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* OutOfCharacterMoment: The [=ClockMan=] scenario in the UpdatedRerelease ''Operate Shooting Star'' takes characterization notes from ''Anime/MegaManNTWarrior'' rather than the original game, which really shows in the suddenly [[ShipTease romantic undertones]] of the scenario. The attempt to capture the ShipTease of the anime jars against the rest of the game, where Lan has much less in the way of heroic impulses, and [=RockMan=] and Roll had no romance at all.
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* EverybodyLaughsEnding: Just about every crisis scenario ends with a silly moment or cheesy joke that is just begging for a laugh track. At the end of the [=ElecMan=] scenario in particular, everybody really laughs.

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* CouldHaveAvoidedThisPlot: Most of the crossover scenario for ''Operate Shooting Star'' happens because Geo, trying ''very hard'' not to mess with the timeline, aims to stop [=ClockMan=] with a minimum of interaction with others. Too bad [=ClockMan=] kidnapped Roll, inevitably resulting in a meeting between Geo and [=MegaMan=], and Geo's attempts to keep [=MegaMan=] from complicating things ends with ''Geo'' beaten down... and [=MegaMan=] captured. Geo is forced to explain everything to [=MegaMan=]'s and Roll's distraught operators anyway.
* DamselInDistress: DoubleSubverted in ''Operate Shooting Star''. Miss Madd and Count Zap were ''going'' to kidnap Mayl, but abruptly get put in their place by Geo showing up. Unfortunately, Geo's on the prowl because Sonia and later Roll got kidnapped instead, courtesy of [=ClockMan=].



** In this game and ''2'', the Navi Custumizer doesn't exist, instead they have Powerups that only upgrade [=MegaMan=]'s buster.

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** In this game and ''2'', the Navi Custumizer Customizer doesn't exist, instead they have Powerups that only upgrade [=MegaMan=]'s buster.
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* ArtisticLicense: Lan's microwave catches on fire due to interference from viruses, and he's able to put it out without the computer shutting down or causing lasting damage. In real life, any electronic device that gets hot enough to combust is pretty much FUBAR.
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* ContrivedCoincidence: One of the programs WWW needs for its EvilPlan just happens to be in Lan's house. Specifically his microwave.

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* AfterCombatRecovery: [=MegaMan=] fully heals after every battle outside of the Power Plant, and that's due to extenuating circumstances.



* SequelHook: The end reveals that [[spoiler:Wily is still alive in the credits]].

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* SequelHook: The end reveals that [[spoiler:Wily is still alive in the credits]].alive]].
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* LateForSchool: Lan is late on the second in-game visit to school, and has to sneak into his classroom. He takes the back door, and sneaks to his front-row seat. The class only has nine seats, meaning his absence would be easier to notice.

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* LateForSchool: Lan is late on the second in-game visit to school, and has to sneak into his classroom. He takes the back door, and sneaks to his front-row seat. The class only has nine seats, meaning his absence would should be easier to notice.
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* LateForSchool: He's late on the second in-game visit to school, and has to sneak into his classroom. He takes the back door, and sneaks to his front-row seat. The class only has nine seats, meaning his absence would be easier to notice.

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* LateForSchool: He's Lan is late on the second in-game visit to school, and has to sneak into his classroom. He takes the back door, and sneaks to his front-row seat. The class only has nine seats, meaning his absence would be easier to notice.
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* AllTheWorldsAreAStage: The game has a multi-part final stage where each part is a smaller copy of the main Net areas you've been to previously, with each containing the same level gimmicks as its corresponding levels, only generally harder (i.e. melting fires with ice blocks in the [=FireMan=] copy, opening doors with numeric passcodes in [=NumberMan=]'s area, etc.).
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*DoesThisRemindYouOfAnything: Instead of deleting Roll and blowing up a bus with Mayl in it as he is supposed to, [=ColorMan=] holds Roll captive and tortures her in a...compromising position, as [[https://www.youtube.com/watch?v=4IGxYm0EN1w&t=97s one lets player pointed out]].

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-->''[[HulkSpeak I.. malfunction...you...delete...me...]]''

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-->''[[HulkSpeak I.. I...malfunction...you...delete...me...]]'']]''
* MythologyGag: Aside from a few CanonForeigner, the WWW Navis are counterparts to four of the original ''VideoGame/MegaMan1'' Robot Masters (a fifth is also introduced in this game, as a supporting character, Guts Man). The only one missing in the lineup is Cut Man.
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A Japan-exclusive port, ''Rockman.EXE Operate Shooting Star'', was later released on the UsefulNotes/NintendoDS in 2009. Along with some quality-of-life improvements, this version features a new crossover scenario with ''VideoGame/MegamanStarForce''.

