|1||If you have the Invincibility and Infinite Health codes on for Megaman 7 in the Megaman Anniversary Collection PS2 game, there are some things you should know: |
1. It makes Megaman blink (of course), so you need to watch yourself, especially as you jump.
2. For some reason (with my version of the game, anyway) having either the Invincibility and/or Infinite Health codes enabled causes unusual effects with the Rush adaptors.
Here's the bad news: The codes together (or maybe just the invincibility code by itself) causes the Rush Coil to not work properly. Rush will teleport down, but when you jump on his back, the spring part doesn't work, so you don't bounce up. You can still use him as a stepstool of sorts. When he teleports down, just jump on his back and then jump up to where you're trying to get to from there, but since the spring part doesn't work, the jumps are much lower, but the upside of this is that the Rush Coil energy doesn't get used up at all. That's the bad news.
Here's the good news: Though the Rush Coil adaptor doesn't work properly, the Rush Jet and Rush Search adaptors seem to be invincible (If you don't know why I'm bringing this up, here's why: For those of us who have the original SNES Mega Man 7 game, you know that if you try to use Rush Jet or Rush Search in any spot in the game, if Rush gets hit by a bullet or any other projectile, Rush will recoil in pain and he will disappear, which if you're using the Jet can leave you to die if you're over a pit.) Anyway, either because of the codes (or maybe Capcom changed this for the Megaman Anniversary Collection disc, I don't know.), the Rush Jet and Search adaptors don't seem to either get hit by projectiles at all, or if they are, they don't recoil. This is a very cool side effect, and makes it a LOT easier to get over that stupid pit in the first Wily castle level with all those "cars" on the broken tracks (for lack of a better term) that spin around when the track becomes empty (those of you who play this know exactly what I'm talking about!). Just position the Jet at the last platform before the pit, jump on Rush, navigate towards the top of the screen, and fly across. This, to me, is worth losing the Coil for, and you can use the Jet (once you get it) to get to those high-up places.
Another thing: If you use the Invincibility code for MM7 in the MMAC game, there are some things you should know:
1. The good news: You CAN walk on both spikes and the lava (and not fall in) in Junk Man's level (that's right, I said LAVA!!) and not die.
2. The bad news: Since you are invincible, there are certain areas that you must be careful in, or you will get stuck (it's happened to me twice between 2 playings of MM7).
The first area is in Turboman's level. Once you get to the area where the fire beams shoot across the screen (similar to Quickman's level in MM2), you must get down to the bottom quickly and not get stuck between the fire beams, because (at least in my game), you will get stuck on top of the beam and won't be able to go down any further, and you must get to the bottom to get to the next part of the level, so you won't be able to complete it and will have to go back to the title screen and restart from the password that's saved on the memory card (As for me, I got stuck on top of the first beam, which goes across but doesn't retract, as do all of them, I think) and just ended up walking back and forth (because of the invincibility code) on top of the beam, unable to finish the level, and I had to exit and restart Turboman's level.
The second area I ran into this problem is in the third Wily castle level, the one where you have 2 paths you can take to get to the boss. I took the upper path the first time, and I got through it with no problems at all, so I decided to take the lower path the second time - Big Mistake!! This is because after you fight the sea creature in the midboss room, after he dies you rise up in the water, just like in Burstman's level. Anyway, there are sets of spikes ahead of you as you go up. There is one set on the left hand side of the screen that looks like an inverted U. Usually, without the invincibility code, if you hit the spikes you just die, but with it on, you get stuck in that set of spikes, and I couldn't get back down lower in the water to navigate around it (and believe me, I tried everything I could think of, but to no avail, so I again had to exit and restart at the first castle level, which greatly frustrated me.) So the point of this one is, if you take the bottom path, you need to know how the spiked rows are arranged before you go in, so you don't end up getting stuck like I did.
One last thing: I entered the codes for both MM7 and MM8 into the GamesharkTM/memory card setup and had them both on at the same time, and I was playing Megaman 8, and the game froze up a few times, but when I went in and deactivated the MM7 codes, the game worked fine. So, you may need to have only the codes for the specific Megaman game you want to play at that time activated, or the game may freeze, or for you it may not, it could be just with my copy.
Thanks to voltcatfish for his valuable code notes!