Never knew you could freeze the clouds in Cloud Man's Stage. It'll never cease to amaze me just how many niche details MM7 had despite the incredibly short development time. Great video!
The Wily Archive background detail is NUTS. I'm too busy fighting to even see something like that in the background let alone understand what it means. I'm honestly surprised by that one.
I felt like MM10 was such a let down after the masterpiece that 9 was, that I have literally not played it since I beat it when it came out. That Easter egg *almost* makes me want to play it again, but... no thanks, I'll just throw it that bone and put it back on the bottom of the stack of the classic series.
I must've beaten Mega Man 10 like at least 100 times, but I would've never noticed the background blue dot detail if it weren't for you. Nice vid, man!
Hoo boy I know several cool ones! 1. Freeze Cracker in MM7 normally can be aimed straight forward or 45° upwards/downwards, but there’s a seemingly bugged in-between angle that it can be shot at. I say bugged bc the timing to get it to work is very inconsistent, the most successful one I can think of is to press and release the fire and aiming buttons at the same time, but you have to try it several times to get it to work, just trust me lol 2. In Junk Man’s stage in MM7, there’s a room after getting the RUSH letter where there’s many openings in the ceiling where trash piles fall from, if you use the Rush Adapter’s jet boost, you’ll find out some of those openings can be passed through and allow you to walk on the ceiling, some speedruns even make use of it. 3. Still in MM7, you can use the Noise Crush while just about to walk through a boss gate to shoot it through it, this allows you to defeat Spring Man, Turbo Man and even Burst man if you use the password that allows you to start with all bosses from the start of the game. This even works with Danger Wrap against Cloud Man. 4. This one’s short but I gotta get it out of my chest. Against Wily Capsule in MM7, you can button mash out of the ice and fire orbs if they hit you, and doing this results in very low damage taken, with a max of 2 from the fire orb being particularly notable. I say this bc ppl to this day still recommend getting hit by the electric orb, which is a terrible idea as it deals the most damage and has no benefit, contributing to how the overhyped nature of MM7’s final boss is a result of widespread misinformation. 5. If we’re talking pre-release material, there’s some neat stuff: MM3 prerelease vids showed the Saturn planet on the background of Gemini Man’s stage (which is still in the files), MM4 showed a scrapped Sphynx miniboss in Pharaoh Man’s, MM5’s pre-release teaser showed that Gravity Hold was built off of Flash Stopper and Star Crash used to be a homing projectile, and lastly, Spring Man’s stage in MM7 had vastly different aesthetics in its prototype, with the boss room in particular having a completely different atmosphere to it. 6. Finally, in MMV, if you use the Black Hole weapon while standing right in front of the first phase of Wily’s Brain Crusher, you’ll find out it can deal damage, which is not supposed to happen normally. If you defeat him this way, it skips the second phase and jumps straight into Sunstar’s cutscene.
Concur with what I call the "ice wiggle" strategy. I also used to do the "take the bolt" strat until I realized that. I did NOT know about #3, and when I looked up other vids, it made sense for Turbo and Spring, but a) does it not work on anyone else? and b) Cloud Man's early Danger Wrap looks like it glitches out, which you neglected to mention... So is that not useful? At least it's not a hard lock.
@@TopShelfTheology all bosses have different intervals before they actually become vulnerable upon entering the arena, so afaik it only works on the aforementioned ones, but I mistook it regarding Burst Man, the Noise Crush can hit the bubble he’s encased in during his intro animation, but it does so before his health starts filling up, as a result it does no damage. Also I forgot to mention, but yeah, using danger wrap on Cloud Man as you enter his room will glitch the game and cost you a life, but it’s still funny
You can also use Thunder Bolt on the clouds to electrify them, for whatever reason. I knew all of these except for a few glitches and the Wily Archive background. I dunno what that says about me, but nice video.
Not bad. There were a couple I didn't know and that's coming from a huge Megaman nerd. And I don't say that lightly either. I once participated in a Megaman trivia contest where one of the questions was to listen to several sound effects and name which Megaman game they were from. However, instead of just naming the game, I added what each sound effect was used for in the game. And that is how I won my copy of Megaman 9 for the Wii.
One more thing about the cloud platforms in Cloud Man's stage: If you revisit the stage after beating Cloud Man, you can use the Thunderbolt to shock the clouds, making the platforms temporarily unusable as they will damage Mega Man if he tries to jump on them.
3:07 fun fact, you can stand on the corner of Tako Trash's platform. He can't hit you with contact damage, but he can with the spheres. It's a good way to defeat him nonetheless.
Speedrunners actually make the music stop in Rocknan 3 to reduce lag. As you said, the game was rushed, and is very buggy. As a result, the game has a severe amount of lag throughout.
I would highly recommend every MM 3 fan to check out the Mega Man 3 Revamp hack. I've played it recently, and it's so much fun. Level design changes, boss weapon balancing, quickswitch weapons and a fleshed out Wily castle.
@@Altair584 Literally fleshed out, there's meat dripping from the walls. I mean Wily might be crazy but at least he's consistent--his plans for world domination don't stop just because he killed everyone. He mulched the bodies into slop and used them to build a castle.
