History VideoGame / MegaManBattleNetWork

8th Mar '17 5:18:39 PM Gadjiltron
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** The second game features one that starts with an [=Invis1 *=], and ends with an extra chip folder. [[labelnote:Full Sequence]]Invis1 * -> Escape N -> Hammer Z -> SilvFist V -> BigBomb * -> Chip folder[[/labelnote]] Later games also have something similar with other chips.

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** The second game features one that starts with an [=Invis1 *=], and ends with an extra chip folder. [[labelnote:Full Sequence]]Invis1 Sequence]][=Invis1=] * -> Escape N -> Hammer Z -> SilvFist [=SilvFist=] V -> BigBomb [=BigBomb=] * -> Chip folder[[/labelnote]] Later games also have something similar with other chips.



* In ''Battle Network 6'', Mayor Cain compares Gregar's creation to how the Gospel [=MultiBug=] Organism came to be.

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* ** In ''Battle Network 6'', Mayor Cain compares Gregar's creation to how the Gospel [=MultiBug=] Organism came to be.



** In all games featuring the Number Trader (the Aster Trader in ''BN6''), with an online guide to tell you the Lotto Numbers you can get rare and powerful chips and Navicust programs early in the game.

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** In all games featuring the Number Trader (the Aster Trader in ''BN6''), [=BN6=]), with an online guide to tell you the Lotto Numbers you can get rare and powerful chips and Navicust programs early in the game.



* GoldColoredSuperiority: Duo Omega in ''4'' is unique among the powered-up final bosses in that he gets a PaletteSwap signifying his status. The primary color is, of course, gold.

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* GoldColoredSuperiority: GoldColoredSuperiority:
**
Duo Omega in ''4'' is unique among the powered-up final bosses in that he gets a PaletteSwap signifying his status. The primary color is, of course, gold.gold.
** Very rarely in the later games, the player may encounter gold mystery data. These contain incredibly rare chips or large amounts of Zenny.



* ImmunetoFlinching: Certain bosses such as MetalMan.EXE or stronger versions of GutsMan.EXE will not flinch to strong attacks, though paralysis or stun attacks will still prevent movement or attacks. MegaMan.EXE can invoke this himself with the Super Armor program.

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* ImmunetoFlinching: ImmuneToFlinching: Certain bosses such as MetalMan.[=MetalMan=].EXE or stronger versions of GutsMan.[=GutsMan=].EXE will not flinch to strong attacks, though paralysis or stun attacks will still prevent movement or attacks. MegaMan.EXE can invoke this himself with the Super Armor program.



* InventoryManagementPuzzle: From the third game onward, the series feature the Navi Customizer. You can use a number of programs to give Mega Man benefits with five rules: Textured programs may not touch the Command Line, non-textured programs must touch the Command Line, programs of the same color may not be touch, there must be no more than 4 colors of programs[[note]]In the third game this is changed to "certain Style can only use programs with certain colors"[[/note]], and (starting with the sixth game) all used programs must fit within the allotted space[[note]]You ''can'' put programs out of the space, but [=MegaMan=] will suffer from glitches... unless you have the Bug Stop program. This rule pretty much exists to be broken, anyway[[/note]]. If you make a mistake, [=MegaMan=] will have [[InterfaceScrew glitches]] during battles.

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* InventoryManagementPuzzle: From the third game onward, the series feature the Navi Customizer. You can use a number of programs to give Mega Man benefits with five rules: Textured programs may not touch the Command Line, non-textured programs must touch the Command Line, programs of the same color may not be touch, there must be no more than 4 colors of programs[[note]]In the third game this is changed used to be "certain Style can only use programs with certain colors"[[/note]], and (starting with the sixth game) all used programs must fit within the allotted space[[note]]You ''can'' put programs out of the space, but [=MegaMan=] will suffer from glitches... unless you have the Bug Stop program. This rule pretty much exists to be broken, anyway[[/note]]. If you make a mistake, [=MegaMan=] will have [[InterfaceScrew glitches]] during battles.



