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Fixing a few typos


* CuttingOffTheBranches: Majority of the events in 6 traces back to ''Team Colonel'' therefore making it the canon version.

to:

* CuttingOffTheBranches: Majority The majority of the events in 6 traces ''6'' trace back to ''Team Colonel'' Colonel'', therefore making it the canon version.



* EasyLevelTrick: The Nebula Area 5 Liberation Mission was [[BrutalBonusLevel deliberately designed to be frustrating]], as most of the map is covered in barrier panels whose keys have been hidden in [[https://www.interordi.com/mega_man_pc/games/mmbn5/maps/Lib9_Nebula-5.PNG fiendish locations]]. However, the mission is made significantly easier if the player is aware that [=ToadMan=]'s Life Melody skill, which lets his teammates liberate five panels in a row, ''bypasses'' barrier panels, allowing you to get the keya much earlier than intended.

to:

* EasyLevelTrick: The Nebula Area 5 Liberation Mission was [[BrutalBonusLevel deliberately designed to be frustrating]], as most of the map is covered in barrier panels whose keys have been hidden in [[https://www.interordi.com/mega_man_pc/games/mmbn5/maps/Lib9_Nebula-5.PNG fiendish locations]]. However, the mission is made significantly easier if the player is aware that [=ToadMan=]'s Life Melody skill, which lets his teammates liberate five panels in a row, ''bypasses'' barrier panels, allowing you to get the keya keys much earlier than intended.

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** Meddy and [=ToadMan=] are {{Support Party Member}}s who can 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.

to:

** Another Support pair, Meddy and [=ToadMan=] are {{Support Party Member}}s who can 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.



* CuttingOffTheBranches: Majority of the events in 6 traces back to Team Colonel therefore making it the canon version.

to:

* CuttingOffTheBranches: Majority of the events in 6 traces back to Team Colonel ''Team Colonel'' therefore making it the canon version.



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

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* DefendCommand: DefendCommand:
** [=MagnetMan's=] Order Point ability shields the entire party from field attacks.
**
[=ProtoSoul=] can call up a shield with Left+B. The timing is pretty strict to compensate for it being free, unlike Guard chips.



* DisadvantageousDisintegration: Using your [=NapalmMan's or TomahawkMan's=] Order ability will clear out all Dark Panels in range, but will also destroy all item panels. The game spites you by not destroying traps and instead ''triggering them'', often resulting in extra damage or turn-costing paralysis.
* DoNotGoGentle: After the final battle, Regal attempts to taint [=MegaMan=] once more, saying that if he cannot destroy him, he might as well turn him into his servant. As [=MegaMan=] is slowly consumed by evil energy, he begs his operator to forgive him, but Lan refuses to let him give in to the darkness and tries to communicate directly with his soul via the [=SoulNet=]. [[spoiler:With the help of his grandfather's spirit, Lan manages to pierce through the darkness and tell [=MegaMan=] they are always linked, awakening the Navi's inner power and saving him from being corrupted]].
* DoWellButNotPerfect: The boss you face at the end of Nebula Area is different depending on how fast the Dark Soul Navis were defeated. Beat them too fast or too slow and you get [=MegaMan=]'s Dark Soul or Nebula Grey respectively, neither of which drop any rewards. Do it in just the right amount of time and you face Bass, who drops a Giga Chip necessary for HundredPercentCompletion.

to:

* DisadvantageousDisintegration: Using your [=NapalmMan's or TomahawkMan's=] Order ability will clear out all Dark Panels in range, but will also destroy all item panels. The game spites you by not destroying traps and instead ''triggering them'', often resulting in extra damage or turn-costing paralysis.
* DoNotGoGentle: After the final battle, Regal attempts to taint [=MegaMan=] once more, saying that if he cannot destroy him, he might as well turn him into his servant. As [=MegaMan=] is slowly consumed by evil energy, he begs his operator to forgive him, but Lan refuses to let him give in to the darkness and tries to communicate directly with his soul via the [=SoulNet=]. [[spoiler:With the help of his grandfather's spirit, Lan manages to pierce through the darkness and tell [=MegaMan=] they are always linked, awakening the Navi's inner power and saving him from being corrupted]].
complete corruption]].
* DoWellButNotPerfect: The boss you face at the end of Nebula Area is different depending on how fast the Dark Soul Navis were defeated. Beat them too fast or too slow and you get [=MegaMan=]'s Dark Soul [=MegaMan=] DS or Nebula Grey respectively, neither of which drop any rewards. Do it in just the right amount of time and you face Bass, who drops a Giga Chip necessary for HundredPercentCompletion.OneHundredPercentCompletion.