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A Japan-exclusive port, ''Rockman.EXE Operate Shooting Star'', was later released on the UsefulNotes/NintendoDS in 2009. Along with some quality-of-life improvements, this version features a new crossover scenario with ''VideoGame/MegamanStarForce''.
''VideoGame/MegaManStarForce''.



* AccidentalPublicConfession: Mr. Match accidentally reveals that the serial arson he engineered was actually all about getting the [[McGuffin Fire Program]] in Lan's[[note]]Dr. Hikari's[[/note]] oven when he consoles himself over his loss by mentioning he "completed his mission". He immediately realizes he [[LampshadeHanging probably shouldn't have told Lan that]].

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* AccidentalPublicConfession: Mr. Match accidentally reveals that the serial arson he engineered was actually all about getting the [[McGuffin Fire Program]] in Lan's[[note]]Dr. Hikari's[[/note]] the Hikari oven when he consoles himself over his loss by mentioning he "completed his mission". He immediately realizes he [[LampshadeHanging probably shouldn't have told Lan that]].



** S-Ranking an encounter ''always'' yields a chip drop. Some of the best chips can now be obtained at ranks 8 or higher.

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** S-Ranking an encounter ''always'' yields a chip drop.chip. Some of the best chips can now be obtained at ranks 8 or higher.



** In this game and ''2'', Navi Cust doesn't exist, instead they have Powerups that only upgrade [=MegaMan=]'s buster.

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** In this game and ''2'', the Navi Cust Custumizer doesn't exist, instead they have Powerups that only upgrade [=MegaMan=]'s buster.



** The main internet area looks very different than it did in later games -- it's a mostly-incomprehensible maze with a few chip salesmen scattered over it and no real pattern to it, whereas later games tended to make it much more orderly and distinct for each region. Indeed, because the first game had the same background for all parts of the Internet, it's impossible at a glance to tell the difference between the "regular" Internet and the Undernet.

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** The main internet area looks very different than it did in later games -- it's a mostly-incomprehensible maze with a few chip salesmen scattered over it and no real pattern to it, pattern, whereas later games tended to make it much more orderly and distinct for each region. Indeed, because the first game had the same background for all parts of the Internet, it's impossible at a glance to tell the difference between the "regular" Internet and the Undernet.



** The existence of AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant where it was presented as a one-time gimmick for the dungeon.

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** The existence of AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant dungeon where it was presented as is a one-time gimmick for the dungeon.gimmick.



* {{Foreshadowing}}: As soon as you can use the Metro, you're prompted to pay Dad Hikari a visit at work. He's not in, but while you're at the office you can find a photo of his family [[spoiler: revealing that Lan is not an only child]], and talk to some Navis in the large workstation who tell you about an experimental Navi [[spoiler: with human genetic data]].

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* {{Foreshadowing}}: As soon as you can use the Metro, you're prompted to pay Dad Yuichiro Hikari a visit at work. He's not in, but while you're at the office you can find a photo of his family [[spoiler: revealing that Lan is not an only child]], and talk to some Navis in the large workstation who tell you about an experimental Navi [[spoiler: with human genetic data]].data.



-->''[[HulkSpeak I... malfunction... you... delete... me...]]''

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-->''[[HulkSpeak I...I.. malfunction... you... delete... you...delete...me...]]''



* SequentialBoss: During the [=ElecMan=] Scenario, Chaud and [=ProtoMan=] finally break through the system protection and appear in the power plant computer where Lan and [=MegaMan=] fought [=ElecMan=]. They reveal that they intended to lure Zap in so they could defeat [=ElecMan=] and secure the [=WWW=] Server data, but [=MegaMan=] and Lan (the amateurs) thrashed him so thoroughly there was no useful data left over. Chaud gets fed up and orders [=ProtoMan=] to delete [=MegaMan=].[[note]]The great irony of the scene is that [=ElecMan=] had already finished his work by the time Lan and Mega arrived in the first place. If Lan and Mega hadn't gotten involved, the [=WWW=] agents would've been ''long gone'' by the time Chaud and [=ProtoMan=] got into the system.[[/note]]

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* SequentialBoss: During the [=ElecMan=] Scenario, 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=] WWW Server data, but [=MegaMan=] and Lan (the amateurs) thrashed him so thoroughly there was no useful data left over. Chaud gets fed up and orders [=ProtoMan=] to delete [=MegaMan=].[[note]]The great irony of the scene is that [=ElecMan=] had already finished his work by the time Lan and Mega arrived in the first place. If Lan and Mega hadn't gotten involved, the [=WWW=] WWW agents would've been ''long gone'' by the time Chaud and [=ProtoMan=] got into the system.[[/note]]



-->"So you've made it this far... It's a shame you're wasted on the outside world..."

