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*AntiClimaxBoss: The FinalBoss, the [[spoiler: Life Virus R]] is pretty easy once you realize a majority of its attacks can be avoided by standing in a specific spot on the left side of the screen and jumping occasionally to avoid its attacks. Even the second phase, which requires you to avoid getting hit by its HPTo1 bubbles and then dying to CollisionDamage, is not hard to deal with how the boss moves in a predictable pattern.
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* FandomRivalry: With fans of ''VideoGame/RockmanEXEWS''. The ''Rockman.EXE WS'' camp have been harshly critical towards ''Network Transmission'' for its unbalanced difficulty curve, 2.5D presentation, and convoluted execution of its Battle Chip system, while the ''Network Transmission'' camp cite criticisms the former's lack of content and short length.
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** The Invis series and related chips, which here are [=MegaMan=]'s InvicibilityPowerUp, allowing him to pass nearly every obstacle and enemy without the movement limitation imposed by the [=StoneBod=] series. They last from three seconds (Invis) to twenty seconds ([=PopUp=]), but you can have up to five of each in a folder.

to:

** The Invis series and related chips, which here are [=MegaMan=]'s InvicibilityPowerUp, InvincibilityPowerUp, allowing him to pass nearly every obstacle and enemy without the movement limitation imposed by the [=StoneBod=] series. They last from three seconds (Invis) to twenty seconds ([=PopUp=]), but you can have up to five of each in a folder.



** Even for players playing the game as intended, certain Program Advances make short work of challenges. The Z-Cannon combo in particular provides a lengthy InvicibilityPowerUp while dishing out 120 damage to bosses and barriers.

to:

** Even for players playing the game as intended, certain Program Advances make short work of challenges. The Z-Cannon combo in particular provides a lengthy InvicibilityPowerUp InvincibilityPowerUp while dishing out 120 damage to bosses and barriers.
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** The Invis chips and its variants, which renders [=MegaMan=] invincible to nearly every obstacle and enemies, and unlike [=StoneBod=] and its ilk, players are free to move and attack as they please. One of the earlier variants can be found fairly early into the game and lasts about 3 seconds, but the rare [=PopUp=] chip later into the game can provide this effect for up to ''20'' seconds, and each of these can be stocked up to 5 of each.
** The [=DoubJump=] chip can provide ways to break the platforming and exploration in some stages by {{sequence break}}ing them, provided they have enough chips and MP to do so.
** Even for players playing the game as intended, the certain Program Advances combinations can easily make short work of bosses. The Z-Cannon combo in particular can even provide a buff similar to the [=PopUp=] while dishing out 120 damage to enemies and easily destroy barriers.

to:

** The Invis chips series and its variants, related chips, which renders [=MegaMan=] invincible here are [=MegaMan=]'s InvicibilityPowerUp, allowing him to pass nearly every obstacle and enemies, and unlike enemy without the movement limitation imposed by the [=StoneBod=] and its ilk, players are free series. They last from three seconds (Invis) to move and attack as they please. One twenty seconds ([=PopUp=]), but you can have up to five of each in a folder.
** Most
of the earlier variants can be found fairly early into the game and lasts about 3 seconds, but the rare [=PopUp=] chip later into the game can provide this effect for up to ''20'' seconds, and each of these can be stocked up to 5 of each.
** The [=DoubJump=] chip can provide ways to break the platforming and exploration in some
stages by {{sequence break}}ing them, provided they are not actually designed for the [[DoubleJump DoubJump]] chip, which thus provides you with plenty of SequenceBreaking opportunities if you have enough the chips and MP to do so.
for it.
** Even for players playing the game as intended, the certain Program Advances combinations can easily make short work of bosses. challenges. The Z-Cannon combo in particular can even provide provides a buff similar to the [=PopUp=] lengthy InvicibilityPowerUp while dishing out 120 damage to enemies bosses and easily destroy barriers.
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* ThatOneLevel: The Bank Comp, which brings back [=QuickMan=] and his infamous OneHitKill lasers from ''VideoGame/MegaMan2''. The laser placement will easily catch players off guard and leaving them frustrated. It doesn't help that [=QuickMan=] himself can be a difficult boss to deal with thanks to his fast movement. (You are, of course, free to utterly cheese the laser segments by farming Invis chips).

