All Comments

All Comments
Let's Play Megaman Battle Network 5
Ah, 2005, back before Capcom of USA cared about consistency in voice acting.

Also, I find it suspect that you cheer for your Navi by essentially blowing on them.
MFM
Ah yes, Liberation Missions. Nice in that you get to use different Navis, nasty in that the Custom Window is displayed when the gauge fills.
Hunter1
I do rather enjoy Liberation Missions, despite how divisive they tend to be. I feel they're a nice change of pace, though I may be biased because I generally really like SRPGs.
MFM
Gee, a obstacle that we can't get past. I wonder if there's someone on the island that can help us. Like someone related to someone we last saw back in MMBN 2?
Hunter1
One thing I do dislike about Battle Network 5 is that its dungeons aren't really tailored to the bosses. It's understandable to some degree, given that they'd have to do a complete overhaul of every dungeon due to the version exclusive Navis being the dungeon bosses, but disappointing nonetheless.
MFM
So in Team Colonel, we have someone who should be in jail for her past crimes, while in Team Protoman, we have someone who should go to jail for reckless endangerment. I know we need them to progress, but wow...
Mysterion
Fun fact: across both versions, exactly two-thirds of the team members used to be antagonistic or outright villains.
ComicX6
One other nice thing they did with the Double Soul system was they merged a mechanic from BN 4 with it, actually making that mechanic worthwhile. Sadly you need to pass a rather interesting story event before you can use it.

If you haven't played the games or read a spoiler, and want a hint, the mechanic in question has already appeared in previous posts.
Hunter1
The game's a big step up over itself? It must be really good to be able to trump itself.
MFM
Oh, whoops.
ComicX6
Coming up after this liberation mission: another segment of the game that almost nobody liked that I did.
MFM
I dunno MFM, I actually liked running around as Protoman when I played through this upcoming section...
Hunter1
Interesting tidbit on Double Team DS: if you're playing on a DS or DS Lite, you can slot in a GBA Battle Network game for some bonuses depending on the game, including potentially the Bass Cross Megaman form (active as long as the game's in the GBA slot). Good luck with some of those bonuses, the good ones often require completion of the respective game's postgame content (and yes, the Bass Cross falls under that restriction).

How is ths relevent? Plug in a copy of Boktai 2 and you instead get Solar Cross Megaman, whose charged attack is a free Gun del Sol shot. And unlike Bass Cross, you don't need to beat B2 to use it!

However, the removal of the W-Slot (aka the GBA slot) on the D Si and later models means this feature is sadly unusable on the systems you're likely to find nowadays.
Hunter1
Reminds me that I've yet to talk about the effects of inserting the other games in the series into the GBA slot. I'll cover that in the next update.
ComicX6
When you talk about the exclusivity of Silver/Gold Bass Cross, do you mean you'll get the Bass Cross corresponding to the version in the W-slot, or the one corresponding to the version you're actually playing in Double Team?
MFM
The latter, I believe.
ComicX6
And in the next update, the most useful yet frustrating mechanic in the game is introduced.
Hunter1
Because it's not a Mega Man game if the heroes can't see through a practically transparent plan.
Hunter1
Any excuse to get a proper fight with each of your teammates, I guess.
MFM
I remember that when I first got Number Soul, I hated using it because Dice Bomb was its charge shot.

It probably doesn't help that my folders were all alphabet soup, so I couldn't take too much advantage of the 10 chips.
MFM
In replaying these games it's amazing how much the experience changes when you actually know what you're doing regarding folder-building and customization.
ComicX6
Actually, Mega Man 1 only had 6 Robot Masters as bosses.

On the other hand, given the pointless score counter and lack of passwords (both leftovers from when the game was meant for the arcades instead of the NES), that's hardly the only thing attributable to Early Installment Weirdness.
Hunter1
Ah yes, the nice thing about Chaos Unisons is that even if you can never pull them off, using them doesn't darken Mega Man like just using them straight as a Dark Chip would.

Also, this would have been easier if Baryl had just Brightslapped Lan at some point.
Hunter1
First time I played through, I just ended up cheesing the Toadman boss fight with Tomahawk Soul, since its charge has lifesword range (making Toadman's hopping between lily pads a non-issue), and the soul itself is immune to stun. It worked surprisingly well.
MFM
I imagine Regal being raised in a background with warped morality, a la the demon academy from Disgaea 3. Good is evil and evil is good, and all that.
MFM
Radioactive red jello is clearly the most dangerous and eeeeeevil substance in the world.
MFM
...Have I mentioned that I hate cliffhangers yet in these L Ps? Because I hate cliffhangers.
Hunter1
It's a good stopping point, and prevents the posts from being too long.

No one noticed my math goof-up in this one. Good.
ComicX6
Huh, guess this makes one entry on Mark Gatha's rather short list of voice acting credits. Last time I checked his Wikipedia page, he's working as a dentist in Canada now. Given the length and time period of his VA career, I would guess that he was doing it to pay for dentist school.

Incidentally, one of his other roles also had him dealing with his character's brother and... well... There was a lot of shouting about Shining Fingers, Erupting Burning Fingers, a Dark Gundam, and KYOJI!

Yeah.. He played Domon in the English dub of G Gundam.
Hunter1
It'd make sense that Colonel has a few extra scenes that Protoman doesn't, considering Protoman actually came out a couple months before Colonel in Japan. So in some ways Colonel's partly a different version and partly an updated rerelease.
MFM
MFM: ...They seemed to do that a lot after BN 2, didn't they?
Hunter1
Ah, the post game is as nasty as ever, it seems. Duo helping you out is a nice touch, however.
Hunter1
Now I'm imagining if Mega Man wasn't the only one who could press on due to protagonist power.

And I'm imagining having to go through Nebula Area as Numberman. That'd just be oodles of fun.
MFM
Team Protoman players aren't outright screwed, if they're playing the DS version. Just use a Transport Chip on Meddy to get Toadman, and maybe another on Gyroman to get Shadowman.

MFM: In case you've forgotten, in the DS version, you can play through the Nebula Area as Numberman.
Hunter1
I think that's what I ended up doing in my Team Protoman file anyway.
ComicX6
...I think 4's "post"-game spoiled me; I was expecting something longer.

Ah well, see you for 6. Expect to be bugged about Star Force then.
Hunter1
http://tvtropes.org/pmwiki/lb_comments.php?lb_id=13768611230B01481700