These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
In Network Transmission when the Professor reveals himself after Zero's defeat, the whole Cyberworld MegaMan, ProtoMan and Zero are standing in inexplicably starts shaking. This shaking is never mentioned again.
Battle Network 4 is filled with these. Although you could blame how the scenario system works as to why nobody ever seems to comment on most of the stuff, it doesn't change the fact that there was some seriously weird stuff going on.
If you look at the series as the continuous story it is supposed to be, the entirety of Battle Network 4 is a massive BLAM. The game ends with a meteor about to destroy the planet, and it's resolved by everyone on the planet cheering for Lan and MegaMan. In BN5, none of this is ever mentioned. Although 4 is given a nod in 5's Colonel version, where the trophies from the 3 tournaments that took place in 4 are on top of Lan's bookshelves.
Breather Boss: NumberMan.EXE in the first game, the fact that he never moves insures that almost all of your attacks will be able to hit him.
AirMan in the second game. He is the only boss in that game who did not have an annoying gimmick. Kind of ironic since his Robot Master counterpart is That One Boss.
FreezeMan.EXE in the second game. The fact that he's an aqua navi standing on ice panels causes him to take quadruple damage from any electric attacks, so two ToadMan or ThunderMan chips should be enough to take him down. What's more, since electric attacks causes enemies to be paralyzed rather than flinch, you can immediately hit him again.
Broken Base: The fanbase is decidedly split between those who think the second and third games are crown jewels, and those who think of the fourth game as such. The fourth game is notable for being considered completely abominable by critics and just about everybody else (despite being the highest selling in the series).
Also, the anime is divided on which season is the best: Axess or Stream. Those hating Stream point to its pointless filler and overuse of cross fusion along with focusing a little to much on shipping. While people hating on Axess point to its darker tone and its own fillers.
Heck there are some people who don't like anything after the first two seasons due to its darker nature and focus of Cross Fusion and believe that the whole point of the series was thrown out the window Axess onward.
There's also the question of if the anime focused too much on cross fusion and deviated from the main purpose of the games or if it was just a way to get the humans more involved.
Stream is the iconic Battle Network anime. Whenever someone brought up the show it's always stuff about cross fusion, Raika being as prominent as Chaud, lots of shipping...so there must be some Hype Backlash involved.
Was the inclusion of the anime only character Tory/Tohru (Iceman's operator) pointless due to him having next to no major role after the first season or is he actually a good net battler and friend who is a victim of the writers writing him out.
Same thing for Ms. Yuri who is more developed in the anime, but is dropped after Stream.
There's some who believe that turning members of Team Colonel/Protoman into a Cross Fusion team was a senseless rip off of the sentai genre that ruined the point of the series.
The inclusion of EX viruses in 4 and 5. Some fans might accept it for the extra challenge, others are annoyed by how they end up in an "extra effort same wage" situation. (For starters, EX viruses have higher hitpoints and damage from their vanilla counterparts but gives out the same chip) V2 and V3 viruses are off-limits until post-game, which makes the players somewhat underpowered, especially in 4. Not to mention their palettes are kind of ugly.
Dr. Regal is a Card-Carrying Villain and the leader of the organization known as Nebula. To prove his belief that Humans Are Bastards, Regal has his organization devoted to converting the world to evil by causing wars and spreading as much misery as possible. He subjects Lan's father to horrifying Cold-Blooded Torture and gleefully turns innocent NetNavis into servants of evil, slowly corrupting the whole Net. His end game is to connect the souls of everyone in the world to Nebula Gray, a program he created from the darkest thoughts of people, and corrupt the entire planet. At the end of the fifth game his father, Lord Wily, the notorious leader of a cyberterrorist organization, pulls an Even Evil Has Standards moment and subjects him to Laser-Guided Amnesia to destroy his evil personality and force him to reform.
