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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/rsz_mmbn_temp_237.jpg]]
[[caption-width-right:350:[[{{Invocation}} Jack in! [=MegaMan=], Execute!]]]]

''Mega Man Battle Network'' is a spinoff/reimagining of the ''Franchise/MegaMan'' series. Its basic premise is "WhatIf the ''Mega Man'' universe had a major technological breakthrough in computer networking instead of robotics?" ''MMBN'' is set TwentyMinutesIntoTheFuture where everything is completely run by the Internet and life is more-or-less peaceful. Everything -- cars, refrigerators, schools, the weather -- ''[[EverythingIsOnline literally]]'' EverythingIsOnline.

The programming required to run everything has gotten so complicated that humans cannot comprehend it by themselves. So they've created helper Artificial Intelligences, called Network Navigators ("[=NetNavis=]" or "Navis" for short).

The stars of the series are 10-year-old (at the start of the series) Lan Hikari and his Net Navi partner, [=MegaMan=].EXE.

Since power in this universe is through the Internet, public enemies are those who would conquer or destroy it. Viruses are monsters that must be destroyed, and hackers are able to control all of the things mentioned above that the Internet is connected to. (Even the Mafia is Internet-based.) Lan and [=MegaMan=], being the main characters, have to face these forces off.

The "Real World" and the Internet are separated from each other. Lan can help [=MegaMan=] out by giving advice and "battlechips" that grant special powers, but he is more or less isolated from the action. (Unless the part of the Internet that is being affected controls the environment he is currently in, like a runaway train, a cruise ship, the oven of his house, etc.)

The series is best known for its unique battle system. It's complicated in theory, yet simple in practice. Combat is conducted on a three-by-six block grid, with [=MegaMan=] on the left and his enemies on the right. When your meter fills up, you can select a certain number of battle chips to blast your enemies in real time while dodging their attacks. They can damage, heal, claim more territory for you, damage or remove enemy territory, summon assistants, and a host of other effects. Those are the basics, at least. It would take far too long to explain all the little clever details and tactical considerations (and [[GameBreaker insane unstoppable ultra-combos]]), so those interested should watch some videos to have a better idea of what it's like.

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''.

There are several attempts to make a [[FanSequel fan-game continuation]]. The most progressive one in the developing, that mimics the original games in 99% is ''[[http://mmbnchronox.com/ Mega Man Battle Network Chrono X]]''; being programmed in GML (GameMaker Language). This game is freeware and only for PC with Windows XP or greater OS. Chrono X is also being ported to Android devices and can be played with Android 2.2 & greater.

For the anime/manga adaptation, see ''Anime/MegaManNTWarrior''.

!!Games in the Series (All for GameBoyAdvance unless stated otherwise):
* ''Mega Man Battle Network'' (2001)
** ''Rockman.EXE Operate Shooting Star'' (2009, NintendoDS): [[NoExportForYou Japan-exclusive]] UpdatedRerelease[=/=]{{Crossover}} with ''VideoGame/MegaManStarForce''.
* ''Mega Man Battle Network 2'' (2002)
* ''Mega Man Battle Network 3: Blue/White'' (2003)
* ''Mega Man Battle Network 4: Red Sun/Blue Moon'' (2004)
* ''Mega Man Battle Network 5: Team Colonel/Team Protoman'' (2005)
** ''Mega Man Battle Network 5: Double Team DS'' (2005, Nintendo DS)
* ''Mega Man Battle Network 6: Cybeast Gregar/Cybeast Falzar'' (2006)

----
!!Trope routine, set! Execute!
* AccidentalPublicConfession: In the first game, Mr. Match accidentally reveals that the serial arson he engineered was actually all about getting the [[McGuffin Fire Program]] in Lan's[[note]]Dr. Hikari's[[/note]] oven when he consoles himself over his loss by mentioning he "completed his mission". He immediately realizes he [[LampshadeHanging probably shouldn't have told Lan that]].
-->'''Mr. Match:''' ''"But who cares! Soon war will start and you'll all be dead!"''
* AdamSmithHatesYourGuts: Notice how the price of HP Memories tends to increase the later in the game you encounter the stores that sell them. It's not just Adam Smith, it's the shopkeepers too! Even within the same store, the price increases the more you buy!
* 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.
** A scene from ''3'': Mamoru nearly dying as a result of complications when the hospital equipment fails during a malware attack. Imagine how helpless you must feel when you're an accomplished Netbattler and your new friend is dying as a result of a problem you can't fix by simple application of [=NetNavi=] abilities. Imagine how you must feel when said new friend is dying the same way ''your late brother'' did.
** 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.
** In the fourth game, Lan's doghouse alarm goes off and he rushes home to find his mother BoundAndGagged on the floor in the corner of his room and warned him that they could easily do worse. Let's go over that again: some creep (1) broke into his house, (2) attacked his mother, and (3) left a message taunting him about doing worse.
* AdultsAreUseless:
** 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.
** Despite the fact that there are hundreds of people who have been [=NetBattling=] ''professionally'' for longer than Lan and Chaud have been alive, they're pretty much the only people in the world who are any good at it.
* AllTheWorldsAreAStage: Done in the first game Final Exam style, where each part of the final area is a condensed version of earlier areas, complete with more complex takes on stage gimmicks (i.e. putting out fires in [=FireMan=]'s area, using numeric passcodes to unlock doors in [=NumberMan=]'s area, etc.).
** Repeated in the sixth game, but justified since the various sectors of the Final Dungeon specifically refer to the various Cyber City locales.
* AlternateHistory: This series (and its sequel, ''VideoGame/MegaManStarForce'') are set in a spinoff reality of [[VideoGame/MegaManClassic the original games]] in which Dr. Light develops network technology instead and it ended up being researched more prominently than Dr. Wily's robotics. [[VideoGame/MegaManX Good thing, too.]]
* AlternateUniverse / {{Elseworld}}:
** The Robot Masters (and a number of other characters) from the [[VideoGame/MegaManClassic original series]] return, this time as artificial intelligences called Net Navis. Dr. Wily himself is a major force. Dr. Light's counterpart is here named [[BilingualBonus Tadashi Hikari]]. It doesn't match up ''perfectly'' mind you:
*** Several Robot Masters have two counterparts. Slash Man has a lookalike counterpart in [=BeastMan.EXE=] in ''Mega Man Battle Network 3'', but in ''Battle Network 6'', they give us the [[InNameOnly radically dissimilar]] [=SlashMan.EXE=]. Another example is Magic Man, who has both [[RobeAndWizardHat MagicMan.EXE]] and the much more comparable [[MagiciansAreWizards HatMan.EXE]].
*** Don't forget about [[VideoGame/MegaManX Zero.EXE, Colonel, and Iris]]. Or [[VideoGame/MegaManLegends Glyde]].
*** [[VideoGame/MegaMan8 Duo]] is the first major flaw in the ForWantOfANail explanation of the universe. While the Nail may explain deviations on earth, Duo hails ''from space'', where the Nail doesn't reach.
**** Althrough, some have noted that Duo transforms into a rock/commet/shooting star during the fight with him in Videogame/MegaMan8, so there could be some explation, althrought that may be more in the realm of {{WMG}}.
*** Some [=NetNavis=] are infamously dissimilar to their Robot Master counterparts. [=CutMan.EXE=], on the other hand, is identical save that big ol' [[BroughtToYouByTheLetterS C]] across his chest. [=QuickMan=], likewise is just a slightly fancier version of his [[VideoGame/MegaMan2 original]].
*** Ring is a GenderFlip of Ring Man.
*** Save for the MascotMook [[AddedAlliterativeAppeal Mett]], most viruses are unique. In the PlatformGame [[GaidenGame Network Transmission]], a bunch of the viruses are basically rehashes of the original Mechaniloids (like Sniper and Hammer Joes). Fitting, as the game itself largely an exercise in [[NostalgiaLevel Nostalgia]] with Battle Network flair.
* 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 uses 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 Americans and Europeans (Amerouppeans? Netopians?).
* AlwaysInClassOne: All of the human main characters except Chaud are in class 1.
* AlwaysCheckBehindTheChair: Multiple ports and chips are hidden in the over-world. All of the main games have bosses reappear on select tiles throughout the Net; as well, the password system hides its codes where you cannot see them due to the camera.
* AnIcePerson: Dr.Froid/[=IceMan=].exe, Ivan/[=ColdMan=].exe, [=BlizzardMan=].exe, [=FreezeMan=].exe.
* TheAnimeOfTheGame: ''Anime/MegaManNTWarrior'' (''Rockman.EXE''), though after the first two seasons, it became quite its own beast.
* AntiFrustrationFeature:
** In [=MMBN6=], the area that triggers a boss fight is marked by a tile with a skull on it, so that you know where to save beforehand. ''Carried over to Star Force.''
** In [=MMBN5=], whenever it is compulsory to go to the deepest areas of the Oran Isle mines, you will be brought back to the entrance after completing said compulsory task. Really handy since the mines are not known for their simple layout.
* ApocalypseHow: Duo plans to pull a Class X on Earth, because its primary inhabitants have been very, very naughty indeed for the past few centuries. How's he going to do this? Crash his [[ColonyDrop car]] into it.
* 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.
* ArmCannon: The Mega Buster has three basic stats: Attack, Rapid, and Charge. Attack is obvious, forming the basis of how powerful Mega's attacks are. Rapid refers to rate-of-fire, which is used by people who prefer to use it as a machinegun-style weapon. Charge influences how quickly it can activate its ChargedAttack, which may not seem impressive to Normal Mega (whose normal Charge Shot is merely 10x Mega's Attack rating, normally maxing at a meager 50 damage), but actually is meant to facilitate the Charged Attacks of Mega's various {{Super Mode}}s, most of which have some tactical use.
* {{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.
* AvengingTheVillain: Dr. Regal, [[spoiler:the son of Dr. Wily]].
* BabiesEverAfter:
** [[spoiler:The DistantFinale epilogue of game six shows Lan and Mayl get married and have a son named Patch.]]
** And an unlockable in in ''Mega Man Star Force 2'' shows that [[spoiler:Patch's Navi is named [=MegaMan=] Jr, who was made from code taken from [=MegaMan=] and Roll's programs.]]
* {{Backtracking}}: A lot of the time, you're required to go back to previous areas. It's completely necessary to rematch bosses too.
* {{Badass}}: A lot of the major heroes, but notables are [=MegaMan=] himself (who fights and beats everyone), [=ProtoMan=] (with his habit of Big Damn Heroes), and [=SearchMan=] (who snipes almost half a dozen enemies at once).
* BagOfSpilling:
** At the start of each game, Lan and [=MegaMan=] start off with a horrible folder, 100 HP, no sub memories, no Navi Customizer, nor any of the previous transformations (any styles or souls that carry over into the third or the fifth game must be individually regained).
** The sixth game [[LampshadeHanging lampshades]] this in one of the poems of the Poem NCP. [=MegaMan=] asks Lan where all his old chips and such go, Lan answers that he really doesn't know!
** 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.]]
** 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]].
* BarehandedBladeBlock: [=MegaMan=] is shown doing this in the picture for the Anti Sword chip.
** He also did this in the [=ProtoMan=] scenario in ''Blue Moon''.
* BattleTops: [=TopMan=].EXE can spin or toss tops, although [=MegaMan=] is only able to copy the spinning.
* BeardOfEvil: Regal grows one in-between ''4'' and ''5'' to show that he's serious this time. Mr. Match sort of has a Goatee Of Evil going on.
* BewareTheNiceOnes:
** Mamoru all the way. Despite being a sick little kid in a wheelchair, it is revealed in the third game that [[spoiler:his father was a [=SciLab=] scientist who created the Undernet, and Mamoru is its current owner.]] Also, look closely at the Navi icon on the side of Mamoru's chair in his [[http://images3.wikia.nocookie.net/__cb20080613014610/megaman/images/b/bf/Mamoru.jpg artwork.]] Guess which Navi's icon that is--[[spoiler:Serenade!]] It isn't entirely confirmed, but it is widely speculated and is very likely that Mamoru [[spoiler:not only owns the Undernet, but is Serenade's operator and thus the ruler of the Secret Area and the operator of one of the most powerful Navis in the series]]. BewareTheNiceOnes indeed!
** Also, ''6''[='s=] Prosecutor Ito. It doesn't help that he resembles [[AffablyEvil Mega Man]] [[EyesAlwaysShut Juno]] from ''[[VideoGame/MegaManLegends Legends]]'' with a bowl cut and dye job.
* BigBad: Lord Wily in the first game [[LateArrivalSpoiler seeks to create the world's ultimate virus to hack military satellites and kill people]]. [[spoiler: He also has a hand in almost every other game]].
* BigDamnHeroes:
** Lan and [=MegaMan=] in every other scenario in the games.
** And in at least one scenario per game, usually near the game's climax, they're the ones who need the backup.
* BigFancyHouse: Yai lives in the largest building in ACDC Town (it's in the corner in the first half of the series, and on the edge in the second half). It has a maximum of at least three visible rooms in the second game (Lan's own home never gets more than two until the sixth game, when they threw in the toilet), which includes Yai's room (other games only allow you to visit this), the large central corridor, and a luxurious bathroom (which is larger than the one in Lan's new house, anyway).
* BlackScreenOfDeath: Often used to avert moments of violence (like when [=ShadeMan=] kills a mook in the fourth game). Sometimes used to abridge Cutscene battles.
* BlatantLies: A Heel Navi in the mid-late cyberworld in the first specifies that the WWW server is nowhere nearby. There's a link with a giant [[RedAndBlackAndEvilAllOver red and black]] W-sign on it ''five feet away'' that specifies only WWW personnel are allowed entrance.
** [[BaitAndSwitch He's technically right.]] The WWW Server's standard entrance is at the far end of the first game's Undernet. [[spoiler: He's standing at an entrance to that same Undernet, though. You have to travel deeper into the WWW-sequestered sections to get to the Server]].
* BlindIdiotTranslation / GoodBadTranslation: Some Battle Chips are on the receiving end of this in the more arcane cases. The "Howitzer" Battle Chip is later known throughout the series as the "Cannonball" chip, which suggests somebody on the translation team realized ''Hougan'' is the Japanese word for "cannonball" and not a bizarre attempt at "Ho-Gun".
** ''Red Sun and Blue Moon'' are the most blatant offenders of this, filled with simple and obnoxious grammatical errors. "There are so many electrical store!"
