Ein Gedanke zu “ SEGA Mega Drive Game Genie Codes ” Helinux schreibt: 6. September 2018 um 1:50 Obrigado!!!! Thank you very much!!!! Kommentar verfassen Antwort abbrechen. Game Boy Game Genie Codes Friday, July 20, 2012. Megaman V (U) SGB Game Genie Codes. Start with 5 lives: 05B-EAF-E66: Galoob. We have 4 cheats and tips on GameBoy. If you have any cheats or tips for Mega Man Xtreme please send them in here. You can also ask your question on our Mega Man Xtreme Questions & Answers page. Mega Man Battle Network 3 Blue: Apr 4 2013: forum: Mega Man Battle Network 4: Red Sun: Feb 12 2013: forum: Mega Man Battle Network 5: Team Colonel: Oct 26 2013: forum: Mega Man Battle Network 5. Mega Man – Game Genie Codes The following are known Game Genie Codes for Mega Man on Nintendo Entertainment System (NES). AASPLAZAStart with 1 life IASPLAZAStart with 6 lives AASPLAZEStart with 9 lives OZSKPZVKInfinite lives TAXOIOGOStart with half energy SZKZGZSAInfinite energy AVVXLPSZNo harm from any enemies except for bosses TAOOYTGAMega-Jump OXSLEEPV + AUSLOEAZAlways get maximum. Game Trivia The music that plays during the Duff McWhalen stage is a remix of the theme of Bubble Crab's stage from Mega Man X2 on the SNES. This stage previously had it's own original song that ultimately went unused in the final release of the game.
Mega Man 5 |
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Also known as: Mega Man V (US) This game has unused code. |
Proto Man has gone crazy! Go beat him up.
- 1Debug Mode
- 2Unused Objects/Graphics
- 2.5Stone Man
- 2.7Unused Enemies
- 2.8Miscellaneous
Debug Mode
Mega Man 5 Game Genie Cheats Age Of Empires 2
Game Genie code ATUKGUOZ (for the NTSC versions) or ATUKZUOZ (for the PAL version) activates a spiffy little debug mode where you can do some neat stuff.
Controller 2:
- Left: Freeze/unfreeze the game.
- Up: Pass through obstacles. Be careful, as you can fall through the floors and die with this too.
- Right: Open the palette editor. Use controller 1 to move the cursor and change values.
- B: Allows Mega Man to touch spikes and pass through enemies without taking damage. However, if he falls in a pit while this is held, he'll be trapped there until you release the button.
Controller 1:
- Select: Exit the palette editor. This also restores your energy and gives you every weapon in the game, including Beat.
Unused Debug Code
At NES address $E43B (ROM address 0x3E44B) is another debugging routine that is not called anywhere in the game's code. This particular routine would have allowed you to press Down on controller 2 to reverse Mega Man's gravity, or A to advance to the next stage. It also checks whether Right is pressed, though the associated functionality no longer exists (it performs a BEQ $00); it's possible that it was removed when the palette editor was added to prevent a conflict.
Unused Objects/Graphics
Title Screen
A little developer's note, found below the title screen graphics in the Japanese version. The tiles being pointed to are the right edge of the 'N' in ROCKMAN, and are duplicated in the sprite (OBJ) graphics. This part of the logo was converted into a sprite to work around palette limitations.
Stage Select
A traffic cone. Japanese sample cartridges of Rockman games (such as Rockman 4 and Rockman 7) often used these in place of unfinished Robot Master portraits, and this game was probably no exception.
Charge Man
Some kind of a window. These tiles are loaded during the second half of the stage.
Star Man
Full |
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One tile from this piece of scenery is never used. The 'tip' of this in-game uses a repeated tile.
Whatever these tiles are supposed to be, they're not used.
Stone Man
Cloud
Stone Man's stage has a lot of unused tiles. This cloud should have appeared in the first screen of Stone Man's stage, but doesn't.
Early Platform
Final |
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The first half of Stone Man's stage has an unused version of the metal platform tiles seen in the second half of the level. They appear to be an earlier design of the tiles that were never updated. The final platforms are shinier, and the middle of the platform juts out a bit more in the older version.
Unused Platform Tiles
These tiles are taken from the second half of Stone Man's stage. They're probably from an earlier design of the metal platforms.
Wave Man
An unused attack from Octoper OA. This tentacle was originally meant to rise up-and-down with Octoper OA, slightly narrowing the play field of the battle and adding another obstacle to hurt the player. This was wisely removed before the final release, though the graphics remain in the ROM.
The tentacle is still visible in Octoper OA's official artwork.
Unused Enemies
Impressively, seven different enemy designs are present in the ROM but are not used. Unfortunately, none of these enemies seem to be coded.
Bagworm Robot
A robot that would hang from the ceiling and try to stab you. A different enemy based on the bagworm concept, Minoan, appeared in Mega Man 4.
