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* IndustrializedEvil: The Nebula HQ is a factory that mass-produces [[TheCorruption Dark Chips]], and the Team storms this place in the endgame.
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* ArbitraryHeadcountLimit: Only 5 characters can take part in Liberation Missions. When at least 6 people are present, one of them (you can't choose who) will get left behind to [[HandWave stay on guard and watch for surprise ambushes]], which of course never happens. It's especially strange to see Colonel leaving [=ShadowMan=] on guard and then talking about the need for ''speed'' in the mission. Postgame Liberation Missions simply have the absent Navis not respond to the call to assemble for one reason or another.

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* ArbitraryHeadcountLimit: Only 5 characters can take part in Liberation Missions. When at least 6 people are present, one of them (you can't choose who) will get left behind to [[HandWave stay on guard and watch for surprise ambushes]], which of course never happens. It's especially strange to see Colonel leaving [=ShadowMan=] on guard and then talking about the need for ''speed'' in the mission. Postgame Liberation Missions simply have the absent Navis not respond to the call to assemble for one reason or another. Not even the [[ThatOneSidequest final postgame]] Liberation Mission would let you have the power of a full team for once.
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Per TRS, Feelies is now Trivia.


* {{Feelies}}: The Game Boy Advance games included a battle chip for the Mega Man Advanced [=PET=].
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Bonus Boss is a disambiguation


* SpoilerOpening: That demonic face behind Regal in the opening of ''Double Team DS''? That's [[spoiler:Nebula Gray, the game's final boss]]! Downplayed in that it also makes it look like Bass is going to be a major antagonist, but nope, he is just a BonusBoss...again.

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* SpoilerOpening: That demonic face behind Regal in the opening of ''Double Team DS''? That's [[spoiler:Nebula Gray, the game's final boss]]! Downplayed in that it also makes it look like Bass is going to be a major antagonist, but nope, he is just a BonusBoss...an OptionalBoss...again.
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!! Spoilers for all ''VideoGame/MegaManBattleNetwork'' entries preceding this one, including ''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon'' may be left unmarked. Administrivia/YouHaveBeenWarned!
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** The Katana chip series is a retooled version of the [=HawkCut=] series from ''Battle Network 4'', down to having the exact same chip description in the English version. The difference is that [=ProtoMan=] is summoned to perform [=HawkCut=], while [=MegaMan=] himself performs Katana.
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** [=ProtoSoul=] can call up a damage-negating shield with Left+B. The timing is pretty strict to compensate for it being free, unlike Guard chips.

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** [=ProtoSoul=] can call up a damage-negating shield with Left+B.B+Left. The timing is pretty strict to compensate for it being free, unlike Guard chips.

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* NotCompletelyUseless: The Slow Gauge chip slows down the rate in which the Custom Gauge is filled. Outside of [=NetBattles=] with other players (who are also affected by the slower gauge) or gimmicky Gauge-dependent chips, this chip is completely useless...[[ThisLooksLikeAJobForAquaman except in the Liberation Missions]], where slowing the gauge extends the three-turn time limit you are given to beat the viruses. Unfortunately for players, Capcom foresaw the possibility of setting Slow Gauge as the Regular Chip to make Liberation Missions easier and [[ObviousRulePatch more than tripled its MB rating]], making this the only ''Battle Network'' game where Slow Gauge is ineligible to be bookmarked.

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* NotCompletelyUseless: NotCompletelyUseless:
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The Slow Gauge chip slows down the rate in which the Custom Gauge is filled. Outside of [=NetBattles=] with other players (who are also affected by the slower gauge) or gimmicky Gauge-dependent chips, this chip is completely useless...[[ThisLooksLikeAJobForAquaman except in the Liberation Missions]], where slowing the gauge extends the three-turn time limit you are given to beat the viruses. Unfortunately for players, Capcom foresaw the possibility of setting Slow Gauge as the Regular Chip to make Liberation Missions easier and [[ObviousRulePatch more than tripled its MB rating]], making this the only ''Battle Network'' game where Slow Gauge is ineligible to be bookmarked.bookmarked.
** [=KnightMan's=] charged shot swings his wrecking ball around the 8 panels around him, which is by far the worst option among his peers in most scenarios and makes it nearly impossible to liberate in any scenario where he can't take care of the enemy exclusively through chips. However, if he deliberately liberates in such a bad position that he's flanked by the enemies on both sides, this same charge shot pattern makes him able to hit enemies behind him without turning around, giving him an excellent shot at pulling off a 1-Turn Liberation to erase a massive number of panels at once.
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* UpdatedReRelease: "Battle Network 5: Double Team DS", which contains both Team Colonel and Team [=ProtoMan=] on one Game Card.