* BodyguardBetrayal: Happens in the sixth game, when [[spoiler: Chaud reveals his true identity and arrests Mayor Cain]] right as he orders him to arrest Lan.
* BondCreatures: Not exactly {{Mons}}, but the [=NetNavis=] themselves each have an Operator. Rarely, you might meet a [=NetNavi=] without one, such as [[BonusBoss Bass.EXE]].
* BonusBoss: Bass' final form in every game (and ALL of his forms after Battle Network 3), [=ProtoMan=] in ''3'' and ''6''. ''6'' also has [[spoiler:[[VideoGame/{{Boktai}} The Count]], who was cut out of the English version, though arguably he was more of a secret boss]]. [=PharoahMan=] and [=ShadowMan=] in ''1'', [=PharoahMan=] (again), [=NapalmMan=], and [=PlanetMan=] in 2, [=DarkMan=], [=YamatoMan=], and Serenade in ''3'', and the souped-up recycled bosses in the bonus dungeons of the others. Later games also have Lan and [=MegaMan=] fighting souped-up versions of the FinalBoss as well.
* BonusDungeon: Starting with the second game, we have the [=WWW=] Area, the [[ExactlyWhatItSaysOnTheTin Secret Area]], Murkland (a sort of cyber-Hell), Nebula Area, and the Graveyard.
* BoisterousBruiser: [=GutsMan=] is loud and fight-happy. So is Mr. Match, from time to time.
* {{Bowdlerise}}: In the Japanese version of Battle Network 5, on the Queen Bohemia, a painting of the Da Vinci's ''[[UsefulNotes/{{Christianity}} The Last Supper]]'' was changed into a picture of fireworks. See the painting [[http://www.youtube.com/watch?v=ueMGFoEvuFg here]]. When the remake came about, they reverted all the changes of the localization but this one.
* BoringButPractical: Obstacle chips, and Terrain changing chips, especially in the third game where lots of strategies are made and broken by the same kind of chips.
* BossRush: Found at the end of most games; in addition, the time trials in ''[=MMBN3=]'', but they come with asinine requirements.
%%* BrainUploading: [[spoiler:[=MegaMan=] himself.]]
* BreakingOutTheBoss: The SealedEvilInACan immediately swallows up Wily in the third game after the program limiting its power is destroyed.
* BrokenAesop: In Battle Network 4, at the beginning of the first tournament, Lan and [=MegaMan=] defend the Hidden Mettaur Village from a [=HeelNavi=] on the grounds that they "weren't doing anything wrong." However, in Match's scenario, they discover a virus in a malfunctioning Hot Dog grill and delete it; they later learn that the virus was installed by Mr. Match to ''run the grill'' in the first place. When questioned, Mr. Match argues that even viruses have their place, with which Lan disagrees. (Note that the unknown cause of the malfunction is not brought up).
** Althrough Lan might be just angry about what Mr. Match did during the third game.
** Also in the game, during the [=TopMan=] chapter, Lan discovers that [=NetBattling=] isn't merely a game for the young when they discover their opponent is a senior citizen. In the [=ColdMan=] Scenario, however, [[FatBastard Ivan Chillski]] calls [=NetBattling=] "just a game", [[AndYouThoughtItWasAGame which causes]] Lan to [[BerserkButton blow a gasket]] and threaten to ''physically attack him''.
* BrokenBridge: Faulty electronic equivalent or sometimes a bad net connection are used to prevent Mega Man from going too far into the net (subverted in the first game, in which its equivalent to the Bonus Dungeon is available as soon as you defeat [=WoodMan=] and relies on the fear of incredibly powerful viruses to keep you out instead). Sometimes Lan will have to meddle with objects or people in the real world to correct this.
* BroughtToYouByTheLetterS:
** Battle chips are all assigned one or more "chip codes" (derived from the letters of the [[GratuitousEnglish English alphabet]], with the * code as a wildcard). While the characters in the game seem only barely aware of this, it is an essential part of folder building to streamline it by using only one or two codes (some will go as high as three or four [[SelfImposedChallenge for fun]]) to allow you to maximize the number of chips that can be used in one turn.
** Mega and Giga class chips have (with almost no exceptions) the first letter of their name as their chip code. This holds true for Navis like [=ProtoMan B=] and [=SpoutMan A=], whose codes are actually derived from [[DubNameChange their original Japanese names]]: [=ProtoMan=] = Blues, [=SpoutMan=] = [=AquaMan=]); Meteors R (''Ryuuseigun'', Meteor Swarm) and Guardian O (''Ojizousama'', a Buddhist guardian) are also victims.
** For extra fun, alphabetize your chips in ''[=BN4=]'' and notice where the ''Meteors'' chip gets sorted to.
* ButtMonkey: Glide among the fans since he is the only friend Navi that cannot be fought in the games and all his combat skills are in cutscenes only unlike [=GutsMan=] and Roll. Fans has dubbed him the title [[SarcasmMode the most useful and competent Navi in existence.]]
* 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.
* CallBack: The first thing that Lan solves is an oven that spits fire in his house. In a later game, someone in a line to report complaints says, "My oven's spitting fire!" The response to which is the accusation of that being an old story. Also of note, the fourth game (in which [=FireMan=] returns) allows you to Jack In to the oven again, though nothing of particular note happens there except for the tutorial.
* CallingYourAttacks:
** [=FlashMan.EXE=] falls victim to this a couple of times in ''Battle Network 3''. "Hypno Flash!"/"[[MundaneMadeAwesome SHINING... BROWSER... CRASHER...!]]"
** In general, whenever a Navi is using an ability, particularly in cutscenes. Notably in ''Battle Network 5'' where, during Liberation Missions, [=MegaMan=] and their allies will yell out their special abilities' name before executing it. Same goes with the bosses in said missions.
* CardCarryingVillain: Everyone employed by Nebula, which goals include corrupting the world to evil via dark power.
* CastFromHitPoints: Dark Chips in ''4'' and ''5''. One of the most extreme examples of this trope: using a Dark Chip only costs 1 HP, but that hit point is gone ''permanently.''
* [[ChainOfDeals Chain of Trades]]: The second game features one: it starts with an [=Invis1 *=], and ends with an extra chip folder.
* 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'').
** [=ACDC=] Town has a remarkably different geography in the second half of the series, having stripped out every building except for four houses (Lan's, May's, Dex's, and Yai's), Higsby's chip shop, and the Metroline station.
** Dr. Hikari's office is almost identical in between the first and second games, but for some bizarre reason, it's set in two different hallway structures in ''two different buildings'' (the Government Complex in the first game and the Official Center in the second). The third game gives him a new office design entirely, which apparently he's always had.
*** [=SciLab=] in general also revamps its appearance in the third and fifth games.
* ChekhovsClassroom: Every once in a while in the first few games. In ''Battle Network 3'', we find the class discussing program compression at the beginning of the [=BubbleMan=] chapter (which integrates into the game the small cyberworld paths that Mega must compress himself down to use).
* ChekhovsGun
** In ''[=BN3=]'', whenever you make a detour to [=SciLabs=] Net Area, you will see a floating cube thing guarded by four doors. If you haven't played the game yet, that ''thing'' is [[spoiler:Proto/Alpha, the game's ''FinalBoss'']].
** Lan's house has a dog house behind it. In the first four games, nothing is ever said about it and you would just think it is for security like the other one, but then the fifth game finally makes it a plot point.
** Many fetch quests usually have you running across the item you need in the background somewhere, but you don't notice it until you're told you need it, then you need to go looking for it.
* ChekhovsGunman:
** A certain gray-haired boy in the second game is [[spoiler:Sean Obihiro, the ''BigBad'']] and an orange/redheaded scientist in the third is [[spoiler: [[Characters/MegaManClassic Dr. Cossa(c)k]], creator of Bass.]]
** [[spoiler:Shun first appears on a plane, perhaps to oversee one of his lieutenant's operations--though he's kind of hiding in the back of the plane; Dr. Cossack, on the other hand, first appears as an optional talking NPC who lectures you for exploring being out of bed that late at night; another notable Gunman is a little boy you meet named Mamoru whose chief characteristic is that he's suffering from the same heart condition that took Hub/[=MegaMan=]'s human life; turns out he's the administrator of the Undernet.]]
** Iris in the sixth game. You meet her in the opening exploration of Cyber City and she then goes on to be the sixth game's MysteriousWaif.
** Mr. Mach as well, whose introduction in the beginning actually sets up a big reveal later in the story.
* ChestInsignia:
** Just about every Navi has a "Navi Mark" (even Normals), and if it's not on their chest, they'll definitely have it close by. Their operators tend to display that same insignia on some piece of clothing or accessory.
** Subverted by Bass, who had one at one point, but instead has a massive scar that he keeps as a reminder of his betrayal by humanity.
* ChestMonster: Viruses inside trapped mystery data, of which said data is usually trapped more frequently by anonymous jerks in the less regulated parts of the internet.
* ChuckCunninghamSyndrome: Many of the enemy operators (and more than a few allies) fail to make reappearances in later games.
** Sean (who was introduced in the second game) and Mamoru (from the third) each have a powerful influence on their games (each happens to be a WalkingSpoiler, unfortunately), but neither appear in the latter half of the series.
** Other villains and antagonists have left and never returned. Rarely, one will receive an explanatory HandWave (usually involving jail), some may even be killed (Gospel doesn't like its members failing), but many have just vanished without a trace (the original WWW members).
** In ''Cybeast Gregar'', if you undergo an optional sidequest, you will wind up talking to Count Zap's wife, where she mentions that he was imprisoned.
** In the main games, maybe. Most/all of the main characters and villains from ''1'', ''2'', and ''3'', show up in ''[[GaidenGame Battle Chip Challenge]]'', notably sans Mamoru (especially bizarre in that you can fight his ''mother'', the proprietor of the Ura Inn). Shun's the final battle of one of the last tournaments, and the WWW members have at least one scene to themselves. ([[ShoutOut Funnily enough]], they're discussing [[Anime/MegaManNTWarrior curry]]). And Sean was part of the ensemble finale in ''3''. Of course, then he and Mamoru both disappear.
* ColdBloodedTorture: In the first game, [=ColorMan=] ([[PsychopathicManchild a misleadingly-friendly looking Navi]]) is torturing Roll ''for fun'' after defeating her. Fortunately, [[BigDamnHeroes MegaMan intervenes]].
* ColdSniper: [=SearchMan=]'s stoic personality and nearly heartless efficiency are made apparent at the beginning of his ''Red Sun'' scenario.
* ComicBookTime: The main six games take place over the course of two years (5th and 6th grades), but event narrations will remark far too quickly that "several weeks/months" have passed over one or two games' course. See also "NotAllowedToGrowUp" below.
* CommandRoster: In ''[=BN5=]'':
** TheCaptain: [=ProtoMan=]/Colonel\\
NumberTwo: [=MegaMan=] (TheHero of the story)\\
The Marine: [=NapalmMan=]/[=TomahawkMan=]\\
MrFixit: [=SearchMan=]/[=NumberMan=]\\
Security Officer: two for each team: [=GyroMan=]/[=ShadowMan=] (for scouting areas) and [=MagnetMan=]/[=KnightMan=] (for defense)\\
TheMedic: Meddy/[=ToadMan=]
* CompositeCharacter: This universe's version of [=ProtoMan=] seems to be a mix of the [[VideoGame/MegaManClassic original]] and [[VideoGame/MegaManX Zero]], being based on the former but with the hair, LaserBlade and social standing of the latter. Also, the Battle Chip "Z-Saver" (mistranslation of Z-Saber, Zero's trademark weapon) is sometimes associated with [=ProtoMan=].
* ContinuityNod: There are a number of little hints spread throughout the games, but the most obvious example consists of the battle chips. Later games will often use battle chips that are heavily simplified forms of previously appearing battle chip series, often featuring darkened artwork of the viruses they originated from (the common Tornado chip, for example, is based on the Typhoon-Hurricane-Cyclone series from the first game).
** A woman in ''Battle Network 2'' complains that her oven has spat fire. The clerk she's talking to says that's an old story (it happened to Lan in ''Battle Network 1'').
** In ''Battle Network's'' first scenario, Lan used a Water Gun to douse the fires coming from the oven in the Real World [[ItRunsOnNonsensoleum which also douses the fires harassing Mega in the Cyber World]]. In ''Battle Network 3'', a late game scenario has the Net itself catch fire and Mega must douse all the flames. In ''Battle Network 4'', during the [=BurnerMan=] Scenario, the Net catches fire ''again'', and Mega must douse them again... using the "Water Gun" received from Haruka. (This time, the Water Gun is pitifully ineffective, but Lan gets an upgrade from Higsby). [[hottip:Spoilers:All three scenarios involve Mr. Match in some capacity.]]
** Lan and [=MegaMan=] will recognize a good number of their teammates in ''Battle Network 5'', with the notable exceptions of [=SearchMan=] and [=NapalmMan=]. In [=SearchMan=]'s case, it could be {{justified|Trope}} that he's a random possibility among many in ''Red Sun''. In [=NapalmMan=]'s case, it could be that the bonus areas of the games aren't canon.
** Among the [[http://vbprog.zonexus.net/other/rockman_exe_modification_cards_guide.txt e-reader cards]] for Battle Network 5 is an item card called "Present from Meiru", which provides you with the chips Roll, Recovery 300, and Barrier 200. While they can't be used as such in this game, these were the ingredients for the Big Heart program advance in Battle Network 3.
* ConvectionSchmonvection: The central room of the villain's layer in the fifth game is filled with boiling magma.
* TheCorruption:
** [[MadeOfEvil Dark Chips]] have immense power and force themselves to the top of the deck when you're hurting, but will permanently remove one hit point per use and slowly twist users into an evil, mindless LivingShadow. Cybeasts in ''[=BN6=]'' provide great strength, but will take over and rampage if given half a chance. Just say no, kids. Or, in the case of the Cybeasts, just make sure not to use it for more than three turns in a row.
** Dark Chips can be used if you have the [[DummiedOut Dark License]] program or can master the [[SuperpoweredEvilSide Chaos Unison]] form.
* CreativeClosingCredits: The games in the first half of the series each featured a montage of wordless cutscenes of the characters enjoying peacetime.
* CrosshairAware:
** All over the place since the beginning, even more so when ''4'' rolled out Cursor and other secondary elements for chips and viruses.
** Don't forget the scenario in ''4'' (''Red Sun'' version) where [=SearchMan=] is taking potshots at you with his [=ScopeGun=]; you can literally see the crosshairs lock onto Mega, along with the direction you need to dodge in order to not get shot.
