History VideoGame / MegaManBattleNetwork

8th Jan '17 9:41:09 AM MayIncon
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* DifficultButAwesome: A handful of battle chips have secret input codes that allow the user to draw out special effects. The most famous examples are the
6th Jan '17 5:21:58 PM MayIncon
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* DifficultButAwesome: A handful of battle chips have secret input codes that allow the user to draw out special effects. The most famous examples are the Variable Sword and Neo Variable Sword (mentioned elsewhere on this page), but Battle Network 3 gave secret attacks to the Guts Punch series and the [=MetalMan=] Navi Chip's code allows you to place Metal Man almost anywhere on the field. The timing to input this code is shortly after using the chip, while holding the A button, and can be interrupted by enemy attacks, so it takes [[SomeDexterityRequired some physical skill to input the more complex commands.]]
* DifficultySpike:
** In each installment, any of three things will represent a difficulty spike: Entering the [=UnderNet=] (where [[GoddamnedBats powerful and tricky viruses]] are suddenly abundant and random battles are now deadly), reaching the FinalBoss (who usually packs upwards of twice the HP of previous bosses, more damage with faster attacks, and regenerating shields or temporary damage immunity), or facing a [[RecurringBoss version 3 boss]] for the first time. Outside of those things, the main games are pretty easy if you're actually exploring, collecting powerups, updating your folder, and so forth - suddenly being at high risk of dying from any of those things even when well prepared is a pretty significant difficulty spike. And just when you get to the point where all those things become easy (And you will), there's always the ultimate [[BonusBoss Bonus Bosses]] to stress you to your limits.
** It increases even more [[SequelDifficultySpike as the series goes on]]. The first game is very forgiving up until the final areas, and with a good folder even the more difficult bosses can be blitzed down before they get too wild -- but the second one stops pulling punches very early on, and the third lays into you right out of the starting gate.
* DifficultButAwesome: There are a variety of chips that have [[GuideDangIt secret input commands]] that allow you to get some special functionality out of them... if you can punch them in fast enough. The most famous of these is the ''Variable Sword''.

to:

* DifficultButAwesome: A handful of battle chips have secret input codes that allow the user to draw out special effects. The most famous examples are the
* DifficultButAwesome: There are a variety of chips that have [[GuideDangIt secret input commands]] that allow you to get some special functionality out of them...if you can punch them in fast enough. The most famous of these is
the Variable Sword and Neo Variable Sword (mentioned elsewhere on this page), but Battle Network 3 gave secret attacks to the Guts Punch series and the [=MetalMan=] Navi Chip's code allows you to place Metal Man almost anywhere on the field.Sword. The timing to input this code is shortly after using the chip, while holding the A button, and can be interrupted by enemy attacks, so it takes [[SomeDexterityRequired some physical skill to input the more complex commands.]]
* DifficultySpike:
** In each installment, any of three things will represent a difficulty spike: Entering the [=UnderNet=] (where [[GoddamnedBats powerful and tricky viruses]] are suddenly abundant and random battles are now deadly), reaching the FinalBoss (who usually packs upwards of twice the HP of previous bosses, more damage with faster attacks, and regenerating shields or temporary damage immunity), or facing a [[RecurringBoss version 3 boss]] for the first time. Outside of those things, the main games are pretty easy if you're actually exploring, collecting powerups, updating your folder, and so forth - suddenly being at high risk of dying from any of those things even when well prepared is a pretty significant difficulty spike. And just when you get to the point where all those things become easy (And you will), there's always the ultimate [[BonusBoss Bonus Bosses]] to stress you to your limits.
** It increases even more [[SequelDifficultySpike as the series goes on]]. The first game is very forgiving up until the final areas, and with a good folder even the more difficult bosses can be blitzed down before they get too wild -- but the second one stops pulling punches very early on, and the third lays into you right out of the starting gate.
* DifficultButAwesome: There are a variety of chips that have [[GuideDangIt secret input commands]] that allow you to get some special functionality out of them... if you can punch them in fast enough. The most famous of these is the ''Variable Sword''.
]]



** Each of the Guts Punch chip series has a special attack; the most famous is the [[RocketPunch Rocket Guts Punch]], which activates when you enter the traditional command for the [[VideoGame/StreetFighter Hadouken]] when using the first chip.
** The [=MetalMan=] Navi Chip has one of the simplest commands of all, which allows you to place [=MetalMan=] and his PowerFist anywhere on the field.

to:

** Each of ''Battle Network 3'' gave secret attacks to the Guts Punch chip series has a special attack; the most famous is the [[RocketPunch Rocket Guts Punch]], which (which activates when you enter the traditional command for the [[VideoGame/StreetFighter Hadouken]] when using the first chip.
** The
chip) and the [=MetalMan=] Navi Chip has one of the simplest commands of all, which Chip's code allows you to place [=MetalMan=] and his [=MetalMan=]'s short-ranged PowerFist almost anywhere on the field.field.