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* UpdatedReRelease: "Battle ''Mega Man Battle Network 5: Double Team DS", DS'', which contains both Team Colonel and Team [=ProtoMan=] on one Game Card.Card. It also expands upon the Navi-swapping mechanics that the GBA games hid behind the the Japan-exclusive [[RevenueEnhancingDevices Progress Chip Gate]], creating the Party Battle system.
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* BossRush: The final chapter has two sets of boss rushes involving the Team Navis and the Darkloids, respectively. It starts off with Lan and [=MegaMan=] having to stop four of the Team Navis from being brainwashed by the SoulNet's microservers scattered across Electopia. After retrieving the team leader from Nebula's grasp, the heroes storm the Nebula HQ, where they are greeted with the Darkloids guarding the path to Regal.

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* BossRush: BossRush: The final chapter has two sets of boss rushes involving the Team Navis and the Darkloids, respectively. It starts off with Lan and [=MegaMan=] having to stop four of the Team Navis from being brainwashed by the SoulNet's [=SoulNet=]'s microservers scattered across Electopia. After retrieving the team leader from Nebula's grasp, the heroes storm the Nebula HQ, where they are greeted with the Darkloids guarding the path to Regal.
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* BossRush: The final chapter has two sets of boss rushes involving the Team Navis and the Darkloids, respectively. It starts off with Lan and [=MegaMan=] having to stop four of the Team Navis from being brainwashed by the SoulNet's microservers scattered across Electopia. After retrieving the team leader from Nebula's grasp, the heroes storm the Nebula HQ, where they are greeted with the Darkloids guarding the path to Regal.
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* GasMaskMook: The standard Nebula Mook attire in this game. According to one ex-member of Nebula who's willing to sell his Nebula ID to Lan, it's also a ClingyCostume that requires a special key to take off.
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** The DS version adds maps for all areas of the net that clearly mark vendors, jack-in ports, and teleporters, which makes navigation much easier. This is especially true of the final levels in the Nebula HQ, which have very complex layouts and require you to control up to three different Navis to specific obstacles only they can remove: each area hands you the map data right at the start of the level so you can find your way around.

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** Several chips can only be obtained in Liberation Missions, either in item panels or bonus panels. The latter cycles between a selection of four chips, which means one has to replay each mission at least four times to get every reward out of it.



* GuideDangIt: Outside of the freebie given by a tutorial, nothing in the games tells you what chip combinations will create Program Advances. ''Double Team DS'' alleviates this issue with an [=NPC=] who will provide you with hints.

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* GuideDangIt: GuideDangIt:
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Outside of the freebie given by a tutorial, nothing in the games tells you what chip combinations will create Program Advances. ''Double Team DS'' alleviates this issue with an [=NPC=] who will provide you with hints.hints.
** Some Beta and Omega random encounters were hard to find without looking it up.
*** [=GridMan=] and [=LarkMan=] Omega appear as random encounters at specific locations (Oran Area 2 for the former, Undernet 2 for the latter) instead of talking to Mr. Famous and [=LarkMan=] after defeating their Beta versions.
*** The four Darkloids don't seem to have any such encounters, until they are defeated in the final chapter's BossRush. While three of them appear where their Liberation Missions take place, [=CosmoMan=] inexplicably appears in Undernet 4 instead of End Area 5.
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** Fighting battle image data of teammate Navis restore [=MegaMan=]'s HP before and after the battle.

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** Fighting battle image data of teammate Navis restore [=MegaMan=]'s HP to maximum before and after the battle.

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* AfterCombatRecovery: Auto Heal, a new [=NaviCust=] program, gives [=MegaMan=] a small amount of HP after every battle. Virus battles will also occasionally drop a decently sized heal instead of loot.

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* AfterCombatRecovery: AfterCombatRecovery:
**
Auto Heal, a new [=NaviCust=] program, gives [=MegaMan=] a small amount of HP after every battle. Virus battles will also occasionally drop a decently sized heal instead of loot.loot.
** Fighting battle image data of teammate Navis restore [=MegaMan=]'s HP before and after the battle.
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** [[TheSneakyGuy The Scout]]: [=GyroMan=]/[=ShadowMan], recruited for their skill in scouting and recon to bypass a tricky Nebula barrier. They can move over dark panels freely to get to far-away areas and gain a foothold.

