Glitches in Mega Man Battle Network 2

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Revision as of 00:43, 15 September 2022 by MidniteW (talk | contribs)
This section is under construction.
The information may not be complete or 100% accurate.
TODO: Add more glitches.

This page is a list of glitches that appear in Mega Man Battle Network 2.

Major glitches

Folder2/Folder3 in NetBattle

In the initial release of Battle Network Rockman EXE 2, a glitch appears where chips in the second or third Folder can be lost in a linked NetBattle.

When a NetBattle is lost, the game picks a random chip out of all chips the player has, excluding the ones in their Folders. However, in the original version of Rockman EXE 2, does not exclude the chips in Folder2 and Folder3, only excluding the ones in Folder1. Due to this, a chip in either of those Folders has a chance of being forfeit to the opponent. If the player has no other copies of that particular chip in their Pack, the chip will remain in the Folder until it is taken out, at which point it will vanish after closing the Folder editor.

This glitch was fixed in the Japanese 1.1 version of Rockman EXE 2.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 No
North American Beta ?
North American v1.0 ?
European v1.0 ?

Tree Bomb and Prism

Throwing a TreeBomb chip into the same panel where a Prism chip lies will have the TreeBomb continuously hitting the Prism, until the Wood Tower rises up. This can basically delete any enemy.

In later versions, TreeBomb will disappear when it hits Prism, dealing 1 hit.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North American Beta ?
North American v1.0 No
European v1.0 ?

Minor glitches

Flappy AI

In the final version, Flappy almost always does a ground pound after its second jump. However, its AI is bugged; the amount of times Flappy jumps before doing a ground pound was actually supposed to be much more variable; anywhere between 1 and 5 times, on average 3 times. The game stores the ground pound chances in an 8-bit array, but due to a mistake on the programmer's part, this chance is loaded as a 32-bit integer. This causes it to overflow and always be 100% after the second jump.

Flappy appears again in Mega Man Battle Network 5 with the new name Powie. In that game, this glitch was "fixed" by simply never letting Powie jump more than twice; however, it introduces another glitch which reduces the chance of it only jumping once to near zero!

What should be happening:
Jumps Chance to ground pound
1 1/8 (12.5%)
2 1/8 (12.5%)
3 5/8 (62.5%)
4 7/8 (87.5%)
5 8/8 (100%)
What is actually happening:
Jumps Chance to ground pound
1 1/8 (12.5%)
2 263688/8 (32961%)
Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North American Beta ?
North American v1.0 Yes
European v1.0 ?

Kotobuki Elevator menu

In the Kotobuki apartment, when all but one floor has been unlocked, the cursor in the elevator menu behaves erratically under specific circumstances. When the bottom left option in the menu is selected, and the player presses Left on the D-pad, the rightmost option (Quit) should be selected. However, in the Japanese versions, the second-to-last option (i.e. the highest available floor) is selected instead.

This glitch persists in the North American beta ROM, but was caught and fixed for its final release.

Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North American Beta Yes
North American v1.0 No
European v1.0 ?

KnightMan records layer

MMBN2 KnightMan records layer glitch.png

After defeating Real Bass, when the player's record versus KnightMan is shown, the layering on his sprite is incorrect: the Royal Wrecking Ball appears behind his foot instead of in front.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North American Beta ?
North American v1.0 ?
European v1.0 ?