* DifficultySpike:
** In each installment, any of three things will represent a difficulty spike: Entering the [=UnderNet=] (where [[GoddamnedBats powerful and tricky viruses]] are suddenly abundant and random battles are now deadly), reaching the FinalBoss (who usually packs upwards of twice the HP of previous bosses, more damage with faster attacks, and regenerating shields or temporary damage immunity), or facing a [[RecurringBoss version 3 boss]] for the first time. Outside of those things, the main games are pretty easy if you're actually exploring, collecting powerups, updating your folder, and so forth - suddenly being at high risk of dying from any of those things even when well prepared is a pretty significant difficulty spike. And just when you get to the point where all those things become easy (And you will), there's always the ultimate [[BonusBoss Bonus Bosses]] to stress you to your limits.
** It increases even more [[SequelDifficultySpike as the series goes on]]. The first game is very forgiving up until the final areas, and with a good folder even the more difficult bosses can be blitzed down before they get too wild -- but the second one stops pulling punches very early on, and the third lays into you right out of the starting gate.



** Battle Network 3 can't decide whether it wants to play this straight or not. Lan and Mega remain functional nobodies despite their accomplishments, though Sunayama introduces Lan as the hero who stopped the WWW during the N1 Grand Prix opening. That said, Sunayama is really the only one who knows or cares. Incidentally, the entire N1 Grand Prix scenario is actually about [[WellDoneSonGuy Chaud]][[note]]Whom Sunayama is specifically targeting, so forget about him caring about Lan[[/note]]. [[HeroOfAnotherStory Lan's really just there to watch]]. Lan gets an award for his heroics in the latter half of the game... but this only allows a villain to set up one of the nastiest scenarios in all of Battle Network via social engineering. After said event, Lan doesn't really care much about fame and glory anymore. This is carried over to future installments.

to:

** Battle ''Battle Network 3 3'' can't decide whether it wants to play this straight or not. Lan and Mega remain functional nobodies despite their accomplishments, though Sunayama introduces Lan as the hero who stopped the WWW during the N1 Grand Prix opening. That said, Sunayama is really the only one who knows or cares. Incidentally, the entire N1 Grand Prix scenario is actually about [[WellDoneSonGuy Chaud]][[note]]Whom Sunayama is specifically targeting, so forget about him caring about Lan[[/note]]. [[HeroOfAnotherStory Lan's really just there to watch]]. Lan gets an award for his heroics in the latter half of the game... but this only allows a villain to set up one of the nastiest scenarios in all of Battle Network via social engineering. After said event, Lan doesn't really care much about fame and glory anymore. This is carried over to future installments.



* EarlyInstallmentWeirdness: .
** Battle Network 1 is not only an ObviousBeta, but it was still trying to figure out how to hash out the world itself. For example, Lan is much snarkier than his later IdiotHero self[[note]]He's not at all thrilled to have Mayl drag him to school so she can chat about the plot and he mocks Dex's boasts about taking on WWW viruses[[/note]], and Dex refers to [=GutsMan=] as a commercial model.
** The main internet area looks very different in Battle Network 1 than it did in later games -- it's a mostly-incomprehensible maze with a few chip salesmen scattered over it and no real pattern to it, whereas later games tended to make it much more orderly. Indeed, because the first game had the same background for all parts of the Internet, it's impossible at a glance to tell the difference between the "regular" Internet and the Undernet.

to:

* EarlyInstallmentWeirdness: .
EarlyInstallmentWeirdness:
** Battle ''Battle Network 1 1'' is not only an ObviousBeta, but it was still trying to figure out how to hash out the world itself. For example, Lan is much snarkier than his later IdiotHero self[[note]]He's not at all thrilled to have Mayl drag him to school so she can chat about the plot and he mocks Dex's boasts about taking on WWW viruses[[/note]], and Dex refers to [=GutsMan=] as a commercial model.
** The main internet area looks very different in Battle ''Battle Network 1 1'' than it did in later games -- it's a mostly-incomprehensible maze with a few chip salesmen scattered over it and no real pattern to it, whereas later games tended to make it much more orderly. Indeed, because the first game had the same background for all parts of the Internet, it's impossible at a glance to tell the difference between the "regular" Internet and the Undernet.Undernet.
** Elemental Armors in the first game. While it may serve as the precursor to the Style Change mechanic, it functions differently; you can buy them from Net merchants, it halves all damage that isn't the armor's elemental weakness.