to:

* ThatOneLevel: The Bank Comp, which brings back [=QuickMan=] and his infamous OneHitKill lasers from ''VideoGame/MegaMan2''. The ''VideoGame/MegaMan2''; the laser placement will easily catch players off guard and leaving leave them frustrated. It doesn't help that [=QuickMan=] himself can be a difficult boss to deal with thanks to his fast movement. (You are, of course, free to utterly cheese the laser segments by farming Invis chips).
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* SugarWiki/AwesomeMusic: The folks at [=SuperSweep=] has composed one an excellent soundtrack for this game that would feel right at home with the classic ''Mega Man'' series. Some of stand-out tracks include [[https://www.youtube.com/watch?v=dUZwqv8SExQ the game's Title Screen music]], [[https://www.youtube.com/watch?v=o_iAmVC5GJs The Den/Global Area theme]], [[https://www.youtube.com/watch?v=4WYrhgc3vvA this remix of Fire Man's stage]] for the Net on Fire stage, [[https://www.youtube.com/watch?v=xh6WRkdypow the Garden Comp theme]], and [[https://www.youtube.com/watch?v=VR-zAFg1Qs0 the Bank Comp theme]], among others.
* ComplacentGamingSyndrome: Those who were annoyed by this game's emphasis on utilizing the battle chips begrudgingly either spent more effort into powering up [=MegaMan=]'s [=MegaBuster=] to make it worthwhile in combat and then blatantly ignore battle chip system altogether unless it provides HP recovery and/or use the {{game|breaker}}-breaking chips to cheese through the game.
* CriticalDissonance: The game's [[https://www.metacritic.com/game/gamecube/mega-man-network-transmission review scores]] on Metacritic sits at an average of 65, with a few positive critic reviews being outweighed by average-to-negative ones. The user scores, on the other hand, has given the game more generous reception towards the game.
* EsotericHappyEnding: The game's "alternate" ending. [[spoiler:If players didn't find the source code for the Zero Virus to save Zero, it continues in a similarly happy note to the game's "true" ending except for Zero being deleted, which [[ChuckCunninghamSyndrome ironically]] the later ''Battle Network'' games don't even acknowledge Zero's involvement leading into ''[=BN2=]'' or existence from this game.]]

to:

* SugarWiki/AwesomeMusic: The folks at [=SuperSweep=] has composed one an excellent soundtrack for this game that would feel right at home with the classic ''Mega Man'' series. Some of stand-out tracks include [[https://www.youtube.com/watch?v=dUZwqv8SExQ the game's Title Screen music]], [[https://www.youtube.com/watch?v=o_iAmVC5GJs The Den/Global Area theme]], [[https://www.youtube.com/watch?v=4WYrhgc3vvA this remix of Fire Man's stage]] for the Net on Fire stage, [[https://www.youtube.com/watch?v=xh6WRkdypow the Garden Comp theme]], and [[https://www.youtube.com/watch?v=VR-zAFg1Qs0 the Bank Comp theme]], among others.
* ComplacentGamingSyndrome: Those who were annoyed by this game's emphasis on utilizing the battle chips begrudgingly It's not uncommon for players either spent more effort into powering up [=MegaMan=]'s [=MegaBuster=] to make it worthwhile in combat and then blatantly ignore the battle chip system altogether unless it provides HP recovery and/or entirely in favor of the Mega Buster or to use the {{game|breaker}}-breaking GameBreaker chips to cheese through the whole game.
* CriticalDissonance: The game's [[https://www.metacritic.com/game/gamecube/mega-man-network-transmission review scores]] on Metacritic sits at an average of 65, with a few positive critic reviews being outweighed by average-to-negative ones. The user scores, on the other hand, has given the game provide more generous reception towards the game.
reception.
* EsotericHappyEnding: The game's "alternate" ending. [[spoiler:If Both endings are happy and upbeat, [[spoiler:but players didn't find who are familiar with the source code for the Zero Virus to save Zero, it continues in a similarly happy note to the game's "true" best ending except for may be offput by how irrelevant Zero being deleted, which [[ChuckCunninghamSyndrome ironically]] is in the later ''Battle Network'' games don't version of the story where he doesn't survive. He doesn't even acknowledge Zero's involvement leading into ''[=BN2=]'' or existence from this game.]]get a token mention suggesting a better ending]].



