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.
Where Anetta's Well-Intentioned Extremist eco-enthusiasm ends and where Wily's (and PlantMan's) brainwashing begins is... unclear. Also, is PlantMan loyal first to Anetta or to Wily? In Battle Chip Challenge, he remains with her after Anetta has abandoned the WWW.
Is Raika a jerk who only cares about orders, or a soldier who honestly cares about his companions?
Is Chaud an elitist jerk who is ruthless in his orders? Or is he just putting up the act to appear tough in front of his father?
Anti-Climax Boss: The Life Virus at the end of the first game. Despite getting hyped at as Wily's ultimate weapon, it proves a pushover (the first game being the easiest in the series), with a predictable set of attacks and it's health is low enough that it's possible to kill it in a single turn.
Awesome Music: The music in general stays fairly high-quality throughout the series. Some examples of particularly awesome music, however:
Badass Decay: ShadeMan. After being gunned down by a Pile Driver thanks to Django, he went down from being an Invincible Villain that can only be damaged by Dark Chips to a rather easy boss, also demoted to the second Darkloid you face in 5 instead of just below LaserMan in the Nebula ranks. His chip code was changed from X to S in the fifth game (Do note that the chip code X is usually exclusive to Bass and other chips related to him).
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.
This is because, to save on programming, characters ignore events unless they are directly affected (i.e. it occurs in their immediate location).
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 Team Colonel offers a small nod to its predecessor, with the trophies from the three tournaments that took place are on top of Lan's bookshelves.
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.
The fanbase is decidedly split between those who think the second and third games are crown jewels, and those who think of the sixth 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, but see Franchise Killer).
Then there's the infamous debate about whether version-exclusive contents are totally fair or blatantly favors one game but not the other, the most notable example being the Souls and Crosses in the second half of the series. Though this gets less flak nowadays with some wanting to mess around with their preferred options in battle.
The inclusion of EX viruses in 4 and 5. Some fans might enjoy the extra challenge, others are annoyed by how they end up in an "extra effort same wage" situation. (EX viruses have higher hitpoints and damage output from their vanilla counterparts but gives out the same chip) V2 and V3 viruses (and their chips) are off-limits until post-game, which makes the players somewhat underpowered, especially in 4. Their palettes are kind of ugly too.
Crack Pairing: Serenade and Slur. Genderdebates aside, these two are often paired together despite never met at all (Serenade in the manga and BN3, Slur in the anime). Although this is probably because both of them are elite-tier and feminine Navis so they are often shipped together like rivals. Some fans even slipped Bass into the pairing and make those two fighting for his affection as well.
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, and even some Anetta/Lan (all three call upon the anime mythos, since that's where Jasmine and Mayl are love rivals, Pride/Lan pairing originates and also where Anetta isn't crazy).
Same with Jasmine around Mayl/Lan shippers.
As a rule don't mention Chaud/Mayl around the above pairing.
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.
There's a very good reason Mr. Match has been in five out of six games. Heat Man also makes an appreciated return in Battle Network 6.
Higsby HAS appeared more often than the majority of the supporting cast...
Princess Pride (in no small part to her Adaptational Heroism self from NT Warrior). Her personality change in the fifth game helps too.
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.
Fanon: There are several individual canons in three sets of media for the series: the games, the anime, and at least two manga series (though only one was published in America). Some fans mix details from all three, such as Mega Man being Lan's brother in the anime or manga timelines when neither adaptation officially adopts that plot point.
In the anime, Roll has an increasingly blatant crush on Mega, who is Oblivious to Love (much like his operator). Some fans believe that Mega Man knows of Roll's crush. Some of their stories portray him as being so lovestruck that he is willing to do anything for her sometimes at the cost of Lan.
There are also plenty of fanfics that portray Mayl as desperately wanting any form of love from Lan 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 the Cross Fusion team don't even carry Synchro Chips with them normallynote In Beast, Zoan Gutsman attacks 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. Mind you, Raika introduced himself in Red Sun by punching Lan in the stomach.
Also the infamous link between Lan and Mega Man. In canon the details are quite vague, outside "if one dies, they both die". In some fan works it can work as anything from telepathic communication to feeling each other's senses to even merging their bodies.
