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.
It 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
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
Cut Man
01
02
01
14
0P
01
03
01
03
04
0D
0D
0D
01
FZ
01
02
02
04
01
14
01
0D
01
01
Guts Man
02
10
01
01
0P
01
02
02
04
06
0D
0D
0D
0D
FZ
01
10
0D
04
01
01
--
0D
01
01
Ice Man
01
04
10
--
0P
02
01
02
06
06
0D
0D
0D
02
FZ
02
04
02
01
04
0D
01
0D
10
02
Bomb Man
02
01
02
--
0P
02
04
01
03
14
10
0D
01
02
FZ
02
01
02
01
0D
07
04
01
02
02
Fire Man
02
01
02
--
04
02
01
++
++
++
02
00
06
02
FZ
02
++
02
01
01
02
07
01
02
02
Elec Man
01
02
01
04
00
10
01
01
03
06
02
0D
0D
0D
FZ
10
02
01
0D
01
02
01
0D
01
10
Yellow Devil
01
NA
04
00
0P
02
02
02
04
06
01
01
0D
01
FZ
02
01
01
01
01
05
01
0D
0D
02
Copy Robot
01
02
02
--
02
01
02
01
02
NA
01
01
01
01
FZ
01
02
01
01
01
02
02
02
02
01
CWU-01P
01
01
02
01
0P
01
01
01
03
04
01
01
03
01
FZ
01
03
01
01
01
03
0P
03
02
01
Wily Machine (Both Phases)
01
01
04
--
01
03
04
01
03
14
0D
0D
0D
0D
FZ
01
04
0D
01
0D
07
0A
0D
02
01
Key / Legend
Abr.
Weapon Name
Obtained From
P
Mega Buster
Initial equip
BO
Hyper Bomb
Bomb Man
EL
Thunder Beam
Elec Man
GU
Super Arm
Guts Man
IC
Ice Slasher
Ice Man
CU
Rolling Cutter
Cut Man
FI
Fire Storm
Fire Man
HE
Atomic Fire
Heat Man
H2
Atomic Fire, Mid-Charge
Heat Man
H3
Atomic Fire, Full Charge
Heat Man
AI
Air Shooter
Air Man
WO
Leaf Shield
Wood Man
BU
Bubble Lead
Bubble Man
QU
Quick Boomerang
Quick Man
FL
Time Stopper
Flash Man
ME
Metal Blade
Metal Man
CR
Crash Bomber
Crash Man
NE
Needle Cannon
Needle Man
MA
Magnet Missile
Magnet Man
GE
Gemini Laser
Gemini Man
HA
Hard Knuckle
Hard Man
TO
Top Spin
Top Man
SN
Search Snake
Snake Man
SP
Spark Shock
Spark Man
SH
Shadow Blade
Shadow Man
##
Causes ## damage
++
Heals boss, weapon absorbed
0A
0 damage, weapon absorbed
0D
0 damage, weapon deflected
0P
0 damage, weapon "misses"
FZ
0 damage, freezes the enemy
--
Boss ignores weapon
Mega Man 2 Weapon Damage Data
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
Metal Man
01
02
01
04
0P
14
01
01
03
04
0D
0D
0D
04
FZ
14
0D
0D
04
01
04
01
0D
02
02
Air Man
02
04
01
02
0P
--
02
02
04
06
0D
08
0D
02
FZ
0D
0D
01
04
02
02
01
01
04
0D
Bubble Man
01
04
01
02
0P
04
--
0D
0D
0D
0D
0D
++
02
FZ
04
02
02
0D
01
02
01
0D
04
04
Quick Man
01
01
04
01
0P
--
06
02
06
10
02
0D
0D
0D
14
0D
04
01
02
04
01
0A
04
01
02
Crash Man
01
01
--
08
0P
--
01
01
03
06
10
0D
01
01
FZ
0D
0D
02
01
0D
07
04
01
01
01
Flash Man
01
--
04
--
0P
04
02
02
06
06
0D
0D
02
0D
FZ
04
03
04
01
04
0D
01
01
0D
02
Heat Man
02
++
01
02
04
01
++
++
++
++
02
0D
06
02
FZ
01
++
02
01
01
02
07
01
01
04
Wood Man
01
04
01
04
0P
02
03
01
03
14
04
++
0D
0D
FZ
02
02
04
0D
01
02
01
0D
04
04
Mecha Dragon
01
NA
--
--
--
--
03
01
03
08
0D
0D
0D
01
FZ
0D
01
01
0D
0D
02
0A
0D
0D
0D
Pikopiko-kun
01
--
--
--
--
01
03
01
03
03
0D
0D
03
01
FZ
01
0D
01
0D
0D
0D
0D
03
0D
01
Guts Tank
01
NA
--
--
--
--
03
01
03
