History VideoGame / MegaManBattleNetWork

19th Jun '17 4:53:43 PM MarsJenkar
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** [[spoiler:Sean]] started [[spoiler:a syndicate, whose activities border on terrorism, including hijacking airplanes and blowing up dams.]] He's out in less than a year due to having a FreudianExcuse.

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** [[spoiler:Sean]] started [[spoiler:a syndicate, whose activities border on terrorism, including hijacking airplanes and blowing up dams.]] He's out in less than a year due to having a FreudianExcuse.FreudianExcuse, being underage, and what's implied to be [[spoiler:an immunity deal where he avoids prosecution in exchange for telling the Officials and [=SciLab=] everything he knows about the ones who manipulated him into doing the things he did]].
17th Jun '17 1:02:40 PM MayIncon
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** At least [=MegaMan=] gets to use his charged shot from the beginning in ''Battle Network 3'' and beyond, [[{{Nerf}} though the removal of the Powerup system in favor of the [=NaviCust=] charged shot can't be as powerful as it could be in the first game.]]

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** At least [=MegaMan=] gets to use his charged shot from the beginning in ''Battle Network 3'' and beyond, [[{{Nerf}} though the removal of the Powerup system in favor of the [=NaviCust=] means that the charged shot can't be as powerful as it could be in the first game.]]
17th Jun '17 1:01:54 PM MayIncon
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** At least [=MegaMan=] gets to use his charged shot from the beginning in ''Battle Network 3'' and beyond, [[{{Nerf}} though the charged shot can't be as powerful as it could be in the first game.]]

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** At least [=MegaMan=] gets to use his charged shot from the beginning in ''Battle Network 3'' and beyond, [[{{Nerf}} though the removal of the Powerup system in favor of the [=NaviCust=] charged shot can't be as powerful as it could be in the first game.]]
15th Jun '17 5:02:15 AM Gadjiltron
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* CounterHit: Established as a game mechanic from ''3'' onwards. Successfully landing this will cause a noticeable sound to play.

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* CounterHit: CounterAttack: Established as a game mechanic from ''3'' onwards. Successfully landing this will cause a noticeable sound to play.
15th Jun '17 5:01:15 AM Gadjiltron
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* CounterHit: Established as a game mechanic from ''3'' onwards. Successfully landing this will cause a noticeable sound to play.
** In ''3'', if the final blow on an enemy is a counter hit, the player gains [=BugFrags=] in addition to the other rewards from the battle. In virus battles, the player can gain anywhere from 1 to 8 [=BugFrags=] depending on how many viruses were defeated this way; defeating a boss this way will give 10.
** In ''4'' to ''6'', the player can only perform this with non-dimming chip attacks. Their reward is the enemy becoming paralyzed, even if they are immune to other status effects, along with the Full Synchro status if [=MegaMan=] is not in a transformation. The player's next chip attack will be at double strength, and enemies will flash during their attack frames, making it easier to maintain this status should the player not get hit or miss an attack in the process. In fact, the [[ExactlyWhatItSaysOnTheTin Counter]] series chips in ''4'' is exclusively designed for this purpose, only damaging enemies during their counter window.



* 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 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.
** You also cannot rotate the programs until you acquire a key item that allows you to do so. Until then, your Navicust will be filled with awkwardly-positioned programs.

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* InventoryManagementPuzzle: From the third game onward, the series feature features 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 used to be "certain Style Styles 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.
** You also cannot rotate the programs until you acquire a key item that allows you to do so.so for programs of a specific color. Until then, your Navicust will be filled with awkwardly-positioned programs.



** 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[[note]]With the exception of the time(s) he is forced to for plot purposes[[/note]] (which will be 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.

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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[[note]]With the exception of the time(s) he is forced to for plot purposes[[/note]] (which will be 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 loses access to the dubiously-useful Evil SP Navi Chips instead).and Sanctuary, instead gaining access to DS Navi Chips and other exclusive "Evil Chips". Evil Mega will also be forbidden access to the [=Hub.Batch=] program at the end of Black Earth 2.