Details like these are the benefits of replaying these games like 14 billion times Some of these are completely unintentional but can be incredibly advantageous for the player (or the exact opposite) to the point where some tricks can genuinely change how you choose to play the game. It’s beautiful ⭐️
Never knew about freezing the clouds in 7! That game has so many little special weapon interactions I feel like so few people would try, it's crazy how much detail there is, especially when the game was made in 3 months. One detail I love is that in Mega Man 6, if you revisit any of the stages that have an alternate exit for a Beat letter (Centaur, Yamato, Knight or Tomahawk Man) the stage will have a completely new color palette. This is probably a more commonly known detail since if you want both the beat letter and the energy balancer in Tomahawk Man's stage you have to play through it twice, but I had never done that up until recently. I think it serves as a cool way to show Mega Man's jump from the NES to SNES; Whereas 6 is the final outing on the NES and makes full use of the NES's capabilities, X released immediately after and blew 6 out of the water with the alternate versions of stages not only having much more complex changes in looks, but actually messing with the enemies and hazards so that you can reach new upgrades.
Something X2 and 7 had in common was how there was one stage in which you could alter the weather to your liking depending on what you hit a certain object with - X2s being Wire Sponge's. I didn't know you could do Mega Man Jesus on Wave Man's stage, nor the fact you could destroy the colliders for the fortress boss in 4. Good video.
I stumbled upon the sound glitch in mega man 3 a few times when I was a kid. It always freaked me out for some reason like I thought the game was haunted. The silence freaked me out I guess lol
Great video! You left out my favorite one, though. Megaman 3 - holding right on the player 2 controller gives Megaman a super jump and allows him to fall into pits unharmed. He can even jump out of them. It's pretty wacky.
There's also a thing where you can become invincible from that. I think if an enemy passes over the pit, or something (I haven't tried it in a couple decades), while mega man is in it, then he loses all his health, but doesn't die. After that, only instant kills can kill you.
As far as Megaman 3 controller 2 shenanigans, you can also hold up on it to slow things down, or up + A to freeze everything. The latter lets you cheese most bosses as you can still fire while everything is frozen like this.
@@omegaalpha3594I used to do this glitch all the time. I could still shoot enemies. Megaman had the standard arm canon. He got the Mega Buster in MM4.
This was an amazing video! Regarding the oil pools at 5:24, I do think the reason the oil pool b is on fire is because the two oil pools use the same asset. This was a common practice at the time, with games like Sonic the Hedgehog 1-3&K using unique ring objects for groups of rings.
Do not think of Tako Trash as one big red entity. What appears to be a large boss there is just the background. The small green part is Tako Trash. And those two boxes you pointed out at 3:13, though that is not quite their exact locations, are separate invisible stationary enemies that you defeated with the Drill. If you use a Game Genie code to force "Tako Trash"'s palette to a certain color, you can even observe that it does not really disappear when defeated, except the green part. The game just switches the background color to black.
The music-stopping glitch in Mega Man 3 additionally removes lag, so it is used by the TAS whenever it is useful to do so. Have you already covered the Robot Masters that can be killed in their own introduction cutscenes due to their energy actually starting at zero and going up to 28 in real time? Or is that already well-known? Apparently, one of the easier ones to nail with this is Turbo Man: fire a Noise Crusher shot as you enter his room. If done properly, the projectile will bounce around the room during his intro animation and, when his health goes up by one, he will be hit by the Noise Crusher, instantly killing him.
In MM3 there's a funky cheat with the second controller. If you hold Down on controller 2, then you can jump absurdly high. Not only that, but if you fall into a pit while Down is pressed on P2, your life bar empties but you can still jump right back out and continue the level. This makes you more or less invincible, since nothing can change your life total from >0 to 0, except for spikes and crushing.
I learned from Nintendo Power magazine. Mega Man 3 has this trick where plugging in a second NES controller can give you additional advantages, like freezing enemies and jumping higher than usual (depending on what buttons are pressed). While trying this out, I found out that it can let you jump into pits without dying. And if there's an enemy, passing under it gives you an invincibility glitch.
The ones I knew about. -Weakness reactions (Minus shocking Wily, good to know that it also makes 7's final boss easier) -Wily paths -Extended whistle -Sliding to skip the Protoman cutscene (Although I wish you mentioned why the penguin sub bosses have garbled graphics when doing so) -Maybe the glitch in 5's jet ski section (Which is my favorite stage in 5) The drill bomb trick with the second Cossack fortress boss I bet will be great for speedrunning. The Wily Archive tidbit is a nice touch. Funny enough with the DRW glitch, I was just replaying the GB games (V's still the best). I'm now gonna try out that glitch. Am VERY surprised I didn't notice the oil pool though, especially since 6 is my second favorite entry period right under (yes unironically) &B. Amazes me how I still learn about many niche things about 7, especially since it used to be my favorite entry growing up.
I could swear at least one Nintendo Power issue or strategy guide told me to use Crash Bombs on Heat Man. No wonder it never worked for me back when I played this as a kid. For the record, I've been a Mega Man fan of nearly 35 years and I'd only known about 3 of these, so well done!
I like watching speedruns of classic Mega Man, so the glitches to despawn the music in MM3 was a trick I knew of. I was pleased to find out all the ones in MM7, though. Those were all new. I love the bit where Freeze Man poses when you hit him with his own weapon.
I fancy myself a MegaNerd, but 4 or 5 of these were new to me! Now I don't know who is luckier: you, RollingCutter for having the algorithm bless and spread this video, or me for having found it! New Sub!
