= Super Arm,
Gutsman's Weapon
= Ice Slasher,
Iceman's Weapon
= Rolling Cutter,
Cutman's Weapon
= Fire
Storm, Fireman's Weapon
=
Atomic Fire, Heatman's Weapon
= Atomic
Fire, Charged to Level 2
= Atomic
Fire, Charged to Level 3
= Air Shooter,
Airman's Weapon
=
Leaf Shield, Woodman's Weapon
= Bubble Lead,
Bubbleman's Weapon
= Quick Boomerang,
Quickman's Weapon
= Time
Stopper, Flashman's Weapon
= Metal Blade,
Metalman's Weapon
= Clash
Bomb, Clashman's Weapon
=
Needle Cannon, Needleman's Weapon
=
Magnet Missile, Magnetman's Weapon
=
Gemini Laser, Geminiman's Weapon
=
Hard Knuckle, Hardman's Weapon
=
Top Spin, Topman's Weapon
=
Search Snake, Snakeman's Weapon
=
Spark Shock, Sparkman's Weapon
=
Shadow Blade, Shadowman's Weapon
N/A = Can't Be Used in This Battle
++ = Healing Effect (Weapon Vanishes)
0A = No Damage, Absorbed (Weapon Vanishes)
0D = No Damage, Deflected (Clash Bombs may explode on impact doing no damage)
0P = No Damage, Passes Through Enemy
--- = No Damage, No Collision, No Deflect
Units of Health are Measured in Tens.
Rockman 1
DRN003: Cutman
10
20
10
140
0P
10
30
10
30
40
0D
0D
0D
10
FRZ
10
20
20
40
10
140
10
0D
10
10
DRN004: Gutsman
20
100
10
10
0P
10
20
20
40
60
0D
0D
0D
0D
FRZ
10
10
0D
40
10
10
---
0D
10
10
DRN005: Iceman
10
40
100
N/A
0P
20
10
20
60
60
0D
0D
0D
20
FRZ
20
40
20
10
40
0D
10
0D
100
20
DRN006: Bombman
20
10
20
N/A
0P
20
40
10
30
140
100
0D
10
20
FRZ
20
10
20
10
0D
70
40
10
20
20
DRN007: Fireman
20
10
20
N/A
40
20
10
++
++
++
20
0
60
20
FRZ
20
++
20
10
10
20
70
10
20
20
DRN008: Elecman
10
20
10
40
0
100
10
10
30
60
20
0D
0D
0D
FRZ
100
20
10
0D
10
20
10
0D
10
100
Yellow Devil
10
N/A
40
N/A
0P
20
20
20
40
60
10
10
0D
10
FRZ
20
10
10
10
10
50
10
0D
0D
20
Copy Rockman
10
20
20
N/A
20
10
20
10
20
N/A
10
10
10
10
FRZ
10
20
10
10
10
20
20
20
20
10
CWU-01P
10
30
40
80
0P
80
80
10
30
40
10
10
30
10
FRZ
10
30
10
10
10
30
0P
30
20
10
Wily Machine, Phase 1
10
10
40
N/A
10
30
40
10
30
140
0D
0D
0D
0D
FRZ
10
40
0D
10
0D
70
0A
0D
20
10
Wily Machine, Phase 2
10
10
40
N/A
10
30
40
10
30
140
0D
0D
0D
0D
FRZ
10
40
0D
10
0D
70
0A
0D
20
10
Unlike Rockman 1 for the Famicom, if you land on spikes while flashing
you do not die instantly.
If you use the level select codes using Rockman 1 as a starting point,
points will appear at the top of the screen for any game. However, points
are not gained from killing non-Rockman 1 enemies. Killing Rockman 1 enemies
during the Wily Tower stages does give you points.