** A minor example -- the hint to find the [=DesertMan=] Beta ghost is that DesertMan "[[CaptainObvious likes sand]]", which tells you nothing... if you're a Western gamer. In Japan, television static or "TV Snow" is called "sand" instead.

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** A minor example -- the hint to find the [=DesertMan=] Beta ghost is that DesertMan [=DesertMan=] "[[CaptainObvious likes sand]]", which tells you nothing... if you're a Western gamer. In Japan, television static or "TV Snow" is called "sand" instead.



* MaximumHPReduction: A slightly weird version occurs with the Dark Chips in the fourth and fifth games. They deplete the ''user's'' maximum HP by one point.

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* MaximumHPReduction: MaximumHPReduction:
**
A slightly weird version occurs with the Dark Chips in the fourth and fifth games. They deplete the ''user's'' maximum HP by one point.point.
** Anything involving [=HubBatch=] bestows [=MegaMan=] with a mixture of beneficial effects at the cost of halved maximum HP.



** A strange attribute of Punk is that the Yo-Yo attack is destroyed on contact with him, so it only hits once instead of up to three times as intended. Put together a Z-Yoyo Program Advance, however, and you can unleash the attack as fast as you can mash the A button. Punk also gets flinched from the attack but doesn't receive MercyInvincibility so this can eat through a lot of his HP.

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** A strange attribute of Punk is that the Yo-Yo attack is destroyed on contact with him, so it only hits once instead of up to three times as intended. Put together a Z-Yoyo Program Advance, however, and you can unleash the attack as fast as you can mash the A button. Punk also gets flinched flinches from the attack but doesn't receive MercyInvincibility so this can eat through a lot of his HP.



* ObviousBeta:
** The first game. It's amazing how much was improved upon by just the ''second game''. The combat system is unbalanced (boss health levels are startlingly low, while some powerful chips are available remarkably early, and there are little to no practical limits on Battle Chips), you can {{Sequence Break|ing}} into the post-game areas less than three minutes after the third boss. Character animations are often limited, namely Roll only having one pose that she stays in when attacking with the tails on her helmet. The game is laden with GameBreaker opportunities. This is caused by Capcom figuring out the question of how the battle system and mechanics should work in the first place.

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* ObviousBeta:
**
ObviousBeta: The first game. It's amazing how much was improved upon by just the ''second game''. The combat system is unbalanced (boss health levels are startlingly low, while some powerful chips are available remarkably early, and there are little to no practical limits on Battle Chips), you can {{Sequence Break|ing}} into the post-game areas less than three minutes after the third boss. Character animations are often limited, namely Roll only having one pose that she stays in when attacking with the tails on her helmet. The game is laden with GameBreaker opportunities. This is caused by Capcom figuring out the question of how the battle system and mechanics should work in the first place.



* PauseScumming: Battling the Pop-pup enemy plays like a game of whack-a-mole, so pausing lets you spot him without the need for lightning fast reflexes. The fight with Drillman.exe is similar. Completely breaks 5's Chaos Unisons by letting you always perform the charge attack perfectly, effectively giving you infinite uses of the Dark Chip in question.

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* PauseScumming: Battling the Pop-pup Pop-up enemy plays like a game of whack-a-mole, so pausing lets you spot him without the need for lightning fast reflexes. The fight with Drillman.exe is similar. Completely breaks 5's Chaos Unisons by letting you always perform the charge attack perfectly, effectively giving you infinite uses of the Dark Chip in question.



* PetTheDog: Just to show how much different the Wily of this universe is from the original, he [[spoiler:paid for the medical treatment of Joe Mach's daughter]], and [[spoiler:his adoption of Baryl, which even caused Wily to temporarily abandon his plans of revenge]].

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* PetTheDog: Just to show how much different the Wily of this universe is from the original, he [[spoiler:paid for the medical treatment of Joe Mach's daughter]], and [[spoiler:his adoption of Baryl, which even caused Wily to [[spoiler:adopted Baryl while also temporarily abandon abandoning his plans of revenge]].