Demonic Spiders: Battle Network 3 has the Scuttlest viruses in the Secret Area. They start combat with a Battle Aura that requires a single hit dealing 100 (or 200, for the stronger ones) damage or more to take down, come in groups of three, and have homing attacks that deal 200 damage apiece. To make things worse, you will encounter one that can hit the elemental weakness of the style you are currently using, and they come in groups of 2-3.
Cloudies. When combined with Swordys, they are the stuff of nightmares.
Swordies get kicked a fair bit down the totem pole in later games. Also, in 4, the UnderNet is infested with actual spiders that invade your area, not only forcing you to dance around (you have a Slasher, right?) and put you in the line of fire of everything else, but also covering your section with sticky webs that will catch and hold you for a few seconds, which can generally spell death in the deadliest sections.
Higher levels of most viruses generally qualify for this, given significant boosts in speed and power.
Dominerds can be this when accompained by other viruses, specially in Battle Network 5's liberation missions, due to having a time limit to clear the enemies.
4 has Demonic Bosses. Once you find the rematch versions of the bosses you face along the game the first time, they become random encounters in the areas they were found in. And they can be annoyingly frequent too. AND they're the strongest version of the bosses.
Die for Our Ship: Poor, poor Mayl is the target of the Het is Ew part of the fandom usually called the "Pink Fiend" by the yaoi shippers.
In fact, even on the hetero pairings she gets some heat for hogging and having a monopoly on Lan (some say at least the Yaoi has variety), partly because of the lack of female characters around his age in the games. This results in Lan being paired with other girls who he barely had any serious contact with in the series by people who are tired of the Lan/Mayl pairing. Some other alternatives are Jasmine/Lan, Princess Pride/Lan (Though she kissed him in the anime), and even a few Annetta/Lan.
Dex only has the fault of not being a Bishōnen and having a crush on Mayl...
As a rule don't mention Chaud/Mayl around either of the above.
For the yaoi side, Chaud/Lan vs Raika/Lan vs Chaud/Raika, and lets not forget about the Navi/Operator pairings (Lan/Forte, Lan/Protoman). This get even more complex with the dark Navis, for example, Dark Megaman/Lan or Megaman/Lan.
Ensemble Darkhorse: There's a very good reason Mr. Match has been in five out of six games. And why Heat Man is the only Navi he uses more than one of them.
He's used Fire Man more than once.
Higsby HAS appeared more often than the majority of the supporting cast...
Bass. Holy freakin' crap Bass. He might very well be the most popular Navi in the entire series.
Punk.exe isn't especially popular among the fanbase (having almost no characterization), but his existence is an expression of Keiji Inafune's love of the classic Mega Man Killer (who actually was a darkhorse from the original series).
Other Navis, such as ProtoMan, Colonel, SearchMan, and TomahawkMan, are straighter examples.
Raika/Laika in the anime basically becomes a main character after Axess.
Fan Hater: If you like the fourth game, be very careful about which EXE fan you mention that to. Hell, if you like EXE in general, be very careful about mentioning that around fans of the Classic, X, Zero, or ZX series. Verycareful.
Fanon: Happens often as there are three sets of media for the series (game, anime, and manga). Some fans mix some details in all three such as the Mega Man being Lan's brother in the anime or manga timeline when it is only mentioned in the games.
Also some people believe that Mega Man knows of Roll's crush on him while in canon he can be as oblivious as his operator at times. Some stories portray him as being so love struck that he is willing to do anything for her sometimes at the cost of Lan.
No where does it state that Roll even knows that he is based off of Saito/Hub's DNA yet in some works it shows her calling him Hub/Saito as on a regular basis.
There are also plenty of fanfics that portray Mayl/Meiru as desperately wanting any form of love from Lan/Netto to the point of tricking him into giving her affection or leaving him for another man, the disturbing part is that they are still 10 in some of these stories.