I thought I was pretty knowledgeable about Mega Man, but even most of the points where you said "But you probably knew that already" were facts I didn't know lol
In speedrunning we use the lack of music in MM3 to reduce lag. This is true for other games as well, though 3 is the only one we currently know of enacting that state in game. Using practice hacks we turned off the music in other games (because hearing the same half second of music for an hour will drive you insane) but it turned out that we can't even use that (effectively) for better practice because it also reduces lag in those games, so the muscle memory built won't be accurate. Mega Man 6's oil pools also stay lit between deaths. The pools being linked isn't the only spot something is linked in the game either. In X3 the see-saw platforms you see in the third screen are linked to the ones in the 6th. So if you stand on a platform there, whatever position you leave them in will be reflected later in the stage. This is useful for doing Power Suit Only runs because you can't make a jump between platforms otherwise on room 6. You have to manipulate the earlier platforms to make the later part of the stage completable. That is unless you want to bring subpixels into the mix... ...and subpixels I will bring! The bomb platforms in Blizzard Man's stage and the see-saw platforms in X3 have subpixels that allow you stand or jump off them for 4 frames (the flip platforms in Wind Man's stage and Mechazaurus' platforms also do this). The subpixel however does not always appear, there's roughly a 2/3 chance of it being there and it's tied to everything you do within a stage prior to that point (jump height, slides, how many jumps, all of it). For Power Suit Only runs we originally had to jump on that subpixel, which you can't see and had to predict the location of, and jump back out around the platform and then on top of it. It made the run extremely dumb in a fun and silly way. The Power Suit does 2 damage with regular shots, 3 damage half charge, and back to 2 damage on a full charge on the Robot Masters for some reason. Full Charge does 4 damage to X and Wily bosses, however. No ladders touch the ground in MM6. If they do, Mega Man doesn't stop on the ground, instead he will climb down into the wall and die. You can kill Wily early in MM4 after defeating the Machine and then swapping to Rain Flush and using it before Wily's capsule escapes. This will softlock the game, but hey, Wily is dead!
I don't much care for perfect runs of bosses, but I liked this vid. Esp as someone who got real into classic megaman this year. I'd like more vids diving into megaman trivia, of any subseries
Ive gone through mm2 extensively since it came out. My friends and i knew all the tricks and glitches somehow back in the late 80s. I dont know who told who or where they came from. Pre internet times were wild. Learned a few things. Liked. Subscribed and all that good stuff. Nice channel by the way.
Awesome, I knew about the bosses reactions in MM2 and MM7 but didn't know of any of the others. I never knew the oil field could be prevented to catch fire, I guess I am too slow. The wave bike is incredibly cool.
The glitch in Wave Man stage, in Mega Man 5, has another way to trigger it, not only with Super Arrow. You can slide just before you reach that point where Mega Man cannot be controlled anymore (before getting the bike), when you touch that pixel, you must go back very fast (still sliding). If you do well, Mega Man will go right to the water and the glitch will be also triggered. Sorry if my english isn't the best, but I hope you can understand it =)
This is some neat stuff, there are some that i knew but there are also some of them that i just didn't know possible in the game. Earned my subscribe pal. Keep the quality video up my guy.
This video was so well made and I didnt know the stuff regarding weapon interactions in 7 or the fact music can be stopped in Megmaan 3. I Know this is common fact but I would have loved some Wily Wars facts like how Megamans hurt box was never altered but his sprite size was meaning his head can't be hurt at all by stuff like projectiles
In MM3 on NES I remember using the second controller D pad to do some weird things, super jump, slow motion, and even jump out of pits. No one else seems to remember doing this
I knew most of these. Like the MM3 music glitches since they are useful in speedruns due to the lag reduction. The wave man stage glitch is also used in runs since it allows you to kill the mid-boss much quicker. The easter egg on MM10 blew me away though.
If you hit Heatman with Crash bomb while he has fire aura, he will repeat the animation. If you use it while flame dashing, he will move back and forth while charging and you can potentially get him into a wall where he will loop the flame toss animation since the wall eats them. Damaging him will allow him to dash back onto the field though.
1:58 - _Oh, oh, oh!_ I've _done this_ before! I actually mapped out Wily Castle 1 through 3 using map rips from _VG Museum_ to see if they matched the maps. They do, to a point, but in a lot of cases, not really, and as noted, _Mega Man 3_ absolutely doesn't at all! 8:10 - This is _obscure?_ I knew you could freeze the clouds. I also know that using Thunder Strike on them causes them to become electric thunder clouds which hurt Megaman if he steps on them. I think the effect is permanent until they're scrolled off. Also, it goes without saying that you have to _revisit_ the stage to do this, since you get Thunder Strike from Cloudman, himself.
I’m impressed not only by the information but also that my American brain was able to understand your dialect. Very much enjoyed this video. Subscribed.
well done! now this time discovered some new things instead of repeating same, particularly oil pit linkage and waveman's bike is funny. like as said in the beginning to put dislike if there's nothing new, somehow i want to put dislike anyway😅 please let's make more videos of this type. there's those glitches that i would like you to investigate: 1) when fighting with gutsman it's possible upon gutsman hitting, to megaman fall below ground and die (though i don't remember details of this) 2) it's known in beginning part of iceman's stage reaching the peak part, standing in the middle, jumping and rapidly pressing left-right midair causes many random things like resetting game, random enemy appearing or winning the stage. but there are more instances of this, one more is in gutsman's stage after moving platforms slightly going right, with investigation more can be found. 3) the infamous glitch of in airman's boss fight jumping to wily stage 2 due to both being on same map, it seems in metalman's case can go to cutman's stage! yes that's right, seems cutman's stage is really left on file, let me know if you can find out about this!
In the case of Mega Man 3's Wily Castle, you can very clearly see in the cutscene where Wily rises above the ocean, the fortress had taken a significantly different design iteration as seen in the small backdrop fortress graphic... which may explain why the path pointers don't align with the final design castle we see now
Huh. I think the only two of these I knew about were being able to extend Proto Man's whistle and the music glitches in those stages in MM3. Interesting stuff!