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-->"So you've made it this far... It's a shame you're wasted on the outside world..."
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* LateForSchool: He's late on the second in-game visit to school, and has to sneak into his classroom. He takes the back door, and sneaks to his front-row seat. The class only has nine seats, meaning his absence would be easier to notice.
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* AntiFrustrationFeatures: ''Operate Shooting Star'' not only includes several mechanics and interface updates from the later GBA games, but throws in some of its own to smooth gameplay.
** The lower screen displays a minimap and gives names to the Internet areas. The aesthetics of the Internet have not changed, but it's a pretty big help for navigation and orientation.
** The overall random encounter rate is reduced. The ice puzzle areas of the Waterworks Comp 5 completely disable random encounters so you can focus completely on the puzzles.
** The Power Plant Comp now highlights its invisible paths with flickering dots, and you no longer have to recharge the batteries when figuring out their configurations.
** You now run as your default speed.
** S-Ranking an encounter ''always'' yields a chip drop. Some of the best chips can now be obtained at ranks 8 or higher.

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** Escaping battles strictly requires the Escape chip. ''2'' introduces the L button as an escape option but retains the chip, while the third game onward remove the chip completely.

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** Escaping battles strictly requires the Escape chip. ''2'' introduces the L button as an escape option (with a chance to fail) but retains the chip, while the third game onward remove removes the chip completely.



* SpaceFillingPath: While present to some degree throughout most of the game, the main internet is a partifularly dramatic example, filled to bursting with loops, dead ends, and paths that twist and turn constantly. This is all made worse by how the paths all look more or less the same, combining with the isometric perspective and small field of view to make it very frustrating to tell where you are and where you're going. Prepare to spend a lot of time wandering aimlessly before stumbling across your destination.

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* SpaceFillingPath: While present to some degree throughout most of the game, the main internet is a partifularly particularly dramatic example, filled to bursting with loops, dead ends, and paths that twist and turn constantly. This is all made worse by how the paths all look more or less the same, combining with the isometric perspective and small field of view to make it very frustrating to tell where you are and where you're going. Prepare to spend a lot of time wandering aimlessly before stumbling across your destination.


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* UselessUsefulSpell: The "Add" function in this game lets you forgo using chips for the next turn in exchange for 5 extra chips in your Custom Screen for the next turn only. You can Add a second time in a row to expand the total hand capacity to 15 chips, but you go back to 5 the moment you stop using the Add function. While there are some situations where an individual use of Add can help with searching for a desired chip combo, there is almost nothing that would justify fighting two turns in a row without any chips. ''Operate Shooting Star'' keeps the Add function unmodified, but gets rid of the superfluous third row of the Custom Screen.

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* DiscOneNuke: Fire Tower chips can be obtained as soon as you start the [=FireMan=] scenario, and [=FireMan=]'s battle chip can be obtained shortly afterwards. They do 100 damage which is huge this early in the game, and synergize well with [=FireMan=] since they share an F chip code meaning that if you take time to fill your folder with a few of each, you can easily trounce many early-game viruses in one hit, as well as take huge chunks out of the health of many a boss. They even stay useful in the late game!



