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** In this game and ''2'', the Navi Customizer doesn't exist. They instead have purchasable Powerups that permanently upgrade the [=MegaBuster=].
** Folder building balance is much different than all later games. The only chip types are normal and Navi, you can have up to 10 copies of a single non-Navi chip in your folder, there is no Regular Chip system (and thus no MB values for chips), and there's no * code to act as a wildcard and allow more build flexibility. You can also have duplicate Navi Chips, though you're restricted to 5 copies of a specific one and can only have a total of 10. ''Battle Network 2'' would lower the normal chip limit to 5, which would become the standard until the final game.

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** In this game and ''2'', the Navi Customizer doesn't exist. They Upgrading [=MegaMan=] instead have involves purchasable Powerups that permanently upgrade the [=MegaBuster=].
** Folder building balance is much different than all later games. The only chip types are normal and Navi, you can have up to 10 copies of a single non-Navi chip in your folder, there is no Regular Chip system (and thus no MB values for chips), and there's no * code to act as a wildcard and allow more build flexibility. You can also have duplicate Navi Chips, though you're restricted to 5 copies of a specific one and can only have a total of 10. ''Battle Network 2'' would lower lowers the normal chip limit to 5, which while later games would become further refine the standard balance to 4 until the final game.entry.



** Mine, [=BubbleWrap=], and what would later be known as Tornado are all claimed from viruses in this game and have three versions.

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** The chips Mine, [=BubbleWrap=], and what would later be known as Tornado are all claimed from viruses in this game and have three versions. Later games give them one version with no virus counterpart.

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** 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 to disallow dupes of Navi Chips.
** There is no *-code to act as a wildcard, making it difficult to build a monocode folder.

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** You Folder building balance is much different than all later games. The only chip types are normal and Navi, you can have up to 10 copies of a single non-Navi chip in your folder. Your folder's folder, there is no Regular Chip system (and thus no MB values for chips), and there's no * code to act as a wildcard and allow more build flexibility. You can also have duplicate Navi Chip capacity is at 10, with a cap of Chips, though you're restricted to 5 copies of one. The caps were lowered to 5 for a specific one and can only have a total of 10. ''Battle Network 2'' would lower the next game, and further refined afterwards normal chip limit to disallow dupes of Navi Chips.
** There is no *-code to act as a wildcard, making it difficult to build a monocode folder.
5, which would become the standard until the final game.
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** In this game and ''2'', the Navi Customizer doesn't exist, instead they have Powerups that only upgrade [=MegaMan=]'s buster.
** 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.

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** In this game and ''2'', the Navi Customizer doesn't exist, exist. They instead they have purchasable Powerups that only permanently upgrade [=MegaMan=]'s buster.
the [=MegaBuster=].
** 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.afterwards to disallow dupes of Navi Chips.



** Some characterization differences: Lan is much snarkier than his later IdiotHero self. 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. Yai is more helpful, occasionally giving hints to Lan and has the ability to show gratitude instead of bragging about her superiority.

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** Some There are some notable characterization differences: differences. Lan is much snarkier than his later IdiotHero self. He's self, being not at all thrilled to have Mayl drag him to school so she can chat about the plot and he plot. He also mocks Dex's boasts about taking on WWW viruses. Yai is more helpful, occasionally giving hints to Lan and has the ability to show gratitude instead of bragging about her superiority.



** 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 and no real pattern, whereas later games tended to make it much more orderly and distinct for each region. Indeed, because the first game has 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 all over and no real pattern, pattern to distinguish areas, whereas later games tended to make it are much more orderly with the layouts and distinct for each region.differentiate the regions better. Indeed, because the first game has 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.



** Chip Traders don't autosave, so they're vulnerable to SaveScumming.
** 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 removes the chip completely.

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** Chip Traders don't autosave, so they're are vulnerable to SaveScumming.
SaveScumming. Later games implement an autosave whenever you use one specifically to prevent this.
** Escaping battles strictly requires can only be done with 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 removes the chip completely.



** As soon as you can use the Metro, you're prompted to pay 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 with human genetic data.

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** As soon as you can use the Metro, you're prompted to pay 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 [[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 with human genetic data.

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** 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.