** Battle Network 2 has a lot of profanities (mostly from Lan) alongside some events that would not get past the radar in the future games.

to:

** Battle ''Battle Network 2 2'' has a lot of profanities (mostly from Lan) alongside some events that would not get past the radar in the future games.



** When it was first introduced in 2, the Undernet looks more like they are made of black giant speakers with some blue and orange splashes occasionally. Later games give the Undernet a hellish (3, 4 and 6) or graveyard (5) theme for the areas.

to:

** When it was first introduced in 2, in'' 2'', the Undernet looks more like they are made of black giant speakers with some blue and orange splashes occasionally. Later games give the Undernet a hellish (3, 4 (''3'', ''4'' and 6) ''6'') or graveyard (5) (''5'') theme for the areas.



* ElementalRockPaperScissors:
** Fire beats Wood beats Elec beats Aqua beats Fire from day one; ''6'' implements the [[TacticalRockPaperScissors tactical variant]] for the secondary elements (Sword beats Wind beats Cursor beats Breaking beats Sword).
** Also some sort of ReviveKillsZombie: Sword chips pierce the Shadow defense, while Cursor chips go through Invis and post-hit invincibility; Break chips, er, "break" through shielded enemies, and Wind chips remove barriers and auras.

to:

* ElementalRockPaperScissors:
**
ElementalRockPaperScissors: Fire beats Wood beats Elec beats Aqua beats Fire from day one; ''6'' implements the [[TacticalRockPaperScissors tactical variant]] for the secondary elements (Sword beats Wind beats Cursor beats Breaking beats Sword).
** Also some sort of ReviveKillsZombie: Sword chips pierce the Shadow defense, while Cursor chips go through Invis and post-hit invincibility; Break chips, er, "break" through shielded enemies, and Wind chips remove barriers and auras.
Sword).



* ReviveKillsZombie: Sword chips pierce the Shadow defense, while Cursor chips go through Invis and post-hit invincibility; Break chips, er, "break" through shielded enemies, and Wind chips remove barriers and auras.



* SequelSeries: ''[[VideoGame/MegaManStarForce Star Force]]'' continues Battle Network's story 200 years into the future.



** In the second game, [[http://lpix.org/572354/image564.png there's a Game Cube logo in the scenery for the Scilabs' Mother Comp. where you fight Shadowman.]]

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** In the second game, [[http://lpix.org/572354/image564.png there's a Game Cube logo in the scenery for the Scilabs' Mother Comp. where you fight Shadowman.[=ShadowMan=].]]



** Machine Sword, which only hits paralyzed foes.

to:

** Machine Sword, which Sword deals a lot of damage, but only hits paralyzed foes.foes.
** Slasher deals damage to enemies without the need to aim, but only when they enter your side of the field.



* SmugSnake: [[spoiler: The Mayor in the sixth game]]. He wanted to be the final boss, but was hopelessly out of his league and was outplayed by both sides.

to:

* SmugSnake: [[spoiler: The Mayor [[spoiler:Mayor Cain in the sixth game]]. He wanted to be the final boss, but was hopelessly out of his league and was outplayed by both sides.



** Excluding Nebula in 4 and 5 each of the villain organizations have one female member. Madd in 1, Pride in 2, Anetta in 3, and Yukia in 6.

to:

** Excluding Nebula in 4 ''4'' and 5 ''5'' each of the villain organizations have one female member. Madd in 1, Pride in 2, Anetta in 3, and Yukia in 6.



* SpinOff / SequelSeries: ''[[VideoGame/MegaManStarForce Star Force]]'' continues Battle Network's story 200 years into the future.



* StupidityIsTheOnlyOption: Late in Battle Network 3. [[spoiler: No matter how suspicious Mr. Match behaves and no matter how strange his requests, the plot will not advance until Lan & Mega help Mr. Match install his programs into Sci-Lab's network. Mega -- who ''knows'' Match played Lan to get him to cooperate -- has really no excuse]].

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* StupidityIsTheOnlyOption: Late in Battle ''Battle Network 3.3''. [[spoiler: No matter how suspicious Mr. Match behaves and no matter how strange his requests, the plot will not advance until Lan & Mega help Mr. Match install his programs into Sci-Lab's network. Mega -- who ''knows'' Match played Lan to get him to cooperate -- has really no excuse]].



