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1[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/megamannetworktransmission_cover.png]]
2''Mega Man Network Transmission'' is a SpinOff Platformer video game developed by Creator/{{ARIKA}} and published by Creator/{{Capcom}} exclusively for the Platform/NintendoGameCube in 2003. It serves as an {{interquel}} taking place between the events of the [[VideoGame/MegaManBattleNetwork1 first]] and [[VideoGame/MegaManBattleNetwork2 second]] ''VideoGame/MegaManBattleNetwork'' games.
3
4One month later after Lan Hikari and his [=NetNavi=] [=MegaMan=] defeated WWW and foiled their plans in the first game, the duo were enjoying the peace they help brought until news broke out that a new "Zero Virus" is running rampant throughout the Internet and infecting user's [=NetNavis=]. Soon afterwards, Lan received a concerning E-mail from his classmate Mayl Sakurai, informing him that [=Roll=] hasn't returned from her errands. From there, the duo began to investigate the cause of the recent viral outbreak and who's responsible for it while searching for a way to treat the infected [=NetNavis=] (and for Lan, make good on his opportunity to get out of homework).
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6Whereas the main ''Battle Network'' series are [=RPGs=], ''Network Transmission'' harkens back to ''Franchise/MegaMan'''s 2D side-scrolling roots while mixing in some elements from the ''Battle Network'' games. Lan can jack [=MegaMan=] in to various places with an Internet connection in ACDC Town where [=MegaMan=] can run, jump, shoot, and slide à la classic ''VideoGame/{{Mega Man|Classic}}'', however, [=MegaMan=]'s own [=MegaBuster=] is nowhere as powerful as the original Blue Bomber's (until later on) and instead combat is focused on using battle chips. Whenever [=MegaMan=] enters a stage or the Custom Gauge is filled, players can draw a certain number of battle chips constructed from a deck, which they can be used to attack enemies, heal you, repair the terrain, render yourself impervious to the enemy's attacks, or call in other [=NetNavis=] to assist in battle, and like in ''Battle Network'' games, certain battle chips can be combined to create devastatingly powerful combos. Battle chips can be found either throughout the game through enemy drops, collecting data cubes, or purchasing from shops in the real and virtual worlds. The game features sprawling levels that encourages exploration to find items strewn about such as data cubes, loose zenny, and power-ups that can increase [=MegaMan=]'s fighting capabilities.
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8This game's storyline was loosely adapted into the ''[[Anime/MegaManNTWarrior Rockman Beast+]]'' anime series.
9
10!!Trope routine, set! Execute in 2.5D!
11* OneUp: In this game, [=BckupChp=]s extends how many lives [=MegaMan=] can start out with when entering the cyberworld.
12* TwoAndAHalfD: The game uses 3D graphics but ''Network Transmission''[='=]s gameplay is 2D like in the classic ''Mega Man'' games.
13* AntiFrustrationFeatures:
14** Players can jack out of a stage at any time without losing any of the items they have collected as long as [=MegaMan=] is not in a boss battle and while he's grounded. Lan will also advise [=MegaMan=] to jack out before he runs out of Backups (i.e. lives).
15** By setting a "Default Chip" in their folder with the Z button, players can guarantee getting the desired chip between draws, but they are limited to how much MB the Default Chip can use until they can gather some [=RegUP=]s to raise this limit.
16** Each chip has a finite number of uses while in the cyberworld, however, if players have other spare chips to use, they can construct a new folder of chips at the expensive of waiting for the Custom Gauge to recharge and draw chips again.
17** The Net Battle Simulator at the Park features rematches with many of the game's bosses after beating them the first time to ensure the players are not screwed from getting certain chip drops from them. The only exception to this is [[spoiler:Zero]], whose Navi chip can be earned by finding [[spoiler:the Zero Virus's source code]] before fighting him.
18* ArmCannon: Apart from [=MegaMan=]'s trademark [=MegaBuster=], certain weapon chips such as the Cannon, Shotgun, and V-Shot will turn [=MegaMan=]'s arm into a cannon.
19* ArmsDealer: Higsby and his [=NetNavi=] [=NumberMan=] sells battle chips and other beneficial items to Lan and [=MegaMan=] in the real world and cyberworld, respectively.
20* AssistCharacter: [=Roll=] and the boss [=NetNavis=] can be called by [=MegaMan=] by using their respective Navi chips where they will perform a special attack against enemies and retreat afterwards.