* EasyLevelTrick: The Nebula Area 5 Liberation Mission was [[BrutalBonusLevel deliberately designed to be frustrating]], as most of the map is covered in barrier panels whose keys have been hidden in [[https://www.interordi.com/mega_man_pc/games/mmbn5/maps/Lib9_Nebula-5.PNG fiendish locations]]. However, the mission is made significantly easier if the player is aware that [=ToadMan=]'s Life Melody skill, which lets his teammates liberate five panels in a row, ''bypasses'' barrier panels, enabling the keys to be acquired much more quickly than intended.
* EliteMook: Liberation Missions are home to a group of special viruses called Guardians. Guardians are significantly stronger than normal viruses, having much higher HP and the ability to damage your Navis out of combat.

to:

* EasyLevelTrick: The Nebula Area 5 Liberation Mission was [[BrutalBonusLevel deliberately designed to be frustrating]], as most of the map is covered in barrier panels whose keys have been hidden in [[https://www.interordi.com/mega_man_pc/games/mmbn5/maps/Lib9_Nebula-5.PNG fiendish locations]]. However, the mission is made significantly easier if the player is aware that [=ToadMan=]'s Life Melody skill, which lets his teammates liberate five panels in a row, ''bypasses'' barrier panels, enabling allowing you to get the keys to be acquired keya much more quickly earlier than intended.
* EliteMook: EliteMooks: Liberation Missions are home to a group of special viruses called Guardians. Guardians are significantly stronger than normal viruses, having much higher HP and the ability to damage your Navis out of combat.



* FakeLongevity: You'll only encounter first-tier viruses throughout the main game. To fill out more of your chip library, you have to open up the BonusDungeon, which causes all virus encounters to upgrade so you can fight their advanced versions for their stronger chips. The green Mystery Data also updates with new stuff, so you're encouraged to engage in {{Backtracking}} to fill out the empty library spots. And you'll have to do this ''again'' when you find the gate that upgrades to third-tier viruses.

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* FakeLongevity: You'll only encounter face first-tier viruses throughout the main game. To fill out more of your chip library, you have to open up the BonusDungeon, which causes all virus encounters to upgrade so you can fight their advanced versions for their stronger chips. The green Mystery Data also updates with new stuff, so you're encouraged to engage in {{Backtracking}} to fill out the empty library spots. And you'll have to do this ''again'' when you find the gate to the BonusDungeon (which can only be opened after beating the game) that upgrades to third-tier viruses.



* MechanicallyUnusualFighter: [=NapalmMan=] is the only playable Navi without a charge shot. Holding down B will instead make him continuously fire weak shots, similar to the Vulcan series of chips.

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* MechanicallyUnusualFighter: [=NapalmMan=] is the only playable Navi without a charge shot. ChargedAttack. Holding down B will instead make him continuously fire weak shots, similar to the Vulcan series chips series.
* MissingMainCharacter: [=MegaMan=] [[spoiler:gets kidnapped by [=CloudMan=] at the end
of chips.their battle and becomes the boss of the next Liberation Mission as [=MegaMan=] DS.]] This sends Lan into a HeroicBSOD until Chaud/Baryl snap him out of it and offer their respective Navi as a replacement until [=MegaMan=] is rescued.



* 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. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.

to:

* 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. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.



* PhlebotinumRebel: [=MegaMan=] is captured and infused with a conscious Dark Soul. Unfortunately for Nebula, Lan gets [=MegaMan=] to wake up and take control of himself - which unlocks the [[SuperpoweredEvilSide Chaos Unison]] ability, letting you use the powerful Dark Chips as much as you want without any permanent drawbacks. Be very careful, though, as if you mess up trying to control it, your Dark Soul will hop out and start taking shots at you.
* PostEndGameContent: Beating the game unlocks a new area called Nebula Area, accessed via the Undernet. Nebula Area has stronger Viruses, new chips, three extra HarderThanHard Liberation Missions, and Dark Soul versions of your team's Navis as {{Bonus Boss}}es.

to:

* PhlebotinumRebel: [=MegaMan=] is captured and infused with a conscious Dark Soul. Unfortunately for Nebula, Lan gets [=MegaMan=] to wake up and take control of himself - which unlocks the [[SuperpoweredEvilSide Chaos Unison]] ability, letting you use the powerful Dark Chips as much as you want without any permanent drawbacks. Be very careful, though, as if you mess up trying to control it, your Dark Soul will hop out and start taking shots at you.
* PostEndGameContent: Beating the game unlocks a new area called Nebula Area, accessed via the Undernet.Area. Nebula Area has stronger Viruses, new chips, three extra HarderThanHard Liberation Missions, and Dark Soul versions of your team's Navis as {{Bonus Boss}}es.