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** [[TheSneakyGuy The Scout]]: [=GyroMan=]/[=ShadowMan], [=GyroMan=]/[=ShadowMan=], recruited for their skill in scouting and recon to bypass a tricky Nebula barrier. They can move over dark panels freely to get to far-away areas and gain a foothold.
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** StoneWall: [=MagnetMan=]/[=KnightMan=], recruited for heavy defense against Nebula artillery. Their abilities protect allies in the field from damage during Darkloid turns.
** TheSneakyGuy: [=GyroMan=]/[=ShadowMan], recruited for their skill in scouting and recon to bypass a tricky Nebula barrier. They can move over dark panels freely to get to far-away areas and gain a foothold.
** HeavyEquipmentClass: [=NapalmMan=]/[=TomahawkMan=], recruited for their heavy firepower to take down a powerful Nebula gate. Their abilities liberate large areas of dark panels at once.
** TheHacker: [=SearchMan=]/[=NumberMan=], recruited for their intelligence and computer skills. They specialize in retrieving items from dark panels and disarming traps that could hurt their allies.

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** StoneWall: [[StoneWall The Defense]]: [=MagnetMan=]/[=KnightMan=], recruited for heavy defense against Nebula artillery. Their abilities protect allies in the field from damage during Darkloid turns.
** TheSneakyGuy: [[TheSneakyGuy The Scout]]: [=GyroMan=]/[=ShadowMan], recruited for their skill in scouting and recon to bypass a tricky Nebula barrier. They can move over dark panels freely to get to far-away areas and gain a foothold.
** HeavyEquipmentClass: [[HeavyEquipmentClass The Powerhouse]]: [=NapalmMan=]/[=TomahawkMan=], recruited for their heavy firepower to take down a powerful Nebula gate. Their abilities liberate large areas of dark panels at once.
** TheHacker: [[HollywoodHacking The Hacker]]: [=SearchMan=]/[=NumberMan=], recruited for their intelligence and computer skills. They specialize in retrieving items from dark panels and disarming traps that could hurt their allies.
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oops


* CompetitiveBalance: Each Navi has a specialty in battle and in Liberation Missions that tends to be why they are sought out. Besides that they tend to fight rather differently, even being opposites between versions.

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better tropes


* CompetitiveBalance: Each Navi has a specialty in battle and in Liberation Missions that tends to be why they are sought out. Besides that they tend to fight rather differently, even being opposites between versions.
** [=ProtoMan=] and Colonel have their Widesword to liberate a row of panels in front of them, and in battle [=ProtoMan=] is a melee fighter who relies on his shield to hit at range, while Colonel can do well at range but not close-up because of his slow charge shot.
** [=MagnetMan=] and [=KnightMan=] have powerful defenses to defend allies from attacks in the field. [=MagnetMan=] can give up his turn and an order point to project a barrier to shield everyone on the field, [=KnightMan=] passively shields Navis around him for free but only if they're right next to him. In battle they're {{Mighty Glacier}}s with powerful charged attacks, high HP, and Super Armor; [=MagnetMan=] is better at distant enemies he can safely nail with his missiles, [=KnightMan=] wants enemies up close to whack them with his mace and likes being surrounded.
** [=GyroMan=] and [=ShadowMan=] can move over dark panels to scout out items and enemies ahead of the team and save time getting there the hard way, and [=GyroMan=] can use his special ability to automatically liberate dark panels while [=ShadowMan=] can damage field enemies. In battle [=ShadowMan=] can dodge attacks with his charged attack, but he's not good at quickly dealing with enemies, while [=GyroMan=]'s charged attack is quite powerful but leaves him vulnerable, and they're both {{Fragile Speedster}}s with low HP.
** [=NapalmMan=] and [=TomahawkMan=] can clear large areas of dark panels with their liberation abilities, [=NapalmMan=] in a cross-shape ahead of him and [=TomahawkMan=] in a rectangle before him. In battle [=NapalmMan=] is better at fighting immobile enemies since he can stand in place and rapid-fire at them, while [=TomahawkMan=]'s charged attack hits over a large area at once, but their middling HP and exploitable elemental affinities makes them {{Glass Cannon}}s.
** [=SearchMan=]/[=NumberMan=] are {{Support Party Member}}s who specialize in retrieving items from dark panels, but [=SearchMan=] searches for items in a line and actually has to fight and liberate the item panels, while [=NumberMan=] searches in a grid formation and gets the items without a fight, but doesn't liberate the panels. In battle, [=NumberMan=] throws bombs that deal random damage over a large area but whiff if they hit an enemy directly, while [=SearchMan=] stands in place and rapid-fires a single target.
** Another Support pair, Meddy and [=ToadMan=] set up allies to liberate large areas with their abilities, but Meddy needs to work with an ally to make it happen while [=ToadMan=] gives up his turn to make an ally more powerful. In battle both are {{Squishy Wizard}}s with powerful charge shots that can be difficult to use safely, and their unique chips make them good at fighting boss viruses but aren't that good against normal viruses.