* DiscOneNuke: Fire Tower chips can be obtained as soon as you start the [=FireMan=] scenario, and [=FireMan=]'s battle chip can be obtained shortly afterwards. They do 100 damage which is huge this early in the game, and synergize well with [=FireMan=] since they share an F chip code meaning that if you take time to fill your folder with a few of each, you can easily trounce many early-game viruses in one hit, as well as take huge chunks out of the health of many a boss. They even stay useful in the late game!
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* DiscOneNuke: Fire Tower chips can be obtained as soon as you start the [=FireMan=] scenario, and [=FireMan=]'s battle chip can be obtained shortly afterwards. They do 100 damage which is huge this early in the game, and synergize well with [=FireMan=] since they share an F chip code meaning that if you take time to fill your folder with a few of each, you can easily trounce many early-game viruses in one hit, as well as take huge chunks out of the health of many a boss. They even stay useful in the late game!
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* SequentialBoss: During the [=ElecMan=] Scenario, Chaud and [=ProtoMan=] finally break through the system protection and appear in the power plant computer where Lan and [=MegaMan=] fought [=ElecMan=]. They reveal that they intended to lure Zap in so they could defeat [=ElecMan=] and secure the [=WWW=] Server data, but [=MegaMan=] and Lan (the amateurs) thrashed him so thoroughly there was no useful data left over. Chaud gets fed up and orders [=ProtoMan=] to delete [=MegaMan=].[[note]]The great irony of the scene is that [=ElecMan=] had already finished his work by the time Lan and Mega arrived in the first place. If Lan and Mega hadn't gotten involved, the [=WWW=] agents would've been ''long gone'' by the time Chaud and [=ProtoMan=] got into the system.[[/note]]

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* EarlyInstallmentWeirdness: The first ''Battle Network'' is not only an ObviousBeta, but it was still trying to figure out how to hash out the world itself.

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* EarlyInstallmentWeirdness: The first ''Battle Network'' is not only an ObviousBeta, but it was still trying to figure out how to hash out the world itself. The UpdatedRerelease, ''Operate Shooting Star'', removes some of them by incorporating features from later games.



** You can have up to 10 copies of a single chip in your folder. Your folder's Navi Chip capacity is at 10, with a cap of 5 copies of one. The caps were lowered to 5 for the next game, and further refined afterwards.
** You don't have the *-code wildcard, making it difficult to build a monocode folder.
** Your maximum custom screen capacity is 15. While your opening hand starts at 5, the "Add" function lets you, at the cost of fighting with no chips for a round, temporarily increase capacity by 5 for the next round. Adding a second time in a row pushes to the cap of 15, but it all resets once you stop Adding. The Add function would be reworked into a DiscardAndDraw mechanic with more lasting perks in the second and third game.



** Chip Traders don't autosave.
** Escaping battles strictly requires the Escape chip. ''2'' introduces the L button as an escape option but retains the chip while the next game removes it completely.
** The existence of AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant where it was presented as a one-time gimmick for the dungeon.

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** Chip Traders don't autosave.
autosave, so they're vulnerable to SaveScumming.
** Escaping battles strictly requires the Escape chip. ''2'' introduces the L button as an escape option but retains the chip chip, while the next third game removes it onward remove the chip completely.
** The existence of AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant where it was presented as a one-time gimmick for the dungeon. dungeon.
** Most of the mystery data you find on the net draw randomly from their possible reward pool, regardless of color. You can even save-scum those rewards without needing to jack out and in again. Only a few instances are once-only rewards with fixed locations and yield. The second game onwards [[ColorCodedForYourConvenience standardizes the behavior of each color of mystery data]].
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* SpaceFillingPath: While present to some degree throughout most of the game, the main internet is a partifularly dramatic example, filled to bursting with loops, dead ends, and paths that twist and turn constantly. This is all made worse by how the paths all look more or less the same, combining with the isometric perspective and small field of view to make it very frustrating to tell where you are and where you're going. Prepare to spend a lot of time wandering aimlessly before stumbling across your destination.
Is there an issue? Send a MessageReason:
None


A Japan-exclusive port, ''Rockman.EXE Operate Shooting Star'', was later released on the UsefulNotes/NintendoDS in 2009, titled . Along with some quality-of-life improvements, this version features a new crossover scenario with ''VideoGame/MegamanStarForce''.

to:

A Japan-exclusive port, ''Rockman.EXE Operate Shooting Star'', was later released on the UsefulNotes/NintendoDS in 2009, titled .2009. Along with some quality-of-life improvements, this version features a new crossover scenario with ''VideoGame/MegamanStarForce''.
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In the near future, everyone has a personal exploration terminal (PET), and the hero Lan has [=MegaMan.EXE=] as his. Together, they stop cyber crimes, eventually discovering WWW (World Three).

This game completely ditches the previous ''Franchise/MegaMan'' platformer gameplay and instead is an RPG, where Lan gives Battle Chips to [=MegaMan=] who uses them for special moves. The combat is real time and the enemies are viruses.