* SecretAIMoves: The boss fight versions of your Navi teammates have access to attacks that you cannot use while controlling them, such as [=ShadowMan=]'s Fire no Jutsu or [=MagnetMan=]'s double Magnet Missle.

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* SecretAIMoves: The boss fight versions of your Navi teammates have access to attacks that you cannot use while controlling them, such as [=ShadowMan=]'s Fire no Jutsu or [=MagnetMan=]'s double Magnet Missle.



* UpdatedReRelease: "Mega Man Battle Network 5: Double Team DS", which contains both Team Colonel and Team [=ProtoMan=] on one Game Card.

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* UpdatedReRelease: "Mega Man Battle "Battle Network 5: Double Team DS", which contains both Team Colonel and Team [=ProtoMan=] on one Game Card.

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Fixing indentations. Cutting some sentences, some of these are too complainy.


* FakeDifficulty: Liberation Missions, even after you get accustomed to the UnexpectedGameplayChange. While the first several are manageable, later missions are completely unfair.
** You'll have to deal with trapped item panels that can deal damage equal to half a Navi's max HP or stun them for a turn, you need to check every item panel for keys to unlock barriers ([[GuideDangIt unless you have a map to find them]]), and naturally stronger viruses have more HP, deal more damage, and move faster, while your party members stop their stat growth far short of what would be preferable. The terrain also gets very unfriendly, with Navis forced to try to liberate dark panels surrounded by other dark panels. In these cases you'll likely be stuck in two columns in the center of the screen between two pairs of viruses on either side, your columns may have rocks in them to take up space, and it's possible for the enemy to have battlechips like Blinder and Area Grab[[note]]And yes, if they use it, you will be left with ''one column'' to move in, which makes avoiding a lot of attacks flat impossible[[/note]]. Dealing with such opposition, survival becomes a theoretical concept. You'll find yourself either SaveScumming to start battles with the chips for a one-turn deletion, or relying on [=MegaMan=] to do the heavy lifting while everyone else carefully edges into dark territory or passes their turn to recover HP.

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* FakeDifficulty: Liberation Missions, even after you get accustomed to the UnexpectedGameplayChange. While the first several Missions are manageable, later an UnexpectedGameplayChange whose difficulty quickly escalates.
** Later
missions are completely unfair.
** You'll have
force the player to deal with trapped check every item panel for keys to unlock barriers, but some of these panels actually hold traps that can deal damage equal to half a Navi's max HP or stun them for a turn, you need to check every item panel for keys to unlock barriers ([[GuideDangIt unless you have turn. Without a map [[GuideDangIt guide]], the only reliable way to find them]]), and the keys is by using [=SearchMan=] or [=NumberMan=]'s skills, but these require order points, which are limited in supply.
** Viruses
naturally grow stronger viruses have in later missions, with more HP, deal more damage, dangerous attacks, and move faster, while faster movement. However, your party members stop their members' stat growth far short leaves a lot to be desired, since most of what would be preferable. them lack firepower of their own and don't have as much HP as [=MegaMan=] in the endgame.
**
The terrain also gets very unfriendly, with Navis forced to try to liberate maps are designed in a way that makes liberating dark panels surrounded by other dark panels. panels inevitable. In these cases you'll likely be stuck in two columns in the center of the screen between two pairs of viruses on either side, this scenario, your columns field is limited to just two rows, though your range of movement may have be further restricted by obstacles like rocks in them to take up space, and it's possible for or enemies packing the enemy to have battlechips like Blinder and Area Grab[[note]]And yes, if they use it, Grab battle chip[[note]]Which leaves you will be left with ''one column'' to move in, which makes avoiding a lot of attacks flat impossible[[/note]]. Dealing with such opposition, survival becomes a theoretical concept. You'll find yourself either SaveScumming making it impossible to start battles with the chips for a one-turn deletion, or relying on [=MegaMan=] to do the heavy lifting while everyone else carefully edges into dark territory or passes their turn to recover HP.avoid most attacks[[/note]].
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Trivia trope. Moving it to the correct page.


