History VideoGame / MegaManBattleNetwork

28th Sep '16 4:51:03 PM MayIncon
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** Many Program Advances also involve selecting 3 or more copies of the same chip with different codes, usually with in alphabetical order. [[note]]e.g. Cannon A + B + C = Zeta/Giga Cannon[[/note]] There are a few problems with these kind of Program Advances: 1) The Zeta series work by putting you in an invincibility phase while using a certain chip under a time limit. While this is supposedly a neat feature, most bosses have MercyInvincibility and the attack speed for some chips are painfully slow that you can only attack them with that Program Advance once or twice at most. 2) Due to chip selection rules, the player cannot select any other chips to use in the same turn, like attack-boosting chips which would otherwise make the Program Advance much more potent. The other class of Program Advances, that uses different chips in sequence but requiring all to be the same code, allows for better folder fluidity, are generally more powerful and better received [[GuideDangIt despite having hard to figure out recipes outside of guides]].

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** Many Program Advances also involve selecting 3 or more copies of the same chip with different codes, usually with in alphabetical order. [[note]]e.g. Cannon A + B + C = Zeta/Giga Cannon[[/note]] There are a few problems with these kind of Program Advances: 1) The Zeta series work by putting you in an invincibility phase while using a certain chip under a time limit. While this is supposedly a neat feature, most bosses have MercyInvincibility and the attack speed for some chips are painfully slow that you can only attack them with that Program Advance once or twice at most.most before the timer runs out. 2) Due to chip selection rules, the player cannot select any other chips to use in the same turn, like attack-boosting chips which would otherwise make the Program Advance much more potent. The other class of Program Advances, that uses different chips in sequence but requiring all to be the same code, allows for better folder fluidity, are generally more powerful and better received [[GuideDangIt despite having hard to figure out recipes outside of guides]].
28th Sep '16 4:50:27 PM MayIncon
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** The climax of the "Hero of ACDC" arc, when Lan finds out that [[spoiler:Mr Match had been deceiving him the whole time and fooled him into playing a patsy]]. Such betrayal of trust is a ''terrible'' blow to anyone, especially when someone close to you nearly dies as a result of your foolishness.

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** The climax of the "Hero of ACDC" arc, when Lan [[spoiler:Lan]] finds out that [[spoiler:Mr Match had been deceiving him the whole time and fooled him into playing a patsy]]. Such betrayal of trust is a ''terrible'' blow to anyone, especially when someone close to you nearly dies as a result of your foolishness.



** For some ''incredibly odd reason'', nobody else seems to notice that the world's about to end. Yeah, some of the enemy bases are in pretty hidden locations, but in ''Mega Man Battle Network 2'', Sean is hiding out inside a large Condoninium building that's ''getting merged'' with the internet - Now ''how'' in the ''hell'' does somebody ''not'' notice that? This is lampshaded by Chaud when he says that the official netbattlers are all in La-la land.

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** For some ''incredibly odd reason'', nobody else seems to notice that the world's about to end. Yeah, some of the enemy bases are in pretty hidden locations, but in ''Mega Man Battle Network 2'', Sean the BigBad is hiding out inside a large Condoninium condominium building that's ''getting merged'' with the internet - Now ''how'' in the ''hell'' does somebody ''not'' notice that? This is lampshaded by Chaud when he says that the official netbattlers are all in La-la land.



* AntiFrustrationFeature:

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* AntiFrustrationFeature: AntiFrustrationFeatures:



** Many Program Advances also involve selecting 3 or more copies of the same chip with different codes, usually with in alphabetical order. [[note]]e.g. Cannon A + B + C = Zeta/Giga Cannon[[/note]] The problem with this is that due to chip selection rules, the player cannot select any other chips to use in the same turn, like attack-boosting chips which would otherwise make the Program Advance much more potent. The other class of Program Advances, that uses different chips in sequence but requiring all to be the same code, allows for better folder fluidity and is better received [[GuideDangIt despite having hard to figure out recipes outside of guides]].

