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The NPC Navi is lamenting Mega's wasted potential, not insulting the audience.


* 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..."


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* VillainRespect: 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..."
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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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* 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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* 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. The superbosses were also absent unless several requirements were fulfilled, one of which is defeating the FinalBoss.

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Fixed an example intendation (sp?).


* 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!
** The rerelease Legacy collection gives you Bass' chip in the very beginning of the game. Letting you one hit kill almost anything with 200 or less hp from the very start. Then to top it off they've added him to the 10 chip trader at Higsby's so you can have multiple.

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* DiscOneNuke: 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!
** The rerelease Legacy collection gives you Bass' chip in the very beginning of the game. Letting you one hit kill almost anything with 200 or less hp from the very start. Then to top it off they've added him to the 10 chip trader at Higsby's so you can have multiple. And in this game, Bass has the F code as well, giving him synergy with the Fire Tower and Fire Man chips mentioned above.
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None

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* LastLousyPoint: The [=DropDown=] chip spawns from a single enemy, which appears in one area roughly 10% of the time, and has a 3.125% chance of dropping the chip. The [=WoodAura=] and [=PopUp=] chips are of similar rarity due to dropping from the most EliteMook and a MechanicallyUnusualFighter respectively, but the former can be acquired by doing a trading sidequest and the latter beaten reliably via PauseScumming. For [=DropDown=], the only recourse to make it easier is by performing RNG manipulation.

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* DevelopersForesight: The final sequence gives [=MegaMan=] buster stats of 6 instead of the usual cap of 5, which happens to raise the strength of a fully-charged buster shot to just barely enough to overcome the final boss's Aura. This keeps the boss from becoming unbeatable if the player somehow doesn't have chips that do at least 100 damage.



* PostEndGameContent: Being the first game, [[DownplayedTrope there isn't much to it]]. Heck, you can actually access most of the postgame areas right after beating [=WoodMan=], [[BeefGate with early exploration only being discouraged by beefy viruses]]. [[spoiler:However, there are three boss fights [=PharaohMan=], [=ShadowMan=] and [=Bass=]], the former two requiring a certain player level, and the latter requiring the player to collect every Battle Chip instead of Life Aura]].

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* PostEndGameContent: Being the first game, [[DownplayedTrope there isn't much to it]]. Heck, you can actually access most of the postgame areas right after beating [=WoodMan=], [[BeefGate with early exploration only being discouraged by beefy viruses]]. [[spoiler:However, there are three boss fights with [=PharaohMan=], [=ShadowMan=] [=ShadowMan=], and [=Bass=]], Bass which will only appear after defeating the former two requiring a certain player level, and the latter requiring Life Virus, even if the player has met all of the other requirements for them to collect every Battle Chip instead of Life Aura]].appear.]]
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* HelpfulMook: The Miney virus randomly places a mine on one of the panels on Mega's side. This explodes for 100+ damage if Mega steps on it, but it can also detonate if a 80HP Fishy dashes into it, which instantly kills the Fishy.

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* HelpfulMook: The Miney virus randomly places a mine on one of the panels on Mega's side. This explodes for 100+ damage if Mega steps on it, but it can also detonate if a 80HP Fishy virus dashes into it, which instantly kills deletes the Fishy.
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Added DiffLines:

* HelpfulMook: The Miney virus randomly places a mine on one of the panels on Mega's side. This explodes for 100+ damage if Mega steps on it, but it can also detonate if a 80HP Fishy dashes into it, which instantly kills the Fishy.
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None

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* SinisterSubway: During the endgame, rumors of a "ghost Metroline" start emerging, which a worker comments that everyone keeps hearing trains running nearby even when the station is empty. [[spoiler:It's revealed that the WWW build a secret Metroline to their hideout, with a station located right under ACDC elementary.]]
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* BubbleShield: The Bubble Wrap battle chip encases [=MegaMan=] in a protective bubble. While the barrier can only block one hit, it reforms after a while, unless it's hit by an electric attack.
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** The game also has an NPC that will warn you when you're approaching the PointOfNoReturn for the final boss, advising you to save your game.