* {{Crossover}}: Subverted with ''Operate Shooting Star''; the game was promoted on the alleged crossover between Lan/[=MegaMan.EXE=], and Geo/Omega-Xis. However, this so-called "crossover" only takes the form of an additional scenario, a Navi Chip, and a key item that lets the player "switch" between ''EXE'' and ''Star Force''-era Mega Man, and even use the ''Star Force'' version's shield ability. Otherwise, it's ''just'' a remake of the original GBA game.
* CutscenePowerToTheMax
** and CutsceneIncompetence: [=MegaMan=] slowly shifts from the first to second as the series goes on to the point in which he's almost always at the mercy of something by the sixth game. To get an idea of how bad this is for him, see the RescueArc entry below.
** All of the other main characters appear to exclusively follow the first one though. Especially [[TheRival ProtoMan]].
* {{Cyberspace}}: Specifically TheMetaverse, although Net Navis are independent, sentient individuals instead of just user avatars.
* CyberPunkIsTechno: Although the series have a [[PostCyberPunk positive view of massive networks]], electronica and techno are the music of choice during the games and their trailers.
* DamnYouMuscleMemory:
** The option to skip cutscenes was changed from the Start button to the Select button during the latter three games. Somewhat justified; having the "Skip Cutscene" button be the same as the "Bring Up Menu" button had some annoying consequences.
** In every main series game from ''1''-''6'', the B button was used to run in the overworld. However, ''Operate Shooting Star'' (in the vein of ''Star Force'') changed it so that characters automatically run, and the B button makes them walk.
* DangerousWorkplace: There are a few examples that apply directly to this trope. In general though, chances are that if you can visit something as Lan in the Real World, you're going to have to defend the place as [=MegaMan=] in the Cyber World.
* DarkestHour: At the end of every main game, people are practically waiting for the apocalypse - notable in three as MILITARY LAW and TANKS are being applied.
* DarkReprise: The Undernet theme of ''5'', "Depth", is a dark remix of "Network Space", the regular net's theme.
* DeadlyDoctor: Meddy is a Heal-element Navi who uses an offensive style with attacks themed around modern medicine and StandardStatusEffects. Her approach to combat is literally ''Chemical Warfare''.
* DefeatMeansPlayable: Adding a [=NetNavi=] to the Liberation Team in the fifth game means Lan will get to Operate someone new during missions.
** Invoked with Link Navis, who are alternatives that Lan can use when Mega is [[CutsceneIncompetence incapacitated by the plot]].
* DemotedToExtra: Bass, in the fourth game and beyond, was reduced to post-game BonusBoss status again, after the height of his plot-relevance in the third game. His memory loss from ''[=BN3=]'''s post game[[note]]The fourth game suggests he's abandoned his identity entirely through the use of Dark Power[[/note]] seems permanent, so he never acknowledges his shared history with Mega Man (though the characters ''[[OhCrap certainly recognize him]]'').
** Also, some chips available in the later games are from viruses that don't actually appear in them. In most of those cases, the picture of the virus in the chip is monochrome. One exception is the Cannon series of chips, based on the Canodumb viruses and present as basic weapons in every game.
* 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: The Variable Sword Chip(called in game [=VariSword=]). Appearing first in the second game, normally it's just the normal sword chip, but with an 160 attack. But use one of the special input combos, you can change it reach in various ways, even giving it [[{{BFS}} the Life Sword and Fighter Sword reach]]. Other combinations, let you fire 3 [[SwordBeam Sword Beams]], or in Battle Network 3, [[BladeSpam 4 elemental ones]], while stunning the enemy. The latter one gave a whooping 640 points of damage, and it's just a normal chip, meaning you can have up to 4 of those in your folder. Admittedly, the combos could be hard to do, and you had a very limited time to do them, so you could screw them up, especially without quite a bit of practice. Still, the Variable Sword was [[GameBreaker powerful]] enough to be [[{{Nerf}} nerfed]] in Battle Network 4, and latter games, and split into the normal version, and the Mega Chip version, Neo Variable Sword(that has 220 attack). The Variable Sword could now fire only one SwordBeam. The Neo Variable Sword could also fire only one SwordBeam, but one that could pierce shields, and MercyInvincibility, while being also capable of two double-slash techniques.
* DisadvantageousDisintegration: Using your "offense" character's Order ability in the fifth game's liberation missions will clear out all Dark Panels in range, but will also destroy all item panels. The game spites you by not destroying traps and instead ''triggering them'', often resulting in extra damage or turn-costing paralysis.
* DiskOneNuke:
** In all games featuring the Numberman trader, with an on-line guide to tell you the trade codes you can get rare and powerful chips and Navi cust programs early in the game.
** In the sixth game, in the very first area, you can obtain from the random encounters 5 Reflector1 As and 5 Machine Gun1 As. These, along with three Train Arrow As you can get in another early area (and [=SpoutMan=] if you're playing ''Falzar''), can and will see you through the entire game.
** In general, if you're willing to spend a bit of time grinding, you can assemble dual or monocoded folders very early in the game, which significantly reduces the challenge.
** In ''Network Transmission'', the Mini Bomb chip is for once actually useful. To be certain, against bosses it's not so hot but it's capable of pretty much destroying or at least crippling every basic enemy in the game that doesn't have an aura since it hits more than once. And the best part? You can get it at the beginning of the game since Higsby sells it for a measly 150 zenny. And since its a beginning chip, you can hold up to 30 and easily set it as your regular chip.
** As another general rule, Mega Chips (the ones you get by (re)beating bosses, and a few others with similar power level) run the gamut, but many are capable of winning random encounters in one move for much of the game. Many hit the entire screen or a good portion of it and do lots of damage and/or disable enemies. The 3 chips for the first boss of ''[=BN6=]'', for instance, hit all three rows for 120+ damage and the first area with enemies with more health than the chip takes off is the wood area, where everyone takes double damage from fire. In ''[=BN3=]'' the first boss's chip does 50+ damage to the whole screen, double on ice or vs water, while guard state and mercy invincibility and inflicting paralysis. To make up for this, though, you can't rely on getting these chips every battle; you'll just have a 5-7 in 40 chance of ending every random encounter in one turn for each chip like that you posess.
** ''[=BN6=]'' to an extent is full of these. The Cross is acquired relatively early compared to other ''BN'' games upgrade and has arguably the best and most useful effect and can be used just by pressing up on Custom Screen. It's also possible to beat the V3 version of the first boss in ''[=BN6=]'' especially easier in the ''Falzar'' version after getting the first Cross in a matter of seconds. You can get the full power version if you grind the correct chip and said correct chip is in the beginning area. At full power, the chip does 250 damage to the whole column.
** A bit of grinding and searching in the earliest portion of the games will net you the ingredients of a Program Advance, generally Zeta/[=Giga-Cannon1=]. It's also possible to put together a Flame Hook and Fire Burner P.A. in ''6'' before [=BlastMan=].
** The Lifesword Program Advance is available pretty early on in all games, and can wipe out pretty much everything it touches for half the game (up to and including the first boss or two).
** In the first game, some solid dueling against Gutsman early in the game can net you five V3 Gutsman chips, which hit the entire screen for much more damage than most enemies can withstand.
* DidYouJustPunchOutCthulhu:
** The Life Virus, [[GaidenGame Zero, Life Virus R]], Gospel, Alpha/Omega, Duo, [[SuperpoweredEvilSide Yourself]], Nebula Gray, Lord of Chaos, Cybeasts Falzar and Gregar, [[BonusBoss Bass]], and [[BonusBoss Serenade]] all qualify.
** And even more: in ''[=BN3=]'', one of the {{Bonus Boss}}es is actually Bass merging with Gospel's remaining datas, while in ''[=BN6=]'', as his last form, he merged with the opposite version's Cybeast (Gregar in Falzar version, Falzar in Gregar version).
* DoNotGoGentle / PatrickStewartSpeech / RousingSpeech / ShutUpHannibal: The long speech at the end of the fifth game. [[http://www.gamefaqs.com/ds/928331-mega-man-battle-network-5-double-team/faqs/38674 you can read the speech here]] and [[http://forums.somethingawful.com/showthread.php?threadid=3326989&userid=0&perpage=40&pagenumber=114#post387616218 view pictures here]] (scene 153, for the dialogue).
* DressingAsTheEnemy: In ''Battle Network 3''. Well, not ''exactly'' "dressing". [=MegaMan=] actually can run a program that sort of makes him "feel" evil, so that the navis in the Undernet think he's one of them, without [=MegaMan=] actually changing shape. (You'd think they'd recognize the Navi model of the guy who busted up Gospel's Undernet-based dealings a year ago, but eh.) He's actually generating an evil ''aura'', and in later games, the [[DummiedOut program]] can allow free use of Dark chips. The malevolent presence wards off suspicion like nobodies' business. In ''[[GaidenGame Network Transmission]]'', however, he ends up needing to cop an attitude like [[{{Jerkass}} NeedleMan]] to [[TheGuardsMustBeCrazy convince]] the guard he's {{Badass}} enough to get into the Undernet.
* DubInducedPlothole:
** Why are [=ProtoMan=], [=EraseMan=], and [=SpoutMan=] in the B, K and A codes? Because they are '''B'''lues, '''K'''iller[=Man=] and '''A'''qua[=Man=].
** The sixth game used [=AquaMan=].EXE's ''Anime/MegaManNTWarrior'' name of [=SpoutMan=], despite him being [=AquaMan=] in ''4'' because [[Comicbook/{{Aquaman}} DC just decided to randomly enforce their rights to the name in America]].
** Doesn't matter anymore because ''Operate Shooting Star'' changed [=SkullMan=] to D code and [=ShadowMan=] to T code. This is to spread out the variety of Navi codes, because there are a lot of S-named Navis in the game.
** Another example is the second game's Gospel. Despite taking the form a [[AnimalisticAbomination giant wolf]] and being related to Bass, [[TooLongDidntDub it's still called Gospel rather than, you know,]] [[Characters/MegaManClassic Treble]].
*** Althrough that's largely [[JustifiedTrope justified]], as Gospel is also name of the group that created him, and the Gospel [=NetMafia=], [[WellIntentionedExtremist essentialy wants to take over the world, in order to make a better place]].This makes Gospel a MeaningfulName, as it essentialy means "good news", which would be lost if they just renamed them Tremble. It's also worth noting that in the [[spoiler: Koto Square]], which is connected to the Gospel organisation, Navis pray, which also fit's the name's religious connotations. This all rather makes the Gospel name a nice [[AvertedTrope aversion]].
* DudeWheresMyRespect:
** So Lan saves the entire internet (and the world sometimes) every game. You'd think he'd at least get recognized by the officials and be acknowledged as being more than just some kid right? Haha '''no'''.
** Of course, there are some aversions. ''[=BN3=]''[='s=] InevitableTournament introduces Lan as the kid who stopped WWW, and ''[=BN5=]'' has Lan getting recruited to stop Nebula. Also, Chaud, while a jerk, at least recognizes Lan.
** Unfortunately, there are even more cases where this is played annoyingly straight. Perfect example: ''[=BN4=]'', [=SearchMan=]'s scenario. Raika, despite being a high ranking military officer, has apparently never heard of Lan, Mr. Saved the Internet Four Times At This Point. He treats Lan as a joke, and when Lan heads over to Sharo to help Raika out in a mission, an official all but tells him to go home, saying the Undernet (incidentally, as of ''[=BN3=]'', [=MegaMan=] was the KING of the Undernet) is far too dangerous for him. Then [=SearchMan=] spends the rest of the scenario sniping [=MegaMan=].
** The afformentioned status as King of the Undernet makes one question the way the undernet dwellers respond to your presence, in every game from the point you recieve this stats in the third one onwards...particularly when a group of cultists kidnap you in the 6th one (twice).
* DummiedOut: Lines from [[http://www.youtube.com/watch?v=JYIDuv6l5GY Twin Leaders]], [[http://www.youtube.com/watch?v=D7ZDjeSP7fQ Double Team]], and [[http://www.youtube.com/watch?v=cNbIkuSB8Ow Operate Shooting Star]].
* EagleLand: Netopia (Ameroupe) is fairly mixed in its flavor, but there's a distinct flavor 2 moment in the third game when Lan and Mega must clear out some Netopian [=HeelNavis=] (read: thugs) who are rioting around the [=TV=] station when their countrymen don't win the [=N-1=].
* EarlyInstallmentWeirdness: Battle Network 1 is not only an ObviousBeta, 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 [=GutsMan=] as a commercial model.
* 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.
* EldritchAbomination: Cache, from an obscure GaidenGame as well as the FinalBoss during the Beast+ season in the anime. In the main games themselves, all final bosses qualify; especially Gospel as it's made of multiple bugs (and by the same token, Gregar), and Nebula Grey, which is literally MadeOfEvil (of the humanity's mind, specifically).
* EleventhHourSuperpower:
** Hub.bat in the first one. It's actually possible to beat the final boss by ''just spamming the B-Button''.
** In both the second and third games, [=MegaMan=] and Lan [[spoiler:find a way to synchonize with each other before fighting the final boss, however this has no actual gameplay effects like it had in the first game.]]
** In the fourth game, [=MegaMan=] [[spoiler:synchonizes with people from all over the world to become powerful enough turn a meteor away from Earth, as well as show the good in mankind to Duo.]]
** Subverted in ''5''; [[spoiler:during the cutscene after Mega Man successfully defeates Nebula Grey, it regenerates and then tries to take over Mega Man's body. All hopes seem lost... when suddenly Mega Man turns into his full Hub form and wards off Nebula Grey with little effort. The subversion comes when he turns back to his normal form - and Nebula Grey goes back to strike him ''yet again''. Fortunately there's Colonel (and others) to help him defeat NG with a final, supercharged Mega Buster.]]
** In the final game, [[spoiler:Colonel and Iris fuse together to defeat the final Cyber Beast, while [=MegaMan=] is knocked out. Sadly, they were [[HeroicSacrifice set to be destroyed if they were to ever do that.]]]]
* TheEnd: We got a "The End" title card in ''Battle Network 6''.
%%* EnemyCivilWar: Occurs halfway through the sixth game.
* EvenEvilHasStandards: Lord Wily was very disapproving of [[spoiler:the actions of his son, Dr. Regal]].
* EvilIsHammy: Dark Chips are described in ALL CAPS. Dr. Regal, too (though in the usual dramatic way); as a fun fact, he's the Dark Chips' creator.
