Video Game: Mega Man Battle Network
Mega Man Battle Network
is a spinoff/reimagining of the Mega Man
series. Its basic premise is "What If?
the Mega Man
universe had a major technological breakthrough in computer networking instead of robotics?" MMBN
is set Twenty Minutes into the Future
where everything is completely run by the Internet and life is more-or-less peaceful. Everything — cars, refrigerators, schools, the weather — literally Everything Is Online
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 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, Mega Man Star Force
There are several attempts to make a fan-game continuation
. The most progressive one in the developing, that mimics the original games in 99% is Mega Man Battle Network Chrono X
; being programmed in GML (Game Maker
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 Mega Man NT Warrior
Games in the Series (All for Game Boy Advance unless stated otherwise):
- Mega Man Battle Network (2001)
- Mega Man Network Transmission (2003, Nintendo Gamecube)
- Mega Man Battle Network 2 (2002)
- Mega Man Battle Network 3: Blue/White (2003)
- Mega Man Battle Chip Challenge (2003)
- Mega Man Battle Network 4: Red Sun/Blue Moon (2004)
- RockMan.EXE 4.5 Real Operation (2004): Japan-exclusive.
- 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!
- Even Evil Has Standards: Lord Wily was very disapproving of the actions of his son, Dr. Regal.
- Evil Is Hammy: 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.
- Evolving Title Screen: In parts 5 and 6, when player achieves a major milestone (such as collecting all the kinds of battle chips), a special icon for it appears on the title screen.
- Several of the Net Navis are based on characters from the Robots timeline of the Mega Man (Classic) series.
- Prosecutor Ito is basically Light from Death Note 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).
- Extreme Graphical Representation: 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.
- Fake Longevity: Plenty of examples...
- The backtracking. Most of the Real World 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 scenariosnote that do nothing—nothing whatsoever—to actually advance the plotnote . The plot actually happens between the tournaments, with brief snippets of Nebula harassing the Hikaris in Electopia and the meteor harassing Yuichirou at NAXA. In other words, the central aspect of the game itself is filler spacing out the plot.
- The game also uses a New Game+ 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).
- Family-Unfriendly Violence: 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... Well, actually that gangster came back for a Chip Tournament later on, but still odd that a kid ordered him murdered. The games are dark.
- Fantasy Counterpart Culture: 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), 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 Thailand (famous in-universe for its food, massive population and the abundance of Buddhist statues).
- Fight Like A Card Player: The requirements for organizing Battle Chips and creating Folders are basically a set of rules for organizing a deck of playing cards.
- Five-Bad Band: The sixth game is the only Battle Network game where the villains other than the Big Bad 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.
- Forced Tutorial:
- One in every game. Every. Game. It will consist of three (3) virus battles against groups of Mettool viruses. You will have one (1) crappy folder that has 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 same exact folder in the 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.
- For Want of a Nail: Supposed to be a world where Light turned to computer networking technology instead of robotics. This worked just fine up until Red Sun and Blue Moon, which introduced Duo, who had been altered from an extraterrestrial (i.e. beyond the influence of earthly events) robotic Space Cop 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 Up to Eleven 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 revealing that Lan is not an only child, and talk to some Navis in the large workstation who tell you about an experimental Navi with human genetic data.
- Four Is Death: 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.
- Free-Range Children: In the first game, Lan's mom even asks why he keeps coming and going like that.
- Freudian Excuse:
- Most of Gospel in 2. It helps to make them more sympathetic—and their face-profiles even portray them as completely normal looking people. Wily might have been trying to kill Lan, considering 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.
- Sean's Freudian Excuse may ring especially true for some people... specifically the parts where he mentions that the internet was the only way he made friends.
- From Bad to Worse: 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 they will drink the obviously nasty sewage.
- Game Mod: A growing number of them, althrough mostly of (both versions of)the sixth game. Most of them can be found here, and here.
- Gatling Good: 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 One-Hit Kill on bosses.
- Generic Doomsday Villain: Dr. Regal in the fourth game. His character (slightly) improved by the time the fifth game came along.
- Geo Effects: 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.
- Gender Flip: The Robot Master Ring Man was adapted into a female Navi named Ring for Battle Chip Challenge.