In the anime, there is a debate about the Cross Fusion members being Net Savers. They are only referred to as "the cross fusion members" at the end of Beast where they are simply referred to as that and nowhere does it imply that they are Net Savers like Lan, Chaud, and Raika. In fact, it's implied that they probably don't even have Synchro Chips on them (refer to the episode in Beast where zono-Gutsman nearly attack Dingo and Mayl and the two did nothing but dodge him while Lan, Chaud, and Laika fought.)
It is also popular to call them the Special Forces in some fan works even though they are never referred to that in the anime.
Some fan works portray Raika and Chaud as being much tougher on Lan then in the canon to the point of bullying him.
Also the infamous link between Lan and Mega Man. In some fan works it can work as anything from telepathic communication to feeling each other's senses to even merging their bodies. While in the canon the details are quite vague outside if one dies they both die.
Also in some fan works using the Japanese names there is the issue of honorifics to the operator's name. Some people display it as a personal pet name such as Rockman calling Netto Netto-kun and would get jealous if any other navi used "-kun" when referring to him. Honorifics are simply a form of respect in Japanese and are used when talking to other people.
Fandom Specific Plot: Many fanfics will mix details from one version of the series and put it in others (e.g. anime details in game verse fics)
Also there are plenty of Mega Man/Rockman becomes human again stories were once he comes alive Lan/Netto is completely forgotten and replaced with a Saito/Hub
True love stories where Mega Man and Roll try to set up Lan and Mayl together.
On the other side there are plenty of Mayl/Chaud stories where Mayl is tired of waiting for Lan to notice her and all she wants is a relationship. This also usually happens with crossover characters as well
Betrayal fics where the government decides Lan and Mega Man are to powerful and try to separate them, imprison them, or delete Mega Man.
There are plenty of alternatives where Mega Man tells Lan that he is his brother.
AU stories where Hub/Saito is still alive.
Or if Lan/Netto died and Hub/Saito was still alive
There are a few divorce stories that feature Lan/Netto's parents splitting up and Lan/Netto trying to cope with it.
Some stories will have Knightman a girl underneath the armor for Lan/Pride fics
Faux Symbolism: Serenade is supposed to be a perfect being, incorporating aspects of both genders (hence the androgynous appearance), and has attacks named like "Saint's Light".
Bass, by comparison, is darkness-based like you wouldn't believe. Wants to kill humanity, wields Dark Power from the instant of its discovery, etc.
Franchise Killer: Battle Network 4 had extremely high sales thanks to Battle Network 3, but its poor reception by critics and fans effectively ended things. MMBN5 saw a 33% cut in sales, and they were forced to end the series with 6.
For the anime it was the season Stream.
Fridge Brilliance: In Network Transmission one stage has ShadowMan.EXE destroying a critical WWW ID rather than allow MegaMan.EXE and Lan to obtain it and infiltrate their network. The reason why Dr. Hikari was able to reassemble the ID was because the file destruction was done too quickly and not thoroughly enough, making the retrieved fragments MegaMan retrieved after the fight enough to reconstruct the file by various methods of parity-based data reconstruction.
The "Cyberknobs" and virtual gas in the gas-powered heater right at the start of Battle Network 2 might seem wierd, until you realise that they could represent a form of DMA security measure that moves data between memory spaces. Other strange measures that appear to force MegaMan.exe around might represent similar security measures.
Why do you need to get your friend's security codes again each games? Simple: They either changed their passwords, or the security certificates they gave you last game have already expired!
So, Mega's DNA program was altered to diffuse his connection to Lan? Well, that incredibly minor change was probably changing his iris color from brown, which Hub presumably had as Lan's twin, to green, which he has as Mega.
Good Bad Bugs: This is actually a gameplay mechanic. The introduction of the Navi Customizer in the third game allowed players to customize MegaMan to endow him with various abilities, but if you broke any of the rules of customization, MegaMan would glitch, possibly damaging himself or even the network. Some of the bugs are unambiguously negative (misplacing an HP+ program will cause Mega to lose health in battle), but some of them have unintended combat applications that players exploit anyway.