* {{Expy}}:
** Several of the Net Navis are based on characters from the Robots timeline of the VideoGame/MegaManClassic series.
** Prosecutor Ito is basically Light from Manga/DeathNote in personality.
** There are also expies of characters from past Battle Network games. Case in point, Captain Blackbeard is basically the Battle Network 6 equivalent of Takeo Inukai of Battle Network 3, right down to job (or in the case of Blackbeard, former job) and their plans involving chaos caused by animals (in an Aquarium and in a Zoo, respectively).
* ExtremeGraphicalRepresentation: Oh dear ''god'', you could practically rename the trope "[=MegaMan=] Interface". The cyberworld is exactly like the human world, complete with water, fire, weather, and plants including full-grown trees. Just slap the prefix "cyber" in front of the usual term.
** Malware that blocks programs from transmitting data is often represented by chains or obstructions, like the boulders [=StoneMan.EXE=] uses to disrupt the rail service in the first game. Removing the malware involves ''shooting at it'' to destroy it and 'unblock' the system, allowing it to function again.
* FakeLongevity: Plenty of examples...
** The backtracking. Most of the RealWorld segments in the first game are running back and forth between a few areas. The Waterworks stage is likewise hated for this.
** The castle stage in the second game, which features zombies, vampires, and burglars harassing you. In the Zombies' case, they take you across the map...and the map seems artificially lengthened.
** The hospital in the third game, which requires a bunch of fire chips to get through obstacles in the stage.
** Almost all of the fourth game is made of this, due to Lan taking on problems from his competitors. Even more so due to the fact that in order to unlock everything, you need to beat the game THREE TIMES.
*** To clarify: Battle Network 4 uses an obnoxious tournament mechanic that has no central plot. These tournaments will take place repeatedly throughout the game, and have three scenarios[[note]]Randomly chosen from a pool of six in specific combinations of three which themselves have no necessary order[[/note]] that do nothing--nothing ''whatsoever''--to actually advance the plot[[note]]The [=SearchMan=] and [=ProtoMan=] scenarios in ''Red Sun'' and ''Blue Moon'' do have some reference to Nebula, and the [=ProtoMan=] scenario even foreshadows ''Bass'' (you can see his statue near the area where you find [=ProtoMan=]). Neither, however, have any real effect on the plot, and that's a total of 1 in 18 scenarios per game being relevant[[/note]]. The plot actually happens between the tournaments, with brief snippets of Nebula harassing the Hikaris in Electopia and the meteor harassing Yuichirou at [=WAXA=]. In other words, ''the central aspect of the game itself'' is filler spacing out the plot.
*** The game also uses a NewGamePlus mechanic with a total of four cycles the player must pass through to fully unlock everything. (You can't even get to the Bass fight until the third cycle, because that's when you get your last Double Soul).
* FamilyUnfriendlyViolence: For a series aimed at the younger set (at least in the English version), ''EXE'' has some pretty horrific stuff going on. Mass poisoning, terrorist bombings, gangsters being murdered by their own employers with briefcase bombs, and it just goes on like this...
* FantasyCounterpartCulture: Ubiquitous. Electopia is Japan (it actually ''is'' Japan in the original language), Netopia (Amerope in Japan) is an amalgam of the United States and western continental Europe, Creamland is a mishmash of northeastern European countries, Kingland is the United Kingdom, etc. Some of the counterparts' names get a little unimaginative, like Sharo, which is basically Russia with the syllables reversed, or Choina and Netfrica (Affric), [[CaptainObvious which you should be able to figure out for yourself]]. The only one they seem to have put any effort into is Yumland (Ajeena), which would be India (famous in-universe for its food and massive population).
* FightLikeACardPlayer: The requirements for organizing Battle Chips and creating Folders are basically a set of rules for organizing a deck of playing cards.
* FiveBadBand: The sixth game is the only ''Battle Network'' game where the villains other than the BigBad had any real focus past their initial scenarios, and actually interacted with each other. Most villains in the other games usually showed up alone, did their thing, and disappeared (presumably dead, locked up in prison, or fled after their defeat) for the rest of the game.
** For most of the sixth game, the Band is the following:\\
The BigBad: [[spoiler:Baryl/Colonel.EXE]]\\
TheDragon: [[spoiler:Mr. Mach/[=BlastMan=].EXE]]\\
The EvilGenius: Prosecutor Ito/[=JudgeMan=].EXE\\
TheBrute: Two of them - Blackbeard/[=DiveMan=].EXE and Vic/[=ElementMan=].EXE\\
The DarkChick: Yuika/[=CircusMan=].EXE
** Towards the end though, the group splits into two. The BigBad and TheDragon remain together, while Yuika moves up and takes a combination of both positions for her group. This leads to hilarious results regarding Yuika's group after [[BossRush MegaMan.EXE defeats them all for the second time]].
* ForcedTutorial:
** One in every game. [[OncePerEpisode Every. Game.]] It will consist of three (3) virus battles against groups of Mettool viruses. You will have one (1) crappy folder that has [[BagOfSpilling no business whatsoever]] being in the hands of a world-saving duo. The first three games will actually employ the ''same exact tutorial'' (virus killing, chip combos, chip adding) with the ''[[RunningGag same exact folder]]'' in the ''[[RuleOfThree same exact sequence]]'', though there are different teachers depending on the game. The second half of the series trades out Chip Adding for an Emotional State (Full Synchro) tutorial, which is more dynamic a system.
** The Gaiden Games Network Transmission and Battle Chip Challenge require tutorials as well, though these are far less aggravating, since they are actually conflated with the opening levels.
* ForWantOfANail: [[WordOfGod Supposed to be a world where Light turned to computer networking technology instead of robotics]]. This worked just fine up until [[PostScriptSeason Red Sun and Blue Moon]], which introduced Duo, who had been altered from an ''extraterrestrial'' (i.e. beyond the influence of earthly events) robotic SpaceCop to cyber-{{Galactus}}.
** After the fourth game, the plot thread was largely abandoned; Star Force, the sequel series, expands the franchise's reach to craft a whole new mythos.
* {{Foreshadowing}}: A staple of the series is to either provide scenes of the villains making heavy-handed intimations about their newest plans, or for Lan to receive e-mails warning him of a specific threat that has recently become relevant (often both). Turned UpToEleven in ''Battle Network 4: Blue Moon'' during the [=AquaMan=] Scenario when Lan gets horoscope spam warning him to ''beware water''.
** In the first game, as soon as you can use the Metro, you're prompted to pay Dad Hikari a visit at work. He's not in, but while you're at the office you can find a photo of his family [[spoiler: revealing that Lan is not an only child]], and talk to some Navis in the large workstation who tell you about an experimental Navi [[spoiler: with human genetic data]].
* FourIsDeath: In ''6'', one of Erase Cross's abilities allows [=MegaMan=] to instantly delete any virus with a 4 in their HP total. It will introduce an [=HP-bug=] when used against Navis under the same conditions.
* FreeRangeChildren: In the first game, Lan's mom even [[LampshadeHanging asks why he keeps coming and going like that]].
* FreudianExcuse:
** Most of Gospel in ''2''. It helps to make them more sympathetic--and their face-profiles even portray them as completely normal looking people. [[spoiler: Wily]] might have been trying to ''kill'' Lan, considering [[spoiler: his defeat the first game could have lead him to try and eliminate him for his next plot.]] Most of the attacks seem too specified (i.e. gassing Yai's house and no other) to be general terrorist plots.
** [[spoiler: Sean's FreudianExcuse may ring especially true for some people... specifically the parts where he mentions that the internet was the only way he made friends.]]
* FromBadToWorse: The Waterworks Scenario. Lan and Mega fix the pump program, but it turns out the real problem was the filter itself; the boys just restored poisonous swamp water to the city, and the citizens are now so desperate for water that [[TooDumbToLive they will drink the obviously nasty sewage]].
%%* GameBreakingBug: See "UnwinnableByMistake."
* GameMod: A growing number of them, althrough mostly of (both versions of)the sixth game. Most of them can be found [[http://www.therockmanexezone.com/downloads/game-mods/ here]], and [[http://mpcr.site88.net/downloads.php here]].
* GatlingGood: The Vulcan chips and Super Vulcan. Due to this trope (they deal damage by hitting for 10 points multiple times), combined with a few chips to boost attack ([=ColorPt/DblPoint=] and ATK +10/+30), they get the boost to each individual hit and thus can deal a OneHitKill on bosses.
* GenericDoomsdayVillain: Dr. Regal in the fourth game. His character (slightly) improved by the time the fifth game came along.
* GeoEffects: Standing on grass made elementally-aligned units heal but doubled the damage from fire, ice and water interfered with movement but made you weak to electricity, and so on. Some games got "creative" with magnet panels, conveyor panels, gravity panels, and in ''3'', a panel that was a hole into the Internet netherworld.
* GenderFlip: The Robot Master Ring Man was adapted into a female Navi named Ring for ''Battle Chip Challenge''.
* TheGenericGuy: The most common model of [=NetNavi=] online is officially designated "Normal Navi".
* GetBackHereBoss: [[VideoGame/MegaManStarForce Mega Man Geo-Omega]] is the first type, as he fires at you with the [[ArmCannon Megabuster]] and then runs, only to repeat it when you catch up to him a second time, of course he finally does fight you the third time you catch up to him. The chase sequence can be watched [[http://www.youtube.com/watch?v=izqUOZIdeDo here]] and [[http://www.youtube.com/watch?v=9PMP3OnW7kw here]].
** [[OurVampiresAreDifferent ShadeMan.EXE]] too, in ''4''. You must chase him (to rescue [[DesignatedVictim Roll]]) across two whole areas of the Internet, and then through a private server.
* GettingCrapPastTheRadar: Now has [[Radar/MegaManBattleNetwork its own page]].
* TheGift: Lan's got it; [[WellDoneSonGuy Chaud]], who is declared to spend ten hours a day training, apparently missed out.
* GlobalCurrencyException: [=BugFrags=], which are pieces of junk data, can be traded in for some of the rarer Battle Chips and [=NaviCust=] programs. Those [=BugFrags=] tends to be either ridiculously easy or rip-your-hair-out hard to find depending on the game.
* GoodIsDumb: The Navis you can control in ''5'' and ''6''. When you face them as bosses, they have more than 1000 HP (more than you can ever have naturally) and various attacks. However, when ''you'' control ''them'' they have at max 800 HP, less than the max for [=MegaMan=] (1000), but even if you fight them again afterward, they go back to their massive HP.
** Apparently, the Link Navis ''could'' have been updated to their full power, but this required the Beast Link Gate, which was a toy [[NoExportForYou that never left Japanese shores]].
* GoryDiscretionShot: Anytime violence ensues in a cutscene, the screen goes black.
* GoshDangItToHeck: Averted in the second game. [[Radar/VideoGames Yeah, that's right]]. Words like "damn", "hell", and "crap" are said, and it ''still'' got an E rating.
* GuideDangIt:
** Compression codes, Variable Sword (and its upgrade Neo Variable Sword), Program Advances, Number Trader codes, EX Codes... let's just say there's a lot of them.
** The ones given via BBS or scattered throughout the game world are generally the easy ones (such as the Zeta/Giga-Cannon, a bulky P.A. that can be reasonably obtained before the first boss), but you'll need a guide to figure out some of the more advanced things (such as all the codes for the Neo Variable Sword). Many codes may be found in guidebooks, trading cards, anime episodes, merchandise, box art, and in one case in ''4'', the first ''VideoGame/{{Boktai}}'' game (through a riddle in the ''[=BN4=]'' game world). Worse, this is only reliable in Japan. Many materials (such as most of the anime codes) are NoExportForYou. You're surprised, Capcom, that they're all over the internet?
** While P.A.s like Zeta Cannon and Life Sword are basic and actually mentioned in the games, others did not receive a similar treatment. There's no indication which battle chip combinations correspond to which P.A, and some recurring ones changed their requirements. To this day most fans did not know some P.A.s exist not because they didn't talk to {{NPC}}s but because they're not informed of the obscure (and more powerful) ones in the first place.
* HandInTheHole: Lan has to put his hand in the mouth of a stone lion face to prove that he was a tournament participant in ''4''. If he wasn't, it would bite his hand off.
* HardWorkHardlyWorks:
** Tora lets on in ''3'' that Chaud spends ten hours a day training. Guess who's smacking who around on a regular basis.
** In the first game, Lan suggests that the PowerOfFriendship enables him to win, as his fighting ability is determined by the strength of the bond with his Navi [[spoiler:and twin brother]] [=MegaMan=], while by contrast, Chaud's [=ProtoMan=] uses his own chips and fights alone.
* HeadsIWinTailsYouLose: WWW Operatives in each of the games use their terrorist activities as a cover for program hunting. They will just about always succeed in obtaining the program they want, even if they get deleted.
%%* HeelFaceRevolvingDoor: Baryl and Colonel.EXE.
* HeKnowsAboutTimedHits: Actually done well in the main game tutorials. The human operators are themselves using little handheld terminals, so banter about the L and R Buttons fits right in.
* HeroAntagonist: Geo from ''[[VideoGame/MegaManStarForce Star Force]]'' is set to be this in ''Operate Shooting Star'', at least to begin with.
* HeroBall: Lan holds it in the fourth game. He'd win over half of his tournament battles by default if he simply just stayed out of his opponents' lives.
* HeroicBSOD: Lan gets a ''nasty'' case of it in ''3'' after [[spoiler: discovering that Mr. Match tricked him into firebombing Sci Lab, endangering his own father's life]]. He locks himself up for several days, skips school, and refuses to talk to his friends about anything.
* HeroicRROD: What happens to Mega Man in a battle after using Beast Over in ''6''; Beast Over is accessible when you're trying to do a Beast Out (his regular transformation) after the 3 turns limit is over.
* HighlyVisiblePassword: From your Navi's point of view, passwords are easy to decipher. Justified in that your Navi is directly connected to the network/systems and is most often in the correct dataspaces to see/manage passwords for you.
* HijackedByGanon: Of course. [[spoiler:The plot of ''the entire second game'' is revealed to have been hijacked by Wily all along in the third game, and he hijacks the fourth and fifth games with the revealing he's Regal's father.]]
* HollywoodHacking: Played with. Sometimes getting into a secure area simply involves obtaining a security certificate. Sometimes, you have to destroy or disable components of the security system to proceed. Other times you have to figure out the password using hints left in the system, solve puzzles, obtain specific Battle Chips, or fulfil other conditions. Some forms of ExtremeGraphicalRepresentation are used to represent some of the malware and their effects:
** [=StoneMan.EXE=] disrupts a rail service by blocking data transmission from the master network... by dropping virtual boulders into the network space that block the 'rails' that represent the connections between the rail service systems.