- The Generic Guy: The most common model of NetNavi online is officially designated "Normal Navi".
- Get Back Here Boss: Mega Man Geo-Omega is the first type, as he fires at you with the 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 here and here.
- ShadeMan.EXE too, in 4. You must chase him (to rescue Roll) across two whole areas of the Internet, and then through a private server.
- Getting Crap Past the Radar: Now has its own page.
- The Gift: Lan's got it; Chaud, who is declared to spend ten hours a day training, apparently missed out.
- Global Currency Exception: 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.
- Good Is Dumb: 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 upgraded to their full power, but this required the Beast Link Gate, which was a toy that never left Japanese shores.
- Gory Discretion Shot: Anytime violence ensues in a cutscene, the screen goes black.
- Gosh Dang It to Heck!: Averted in the second game. Yeah, that's right. Words like "damn", "hell", and "crap" are said, and it still got an E rating.
- Guide Dang It: The Battle Network series has a lot of stuff to play with. It just refrains from telling you about it.note
- A general principle that you should learn when playing these games is that you should talk to everyone (i.e. Always Check Behind the Chair applies to NPCs). Many of them will drop hints that aggregate into a good idea of how to proceed.
- Program Advances are a sore spot for many, because there's no real in-game list of PA recipes (save for one game, and that requires an Old Save Bonus). However, the game will be nice enough to give you hints on the kind of PAs you can build (does a certain chip have its chip codes all in sequence? do multiple chips in the same family have the same code?), but only rarely will you get to see an explicit recipe for one or another (usually the one for Zeta/Giga-Cannon, a bulky P.A. that can be reasonably obtained before the first boss). Past that, however, it's usually guess-and-check or check online.
- Regarding the Navi Customizer, Capcom just gets mean. Compression codes that shrink the programs, and the Error and EX codes for BN 3's Mod Tools are incredibly obscure (A handful of Error Codes are interspersed throughout the game, but the EX Codes you'll have to look up).
- A handful of Battle Chips have secret commands that unlock special functions and attack variations. The most famous of these are Variable Sword and Neo Variable, but there are others, like the Guts Punch series and the Navi Chips for BeastMan, MetalMan, and SlashMan.
- And then there's the Lotto Codes for the Number Trader (which doled out free goodies for Lan and Mega in exchange for the right code); there are, again, a handful in the game, but mostly they're online. Funnily enough, even the in-game codes are placed in such obscure places that you have to wonder what Higsby was ever doing there.
- Hand in the Hole: In order to prove that he's a contestant in the last tournament of the BN 4 story, Lan has to put his hand in the mouth of a stone lion face. It threatened to bite his hand off if he wasn't who he said he was. It's actually a DNA tester.
- Hard Work Hardly Works:
- 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 Power of Friendship enables him to win, as his fighting ability is determined by the strength of the bond with his Navi and twin brother MegaMan, while by contrast, Chaud's ProtoMan uses his own chips and fights alone.
- Heads I Win, Tails You Lose: 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.
- He Knows About Timed Hits: 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.
- Hero Antagonist: Geo from Star Force is set to be this in Operate Shooting Star, at least to begin with.
- Hero Ball: 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.
- Heroic BSOD: Lan gets a nasty case of it in 3 after 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.
- Heroic RROD: 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.
- Highly Visible Password: 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.
- Hijacked by Ganon: Of course. 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.
- Hollywood Hacking: 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 Extreme Graphical Representation 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 Save Scumming), 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. 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 Mr Match deceives Lan via social engineering. He also did this in the first game, infiltrating Lan's house to conduct an attack by posing as a repairman performing preventive maintenance in light of the recent attacks (his own). In general, Mr. Match tends towards more realistic cyber-warfare attacks, like using purpose-built malware packages designed to target specific hardware, and social engineering to get close to his targets.
- 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 Mod Tools 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.
- Hollywood Magnetism:
- 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.
- Honest Axe: Spoofed in 6 with an absent-minded Mr. Prog spirit of a bucket with "Legendary Spring" scrawled on the side.