Also in some fan works using the Japanese names there is the issue of attaching honorifics to an operator's name. Some people treat it as a personal pet name, such as Rockman calling Netto Netto-kun and getting 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.
Fan-Preferred Couple: Tying into Fanon above, NT Warrior informs a lot of Battle Network shipping (like, say, Chaud/Yai). But since that's NT Warrior material, the details are on that YMMV page.
Fanon Discontinuity: Some people cut off the entire second half of the series in their minds, though most people only behave as though the fourth game never happened (the fifth game certainly behaves as though Red Sun never happened, as Lan and Raika treat each other as new faces).
Also there are plenty of Mega Man/Rockman-becomes-human-again stories where once he comes alive, Lan is completely forgotten and replaced with 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. That this was the basis of an arc in the Mega Man NT Warrior manga helps.
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. (WoodMan has been declared female in at least one fanfic, though not tied in to any Lan x Sal shipping).
Bass and Serenade shipping fics aren't unheard of, most of which treat Serenade as a female.
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 and lots of hype from Mega Man NT Warrior, but its poor reception by critics and fans effectively kicked off the franchise's decline. MMBN5 saw a 33% cut in sales, and they were forced to end the series with 6. The attempt to force a continuation resulted in Mega Man Star Force, which lasted only three games. Mega Man Zero, Battle Network's sister series concluded after four games, and ZX never had a third. Capcom infamously cancelled development for several new Mega Man properties (including Legends 3), and the most recent Mega Man franchise, Rockman Xover, was only released on the iOS, and has also begun to close up shop. Nowadays, Capcom uses Street Fighter for its flagship series.
This series' example is interesting in that Battle Network had actually already concluded. Battle Network 4 was the start of a Post Script Season.
The first game gives us the Guts Shoot PA, in which GutsMan hurls Mega at an enemy for 500 Damage, which can be created from three easily collectable Battle Chips and does so much damage that even the game's final Bonus Boss will lose literally half of his HP to it. Battle Network 2 and 3 Nerfed this to 400 and 300 damage, respectably. In the second game, you might get lucky (incredibly lucky) with the Special Chip Trader and pull down a GutsMan *, which will combine with a Guard * and a Dasher * to fit this in any folder.
The second game introduces the Gater (Gate Magic) PA, which is officially legendary for how broken it is, and the game essentially drops its pieces in your lap (one optional boss battle and a few netdealer purchases will get you the ingredients). Gater summons GateMan, who launches a total of nine battlefield objects (wrecking balls, Anti-Damage dolls, rocks, etc.) across the arena for 100 damage—before modifiers—each (these hone in directly on enemies, like Boss Navis—do the math yourself). This attack is so powerful that most competitive players banned it from use. And GateMan * can be pulled down (once in a blue moon) from the Special Chip Trader, meaning this can also be spliced into any folder.
Folder Back Giga Chip from Battle Network 3 Blue is possibly the single most broken chip in the entire series. Using the chip completely returns all of your chips to your folder, including Folder Back itself. All of those awesome chips you already used? You can use them again in the same battle! And again. And again. It doesn't take a whole lot of imagination to realize just how mind-blowingly overpowered this is.
As if that weren't enough, your regular chip is always included in the new spread of chips that you get upon using Folder Back. Do you have a powerful combo with your regular chip that you can always use on the first turn? Good, because now you can also use it every time you activate Folder Back.
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 theoretically possible to break into a hospital's intranet and tamper with the vital equipment hooked into its network via their embedded systems.
In 3, all BBS posts made by Undernetters are anonymous.
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.
Lawful Stupid: Duo.EXE may fit this alignment in this series, seeing how he wants to destroy the whole planet, for not fitting his standards of morality. Some of Duo’s dialogue even suggest, that he destroys any planet, with even the smallest hint of malice, but thankfully it's a bit ambiguous. He definitely fits the Lawful Stupid alignment in the Anime through, possibly even falling into Lawful Evil, as the first planet he destroyed, washisown. This seems especially ruthless from him, as nothing shown his creators as really malevolent in any way. Even worse, he was originally just a program designed to distribute cybernetic technology, and internet through space, so him being a self-appointed judge of whole worlds, makes Duo seem like a maniac with a God complex, most probably being responsible for much more death and destruction, than any of the species he judged guilty, and exterminated.