* DummiedOut:
** [=ShipComp and GargComp=] have their respective areas reduced from 4 to 3 in the international releases. The removed areas return in all versions of ''Double Team DS''.
** Lan's friends have unique looking homepages in the Japanese versions. They were reduced to palette swaps of Lan's homepage when exported to the west.
** ''Double Team DS'' has a "Real Operation" mode that makes the game play like ''Rockman.EXE 4.5: Real Operation'' (meaning you lay out a battle strategy for your Navi and then it does its own thing with AI while you send it chips and manage its performance). However it's incomplete, forcing you to use a single chip folder for the entire game.
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Added DiffLines:

* EasyLevelTrick: The Nebula Area 5 Liberation Mission was [[BrutalBonusLevel deliberately designed to be frustrating]], as most of the map is covered in barrier panels whose keys have been hidden in [[https://www.interordi.com/mega_man_pc/games/mmbn5/maps/Lib9_Nebula-5.PNG fiendish locations]]. However, the mission is made significantly easier if the player is aware that [=ToadMan=]'s Life Melody skill, which lets his teammates liberate five panels in a row, ''bypasses'' barrier panels, enabling the keys to be acquired much more quickly than intended.

Added: 696

Changed: 253

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* DevelopersForesight: Given that the Liberation Missions present in ''Battle Network 5'' revolve around clearing out sets of viruses within three turns, [=SlowGauge=] sees [[{{Nerf}} a massive spike in its MB rating]] to prevent players from setting it as their Regular Chip.

to:

* DevelopersForesight: DevelopersForesight:
**
Given that the Liberation Missions present in ''Battle Network 5'' revolve around clearing out sets of viruses within three turns, [=SlowGauge=] sees [[{{Nerf}} a massive spike in its MB rating]] to prevent players from setting it as their Regular Chip.Chip.
** The [=BubbleWrap=] chip surrounds [=MegaMan=] with a bubble barrier that can only nullify a single hit, but automatically reforms itself within a few seconds. The latter property makes it one of the better defensive chips in the game; however, if the player uses it against the final boss, the A.I. will respond by repeatedly using Dark Thunder, which deals double damage if [=MegaMan=]'s bubble is active and prevents it from reforming.

Added: 119

Removed: 251

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* CanonDiscontinuity: Majority of the references in 6 traces back to Team Colonel therefore discontinuing Team Protoman out of the timeline to the point that Team Protoman functions as the vanilla 5 until a proper sequel is released for it's universe.


Added DiffLines:

* CuttingOffTheBranches: Majority of the events in 6 traces back to Team Colonel therefore making it the canon version.
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Added DiffLines:

* CanonDiscontinuity: Majority of the references in 6 traces back to Team Colonel therefore discontinuing Team Protoman out of the timeline to the point that Team Protoman functions as the vanilla 5 until a proper sequel is released for it's universe.

Added: 158

Changed: 1

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* AttackItsWeakpoint: The FinalBoss generates a giant, invincible avatar. The actual target is the seemingly-harmless fireball that rotates around its avatar.



* 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.

to:

* 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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Changed: 647

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None


* 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 specially 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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** Conveyor belts, the most annoying aspect of the [=DrillComp=] dungeon, are fortunately turned off on subsequent visits (including one late-game story event).
** Unlocking the Nebula Area causes all RandomEncounters to be upgraded. If you're hunting for low-level chips you may have missed, it's possible to re-seal the Nebula Area (by talking to the same Mr. Prog that opened it) and return the viruses to normal levels.
* 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 specially 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.



** [=MagnetMan=]'s Order Point ability lets him shield the party from attacks outside of battle for a turn at the cost of a rare Order Point... and [=MagnetMan=]'s turn. Since field damage is pitiful and can't bring HP below 1, it's very rarely worthwhile to use it instead of choosing to liberate a panel.

to:

** [=MagnetMan=]'s Order Point ability lets him shield the party from attacks outside of battle for a turn at the cost of a rare Order Point... and [=MagnetMan=]'s turn. Since field damage is pitiful and can't bring HP below 1, it's very rarely worthwhile to use it instead of choosing to liberate a panel.