** [=ElecMan.EXE's=] disruption of electrical power in the network in the first game represents him hacking into the power control firmware/embedded systems at a power plant, limiting the amount of power that was being supplied to everything in the system and causing some programs to behave abnormally due to the low-power conditions.
** [=AirMan.EXE=] leaves pink clouds that drain the strength of programs and slows/stops them, denying access to memory sectors.
** [=QuickMan.EXE=] and his operator in the second game ''destroy'' virtual ground inside the embedded systems of several bombs, severing the virtual linkages and preventing you from pursuing via them.
** The Mother Computer for Electopia and its protective doors actually employ a massive series of passwords that prevent access to the core program, and the systems themselves are littered with Mr. Progs that provide hints. Some of the hints are easy, and some of the hints are difficult (the final hint is actually quite complicated), but the passwords themselves are actually rather easy to bruteforce (especially via SaveScumming), since a Navi has to travel a specific path through a limited selection of characters.
** [=MagnetMan.EXE=] uses virtual magnetic fields to 'spoof' magnetic current that forced data to flow through particular pathways in the system, restricting bandwidth and mobility. This also caused massive disruptions in the aircraft computer systems he was intruding, resulting in various failures throughout the plane.
** [=FreezeMan.EXE=] in the second game essentially launched a nationwide Denial of Service attack by blocking the network with virtual Ice programs that froze programs and blocked access to network sectors. These Ice programs had special defensive measures to deploy normal viruses when disrupted or 'broken' by normal means. [[spoiler:Freeze Man himself was the Command and Control node for the entire [=DoS=] attack, so when he was deleted, the Ice programs were stopped since they could not receive more commands from him]].
** A ''rare'' example of a realistic malware attack appears in the third game, where [[spoiler:Mr Match]] deceives Lan via social engineering.
*** He also did this in the first game, infiltrating Lan's house to conduct an attack by [[JanitorImpersonationInfiltration posing as a repairman performing preventive maintenance]] in light of the recent attacks (his own).
** In Battle Network 3, a shady Netopian hanging around Beach Street will sell you something called the "[=ModTools=]", which allow you to essentially jailbreak your Navi Customizer. In the game, leveling up a Style Change will produce special programs that can only be used by specific styles; using any program with an incompatible style will produce an error code. Using the ModTools will allow you to enter a password to bypass that code and use the program anyway (you can't do this for more than one such program at once, mind). On top of that, you can actually use the Mod Tools when there ''isn't'' an error to be solved to input special EX codes, which will endow Mega with extra powers on top of his current abilities.
* HollywoodMagnetism:
** Justified, as this takes place in the cyber world, where the rules of physics are constructed of data and are therefore artificial. There's a chip called [=MagLine=] which pulls you to the panel(s). If the panels are in the lower row, the staying in the upper row will prevent it from dragging you to that panel and visa-versa.
** Also, the Battle Chip of Magnetman EXE uses his North-South Tackle, and will not work if there is no room to summon South.
* HonestAxe: Spoofed in ''6'' with an absent-minded Mr. Prog spirit of a bucket with "Legendary Spring" scrawled on the side.
* HopelessBossFight:
** [[spoiler:Forte/Bass.EXE]], when first fought in the third game, is immune to all attacks for no reason other than the story demands [=MegaMan=] loses.
** [=ShadeMan=].EXE in the fourth for some turns, after which you're given a Dark Chip as a DesperationAttack.
* IdenticalLookingAsians: In the second game, when an NPC remarks that all Electopians and Yumlanders [[FantasyCounterpartCulture (i.e. Japanese and Thais)]] look alike.
* IdiotBall:
** Gets passed around by various characters in the series, at least in terms of IT security. While repairmen slipping in malware attacks and some particularly nasty cases of social engineering are a standard form of espionage, some of the staggeringly blatant security weaknesses in the Internet as portrayed in the game fall into this territory. No wonder [=NetCrime=] is all over the place in the series.
** On the Social Engineering front: Lan should have at least gotten someone to vet the "packages" of malware Mr. Match asks him to install in the [=SciLab=] intranet during the "Hero of ACDC" story arc in [=MMBN3=]. What he does instead: gets his ego manipulated by Mr. Match into blindly loading in the payloads, resulting in a disastrous fire that injured many researchers including his father. To be fair, Mr. Match at least orchestrates an elaborate gambit with planted WWW "agents" to deceive Lan into believing that he had reformed.
** Nebula has absolutely no regard for [=SciLab=] security in the fifth game. Dr. Regal himself waltzes in to kick off the plot.
* InNameOnly: Several of Navis share the names of Classic series bosses, but look, act and fight nothing like them.
** [=SlashMan.EXE=] is a good example, being largely a living piece of cutlery. Classic Slash Man has a much greater resemblance to [=BeastMan.EXE=].
* IndustrializedEvil: The Nebula HQ contains a Dark Chip factory that mass-produces Dark Chips.
* InevitableTournament:
** The third game gives us the N-1 Grand Prix, the preliminaries for which define a significant portion of the first half of the game.
** The fourth game consists almost entirely of three major tournaments (the closest things the games have to story are treated as B and C plots). The game hits you with a NewGamePlus that requires you to compete in all three all over again. (If you want to achieve absolutely everything, there are ''four cycles of the same story'' for you to pass through).
** ''Battle Chip Challenge'' consists entirely of a tournament, in which there are about ten "classes" of increasing length and difficulty. This is made much more bearable on the grounds that the main six main characters each have a Story Arc (a ''relevant'' story arc) to pass through.
* Infinity+1Sword: Hub.BATCH in [=BN3=]. It features nearly every program within the game and doesn't take up too much space.
** It does halve Mega's HP by half, but this can be fixed by using the BugFix program. Obtaining BugFix requires even more grinding by using Bugstyle.
** Some of the Giga chips are also this. Take Serenade, also in [=BN3=]. To obtain this chip, you'll need to beat the game and beat the entire secret area. For it to reach full potential, an areagrab must be used on the turn before, and a lot of Atk+ chips. The maximum possible damage from this attack is enough to kill the final boss.
* {{Infodump}}: Each game has a habit of saving a huge chunk of the story for when Lan and Mega confront the boss.
* InsaneTrollLogic:
** Green Land in [=BN6=] runs on it, ironically it is said to be a very closed-in and highly regulated society. Two choice laws include the punishment for hitting a Mr. Prog on the head is "something infuriating" (exact words), while the punishment for finding zenny on the ground but not reporting it is tickling. Their entire justice system is overseen by the [=JudgeTree=], a supercomputer built into a giant tree that acts as judge in all criminal cases, which they consider superior to human judges as they might make mistakes. However, this is a world where EverythingIsOnline, and even the prosecutor mentions the tree is constantly targeted by hackers and their system is ruined if it gets compromised.
** Speaking of which, the punishment for tampering with the [=JudgeTree=]? "100 hours of zapping." That's right. [[ColdBloodedTorture One hundred straight hours of constant electrocution.]]
* InsideAComputerSystem: A central game mechanic. [=MegaMan=] lives within the cyberworld, and most major dungeons are networked computer systems.
* InterfaceScrew: The confusion effect from ''3'' onward, but most egregiously [=VideoMan=]'s scenario in ''4''.
* 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, and all used programs must fit within the allotted space. If you make a mistake, [=MegaMan=] will have [[InterfaceScrew glitches]] during battles.
* InvincibilityPowerUp: In the franchise there are four different types of defenses that render Mega immune to everything except [[ArmorPiercing a few specific types of damage]]. Shielding[[note]]As provided by Guard type chips, maybe Stone Body type[[/note]], Barrier/Auras, Invisibility[[note]]Including [=DropDown=] and [=PopUp=], which last longer than the proper Invis chips, but don't defend Mega when he attacks[[/note]], and Shadow. The last two in particular render cyber-bodies immune to all but a handful of specific attacks.
** A better example of a ''full'' Invincibility Power-Up is a special condition introduced in the fifth game, marked by the user glowing green for a period of time. There are a variety of ways to achieve this: as a Bonus Panel prize in Liberation Missions, as Knight Soul (who becomes invincible whenever he uses a non-dimming battle chip in his front column), or using the [=DarkInvis=] chip, which last also causes the Navi to enter a berserk Dark Soul state, randomly warping around the field and using random attacks selected from his battle history.
* InvincibleMinorMinion: Quite a few enemies are invincible without exploiting a weakness or using an ArmorPiercing attack.
* {{Invocation}}: "Battle Operation, set!" "In!" and "Plug-In! Rockman.EXE, Transmission!" in Japanese; "Battle Routine, set!" "Execute!" and "Jack-In! [=MegaMan=]! Execute!" in English.
* {{Jerkass}}: Some of Lan's tournament opponents in ''4'. Even if they aren't, ''someone'' will always cause a mess before the match and dragging Lan and [=MegaMan=] into their problem, sometimes on purpose.
* JokeItem: There are three levels of bugs for [=MegaMan=]'s Charged Shot. The first creates Rock Cubes. Those you can airshoot/punch into enemies for 200 damage. The second level is a silly 1 panel-ranged water gun. Somehow it does 100 damage. The final glitch, however, just makes harmless flowers pop out of the Buster.
* JustKeepDriving: Averted - the cars actually stop when you step out into the street. The first game even has a section with functioning traffic lights.
* KarmaHoudini:
** Match, who is the only tertiary character to appear in all six games (except ''5'') plus {{spin off}}s.
** There is also [=ShadowMan=]/Dark, something no one even mentions when he appears as a teammate in ''5''.
** Ditto for a lot of the teammates in ''5'' and some of the link Navis in ''6''.
** [[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.
** Wily, [[spoiler:having personally started 3 terrorist organizations and masterminding the creation of a 4th]], actually gets punished with jail time when he is finally caught, [[spoiler:but somehow, despite being a notorious criminal with a knack for computers, manages to build ''two'' [=AIs=] while in prison.]]
** ''6'' shows the punishment in the game's universe, although it's bordering on torture (100 hours of zapping, waiting 10 hours for the use of a rest room) takes place in a fairly short time.
** Every single opponent you fight in ''Battle Network 4'' that commits a crime seems to get off the hook one way or another. Including someone who ''makes the temperature in the world go down to the point where it's snowing in a naturally hot country'' and someone who ''depletes their own village's only water source''. The former is seen in Sharo (despite being imprisoned in Netfrica) around the end of the game, and the latter is immediately forgiven after the battle with him.
* KarmaMeter: An implicit mechanic in the fourth and fifth games (but mostly in the former). [=MegaMan=] starts the game in neutral territory, but once the Dark Chips are introduced, if Mega ever performs poorly in combat, his emotional state will become ''Worried'' and a pair of Dark Chips will appear in the corner of his chip menu. Choosing these will pull Mega towards Dark Power, while Mega will inevitably be pulled in the "Light" direction by performing well in battle, using Full-Synchro and Double Souls, etc. As he moves in this direction, it becomes much easier for Mega to enter Full-Synchro and harder for him to become Worried.
** 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, and they will ''always'' deduct one (1) hit point from his total, which will be LostForever. Evil [=MegaMan=] also cannot perform Full-Synchro, cannot perform Double Soul, and ''cannot use Mega Chips''. Evil Mega will also be forbidden access to the [=Hub.Batch=] program at the end of Black Earth 2.
** You can see where Mega is on the scale by checking his Navi screen and seeing how he's darkened or brightened.
* KillHimAlready:
** Upon confronting the devious operator behind whatever catastrophe was occuring, Lan often jacks into an infected computer system to fix things while the human villain, who is often in the same room, just... stands there... watching... Stopping him would be as easy as running up and yanking out some cables, but nope. No dice.
** Justified in that Navis can have operations preprogrammed into them; the only real way to stop something bad from happening is to do enough damage to the Navi that they can no longer carry out the function - often this requires deletion. They discuss this in ''Network Transmission'' [[spoiler:when Mr. Match comes around looking for [=FireMan=], who was [[BrainwashedAndCrazy infected]] by the Zero Vaccine, and the heroes point out that Match could have just told [=FireMan=] to go crazy and burn everything instead of doing it directly. They learn about the faulty Vaccine later.]]
* KnightOfCerebus: [=ShadeMan=], the very first boss in ''Red Sun'' and ''Blue Moon''. When you first see him, he's just floating in a corner, being creepy and creaking to himself, when you leave and come back, people are screaming, Navis are lying dead all over the network (not deleted, ''dead'': limp, motionless, and unresponding), and now that he's speaking in sentences, he tells you with perfect manners that he's off to find a nice lady Navi for dessert. [[FromBadToWorse He finds Roll]].
* LamePunReaction: In ''3'', there is a recycle canister with a kangaroo shape. In game text? "(used for recycling cans) maybe we should call it the [=CANgaroo=]? ... We apologize for that last joke. It wasn't punny at all." The game apologizes for a pun, even if it is making another pun in the process.
* LawOfConservationOfDetail: If you see any character with a unique sprite, expect said character to do something major very soon, or at least provide a BossBattle.
** Subverted in ''Red Sun'' and ''Blue Moon'', as you end up picking fights with a few Normal- and Heel Navis (and their Operators often use generic sprites). There's also the tournament announcer Mami and the unnamed female hot dog vendor, both of which have unique sprites and the latter of which appears to have her own emblem.
** Double subversion: From the beginning of the series, there's a doghouse behind Lan's house. Why? Is it a fake for security like the one in the front? No flavor text ever comes from it... until the fifth game, at which point you just ''know'' it's going to be relevant later.
** Mick from the sixth game is always talking about he's going to beat you. His Navi is just a uniquely colored Normal Navi, so of course you can't fight him.
* LargeHam: Lots of characters, but [[http://www.youtube.com/watch?v=0jsOAnG341U especially]] Colonel.
* LaserGuidedAmnesia: At the end of ''[=BN5=]'', [[spoiler:Wily erases the memories of his own son Regal so the latter's vendetta against the world will be over]].
* LetsYouAndHimFight: In ''Operate Shooting Star'', [[spoiler:When Roll is kidnapped, [=MegaMan=] finds ''Star Force'' [=MegaMan=] near a clock and fights him. After the fight, they find that [=ClockMan=] is their enemy.]]
* LimitBreak: The ''Program Advance'' technique, which occurs when an Operator sends a specific array of Battle Chips to their Navi; while in transit, the [[ExactlyWhatItSaysOnTheTin program morphs (or advances)]] to a much more powerful attack. Each game will generally give you a few clues as to the possibilities.