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** The game also has an NPC that will warn you when you're approaching the PointOfNoReturn for the final boss, advising you to save your game. And once you pass that point ([[spoiler:and fight MagicMan]]), your save function is disabled.

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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.

to:

* PointOfNoReturn: PointOfNoReturn:
**
You can't jack out of the Power Plant comp before defeating [=ElecMan=] and [=ProtoMan=] at the end of the dungeon.dungeon.
** The game also has an NPC that will warn you when you're approaching the PointOfNoReturn for the final boss, advising you to save your game.
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None

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** When you leave for the final dungeon, a brief cutscene shows Lan's mom and dad talking on the phone; Lan's dad says that "those two" were just here, and promises not to let anything like what happened before happen to them. Doubles as FiveSecondForeshadowing, since the truth is revealed shortly afterwards.
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* HeelFaceTurn: After his defeat, Mr. Higsby turns over a new leaf and opens a shop in town; he also helps Lan infiltrate WWW at a few points by providing information and items he had when he was a member.
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* TruthInTelevision: Near the end of the game, Lan's dad casually resets the expiration date on Higsby's WWW-issued bus pass in order to make the WWW headquarters accessible. In RealLife, the bus passes used in that era were extremely easy to alter with that sort of hacking.
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** Talk to Ms. Yuri under the right circumstances and she'll ask if Lan's a twin.

to:

** Talk to Ms. Yuri under the right circumstances and she'll ask if Lan's a twin. [[spoiler:And her own sister mentions that she was only allowed allowed into the WWW when trying to infiltrate it because she had a twin herself, although she doesn't know why.]]
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Added DiffLines:

** The rerelease Legacy collection gives you Bass' chip in the very beginning of the game. Letting you one hit kill almost anything with 200 or less hp from the very start. Then to top it off they've added him to the 10 chip trader at Higsby's so you can have multiple.
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None

Added DiffLines:

** While the [[DamageReduction armor system]] is removed, some changes were made to accommodate this:
*** Enemies deal significantly less damage.
*** The L button can be used to escape like from ''Battle Network 2'' onwards.
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None

Added DiffLines:

* PostEndGameContent: Being the first game, [[DownplayedTrope there isn't much to it]]. Heck, you can actually access most of the postgame areas right after beating [=WoodMan=], [[BeefGate with early exploration only being discouraged by beefy viruses]]. [[spoiler:However, there are three boss fights [=PharaohMan=], [=ShadowMan=] and [=Bass=]], the former two requiring a certain player level, and the latter requiring the player to collect every Battle Chip instead of Life Aura]].
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None


* GameBreakingBug: When the player steps on a "cutscene tile", there is a brief moment where the player can bring up the PET menu and save the game. Where there are a few SequenceBreaking applications for this, performing this trick at the PointOfNoReturn (the lead-up to [[spoiler:[=MagicMan=]]]) will permanently lock the player's save into the endgame sequence.

to:

* GameBreakingBug: When the player steps on a "cutscene tile", there is a brief moment where the player can bring up the PET menu and save the game. Where While there are a few SequenceBreaking applications for this, performing this trick at the PointOfNoReturn (the lead-up to [[spoiler:[=MagicMan=]]]) will permanently lock the player's save into the endgame sequence.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreakingBug: When the player steps on a "cutscene tile", there is a brief moment where the player can bring up the PET menu and save the game. Where there are a few SequenceBreaking applications for this, performing this trick at the PointOfNoReturn (the lead-up to [[spoiler:[=MagicMan=]]]) will permanently lock the player's save into the endgame sequence.
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None

Added DiffLines:

* NoodleIncident: Lan and Megaman have to deal with Wily obtaining 3 of the super programs, but when and where he got the wood one is never explained.
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** Near the end of the final dungeon, Roll and Protoman show up together in order to help Megaman. It's a reunion of the sibling trio from the Classic series.