21* AsteroidsMonster: The Puffy mini-boss in Water Works Comp 3, a giant-sized version of the [=MiniPuffy=] that breaks up into four smaller Puffies and said smaller Puffies break up into four even tinier Puffies.
22* AttractMode: If players wait long enough at the TitleScreen, the game will play a short gameplay demo of the Outnet, Net on Fire, and Garden Comp stages. In the Japanese version, however, a short clip of the anime series' first opening credits can be seen as well.
23* BigBad: In this game, it's [[spoiler:the Professor]], an assistant of Dr. Wily who sought to pick up where he failed with the help of the Zero Virus.
24* BigDamnHeroes: One happens at the climax of the game: [[spoiler:just as [=MegaMan=] is surrounded by Scuttlests, but Mayl, Dex, Yai, Chaud, and Higsby along with Roll, [=GutsMan=], and [=ProtoMan=] arrive on the scene to hold off the horde of viruses and Roll gives [=MegaMan=] a last second HP and chip recovery before taking on [=LifeVirusR=]]].
25* BladeBelowTheShoulder: The Sword chips and its variants will turn [=MegaMan=]'s hand into an armblade like in the ''Battle Network'' games. Some variants can slice horizontally or vertically, and Sword chips variants come with elemental properties. [=ProtoMan=] [[spoiler:and Zero]] can also use an armblade.
26* BlindIdiotTranslation: The game's English release has some spelling errors and typos due to being translated in-house by Capcom themselves. Some sentences are lacking punctuation to separate some words, causing some lines of dialogue to run off into another. One line from an e-mail by Dex and some of the dialogue in "alternate" ending has been hit with grammatical errors.
27* BottomlessPits: Similarly to the classic ''Mega Man'' games, some stages will feature bottomless pits and falling into one is certain death.
28* BookEnds: The game's story begins with Lan feeling bored at home but happy about the peace that he and [=MegaMan=] brought after stopping WWW's schemes from the first game, followed taking advantage of Mayl's request to help her find Roll as an excuse get out of doing homework, much to [=MegaMan=]'s chagrin. [[spoiler:The game closes in a similar fashion, with Lan being bored at home but happy with the peace he and [=MegaMan=] brought back after stopping the Professor's attempts to pick up where Dr. Wily left off, followed by Lan overhearing his mom having problems with the oven not working when she was making deserts. Lan, again, uses the opportunity to jack into it to fix it as an excuse to hold off studying for an upcoming school test.]]
29* BossRush: One happens just before the actual final boss battle takes place, [[spoiler:the Professor]] sics "upgraded" [[SendInTheClones clones]] of [=FireMan=], [=GutsMan=], [=NeedleMan=], [=IceMan=], [=BrightMan=], [=QuickMan=], [=ColorMan=], and [=ElecMan=] at [=MegaMan=] back-to-back, only for Lan and [=MegaMan=] to come up on top and prove the fakes are nothing compared to the originals.
30* BroadStrokes: Despite taking place after the events of the first game, the events of that game are very lightly touched upon in this game as a follow-up to its story.
31* BuildLikeAnEgyptian: The Legendary WWW Area, an {{ancient Egypt}}ian ruins stage filled with elaborate traps using spikes and/or crumbling platforms that give way upon standing on them, and it is also the home of [=PharohMan=].
32* CallForward: In the ending, Lan reads an article about how armors can only go so far and how fighting styles themselves have to change in order to keep up with new virus types, referencing the Style Change system of the second and third game.
33* CasinoPark: The Arcade Comp stage takes place in a casino/amusement park area, complete with roulette wheels, playing cards, bouncy bumpers, and checkerboard patterns. There's a small section that features a slots machine where players can gamble 500 zenny for a chance to get a battle chip.
34* ChargedAttack: The Hold-type; [=MegaMan=]'s [=MegaBuster=] lacks this ability at first, but once players spend [=PowerUP=]s on its Charge stat, they can use a charge shot à la classic ''Mega Man''. The charge time for a fully-charged is ''very'' slow, but increasing the Charge stat even further can speed up the charging time considerably.
35* ClimaxBoss: The true source of the Zero Virus is encountered and fought in the depths of the Zero Account, which will only be accessible once Lan and [=MegaMan=] fight their way through no less than three sequential dungeons and the bosses that rule them.