** In ''Battle Network 5 DS'', some members of the same team can initiate a powerful CombinedAttack by tagging each other in while in Full-Synchro with Lan.
* LittlestCancerPatient: Mamoru in ''[=BN3=]'', complete with IncurableCoughOfDeath, who suffers from the same heart condition as [[spoiler:[=MegaMan=] back when he was Hub Hikari]]. He's also the operator of [[spoiler:[[BonusBoss Serenade]]]] and owner of [[spoiler: the Undernet.]]
* LivingShadow: The Shadow and Nightmare virus series, which can only be harmed with swords; Navi Blacks and Navi Shadows in ''Battle Network 4'' are the same.
** Also, any battle against [=DarkMega=], who does not share that immunity.
* LoadsAndLoadsOfCharacters: Being an RPG, this was inevitable; it wouldn't be a stretch to say the ''Battle Network'' games have more characters than any other ''Mega Man'' series.
* LoopholeAbuse: Sure the Copybots in [=BN6=] cannot use Battle Chips, [[spoiler:but that is not a problem when one of your arm is a sword. Colonel gladly used this to his advantage against Lan and [=MegaMan=]. ]]
* LostInTranslation:
** In the third game, Mamoru's last name is "Ura," and the inn in Yoka is the "Ura Inn." "Ura Internet" (with "Ura" roughly translating as "reverse side", or "underworld"), is the Japanese name for the Undernet, so the names of Mamoru and the inn are meant to hint to Mamoru's connection to the Undernet, and the entrance to the Secret Area being located somewhere inside the Inn's grounds.
** In ''Battle Network 2'', the Netmafia Gospel's ultimate goal is to create copies of Bass, whose name in Japan is Forte. To Japanese players, Gospel's name would be a huge tip-off, since that was the name of Forte's support unit in [[VideoGame/MegaManClassic the original games]]. In America, they translated Forte to Bass as always, but left Gospel's name alone, confusing the hint. Perhaps they thought that "Treble" would be an odd name for an evil shadowy organization, or they didn't want to bother with their logo, which is a "G".
* MadeOfIron: Let's take a look at Dr. Wily's for a moment...
** ''[=BN1=]'': Wily was at the center of an explosion that leveled his lab. He was just fine in time for ''[=BN2=]''.
** ''[=BN3=]'': He had his soul devoured by an internet EldritchAbomination and his lifeless body was at the center of an explosion strong enough to sink a small island. Since he was on a small island, it sunk, along with his lifeless, blown-up body. He got better in time for ''[=BN5=]''.
** ''[=BN5=]'': [[spoiler:He walks into a room that is currently exploding (the room is the center of the explosion, naturally) in the crater of a volcano that is simultaneously erupting. This does not faze him at all, and he's back in time for ''[=BN6=]''.]] Though admittedly, everyone managed to escape, including [[spoiler:Regal himself]], so it's safe to say that he's okay.
** ''[=BN6=]'': He is at the center of an explosion that levels a sizable chunk of town. Not only did they find his body in the exact spot he was standing (again, at the center of an explosion that leveled a sizable chunk of town), but according to Lan, "he wasn't hurt very badly."
* MascotMook: Mettaurs. They'll even appear in the later games as an overworld placeholder for virus battles that DON'T involve Mettaurs.
%%* MatrixRainingCode
* 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.
* MeaningfulName: [[ShapedLikeItself HeelNavis]], the netnavi thugs that populate the Undernet.
* {{Meido}}: There's at least one maid costume-wearing teenage girl in almost every game, usually in a waitress capacity. The fourth and fifth games featured Nanako, Higsby's new store clerk.
* MercyInvincibility: Navi characters get some when struck by most attacks, hence the importance of scoring [[{{Combos}} combos]] with attacks that don't trigger or ignore invincibility.
* MercyKill: The altered Programs in the first game's Power Plant dungeon have been irrevocably ruined by the WWW, some driven crazy, all turned into viruses. There's no way to save them from this, and so on one of the sane programs asks Mega to kill them.
-->''[[HulkSpeak I... malfunction... you... delete... me...]]''
* MirrorBoss: [=MegaMan=] Dark Soul and the Dark Soul-Navis in the fourth and fifth games are an interesting example: they actually use attacks[[note]]Like program advances[[/note]] and strategies that the player has used through the game!
** Bonus points in the fourth game, since each Dark Soul Navi dwells ''within a mirror''.
* {{Mon}}:
** Experimented with in ''3'' and ''6'', in which [=MegaMan=] could domesticate and summon viruses through chips (the former) or copy them for tournament battle (the latter).
** You could even feed them in ''3'' to increase their power.
** Also, the Navis themselves.
* MonsterClown: [=ColorMan=] almost gets Mayl killed in an explosion and tortures Roll for fun. [=CircusMan=] has a disturbing appearance, can suck the life out of navis by dancing, can absorb them into his body and, uh... he has an attack in which he turns into a tent and falls on [=MegaMan=] to do unspeakable things to him.
* MoralityChain: Subverted. [[spoiler:Wily momentarily stops his quest for revenge for the sake of an old friend. That friend goes to war, leaving his son (Baryl) in Wily's care. When Wily learns that his friend died in battle, his thirst for revenge returned.]]
* MusicalNod:
** One that stands out is from the credits sequence of the fifth installment; you may be pleasantly surprised by the sudden appearance of the opening riff from the first three games.
** You can also hear it in the background of the "Hometown" theme from the same game.
* MythologyGag: The first three of games are loaded with references to the MegaManLegends series, Battle Network's immediate predecessor. Lan has a poster for the second game in his room in the first game, Yai has a Data doll, and Mayl and Dex have various figurines of Tron Bonne's army and Tron herself. Lan also apparently watches a show called "The Bonne Bunch".
** Lan can accidentally walk in on Mayl changing clothes in the first game, much like Volnutt and Roll Casket (also in Legends).
** Higsby has a poster of [[VideoGame/MegaManX Vile]] in his chip shop in the corner in the first game.
** Bass.EXE gives one in the second game, for all those people who know his Japanese name.
--->'''Bass.EXE:''' "[[{{Pun}} Battle is my forte!]]"
** Lan's grandfather and stand-in for the Classic series' Dr. Light is named Tadashi Hikari, which translates to "right (i.e. correct) light". Probably a play on the whole [[SpellMyNameWithAnS Right/Light problem]].
** ''[[GaidenGame Network Transmission]]'' is one giant Valentine to the classic series, reinterpreting Battle Network as a platformer; many of the "viruses" are direct transplants of the Mechaniloids, such as the Sniper and Heavy Joes. See Nostalgia Level below, too.
* NegativeContinuity: Pretty much every game rebuilds the continuity from the ground up with little regard to past games. Of course, there are some {{Continuity Nod}}s here and there too.
* {{Nerf}}: The series is constantly trying to adjust for balance from installment to installment. The second game reduced the amount of Battle Chips of a single type that could be in your folder from four to two, and the third game introduced the Standard-Mega-Giga classification system, which allowed them to impose Navi Chip style restrictions on overpowered chips that they kept from old games. These attempts were mitigated in part by new Game Breakers being introduced. (Giga Chips, for example, are PurposelyOverpowered, sometimes ridiculously so).
** The introduction of the Navi Customizer manages to do this in a couple of cases, such as making Mega's formerly permanent Power Ups into optional enhancements. Later games are constantly shifting the size of programs, making some of them massive and hard to use ([[InfinityPlusOneSword Hub.Batch]] is a prime offender).
* NewGamePlus: The fourth game is the only ''Battle Network'' game that features a true form of this, allowing you to do this as many times as you want. The second game features a separate save file with upped difficulty that has major amounts of GuideDangIt involved in unlocking it, and all of the other games save for ''4.5'' are generally one playthrough and one save file only deals.
* NewYearSameClass: The transition between fifth and sixth grades doesn't ruffle Lan's crew any. He, Mayl, Dex, and Yai are all together again, and they even have Ms. Mari for a teacher. Subverted during the sixth game, when Lan moves away, and again in the epilogue, when the first three end up going to a local middle school while Yai transfers to a preparatory school for girls.
* NiceGuy:
** In the sixth game, one scenario's villain claims Lan's FatalFlaw is that he is too nice. Lan's response?
--->'''Lan:''' "Being nice is a good thing!"
** Aside from that, though in the first three games occasionally gets a little cocky, throughout the entire series Lan is ridiculously nice and forgiving, to the point that at the end of the sixth game he forgives [[spoiler:''Wily'']].
** CharacterDevelopment. The kid had a FreakOut and a RoaringRampageOfRevenge in 3, remember?
* NinjaLog: A technique [=ShadowMan=] can use. He leaves a decoy and jumps, shooting shuriken. [=MegaMan=] can also use the technique through the Anti Damage chip and Customizer program. It's quite practical, as it blocks any enemy attack and accurately deals up to 300 damage. A Program Advance version of the technique exists that does ''much, much'' more damage.
* NoEndorHolocaust: An attack on the city driving system in the first game causes a series of wickedly violent car crashes. Beyond the spectacle of the crash itself, the game studiously ignores what should rightfully be devastating wreckage and a huge death toll.
* NoFairCheating: Hacking the first ''Battle network'' game will cause an impassible stream of water to bar Mega's entrance to the Waterworks dungeon, requiring a total reset of the game.
* NoOneCouldSurviveThat:
** UpToEleven and straight into ArtisticLicensePhysics territory in ''[=BN2=]''. Lan should have been dead from radiation poisoning before ''Battle Network 3'' if he was exposed to hundreds of thousands of rads, even with a top-notch radiation suit.
** Then again, this is some kind of [[GreenRocks wacky computer-born radiation]] that not only causes someone to walk sideways when he tries to go forwards, and starts merging the real and cyber worlds if left unchecked, so perhaps the usual rules don't apply...
* NoobCave: Typically ACDC Area. In the one game where it's not, it's revealed the reason why ACDC area usually has such weak viruses is because [=MegaMan=] clears out the area so often that the only viruses that could form were small ones.
* NostalgiaLevel: The GaidenGame Network Transmission has a few of these. The Blazing Internet and Bank stages are clear throwbacks to the [[VideoGame/MegaManClassic classic Fire Man and Quick Man stages]].
* NotAllowedToGrowUp: The first three games happen during fifth grade, and the final three during sixth grade. The final game ends (before the DistantFinale) on the last day of sixth grade, and the elementary.
* NotCompletelyUseless: The Minibomb chips in each of the games are usually one of the first chips a player removes from their initial folder, due to the fact that actually hitting anything with them is like pulling teeth, and it doesn't pack the punch even if it does land. However, in the sidescrolling spinoff, ''Transmission'', it's actually really easy to hit with, and the explosion hits several times for full damage within the space of about a second, meaning one single bomb can destroy almost every random enemy in the game not protected by some sort of aura. It's also easy to get, has a low MP cost, and you can carry a ton with you. For that single game, it is turned from a useless weapon into a complete GameBreaker, but most players will still just skip over it after their experience with it in the main games.
** The Slow Gauge chip slows down the rate in which the Custom Gauge is filled. Why would you want that? [[ThisLooksLikeAJobForAquaman Well, in the fifth game there are the Liberation Missions]], in which each battle must be cleared in three automated turns. However, the cost for setting this as a default chip is greatly increased to prevent exploiting it from the beginning.
*** Also, Slow Gauge provides a larger window of action to maximize the attack power Custom Gauge-based chips, like [=CustSword=], which tend to zero out when it maxes.
* NotTheIntendedUse: Navi Cust bugs can be exploited in some places (as in-universe Good Bad Bugs). Deliberately glitching the elemental hunt programs (Jungle for Wood viruses, for example) will lower the encounter rate for viruses of that element. Some players will glitch the Humor in order to bug Mega's emotion window and exploit the Full-Synchro and Anger states that appear.
* NotRareOverThere: In ''2'', one NPC asks to be payed in "Guard *" chips. Talk to another NPC, and she'll give you 30 of them.
* NumericalHard:
** The second game has a hard mode which only increases the amount of HP each enemy has and the amount of damage they do.
** So does the fourth, in its NewGamePlus, though the enemies also move faster and have more agressive attack patterns.
* ObfuscatingInsanity: There's an old man NPC in the first game who spends most of the game telling you he's not senile. [[spoiler:He's the one who knows how to access the Undernet.]]
* 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.
** To be fair, in the first game was Capcom figuring out the question of how the battle system and mechanics should work in the first place.
* ObviouslyEvil: Dr. Regal, so much so that he wasn't really trusted even in his [[VillainWithGoodPublicity not-entirely-negative publicity]] days. Pretty much every evil Navi follows this trope as well.
* OddlySmallOrganization: The number of unique characters in World Three shrinks as the series goes on. As a consequence, their influence goes from being feared throughout the world in the first three games to being hardly noticed until (and arguably after) they release the SealedEvilInACan in the sixth game.
* {{Ojou}}: Yai is the daughter of a wealthy video game company president named [[BlandNameProduct Gabcom]].
* OldSaveBonus: ''Battle Network 2'' featured Retro Chip Traders, which would provide chips from the first game, if you connected them both via GBA Link Cable.
** The DS version of ''Battle Network 5'' allows you to plug any of the previous GBA games in the series (including the GBA versions of ''Battle Network 5'') into the system's second slot for various bonuses, including a special form (Bass Cross) that was previously restricted to the Japanese games.
* OneGameForThePriceOfTwo: Beginning with the third game, there have been two versions of every installment of the main franchise. ''Battle Network 3 Blue'' and ''Battle Network 5 Team Colonel'' technically double as an UpdatedRerelease of White and Team [=ProtoMan=].
** Battle Network 4 Red Sun and Blue Moon are the first true multi-version release for the series; in the original Japanese, by linking games, you could cause version exclusive Navis to appear in the opposite's tournaments (that's why there's an extra Heel and Normal Navi pair on every tournament board -- they're place holders).
* OnlyPointTwoPercentDifferent: Lan and [=MegaMan=] have a 0.1% difference in their DNA, due to [=MegaMan=] [[spoiler:being a program designed after Lan's dead twin brother, Hub]]. However, [[spoiler:this is changed to a 0% difference between the two at the end of the first game, making the two have exactly the same DNA.]] This is all despite [=MegaMan=] being a ''computer program''.
* OrderVersusChaos: The theme of the fifth game. Nebula's goal is to introduce global anarchy and destruction, while the Liberation Team, naturally, opposes this. It helps that the special orbs of light that endow the team to use their special abilities are called ''Order Points''.