- Hopeless Boss Fight:
- The third Battle Network game features one such fight, where Mega Man cannot harm the boss in any way shape or fashion for no reason other than the story's demand that MegaMan loses. Even standard ''indirect'' damaging methods have been turned off -- as has MegaMan's Undershirt program, meaning there's no way to ultimately prevent being killed. This fight is against Bass, who was present — and defeatable — as a Bonus Boss in both Battle Networks 1 and 2.
- ShadeMan.EXE in the fourth for some turns, after which you're given a Dark Chip as a Desperation Attack that deletes him in a single hit — in the first play-through, at least. In later cycles of the story you fight against his upgraded versions, with enough HP that you have to hit him twice.
- Identical-Looking Asians: In the second game, when an NPC remarks that all Electopians and Yumlanders (i.e. Japanese and Thais) look alike.
- Idiot Ball:
- 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.
- In Name Only: 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.
- Industrialized Evil: The Nebula HQ is a factory that mass-produces Dark Chips.
- Inevitable Tournament:
- 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 New Game+ 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+1 Sword: 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 Bug Fix program. Obtaining Bug Fix 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.
- Insane Troll Logic:
- 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 Everything Is Online, 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. One hundred straight hours of constant electrocution.
- Inside a Computer System: A central game mechanic. MegaMan lives within the cyberworld, and most major dungeons are networked computer systems.
- Interface Screw: The confusion effect from 3 onward, but most egregiously VideoMan's scenario in 4.
- Inventory Management Puzzle: 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 glitches during battles.
- Invincibility Power-Up: In the franchise there are four different types of defenses that render Mega immune to everything except a few specific types of damage. Shieldingnote , Barrier/Auras, Invisibilitynote , 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.
- Invincible Minor Minion: Quite a few enemies are invincible without exploiting a weakness or using an Armor Piercing 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.
- Joke Item: 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.
- Just Keep Driving: Averted - the cars actually stop when you step out into the street. The first game even has a section with functioning traffic lights.
- Karma Houdini:
- Match, who is the only tertiary character to appear in all six games (except 5) plus spin offs.
- 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.
- Sean started 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 Freudian Excuse.
- Wily, having personally started 3 terrorist organizations and masterminding the creation of a 4th, actually gets punished with jail time when he is finally caught, 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.
- Karma Meter: 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 Lost Forever. 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.
- Kill Him Already:
- 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 when Mr. Match comes around looking for FireMan, who was 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.
- Knight of Cerebus: 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. He finds Roll.
- Lame Pun Reaction: 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.
- Late-Arrival Spoiler: Almost every game in the series assumes the audience is aware of the big reveal at the end of the first Battle Network game (save for the second game has an NPC that restates this fact and explains it for players who didn't play the first). Mega Man is actually created from the DNA and memories of Lan's late twin brother, Hub Hikari. The third game specifies that Hub died of a heart disease called HBD, which Mamoru shares, though Mega's discussion of the disease makes little sense until Lan starts talking about his dead brother.
- Law of Conservation of Detail: If you see any character with a unique sprite, expect said character to do something major very soon, or at least provide a Boss Battle.
- 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.
- Large Ham: Lots of characters, but especially Colonel.
- Laser-Guided Amnesia: At the end of BN5, Wily erases the memories of his own son Regal so the latter's vendetta against the world will be over.
- Let's Meet the Meat: From Battle Network 4's ElecTown: "It's a sign of a cow recommending you eat beef... But what cow in their right mind would say that?!"
- Let's You and Him Fight: In Operate Shooting Star, 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.
- Limit Break: The Program Advance technique, which occurs when an Operator sends a specific array of Battle Chips to their Navi; while in transit, the 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 Combined Attack by tagging each other in while in Full-Synchro with Lan.
- Littlest Cancer Patient: Mamoru in BN3, complete with Incurable Cough of Death, who suffers from the same heart condition as MegaMan back when he was Hub Hikari. He's also the operator of Serenade and owner of the Undernet.
- Living Shadow: 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.
- Loads and Loads of Characters: 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.
- Loophole Abuse: Sure the Copybots in BN6 cannot use Battle Chips, 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.
- Lost in Translation:
- 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 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" shaped like Gospel's head.