Beating some RM1 bosses (like Cutman) with RM2, RM3 or WT data (by level
selecting from those respective games) makes the game act like the respective
game's post-boss victory (the weapon does not drop from the sky, points don't
sound off and you teleport out; RM collects the explodey balls from the robot
master, a weapon in the menu fills up (albeit with a glitched weapon icon)
and RM teleports out; RM stands there as victory music plays and teleports
out), but beating some bosses (such as Cutman) leads to a soundless RM3 "get
weapon"
screen (Shadow Blade and Rush Marine for beating Cutman) and beating other
bosses (such as Fireman or Iceman) crashes the game after RM teleports out.
RM1 is the only game which lacks a post-boss get weapon screen for
it's robot masters. When game data calls for it it there's a glitch.
Iceman's water supports Rush Marine. However, it does not reject Rush Jet,
like RM3's water does.
The water in RM1 has buoyancy physics (you jump higher and fall slower),
while the water in RM1 (FAM) does not.
Rush Marine cannot be summoned in Wily level 3 ( CWU-01P level), but Rush
Jet can. Doing so will break the current and will allow you to backtrack
when you shouldn't be able to.
Rush will pass right through blocks Rockman can pick up using the Super
Arm.
All weapons will cause Cutman and Elecman to stumble backward regardless
of damage.
If Copy Rockman tries to imitate any non-Rockman 1 weaponry, the game will
immediately lock up with the following exceptions:
Metal Blade: Copy Rockman's shooting pose turns into a big stack
of garbage blocks that slow down the game a little. He's invincible
during this time.
Clash Bomb: Copy Rockman's shooting pose turns into a standing-still
pose. If
he tries to fire while a Clash Bomb or explosion is on-screen, he'll slide
off screen and fall into an infinite loop, never returning to the play
area.
Time Stopper: Copy Rockman does a standing pose in mid-air instead of
a shooting pose. If you use Time Stopper, his sprite will glitch.
CWU-01P's Damage was determined based on the fact it takes 8 Rock Buster
shots to destroy one CWU-01P unit, thus giving it 80
energy.
Margin of Error: 10 units of energy.
The background color of the Wily Machine is the same one used for Rockman's
outline. This
is of particular interest because if you charge Atomic
Fire, the background flashes along with Rockman.
Rockman 2
DWN009: Metalman
10
20
10
N/A
0P
140
10
10
30
40
0D
0D
0D
40
FRZ
140
0D
0D
40
10
40
10
0D
20
20
DWN010: Airman
20
40
10
N/A
0P
---
20
20
40
60
0D
80
0D
20
FRZ
0D
0D
10
40
20
20
10
10
40
0D
DWN011: Bubbleman
10
40
10
N/A
0P
40
---
0D
0D
0D
0D
0D
++
20
FRZ
40
20
20
0D
10
20
10
0D
40
40
DWN012: Quickman
10
10
40
N/A
0P
---
60
20
60
100
20
0D
0D
0D
140
0D
40
10
20
40
10
0A
40
10
20
DWN013: Clashman
10
10
---
N/A
0P
---
10
10
30
60
100
0D
10
10
FRZ
0D
0D
20
10
0D
70
40
10
10
10
DWN014: Flashman
10
---
40
N/A
0P
40
20
20
60
60
0D
0D
20
0D
FRZ
40
30
40
10
40
0D
10
10
0D
20
DWN015: Heatman
20
++
10
N/A
40
10
++
++
++
++
20
0D
60
20
FRZ
10
++
20
10
10
20
70
10
10
40
DWN016: Woodman
10
40
0D
N/A
0P
20
30
10
30
140
40
++
0D
0D
FRZ
20
20
40
0D
10
20
10
0D
40
40
Mecha Dragon
10
N/A
---
N/A
---
---
30
10
30
80
0D
0D
0D
10
FRZ
0D
10
10
0D
0D
20
0A
0D
0D
0D
Pikopiko-Kun
10
---
---
N/A
---
10
30
10
30
30
0D
0D
30
10
FRZ
10
0D
10
0D
0D
0D
0D
30
0D
10
Guts Tank
10
N/A
---
N/A
---
---
30
10
30
120
0D
0D
10
20
FRZ
0D
10
20
0D
0D
0D
0D
10
0D
0D
Boo Beam Trap
0D
N/A
---
N/A
---
---
---
0D
0D
0D
0D
0D
0D
0D
---
0D
10
0D
0D
0D
0D
---
0D
0D
0D
Wily Machine 2, Phase 1
10
N/A
20
N/A
0P
10
10
10
30
140
0D
0D
0D
0D
FRZ
10
30
10
20
10
70
0A
0D
20
10
Wily Machine 2, Phase 2
10
N/A
20
N/A
0P
10
10
10
30
140
0D
0D
0D
0D
FRZ
10
30
10
20
10
70
0A
0D
20
10
Alien
++
++
++
N/A
++
++
++
++
++
++
++
++
10
++
FRZ
++
++
++
++
++
++
++
++
++
++
Beating a RM2 level with the RM1 game data will not cause the
weapon to drop from the ceiling. However, it will sound RM1's victory music
and lead to point counting. It does not lead to a get weapon screen, however.