The archive boss easter-egg is crazy! Leave it to Inti Creates to add in obscure bits of MM fan service to their games that almost nobody will recognize.
"We all know you can do these two things mentioned at the start of the video." We do? Since when? That boss healing thing is interesting, though. I played through a Mega Man 2 randomizer a few years ago, and that explains why the randomizer had it programmed that certain weapons would sometimes heal the bosses. I was aware of some of this stuff, though. The Freeze Man reaction to his weapon, the thunderbolts against Wily in Mega Man 7, and the stage layouts throughout the Wily castles. Those are all things I figured out, or deduced on my own over the years.
In Megaman 3, hold right dpad on controller 2 to enable super high jumping. You also can’t die from holes. When in a hole, briefly release right dpad on controller 2 and instantly press and hold again. This will cause a glitch just like your spike touch glitch. With super jump, simply jump out of the hole. Megaman will be invincible.
Thank you! The classic series is the least favourite one, so I don't usually know most of the secrets as I rarely replay these games. But it is interesting to know these hidden things.
In Mega Man 1, you can actually glitch over to the Magnet Beam on the opposite side of the screen where it is and then glitch back. I've only seen this once in a a playthrough.
Another Mega Man 2 Glitch: When you get to the boss at Wily’s Stage 1, jump up to the top block to attack the dragon. Take a hit and fall to the second block. There will be so much happening on screen that the game won’t process Mega Man. Any fireball from the dragon will go right through you but your hits will land.
Do you know about "phantom Rush Jet" in MM3? Beat Shadow Man before beating Needle Man. Whatever stage you go to next, bring up the weapon select, go to Shadow Blade, then arrow over to where Rush Jet would be and push A as if selecting it. You are now in Rush Jet colors with it's weapon energy empty, but you can fill it with the weapon power ups. You now can use Rush Jet without beating Needle Man.
I only knew about the sound glitches for Shadow Man and Gemini Man in MM3 because I watch GDQ Speedruns of MM3. I also knew about the wave rider slip in MM5 also due to watching Speedruns. But it's cool that you can also glitch the music in Spark Man's stage. I don't think speedrunners do that one. Probably because it's so late in the level and would just waste more time if you messed it up. Everything else was new to me. I enjoy this kind of trivia.
Never knew you could freeze the clouds in Cloud Man's Stage. It'll never cease to amaze me just how many niche details MM7 had despite the incredibly short development time. Great video!
You can also use thunder bolt on it and make it charge up but that will hurt you
Didn't know that either! Thanks!
He made a nice pun in there, too, lol. Of course, I'm pretty sure it wasn't intended, but still, I love puns. XD
funny that its the only thing I knew in this video 😂 aside from using the bosses own weapon against them
The Wily Archive background detail is NUTS. I'm too busy fighting to even see something like that in the background let alone understand what it means. I'm honestly surprised by that one.
I felt like MM10 was such a let down after the masterpiece that 9 was, that I have literally not played it since I beat it when it came out. That Easter egg *almost* makes me want to play it again, but... no thanks, I'll just throw it that bone and put it back on the bottom of the stack of the classic series.
@@TopShelfTheology 10 was great buddy, Nitroman's theme is amongst the best
@@TheNewRobotMaster2nd that 10 was great and arguably better than 9.
I must've beaten Mega Man 10 like at least 100 times, but I would've never noticed the background blue dot detail if it weren't for you. Nice vid, man!
1:09 They actually reference this in Mega Man Megamix Vol. 1. I had no idea that him eating crash bombs was healing/powering him up.
Hoo boy I know several cool ones!
1. Freeze Cracker in MM7 normally can be aimed straight forward or 45° upwards/downwards, but there’s a seemingly bugged in-between angle that it can be shot at. I say bugged bc the timing to get it to work is very inconsistent, the most successful one I can think of is to press and release the fire and aiming buttons at the same time, but you have to try it several times to get it to work, just trust me lol
2. In Junk Man’s stage in MM7, there’s a room after getting the RUSH letter where there’s many openings in the ceiling where trash piles fall from, if you use the Rush Adapter’s jet boost, you’ll find out some of those openings can be passed through and allow you to walk on the ceiling, some speedruns even make use of it.
3. Still in MM7, you can use the Noise Crush while just about to walk through a boss gate to shoot it through it, this allows you to defeat Spring Man, Turbo Man and even Burst man if you use the password that allows you to start with all bosses from the start of the game. This even works with Danger Wrap against Cloud Man.
4. This one’s short but I gotta get it out of my chest. Against Wily Capsule in MM7, you can button mash out of the ice and fire orbs if they hit you, and doing this results in very low damage taken, with a max of 2 from the fire orb being particularly notable. I say this bc ppl to this day still recommend getting hit by the electric orb, which is a terrible idea as it deals the most damage and has no benefit, contributing to how the overhyped nature of MM7’s final boss is a result of widespread misinformation.
5. If we’re talking pre-release material, there’s some neat stuff: MM3 prerelease vids showed the Saturn planet on the background of Gemini Man’s stage (which is still in the files), MM4 showed a scrapped Sphynx miniboss in Pharaoh Man’s, MM5’s pre-release teaser showed that Gravity Hold was built off of Flash Stopper and Star Crash used to be a homing projectile, and lastly, Spring Man’s stage in MM7 had vastly different aesthetics in its prototype, with the boss room in particular having a completely different atmosphere to it.