''Mega Man Battle Network'' is later ported into the UsefulNotes/NintendoDS in 2009, titled ''Rockman.EXE Operate Shooting Star''. This port adds several new features, particularly a crossover scenario with ''VideoGame/MegamanStarForce'' and is unreleased outside of Japan.

to:

In the near future, everyone has a personal exploration terminal (PET), (PET) and the hero a Net Navigator or [=NetNavi=], an interactive AI assistant. The heroes are Lan has Hikari and his Navi [=MegaMan.EXE=] as his. EXE=]. Together, they stop cyber crimes, eventually discovering a criminal syndicate named WWW (World Three).

This game completely ditches the previous ''Franchise/MegaMan'' platformer gameplay and instead is an RPG, where RPG. Battles are a mix of real-time and turn-based: [=MegaMan=] can move about a grid to line up attacks or dodge his opponents'. He can move and use basic [=MegaBuster=] attacks freely, while an [[Franchise/FinalFantasy Active Time Battle]]-esque timer dictates when Lan gives can upload Battle Chips to that allow [=MegaMan=] who uses them for to use special moves. The combat is real time and the enemies are viruses.

''Mega Man Battle Network'' is later ported into the UsefulNotes/NintendoDS in 2009, titled
moves.

A Japan-exclusive port,
''Rockman.EXE Operate Shooting Star''. This port adds several Star'', was later released on the UsefulNotes/NintendoDS in 2009, titled . Along with some quality-of-life improvements, this version features a new features, particularly a crossover scenario with ''VideoGame/MegamanStarForce'' and is unreleased outside of Japan.
''VideoGame/MegamanStarForce''.
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* OffModel: ''Operate Shooting Star'' has its fair share of obviously rushed mugshots; which is bad considering the sixth game (which was released before it) has clearly shown that the mugshots can look pretty and on-model.
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* GuideDangIt: Locating the Undernet memos near the end of the game. The first one is easy enough to find, but the only hint you're given on the other two is that you need to find "a young beautiful lady and an old man". Never mind how vague this is, the lady is in a school in Dentown that you probably didn't know existed until this quest. To rub salt in the wounds, once you've found her, she won't give you the memo unless you've filled out enough of the Library. Hope you've been diligent on S-ranking battles! These memos are needed to progress in the story, too.
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* MercyKill: The altered Programs in the first game's Power Plant dungeon have been irrevocably ruined by the WWW, some driven crazy, all turned into viruses. There's no way to save them from this, and so one of the sane programs asks Mega to kill them.
-->''[[HulkSpeak I... malfunction... you... delete... me...]]''
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* EstablishingSeriesMoment:[=MegaMan=]'s attempt to pass through the oven's cyber-world is impeded by a field of flames. Lan clears the way for him by spraying the real oven in his house (which is also on fire) with a super-soaker. This works.

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* EstablishingSeriesMoment:[=MegaMan=]'s EstablishingSeriesMoment: [=MegaMan=]'s attempt to pass through the oven's cyber-world is impeded by a field of flames. Lan clears the way for him by spraying the real oven in his house (which is also on fire) with a super-soaker. This works.
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''Mega Man Battle Network'' is later ported into the UsefulNotes/NintendoDS in 2009, titled ''Rockman.EXE Operate Shooting Star''. This port adds a crossover scenario with ''VideoGame/MegamanStarForce'' and is unreleased outside of Japan.

to:

''Mega Man Battle Network'' is later ported into the UsefulNotes/NintendoDS in 2009, titled ''Rockman.EXE Operate Shooting Star''. This port adds several new features, particularly a crossover scenario with ''VideoGame/MegamanStarForce'' and is unreleased outside of Japan.
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''Mega Man Battle Network'' is later ported into the UsefulNotes/NintendoDS in 2009, titled ''Rockman.EXE Operate Shooting Star''. This port adds a crossover scenario with ''VideoGame/MegamanStarForce'' and is unreleased outside of Japan.