** Dark Chips in this game are chips with their own codes that you can add to your folder, and you can only have a maximum of three Dark Chips in your folder at a time. Their colossal MB requirement makes it impossible to set them as a Regular Chip. This makes drawing your Dark Chips much more inconsistent compared to the previous game, which in turn makes it difficult to push Mega into his Dark Soul mode so that you can start accessing the Evil Chips and DS Navi Chips. In comparison, the previous game enables consistent access to two Dark Chips each turn once you intentionally perform poorly enough for them to start appearing. On the other hand, they're '''much''' more useful if you sacrifice them in a Chaos Unison.

to:

** Dark Chips in this game are chips with have their own codes that you can add to your folder, and you can only have a maximum of three Dark Chips in your folder at a time. Their colossal MB requirement makes it impossible to set them as a Regular Chip. This makes drawing your Dark Chips much more inconsistent compared to the previous game, which in turn makes it difficult to push Mega into his Dark Soul mode so that you can start accessing the Evil Chips and DS Navi Chips. In comparison, the previous game enables consistent access to two Dark Chips each turn once you intentionally perform poorly enough for them to start appearing. On the other hand, they're '''much''' more useful if you sacrifice them in a Chaos Unison.



** The Buster Up chip boosts Attack by 1, but its * code, low memory cost, and attack boost will be helpful for most of the game until you get more [=NaviCust=] programs. This is especially useful in liberation missions where most Navis deal only 1 damage with their normal attacks; Buster Up effectively doubles their firepower.

to:

** The Buster Up chip boosts Attack by 1, but its * code, code and low memory cost, and attack boost cost will be helpful for most of the game until you get more [=NaviCust=] programs. This is especially useful in liberation missions where most Navis deal only 1 damage with their normal attacks; Buster Up effectively doubles their firepower.



* BrokenBridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. [=MegaMan=] and the version team initially attempt to break in to no avail, forcing them to retreat until they recruit a new teammate whose specialization can conveniently bypass Nebula's defenses.
* CantCatchUp: Your Navi teammates in Liberation Missions will pull their weight just fine initially. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame while [=MegaMan=]'s options continue to grow. By the time you begin liberating the postgame Nebula areas, they'll get brutalized by the higher-level viruses swarming them and you'll find [=MegaMan=] doing most of the heavy lifting. While you can upgrade your Party Battle teammates in ''Double Team DS'' with their own Party Customizer programs, the actual Navis in the Liberation Missions don't get to enjoy these perks.

to:

* BrokenBridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. [=MegaMan=] and the version team initially attempt to break in to no avail, forcing them to retreat until they recruit a new teammate whose specialization can conveniently bypass Nebula's defenses.
* CantCatchUp: Your Navi teammates in Liberation Missions will pull their weight just fine initially.in most of the storyline Liberation Missions. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame while [=MegaMan=]'s options continue to grow. By the time you begin liberating the postgame post-game Nebula areas, Areas, they'll get brutalized by the higher-level viruses swarming them and you'll find [=MegaMan=] doing most of the heavy lifting. While you can upgrade your Party Battle teammates in ''Double Team DS'' with their own Party Customizer programs, the actual Navis in the Liberation Missions don't get to enjoy these perks.
Is there an issue? Send a MessageReason:
None


** [=MagnetMan=]'s Order Point ability lets him shield the party from attacks outside of battle for a turn at the cost of a rare Order Point...and [=MagnetMan=]'s turn. Since field damage is pitiful and can't bring HP below 1, it's very rarely worthwhile to use it instead of choosing to liberate a panel.

to:

** [=MagnetMan=]'s Order Point ability lets him shield the party from attacks outside of battle for a turn at the cost of a rare Order Point... and [=MagnetMan=]'s turn. Since field damage is pitiful and can't bring HP below 1, it's very rarely worthwhile to use it instead of choosing to liberate a panel.



** Dark Chips in this game are chips with their own codes that you can add to your folder, and you can only have a maximum of three Dark Chips in your folder at a time. Their colossal MB requirement makes it impossible to set them as a Regular Chip. This makes drawing your Dark Chips much more inconsistent compared to the previous game, which in turn makes it difficult to push Mega into his Dark Soul mode so that you can start accessing the Evil Chips and DS Navi Chips. In comparison, the previous game enables consistent access to two Dark Chips each turn once you intentionally perform poorly enough for them to start appearing. On the other hand, they're '''[[GameBreaker much]]''' more useful if you sacrifice them in a Chaos Unison...

to:

** Dark Chips in this game are chips with their own codes that you can add to your folder, and you can only have a maximum of three Dark Chips in your folder at a time. Their colossal MB requirement makes it impossible to set them as a Regular Chip. This makes drawing your Dark Chips much more inconsistent compared to the previous game, which in turn makes it difficult to push Mega into his Dark Soul mode so that you can start accessing the Evil Chips and DS Navi Chips. In comparison, the previous game enables consistent access to two Dark Chips each turn once you intentionally perform poorly enough for them to start appearing. On the other hand, they're '''[[GameBreaker much]]''' '''much''' more useful if you sacrifice them in a Chaos Unison...Unison.



* BrokenBridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. [=MegaMan=] and the version team initially attempt to break in to no avail, forcing them to retreat until later. You come back later once you recruit a new teammate whose specialization can conveniently bypass Nebula's defenses.
* CantCatchUp: Your Navi teammates in Liberation Missions will pull their weight just fine initially. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame while [=MegaMan=]'s options continue to grow. By the time you begin liberating the postgame Nebula areas, they'll get brutalized by the higher-level viruses swarming them. While you can upgrade your Party Battle teammates in ''Double Team DS'' with their own Party Customizer programs, the actual Navis in the Liberation Missions don't get to enjoy these perks.

to:

* BrokenBridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. [=MegaMan=] and the version team initially attempt to break in to no avail, forcing them to retreat until later. You come back later once you they recruit a new teammate whose specialization can conveniently bypass Nebula's defenses.
* CantCatchUp: Your Navi teammates in Liberation Missions will pull their weight just fine initially. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame while [=MegaMan=]'s options continue to grow. By the time you begin liberating the postgame Nebula areas, they'll get brutalized by the higher-level viruses swarming them.them and you'll find [=MegaMan=] doing most of the heavy lifting. While you can upgrade your Party Battle teammates in ''Double Team DS'' with their own Party Customizer programs, the actual Navis in the Liberation Missions don't get to enjoy these perks.



* ConvectionSchmonvection: The central room of Nebula's headquarters is filled with boiling magma. Yet everyone can walk across it with no apparent ill effects.

to:

* ConvectionSchmonvection: The central room of Nebula's headquarters is filled with boiling magma. Yet magma, yet everyone can walk across it with no apparent ill effects.



* 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), 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. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.

to:

* 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), gauge) or gimmicky Gauge-dependent chips, this chip is completely useless...useless... [[ThisLooksLikeAJobForAquaman except in the Liberation Missions]], where slowing the gauge extends the three-turn time limit you are given to beat the viruses. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.



* 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.

to:

* 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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** Meddy and [=ToadMan=] are {{Support Party Member}}s who can 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 good charge shots and unique chips, but poor HP.

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** Meddy and [=ToadMan=] are {{Support Party Member}}s who can 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 good powerful charge shots that can be difficult to use safely, and their unique chips, chips make them good at fighting boss viruses but poor HP.aren't that good against normal viruses.
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** Dark Chips in this game are chips with their own codes that you can add to your folder, and you can only have a maximum of three Dark Chips in your folder at a time. Their colossal MB requirement makes it impossible to set them as a Regular Chip. This makes drawing your Dark Chips much more inconsistent compared to the previous game, which in turn makes it difficult to push Mega into his Dark Soul mode so that you can start accessing the Evil Chips and DS Navi Chips. In comparison, the previous game enables consistent access to two Dark Chips each turn once you intentionally perform poorly enough for them to start appearing. On the other hand, they're '''[[GameBreaker much]]''' more useful if you sacrifice them in a Chaos Unison...
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* CantCatchUp: Your Navi teammates in Liberation Missions will pull their weight just fine initially. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame while [=MegaMan=]'s options continue to grow, and when you go to liberate the postgame Nebula areas, they'll get brutalized by the higher-level viruses swarming them. ''Double Team DS'' alleviates this somewhat with the versions of your Team Navis used by the Party Battle System, which have their own Navi Customizer and can be swapped during battle.

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* CantCatchUp: Your Navi teammates in Liberation Missions will pull their weight just fine initially. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame while [=MegaMan=]'s options continue to grow, and when grow. By the time you go to liberate begin liberating the postgame Nebula areas, they'll get brutalized by the higher-level viruses swarming them. While you can upgrade your Party Battle teammates in ''Double Team DS'' alleviates this somewhat with the versions of your Team Navis used by the Party Battle System, which have their own Navi Party Customizer and can be swapped during battle. programs, the actual Navis in the Liberation Missions don't get to enjoy these perks.



** The prize roulette for the ACDC liberation mission has a chance to reward a Boomer V or Tornado D chip; the former hits a large part of the enemy area for good damage, the latter deals multiple hits to a single panel for high damage. If you have the patience to farm them from the bonus panels, they will be of great use against most enemies. In ''Team [=ProtoMan=]'', Tornado chips can see usage into the end game thanks to Gyro Soul, and D is a very good code to work with.