Beating RM2 with RM3 or WT game data to RM2's get weapon screen
after the post-boss actions (RM3's collecting balls of energy and WT's
victory fanfare and teleporting).
As in RM1, RM2's water supports Rush Marine. However, it does not reject
Rush Jet, like RM3's water does.
Damage for Pikopiko-Kun was determined based on the fact it takes 3
Rock Buster shots to destroy one Pikopiko-Kun unit, thus giving it 30 energy.
Margin
of Error: 10-30 units of energy.
Top Spin apparently DOES hit the Guts Tank, but it doesn't decrease
it's weapon energy.
It's unknown how much energy each Boo Beam Trap unit has as Clash Bombs
are the only weapon that can defeat them but do so in a single hit.
Margin of
Error: 10-??? units of energy.
Time Stopper has no effect on the Boo Beam Trap.
Rockman 3
DWN017: Needleman
10
10
80
N/A
---
20
60
20
60
10
10
0D
10
30
FRZ
20
40
40
10
70
0D
10
10
0D
20
DWN018: Magnetman
20
20
20
N/A
80
80
10
10
30
40
40
0D
10
10
FRZ
70
0
10
40
10
20
10
10
70
70
DWN019: Gemeniman
10
10
40
N/A
10
20
20
10
30
40
20
0D
50
10
FRZ
20
20
10
20
40
20
0P
50
10
20
DWN020: Hardman
10
20
10
N/A
---
---
20
20
40
60
40
0D
0D
0D
FRZ
0D
10
0D
40
10
40
0P
0D
0D
0D
DWN021: Topman
20
10
---
N/A
10
10
10
10
40
60
10
0D
10
20
FRZ
10
0D
20
10
0D
70
40
10
10
10
DWN022: Snakeman
10
---
20
N/A
10
20
20
20
60
60
0D
0D
40
30
FRZ
20
20
30
0D
20
20
20
40
10
20
DWN023: Sparkman
10
10
10
N/A
40
40
10
10
30
60
0D
0D
0D
10
FRZ
40
20
10
0D
10
20
10
0D
40
40
DWN024: Shadowman
10
20
10
N/A
10
50
30
10
30
40
10
0D
10
10
FRZ
50
20
10
10
10
20
70
10
10
50
DRN000: Blues
10
10
20
N/A
---
20
10
10
30
40
20
0D
0D
10
FRZ
20
10
10
20
20
40
---
0D
0D
20
Doc Robot: Metalman
10
20
10
N/A
0P
140
10
10
30
40
0D
0D
0D
40
FRZ
140
0D
0D
40
10
40
10
0D
20
20
Doc Robot: Quickman
10
10
40
N/A
0P
---
60
20
60
100
20
0D
0D
0D
FRZ
0D
40
10
20
40
10
0A
40
10
20
Doc Robot: Airman
20
40
20
N/A
0P
---
20
20
40
60
0D
80
0D
20
FRZ
0D
0D
10
40
20
20
10
10
40
0D
Doc Robot: Clashman
20
10
---
N/A
0P
---
10
10
30
60
100
0D
10
10
FRZ
0D
0D
20
10
0D
70
40
10
10
10
Doc Robot: Flashman
10
---
40
N/A
0P
40
20
20
60
60
0D
0D
20
0D
FRZ
40
30
40
10
40
0D
10
10
0D
20
Doc Robot: Bubbleman
10
40
10
N/A
0P
40
---
0D
0D
0D
0D
0D
++
20
FRZ
40
20
20
0D
10
20
10
0D
40
40
Doc Robot: Woodman
10
40
10
N/A
0P
20
30
10
30
140
40
++
0D
0D
FRZ
20
20
40
0D
10
20
20
40
10
20
Doc Robot: Heatman
10
++
10
N/A
40
10
++
++
++
++
20
0D
60
20
FRZ
10
++
20
10
10
20
70
10
10
40
DRN000: Breakman
10
---
---
N/A
---
---
---