** [=GutsMan=], unlike his Classic counterpart, he has a few attacks that are hard to telegraph and can hit very hard. His ground stomps can also stun players for an easy opening. It doesn't help that he'll sometimes try to corner players and trying to slide under him will likely have players getting [=GutsPunched=] on the way out.

to:

** [=GutsMan=], unlike his Classic counterpart, he who has a few attacks that are hard to telegraph poorly telegraphed and can hit very hard. His ground stomps can also stun players for an easy opening. It doesn't help that he'll sometimes try to corner players and trying to slide under him will likely have players getting [=GutsPunched=] on the way out.



* ThatOneLevel: The Bank Comp, which brings back [=QuickMan=] and his infamous OneHitKill lasers from ''VideoGame/MegaMan2'' and their placements in this game will easily catch players off guard and leaving them frustrated. It doesn't help that [=QuickMan=] himself can be a difficult boss to deal with thanks to his fast movement.

to:

* ThatOneLevel: The Bank Comp, which brings back [=QuickMan=] and his infamous OneHitKill lasers from ''VideoGame/MegaMan2'' and their placements in this game ''VideoGame/MegaMan2''. The laser placement will easily catch players off guard and leaving them frustrated. It doesn't help that [=QuickMan=] himself can be a difficult boss to deal with thanks to his fast movement. (You are, of course, free to utterly cheese the laser segments by farming Invis chips).
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* ThatOneSideQuest: Finding the [=PopUp=] chip, which only drops from the very rare pink-colored Mole in Pharaohman.EXE's stage, and defeating it requires hitting '''200''' times. Needless to say that getting a full supply of [=PopUp=] chips can a ''long'' time...

to:

* ThatOneSideQuest: ThatOneSidequest: Finding the [=PopUp=] chip, which only drops from the very rare pink-colored Mole in Pharaohman.EXE's stage, and defeating it requires hitting '''200''' times. Needless to say that getting a full supply of [=PopUp=] chips can a ''long'' time...

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Changed: 17

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** [=GutsMan=], unlike his classic counterpart, has a few attacks that are hard to telegraph and can hit very hard and his ground stomps can stun players for an easy opening. It doesn't help that he'll sometimes try to corner players and trying to slide under him will likely have players getting [=GutsPunched=] on the way out.

to:

** [=GutsMan=], unlike his classic Classic counterpart, he has a few attacks that are hard to telegraph and can hit very hard and his hard. His ground stomps can also stun players for an easy opening. It doesn't help that he'll sometimes try to corner players and trying to slide under him will likely have players getting [=GutsPunched=] on the way out.



* ThatOneLevel: The Bank Comp, which brings back [=QuickMan=] and his infamous OneHitKill lasers from ''VideoGame/MegaMan2'' and their placements in this game will easily catch players off guard and leaving them frustrated. It doesn't help that [=QuickMan=] himself can be a difficult boss to deal with thanks to his fast movement.

to:

* ThatOneLevel: The Bank Comp, which brings back [=QuickMan=] and his infamous OneHitKill lasers from ''VideoGame/MegaMan2'' and their placements in this game will easily catch players off guard and leaving them frustrated. It doesn't help that [=QuickMan=] himself can be a difficult boss to deal with thanks to his fast movement.movement.
* ThatOneSideQuest: Finding the [=PopUp=] chip, which only drops from the very rare pink-colored Mole in Pharaohman.EXE's stage, and defeating it requires hitting '''200''' times. Needless to say that getting a full supply of [=PopUp=] chips can a ''long'' time...
Is there an issue? Send a MessageReason:


* LoveItOrHateIt: The general consensus of this game is mixed between players and critics alike. While some find it an interesting mix of ''Mega Man'' classic gameplay with light Metroidvania exploration elements and a few found enjoyment in experimenting with ''Battle Network'' gameplay, many critics and players has been harshly critical about the game citing it plays nothing like a ''Mega Man'' platformer, the ''Battle Network'' gameplay elements convolutes the gameplay, and claiming the game's visuals looking bland or uninteresting. Some detractors has gone as far as claiming this game is on par, if not worse than the controversial ''VideoGame/MightyNo9'' for similar reasons.