- Luck-Based Mission: In Battle Network 3, there are a handful of shady Normal Navis loitering in Squares around that will challenge you to a gambling game, in which Mega has a 1-in-X chance (2 to 4, depending on which Navi) of doubling his bets. It is technically possible to clean these three Navis out entirely, but the chances are remarkably low (if you're using an emulator with save states, on the other hand, it becomes ridiculously easy). This is one Gold Saucer most people aren't Sidetracked By.
- Made of Iron: 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 Eldritch Abomination 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: 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 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."
- Mascot Mook: Mettaurs. They'll even appear in the later games as an overworld placeholder for virus battles that DON'T involve Mettaurs.
- Maximum HP Reduction: 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.
- Meaningful Name: 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.
- Mercy Invincibility: Navi characters get some when struck by most attacks, hence the importance of scoring combos with attacks that don't trigger or ignore invincibility.
- Mercy Kill: 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.
- Mirror Boss: MegaMan Dark Soul and the Dark Soul-Navis in the fourth and fifth games are an interesting example: they actually use attacksnote 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.
- 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.
- Monster Clown: 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.
- Morality Chain: Subverted. 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.
- Musical Nod:
- 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.
- Mythology Gag: The first three of games are loaded with references to the Mega Man Legends 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 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.
- 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 Right/Light problem.
- 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.
- Negative Continuity: Pretty much every game rebuilds the continuity from the ground up with little regard to past games. Of course, there are some Continuity Nods 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 ten to five (and then to four in later games), 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 Purposely Overpowered, 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 (Hub.Batch is a prime offender).
- Never Say "Die": Zig-zagged. They don't sidestep around the fact that people may die (or have died in the past), but usually they say "Deleted" in place of die. Count Zap, however, immediately kicks things off by welcoming everyone to the "WWW Party of Death!".
- New Game+: 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 Guide Dang It involved in unlocking it, and all of the other games save for 4.5 are generally one playthrough and one save file only deals.
- New Year Same Class: 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.
- Nice Guy:
- Ninja Log: 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.
- No Endor Holocaust: 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.
- No Fair Cheating: Hacking the first game will cause an impassible stream of water to bar Mega's entrance to the Waterworks dungeon, requiring a total reset of the game.
- No One Could Survive That:
- Up to Eleven and straight into Artistic License – Physics 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 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... In game, it is said to be magnetic radiation suggesting that it affects iron in the blood at a molecular level instead of an atomic level.
- Noob Cave: 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.
- Nostalgia Level: The Gaiden Game Network Transmission has a few of these. The Blazing Internet and Bank stages are clear throwbacks to the classic Fire Man and Quick Man stages.
- Not Allowed to Grow Up: The first three games happen during fifth grade, and the final three during sixth grade. The final game ends (before the Distant Finale) on the last day of sixth grade, and the elementary.
- Not Completely Useless: 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 Game Breaker, 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? 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.
- Not the Intended Use: 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.
- Not Rare Over There: In 2, one NPC asks to be payed in "Guard *" chips. Talk to another NPC, and she'll give you 30 of them.
- Numerical Hard:
- 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 New Game+, though the enemies also move faster and have more agressive attack patterns.
- Obfuscating Insanity: There's an old man NPC in the first game who spends most of the game telling you he's not senile. He's the one who knows how to access the Undernet.
- Obvious Beta:
- 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 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 Game Breaker 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.
- Obviously Evil: Dr. Regal, so much so that he wasn't really trusted even in his not-entirely-negative publicity days. Pretty much every evil Navi follows this trope as well.
- Oddly Small Organization: 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 Sealed Evil in a Can in the sixth game.
- Ojou: Yai is the daughter of a wealthy video game company president named Gabcom.
- Old Save Bonus: 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.
- One Game for the Price of Two: 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 Updated Re-release 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).
- Only 0.2% Different: Lan and MegaMan have a 0.1% difference in their DNA, due to MegaMan being a program designed after Lan's dead twin brother, Hub. However, 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.
- Order Versus Chaos: 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.
- The Password Is Always Swordfish: The passwords are very often all too easy to figure out, as helpful programs give a lot of hints.
- Pause Scumming: 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.
- Perfect-Play A.I.: 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.
- Pet the Dog: Just to show how much different the Wily of this universe is from the original, he paid for the medical treatment of Joe Mach's daughter, and his adoption of Baryl, which even caused Wily to temporarily abandon his plans of revenge.