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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.

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* CouldHaveAvoidedThisPlot: CouldHaveAvoidedThisPlot:
** 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]]
**
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.



* 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]]

to:

* SequentialBoss: During the [=ElecMan=] Scenario, Chaud and SequentialBoss:
** The power plant crisis culminates with a fight with
[=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 after [=ElecMan=] is defeated.
** While both fights are separated by a lengthy cutscene, the player is not allowed to save before confronting [=MagicMan=]
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]]Life Virus.

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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.
** In this game and ''2'', the Navi Customizer doesn't exist. Upgrading [=MegaMan=] instead 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'' lowers the normal chip limit to 5, while later games would further refine the balance to 4 until the final entry.
** 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 games.
** HP values for enemies are 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 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.
** There are some notable characterization differences. Lan is much snarkier than his later IdiotHero self, being not at all thrilled to have Mayl drag him to school so she can chat about the 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.
** Dex refers to [=GutsMan=] as a commercial model, implying that he's not the only owner of [=GutsMan=] out there.
** 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 to distinguish areas, whereas later games are much more orderly with the layouts and 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.
** 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.
** 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 are vulnerable to SaveScumming. Later games implement an autosave whenever you use one specifically to prevent this.
** Escaping battles 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.
** There is AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant, where the lack of recovery is part of the dungeon gimmick.
** Most of the Mystery Data you find 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]].
** Paralysis is handled differently; when hit by an Elec attack, [=MegaMan=] will spasm and keep taking damage anytime 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 starts off a 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 (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. Later games just gate new areas simply through story progression and mandatory fetch quests.
** Slot in Sword, [=WideSword=], and [=LongSword=] in that order and, instead of creating the signature [=LifeSword=] Program Advance, the player gains access to "[=BetaSword=]" (B-Sword). Beta and Sigma Program Advances, which 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 places three random cubes onto the battlefield. [=RockCube=] from ''Battle Network 2'' onward takes its behavior from [=IceCube=], a chip exclusive to this game, which places a single cube in front of [=MegaMan=].
** 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.
** 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. Additionally, the chip merely prevents damage here, unlike later games where hitting a Guard will trigger a shockwave counter-attack.
** The Recov chip series are time-freezing chips in this game, a property that they don't have in other games.
** The [=MegaBuster=] has a second, stronger version of the Charge Shot that later games lack.
** The dungeons have unique panel designs that match the theme of the dungeon. With the introduction of various panel types from ''2'' onwards, the basic panel design is standardized across the entire cyberworld. Broken panels were also depicted as completely empty, while later games made a distinction between broken panels and blank panels (mainly that the latter is unrepairable and unaffected by panel-stealing chips).

to:

* 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.
** In this game and ''2'', the Navi Customizer doesn't exist. Upgrading [=MegaMan=] instead 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'' lowers the normal chip limit to 5, while later games would further refine the balance to 4 until the final entry.
** 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 games.
** HP values for enemies are 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 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.
** There are some notable characterization differences. Lan is much snarkier than his later IdiotHero self, being not at all thrilled to have Mayl drag him to school so she can chat about the 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.
** Dex refers to [=GutsMan=] as a commercial model, implying that he's not the only owner of [=GutsMan=] out there.
** 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 to distinguish areas, whereas later games are much more orderly with the layouts and 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.
** 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.
** 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 are vulnerable to SaveScumming. Later games implement an autosave whenever you use one specifically to prevent this.
** Escaping battles 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.
** There is AfterCombatRecovery, where [=MegaMan=] will recover all of his HP after every battle. The only exception is the Power Plant, where the lack of recovery is part of the dungeon gimmick.
** Most of the Mystery Data you find 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]].
** Paralysis is handled differently; when hit by an Elec attack, [=MegaMan=] will spasm and keep taking damage anytime 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 starts off a 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 (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. Later games just gate new areas simply through story progression and mandatory fetch quests.
** Slot in Sword, [=WideSword=], and [=LongSword=] in that order and, instead of creating the signature [=LifeSword=] Program Advance, the player gains access to "[=BetaSword=]" (B-Sword). Beta and Sigma Program Advances, which 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 places three random cubes onto the battlefield. [=RockCube=] from ''Battle Network 2'' onward takes
Has its behavior from [=IceCube=], a chip exclusive to this game, which places a single cube in front of [=MegaMan=].
** 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.
** 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. Additionally, the chip merely prevents damage here, unlike later games where hitting a Guard will trigger a shockwave counter-attack.
** The Recov chip series are time-freezing chips in this game, a property that they don't have in other games.
** The [=MegaBuster=] has a second, stronger version of the Charge Shot that later games lack.
** The dungeons have unique panel designs that match the theme of the dungeon. With the introduction of various panel types from ''2'' onwards, the basic panel design is standardized across the entire cyberworld. Broken panels were also depicted as completely empty, while later games made a distinction between broken panels and blank panels (mainly that the latter is unrepairable and unaffected by panel-stealing chips).
own [[EarlyInstallmentWeirdness/MegamanBattleNetwork1 page]].