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Changed: 523

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* EsotericHappyEnding: The game's "alternate" ending. [[spoiler:If players didn't find the source code for the Zero Virus to save Zero, it continues in a similarly happy note to the game's "true" ending except for Zero being deleted, which [[ChuckCunninghamSyndrome ironically]] the later ''Battle Network'' games don't even acknowledge Zero's involvement leading into ''[=BN2=]'' or existence from this game.]]



** Even for players playing the game as intended, the certain Program Advances combinations can easily make short work of bosses. Some Program Advances, such as the Z-Cannon combo, can even provide a buff similar to the [=PopUp=].

to:

** Even for players playing the game as intended, the certain Program Advances combinations can easily make short work of bosses. Some Program Advances, such as the The Z-Cannon combo, combo in particular can even provide a buff similar to the [=PopUp=].[=PopUp=] while dishing out 120 damage to enemies and easily destroy barriers.



* ThatOneBoss: [=ProtoMan=], who's constantly in player's face for most of the fight, teleports towards the player at every opportunity he can get, block nearly every that his thrown at him with his shield and counters it with a shockwave, and every one of his attacks are painful. Even using a Guard chip against him can be countered by [=ProtoMan=]. You'd be forgiven for using the Invis (or similar) chips against him.

to:

* ThatOneBoss: ThatOneBoss:
** [=FireMan=], the game's first boss who is notorious to first-time players for his tricky-to-avoid [=FireArm=] attack with it's ridiculous range and getting close to him will have [=FireMan=] cloak himself in fire against players trying to slide under him.
** [=GutsMan=], unlike his classic counterpart, has a few attacks that are hard to telegraph and can hit very hard and his ground stomps can stun players for an easy opening. It doesn't help that he'll sometimes try to corner players and trying to slide under him will likely have players getting [=GutsPunched=] on the way out.
**
[=ProtoMan=], who's constantly in player's face for most of the fight, teleports towards the player at every opportunity he can get, block nearly every that his thrown at him with his shield and counters it with a shockwave, and every one of his attacks are painful. Even using a Guard chip against him can be countered by [=ProtoMan=]. You'd be forgiven for using the Invis (or similar) chips or using the Z-Cannon combo against him.
Is there an issue? Send a MessageReason:
None


* ThatOneBoss: [=ProtoMan=], who's constantly in player's face for most of the face, teleports towards the player at every opportunity he can get, block nearly every that his thrown at him with his shield and counters it with a shockwave, and every one of his attacks are painful. Even using a Guard chip against him can be countered by [=ProtoMan=]. You'd be forgiven for using the Invis (or similar) chips against him.

to:

* ThatOneBoss: [=ProtoMan=], who's constantly in player's face for most of the face, fight, teleports towards the player at every opportunity he can get, block nearly every that his thrown at him with his shield and counters it with a shockwave, and every one of his attacks are painful. Even using a Guard chip against him can be countered by [=ProtoMan=]. You'd be forgiven for using the Invis (or similar) chips against him.

Added: 751

Changed: 5

Is there an issue? Send a MessageReason:
None


** The [=DoubJump=] chip can provide ways to break the platforming and exploration in some stages by {{sequence break|ing}} them, provided they have enough chips and MP to do so.

to:

** The [=DoubJump=] chip can provide ways to break the platforming and exploration in some stages by {{sequence break|ing}} break}}ing them, provided they have enough chips and MP to do so.