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** Some characterization differences: Lan is much snarkier than his later IdiotHero self[[note]]He's self. 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]], viruses. Yai is more helpful, occasionally giving hints to Lan and has the ability to show gratitude instead of bragging about her superiority.
**
Dex refers to [=GutsMan=] as a commercial model.model, implying that he's not the only owner of [=GutsMan=] out there.
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* ChainOfDeals: There's one involving chip trades, where you can take a humble Dash G and, through a series of trades with various [=NPCs=], end up with the unique [=BstrBomb=] D.
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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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* 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=] [=MegaMan=] and Roll had have no romance at all.
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** You can buy Elemental Armors that halve all damage that isn't from the armor's elemental weakness.

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** You can buy Elemental Armors that halve all damage that isn't from the armor's elemental weakness. No similar equipment system exists in later games.
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** 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.
** 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.

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** You don't have the There is no *-code to act as a 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.
games.
** HP values for enemies were are much lower in the first two games. With the Navi Customizer comes massive HP spikes for both players and enemies.



** 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.

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** There was also is 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.



** 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 and no real 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.
** 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.

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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 and no real pattern, whereas later games tended to make it much more orderly and distinct for each region. Indeed, because the first game had has 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.
** You can buy 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 Armors that halve all damage that isn't from the armor's elemental weakness.



** 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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** Most of the mystery data Mystery Data you find on in 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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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, In 2009 the game would receive an [[UpdatedRerelease updated]] port to the UsefulNotes/NintendoDS called ''Rockman.EXE Operate Shooting Star'', was later released on the UsefulNotes/NintendoDS only in 2009. Japan. Along with some quality-of-life improvements, improvements and slight gameplay rebalancing, this version features a new crossover scenario with ''VideoGame/MegaManStarForce''.

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

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mmbn1gba.jpg]]
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Not sure if unlocking Bass requires beating the final boss first, someone tried the full library code but it doesn't work apparently.

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* BeefGate: In contrast to the later games, you can access the postgame dungeon as soon as you defeat [=WoodMan=], which is right after reaching the Government Complex. (To put into perspective, this game's Undernet is inaccessible until after the power plant crisis.) The game merely discourage access to those areas by filling them with viruses that are overpowered in relative to [=MegaMan=]'s progress at that point in the story.
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* PointOfNoReturn: You can't jack out of the Power Plant comp before defeating [=ElecMan=] and [=ProtoMan=] at the end of the dungeon.
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Good grief


** [=RockCube=] in this game creates three random cubes in the players area. Not only is this not how the chip works in later games, but it is impossible to place three cubes in the player's area outside of this game. [=RockCube=] from ''Battle Network 2'' onward takes its behavior from [=IceCube=], a chip exclusive to this game.

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** [=RockCube=] in this game creates three random cubes in the players player's area. Not only is this not how the chip works in later games, but it is impossible to place three cubes in the player's area outside of this game. [=RockCube=] from ''Battle Network 2'' onward takes its behavior from [=IceCube=], a chip exclusive to this game.
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** Slot in Sword, [=WideSword=], and [=LongSword=] in that order and, instead of activating the signature [=LifeSword=] Program Advance, the player instead gains access to "[=BetaSword=]" (B-Sword). Beta and Sigma Program Advances, which lets the player activate one of their component chips (chosen at random) 6 and 9 times, only exist in this game.
** [=RockCube=] in this game creates three random cubes in the players area. Not only is this not have the chip works in previous games, but it is impossible to place three cubes in the player's area. [=RockCube=] from ''Battle Network 2'' onward takes it behavior from [=IceCube=], a chip exclusive to this game.