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* CompetitiveBalance: Each Navi has a specialty in battle and in Liberation Missions that tends to be why they are sought out. Besides that they tend to fight rather differently, even being opposites between versions.
** [=ProtoMan=] and Colonel have their Widesword to liberate a row of panels in front of them, and in battle [=ProtoMan=] is a melee fighter who relies on his shield to hit at range, while Colonel can do well at range but not close-up because of his slow charge shot.
** [=MagnetMan=] and [=KnightMan=] have powerful defenses to defend allies from attacks in the field. [=MagnetMan=] can give up his turn and an order point to project a barrier to shield everyone on the field, [=KnightMan=] passively shields Navis around him for free but only if they're right next to him. In battle they're {{Mighty Glacier}}s with powerful charged attacks, high HP, and Super Armor; [=MagnetMan=] is better at distant enemies he can safely nail with his missiles, [=KnightMan=] wants enemies up close to whack them with his mace and likes being surrounded.
** [=GyroMan=] and [=ShadowMan=] can move over dark panels to scout out items and enemies ahead of the team and save time getting there the hard way, and [=GyroMan=] can use his special ability to automatically liberate dark panels while [=ShadowMan=] can damage field enemies. In battle [=ShadowMan=] can dodge attacks with his charged attack, but he's not good at quickly dealing with enemies, while [=GyroMan=]'s charged attack is quite powerful but leaves him vulnerable, and they're both {{Fragile Speedster}}s with low HP.
** [=NapalmMan=] and [=TomahawkMan=] can clear large areas of dark panels with their liberation abilities, [=NapalmMan=] in a cross-shape ahead of him and [=TomahawkMan=] in a rectangle before him. In battle [=NapalmMan=] is better at fighting immobile enemies since he can stand in place and rapid-fire at them, while [=TomahawkMan=]'s charged attack hits over a large area at once, but their middling HP and exploitable elemental affinities makes them {{Glass Cannon}}s.
** [=SearchMan=]/[=NumberMan=] are {{Support Party Member}}s who specialize in retrieving items from dark panels, but [=SearchMan=] searches for items in a line and actually has to fight and liberate the item panels, while [=NumberMan=] searches in a grid formation and gets the items without a fight, but doesn't liberate the panels. In battle, [=NumberMan=] throws bombs that deal random damage over a large area but whiff if they hit an enemy directly, while [=SearchMan=] stands in place and rapid-fires a single target.
** Another Support pair, Meddy and [=ToadMan=] set up allies to liberate large areas with their abilities, but Meddy needs to work with an ally to make it happen while [=ToadMan=] gives up his turn to make an ally more powerful. In battle both are {{Squishy Wizard}}s with powerful charge shots that can be difficult to use safely, and their unique chips make them good at fighting boss viruses but aren't that good against normal viruses.