to:

** Many Program Advances also involve selecting 3 or more copies of the same chip with different codes, usually with in alphabetical order. [[note]]e.g. Cannon A + B + C = Zeta/Giga Cannon[[/note]] The problem There are a few problems with these kind of Program Advances: 1) The Zeta series work by putting you in an invincibility phase while using a certain chip under a time limit. While this is supposedly a neat feature, most bosses have MercyInvincibility and the attack speed for some chips are painfully slow that due you can only attack them with that Program Advance once or twice at most. 2) Due to chip selection rules, the player cannot select any other chips to use in the same turn, like attack-boosting chips which would otherwise make the Program Advance much more potent. The other class of Program Advances, that uses different chips in sequence but requiring all to be the same code, allows for better folder fluidity fluidity, are generally more powerful and is better received [[GuideDangIt despite having hard to figure out recipes outside of guides]].



* BattleRapping: A very out of place one occurs near the second game. See [[Radar/MegaManBattleNetwork the "Radar" page]] for details

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* BattleRapping: A very out of place one occurs near in the airplane scenario of the second game. See [[Radar/MegaManBattleNetwork the "Radar" page]] for details



** For extra fun, alphabetize your chips in ''[=BN4=]'' and notice where the ''Meteors'' chip gets sorted to.



* CapsLock: All Mr. Progs speak like this from the fourth game onwards.

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* CapsLock: CapsLock:
**
All Mr. Progs speak like this from the fourth game onwards.



* CashGate: In [=BN4=], expect to shell out money for things like passcodes, C-Slider parts and chips with specific codes that cannot be obtained outside from Chip Traders in order to progress through the story. [[EarlyGameHell Becomes very painful in the first playthrough]], where the payouts from battles and Mystery Datas are ridiculously small compared to how much the [=NPCs=] demand Zennys from the player.

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* CashGate: In [=BN4=], expect to shell out money for things like passcodes, C-Slider parts and chips with specific codes that cannot be obtained outside from Chip Traders in order to progress through the story. [[EarlyGameHell Becomes very painful in the first playthrough]], where the payouts from battles and Mystery Datas are ridiculously small compared to how much and frequent the [=NPCs=] demand Zennys from the player.



* CastFromSanity: using the Dark Chips in [=BN4=] and [=BN5=] takes away your "sanity" from the invisible sanity gauge. Using them frequently enough will always make Mega Man be in the "dark" state, where he can get access to certain other powerful chips, but disables Soul Unisons and makes him unable to use "holy" chips like Sanctuary or Gun Del Sol. To get out of such a state, you have to do battles without using those chips, and you'll gradually turn better.

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* CastFromSanity: using the Dark Chips in [=BN4=] and [=BN5=] takes away your "sanity" from the invisible sanity gauge. Using them frequently enough will always make Mega Man [=MegaMan=] be in the "dark" state, where he can get access to certain other powerful chips, but disables Soul Unisons and makes him unable to use "holy" chips like Sanctuary or Gun Del Sol. To get out of such a state, you have to do battles without using those chips, and you'll gradually turn better.



* ChaosArchitecture: The Internet is constantly undergoing updates so massive, people don't even bother to care that the immediate cyber-neighborhood looks nothing like it did in the previous games. You might find a few similar areas here and there (a particular section of the Undernet in ''Battle Network 4'' is [[MythologyGag reminiscent of an area]] from ''Battle Network 2'').

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* ChaosArchitecture: ChaosArchitecture:
**
The Internet is constantly undergoing updates so massive, people don't even bother to care that the immediate cyber-neighborhood looks nothing like it did in the previous games. You might find a few similar areas here and there (a particular section of the Undernet in ''Battle Network 4'' is [[MythologyGag reminiscent of an area]] from ''Battle Network 2'').



* CulturalTranslation: Some Japanese foodstalls are changed by the localization. For example, the takoyaki store in {=BN4=] was changed to sell hotdogs instead.