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** Slot in Sword, [=WideSword=], and [=LongSword=] in that order and, instead of activating creating the signature [=LifeSword=] Program Advance, the player instead gains access to "[=BetaSword=]" (B-Sword). Beta and Sigma Program Advances, which lets let the player activate one of their component chips (chosen at random) 6 and 9 times, only exist in this game.
** [=RockCube=] in this game creates three random cubes in the players area. Not only is this not have how the chip works in previous later games, but it is impossible to place three cubes in the player's area. area outside of this game. [=RockCube=] from ''Battle Network 2'' onward takes it its behavior from [=IceCube=], a chip exclusive to this game.
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** Slot in Sword, [=WideSword=], and [=LongSword=] in that order and, instead of activating the signature [=LifeSword=] Program Advance, the player instead gains access to "[=BetaSword=]" (B-Sword). Beta and Sigma Program Advances, which lets the player activate one of their component chips (chosen at random) 6 and 9 times, only exist in this game.
** [=RockCube=] in this game creates three random cubes in the players area. Not only is this not have the chip works in previous games, but it is impossible to place three cubes in the player's area. [=RockCube=] from ''Battle Network 2'' onward takes it behavior from [=IceCube=], a chip exclusive to this game.
** Mine, [=BubbleWrap=], and what would later be known as Tornado are all claimed from viruses in this game and have three versions.
** The artwork for Guard and its variants usually depict an attack bouncing off of a Mettaur's helmet. Here, it is just a sprite version of the Mettaur's official art, not showing anything about how the chip works.
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** Paralysis is handled differently; when hit by an Elec ball, the target will spasm and keep taking damage anytime they move. Later games would make it so that the status causes the target to be stunned for a few seconds without triggering MercyInvincibility.
** Opening up Internet areas is done in a very convoluted way. There are two key items that are required to unlock gated parts of the Internet areas; the "/" items are keys that simply open up Internet area entrances (normally given through story progression or defeating the owner in a boss fight), while the "@" items link the owner's respective [=PCs=] with the Internet areas, but they can only be activated by entering from a different PC and then unlock the portals from there.

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** Paralysis is handled differently; when hit by an Elec ball, the target attack, [=MegaMan=] will spasm and keep taking damage anytime they move.he moves. Later games would make it so that the status causes the target to be stunned for a few seconds without triggering MercyInvincibility.
** Opening up Internet areas is done in starts off a very convoluted way. little complex. There are two key items that are required to unlock gated parts of the Internet areas; the "/" items are keys that simply open up Internet area entrances (normally given through story progression or defeating the owner in a boss fight), while the "@" items link (obtained from the owner's respective [=PCs=]) link those [=PCs=] with the Internet areas, but they can only be activated by entering from a different PC and then unlock the portals from there.
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** Paralysis status is handled differently; when hit by an Elec ball, the target will spasm and keep taking damage anytime they move. Later games would make it so that the target is stunned for a few seconds without triggering their MercyInvincibility.
** Opening up Internet areas is done in a very convoluted way. There are two key items that are required to unlock gated parts of the Internet areas; the "/" items were keys that simply open up Internet area entrances (normally given through story progression or defeating the owner in a boss fight), while the "@" items link the owner's respective [=PCs=] with the Internet areas, but they can only be activated by entering from a different PC and then unlock the portals from there.

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** Paralysis status is handled differently; when hit by an Elec ball, the target will spasm and keep taking damage anytime they move. Later games would make it so that the status causes the target is to be stunned for a few seconds without triggering their MercyInvincibility.
** Opening up Internet areas is done in a very convoluted way. There are two key items that are required to unlock gated parts of the Internet areas; the "/" items were are keys that simply open up Internet area entrances (normally given through story progression or defeating the owner in a boss fight), while the "@" items link the owner's respective [=PCs=] with the Internet areas, but they can only be activated by entering from a different PC and then unlock the portals from there.
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* Paralysis status is handled differently; when hit by an Elec ball, the target will spasm and keep taking damage anytime they move. Later games would make it so that the target is stunned for a few seconds without triggering their MercyInvincibility.
* Opening up Internet areas is done in a very convoluted way. There are two key items that are required to unlock gated parts of the Internet areas; the "/" items were keys that simply open up Internet area entrances (normally given through story progression or defeating the owner in a boss fight), while the "@" items link the owner's respective PCs with the Internet areas, but they can only be activated by entering from a different PC and then unlock the portals from there.

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* ** Paralysis status is handled differently; when hit by an Elec ball, the target will spasm and keep taking damage anytime they move. Later games would make it so that the target is stunned for a few seconds without triggering their MercyInvincibility.
* ** Opening up Internet areas is done in a very convoluted way. There are two key items that are required to unlock gated parts of the Internet areas; the "/" items were keys that simply open up Internet area entrances (normally given through story progression or defeating the owner in a boss fight), while the "@" items link the owner's respective PCs [=PCs=] with the Internet areas, but they can only be activated by entering from a different PC and then unlock the portals from there.
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* Paralysis status is handled differently; when hit by an Elec ball, the target will spasm and keep taking damage anytime they move. Later games would make it so that the target is stunned for a few seconds without triggering their MercyInvincibility.
* Opening up Internet areas is done in a very convoluted way. There are two key items that are required to unlock gated parts of the Internet areas; the "/" items were keys that simply open up Internet area entrances (normally given through story progression or defeating the owner in a boss fight), while the "@" items link the owner's respective PCs with the Internet areas, but they can only be activated by entering from a different PC and then unlock the portals from there.
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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 is a gimmick.