Mis-blamed: A Let's Play of MMBN1 criticized some players for not knowing what is a Program Advance (P.A.) because they didn't talk to NPCs who mentions about it all the time. The problem is that it's not that they didn't know about what it is, they actually didn't knowwhichBattle Chip combinations form what kind of P.A. at the first place.note No excuse for Zeta-Cannon and LifeSword though since they're actually mentioned. To make matters worse some P.A.s might get carried over to the next game but require different chipsnote PoisonPharaoh, 2XHero, MasterStyle. It's like the Harvest Moon recipes, except that nobody is talking about the required chip combinations in the games, and you cannot bribe NPCs with gifts if you want them.
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 (three times), 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.
Rockman.EXE 4.5 will probably never be released outside of Japan, which is kind of a shame since the game, as its title Real Operation indicates, simulates an actual Operator-Navi relationship.
Once the latter half of the series kicked off, Capcom went into overdrive with its bad Merchandise-Driven habits, releasing all sorts of toys and other accoutrement like the Battle Chip Gate series of toys and a variety of modification cards usable with the e-reader. Most of this functionality was stripped out of the localizations, though in Battle Network 5 it was merely Dummied Out, and there exist FA Qs to use them (but only with a hacking device).
Battle Network 6 had perhaps the most, er, surgery in localization, including the famous removal of almost all Boktai content as well as the secret Falzar, Gregar, and Double-Beast chips. Cue the very ticked off fans that knew of this. On the other hand, the developers did westerners something of a solid by integrating some of the Japanese E-reader content into the game, specifically ten or so specific job board sidequests that were necessary to unlock a secret fight with ProtoMan FZ.
Not to mention Phantom of Network and Legend of Network, Japan-only cell-phone games.
It looks like the Mega Man Star Force crossover/remake of Battle Network 1, Operate Shooting Star, isn't coming over either.
Play the Game, Skip the Story: The games follows a strict plot formula making it really predictablenote Starts with minor terrorism acts, Lan and MegaMan stopped the villains but they got what they wanted, rinse and repeat (insert misfortune for Lan somewhere in the middle of the story) until the final dungeon, Hub Ex Machina., but the games are actually more notable for its complex and unique gameplay. The fourth game is an exception though, since the plot is ridiculous even by Battle Network standards to be overlooked.
Promoted Fanboy: Some of the Custom Navis featured in the game are actually fan submissions for the "create your own Navi" contests held throughout the series. Many are extra bosses (especially ones owned by Mr. Famous), but several, like LaserMan.exe, Cosmoman.exe, and CircusMan.exe are canon bosses.
Press X to Not Die: In PvP play, you can counter the other player's time-stopping weapons, even things like the V5 Navi Chips in BN3, just by pushing A at the right moment to call your own ally. You have to set up a Battle Chip for this in advance, however.
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.
Battle Network 3 has the Scuttlest viruses in the Secret Area (they also appear in the WWW Area in the second game). 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. What sets them apart in the third game are the random holy panels dotting both fields, doubling their defensive abilities if you're unlucky.
Cloudies spring into the air and spit out a cloud that zooms to Mega's current spot and floats up and down, barring Mega from that column. When combined with Swordys, they are the stuff of nightmares, as Swordies movie incredibly fast and have long-ranged swords swipes (and in the first game, fighter-range, too). If a Cloudy cuts off access to Mega's back column, he'll be caught almost permanently in range of Swordy attacks.
Swordies get kicked a fair bit down the totem pole in later games (though they're still not to be taken lightly). 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 will spell death in the worst sections.
Dominerds can be this when accompained by other viruses, especially in Battle Network 5's liberation missions, where you have to fight a time limit to clear the enemies. Some high-level Dominerds pack Geddon-chips, which will crack all field panels. They won't suffer from this. You will.
4 has Demonic Bosses. Once you find the V2 ghost of a boss you've faced during the game, he becomes a random encounter in the area you found his ghost in... at the Omega level (that's V4 for those of you keeping score at home — they skip V3 entirely). This leads to ridiculous potential encounters, such as GutsMan Omega during a player's first ever run-through of the Den Tournament, which would be a nightmare for new players.