* ThePasswordIsAlwaysSwordfish: The passwords are very often all too easy to figure out, as helpful programs give a ''lot'' of hints.
* 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.
* PerfectPlayAI: Invoked with [=ProtoMan=] in the first game. Official [=NetNavis=] can carry their own Battle Chips and battle without Operator input; according to [=ProtoMan=], solo-fighting was his standard operating procedure, which fact combines with his "untouchable" reputation to form this trope.
* 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]].
* PhlebotinumRebel: In game five, [=MegaMan=] is captured and infused with a conscious Dark Soul. Unfortunately for Nebula, Lan gets [=MegaMan=] to wake up and take control of himself - which unlocks the [[SuperpoweredEvilSide Chaos]] [[SuperMode Unison]] ability, letting you use the [[GameBreaker Dark Chips]] as much as you want. Be very careful, though, as if you mess up trying to control it, your Dark Soul will hop out and start taking shots at you.
* PinkGirlBlueBoy: Roll and [=MegaMan=], respectively, have bodysuits designed with reference to this trope (Roll throws more than a little red and black in, for flair). [[http://www.rockman-exe.com/rr.html these pictures]] should explain it.
* {{Poltergeist}} The Poltergeist chip replicates a poltergeist's common traits by picking every item on the battlefield and flinging them at enemies. It's very deadly if you have enough items on field at once.
%%* PostCyberPunk
* PowerCopying: It wouldn't be a [[TropeNamer Mega Man]] game without it. Played straight in several ways, actually, with Souls/Crosses and [[FightLikeACardPlayer Chips]].
* 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).
** [[{{Mooks}} Viruses]], [[BossBattle NetNavis]], and even [[FightLikeACardPlayer Battle Chips]] all operate under a TierSystem, usually with [[RuleOfThree three phases]], usually indicating how powerful they are with [[TieredByName a version number]] (or α and β or EX and SP). Some games sneak in secret fourth-tier (Omega - Ω) enemies or other variants that can't be fought normally. Note that these tiers have almost no bearing on a given character's SuperWeight. A boss introduced early in the game can generally be trusted to remain low on the SortingAlgorithmOfEvil and to have the same general effectiveness no matter how high his version gets. An early boss, ignominiously enough, may ''remain weaker'' than a boss introduced near the end of the story even ''after'' a version upgrade.
* ThePowerOfFriendship: A foundational aspect 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]]
** In the first game, [=ProtoMan=] (who, as an Official [=NetNavi=], can fight [[BadassAbnormal without Operator input]]) is stunned when he loses to Mega. Mega informs him that, as a Civilian [=NetNavi=], he requires an Operator, and the reason he and Lan have come so far is because ''they have each other''. [=ProtoMan=] is stunned by this explanation, and further by Mega's description of his Operator as ''a friend''.
--->'''Chaud:''' ''"[=ProtoMan=]! Don't listen to their nonsense! Jack out, now!"''
--->'''[=ProtoMan=]:''' ''"Wait, please, Lord Chaud!!"''
** Another Battle Mechanic instance is the Style Change from the second and third game. The ''Team Style''[[note]]Brother Style, in Japan[[/note]] allows [=MegaMan=] to carry more Navi chips into battle (Mega Chips in the third game, being the greater second of the PowerLevels, to which Navi Chips are relegated), and in the third game, Team Style is essential to obtaining the secret version-four Navi chips by S-Ranking beta-version Navis.
* [=Pre-=]TeenGenius: Slightly even younger, Chaud, around the same age as the other main characters, is a high-ranking Official (a sort of Network policeman), and by the end of ''[=BN6=]'', while the others graduated elementary, he graduated '''high school'''.
* PsychopathicManchild: The leader of Gospel finds himself exasperated as all of the people in his organization are continually being thwarted by a[[spoiler:nother]] child. Heck by the time you get to [=ShadowMan's=] chapter, you can tell he's psyched to be hiring a professional. [[spoiler:Of course, then you find out [[SubvertedTrope who he really is]].]]
* PunnyName: Starting from Lan (a de-capitalized acronym for [[http://en.wikipedia.org/wiki/Local_area_network local area network]]) and going damn near everywhere: Mayl, (rolo)Dex, ''[=BN5=]''[='s=] Fyrefox, [[spoiler:Hub]]... and that's just the ones derived from computer and networking terms.
* PuzzleBoss: Protectos in Battle Network 2 and Numbers in Battle Network 3. [=ShadeMan=] Omega in Battle Network 4 counts as this, as well as a GetBackHereBoss.
* QuirkyMinibossSquad: The team of Yukia, Ito, Vic, and maybe Blackbeard during the last quarter of ''6''. They are actually quite competent and pose a serious threat to the main cast, despite having squabbles like whether or not they should call themselves Yuika's Lovelies, the Cloudy Bombers, or the Justice Club.
* RandomEventsPlot: Many of the chapters seem to be this (and Lan and Mega will most often ''just so happen'' to be around), for better or worse, though many of them share a unified "theme".
** In the first game, each chapter is a different terrorist attack staged by a [=WWW=] operative (serial arson, corrupting the water supply, several nigh fatal hostage incidents), each of which disguises a theft of a superprogram [[spoiler: to be utilized in the creation of the Life Virus]]; the third game is more of the same, with even more terrorist plots, also serving the purpose of stealing program data.
** The fifth game shakes this up by rendering each chapter as a campaign to recapture lost cyberworld territory, while the 6th returns to [=WWW=] form.
** The 4th game is the straightest example of this trope, however, going so far as to have each scenario ''determined randomly'' by the tournament system. The game's events are *so* random, there's no required chronological arrangement (though some official guides behave as though the proper order is the [=Normal/Heel=] Navi fight, the [[ThePowerOfFriendship Double Soul]] fight, and then the enemy BossBattle).
*** The fourth game deserves a Lifetime Achievement Award for this. The events themselves are nonsensical and have no bearing on the plot whatsoever. In the first tournament, you can meet Yuko, a [[spoiler: CuteGhostGirl whose presence calls Net Navi ghosts into the Cyberworld]], or you can go beat up some roughnecks with [[JapaneseDelinquent a yankee]] named Tetsu. In the second tournament, you can rescue a Navi that wants to leave the mafia and go straight, or you can have an Iron Chef parody cook-off. [[RunningGag In the third tournament]], you can travel to [=NetFrica=] and participate in a fake village's fake festival worshipping a fake god[[note]]The village you visit is actually entirely artificial; [[MachineWorship the "gods" are networked computer systems]][[/note]] and then go stop one of the fake gods from killing everybody in the village from drought, or you can go play a few rounds of free kicks in soccer ''with [[ThrowDownTheBomblet heavy explosives]]''.
** The second game actually plays this straighter than the WWW games do; Gospel's actual goal is to create as much chaos as possible, so the scenarios are literally random terrorist acts. They don't start having a coherent plan of action until the end, where [=MagnetMan=]'s theft of the High-Power Program contributes directly to the endgame scenario.
** Lampshaded in the sixth game:
---> '''Lan:''' ''"It's OK. I'm used to random things happening by now."''
* RealityEnsues: Several disasters over the course of the series show more or less the consequences of hooking up critical computers to the Internet without sufficient security measures, and they naturally get hacked by the villains.
* RecurringRiff: The franchise features three major leitmotif themes. One is featured for the first three games (and a few of the spin-offs); each version has its own refrain (different moments in the franchise use either the common theme or the game-specific refrain). Most games feature the main leitmotif to signify intentional moments of awesome.
%%* ReplacementGoldfish: Variation: [[spoiler:[=MegaMan=] is Hub, Lan's dead brother.]]
* RescueArc:
** Twice in the fifth game, ''three'' times in the sixth game. Almost all of them involve rescuing [=MegaMan=].
** [=ProtoMan=] gets one in ''4'' (''Blue Moon''), and either he or Colonel, depending on the version, do in ''5'' as well.
* RestoredMyFaithInHumanity: Duo seeks to wipe out mankind because it's wicked (nevermind the fact that destroying an entire planet isn't the most moral thing to do...) but changes after his fight with [=MegaMan=].
* RightHandVersusLeftHand: After you beat [=ProtoMan=] in ''[[http://megaman.wikia.com/wiki/Rockman.EXE_Operate_Shooting_Star Operate Shooting Star]]'' Roll gets kidnapped and all Mayl says is that there was a [[VideoGame/MegaManStarForce weird blue NetNavi with a red visor covering his eyes]]. Lan and [=MegaMan=] confront him and after [[GetBackHereBoss a long chase sequence]] [[LetsYouAndHimFight the two of them fight]]. The thing about this is that the chase and fight sequences could have been avoided if ''SF'' [=MegaMan=] had just told [=MegaMan=].EXE what he was doing in his time period instead of running off.
%%* TheRival: Chaud
* RRatedOpening: Battle Network 2's first arc is ''very'' much this compared to Battle Network 1's. The first arc of Battle Network 1 is simply the oven lighting on fire. Battle Network 2 starts with a man flat out ''gassing'' a young girl with intent to hold her for ransom, showing no remorse for it, and then, he is implied to be killed in a YouHaveFailedMe moment.
* ScienceFantasy: The final half of the series largely abandons strict adherence to sci-fi and begins introducing the more fantastic elements of Dark Power and the bizarre properties of Bug Frags.
* SealedEvilInACan: Alpha in the third game and both Gregar and Falzar in the sixth game. The sixth game's example is especially notable in that immediately afterwards, one is captured by [=CircusMan=] for the evil organization, and [=MegaMan=] has no choice but to seal the other within his body. Cue [=MegaMan=]'s [[PersonOfMassDestruction series of]] [[IKnowYouAreInThereSomewhereFight internal]] [[FightingFromTheInside struggles]] while having to deal with the evil organization at the same time.
* SequelHook: The scene from ''[=BN2=]'' after the end credits, in which [[spoiler: Dr. Hikari suggests that someone was ''manipulating'' the leader of Gospel. That the Bonus Dungeon is named WWW Area doesn't help]].
* SequentialBoss: During the [=ElecMan=] Scenario in the first game, Chaud and [=ProtoMan=] finally break through the system protection and appear in the power plant computer where Lan and [=MegaMan=] fought [=ElecMan=]. They reveal that they intended to lure Zap in so they could defeat [=ElecMan=] and secure the [=WWW=] Server data, but [=MegaMan=] and Lan (the amateurs) thrashed him so thoroughly there was no useful data left over. Chaud gets fed up and orders [=ProtoMan=] to delete [=MegaMan=].[[note]]The great irony of the scene is that [=ElecMan=] had already finished his work by the time Lan and Mega arrived in the first place. If Lan and Mega hadn't gotten involved, the [=WWW=] agents would've been ''long gone'' by the time Chaud and [=ProtoMan=] got into the system.[[/note]]
* ShoutOut:
** A corrupted program in the first game says, "[[ZeroWing All your base are belong to us]]"
** Also, One of [[spoiler:Cossack]]'s inventions, a [[spoiler: chair that can transport a living person's mind into cyberspace, although with risk of leaving a person brain-dead or worse if his/her mind was killed in cyberspace]] bears a lot of similarities to the Jack-in chairs from the ''[[Film/TheMatrix Matrix]]'' trilogy.
** Incidentally, the phrase "Jack-In" was used in the original ''Matrix'' prior to its use in the original ''Battle Network'' (the English versions; the Japanese versions uses "plug in").
** It's well-hidden, but if you like exploring areas between chapters, you might find an Aquarium worker hanging out with the jellyfish in ''[=BN6=]'' - he even introduces you to two of them: [[LeeroyJenkins the one on the right is named Leeroy, and the one on the left is named Jenkins]].
** 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.]]
** In 6, the second time you fight [=JudgeMan=].EXE, prior to the battle he says [[Film/TheLordOfTheRings [="Thou shall not pass!"=]]]
%%* SiblingYinYang: Netto/Lan and Saito/Hub.
* SituationalSword:
** Machine Sword, which only hits paralyzed foes.
** A ''lot'' of the more powerful Battle Chips are these (Snake and Old Wood, for example, both require holes in the field, but in different ways). A lot of the MetaGame folders (look up the Renowned Folder [=FAQs=] on [=GameFAQs=]) are based in producing the situation to get the sword, and then boosting it with as many Power chips as they can get.
* 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.
%%* SpellMyNameWithAnS: Is it Mayl, Maylu, or Meiru?
* SpinOff / SequelSeries: ''[[VideoGame/MegaManStarForce Star Force]]''.
* SpinToDeflectStuff: Used by [[TrickBoss Serenade]], who, as a graceful jerk, sends back the large majority of your attacks right back at you without even taking a scratch. Aside from the "attack when Serenade is attacking you" tactic, there is a less obvious way to completely bypass this defense.
* StayInTheKitchen: As each game progresses, Lan gets more and more concerned with his friends intervening in dangerous situations, and he tries to keep them out of danger, as the games insist on not buying any extra Plot Armor for his friends. A good example is the first dungeon in the third game, in which Lan insists on confronting a criminal alone, only for his friends to overrule him... and immediately fall prey to the villain's hypnosis powers.
** Mayl in particular suffers from this; in the second game Lan forbids her from entering Yai's house when a criminal compromises it and fills it with gas (for context, she, Lan, and Dex had all just earned Z-licenses and thus she was at least Dex's equal, so according to the mechanics of the story itself, she was at least an entry-level city netbattler).
* StockVideoGamePuzzle: The weighted switch variety in ''5'', in each of the factory computers.
* StoryBreakerPower:
** It is implied throughout the series that [[spoiler:should [=MegaMan=] ever completely tap into his latent powers from his human side as [[ReplacementGoldfish Hub Hikari]], he would gain powers that would make it seem as if he was the strongest being on the Internet, if not an actual god of it.]]
** [[spoiler:However, we finally see [=MegaMan=] unleash his full power in a cutscene at the end of ''5'', where he completely transforms into his human form and seals the (thought to be defeated but had quickly recovered) ''final boss'' Nebula Gray (which is ''[[MadeOfEvil the personification of evil and darkness]]'') with a simple ''wave of his hand''.]] Of course, everyone quickly forgets about this by the time the sixth game rolls around.
* SuperArmor: Available as an equippable ability, which renders the user immune to flinching (and knockback) when struck by attacks. Some Navis and transformations have it by default. [=KnightSoul=] in the fifth game even had green invincibility during chip attack animations.
* 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]].
* {{Synchronization}}: All over the damn place as soon as ''[=MMBN1=]''[='s=] ending happens. And of course, the Full Synchro.