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** The existence of There is AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant Plant, where the lack of recovery is part of the dungeon where it is a gimmick.
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* ChekhovMIA: At the start of the [=IceMan=] scenario, Yai notes that a student from another class has gone missing. Then she reveals she's learned this other student was kidnapped. [[spoiler:It's Dr. Froid's son kidnapped son, who is being used as leverage against him to work for the WWW]].

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* ChekhovMIA: At the start of the [=IceMan=] scenario, Yai notes that a student from another class has gone missing. Then she reveals she's learned this other student was kidnapped. [[spoiler:It's Dr. Froid's son kidnapped son, who is being used as leverage against him to work for the WWW]].WWW.]]]
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* LongRangeFighter: Several net-navis stay back in the farthest column and never leave, such as [=NumberMan=] and [=StoneMan=].
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* NewPowersAsThePlotDemands: During the [=IceMan=] scenario of the first game, Lan sends [=MegaMan=] a "[=FireShot=]" to melt the pump water supply program. While there's no "[=FireShot=]" in the game, the idea of using elemental chips to remove elemental obstacles will be used in ''Battle Network 3''.
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* ObviousRulePatch: [=NaviChips=] typically use a chip code based on the Navi's name. Capcom apparently thought better of having so many S-coded [=NaviChips=] for ''Operate Shooting Star'', as the remake changes [=SkullMan's=] and [=ShadowMan's=] codes to D-code and T-code, respectively.
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* AmbiguousSyntax: The Metroline worker who declares that a landslide has occured that's preventing the Metroline from running. As near as can be told, the only "landslide" that has occured is the pileup of [=StoneMan=]'s boulders blocking the internet pathways, but the Metroline worker makes it sound like one occured in the real world, too.

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* AmbiguousSyntax: The After the [=NumberMan=] scenario, a Metroline worker who declares that a landslide has occured occurred that's preventing the Metroline from running. As near as can be told, the only "landslide" that has occured occurred is the pileup of [=StoneMan=]'s boulders blocking the internet pathways, but the Metroline worker makes it sound like one occured occurred in the real world, too.
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* AmbiguousSyntax: The Metroline worker who declares that a landslide has occured that's preventing the Metroline from running. As near as can be told, the only "landslide" that has occured is the pileup of [=StoneMan=]'s boulders blocking the internet pathways, but the Metroline worker makes it sound like one occured in the real world, too.
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* ChekhovMIA: At the start of the [=IceMan=] scenario, Yai notes that a student from another class has gone missing. Then she reveals she's learned this other student was kidnapped. [[spoiler:It's Dr. Froid's son kidnapped son, who is being used as leverage against him to work for the WWW]].

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* {{Foreshadowing}}: As soon as you can use the Metro, you're prompted to pay 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 with human genetic data.

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* {{Foreshadowing}}: {{Foreshadowing}}:
**
As soon as you can use the Metro, you're prompted to pay 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 with human genetic data.data.
** At the [=SciLab=] party, Dr. Hikari briefly mentions that Lan's PET is specially made.
** Miyu Black, the {{Seer|s}}, is quite impressed with the spirit inside Lan's Navi.
** Talk to Ms. Yuri under the right circumstances and she'll ask if Lan's a twin.
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* BigDamnHeroes: During the final dungeon, Lan and [=MegaMan=] routinely come across impenetrable obstacles and are assisted by the arrival of their friends and the people they've helped. Glyde, [=NumberMan=], [=IceMan=], [=GutsMan=], and Roll all come to the rescue in this fashion.

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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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* BlackComedy: Once Wily announces the [=EndGame=], one of the little old lady {{NPC}}s is excited to join her dead husband in Heaven.
* ContrivedCoincidence: One of the programs WWW needs for its EvilPlan just happens to be in Lan's house. Specifically his microwave.oven.



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