Puffballs and their Underground Monkey upgrades Goofballs are masked Wood viruses that slowly approach Mega's boundary. When they reach the edge of their field, they hold their masks out one panel and flood all adjacent panels with poison gas. On top of that, they can use Panel Grab to slowly encroach further into Mega's territory. If you think that you can hang back out of reach and just shoot at them from afar, be warned: those masks double as shields that will render most projectiles useless.
Shadow viruses are almost literally demonic (their upgrades are the Red Devil and Blue Demon). These things float idly around their territory for a few moments, glaring, and then suddenly they fly to a panel adjacent to Mega, completely ignoring boundary restrictions. While that may only sound mildly annoying, what makes them truly fearsome is the fact that they're Nigh Invulnerable. They're immune to all damage except for sword-based attacks, having their own special variety of defense. Later game virus-gauntlets love to stuff these guys in to create chokepoints for players not using swords.
Their successors are the Navi Blacks and Shadows (Shadow-variants of Normal and Heel Navis from the fourth game), which appear in Black Earth — basically, it's a dungeon filled with mini-bosses that are immune to almost all damage. Also, the Nightmare viruses from the sixth game behave very similarly to the original Shadows, though they occupy panels in addition to their attacks, reducing Mega's dodging options.note Trivia: The shadow-type viruses are succeeded by the Black Hole viruses in the Star Force series, which have no real connection to swords or bladed weapons (though they retain this weakness) and instead alternate between draining HP and firing projectiles.
How did we get this far without mentioning a Megalian? (Or "Heady", in BN 6, but that's a silly name). These are the classic Battle Network demonic spider, viruses that are cloaked in auras and warp around their field a few times before launching their heads at Mega to bludgeon him with. Higher levels of Megalian have tougher auras and farther reach.
Protectos in the second game and Numbers in the third are defensive puzzle-viruses in the Bonus Dungeon of each game that will punish you if you fail to solve them properly (hitting the wrong Number even with the Mega Buster will result in that Number using ERR+DEL, which strikes Mega with a lightning bolt that deals 1000 Elec damage). Protectos even have you on a timer — you must destroy them before they hit 0 or catch a massive explosion with your face.
Fishy2s are this, specifically for the fire-traps they leave in your area after they zoom past that eat up one of your rows for a few seconds. You could make an argument for Fishy3s (which are essentially hyper-Fishies), but they usually show up with other Fishy viruses, and multiple Fishy viruses tend to actually negate one another's effectiveness by serving as obstacles that their fellows can't pass through, and a Fishy that can't fly is a pointless Fishy. On the other hand, you can get seriously unlucky and they will all safely launch, and woe unto you if you fight Fishy2s on a Grass Stage.
The Null, Void, and Null&Void viruses in the second game, each with a respectable amount of HP, regenerative abilities, and the ability to summon a pair of whirlpool-traps that take 200-HP bites out of Mega's health.
Lavagons will have a homing fire-breath attack that will leave a burning firetrap on the panels it hits. Their upgrades (the Bluegon and Yellowgon) will use similar attacks (ice-breath and lightning strikes, both homing), and these last two only appear during the SS and SSS license tests. The Yellowgon is accompanied by a pair of Hard Head 3s that will punch holes in your field, further harassing you and threatening to get you boxed in.
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.
Hard Heads are almost constantly shielded viruses that un-shield only temporarily to launch a cannonball that will punch a hole in your field. At higher levels, they can box you in if you aren't careful.
Goddamned Boss: BubbleMan from 3. He constantly hides from your attacks behind a rock and a constant stream of bubble traps. Oh, and his V3 random encounter will 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 always has some obnoxious damage-mitigating 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... but it's only safe 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 find it is by picking a fight with LaserMan Omega in the upper corner of his field (which the ShadeMan-bat will destroy if he connects). Have fun.
ToadMan in the second game is made difficult through his incredibly obnoxious attack pattern. You will constantly have to dodge the tadpole torpedoes fired by his lily pads, often dodging the paralyzing song note that Toad will fire at you (which can shift rows to home in on you), and if Toad Man catches you in his row, he'll spring over to his other lily pad, two rows above or below him, requiring you to chase him.
SnakeMan (also in the second game) loves to hide in his pot if anyone ever enters his row, defending himself from damage and wasting everybody's time, and he moves so fast that any non-instantaneous attacks would just be wasted. That he hangs out in the back row behind a column of holes is icing on the cake.