Bomb Robot
A robot that would fly by, drop a bomb on Mega Man, and fly away.
This may have been an early design for the Bombier enemy, which has the same behavior.
Flying Robot
A flying head robot. Not much else to say.
Gabyoall Robot
This might be a version of the Gabyoall/Spine robot. Mega Man 5 is the only title in the classic series without a Gabyoall-type robot, but it looks like one was planned.
Grenade Robot
A robot that would fly at Mega Man and explode after hitting him or a wall. After exploding, debris would spawn in four directions.
The Jet Bomb is the final version of this enemy.
Hammer Robot
Mega Man 5 Cheats Game Genie
A hammer robot. Kind of obvious how this would work.
A similar enemy, Kao ga Mehda, would later appear in Mega Man 8.
Light Bulb Robot
A simple flying robot that would fire at Mega Man.
An enemy with a similar design and function, Tondeall, appears in the final game.
Miscellaneous
Early Giree Sprites
Final |
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A less detailed version of the Giree enemy is found with the rest of the enemy graphics.
Unused Napalm Man Missile Sprites
An unused missile is found alongside Napalm Man's graphics, right after the missile used in the final game. Its size and shape seems to match the shoulder missiles on Napalm Man's sprite.
Strangely, while Napalm Man's missile firing graphics show effects coming from his shoulders, the missile used in the final game more closely matches the head cannon. This animation oddity may be related to the unused missile.
Regional Differences
International |
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The options, copyright text, and Proto Man's scarf have been moved down to accommodate the taller Mega Man V logo.
Mega Man 5 |
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To fit the game's international title, four of the Beat plates were changed to spell 'MEGA' instead of 'ROCK'. The one in Crystal Man's stage was also changed from a number 5 to a Roman numeral V. The '5' was left as-is in Mega Man Anniversary Collection, however.
The Mega Man series | |
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NES | Mega Man • Mega Man 2 • Mega Man 3 • Mega Man 4 • Mega Man 5 • Mega Man 6 • Wily & Right no Rock Board |
Game Boy | Mega Man (Prototype) • Mega Man II • Mega Man III • Mega Man IV • Mega Man V • Wily & Right no Rock Board |
DOS | Mega Man • Mega Man 3 |
SNES | Mega Man 7 (Prototype) • Rockman & Forte • Mega Man's Soccer |
Genesis | Mega Man: The Wily Wars |
Game Gear | Mega Man |
Arcade | Mega Man: The Power Battle • Mega Man 2: The Power Fighters |
PlayStation | Mega Man 8 (Prototypes) • Mega Man: Battle & Chase |
Sega Saturn | Mega Man 8 |
GameCube | Mega Man Anniversary Collection |
PlayStation Portable | Mega Man: Powered Up |
WiiWare | Mega Man 9 • Mega Man 10 |
Windows | Mega Man Legacy Collection • Rockman Strategy |
Nintendo 3DS | Mega Man Legacy Collection |
Nintendo Switch | Mega Man 11 |
Mega Man X | |
SNES | Mega Man X • Mega Man X2 (Prototypes) • Mega Man X3 (Prototypes) |
Game Boy Color | Mega Man Xtreme • Mega Man Xtreme 2 |
PlayStation | Mega Man X3 • Mega Man X4 (Prototype) • Mega Man X5 (Prototype) • Mega Man X6 (Prototype) |
PlayStation 2 | Mega Man X7 (Prototype) • Mega Man X8 (Prototype) • Mega Man X: Command Mission (Prototype) |
Windows | Mega Man X7 |
PlayStation Portable | Mega Man Maverick Hunter X |
Mega Man Legends | |
PlayStation | Mega Man Legends (Prototypes) • Mega Man Legends 2 (Prototypes) • The Misadventures of Tron Bonne |
Nintendo 64 | Mega Man 64 (Prototype) |
Mega Man Battle Network/Star Force | |
Game Boy Advance | Mega Man Battle Network • Battle Network 2 (Prototype) • Battle Network 3 • Battle Network 4 • Rockman.EXE 4.5 Real Operation • Battle Network 5 • Battle Network 6 Mega Man Battle Chip Challenge |
GameCube | Mega Man Network Transmission |
WonderSwan (Color) | Rockman EXE WS |
Nintendo DS | Mega Man Battle Network 5: Double Team DS • Rockman.EXE: Operate Shooting Star Mega Man Star Force • Mega Man Star Force 2 • Mega Man Star Force 3 |
Mega Man Zero/ZX | |
Game Boy Advance | Mega Man Zero • Mega Man Zero 2 • Mega Man Zero 3 • Mega Man Zero 4 |
Nintendo DS | Mega Man Zero Collection Mega Man ZX • Mega Man ZX Advent |
Other | |
iOS/Android | Rockman Xover |