12
0D
0D
01
02
FZ
0D
01
02
0D
0D
0D
0D
01
0D
0D
Boo Beam Trap
0D
--
--
--
--
--
--
0D
0D
0D
0D
0D
0D
0D
0P
0D
01
0D
0D
0D
0D
--
0D
0D
0D
Wily Machine 2 (Both Phases)
01
NA
02
08
0P
01
01
01
03
14
0D
0D
0D
0D
FZ
01
03
01
02
01
07
0A
0D
02
01
Alien
++
++
++
++
++
++
++
++
++
++
++
++
01
++
FZ
++
++
++
++
++
++
++
++
++
++
Mega Man 3 Weapon Damage Data
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
Needle Man
01
01
08
--
--
02
06
02
06
01
01
0D
01
03
FZ
02
04
04
01
07
0D
01
01
0D
02
Magnet Man
02
02
02
02
08
08
01
01
03
04
04
0D
01
01
FZ
07
00
01
04
01
02
01
01
07
07
Gemini Man
01
01
04
02
01
02
02
01
03
04
02
0D
05
01
FZ
02
02
01
02
04
02
0P
05
01
02
Hard Man
01
02
01
04
--
--
02
02
04
06
04
0D
0D
0D
FZ
0D
01
0D
04
01
04
0P
0D
0D
0D
Top Man
02
01
--
08
01
01
01
01
04
06
01
0D
01
02
FZ
01
0D
02
01
0D
07
04
01
01
01
Snake Man
01
--
02
02
01
02
02
02
06
06
0D
0D
04
03
FZ
02
02
03
0D
02
02
02
04
01
02
Spark Man
01
01
01
02
04
04
01
01
03
06
0D
0D
0D
01
FZ
04
02
01
0D
01
02
01
0D
04
04
Shadow Man
01
02
01
02
01
05
03
01
03
04
01
0D
01
01
FZ
05
02
01
01
01
02
07
01
01
05
Proto Man
01
01
02
04
--
02
01
01
03
04
02
0D
0D
01
FZ
02
01
01
02
02
04
--
0D
0D
02
Doc Robot
(See Mega Man 2 Robot Masters for data values)
Break Man
01
--
--
--
--
--
--
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
--
0D
0D
0D
Kamegoro Maker
01
01
00
03
FZ
03
01
01
02
03
01
01
03
01
FZ
03
01
01
01
01
03
03
03
FZ
03
Yellow Devil Mk-II
01
01
01
05
--
02
02
02
04
06
01
01
0D
01
FZ
02
01
01
01
01
05
01
0D
0D
02
Holograph Mega Man
01
02
01
04
01
02
01
01
02
02
0D
01
07
01
FZ
02
02
01
0D
01
04
07
07
0D
02
Wily Machine 3 (Phase 1)
01
04
07
08
--
02
03
01
03
14
01
0D
04
0D
FZ
02
04
0D
01
0D
07
0P
04
07
02
Wily Machine 3 (Phase 2)
01
04
07
08
--
02
03
01
03
14
01
0D
04
0D
FZ
02
04
0D
01
0D
07
0P
04
07
02
Gamma (False Head)
0D
NA
--
04
--
02
0D
0D
0D
0D
0D
0D
0D
0D
FZ
02
0D
0D
0D
0D
04
0P
0D
0D
02
Gamma (Dr. Wily)
0D
NA
--
--
--
--
0D
0D
0D
0D
0D
0D
02
0D
FZ
02
0D
0D
0D
0D
0D
14
02
0D
0D
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
Unused 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
Damage
Cut Man
14
Guts Man
01
Ice Man
--
Bomb Man
--
Fire Man
--
Elec Man
04
Yellow Devil
00
Copy Robot
--
CWU-01P
08
Wily Machine
--
Mega Man 2
Boss
Damage
Metal Man
04
Air Man
02
Bubble Man
02
Quick Man
01
Crash Man
08
Flash Man
--
Heat Man
02
Wood Man
04
Mecha Dragon
--
Picopico-kun
--
Guts Tank
--
Boo Beam Trap
--
Wily Machine 2
08
Alien
++
Mega Man 3
Boss
Damage
Needle Man
--
Magnet Man
02
Gemini Man
02
Hard Man
04
Top Man
08
Snake Man
02
Spark Man
02
Shadow Man
02
Break Man
--
Kamegoro Maker
03
Yellow Devil Mk-II
05
Holograph Mega Man
04
Wily Machine 3 (Phase 1)
08
Wily Machine 3 (Phase 2)
08
Gamma (False Head)
04
Gamma (Wily)
--
Wily Tower
Boss
Damage
Buster Rod G
--
Mega Water S
--
Hyper Storm H
01
Fire Snakey
01
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.