- Phlebotinum Rebel: 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 Chaos Unison ability, letting you use the 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.
- Pink Girl, Blue Boy: Roll and MegaMan, respectively, have bodysuits designed with reference to this trope (Roll throws more than a little red and black in, for flair). 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.
- Power Copying: It wouldn't be a Mega Man game without it. Played straight in several ways, actually, with Souls/Crosses and Chips.
- Power Levels: The first two games used a "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 Mega Man Star Force).
- Viruses, NetNavis, and even Battle Chips all operate under a Tier System, usually with three phases, usually indicating how powerful they are with 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 Super Weight. A boss introduced early in the game can generally be trusted to remain low on the Sorting Algorithm of Evil 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.
- The Power of Friendship: Foundational to 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
- In the first game, ProtoMan (who, as an Official NetNavi, can fight 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 Stylenote allows MegaMan to carry more Navi chips into battle (Mega Chips in the third game, being the greater second of the Power Levels, 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.
- There's also Full Synchro from the fourth game onwards, which is when a Navi and Operator fight as one. In gameplay it activates whenever you get a counter-hit on an enemy, and doubles the damage of the next attack chip used.
- Pre-Teen Genius: 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.
- Psychopathic Manchild: The leader of Gospel finds himself exasperated as all of the people in his organization are continually being thwarted by another child. Heck by the time you get to ShadowMan's chapter, you can tell he's psyched to be hiring a professional. Of course, then you find out who he really is.
- Punny Name: Starting from Lan (a de-capitalized acronym for local area network) and going damn near everywhere: (e)Mayl, (in)Dex, BN5's Fyrefox, Hub... and that's just the ones derived from computer and networking terms.
- Puzzle Boss: Protectos in Battle Network 2 and Numbers in Battle Network 3. ShadeMan Omega in Battle Network 4 counts as this, as well as a Get Back Here Boss.
- Quirky Miniboss Squad: 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.
- Random Events Plot: 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".
- Randomized Damage Attack: NumberMan.EXE's Dice Bomb deals damage based on the number on the top side of the dice.
- Reality Ensues: 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.
- Recurring Riff: 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.
- Rescue Arc:
- 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.
- Restored My Faith in Humanity: 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.
- Retcon: In Battle Network 2, Mega achieves the Style Change by installing a special program obtained from Yumland. In Battle Network 3, a one-off NPC suggests Style Change is potentially usable by almost any Navi.
- Ridiculously Cute Critter: All Mr. Progs and several viruses (including the Mascot Mook Mettaur).
- Right Hand Versus Left Hand: After you beat ProtoMan in Operate Shooting Star, Roll gets kidnapped and all Mayl says is that there was a weird blue NetNavi with a red visor covering his eyes. Lan and MegaMan confront him and after a long chase sequence 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.
- R-Rated Opening: 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 You Have Failed Me moment.
- Science Fantasy: 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.
- Sealed Evil in a Can: 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 series of internal struggles while having to deal with the evil organization at the same time.
- Sequel Hook: The scene from BN2 after the end credits, in which Dr. Hikari suggests that someone was manipulating the leader of Gospel. That the Bonus Dungeon is named WWW Area doesn't help.
- The end of the first game reveals that Wily is still alive in the credits.
- Sequential Boss: 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
- A corrupted program in the first game says, "All your base are belong to us"
- Also, One of Cossack's inventions, a 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 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").
- In BN3, a red cap and overalls are hanging on the wall of Yai's house.
- 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: the one on the right is named Leeroy, and the one on the left is named Jenkins.
- In the second game, 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 "Thou shall not pass!"
- Situational Damage Attack:
- The Number Ball chip deals damage based on the last two digits of your HP, times 5.
- The Custom Sword chip deals damage based on how much the Custom Gauge is filled (the gauge refers to the cooldown time between every access to the chip selection screen). If it's filled to full, however, it deals minimal damage, so precision plays a big part here.
- The Muramasa chip deals damage based on how much HP you've lost (with the cap of 999), making it a good Desperation Attack.
- Situational Sword:
- 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 Meta Game 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.
- Smug Snake: 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.
- Spin-Off / Sequel Series: Star Force.