* TakeYourTime: No matter what an evil [=NetNavi=] is doing, you always arrive just in time to save the day.
* TheTeam: The Liberation Teams in the fifth game ultimately collect seven members ([=MegaMan=] plus six Double Soul partners), but the games [[ArbitraryHeadcountLimit prevent you from leading them all into battle at once]], and they all fit into neatly defined roles.
** TheLeader: [=ProtoMan=]/Colonel are the initial driving force behind the creation of their teams, collecting members for their anti-Nebula missions.\\
TheLancer: [=MegaMan=], in addition to being TheHero (in-universe, the above two each actually serve as a DecoyProtagonist), brings Lan to serve as the team's operator.\\
TheBigGuy: Two for each team: [=MagnetMan=]/[=KnightMan=] for defense, and [=NapalmMan=]/[=TomahawkMan=] for offense.\\
TheSneakyGuy: [=GyroMan=]/[=ShadowMan=] are able to pass over Dark Panels and terminate individual panels in the distance, they specialize in recon.\\
TheSmartGuy: [=SearchMan=]/[=NumberMan=] specialize in isolating and liberating multiple item panels at once (including traps, but they are not immune, so be careful).\\
TheChick: Meddy/[=ToadMan=] handle support, including healing powers and the ability to liberate long lines of panels by working with other teammates.
** The games' endgame scenarios usually involve forming a team of Navis and Operators to go StormingTheCastle. [=MegaMan=] is always TheHero, [=ProtoMan=] is always TheLancer, and [=GutsMan=] is usually TheBigGuy, but the others vary quite a bit:\\
[[TheSmartGuy NumberMan]], [[TheSixthRanger IceMan]], [[TheChick Glyde]], and [[TheHeart Roll]] in ''[=BN1=]'';\\
Roll, [=GutsMan=], and Glyde actually go snooping around the final dungeon in [=BN2=] before Lan and Mega show up and get a BigDamnHeroes moment to their credit near the end. [=ProtoMan=] gets a BigDamnHeroes moment right afterwards;//
** The third game trims things down to Lan, Chaud, Dex, and N1 semi-finalists [[ArrogantKungFuGuy Tora and KingMan]]. While Mayl and Yaito are eager to go, the guys decide that the stakes are too high and that the girls [[TheLoad don't really have the chops to follow]] (in previous games, Roll and Glyde are each a NonActionGuy [[CutscenePowerToTheMax with limited heroic cutscenes that come largely out of nowhere]])[[note]]While Yai and Glyde ''did'' technically make it to the quarter finals, they were totally chumped by a certain [=NetBattler=] at only limited strength -- Dex and [=GutsMan=], who failed at the same level, did so against [[TheHero Lan]], and took a massive level in Badass afterwards, [[ItMakesSenseInContext accidentally becoming Undernet rankers]][[/note]].
** The main characters could be organized into a FiveManBand, even:\\
TheHero: Lan\\
TheLancer: Chaud\\
TheSmartGuy: Yai\\
TheBigGuy: Dex\\
TheChick: Mayl
* TeleFrag: There are enemies whose movements can cause them to overlap the position of Rock Cubes, resulting in heavvy damage to them. For example, let a Fishy chase you and then place the cube at the panel where the virus will land.
* TheSyndicate: Nebula was mentioned in ''4'' in one of the first plot-related cutscenes, and expounded upon by Chaud directly after the dungeons from hell. They're responsible for the plots of the fourth and fifth games.
* ThemeMusicPowerUp: "Running Through The Cyber World"/"Proof of Courage", "Under Justice"/"You're Not Alone" and "Hero" play during Lan & friends' heroic deeds and moments.
* ThemeNaming:
** As usual, the Navis with names go with the SomethingPerson formula of the [[Videogame/MegaManClassic classic counterpart]], barring a few such as Bass or Serenade. The remainder (like Bass and Serenade) typically have music-related names.
** Applies to some of the human characters as well, with a recurring theme of computer-networking-related terminology (Lan from LAN, or Local Area Network; Hub as in "network hub", a connection point where multiple devices can connect to a single network; Mayl as a corruption of "mail", as in e-mail; etc.).
* TieredByName: Most enemies come in three basic versions, sometimes with version numbers or new UndergroundMonkey-like names. Navi names usually have a basic form and then a mark indicating one of their two upgraded forms (V2 and V3, alpha and beta, or EX and SP). Some games utilize [[RankInflation secret fourth levels]] (sometimes called omega); any enemy that has a form above its third should be treated most warily.
** Bass rarely has a consistent naming mechanic, not helped by the fact that his ultimate forms all have different designations: DX, GS, XX, BX.
** [[spoiler: The enhanced Life Virus]] in ''Network Transmission'' gains an "R" in its name and has different color and design when it was revived.
* TooDumbToLive: In the first game, during the water-works scenario, someone who's incredibly thirsty walks right up to the school pond and takes a drink...never mind that one, he is drinking ''from a fountain'' that likely has a completely different filter than water taps, but it's also ''purple''.
%%* TookALevelInBadass: Post-''[=BN3=]''
%%** The Good News: Bass no longer uses his Life Aura.
%%** The Bad News: Bass no longer '''needs''' his Life Aura.
%%* TournamentArc: Present in a few games; makes up almost the entirety of ''[=MMBN4=]''.
* TrailersAlwaysSpoil: Not that ''Sun'' or ''Moon'' tried to keep the BigBad much of a secret, but [[http://www.youtube.com/watch?v=60DKt7N_FEY this trailer]] still doesn't help things.
* TransformingMecha: [=GyroMan.EXE=] has two forms, humanoid and helicopter. [=TurboMan=], from Battle Chip Challenge, is specified to be able to transform into a formula racer in concept art, but this was never integrated into gameplay.
%%* TwinTelepathy: Guess who? [[spoiler:Answer: Lan and [=MegaMan=].]]
* TwoTeacherSchool: All games, the 3rd and 6th show addition teachers, but only one of Lan's teachers is ever shown.
* UnexpectedGameplayChange:
** The liberation missions in the fifth game are ''TurnBasedStrategy games''. The heroes get a turn to cut their way into Dark Panel territory, and then villains spend their turn trying to destroy the heroes and deploying their Dark Guardian minions to do the same. Panels are usually liberated one by one to clear paths to special Dark Holes that must be destroyed before the player can attack the boss. Upon beating him you get a reward based on how many rounds it took you to clear the area. To say the premise is a slight change-up from the normal gameplay is an understatement.
** Also, battles during Liberation Missions are modified, as well. 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.
* {{Understatement}}: In the first game, Wily drops this line while ''brainwashing an entire classroom of children''.
-->''"To reach our goals, the WWW is hiring new staff members!"''
* TheUnfought: Glide is notorious for this. See the ButtMonkey entry above.
* UnwinnableByMistake:
** In ''2'', you can't jack out of [=QuickMan=]'s stage once you enter. Jacking out is the primary method of restoring HP, and it also cuts you off from accessing better chips, making getting stuck here ''very'' possible.
** During [=WoodMan's=] scenario in ''Battle Network 4: Blue Moon'', the area will fail to load ''any time you leave a random encounter unless you're playing on an original [[GameBoyAdvance GBA]]'' (that includes not just emulators, but the SP, Micro, Gameboy Player, and Nintendo DS). This will happen any time you battle viruses and even ''save'', so you better hope you can get through each of the Park Areas without either happening.
*** What's actually happening is that the load time (read: fading in) slows down (''way'' down), and if you wait for it to finish loading, it will return to full speed. Problem is, this could take easily twenty minutes for non-emulator systems (and even emulators with a forced speed boost can take their time).
** An even worse example of this from 4 is the Free Space battle board. If you link up with the other version before you have all 6 of the double souls (this means a new game plus plus at the very minimum) then your game will crash and be completely broken. You can't start a new game or do anything to remedy it.
** A similar slowdown error caused by similar platform problems occurs in either version of ''4'' if one uses a [=GutsMan=] chip.
** Once again from ''[[RunningGag Battle Network 4]]'', we have the [=ColdMan=] scenario. The second phase of this scenario requires [=MegaMan=] to activate four different satellite dishes by sacrificing four fire chips, each a specific type and with a specific code. Woe unto he who does not have these chips because he fed them to a Chip Trader or traded them to a friend, because unless the Chip Trader decides to give them back, he's ''stuck''. (Be especially wary that this doesn't happen on the higher levels, where some of the viruses that drop these chips have disappeared from play).
* UpdatedRerelease:
** The third game (''White'' and ''Blue'') is an example of this in Japan. Blue Version was originally released as ''Black'', three months after the glitchy mess that was the original version of ''Battle Network Rockman.EXE 3''.
** ''Team Colonel'' is actually one for ''Team [=ProtoMan=]''. More than just correcting glitches, Team Colonel refines the story in a few places and expands on a few trailing plot threads introduced in Team [=ProtoMan=] (e.g. the mysterious Colonel.EXE, the [=MagnoMetal=] in Oran Mine, what ''exactly'' happens in the epilogue. etc.).
*** ''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]]).
** ''Operate Shooting Star'' is an updated re-release of the very first game, with a special guest appearance of [[VideoGame/MegaManStarForce Mega Man Geo-Omega]]. Most fans found it kind of disappointing, though.
* [[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.
* VampireRefugee: [=MegaMan=] himself in ''5''. [[spoiler: After subjugating Dark Mega,]] Mega gains access to the powers of [[SuperpoweredEvilSide Chaos Unison]], though every use runs the risk of backfiring.
* VerbalTic: Almost everywhere. The localizations have had... varying success accommodating them.
** 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.
** Even more prevalent in the Japanese version. Higure (Higsby) has "demasu", [=BubbleMan=] has "puku", [=GutsMan=] has "gatsu", and so on.
** [=BubbleMan=] has a lot of bubble-based tics.
* VeryDefinitelyFinalDungeon:
** Let's see, A base isolated in the mountains, an irradiated condominium, an evil-looking castle on an island, a foreign internet network inside an asteroid, and yet another evil-looking building in the middle of a volcano...
** The only ''EXE'' game that actually tried to hide this is ''6'', and even then, you will figure it out after listening to it's [[MusicalSpoiler suspicious music]] and when the BigBad appears and reveals his EvilPlan. It was an innocent-looking area that can be accessed about ''five seconds'' after leaving from Lan's house.
** [[spoiler:Kotobuki's]] cyber world also tried some subtlety. It has bright colors and everyone there is nice... but if you look well, [[spoiler:Koto Square]] ''is shaped like a skull'' and has a mysterious blocked darker path. Just before the reveal, you discover that the [[spoiler:Koto]] area is connected to the Undernet. [[StealthPun Also, people pray in there.]] [[spoiler:"Gospel", [[DontExplainTheJoke get it?]]]]
%%* VictoriousChildhoodFriend: [[spoiler: Mayl.]]
%%* VirtualGhost: [[spoiler:Hub/[=MegaMan=]]]
%%* VirtualCelebrity: Aki-Chan from ''NT Warrior''
* VisualInitiativeQueue: The program deck in Battle Chip Challenge requires the player to arrange Battle Chips in a flowchart-like array with divergent paths. At the start of every round, a selection of up to three chips will be made as the program randomly determines a path through the deck, and they will be used in that order. Each Navi uses a Program Deck, so combat is the Navis using their first, second, and third Battle Chips, and then following up with their Signature Attack until one or the other is defeated.
* WakeUpCallBoss: [=ProtoMan=] is almost always this in his appearances; he moves faster than other enemies, [[OhCrap gets in your face]] more than other enemies, and makes use of hidden shielding and CounterAttack more than other enemies, requiring you to mostly wait for him to drop his guard... and then Counter Attack ''him'' in turn. (Mostly averted in 3, where he's saved for [[BonusBoss the post-game]]).
* WarmUpBoss: [=GutsMan=], by comparison, is almost always this in his appearances. He moves slower than other enemies, only gets in your face if you get too close to his area, has the most obvious tells where you can counter him, and he is constantly vulnerable. You can fight him within the first ten minutes of the first game, right after the tutorial, where he has a whopping 200 [=HP=].
* WeatherControlMachine:
** Made important in ''2'' when the computer suppressing the planet's weather is hacked, threatening to unleash years' worth of earthquakes and storms on the planet.
** Rehashed on more localized scales in ''4'' and ''6'', natch. In these cases, however, the real-world weather disruption is part of that chapter's boss Navi's schtick (in ''2'' it's just a byproduct of Net-centric weirdness).
* WellDoneSonGuy: The third game introduces us to Chaud's father, who is cold and aloof to everyone, even his son. His introduction alone re-colors Chaud's own haughty attitude in the first two games.
* WhatHappenedToTheMouse: There's a mysterious [=NetNavi=] in ''3'' that forges some connection between [=SciLab=], Bass, and Alpha. While the connection between those three entities is expounded, the Navi only appears for all of two scenes and we're never given any sort of closure regarding him..
* WhatIf: The series stems from the question "What if Doctor Light worked in networking instead of robotics?" Meanwhile, Doctor Wily still worked in robotics, and became fiercely jealous when Light's projects took away his funding and public interest.
* WretchedHive: The Undernet is filled with criminal Navis, garden-variety thugs, and even Yakuza. The closest thing it has to a ruling class is "the Ranking", which is a selection of (up to) ten [=NetNavis=] carrying ranks; prospective Ranking entrants are encouraged to fight (kill, really, but [=MegaMan=] doesn't play that way) to the last man standing before they are sent after the Rank 10 [=NetNavi=].
* WhyDontYaJustShootHim: While Lan's opponents usually hack systems from out of sight, there are still plenty of instances in which Lan and his (generally larger and tougher) opponent both send their Navis to do battle from within the same room. In the time it takes to traverse a puzzle dungeon, fight through waves of RandomEncounters, and defeat a boss Navi, the enemy operator apparently never thinks to punch Lan out, or something. [[spoiler:They figure this out, but only right before the very end of the series.]]
** 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).
* YouAllLookFamiliar:
** {{Lampshade|Hanging}}d at one point. Justified in the Internet world, as the regularly reused navis are supposedly "standard" models. They're occasionally used by major characters; similarly, unimportant characters like [=LarkMan=] sometimes have unique sprites.
** There's a mention in ''6'' from the characters which notes that [=MegaMan=] "looks heavily modified", which possibly factors to the unique models.
* XMeetsY: MegaManClassic meets {{Tron}}.
** In terms of gameplay, its something like MegaManClassic meets KingdomHeartsChainOfMemories.
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