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Maybe time for a separate Early Installment Weirdness page?


** 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. Additionally, the chip merely absorbs damage here, unlike later games where hitting a Guard will trigger a shockwave counter-attack.

to:

** 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. Additionally, the chip merely absorbs prevents damage here, unlike later games where hitting a Guard will trigger a shockwave counter-attack.


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** The [=MegaBuster=] has a second, stronger version of the Charge Shot that later games lack.

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* LongRangeFighter: Several net-navis stay back in the farthest column and never leave, such as [=NumberMan=] and [=StoneMan=].

to:

* LifeDrain: The Mosqurito viruses, being based on mosquitoes, latch onto [=MegaMan=] and absorb his HP. Their chip series, the aptly-named Drain, sees [=MegaMan=] rush forward and stab an enemy with a Mosquirto while recovering HP.
* LongRangeFighter: Several net-navis Net-Navis stay back in the farthest column and never leave, such as [=NumberMan=] and [=StoneMan=].

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** [=RockCube=] in this game creates three random cubes in the 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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** [=RockCube=] in this game creates places three random cubes in onto the 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. battlefield. [=RockCube=] from ''Battle Network 2'' onward takes its behavior from [=IceCube=], a chip exclusive to this game.game, which places a single cube in front of [=MegaMan=].



** 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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** 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. Additionally, the chip merely absorbs damage here, unlike later games where hitting a Guard will trigger a shockwave counter-attack.
** The Recov chip series are time-freezing chips in this game, a property that they don't have in other games.
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** Opening up Internet areas starts off a 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 (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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** Opening up Internet areas starts off a 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 (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. Later games just gate new areas simply through story progression and mandatory fetch quests.



* The dungeons have unique panel designs that match the theme of the dungeon. With the introduction of various panel types from ''2'' onwards, the panel design were standardized across the entire cyberworld. Broken panels were also depicted as completely empty, while later games made a distinction between broken panels and blank panels (mainly that the latter is unrepairable and unaffected by panel-stealing chips).
* 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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* ** The dungeons have unique panel designs that match the theme of the dungeon. With the introduction of various panel types from ''2'' onwards, the basic panel design were is standardized across the entire cyberworld. Broken panels were also depicted as completely empty, while later games made a distinction between broken panels and blank panels (mainly that the latter is unrepairable and unaffected by panel-stealing chips).
* EstablishingSeriesMoment: [=MegaMan=]'s attempt to pass through the oven's cyber-world cyberworld 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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* The dungeons have unique panel designs that match the theme of the dungeon. With the introduction of various panel types from ''2'' onwards, the panel design were standardized across the entire cyberworld. Broken panels were also depicted as completely empty, while later games made a distinction between broken panels and blank panels (mainly that the latter is unrepairable and unaffected by panel-stealing chips).

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