* PlayTheGameSkipTheStory: Due to this game's BroadStrokes and not covering players who are not familiar with the first events of ''Mega Man Battle Network''[='=]s story, many players with little-to-no interest in the rest of the ''Battle Network'' series has skipped through this game's story just to get back into the action (if they weren't put off by the game itself).

to:

* PlayTheGameSkipTheStory: Due to this game's BroadStrokes and not covering players who are not familiar with the first events of ''Mega Man Battle Network''[='=]s story, many players with little-to-no interest in the rest of the ''Battle Network'' series has skipped through this game's story just to get back into the action (if they weren't put off by the game itself).itself).
* ThatOneBoss: [=ProtoMan=], who's constantly in player's face for most of the face, teleports towards the player at every opportunity he can get, block nearly every that his thrown at him with his shield and counters it with a shockwave, and every one of his attacks are painful. Even using a Guard chip against him can be countered by [=ProtoMan=]. You'd be forgiven for using the Invis (or similar) chips against him.
* ThatOneLevel: The Bank Comp, which brings back [=QuickMan=] and his infamous OneHitKill lasers from ''VideoGame/MegaMan2'' and their placements in this game will easily catch players off guard and leaving them frustrated. It doesn't help that [=QuickMan=] himself can be a difficult boss to deal with thanks to his fast movement.
Is there an issue? Send a MessageReason:
None


* ComplacentGamingSyndrome: Those who were put off by this game's emphasis on utilizing the battle chips begrudgingly either spent more effort into powering up [=MegaMan=]'s [=MegaBuster=] to make it worthwhile in combat and then blatantly ignore battle chip system altogether unless it provides HP recovery and/or the {{game|breaker}}-breaking chips to cheese through the game.

to:

* ComplacentGamingSyndrome: Those who were put off annoyed by this game's emphasis on utilizing the battle chips begrudgingly either spent more effort into powering up [=MegaMan=]'s [=MegaBuster=] to make it worthwhile in combat and then blatantly ignore battle chip system altogether unless it provides HP recovery and/or use the {{game|breaker}}-breaking chips to cheese through the game.



* GameBreaker: Even in the realm of 2D Metroidvania, some of the battle chips from ''Mega Man Battle Network'' can provide ways to break ''Network Transmission''[='=]s difficulty into pieces.
** The Invis chips and its ilk, which renders [=MegaMan=] invincible to nearly every obstacle and enemies, and unlike [=StoneBod=] and its ilk, players are free to move and attack as they please. One of the earlier variants can be found fairly early into the game and lasts about 3 seconds, but the rare [=PopUp=] chip later into the game can provide this effect for up to ''20'' seconds, and each of these can be stocked up to 5 of each.

to:

* GameBreaker: Even in the realm of 2D psuedo-2D Metroidvania, some of the battle chips from ''Mega Man Battle Network'' can provide ways to break ''Network Transmission''[='=]s difficulty into pieces.
** The Invis chips and its ilk, variants, which renders [=MegaMan=] invincible to nearly every obstacle and enemies, and unlike [=StoneBod=] and its ilk, players are free to move and attack as they please. One of the earlier variants can be found fairly early into the game and lasts about 3 seconds, but the rare [=PopUp=] chip later into the game can provide this effect for up to ''20'' seconds, and each of these can be stocked up to 5 of each.



** Even for players playing the game as intended, the certain Program Advances combinations can easily make short work of bosses.

to:

** Even for players playing the game as intended, the certain Program Advances combinations can easily make short work of bosses. Some Program Advances, such as the Z-Cannon combo, can even provide a buff similar to the [=PopUp=].