6. Finally, in MMV, if you use the Black Hole weapon while standing right in front of the first phase of Wily’s Brain Crusher, you’ll find out it can deal damage, which is not supposed to happen normally. If you defeat him this way, it skips the second phase and jumps straight into Sunstar’s cutscene.
I actually didn't know that second one! I'll have to give that a try sometime.
Concur with what I call the "ice wiggle" strategy. I also used to do the "take the bolt" strat until I realized that. I did NOT know about #3, and when I looked up other vids, it made sense for Turbo and Spring, but a) does it not work on anyone else? and b) Cloud Man's early Danger Wrap looks like it glitches out, which you neglected to mention... So is that not useful? At least it's not a hard lock.
@@TopShelfTheology all bosses have different intervals before they actually become vulnerable upon entering the arena, so afaik it only works on the aforementioned ones, but I mistook it regarding Burst Man, the Noise Crush can hit the bubble he’s encased in during his intro animation, but it does so before his health starts filling up, as a result it does no damage.
Also I forgot to mention, but yeah, using danger wrap on Cloud Man as you enter his room will glitch the game and cost you a life, but it’s still funny
I didn't know that about MM7's final boss. I'll have to remember that for next time.
You can also use Thunder Bolt on the clouds to electrify them, for whatever reason. I knew all of these except for a few glitches and the Wily Archive background. I dunno what that says about me, but nice video.
And the electrified clouds will damage you if you touch them. Why you would want to do that, other than the sheer novelty, I have no idea.
Also the clouds become dark grey if it is raining
@@MegaPhilXGood to see you, Phil!
Not bad.
There were a couple I didn't know and that's coming from a huge Megaman nerd.
And I don't say that lightly either.
I once participated in a Megaman trivia contest where one of the questions was to listen to several sound effects and name which Megaman game they were from.
However, instead of just naming the game, I added what each sound effect was used for in the game.
And that is how I won my copy of Megaman 9 for the Wii.
One more thing about the cloud platforms in Cloud Man's stage: If you revisit the stage after beating Cloud Man, you can use the Thunderbolt to shock the clouds, making the platforms temporarily unusable as they will damage Mega Man if he tries to jump on them.
I was expecting a bunch of pretty standard stuff, but you actually covered a lot of glitches I never knew about. It was a really cool video!
3:07 fun fact, you can stand on the corner of Tako Trash's platform. He can't hit you with contact damage, but he can with the spheres. It's a good way to defeat him nonetheless.
I seriously can't believe there exists a human being that spotted that Weapons Archive detail. Great job!
Speedrunners actually make the music stop in Rocknan 3 to reduce lag. As you said, the game was rushed, and is very buggy. As a result, the game has a severe amount of lag throughout.
I would highly recommend every MM 3 fan to check out the Mega Man 3 Revamp hack. I've played it recently, and it's so much fun. Level design changes, boss weapon balancing, quickswitch weapons and a fleshed out Wily castle.
@@Altair584 Literally fleshed out, there's meat dripping from the walls. I mean Wily might be crazy but at least he's consistent--his plans for world domination don't stop just because he killed everyone. He mulched the bodies into slop and used them to build a castle.
@@adamb89 so true Adam
Details like these are the benefits of replaying these games like 14 billion times
Some of these are completely unintentional but can be incredibly advantageous for the player (or the exact opposite) to the point where some tricks can genuinely change how you choose to play the game. It’s beautiful ⭐️
Freezing the clouds?! Of all the elemental things I tried! That stage is just STRANGE.
Never knew about freezing the clouds in 7! That game has so many little special weapon interactions I feel like so few people would try, it's crazy how much detail there is, especially when the game was made in 3 months. One detail I love is that in Mega Man 6, if you revisit any of the stages that have an alternate exit for a Beat letter (Centaur, Yamato, Knight or Tomahawk Man) the stage will have a completely new color palette. This is probably a more commonly known detail since if you want both the beat letter and the energy balancer in Tomahawk Man's stage you have to play through it twice, but I had never done that up until recently. I think it serves as a cool way to show Mega Man's jump from the NES to SNES; Whereas 6 is the final outing on the NES and makes full use of the NES's capabilities, X released immediately after and blew 6 out of the water with the alternate versions of stages not only having much more complex changes in looks, but actually messing with the enemies and hazards so that you can reach new upgrades.
Something X2 and 7 had in common was how there was one stage in which you could alter the weather to your liking depending on what you hit a certain object with - X2s being Wire Sponge's.
I didn't know you could do Mega Man Jesus on Wave Man's stage, nor the fact you could destroy the colliders for the fortress boss in 4.
Good video.
As opposed to X1, where the conditions in stages changed depending on bosses and minibosses killed.
@@CptJistuce I don't really like that as you can't opt out of making the stages easier if you follow the weakness order.
@@genyakozlov1316 That's fair. It also goes unnoticed often.
I just like the wire sponge weakness kill animation, where he goes all delayed-bifrication lol
I stumbled upon the sound glitch in mega man 3 a few times when I was a kid. It always freaked me out for some reason like I thought the game was haunted. The silence freaked me out I guess lol
Great video! You left out my favorite one, though.
Megaman 3 - holding right on the player 2 controller gives Megaman a super jump and allows him to fall into pits unharmed. He can even jump out of them. It's pretty wacky.
There's also a thing where you can become invincible from that. I think if an enemy passes over the pit, or something (I haven't tried it in a couple decades), while mega man is in it, then he loses all his health, but doesn't die. After that, only instant kills can kill you.
As far as Megaman 3 controller 2 shenanigans, you can also hold up on it to slow things down, or up + A to freeze everything. The latter lets you cheese most bosses as you can still fire while everything is frozen like this.
