Custom Chips in Mega Man: Dual Override — Official Overview
How Custom Chips replace Mega Man 11’s Double Gear in Dual Override, how Bolts buy them, and which demo presets reporters described at Gamescom 2026.
FAQ
What are Custom Chips in Mega Man: Dual Override?
How do you obtain chips?
Do chips work like a difficulty setting?
What chip presets appeared in the demo?
Will retail use the three demo presets?
Custom Chips are Capcom’s new build layer for Mega Man: Dual Override. Both Mega Man and Proto Man can equip them. The system replaces Mega Man 11’s Double Gear, per interviews with series producer Shingo Izumi and director Shinya Ikuta in CGMagazine (2026-09-04). Chips pair with the separate Override burst meter documented on Override system. Proto Man’s shield kit is covered on special weapons and shield actions.
What are Custom Chips?
Capcom’s official game site states both protagonists can install Custom Chips to enhance their capabilities.
| Topic | Detail | Source |
|---|---|---|
| Count | 50+ chips | PlayStation Blog — Proto Man feature (2026-09-16) |
| Types | Each chip grants an active ability or a passive effect | Same PS Blog post |
| TGS Spotlight split | 50+ chips divided into player-triggered powers and always-on effects | Capcom Spotlight | TGS 2026 subtitles |
| Examples in press trailers | Rapid fire, a protective shield bubble, and hovering mobility | Capcom USA Gamescom news (2026-08-25); Games Press trailer |
| MM11 relation | Double Gear is not used; chips take its design role | CGMagazine interview |



If you are new to the series, see whether you need to play Mega Man 11 first.
How do you get chips?
Capcom interviews describe Bolts (screws) collected inside stages, then spent at a shop to buy chips:
- CGMagazine (2026-09-04) — Hiroyuki Minamitani and Shinya Ikuta
- Nintendo Everything interview (2026-09-04) — same economy wording
Capcom has not published chip prices, shop UI layout, or whether Bolts share a budget with other upgrades.
Do chips change the difficulty?
Shinya Ikuta told CGMagazine that chips are positioned to be especially effective in certain stages rather than serving as a blunt difficulty setting. Capcom is still weighing standalone difficulty options elsewhere (Nintendo Everything notes difficulty tiers remain under consideration).
Exact tuning numbers are not announced.
What did the demo show about chip loadouts?
Hands-onTrade-show builds do not match retail UI. Reporters saw preset packages and, in an earlier build, a single-chip pick.
Built for Survival
| Reported effect | Source |
|---|---|
| Activating the Custom Chip creates a barrier that blocks incoming shots | Greysun Morales, Game Rant preview (2026-08-31) |
| Loadout includes an extra E-Tank | Same Game Rant article |
| On PlayStation hardware, R1 triggered the shield in this preset | Michael Harradence, PlayStation Universe (2026-08-26) |
Built for Fire Power
Game Rant’s spelling (Built for Fire Power) describes auto-charging the Mega Buster plus a Double Charge shot when firing.
No Chip Support
Game Rant lists this preset as no extra chip support, with the option to call Rush Coil. Phil Hornshaw’s PlayStation Blog hands-on (2026-08-26) similarly lists a Rush spring as one of the chips on offer.
Demo-only presets vs single-chip pick
| Claim | Outlet | Date |
|---|---|---|
| Player chose one Custom Chip before the stage (shield, auto-charge, or Rush spring) | Phil Hornshaw, PlayStation Blog | 2026-08-26 Gamescom build |
| Demo offered three chip sets with the names above | Greysun Morales, Game Rant | 2026-08-31 |
These statements conflict. This wiki treats both as hands-on descriptions of different demo builds, not retail rules. For the final game, Capcom describes player-built loadouts (PlayStation Blog: “tailor-made builds”), and a Japanese-language Xbox Gamescom extended demo stream (YouTube capture with subtitles) summarizes staff saying the three presets were demo-only. No English-language Capcom statement with the same sentence was verified here—only the subtitled stream.
More booth context: demo and events. Input bindings for chip buttons in the PS demo sit on controls and difficulty.
What is still not announced?
| Topic | Status |
|---|---|
| Chip slot count / how many equipped at once | Not announced |
| Whether chips share resources with Override | Not announced |
| Full chip list and names beyond trailer examples | Not announced |
| Shop prices and Bolt drop rates | Not announced |
| Retail pre-stage loadout UI | Not announced |
Sources
- Capcom — Mega Man: Dual Override official site
- Capcom USA — Gamescom 2026 news (2026-08-25)
- Games Press — Debut gameplay trailer (2026-08-25)
- PlayStation Blog — Proto Man feature (2026-09-16)
- Capcom Spotlight | TGS 2026 (YouTube subtitles)
- CGMagazine — developer interview (2026-09-04)
- Nintendo Everything — interview (2026-09-04)
- PlayStation Blog — Phil Hornshaw hands-on (2026-08-26)
- Game Rant — Greysun Morales preview (2026-08-31)
- PlayStation Universe — Michael Harradence preview (2026-08-26)
- Extended gameplay demo | gamescom 2026 (Japanese stream, subtitles)
Last verified 2026-10-23. This is an unofficial fan site; Mega Man is a trademark of CAPCOM CO., LTD.
Images: screenshots from official promotional material by CAPCOM, used for editorial/informational purposes.
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