* MirrorCharacter: Each Navi between Team [=ProtoMan=] and Team Colonel fills the same roles as their counterpart in the team's hierarchy, but the manner in which they go about those roles tends to contrast the other.
* CompetitiveBalance: Each Navi has a specialty in battle and in Liberation Missions that tends to be why they are sought out. Besides that they tend to fight rather differently, even being opposites between versions.
** [=ProtoMan=] is a melee fighter who slashes his sword at enemies and needs his shield to reflect ranged attacks, while Colonel is good at range thanks to his charge shot and special chip, but his slow charge speed and its unusual hitbox means he's not good at close-up enemies.
** [=MagnetMan=] attacks singular enemies from range with magnet missiles while [=KnightMan=] swings his mace to hit enemies around him, and both of them have Super Armor and the highest base HP among the team. While they both protect teammates in the field, [=MagnetMan=] needs to give up an Order Point to generate a barrier to protect the entire team across the field, while [=KnightMan=] passively defends allies without Order Points but only if they're right next to him.
** [=GyroMan=] and [=ShadowMan=] can move over dark panels to get to hard-to-reach areas, and [=GyroMan=]'s ability lets him liberate a dark panel without a fight while [=ShadowMan=]'s lets him take out Darkloid Guardians without a fight. Both of them are {{Fragile Speedster}}s in battle: [=GyroMan=]'s charge shot is powerful against ranged enemies and can hit several targets, but he has to hold still to use it, while [=ShadowMan=] can dodge enemy attacks with his charge shot but it only hits one enemy, so he has trouble against multiple targets.
** [=NapalmMan=] and [=TomahawkMan=] can clear large areas of dark panels with their liberation abilities, [=NapalmMan=] in a cross-shape ahead of him and [=TomahawkMan=] in a rectangle before him. In battle [=NapalmMan=] is better at fighting immobile enemies since he can stand in place and rapid-fire at them, while [=TomahawkMan=]'s charged attack hits over a large area at once. Both of them are also {{Glass Cannon}}s due to their middling HP and exploitable elemental affinities, and they can be quickly taken out.
** [=SearchMan=]/[=NumberMan=] are {{Support Party Member}}s who specialize in retrieving items from dark panels, [=SearchMan=] searches for items in a line and actually has to fight and liberate the item panels, while [=NumberMan=] searches in a grid formation and gets the items without a fight, but doesn't liberate the panels. In battle, [=SearchMan=] stands in place and uses his sniper-style buster to rapid-fire a single target, while [=NumberMan=] throws bombs that deal random damage over a large area and whiff if they hit an enemy directly.
** Meddy and [=ToadMan=] are also supporters, but they set up allies to liberate large sections of dark panels with their abilities: Meddy has to work with an ally to use Twin Liberation, [=ToadMan=] gives up his turn to let an ally liberate a long path of dark panels on their own. In battle both are {{Squishy Wizard}}s with charge shots and unique chips that are difficult to use safely, and they're good at fighting Darkloid Guardians but not so much normal enemies who can overwhelm them.



* SequelHook: ''Team Colonel'' expands this ending of ''Team [=ProtoMan=]'' to show that [[spoiler:Baryl has been working for Wily all along]].

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* SequelHook: ''Team Colonel'' expands this the ending of ''Team [=ProtoMan=]'' to show that [[spoiler:Baryl [[spoiler:Wily is still alive, and Baryl has been working for Wily him all along]].along]]


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* TheSquad: Both games have you gradually form one, as each member is recruited to fill a specific position the team needs against the escalating thread of Nebula, and their gameplay also reflects their role.
** TheLeader: [=ProtoMan=]/Colonel, whose operators actively begin putting the team together to start liberating the net from Nebula, and they're the ones who oversee all missions and strategies.
** NumberTwo: [=MegaMan=], who gets most of the extra work outside of Liberation Missions and acts as the leader's right-hand man and most trusted and effective ally. While [=MegaMam=] starts out comparatively weak among the team, in the late-game his customization options make him the most versatile and effective.
** StoneWall: [=MagnetMan=]/[=KnightMan=], recruited for heavy defense against Nebula artillery. Their abilities protect allies in the field from damage during Darkloid turns.
** TheSneakyGuy: [=GyroMan=]/[=ShadowMan], recruited for their skill in scouting and recon to bypass a tricky Nebula barrier. They can move over dark panels freely to get to far-away areas and gain a foothold.
** HeavyEquipmentClass: [=NapalmMan=]/[=TomahawkMan=], recruited for their heavy firepower to take down a powerful Nebula gate. Their abilities liberate large areas of dark panels at once.
** TheHacker: [=SearchMan=]/[=NumberMan=], recruited for their intelligence and computer skills. They specialize in retrieving items from dark panels and disarming traps that could hurt their allies.
** TheMedic: Meddy/[=ToadMan=], they aren't actively recruited but end up joining the team after they prove themselves and demand to be allowed to help them. Their abilities support their allies to let them liberate large areas of dark panels.
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* SequelHook: This game ends with the revelation that Baryl [[spoiler:has been working for Wily all along]].

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* SequelHook: This game ends with the revelation ''Team Colonel'' expands this ending of ''Team [=ProtoMan=]'' to show that Baryl [[spoiler:has [[spoiler:Baryl has been working for Wily all along]].

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