@@Philggernautand if I remember correctly, if you run out of health and don’t die, the mega buster stops working…until you regain health.
@@omegaalpha3594I used to do this glitch all the time. I could still shoot enemies. Megaman had the standard arm canon. He got the Mega Buster in MM4.
I know this one! I saw it in a video by whoisthisgit, they called it "zombie Mega Man"
I like the way you say "Fire Telly".
This was an amazing video! Regarding the oil pools at 5:24, I do think the reason the oil pool b is on fire is because the two oil pools use the same asset. This was a common practice at the time, with games like Sonic the Hedgehog 1-3&K using unique ring objects for groups of rings.
Do not think of Tako Trash as one big red entity. What appears to be a large boss there is just the background. The small green part is Tako Trash. And those two boxes you pointed out at 3:13, though that is not quite their exact locations, are separate invisible stationary enemies that you defeated with the Drill.
If you use a Game Genie code to force "Tako Trash"'s palette to a certain color, you can even observe that it does not really disappear when defeated, except the green part. The game just switches the background color to black.
Mechanic Man mentioned
The music-stopping glitch in Mega Man 3 additionally removes lag, so it is used by the TAS whenever it is useful to do so.
Have you already covered the Robot Masters that can be killed in their own introduction cutscenes due to their energy actually starting at zero and going up to 28 in real time? Or is that already well-known? Apparently, one of the easier ones to nail with this is Turbo Man: fire a Noise Crusher shot as you enter his room. If done properly, the projectile will bounce around the room during his intro animation and, when his health goes up by one, he will be hit by the Noise Crusher, instantly killing him.
Didn't know about the freezing clouds feature. I'm still liking the video regardless (because it's cool, and also because you're cool)
Me neither!
Great video! If you are making a secrets, history, facts and tidbits about MegaMan channel I'm all for it!
In MM3 there's a funky cheat with the second controller. If you hold Down on controller 2, then you can jump absurdly high. Not only that, but if you fall into a pit while Down is pressed on P2, your life bar empties but you can still jump right back out and continue the level. This makes you more or less invincible, since nothing can change your life total from >0 to 0, except for spikes and crushing.
I only knew about the Wily paths, the MM7 thunder bolt on Wily, and the extended MM3 Wily whistle. The rest I would have never picked up. Great video.
That whistle is Blues/Protoman's theme
The Weapons Archive one just blew my mind! :)
Fun Fact: Absolutely all castles in the classic series have a reversed L-shaped pipe somewhere on them.
Part me always imagined that pipe being an exhaust pipe. All those fumes have to go somewhere.
Even the Wily Star has it
Where is the pipe in Mega Man 5 then?
I did know about the gemini man proto whistle glitch. I did not know you could hear the whole whistle just by pausing. Cool video!
I learned from Nintendo Power magazine. Mega Man 3 has this trick where plugging in a second NES controller can give you additional advantages, like freezing enemies and jumping higher than usual (depending on what buttons are pressed). While trying this out, I found out that it can let you jump into pits without dying. And if there's an enemy, passing under it gives you an invincibility glitch.
The ones I knew about.
-Weakness reactions (Minus shocking Wily, good to know that it also makes 7's final boss easier)
-Wily paths
-Extended whistle
-Sliding to skip the Protoman cutscene (Although I wish you mentioned why the penguin sub bosses have garbled graphics when doing so)
-Maybe the glitch in 5's jet ski section (Which is my favorite stage in 5)
The drill bomb trick with the second Cossack fortress boss I bet will be great for speedrunning.
The Wily Archive tidbit is a nice touch.
Funny enough with the DRW glitch, I was just replaying the GB games (V's still the best). I'm now gonna try out that glitch.
Am VERY surprised I didn't notice the oil pool though, especially since 6 is my second favorite entry period right under (yes unironically) &B.
Amazes me how I still learn about many niche things about 7, especially since it used to be my favorite entry growing up.
I could swear at least one Nintendo Power issue or strategy guide told me to use Crash Bombs on Heat Man. No wonder it never worked for me back when I played this as a kid.
For the record, I've been a Mega Man fan of nearly 35 years and I'd only known about 3 of these, so well done!
Did it say to use Crash Bombs on Heat Man's stage? There were breakable walls there.
@Aethelia nope, the NES Game Atlas actually states to use them on the boss. It's on Page 84
You forgot the MM4 NES glitch where you can end it for all by killing Wily after he escapes the Skull machine by using Toadman’s weapon.
underrated game
You got me on the Mega Man 10 archive room. I love it.
Nice! I didn't know most of these. And it's fun to learn about new stuff anout these games, even though I have played them all several times now.
3:50 If I never watched this video, I probably would have never known about or realized this. Nice video!
Great video! I actually didn't know about the little detail in the Archives rooms. That is pretty neat!
The wily stage map thing is insanely cool, can’t believe I didn’t know that
I like watching speedruns of classic Mega Man, so the glitches to despawn the music in MM3 was a trick I knew of.
I was pleased to find out all the ones in MM7, though. Those were all new. I love the bit where Freeze Man poses when you hit him with his own weapon.
I fancy myself a MegaNerd, but 4 or 5 of these were new to me!
Now I don't know who is luckier: you, RollingCutter for having the algorithm bless and spread this video, or me for having found it! New Sub!
Amazing video!! That Tako Trash hitbox glitch will help A LOT with my speedrun attempts!
THANK YOU SO MUCH!!!
I thought I was pretty knowledgeable about Mega Man, but even most of the points where you said "But you probably knew that already" were facts I didn't know lol
It seems like this is the first time hearing about everything this video mentions.