Bugging the Humour program in the latter half of the series causes MegaMan's "mood" to change at random, allowing the player to semi-reliably deal x2 damage because it was on full sync or anger for a few seconds. Also useful is the bug that causes the charged shot to create Rock Cubes, which can be airshot or punched into enemies for 200 damage.
Battle Network 3's Bug Style is entirely about this: you unlock it by deliberately glitching Mega before sending him into battle, it endows you with a positive and a negative bug at the start of each fight, and as you level it up, it gives you the Bug Stop program (which ignores Navi Customizer bugs so you can have a little more freedom when you customize Mega) and the Dark License program (which allows you to use certain Giga Chips without opening a Dark Hole in the field first).
An actual coding mess-up happens in the ProtoMan tournament fight at Blue Moon. His AI insists on doing almost nothing but spamming Fighter Sword, but only from the center-right row. An Area Steal makes him entirely useless in combat.
Harsher in Hindsight: A scene in 3 where Mamoru nearly dies from complications during a WWW malware attack on the hospital around the time he was scheduled for an operation becomes more sinister when you realize that it is theoratically possible to break into a hospital's intranet and tamper with the vital equipment hooked into its network via their embedded systems.
Bridging this and Harsher in Hindsight, over the course of the early 200x years, malware attacks have increased in frequency and become more high-profile. Between Flame, Stuxnet, and the recent spam attacks made against Spamhaus that threatened to knock out an entire major router node, it's clear that the Battle Network series is eeriely prophetic about cyber warfare.
Padding: The Waterworks. You go through the stage and then defeat a Mini-Boss. Okay that seems all good...until you realize that now the water is actually poison so you have to go all the way back to the Sci Lab and all the way through the stage AGAIN to fix it. This is probably the worst offender of Battle Network padding.
The Castle stage in the second game could also be bad, but a lot of it can be avoidable if you just run out of the way of the zombies.
The Hospital Stage in the third game also comes dangerously close, since you have to use fire chips. Thankfully you can easily get fire chips in the area so that the game doesn't become unwinnable, but you have to run around and hope you attract enough fire viruses to drop one. However, if you have enough Totem chips lying around you won't have to do this, and they're actually quite easy to obtain even before the hospital stage and very practical. Same with cheap-damage dealing fire chips.
The Internet Fire comes close, too. You have to spend Aqua chips to douse the giant bonfires all over the cyber-world, but this time, there are no water viruses around to help you restock.
The BubbleMan scenario is definitely this, which may be one reason why he's hated. You have to chase him all the way from Mayl's homepage to the Yoka area, leave and chase down his underlings for the Needle, return to Yoka area again, leave and obtain the Press program, return to Yoka area once more and then wander through the gratuitously large compressed path maze to find BubbleMan's dead end. Shoot the bastard dead.
Demonic Spiders: Late game viruses tend to involve filling your Navi's half of the arena with area-consuming attacks and harmful panel types, which are meant to throw you into the paths of other virus attacks.
In the sixth game, there's the Mech virus family. They're main gimmick is to release a thunder-ball type attack into your field like the Billy viruses, but if it hits you, it'll immediately take a 100-health bite out of Mega with its swords. If you think it'll be easy to dodge the ball-lightning, think again, because they usually appear (especially in the Graveyard) with Element-Dragons (whose attacks take up two columns at a time) and Fighter-planes (who pepper your entire area with bullets).
Goddamned Bats: Viruses in the later areas of the game (especially the more maze-like ones) will constantly distract you from any task you happen to currently engaged in (e.g. running from the monsters in Netopia Castle network) and will take up far more of your time than they deserve to by rights. The viruses in the later portions of the Undernet and any post-game Bonus Dungeon are so nasty they ascend right to Demonic Spiders.
Goddamned Boss: BubbleMan from 3. He constantly hides from your attacks behind a rock and a constant stream of bubble traps. Oh, and when he's available as a random encounter, he'll only appear when you're at critical health.