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* EarlyInstallmentWeirdness: The first ''Battle Network'' is not only an ObviousBeta, but it was still trying to figure out how to hash out the world itself.
** In this game and ''2'', Navi Cust doesn't exist, instead they have Powerups that only upgrade [=MegaMan=]'s buster.
** HP values for enemies were much lower in the first two games. With the Navi Customizer comes massive HP spikes for both players and enemies.
** Enemies (especially enemy Navis) [[SequelEscalation become faster as the series goes on]]. In the first couple of games, the flinch that enemy Navis perform when they take a heavy hit is exaggerated and they only remain in MercyInvincibility state for a few seconds (if even that); by ''4'', their flinching and MercyInvincibility lasts about as long as [=MegaMan's=].
** There was also a general willingness to be more sexually explicit in the early games. In the first game, you can walk in on Mayl changing clothes or discover Dex has a PornStash.
** Lan is much snarkier than his later IdiotHero self[[note]]He's not at all thrilled to have Mayl drag him to school so she can chat about the plot and he mocks Dex's boasts about taking on WWW viruses[[/note]], and Dex refers to [=GutsMan=] as a commercial model.
** The main internet area looks very different than it did in later games -- it's a mostly-incomprehensible maze with a few chip salesmen scattered over it and no real pattern to it, whereas later games tended to make it much more orderly and distinct for each region. Indeed, because the first game had the same background for all parts of the Internet, it's impossible at a glance to tell the difference between the "regular" Internet and the Undernet.
** Elemental Armors. While it may serve as the precursor to the Style Change mechanic, it functions differently; you can buy them from Net merchants, it halves all damage that isn't the armor's elemental weakness.
** Viruses are not named during battles, and Ms. Mari calls the Mettaurs "[[SpellMyNameWithAnS Mettools]]", as in the Classic series. Viruses that never appear again in later installments have their names [[AllThereInTheManual only mentioned in the artbook]].
** Chip Traders don't autosave.
** Escaping battles strictly requires the Escape chip. ''2'' introduces the L button as an escape option but retains the chip while the next game removes it completely.
** The existence of AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant where it was presented as a one-time gimmick for the dungeon.
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Blank edit to fix indexing
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Started this page.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mmbn1gba.jpg]]

''Mega Man Battle Network'' is a video game created by Creator/{{Capcom}} for the UsefulNotes/GameBoyAdvance in 2001. It's the first installment in the ''VideoGame/MegaManBattleNetwork'' series.

In the near future, everyone has a personal exploration terminal (PET), and the hero Lan has [=MegaMan.EXE=] as his. Together, they stop cyber crimes, eventually discovering WWW (World Three).

This game completely ditches the previous ''Franchise/MegaMan'' platformer gameplay and instead is an RPG, where Lan gives Battle Chips to [=MegaMan=] who uses them for special moves. The combat is real time and the enemies are viruses.
----
!!This game provides examples of:
* AccidentalPublicConfession: Mr. Match accidentally reveals that the serial arson he engineered was actually all about getting the [[McGuffin Fire Program]] in Lan's[[note]]Dr. Hikari's[[/note]] oven when he consoles himself over his loss by mentioning he "completed his mission". He immediately realizes he [[LampshadeHanging probably shouldn't have told Lan that]].
-->'''Mr. Match:''' ''"But who cares! Soon war will start and you'll all be dead!"''
* EstablishingSeriesMoment:[=MegaMan=]'s attempt to pass through the oven's cyber-world is impeded by a field of flames. Lan clears the way for him by spraying the real oven in his house (which is also on fire) with a super-soaker. This works.
* {{Foreshadowing}}: As soon as you can use the Metro, you're prompted to pay Dad Hikari a visit at work. He's not in, but while you're at the office you can find a photo of his family [[spoiler: revealing that Lan is not an only child]], and talk to some Navis in the large workstation who tell you about an experimental Navi [[spoiler: with human genetic data]].
* NoEndorHolocaust: An attack on the city driving system causes a series of wickedly violent car crashes. Beyond the spectacle of the crash itself, the game studiously ignores what should rightfully be devastating wreckage and a huge death toll.
* NoFairCheating: Hacking will cause an impassible stream of water to bar Mega's entrance to the Waterworks dungeon, requiring a total reset of the game.
* ObfuscatingInsanity: There's an old man NPC who spends most of the game telling you he's not senile. [[spoiler:He's the one who knows how to access the Undernet.]]
* PerfectPlayAI: Invoked with [=ProtoMan=]. 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.
* SequelHook: The end reveals that [[spoiler:Wily is still alive in the credits]].
* TakeThatAudience: An NPC Navi, located at the farthest reaches of the internet (which requires an extent of completion to reach) expresses this:
-->"So you've made it this far... It's a shame you're wasted on the outside world..."
* {{Understatement}}: Wily drops this line while ''brainwashing an entire classroom of children''.
-->''"To reach our goals, the WWW is hiring new staff members!"''
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