- Spin to Deflect Stuff: Used by 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.
- Stay in the Kitchen: 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).
- Stock Video Game Puzzle: The weighted switch variety in 5, in each of the factory computers.
- Story-Breaker Power:
- It is implied throughout the series that should MegaMan ever completely tap into his latent powers from his human side as 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.
- 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 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.
- Stupidity Is the Only Option: Late in Battle Network 3. No matter how suspicious Mr. Match behavs and no matter how strange his requests, the plot will not advance until Lan & Mega help Mr. Match install his programs into Sci-Lab's network. Mega — who knows Match played Lan to get him to cooperate — has really no excuse.
- Super Armor: 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.
- Swiss Army Appendage: Net Navis often replace either or both of their arms with the weapons pictured in assorted Battle Chips, sometimes with projectile weaponry or entire blades. Proto Man and Colonel are notable for using a sword whilst occupying Copybots.
- Synchronization: All over the damn place as soon as MMBN1's ending happens. And of course, the Full Synchro.
- Take Your Time: No matter what an evil NetNavi is doing, you always arrive just in time to save the day.
- The Team: The Liberation Teams in the fifth game ultimately collect seven members (MegaMan plus six Double Soul partners), but the games prevent you from leading them all into battle at once, and they all fit into neatly defined roles.
- The Leader: ProtoMan/Colonel are the initial driving force behind the creation of their teams, collecting members for their anti-Nebula missions.
The Lancer: MegaMan, in addition to being The Hero (in-universe, the above two each actually serve as a Decoy Protagonist), brings Lan to serve as the team's operator.
The Big Guy: Two for each team: MagnetMan/KnightMan for defense, and NapalmMan/TomahawkMan for offense.
The Sneaky Guy: GyroMan/ShadowMan are able to pass over Dark Panels and terminate individual panels in the distance, they specialize in recon.
The Smart Guy: SearchMan/NumberMan specialize in isolating and liberating multiple item panels at once (including traps, but they are not immune, so be careful).
The Chick: 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 Storming the Castle. MegaMan is always The Hero, ProtoMan is always The Lancer, and GutsMan is usually The Big Guy, but the others vary quite a bit:
NumberMan, IceMan, Glyde, and 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 Big Damn Heroes moment to their credit near the end. ProtoMan gets a Big Damn Heroes moment right afterwards;//
- The third game trims things down to Lan, Chaud, Dex, and N1 semi-finalists Tora and KingMan. While Mayl and Yaito are eager to go, the guys decide that the stakes are too high and that the girls don't really have the chops to follow (in previous games, Roll and Glyde are each a Non-Action Guy with limited heroic cutscenes that come largely out of nowhere)note .
- The main characters could be organized into a Five-Man Band, even:
The Hero: Lan
The Lancer: Chaud
The Smart Guy: Yai
The Big Guy: Dex
The Chick: Mayl
- Tele-Frag: There are enemies whose movements can cause them to overlap the position of Rock Cubes, resulting in heavy damage to them. For example, let a Fishy chase you and then place the cube at the panel where the virus will land.
- The Syndicate: 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.
- Theme Music Power-Up: "Running Through The Cyber World"/"Proof of Courage", "Under Justice"/"You're Not Alone" and "Hero" play during Lan & friends' heroic deeds and moments.
- Theme Naming:
- As usual, the Navis with names go with the Something Person formula of the classic counterpart, barring a few such as Bass or Serenade. The remainder (like Bass and Serenade) typically have music-related names.
- In Japanese, most of the important Navi names are music related: Rock(man)(Megaman) & Roll, Blues (Protoman), Forte (Bass) ... and the evil organization they're up against is Gospel.
- 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.).
- They Look Just Like Everyone Else: Used for disturbing effect in the third game; one storyline reveals that several friendly generic NPCs Lan has recently talked to are actually undercover World 3 agents planted in strategic locations to gather information and deflect investigation/suspicion.
- Tiered by Name: Most enemies come in three basic versions, sometimes with version numbers or new Underground Monkey-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 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.
- The enhanced Life Virus in Network Transmission gains an "R" in its name and has different color and design when it was revived.
- Too Dumb to Live: 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.