DarkMan in the third game deploys a series of bats through Mega's field that require constant dodging back and forth to avoid damage. These are a distraction from his Elemental Rock-Paper-Scissors nightmare — he has 3 out of 4 elements under his control, and an attack (usually an area-consuming one, like the Killer's Eye ray or the two-row snowflake) will trigger every time you cross his path, which is what the BATS are for.
ShadeMan in the fourth game always has some obnoxious damage-negating trick in the fourth game. In his first two plotline fights, he can't take any damage at all without Dark Chips, but special consideration must go to his Omega version random-encounter, after the Boktai sidequest. He can take damage, but if you hit him too hard, he'll split into four red bats that slowly retreat from the field, three of which are illusory. If you want to beat him quickly, you must figure out which one of the bats is really him and continue to pile on the attacks, and you're probably only going to want to hit him while he's in the lowest row of the field, since you want to protect the Green Mystery Datanote There's a version-specific Giga Chip inside, and the only other way to fin it is by picking a fight with LaserMan Omega in the upper corner of his field (which his bats will destroy). Have fun.
Scrappy Mechanic: The Press program which allows Mega Man to walk on the tiny paths. The problem is that while on the tiny paths, Mega Man moves much slower and random encounter viruses still show up, which may cause you to forget which direction you were moving in.
There was also the Energy Change program which is required during the Plant Man and Flame Man scenarios where you have to either use a heat (Plant Man) or aqua (Flame Man) element battle chip so you can burn a plant/extinguish a fire which permanently gets rid of your battle chip. The Flame Man scenario gets bonus points since you have to extinguish every single fire and it takes place across several different areas on the internet as opposed to Plant Man's scenario where you only had to burn the plants that were in your way and were only confined to the Hospital's computer network.
Since switches and portals and free bonus chips were located under specific plants, you could also Save-Scum to conserve your Fire chips. The hospital also had a few viruses you could earn Fire chips from to replenish your stock. The FlameMan scenario offers you neither consideration.
While Style Changes are not hated, it is annoying how the element of your style (heat, aqua, elec, or wood) is random. Elec Style gets this the worst.
Technically, it's not random; it depends on how many viruses you fought of each element, which is still annoying to keep track of.
Also in 4, Dark Chips are all about this. Overpowered chips that appear when Mega Man is "Worried", but upon use, not only do you lose 1 maximum HP after the battle, you're restricted from using SP Navi Chips. Especially bad since you still won't use "dark-type" chips, DS Navi Chips, or Evil Chips like Muramasa or Anibus until you're fully tainted from a lot of Dark Chips. Gets better in 5 where you can use them for the new mechanic Chaos Unison, but you'll only get DS Navi Chips if you use them in their battles.
Regarding Navi fights, Bubble Man and Dark Man's beta forms will only show up if Mega Man's health is low and if there is a bug in the navi cust respectively.
A minor one, but in 3, Dex moves to Netopia late game. As such, you can't jack into his computer or use his shortcut to ACDC Square for some time.
Forced tutorials at the beginning of every game. Even if you know everything about the Battle Network series, each game will put you through 3 tutorials usually on things you already knew like only using chips that are the same or those that share a code.
Seinfeld Is Unfunny: Just try viewing videos on YouTube of the fifth and six Mega Man Battle Network games; then try viewing ones of the first and second, especially the first. The first one appears so laggy and bare-bones. (No style changes, no Navi merges...) It's pretty obvious that they were still experimenting. Not to mention, with the amount of Fake Longevity it was hard to get into the first Battle Network game because of all the tedious backtracking, artificially-lengthened stages, and Game Breaker chips.
Sequelitis: The fourth, fifth, and sixth games. The third game rather coherently ended the Dr. Wily plotline, the Bass plotline, and ended with MegaMan's Heroic Sacrifice. Following that the series had a major graphical shift, Style Changes were replaced with Soul Unisons (among numerous other gameplay changes), and Dr. Wily and Bass are somehow still alive. The plots also got quite weird, with the fifth game arguably taking the cake—the Big Bad's plan is to link the literal souls of everyone on earth via the Internet.