* PlayTheGameSkipTheStory: Due to this game's BroadStrokes and not covering players who are not familiar with the first events of ''Mega Man Battle Network''[='=]s story, many players with little-to-no interest in the rest of the ''Battle Network'' series has skipped through this game's story just to get back into the action (if they weren't put of by the game itself).

to:

* PlayTheGameSkipTheStory: Due to this game's BroadStrokes and not covering players who are not familiar with the first events of ''Mega Man Battle Network''[='=]s story, many players with little-to-no interest in the rest of the ''Battle Network'' series has skipped through this game's story just to get back into the action (if they weren't put of off by the game itself).
Is there an issue? Send a MessageReason:
None


** The [=DoubJump=] chip can provide ways to break the platforming exploration of some stages and {{sequence break|ing}} them, provided they have enough chips and MP to pull it off.

to:

** The [=DoubJump=] chip can provide ways to break the platforming and exploration of in some stages and by {{sequence break|ing}} them, provided they have enough chips and MP to pull it off.do so.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CriticalDissonance: The game's [[https://www.metacritic.com/game/gamecube/mega-man-network-transmission review scores]] on Metacritic sits at an average of 65, with a few positive critic reviews being outweighed by average-to-negative ones. The user scores, on the other hand, has given the game more generous reception towards the game.
Is there an issue? Send a MessageReason:
None


** Even for players playing the game as intended, the certain Program Advances combinations can easily short work of bosses.

to:

** Even for players playing the game as intended, the certain Program Advances combinations can easily make short work of bosses.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SugarWiki/AwesomeMusic: The folks at [=SuperSweep=] has composed one an excellent soundtrack for this game that would feel right at home with the classic ''Mega Man'' series. Some of stand-out tracks include [[https://www.youtube.com/watch?v=dUZwqv8SExQ the game's Title Screen music]], [[https://www.youtube.com/watch?v=o_iAmVC5GJs The Den/Global Area theme]], [[https://www.youtube.com/watch?v=4WYrhgc3vvA this remix of Fire Man's stage]] for the Net on Fire stage, [[https://www.youtube.com/watch?v=xh6WRkdypow the Garden Comp theme]], and [[https://www.youtube.com/watch?v=VR-zAFg1Qs0 the Bank Comp theme]], among others.
* ComplacentGamingSyndrome: Those who were put off by this game's emphasis on utilizing the battle chips begrudgingly either spent more effort into powering up [=MegaMan=]'s [=MegaBuster=] to make it worthwhile in combat and then blatantly ignore battle chip system altogether unless it provides HP recovery and/or the {{game|breaker}}-breaking chips to cheese through the game.
* GameBreaker: Even in the realm of 2D Metroidvania, some of the battle chips from ''Mega Man Battle Network'' can provide ways to break ''Network Transmission''[='=]s difficulty into pieces.
** The Invis chips and its ilk, which renders [=MegaMan=] invincible to nearly every obstacle and enemies, and unlike [=StoneBod=] and its ilk, players are free to move and attack as they please. One of the earlier variants can be found fairly early into the game and lasts about 3 seconds, but the rare [=PopUp=] chip later into the game can provide this effect for up to ''20'' seconds, and each of these can be stocked up to 5 of each.
** The [=DoubJump=] chip can provide ways to break the platforming exploration of some stages and {{sequence break|ing}} them, provided they have enough chips and MP to pull it off.
** Even for players playing the game as intended, the certain Program Advances combinations can easily short work of bosses.
* LoveItOrHateIt: The general consensus of this game is mixed between players and critics alike. While some find it an interesting mix of ''Mega Man'' classic gameplay with light Metroidvania exploration elements and a few found enjoyment in experimenting with ''Battle Network'' gameplay, many critics and players has been harshly critical about the game citing it plays nothing like a ''Mega Man'' platformer, the ''Battle Network'' gameplay elements convolutes the gameplay, and claiming the game's visuals looking bland or uninteresting. Some detractors has gone as far as claiming this game is on par, if not worse than the controversial ''VideoGame/MightyNo9'' for similar reasons.
* MisaimedFandom: Players who are not aware of the mainline ''Battle Network'' games and how those games play has came into this game expecting a traditional ''Mega Man'' side-scroller ended up being irritated by the gameplay mechanics derived from the former, decrying how the mix of two gameplay styles do not mix well.
* PlayTheGameSkipTheStory: Due to this game's BroadStrokes and not covering players who are not familiar with the first events of ''Mega Man Battle Network''[='=]s story, many players with little-to-no interest in the rest of the ''Battle Network'' series has skipped through this game's story just to get back into the action (if they weren't put of by the game itself).

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