*** At the very least, Saiko Rei from the third game averts this by escaping at his first opportunity (having obtained what he needed) and commanding [=FlashMan=] remotely.



* SwissArmyAppendage: Net Navis often replace either or both of their arms with the weapons pictured in assorted Battle Chips, sometimes with [[ArmCannon projectile weaponry]] or [[BladeBelowTheShoulder entire blades]]. ProtoMan and Colonel are notable for using a sword whilst occupying [[TelescopingRobot Copybots]].

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* SwissArmyAppendage: Net Navis often replace either or both of their arms with the weapons pictured in assorted Battle Chips, sometimes with [[ArmCannon projectile weaponry]] or [[BladeBelowTheShoulder entire blades]]. ProtoMan [=ProtoMan=] and Colonel are notable for using a sword whilst occupying [[TelescopingRobot Copybots]].
14th Jun '17 8:56:50 PM Gadjiltron
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Added DiffLines:

* ShootTheMedicFirst:
** Trumpy viruses deal no damage but provide support to the enemy either by granting temporary invincibility or inflicting StandardStatusEffects on you. The more advanced versions of this virus either has a longer invincibility-granting song or plays a song that fully heals all other viruses. They are hence often priority targets.
** Inverted with Appley viruses in the fifth game. When they are deleted, they restore the HP of a random enemy, undoing your hard work of trying to whittle down other enemies with it. Given the difficulty in damaging them without Fire attacks and the simplicity of their attack patterns, it is often recommended to defeat them ''last'' as opposed to trying to pick them off while dodging the other more deadly viruses.
2nd Jun '17 11:58:02 PM Gadjiltron
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Added DiffLines:

* TakeThatAudience: An NPC Navi, located at the farthest reaches of the internet in the first game (which requires an extent of completion to reach) expresses this:
-->"So you've made it this far... It's a shame you're wasted on the outside world..."
31st May '17 10:58:11 PM Heartlesswithaheart
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* {{Autosave}}: Getting a new chip from the chip trader machine will cause the game to auto-save. This is to prevent SaveScumming for the desired chip. Emulator-users enjoy ignoring this restriction.

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* {{Autosave}}: Getting a new chip from the chip trader machine will cause the game to auto-save. This is to prevent SaveScumming for the desired chip.chip, as was possible in the first game before the devs realized this. Emulator-users enjoy ignoring this restriction.


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** Magnetman's Liberation ability lets him shield the party from attacks outside of battle for a turn at the cost of an Order Point...and Magnetman's turn. Since field damage is pitiful and can't bring HP below 1, it's very rarely worthwhile to use it instead of liberate a panel.
28th May '17 6:55:35 PM NightShade96
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* AdultFear: Professor Hikari must feel ''terrible'' about his son fearlessly risking his life numerous times over the course of the games, especially when he really comes close to death several times.

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* AdultFear: AdaptationalJerkass: Downplayed with [=ProtoMan=].EXE. The original [=ProtoMan=] in ''VideoGame/MegaManClassic'', while aloof, is a supportive big brother figure for Mega Man. In the BN timeline, [=ProtoMan=].EXE is considered a rival to [=MegaMan=].EXE because their operators are also rivals, but [=ProtoMan=] doesn't take it personally; he's also more willing to scold and even fight [=MegaMan=] if it's necessary.
* AdultFear:
**
Professor Hikari must feel ''terrible'' about his son fearlessly risking his life numerous times over the course of the games, especially when he really comes close to death several times.
18th May '17 2:09:02 AM Cryoclaste
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* 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: 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.[=MegaMan=].EXE can invoke this himself with the Super Armor program.



* TalkingIsAFreeAction: The first game implies that MegaMan's actions in the cyberworld are actually happening in fractions of a second... but the whole series also insists that Navis can have full conversations with their Operators in real time while all this is going on.

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* TalkingIsAFreeAction: The first game implies that MegaMan's [=MegaMan=]'s actions in the cyberworld are actually happening in fractions of a second... but the whole series also insists that Navis can have full conversations with their Operators in real time while all this is going on.
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