* PowerLevels: The first two games used a [[CharacterLevel "level" system]] that indicated how many HP Memories and Power-Ups Lan and Mega had collected; it was worthless as a power ''indicator'' however, since it had no relation to the strength of their assorted battle chips. It was dropped with the introduction of the Navi Customizer in the third game (though it resurfaced in VideoGame/MegaManStarForce).

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* PowerLevels: PowerLevels:
**
The first two games used a [[CharacterLevel "level" system]] that indicated how many HP Memories and Power-Ups Lan and Mega had collected; it was worthless as a power ''indicator'' however, since it had no relation to the strength of their assorted battle chips. It was dropped with the introduction of the Navi Customizer in the third game (though it resurfaced in VideoGame/MegaManStarForce).



* ThePowerOfFriendship: Foundational to the series; the fourth and fifth games treat this as a ''battle mechanic'' ([=MegaMan=] develops powerful bonds with other [=NetNavis=] and earns the ability to use their power in a Double Soul).[[note]]Link Navis, from the sixth game, don't count -- the use of their power is a gift to Lan, who undergoes training at the hands of the Link Navi's Operator.[[/note]]

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* ThePowerOfFriendship: Foundational to ThePowerOfFriendship:
** A core concept of
the series; the fourth and fifth games treat this as a ''battle mechanic'' ([=MegaMan=] develops powerful bonds with other [=NetNavis=] and earns the ability to use their power in a Double Soul).[[note]]Link Navis, from the sixth game, don't count -- the use of their power is a gift to Lan, who undergoes training at the hands of the Link Navi's Operator.[[/note]]



** Visiting the N-1 studio after the [=DesertMan=] scenario has what appears to be a comedy duo on-stage. Their sketch:

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** Visiting the N-1 studio after the [=DesertMan=] scenario has what appears to be lets you walk in on a comedy duo on-stage. Their sketch:



* SituationalSword:

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* SituationalSword:SituationalSword: A major reason why several chips fall into AwesomeButImpractical.



** Battles during Liberation Missions are also modified. First, battles are now timed. You have exactly [[RuleOfThree three]] turns to defeat the enemies or the boss - the instant the Custom Gauge is filled, the menu appears, one turn down. If enemies are still left, that [=NetNavi=] ends his turn without having achieved anything except a possible loss of his own HP. (Luckily, the area boss will also maintain his lost HP after incomplete battles). This is made all the more difficult by the fact that, depending on how you start your battles, territory changes will factor in. You can literally be stuck in the center two columns with enemies on either side, which is even more difficult with enemies that can warp between the opposite columns of their territory.

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** Battles during Liberation Missions are also modified. First, battles are now timed. You have exactly [[RuleOfThree three]] turns to defeat the enemies or the boss - the instant the Custom Gauge is filled, the menu appears, one turn down. If enemies are still left, that [=NetNavi=] ends his turn without having achieved anything except a possible loss of his own HP. (Luckily, the area boss and minibosses will also maintain his lost HP after incomplete battles). This is made all the more difficult by the fact that, depending on how you start your battles, territory changes will factor in. You can literally be stuck in the center two columns with enemies on either side, which is even more difficult with enemies that can warp between the opposite columns of their territory.



*** ''Double Team DS'' is one to ''5'' overall. You can play either version of the game, but some of the music has been updated to a DS soundfont, a couple of DummiedOut dungeon areas are re-included and there's all sorts of extra functionality (like the TP chips and the use of [[OldSaveBonus the W-Gate]]).

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*** ''Double Team DS'' is one to ''5'' overall. You can play either version of the game, but some of the music has been updated to a DS soundfont, a couple of DummiedOut dungeon areas are re-included and there's all sorts of extra functionality (like the TP chips chips, Party Battle system, and the use of [[OldSaveBonus the W-Gate]]).



** Most prominently, Higsby with his trademark "huh", a few of the Navis also do this, such as [=DiveMan=] with "Aooga" and Aquaman and * woosh* or "drip" for the fourth and sixth games, respectively.