- Whose bright idea was it to automate trafficnote ? Also, why do none of the cars have emergency brakes or other mechanical fail-safes to a hacked brake or accelerator "program"? Really, in many cases, the governments in this world are just asking for trouble.
- Trailers Always Spoil: Not that Sun or Moon tried to keep the Big Bad much of a secret, but this trailer still doesn't help things.
- Transforming Mecha: 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.
- Visual Initiative Queue: 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.
- Wake-Up Call Boss: ProtoMan is almost always this in his appearances; he moves faster than other enemies, gets in your face more than other enemies, and makes use of hidden shielding and Counter Attack 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 the post-game).
- Warm-Up Boss: 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.
- Weaksauce Weakness: Shadow viruses No Sells everything but sword chips. There are no in-game justifications to this, but they are the only effective options for them.
- Weather Control Machine:
- 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).
- Welcome to Corneria: Averted. NPC dialogue almost constantly changes, not only from chapter to chapter, but often with every triggered event flag during these chapters themselves.
- "Well Done, Son!" Guy: 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.
- What Happened to the Mouse?: Throughout the series, characters simply disappear and are never mentioned again. While part of this is due to Nominal Importance, it is sometimes quite odd. Sometimes it's handwaved by mentioning the character being in jail or something along those lines.
- 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.
- In the second game, Arashi Kazefuki fails Gospel and the Organizations leader tries to take him down with a suitcase bomb. The game explicitly mentions that the authorities didn't find any casualties associated with the bomb. However, the character doesn't appear again until the somewhat obscure Mega Man Battle Chip Challenge game which came out almost 2 years after the second game.
- Also from the second game, we have "The Doc" whose real name is never mentioned. He's a genius and mysterious programmer who resides in the Undernet, he can cure Freezeman's ice, his origin is never explained, the method to summon him is to invoke his code word on the Undernet chat board (the word(s) being, rather suspiciously, "WWW"), and arrives at Koto square after Megaman beats Freezeman to give exposition. He even says that he will send a bill directly to the government officials for services rendered (and has no doubt that they will pay). With the connections and skills all that implies, you think he would pop up now and again as an ally or a villain, but he never does.
- Similarly, you would think that Dr. Cossack would become more involved in the games after it's revealed that he created Bass and that he would appear to help stop him in future games. Nope. He just vanishes from the series.
- Besides for Higsby, two other WWW members defected. They were Ms. Yuri, Ms. Mari's twin sister, and an old man who used to be Wily's assistant. This wouldn't be much of an issue if Lan hadn't needed Higsby to provide information on the WWW in both the second game and Transmission whereas the old man, who was with Wily since the beginning, would be much more familiar with the WWW's secrets. It could be explained as Lan not having either of their emails, but the makers of the game don't even bother with even the laziest handwave. Heck, Ms. Mari could probably have provided Lan with Yuri's contact information. You would think that the government officials would, at least, track them down for information after Lan found them tied up at Wily's base during the first game. Nope.
- Zero.EXE from Transmission (set chronologically between the 1st and 2nd game) plays a major role in that game and turns to the good side if you save him. With his strong sense of justice and disdain for the WWW, you would think that he would reappear later in the series right? No such luck.
- Other Navis that don't reappear or are mentioned are many of the bonus bosses from the games. These bosses often imply a hidden plot or scheme yet these plot threads never seem to travel between games (and even if the Navi does reappear, neither Megaman nor Lan recognize them, making the canon continuity of the secret areas very shaky). Oddly, by the start of the third game, Megaman could have fought the real Bass as many as 3 times after which Bass obviously escapes each time. However, in the third game, neither Lan nor Megaman recognize Bass from anywhere besides the fake version in the second game.
- What If?: 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.
- Woobie, Destroyer of Worlds: According to Battle Network 3, Bass was ordered deleted and repeatedly attacked for a malfunction he had nothing to do with, making his vendetta against humanity a combination of revenge and disproportionate self-defense.
- Wretched Hive: 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.
- Why Don't Ya Just Shoot Him?: 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 Random Encounters, and defeat a boss Navi, the enemy operator apparently never thinks to punch Lan out, or something. 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 Boss Battle 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).
- You All Look Familiar:
- Lampshaded 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.
- X Meets Y: Mega Man (Classic) meets TRON.