36* CollisionDamage: Just like in other ''Mega Man'' side-scrollers, coming into contact with an enemy will hurt [=MegaMan=].
37* ColourCodedForYourConvenience: Some of the items found in the game uses color-coding to differentiate their value/importance.
38** Data cubes come in four colors: green data cubes can contain a randomized chip or zennys but can respawn between visits of the stage unlike the others; blue data cubes have pre-determined items and some can contain valuable items such as [=HPMemory=] or chips; purple data cubes are locked and require an Unlocker (which can be purchased from Higsby's shop) to obtain their contents, but often holds pre-determined power-ups similarly to the blue ones or rarer chips; and yellow data cubes are important key items required to advance further into the game.
39** Zenny coins come in three colors: bronze are worth 50 zenny, silver are worth 150 zenny, and gold are worth 500 zenny.
40* CombinationAttack: Certain Program Advance {{Limit Break}}s feature [=MegaMan=] teaming up with another [=NetNavi=].
41** By combining Guard + [=DashAtk=] + [=GutsMan=], [=GutsMan=] appears to use [=MegaMan=] to deal GrievousHarmWithABody by turning him into a FastballSpecial.
42** By combining [=CustSwrd + VarSwrd + ProtoMan=], [=MegaMan=] teams up with [=ProtoMan=] for a team up attack.
43** Combining [=HiGuard=] + [[spoiler:Z-Saber]] + [[spoiler:Zero]] together will have [=MegaMan=] and [[spoiler:Zero]] team up for a powerful counterattack.
44* {{Combos}}: By combining three certain chips together in a specific order, the chip combination will give [=MegaMan=] the ability to perform a Program Advance, combining the three chips to perform powerful attacks and sometimes grant him buffs. The Z-Cannon for example, which combines Cannon + [=HiCannon=] + [=M-Cannon=], gives [=MegaMan=] temporary invisibility and unlimited M-Cannon shots. There are 14 possible Program Advances in this game.
45* CosmeticAward: With the completion of any BossBattle against a Navi in the story, a figurine of that boss will appear in Lan's room. While they individually are quite small, by the time Lan's collected all sixteen of them they've taken up quite a lot of space.
46* {{Cyberspace}}: Outside of Lan's room and looking at the map of ACDC Town, the entire game takes place in the cyberworld, however, some stage areas can have their own unique stage themes such as [=PowerPlant=], Bank, and Garden Comp areas, while some others are deliberate graphical representations of computer hardware (e.g. the Global Area) or the Internet (e.g. Outernet, Undernet).
47* DashAttack: The aptly-named [=DashAtk=] chip, which [=MegaMan=] puts on a Birdy helmet and charges into enemies in front of him. [=QuickMan=] also uses a dash attack his primary attack.
48* DeflectorShields: Some of the later enemies in the game such as the Yart and their kin as well the Scutz enemies found in the Undernet are protected by an elemental shield that is impervious to any attack other than elemental attacks that can break their damage threshold or the element they're weak to. [=MegaMan=] can gain -Aura suffix chips that grant a similar effect. The Barrier chip also provides a deflector ship that can grant immunity to one attack.
49* DenialOfDiagonalAttack: Played straight with [=MegaMan=]'s [=MegaBuster=] and some weapon chips such as the Cannon and Shotgun types, however, there are some chips such as the 3-Way that fire a 3-way spread shot. The V-Shot and similar chips can attack enemies lined up diagonally in a row.
50* DoubleJump: There's a battle chip that can grant this ability, but despite its name, it can allow [=MegaMan=] to jump ''multiple'' (up to 10) times in the air as long as he has the MP and chip stock to pull it off.
51* EarlyGameHell: Players who are not versed in ''Battle Network''[='=]s combat system will likely find themselves struggling with dealing damage to enemies with just the [=MegaBuster=] alone, along with the limited supply of chips on hand from the beginning and [=MegaMan=]'s low HP/MP stats. Then there are the game's first two bosses, [=FireMan=] and [=GutsMan=], whom can deal a lot of damage to players with their attacks early into the game, while [=GutsMan=]'s [=GutsPunch=] and [=GutsQuake=] attacks are swift and brutal unlike his classic counterpart.