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** The prize bonus panel roulette for the ACDC liberation mission has a chance to reward a Boomer V or Tornado D chip; the former hits a large part of the enemy area for good damage, the latter deals multiple hits to a single panel for high damage. If you have the patience to farm them from the bonus panels, they will be of great use against most enemies. In ''Team [=ProtoMan=]'', Tornado chips can see usage into the end game thanks to Gyro Soul, and D is a very good code to work with.



* DownerBeginning: The game's opening act, with Nebula sucessfully taking over the Internet, kidnapping Yuichiro Hikari as well as the Navis of Lan's friends.

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* DownerBeginning: The game's opening act, with Nebula sucessfully successfully taking over the Internet, kidnapping Yuichiro Hikari as well as the Navis of Lan's friends.



** In Liberation Missions, this system happens differently: [=MegaMan=] can't play with the battle data like normal, but he can choose to liberate a panel with a teammate in the same panel as his, and during the liberation you can then switch between the two. This can also be done using Navis other than [=MegaMan=].

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** In Liberation Missions, this system happens differently: [=MegaMan=] can't play with use the battle data Navis like normal, but he can choose to liberate a panel with a teammate in the same panel as his, and during the liberation you can then switch between the two. This can also be done using Navis other than [=MegaMan=].



* UnexpectedGameplayChange: The liberation missions are ''TurnBasedStrategy games''.

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* UnexpectedGameplayChange: The liberation missions are ''TurnBasedStrategy games''.segments''.

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** [=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.

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** [=MagnetMan=] and [=KnightMan=] have powerful defenses to defend allies from attacks in the field, 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.


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* DownerBeginning: The game's opening act, with Nebula sucessfully taking over the Internet, kidnapping Yuichiro Hikari as well as the Navis of Lan's friends.


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* DwindlingParty: The Liberation Team gets picked off one after another during the raid on the Darkchip Factory.
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Transferring to series main page.


* ChargedAttack: Some Navis and [=DoubleSouls=] can charge Chips of their corresponding type to double their damage and/or give the Chip extra effects. For example, [=ProtoSoul=] can charge Sword Chips for double damage and will jump forward two tiles when releasing the charge for increased range.
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One of the main features of ''Battle Network 5'' are the Liberation Missions. These missions require the player to control multiple Navis --not just Mega Man -- to clear maps in a similar fashion to turn-based {{Tactical RPG}}s. Liberation Missions also require all combat encounters to be completed in just 3 rounds, adding more pressure on the player.

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Alphabetizing.


* 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), 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. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.



* 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), 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. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.
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** Liberation Missions are a major shake-up to the gameplay, so they're very lenient with mistakes unless you're going for a low turn count to get a bonus prize. The only way to reach a failure state is to have every team member knocked out at once, and knocked out Navis will recover after two turns. You can also have Navis heal 50% of their max health by making them skip their a turn.

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** Liberation Missions are a major shake-up to the gameplay, so they're very lenient with mistakes unless you're going for a low turn count to get a bonus prize. The only way to reach a failure state is to have every team member knocked out at once, and knocked out Navis will recover after two turns. You can also have Navis heal 50% of their max health by making them skip their a turn.
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* EliteMook: Liberation Missions are home to a group of special viruses called Guardians. Guardians are significantly stronger than normal viruses, having much higher HP and the ability to damage your Navis out of combat.
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** In ''Double Team DS'' if you're attempting to Liberate and you have allies nearby who haven't taken their turn yet, you can recruit them into the fight using the Party Battle system, like how Mega does outside of story dungeons. However, doing so will spend the turns of all participants, which is not good for action economy unless you're good at using the CombinationAttack feature for a quick Liberation.

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** In ''Double Team DS'' if you're attempting to Liberate and you have allies nearby who haven't taken their turn yet, you can recruit up to two or them into the fight using the Party Battle system, System, like how Mega does outside of story dungeons. However, doing so will spend the turns of all participants, which is not good for action economy unless you're good at using the CombinationAttack feature for a quick Liberation.
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* MookMaker: Dark Hole panels will constantly spawn Guardian viruses during Liberation Mission. Liberating the Dark Hole will thankfully delete any Guardians they've spawned.