Thatnks for the informative video!
7:54 This actually happened to RoahmMythril in his Spark Man Revisited perfect run.
You got me, RC. I did not know about the Wily archive background detail in MM10. Neat! (liked)
Kudos, brother. You managed to show me quite a bit that I never knew. Well done, you earned that like.
In speedrunning we use the lack of music in MM3 to reduce lag. This is true for other games as well, though 3 is the only one we currently know of enacting that state in game. Using practice hacks we turned off the music in other games (because hearing the same half second of music for an hour will drive you insane) but it turned out that we can't even use that (effectively) for better practice because it also reduces lag in those games, so the muscle memory built won't be accurate.
Mega Man 6's oil pools also stay lit between deaths. The pools being linked isn't the only spot something is linked in the game either. In X3 the see-saw platforms you see in the third screen are linked to the ones in the 6th. So if you stand on a platform there, whatever position you leave them in will be reflected later in the stage. This is useful for doing Power Suit Only runs because you can't make a jump between platforms otherwise on room 6. You have to manipulate the earlier platforms to make the later part of the stage completable. That is unless you want to bring subpixels into the mix...
...and subpixels I will bring! The bomb platforms in Blizzard Man's stage and the see-saw platforms in X3 have subpixels that allow you stand or jump off them for 4 frames (the flip platforms in Wind Man's stage and Mechazaurus' platforms also do this). The subpixel however does not always appear, there's roughly a 2/3 chance of it being there and it's tied to everything you do within a stage prior to that point (jump height, slides, how many jumps, all of it). For Power Suit Only runs we originally had to jump on that subpixel, which you can't see and had to predict the location of, and jump back out around the platform and then on top of it. It made the run extremely dumb in a fun and silly way.
The Power Suit does 2 damage with regular shots, 3 damage half charge, and back to 2 damage on a full charge on the Robot Masters for some reason. Full Charge does 4 damage to X and Wily bosses, however.
No ladders touch the ground in MM6. If they do, Mega Man doesn't stop on the ground, instead he will climb down into the wall and die.
You can kill Wily early in MM4 after defeating the Machine and then swapping to Rain Flush and using it before Wily's capsule escapes. This will softlock the game, but hey, Wily is dead!
well darn. here I was thinking, pfft, what can you tell me that I already don't know, but I didn't know a lot of those. Good job.
I don't much care for perfect runs of bosses, but I liked this vid. Esp as someone who got real into classic megaman this year. I'd like more vids diving into megaman trivia, of any subseries
I've played these games!!
Did not know about the freezable clouds. You earned my like, good sir.
Ive gone through mm2 extensively since it came out. My friends and i knew all the tricks and glitches somehow back in the late 80s. I dont know who told who or where they came from. Pre internet times were wild.
Learned a few things. Liked. Subscribed and all that good stuff.
Nice channel by the way.
Quality content man. I legit learned alot in this one.
The only thing I actually knew about was pausing in MM3 to hear Proto Man's theme longer..
Thanks for this treasure trove of knowledge!
Like earned
Awesome, I knew about the bosses reactions in MM2 and MM7 but didn't know of any of the others. I never knew the oil field could be prevented to catch fire, I guess I am too slow. The wave bike is incredibly cool.
Well done!! I’m a diehard MegaMan fan and didn’t know a few of these!! Thanks!!
The glitch in Wave Man stage, in Mega Man 5, has another way to trigger it, not only with Super Arrow. You can slide just before you reach that point where Mega Man cannot be controlled anymore (before getting the bike), when you touch that pixel, you must go back very fast (still sliding). If you do well, Mega Man will go right to the water and the glitch will be also triggered. Sorry if my english isn't the best, but I hope you can understand it =)
This is some neat stuff, there are some that i knew but there are also some of them that i just didn't know possible in the game. Earned my subscribe pal. Keep the quality video up my guy.
Think the only one I knew was that wily map was roughly the same shape as the stages.
Neat!
This video was so well made and I didnt know the stuff regarding weapon interactions in 7 or the fact music can be stopped in Megmaan 3. I Know this is common fact but I would have loved some Wily Wars facts like how Megamans hurt box was never altered but his sprite size was meaning his head can't be hurt at all by stuff like projectiles
I finally found a guy from Europe who likes Mega Man in 2024.
I AM NOT ALONE IN THIS WORLD! 😁
Nice Video BTW it convinced me to subscribe.
In MM3 on NES I remember using the second controller D pad to do some weird things, super jump, slow motion, and even jump out of pits. No one else seems to remember doing this
I knew most of these. Like the MM3 music glitches since they are useful in speedruns due to the lag reduction. The wave man stage glitch is also used in runs since it allows you to kill the mid-boss much quicker. The easter egg on MM10 blew me away though.
If you hit Heatman with Crash bomb while he has fire aura, he will repeat the animation. If you use it while flame dashing, he will move back and forth while charging and you can potentially get him into a wall where he will loop the flame toss animation since the wall eats them. Damaging him will allow him to dash back onto the field though.
1:58 - _Oh, oh, oh!_ I've _done this_ before! I actually mapped out Wily Castle 1 through 3 using map rips from _VG Museum_ to see if they matched the maps. They do, to a point, but in a lot of cases, not really, and as noted, _Mega Man 3_ absolutely doesn't at all!
8:10 - This is _obscure?_ I knew you could freeze the clouds. I also know that using Thunder Strike on them causes them to become electric thunder clouds which hurt Megaman if he steps on them. I think the effect is permanent until they're scrolled off. Also, it goes without saying that you have to _revisit_ the stage to do this, since you get Thunder Strike from Cloudman, himself.