ThunderMan (second game once again) has an obnoxious attack pattern. His main threat are the three clouds, which are moving, impassible obstacles that can box you in, and they will also fire paralyzing lightning balls at Mega. His other attacks require Mega to constantly be on the move (lightning balls fired down each row by the clouds and individual lightning strikes), which make it difficult to keep track of the clouds' movement pattern. The clouds themselves can actually crush Mega if they catch him in his back row, but they will do 0 damage and give him Mercy Invincibility at the cost of his Busting Level.
QuickMan (hey, look, second game!) also counts, primarily because he'll Flash Step all over his field and he enjoys shielding abilities that are hard to anticipate and will eat up your Battle Chips like mad. (Other Navis who employ shielding, like Drill and ProtoMan, are usually saved for the final chapters of the game, while Quick is only the second boss).
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, the element is determined by the number of viruses of each element that have been fought, which is incredibly annoying to keep track of, considering how the main game requires you to run through multiple environments while still leveling up the same Style Change. Elec Styles, which have very little raw power, get this the worst. The nerfs to the Megabuster since the third game doesn't help matters, since Elec Style is supposed to be the speedy style with an emphasis on continuously stun-locking enemies-which is possible with power-ups but not with the more-limiting Customizer.
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 permanently 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 Anubis 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, hideous and convoluted main internet, 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.
Story-Breaker Power: You can play with a fraction of that power with Hub Style in 2, the Navicust Program Hub.BAT in 3-5, and the Gigachip Hub Patch in 6. All but the last cut his max HP in half but grant almost every non-HP-increase passive ability at max power.
Compare Battle Network 1 with the later games, especially 2 and 3, before Capcom Sequel Stagnation set in. It's fairly clear they were still getting the hang of things.
The sixth game to the fourth and fifth.
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 ugly looking and difficult to navigate, which may be mitigated by the map function also revealed in the preview.
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 were either scarce or impractical in the first three games. (Navi Chips that don't 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 when Mega's at critical health...
On the other hand, he's very susceptible to the Lightning and Bolt chips, which 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!
SkullMan in the Gaiden Game Battle Chip Challenge has a great deal of health, a powerful attack, and has a scarily well-built program deck. His power chip is the Curse Shield, which not only shields him, but has an absurd amount of HP in its own right and it will eat your attacks for breakfast (and every time you hit it, it'll take a bite out of you, too). To add some nasty icing to this awful cake, Skull Man is often found on a poison stage, which will eat through your health and chips while you struggle to land each attack, hit by individual hit.
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?
The third quarter of the game makes you navigate the labyrinth that is End Area, which is harder to navigate than the Undernet... Not to mention End Area has 5 areas and two Liberation Missions while Undernet only has 3 and one Liberation Mission...Due to this said portion of the game is spent on lots and lots of backtracking around End Area...let's say after bypassing that part of the game you will be sick of it.
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.
The ProtoMan scenario in Battle Network 4 Blue Moon. You have to go on a Pixel Hunt for a handful of "keys" that will allow Mega to proceed into the depths of the Undernet, fighting Goddamned Bats and Demonic Spiders all the while. The game helps you with vague hints... but it also suffers from a "Blind Idiot" Translation, so the hints are sometimes worthless or even harmful.
Technology Marches On: Character and chip names are limited to 8 characters. The network must run on DOS at the time.
They Just Didn't Care: The most common theory held by fans as to Operate Shooting Star's lack of new content. Battle Network 4 is so sloppily put together and implemented that most people believe this of it, too.
Sean, once-leader of Gospel. He only appears once again in the series after Megaman Battle Network 3, as a competitor in Battle Chip Challenge.
Mamoru, administrator of the Undernet, and Serenade as well, for that matter, never reappear after the third game.
They Wasted a Perfectly Good Plot: Operate Shooting Star features a time-traveling villain and a cross over with the sequel series, Star Force... for one scenario that basically amounts to playing tag. Otherwise it's just a port of the first Battle Network with a handful of new features.
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 (In his case, because his parents 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.
In the fifth and the sixth game there is a random fat NPC that stood out among others (there's usually only one or two of the kind) and can pass off as either a guy or a girl. His/her pink shirt and lipstick-like mouth doesn't help either. However, some dialogues proved that the fat NPC is actually a guy though.