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* OneHitKill: Rolling "Major Hit" from a Bonus Panel kills the nearest Guardian virus. If no Guardians are present it will instead hit the Liberation Mission's specific Darkloid for 20% of their max HP.

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* AntiFrustrationFeatures: Whenever it is compulsory to go to the deepest areas of the Oran Isle mines, you will be brought back to the entrance after completing said compulsory task. Really handy since the mines have a somewhat labyrinthian layout.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
** Liberation Missions are a major shake-up to the gameplay, so they're very lenient with mistakes unless you're going for a low turn count to get a bonus prize. The only way to reach a failure state is to have every team member knocked out at once, and knocked out Navis will recover after two turns. You can also have Navis heal 50% of their max health by making them skip their a turn.
**
Whenever it is compulsory to go to the deepest areas of the Oran Isle mines, you will be brought back to the entrance after completing said compulsory task. Really handy since the mines have a somewhat labyrinthian layout.
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* PromotedToPlayable: Many members of Team [=ProtoMan=]/Colonel are Navis encountered in previous games, who are all now playable via Liberation Missions. This includes [=ProtoMan=], [=MagnetMan=], [=NapalmMan=], [=SearchMan=], [=KnightMan=], [=ShadowMan=], [=NumberMan=] and [=ToadMan=].
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* MechanicallyUnusualFighter: [=NapalmMan=] lacks a charge shot when he's playable. Holding down B will instead make him continuously fire weak shots, similar to the Vulcan series of chips.

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* MechanicallyUnusualFighter: [=NapalmMan=] lacks is the only playable Navi without a charge shot when he's playable.shot. Holding down B will instead make him continuously fire weak shots, similar to the Vulcan series of chips.
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* MechanicallyUnusualFighter: [=NapalmMan=] lacks a charge shot when he's playable. Holding down B will instead make him continuously fire weak shots, similar to the Vulcan series of chips.
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* CantCatchUp: Your Navi teammates in Liberation Missions. Right up until the midgame, they'll pull their weight just fine. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame, and when you go to liberate the postgame Nebula areas, they'll get brutalized by the higher-level viruses swarming them.

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* CantCatchUp: Your Navi teammates in Liberation Missions. Right up until the midgame, they'll Missions will pull their weight just fine. fine initially. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame, lategame while [=MegaMan=]'s options continue to grow, and when you go to liberate the postgame Nebula areas, they'll get brutalized by the higher-level viruses swarming them.them. ''Double Team DS'' alleviates this somewhat with the versions of your Team Navis used by the Party Battle System, which have their own Navi Customizer and can be swapped during battle.



* ImmuneToFlinching: [=KnightMan=] and Knight Soul will not flinch when hit by attacks. The aptly named "Super Armor" [=NaviCust=] program can also give this ability to [=MegaMan=].

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* ImmuneToFlinching: [=MagnetMan=], [=KnightMan=] and Knight Soul will not flinch when hit by attacks. The aptly named "Super Armor" [=NaviCust=] program can also give this ability to [=MegaMan=].
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* BrokenBridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. [=MegaMan=] and the version team initially attempt to break in to no avail, forcing them to retreat until later. You come back later once you recruit a new teammate whose specialization can conveniently bypass the Nebula's defenses.

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* BrokenBridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. [=MegaMan=] and the version team initially attempt to break in to no avail, forcing them to retreat until later. You come back later once you recruit a new teammate whose specialization can conveniently bypass the Nebula's defenses.

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* BeachEpisode: Lan, Mayl, Dex, and Yai took a vacation at the Oran Island's beach near the beginning of the game.

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* BeachEpisode: Lan, Mayl, Dex, and Yai took take a vacation at the Oran Island's beach near the beginning of the game.


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* BrokenBridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. [=MegaMan=] and the version team initially attempt to break in to no avail, forcing them to retreat until later. You come back later once you recruit a new teammate whose specialization can conveniently bypass the Nebula's defenses.
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** If you're attempting to Liberate and you have allies nearby who haven't taken their turn yet, you can recruit them into the fight using the Party Battle system, like how Mega does outside of story dungeons. However, doing so will spend the turns of all participants, which is not good for action economy unless you're good at using the CombinationAttack feature for a quick Liberation.

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** If In ''Double Team DS'' if you're attempting to Liberate and you have allies nearby who haven't taken their turn yet, you can recruit them into the fight using the Party Battle system, like how Mega does outside of story dungeons. However, doing so will spend the turns of all participants, which is not good for action economy unless you're good at using the CombinationAttack feature for a quick Liberation.

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