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* CulturalTranslation: Some Japanese foodstalls are changed by the localization. For example, the takoyaki store in {=BN4=] [=BN4=] was changed to sell hotdogs instead.
26th Sep '16 12:10:56 AM Nicoaln
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26th Sep '16 12:10:53 AM Nicoaln
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* {{Zeerust}}: Zig-zagged - there's clearly "futuristic" technology that still doesn't look too out of place ten plus years later (Flat-screen television monitors, for example), but a clever eye can spot some outdated tech such as CRT monitors, which were much more common in the early 00s when the games were first created but are uncommon in the new tens. The games also show technology marching on in-universe as well - early on, a Navi user must physically insert the device into the jack-in port, the second game uses a wireless adapter as a plot point, and in the future games they can do so wirelessly - somewhat reflecting how technology with game boy connectivity (and other devices as well) marched on.
** [[JustifiedTrope Actually justified]] on two levels - you can conveniently jack into some of these devices implying that they were of recent creation (They were likely designed to look retro) ''and'' the game was set TwentyMinutesIntoTheFuture at best.
24th Sep '16 7:54:14 PM morenohijazo
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* TheCameo: ''HideoKojima'' himself in ''Battle Network 4''. In-universe, Rogue of ''VideoGame/MegaManStarForce'' appears as a battle chip and enemy summon in ''Operate Shooting Star''. Also the cameos of VideoGame/{{Boktai}} characters, especially Django.


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* TheCameo: ''HideoKojima'' himself in ''Battle Network 4''. In-universe, Rogue of ''VideoGame/MegaManStarForce'' appears as a battle chip and enemy summon in ''Operate Shooting Star''. Also the cameos of VideoGame/{{Boktai}} characters, especially Django.


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* CastFromSanity: using the Dark Chips in [=BN4=] and [=BN5=] takes away your "sanity" from the invisible sanity gauge. Using them frequently enough will always make Mega Man be in the "dark" state, where he can get access to certain other powerful chips, but disables Soul Unisons and makes him unable to use "holy" chips like Sanctuary or Gun Del Sol. To get out of such a state, you have to do battles without using those chips, and you'll gradually turn better.
23rd Sep '16 1:26:14 PM MugenKagemaru
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* 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 [=MultiBug=] Organism came to be.
23rd Sep '16 1:24:41 PM MugenKagemaru
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Added DiffLines:

* In ''Battle Network 6'', Mayor Cain compares Gregar's creation to how the Gospel MultiBug Organism came to be.
9th Sep '16 11:28:39 PM Getta
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* AndNowForSomeoneCompletelyDifferent: In the fifth game, you're able to control your teammate's Navi during Liberation Missions, including entering Virus Busting with them. In the sixth game, Link Navis also work like this.
7th Sep '16 7:37:36 PM MayIncon
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* CulturalTranslation: In 4, the takoyaki store in front of the DenDome is changed to sell hotdogs instead.

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* CulturalTranslation: In 4, Some Japanese foodstalls are changed by the localization. For example, the takoyaki store in front of the DenDome is {=BN4=] was changed to sell hotdogs instead.



** [=BN5=]'s [=ShipComp and GargComp=] have their respective areas reduced from 4 to 3 in the North American releases. The removed areas return in [=Double Team DS.=]



*** ''Double Team DS'' as well. You can play either version of the game, but some of the music has been updated to a DS soundfont 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'' as well. 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 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]]).



* [[SequelDifficultySpike Updated Re-release Difficulty Spike]]: Double Team DS added extra areas for difficult dungeons of [=MMBN5=], particularly the [=ShipComp=][[note]]where you fight [=NapalmMan=]/[=TomahawkMan=][[/note]] and the [=GargComp=]. So while the vanilla games get 3 areas for those dungeons, DTDS gets 4.
5th Sep '16 3:29:00 PM flameclaw0x7
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Added DiffLines:

* 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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