** Battle Network 4 consists of a string of tournament arcs. Throughout the game Lan competes in three different tournaments, or, rather, blunders his way through a RandomEventsPlot over and over again; the tournament is actually the ExcusePlot tying the mismatched and unrelated chapters together.

to:

** Battle ''Battle Network 4 4'' consists of a string of tournament arcs. Throughout the game Lan competes in three different tournaments, or, rather, blunders his way through a RandomEventsPlot over and over again; the tournament is actually the ExcusePlot tying the mismatched and unrelated chapters together.



** 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 Guage 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.

to:

** 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 Guage 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.
5th Jan '17 6:32:15 PM kkhohoho
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*** Save for the MascotMook [[AddedAlliterativeAppeal Mett]], most viruses from the main series are unique. In the PlatformGame [[GaidenGame Network Transmission]], many of the viruses take the form of the original Mechaniloids (like Sniper and Hammer Joes). Fitting, as the game itself largely an exercise in [[NostalgiaLevel Nostalgia]].

to:

*** Save for the MascotMook [[AddedAlliterativeAppeal Mett]], most viruses from the main series are unique. In the PlatformGame [[GaidenGame Network Transmission]], many of the viruses take the form of the original Mechaniloids (like Sniper and Hammer Joes). Fitting, as the game itself is largely an exercise in [[NostalgiaLevel Nostalgia]].
5th Jan '17 6:30:04 PM kkhohoho
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* CerebusRollercoaster: The first game is rather light-hearted but isn't moreso than any saturday morning cartoon or Shounen Anime. The second game and third games up the ante, despite the silly situations. The fourth game then changes it to a borderline RandomEventsPlot and the later games are much more unrealistic [[JustifiedTrope It's notable that the series was intended to end with three]] and that 4-6 were a PostScriptSeason.

to:

* CerebusRollercoaster: The first game is rather light-hearted but isn't moreso than any saturday morning cartoon or Shounen Anime. The second game and third games up the ante, despite the silly situations. The fourth game then changes it to a borderline RandomEventsPlot and the later games are much more unrealistic unrealistic. [[JustifiedTrope It's notable that the series was intended to end with three]] and that 4-6 were a PostScriptSeason.
4th Jan '17 11:27:08 PM Tenma-Yuuki
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The series lasted for six games before concluding. It spawned a sequel series focusing on radio waves and set 200 years in the future, ''VideoGame/MegaManStarForce''.

to:

The series lasted for six games before concluding.concluding, and is the second series in the Mega Man franchise to reach a proper conclusion. It spawned a sequel series focusing on radio waves and set 200 years in the future, ''VideoGame/MegaManStarForce''.
27th Dec '16 2:53:00 AM MayIncon
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Added DiffLines:

** When it was first introduced in 2, the Undernet looks more like they are made of black giant speakers with some blue and orange splashes occasionally. Later games give the Undernet a hellish (3, 4 and 6) or graveyard (5) theme for the areas.
23rd Dec '16 7:50:31 PM Getta
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* AfterCombatRecovery: What sets the first game from the others is that Mega gets fully recovered after every fight. The only exception is in the Power Plant dungeon. Later games removed this feature. However, on the fourth game onward there exists a Navi Customizer Program that you can equip to make [=MegaMan=] recover a few HP whenever he finishes a Virus Busting. Also sometimes, if his HP reaches critical enough when he finishes the battle, the battle reward may change to a big HP recovery instead.

to:

* AfterCombatRecovery: What sets the first game from the others is that Mega gets fully recovered after every fight. The only exception is in the Power Plant dungeon. Later games removed this feature. However, on the fourth game onward there exists a Navi Customizer Program that you can equip to make [=MegaMan=] recover a few HP whenever he finishes a Virus Busting. In the fifth game, winning a battle with a "residual battle data" of your partner will recover his HP to full. Also sometimes, if his your HP reaches critical enough when he finishes the battle, the battle reward may change to a big HP recovery instead. instead.
* AllInARow: In ''Double Team DS'', your chosen battle data of your Navi ally will follow you around the net as semi-transparent running sprites. [=ProtoMan=]/Colonel call them "ghosts".
* AllThereInTheManual: Navi Customizer Compression and Extra codes in ''Battle Network 3'' could be found hidden in manuals, the [[Anime/MegaManNTWarrior anime adaptation]], and even some of the {{Gaiden Game}}s. For instance, the passcode Lan used to force [=MegaMan=] into the ridiculously powerful Aqua Custom Style in the anime? It's the bonus code for 200 extra HP in the game. (Don't bother looking for it in the dub, though...) Let's put it this way: since ''NT Warrior'' got shelved, this gets escalated to GuideDangIt for western fans.