Arguably, the anime suffers from this as well around the Stream season, with its overuse of Cross Fusion and filler episodes.
And for that matter, the fifth to the fourth. It has an actual plot.
Tainted by the Preview: Go ahead. Say you're glad they're keeping the old graphics and Internet in the BN1 remake around fans. I dare you. Although this is because the original Internet was very difficult to navigate, which may be mitigated by the map function also revealed in the preview.
That One Boss: ProtoMan.EXE is usually one of the most aggravating bosses to fight in most games, if only because he tends to block anything thrown at him with his shield until he comes out to attack, which he does very quickly, leaving only a small window of opportunity to strike back.
DrillMan.EXE in 3, for being nearly impossible to hit without breaking chips, which are either scarce or impractical back then.
Navi Chips that did not require close contact with him such as GutsMan, FlashMan, PlantMan and FlameMan can solve this a little.
BubbleMan.EXE in 3. The continuous spew of damaging bubbles not only blocks your attacks, but also severely hampers your movement and a new one is made the instant you blow one up. Coupled with all the other obstacles thrown on the field and the fact his third version can only be encountered at critical health...
On the other hand, he's very susceptible to the Lightning and Bolt chips, which radiate strike obstacles and radiate damage from them. FRY, SUCKA!!
QuickMan.EXE in 2. His attack pattern is very similar to Proto Man's above.
Bass, being a Bonus Boss, is normally exempt from this trope, but BassXX in Double Team DS is considered ridiculously unfair even by Bonus Boss standards, some going so far as to call him a full-blown SNK Boss. He has so much HP it's actually possible to run through your entire chip library before defeating him!
That One Level: It's not particularly hard, to be honest, but you'd have to search hard to find five or more people who enjoyed the carnival levels in BN4. Brrr... that music.
Actually, what about the waterworks level in the first BN? You have a (somewhat) long stage full of slippery ice. It seems like you deleted what was causing the water to get held up but guess what? Now the water is purple and everyone's poisoned so you have to go through the stage all over again.
For that matter, the Power Plant, also in the first game. While veterans to the series won't mind the lack of post-battle healing (the later games had it as a facet of the system as opposed to a one-time gimmick) there's the fact that you're on a limited battery life, have to solve frustratingly vague logic puzzles, and the random battle rate is through the roof. Oh, and did we mention that a large part of the level is an invisible maze?
In the original game's school network, you have to input passcodes to open gates and the answers are given to you (i.e. count the number of chairs in the classroom, that number is the passcode), however, some gates don't give you any clues meaning you have to guess and if you're wrong too many times, the passcode changes. Thankfully, it does tell you whether you're too high or low and if one digit is correct, you're told which digit to change.
In 2, the Freeze Man scenario requires a lot of backtracking between Netopia and the Undernet.
In 3, the World Three guard robots have security claws that will take you to a certain checkpoint if you get caught. While the claws do have patterns, it can be difficult memorizing them and there are times when a security claw overlaps the shadow of another security claw making it easy to get yourself caught. Some are also ridiculously fast giving you only a few seconds (or less) to run past them while others are incredibly slow forcing you to wait until they pass you.
Values Resonance: Put yourself in Sean's boots for a moment - There's nobody around you can relate to, you're stuck with cruel relatives after parents who died, and the only people who you can relate to are online. Over ten years after the game was made, this still holds true to many people across the world.
One of the series recurring themes? Cyberterrorism. While not invented by this particular series, this series demonstrates objects being hacked by terrorists and putting people in danger, government databases being hacked by terrorists, remote-controlled weapons going haywire, and crimes being ordered across the world with only the push of a button. In the 2000s, such a concept was still being thought of as fantastical, but in the new tens, people take it much more seriously.