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** Most prominently, Higsby with his trademark "huh", a few of the Navis also do this, such as [=DiveMan=] with "Aooga" "Awooga" and Aquaman and * woosh* or "drip" for the fourth and sixth games, respectively.



* VileVillainSaccharineShow: Dr. Regal tends to attract a ''lot'' of snark from the fandom for being the BigBad of ''Battle Network 4'' (which is almost universally reviled by the fandom) and ''5'' (which is disliked largely for being part of the same "era" of the series as ''BN4''); that said, his ultimate plan is to use MentalFusion and TheCorruption to MindRape the planet.

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* VileVillainSaccharineShow: Dr. Regal tends to attract a ''lot'' of snark from the fandom for being the BigBad of ''Battle Network 4'' (which is almost universally reviled by the fandom) and ''5'' (which is disliked largely for being part of the same "era" of the series as ''BN4''); ''BN4''), largely due to being a very straightforward CardCarryingVillain; that said, his ultimate plan is to use MentalFusion and TheCorruption to MindRape the planet.



** Approaching this problem from the other end is the question as to why the terrorist Operators never bail when the heroes happen upon them. It requires almost no effort to Jack a Navi Out from any location, but for some reason, most Navis linger for a BossBattle that they could stand to avoid. (Some Navis get around this by needing to complete an ongoing task, like [=BlastMan=], or not having anywhere to Jack-Out to or any means to do so, like Solo Navi [=BubbleMan=], but some, like [=ElecMan=] appear to gratuitously waste time by sticking around after their job is done).

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** Approaching this problem from the other end is the question as to why the terrorist Operators never bail when the heroes happen upon them. It requires almost no effort to Jack a Navi Out from any location, but for some reason, most Navis linger for a BossBattle that they could stand to avoid. (Some Navis get around this by needing to complete an ongoing task, like [=BlastMan=], or not having anywhere to Jack-Out to or any means to do so, like Solo Navi [=BubbleMan=], but some, like [=ElecMan=] appear to gratuitously waste time by sticking around after their job is done).done.)
8th Mar '17 9:26:12 AM DrakeClawfang
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** Numerous Program Advances do nothing flashy but are highly effect.

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** Numerous Program Advances do nothing flashy but are highly effect.effective.
8th Mar '17 9:24:49 AM DrakeClawfang
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Added DiffLines:

** Atk +30, and its cousins, Double Point and Navi +40. Powering up a single chip by 30 or 40 points hardly seems worthy of a Mega Chip. Except when attached to a multi-hit chip, the boost works for all of the hits that chip deals. This makes the chips obscenely good in the right combinations, and they're even compatible with certain Program Advances.
8th Mar '17 9:18:33 AM DrakeClawfang
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*** The Spreader and Cannon [=PAs=]. Likely to be among the first Program Advances you acquire in most any game, to DiscOneNukeStatus in some of them, and fully capable of doing decent damage, be it in one big blast or in continuous fire over a couple seconds.

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*** The Spreader and Cannon [=PAs=]. Likely to be among the first Program Advances you acquire in most any game, to DiscOneNukeStatus DiscOneNuke status in some of them, and fully capable of doing decent damage, be it in one big blast or in continuous fire over a couple seconds.
8th Mar '17 9:18:18 AM DrakeClawfang
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Added DiffLines:

** Numerous Program Advances do nothing flashy but are highly effect.
*** The Bodyguard PA rains shurikens on enemies as a deluxe form of Anti Damage, stunning them for a prolonged period of time and doing a lot of damage. And it's a PA that uses the "same code" type pattern, so it's compatible with other battle chips in the same sequence.
*** Guts Punch and its upgrades form the Z-Punch PA and variants. It notably does ''not'' grant MercyInvincibility like many chips, so if you can corner an enemy and they don't have Super Armor to prevent flinching, you get 5 full seconds to punch them in the face over and over and over.
*** The Spreader and Cannon [=PAs=]. Likely to be among the first Program Advances you acquire in most any game, to DiscOneNukeStatus in some of them, and fully capable of doing decent damage, be it in one big blast or in continuous fire over a couple seconds.
5th Mar '17 1:50:33 AM Gadjiltron
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* BossInMooksClothing: Disjointed virus assortment can result in dangerously powerful viruses hiding in early areas. In Battle Network 3, Elehornets are very rare encounters in the Teacher's Lounge server at ACDC Elementary. Elehornets are the [[UndergroundMonkey third version]] of a virus whose first and second versions, Elebee and Elewasp, are found in the VeryDefinitelyFinalDungeon and the BonusDungeon, respectively. Again, the third version hangs out ''at your school'', which is the first major area in the game.

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* BossInMooksClothing: Disjointed virus assortment can result in dangerously powerful viruses hiding in early areas. In For example, in Battle Network 3, Elehornets are very rare encounters in the Teacher's Lounge server at ACDC Elementary. Elehornets are the [[UndergroundMonkey third version]] of a virus whose first and second versions, Elebee and Elewasp, are found in the VeryDefinitelyFinalDungeon and the BonusDungeon, respectively. Again, the third version hangs out ''at your school'', which is the first major area in the game. Such examples tend to be rare encounters - merciful for the player just progressing through the game, but potentially frustrating for those trying to hunt them.
5th Mar '17 1:19:31 AM Gadjiltron
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* NoOSHACompliance: Sky Town in the 6th game is a floating weather control station 30,000 feet in the air suspended by rockets while its narrow walkways don't even have guardrails. It's also open to the public.
23rd Feb '17 5:52:10 AM Gosicrystal
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** That said, it should be noted that the fourth game unambiguously favors the "Light" Side. Mega on the Dark Side can use the Game Breaking Dark Chips, but they will ''always'' give him some kind of bug, ''always'' deduct one (1) hit point from his total, which will be LostForever and they are useless against the FinalBoss. Evil [=MegaMan=] also cannot perform Full-Synchro, cannot perform Double Soul, and ''cannot use Mega Chips'' (gaining access to the dubiously-useful Evil Chips instead). Evil Mega will also be forbidden access to the [=Hub.Batch=] program at the end of Black Earth 2.

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** That said, it should be noted that the fourth game unambiguously favors the "Light" Side. Mega on the Dark Side can use the Game Breaking Dark Chips, but they will ''always'' give him some kind of bug, ''always'' deduct one (1) hit point from his total, which will be LostForever [[PermanentlyMissableContent lost for the rest of the game]] and they are useless against the FinalBoss. Evil [=MegaMan=] also cannot perform Full-Synchro, cannot perform Double Soul, and ''cannot use Mega Chips'' (gaining access to the dubiously-useful Evil Chips instead). Evil Mega will also be forbidden access to the [=Hub.Batch=] program at the end of Black Earth 2.



* LostForever: Several chips in certain codes can only be obtained once, ignoring any duplication glitches. This can have painful consequences if the chip is vital to continuing a ChainOfDeals but the player recently disposed of it in the Chip Traders.



** Also, the Navis themselves.

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** Also, the Navis themselves.The Navis.


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* PermanentlyMissableContent: Several chips in certain codes can only be obtained once, ignoring any duplication glitches. This can have painful consequences if the chip is vital to continuing a ChainOfDeals but the player recently disposed of it in the Chip Traders.
16th Feb '17 1:22:30 AM bt8257
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* ChekhovsGun

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* ChekhovsGunChekhovsGun:
24th Jan '17 11:28:46 PM Ferot_Dreadnaught
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** Justified in the fourth game, when Yuichirou returns the Navi Customizer to Lan and Mega. Turns out Haruka confiscated it from them to [[GenreSavvy keep them out of trouble]].

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** Justified in the fourth game, when Yuichirou returns the Navi Customizer to Lan and Mega. Turns out Haruka confiscated it from them to [[GenreSavvy keep them out of trouble]].trouble.
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