* AllThereInTheManual: Navi Customizer Compression and Extra codes in ''Battle Network 3'' could be found hidden in manuals, the [[Anime/MegaManNTWarrior anime adaptation]], and even some of the {{Gaiden Game}}s. For instance, the passcode Lan used to force [=MegaMan=] into the ridiculously powerful Aqua Custom Style in the anime? It's the bonus code for 200 extra HP in the game. (Don't bother looking for it in the dub, though...) Let's put it this way: since ''NT Warrior'' got shelved, this gets escalated to GuideDangIt for western fans.
19th Dec '16 5:47:41 PM Gadjiltron
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* ArbitraryHeadcountLimit: Only 5 characters can take part in the Liberation Missions of ''Battle Network 5''. When at least 6 people are present, one of them (you can't choose who) will get left behind to [[HandWave stay on guard and watch for surprise ambushes]], which of course never happens. It's specially strange to see Colonel leaving Shadow Man on guard and then talking about the need for ''speed'' in the mission.

to:

* ArbitraryHeadcountLimit: Only 5 characters can take part in the Liberation Missions of ''Battle Network 5''. When at least 6 people are present, one of them (you can't choose who) will get left behind to [[HandWave stay on guard and watch for surprise ambushes]], which of course never happens. It's specially strange to see Colonel leaving Shadow Man on guard and then talking about the need for ''speed'' in the mission. Postgame Liberation Missions simply have the absent Navis not respond to the call to assemble for one reason or another.
5th Dec '16 7:45:00 AM Gadjiltron
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Added DiffLines:

* DesperationAttack: Beast Over in [=BN6=] is a transformation that functions like one. The conditions are that the player has used Beast Out and had it expire earlier in the battle before it becomes available. Bear in mind that Beast Out is already pretty strong and it would take a very strong enemy to still be standing after up to 3 rounds of it. Invoking this transformation turns [=MegaMan=] completely invincible and uncontrollable for the turn, jumping around the battlefield firing Buster shots and unleashing any loaded chips or Program Advances at ''double strength'' on top of the auto-target properties. Once the Custom Gauge fills, though, the transformation is cancelled, leaving [=MegaMan=] with debilitating debuffs and ailments, so this transformation is meant as a last resort to finish off the opponent in a pinch.
29th Nov '16 7:45:51 PM Getta
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* TagTeam: ''[[CompilationRerelease Double Team DS]]'' features this, in form of Party Battle System.
** As [=ProtoMan=] or Colonel explains, it's a system that saves a battle data of [=MegaMan=]'s Liberation Team allies for him to use. During virus busting and Navi fights, [=MegaMan=] can switch with the chosen battle data, whether in the Custom Screen or in the middle of battle; you'll then play as the Navi of choice. He can have 2 active battle data with him at any given time. The number of switches are limited, which can be expanded with the right Navicust Program. If you equip a "Support" program to the specalized Party Customizer, you can make them [[AssistCharacter do support for you]], like Meddy healing you in between turns or [=TomahawkMan=] appearing from time to time to attack with Tomahawk Swing. There's also a program like this for [=MegaMan=]'s own Navi Customizer that lets him do support as well. This system is disabled during some scenarios.
** In Liberation Missions, this system happens differently: [=MegaMan=] can't play with the battle data like normal, but he can choose to liberate a panel with a teammate in the same panel as his, and during the liberation you can then switch between the two. This can also be done using Navis other than [=MegaMan=].
** The system also comes with a powerful CombinationAttack that can be performed when your active character gets a Full Synchro, then you switch with another character; the screen will then dim, and the two Navis will do said attack before the switched-in Navi takes over and the Full Synchro is gone. Examples include [=MegaMan=] and [=ProtoMan=]'s Double Hero (like a Program Advance in early games) or [=MagnetMan=] and [=ProtoMan=]'s Magnetic Slash. Not all Navi combinations have one, however.



TheSmartGuy: [=SearchMan=]/[=NumberMan=] specialize in isolating and liberating multiple item panels at once (including traps, but they are not immune, so be careful).\\

to:

TheSmartGuy: [=SearchMan=]/[=NumberMan=] specialize in isolating and liberating multiple item panels at once (including traps, but they are not immune, so be careful).traps).\\
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