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
---
0D
0D
0D
Kamegoro Maker and Kamegoro
10
10
0
N/A
FRZ
30
10
10
20
30
10
10
30
10
FRZ
30
10
10
10
10
30
30
30
FRZ
30
Yellow Devil Mk2
10
10
10
N/A
---
20
20
20
40
60
10
10
0D
10
FRZ
20
10
10
10
10
50
10
0D
0D
20
Holograph Rockman
10
20
10
N/A
10
20
10
10
20
20
0D
10
70
10
FRZ
20
20
10
0D
10
40
70
70
0D
20
Wily Machine 3, Phase 1
10
40
70
N/A
---
20
30
10
30
140
10
0D
40
0D
FRZ
20
40
0D
10
0D
70
0P
40
70
20
Wily Machine 3, Phase 2
10
40
70
N/A
---
20
30
10
30
140
10
0D
40
0D
FRZ
20
40
0D
10
0D
70
0P
40
70
20
Gamma, Phase 1
0D
N/A
---
N/A
---
20
0D
0D
0D
0D
0D
0D
0D
0D
FRZ
20
0D
0D
0D
0D
40
0P
0D
0D
20
Gamma, Phase 2
0D
N/A
---
N/A
---
---
0D
0D
0D
0D
0D
0D
20
0D
FRZ
20
0D
0D
0D
0D
0D
140
20
0D
0D
Making Rush marine jump out of water and on to land will cause Rockman
to be forced out. Rush Marine will then teleport out. In Rockman 3 you have
to go to the weapon select menu and choose something else to exit Rush marine.
Beating a RM3 level with the RM1 game data will not cause the weapon to
drop from the ceiling. However, it will sound RM1's victory music and lead
to point counting. It does not lead to a get weapon screen, however.
Beating RM3 with RM2 or WT game data to RM3's get weapon screen
after the post-boss actions (the respective game's victory
fanfare and teleporting).
Level warping to Breakman is somewhat interesting.
Warping from RM 1 or 2 causes the game to behave as if it defeated
a fortress boss (fanfare, point counting (where applicable)) and will
skip the cutscene and not go to Wily Level 1.
Warping from RM3 causes the game to run normally.
Warping from WT will make the game have WT's victory fanfare and will
skip the cutscene, but when you return to the stage select screen Hyper
Storm's mugshot is darkened. (furthermore beating Doc Robot Gemini and
Shadow levels will cause Buster Rod's and Mega Water's respective mugshots
to go dark). This is likely due to the fact that the WT guys share values
with these levels (the first in MM3 to not give out master weapons).
The Doc Robot's are made to match the RM2 Robot Masters in terms of damage
data. However, Flash Stopper does not drain Doc Robot Quickman's energy.
Moreover there is a marked difference in Woodman's vulnerabilities to Top
Spin, Search Snake, Spark Shock, Shadow Blade and the Elec Beam. Doc
Robot Heatman also takes half the damage from Rockman's regular shots.
Show the damage data comparison
table.