Didnt even know about the first two you mentioned, leaving a like as required
never aware of some of those facts before :o
Like the video XD keep doing it!
the oil pool thing was probably for saving ram so they used the same address later in the level by pointer.
This comment makes no sense. The tile is already in memory so they’d save like what, maybe a byte or two for the state of an extra oil pool?
My guess is it was an unintentional pointer error, some kind of copy / paste error gone wrong.
@UserX03
One byte is alot back then
Very informative, thanks 👍
Yo dude! Just found your channel. You've got some nice stuff, keep up the good work!
I’m impressed not only by the information but also that my American brain was able to understand your dialect. Very much enjoyed this video. Subscribed.
The only Thing i didn't know was the Oil Pool One.
Great vid brother, i love me some mega man facts! Gives me ideas for future videos regarding other games as well 🤘.
Wow i learned a lot. You certainly owned a like! Thank you sir
Good batch of facts. I know a fair bit about classic but I was only batting about 50% here.
I'm a big fan and didn't know several of these. Bravo!
well done! now this time discovered some new things instead of repeating same, particularly oil pit linkage and waveman's bike is funny. like as said in the beginning to put dislike if there's nothing new, somehow i want to put dislike anyway😅
please let's make more videos of this type. there's those glitches that i would like you to investigate:
1) when fighting with gutsman it's possible upon gutsman hitting, to megaman fall below ground and die (though i don't remember details of this)
2) it's known in beginning part of iceman's stage reaching the peak part, standing in the middle, jumping and rapidly pressing left-right midair causes many random things like resetting game, random enemy appearing or winning the stage. but there are more instances of this, one more is in gutsman's stage after moving platforms slightly going right, with investigation more can be found.
3) the infamous glitch of in airman's boss fight jumping to wily stage 2 due to both being on same map, it seems in metalman's case can go to cutman's stage! yes that's right, seems cutman's stage is really left on file, let me know if you can find out about this!
In the case of Mega Man 3's Wily Castle, you can very clearly see in the cutscene where Wily rises above the ocean, the fortress had taken a significantly different design iteration as seen in the small backdrop fortress graphic... which may explain why the path pointers don't align with the final design castle we see now
Huh. I think the only two of these I knew about were being able to extend Proto Man's whistle and the music glitches in those stages in MM3. Interesting stuff!
Woah, I see you as a Mega Man commenter all the time! I didnt know you made content, thats awesome!
Subbed to see more like this. Good video!
The archive boss easter-egg is crazy! Leave it to Inti Creates to add in obscure bits of MM fan service to their games that almost nobody will recognize.
Megaman 3 spike glitch is pretty well known if you are into speed running. Shutting down the music significantly reduces lag.
Awesome video! I learned a lot; I only knew one of these.
"We all know you can do these two things mentioned at the start of the video."
We do? Since when?
That boss healing thing is interesting, though. I played through a Mega Man 2 randomizer a few years ago, and that explains why the randomizer had it programmed that certain weapons would sometimes heal the bosses.
I was aware of some of this stuff, though. The Freeze Man reaction to his weapon, the thunderbolts against Wily in Mega Man 7, and the stage layouts throughout the Wily castles. Those are all things I figured out, or deduced on my own over the years.
I had to leave a like because I didn't know about those two apparently commonly known things mentioned in the first 30 seconds of the video
Cool video, learned a few new things so thank you.
In Megaman 3, hold right dpad on controller 2 to enable super high jumping. You also can’t die from holes. When in a hole, briefly release right dpad on controller 2 and instantly press and hold again. This will cause a glitch just like your spike touch glitch. With super jump, simply jump out of the hole. Megaman will be invincible.
Thank you! The classic series is the least favourite one, so I don't usually know most of the secrets as I rarely replay these games. But it is interesting to know these hidden things.
In Mega Man 1, you can actually glitch over to the Magnet Beam on the opposite side of the screen where it is and then glitch back. I've only seen this once in a a playthrough.
I wish your video gets millions of views because you have great content. Try running ads for your channel using some kind of system.
Definitely expected to know all of these, but was pleasantly surprised to learn a few new things here.
Another Mega Man 2 Glitch: When you get to the boss at Wily’s Stage 1, jump up to the top block to attack the dragon. Take a hit and fall to the second block. There will be so much happening on screen that the game won’t process Mega Man. Any fireball from the dragon will go right through you but your hits will land.
Do you know about "phantom Rush Jet" in MM3? Beat Shadow Man before beating Needle Man. Whatever stage you go to next, bring up the weapon select, go to Shadow Blade, then arrow over to where Rush Jet would be and push A as if selecting it. You are now in Rush Jet colors with it's weapon energy empty, but you can fill it with the weapon power ups. You now can use Rush Jet without beating Needle Man.
1:08 the interaction with Crash bomb is very weird also if you shoot at him while he's in a fireball state. His speed increases all of a sudden.
Mega Man 3 is the only Wily Castle that has the map screen showing the stages going from right to left on the connect-the-dots as well.
I only knew about the sound glitches for Shadow Man and Gemini Man in MM3 because I watch GDQ Speedruns of MM3. I also knew about the wave rider slip in MM5 also due to watching Speedruns. But it's cool that you can also glitch the music in Spark Man's stage. I don't think speedrunners do that one. Probably because it's so late in the level and would just waste more time if you messed it up. Everything else was new to me. I enjoy this kind of trivia.
Abandoned Memory is the best theme of the entire series.
I actually didn’t know most of these😮
You’re amazing, thanks for Mega Man Content