52* ElementalRockPaperScissors: Similar to the mainline ''Battle Network'' games, [[PlayingWithFire Fire]] beats [[GreenThumb Wood]], Wood beats [[ShockAndAwe Elec]], Elec beats [[MakingASplash Water]], and Water beats Fire.
53* EmergencyEnergyTank: The Recov chips can heal [=MegaMan=]'s HP by a fixed amount while the Mini/Half/[=FullEnrg=] sub-chips heals by a percentage of maximum HP (Mini: 20%; Half: 50%; Full: 100%). [=MPCharge=] similarly recovers all of [=MegaMan=]'s MP.
54* EnergyWeapon: Apart from the various energy-based weapons players and some enemies and bosses can use, the Bank Comp stage features the instant death lasers from Quick Man's own stage from ''VideoGame/MegaMan2''.
55* EternalEngine: The [=PowerPlant=] Comp stage, an electrical power plant area that is identical to Elec Man's stage from the first ''Mega Man'' game, right down to having the electric beam traps from that game.
56* ExtremeGraphicalRepresentation: This being ''Battle Network'', this is par for the course, but this game manages to bring the cyberworld representation into 2.5D.
57* EyeCatch: At the end of each stage or beating the bosses in the Net Battle Simulator, players are treated with an eye catch image from the game, which changes the further players get into the game.
58* FireIceLightning: The Fire, Water (which is sometimes involves Ice), and Elec elemental, and this game also features [=FireMan=], [=IceMan=], and [=ElecMan=].
59* FixedDamageAttack: Every attack from the player, as well as attacks from enemy and bosses deals a fixed amount of damage. The offensive chips the player can use also shows how much base damage they can deal to enemies. Stage hazards such as spikes deal a fixed amount of damage, and unlike the classic ''Mega Man'' games, they won't instantly kill the player if they have enough HP to survive the damage.
60* ForcedTutorial: The first thing players are greeted with when entering the cyberworld at the beginning of the game are Lan and [=MegaMan=] teaching players how to use the battle chips to combat the enemies and some advice on how to use some of the situational ones such as V-Shot to take down groups of enemies all at once.
61* GameplayGrading: This game carries over the Virus Busting Level grading system from the ''Battle Network'' games, but as a hidden grading system when fighting stage enemies. The Net Battle Simulator, however, keeps a record of your highest Virus Busting Level for the [=NetNavi=] bosses. Players are graded based on how quickly they defeated the enemy/boss and how many hits where taken, if at all, and the overall Busting Level determines the which chips can be dropped. From highest From lowest to highest: 4, 6, 7, 9, and S.
62* GenreThrowback: ''Network Transmission'' is one to ''VideoGame/MegaManClassic'', and features many elements done in the classic style.
63** [=MegaMan=]'s jumping physics imitate classic Mega Man and he even has a similar animation.
64** The game uses a simplistic visual style that evokes the look of earlier 8-bit games while using 3D graphics.
65** Some stages are overt duplications of classic ''Mega Man'' Robot Master levels, featuring their familiar (and sometimes infamous) stage hazards.
66** Some of the game's music are also remixes of stage themes of certain Robot Masters ("Net on Fire" is a remix of Fire Man's stage).
67** Numerous viruses in the game are directly adapted from classic mechaniloids, such as Sniper Joe and Heavy Joe.
68* GravityScrew: The Strange Grav Area stage features the gravity flipping mechanism from [=GravityMan=]'s namesake Robot Master stage in ''VideoGame/MegaMan5'', along with "G" blocks that increases gravity when underneath them. The No Grav Area stage has low gravity à la [=StarMan=]'s stage from the same game.
69* GrievousHarmWithABody: By combining Guard + [=DashAtk=] + [=GutsMan=], [=GutsMan=] grabs [=MegaMan=] and then [[FastballSpecial hurls him at his opponent]]. Despite being thrown right into an enemy, [=MegaMan=] doesn't take any damage himself during the attack.
70* HeartContainer: The [=HPMemory=] increases [=MegaMan=]'s maximum HP, while [=MemUP=] similarly raises his maximum MP and [=RegUP=] raises the capacity limit for setting a Default Chip by 8 MB. All of these items can be found in certain blue/purple data cubes scattered throughout the game, while some of the [=HPMemories=] and [=MemUP=]s can be purchased from [=NumberMan=]'s shop in the Outer Net after a certain point in the game.
71* HoistByHisOwnPetard: Throughout the game, the BigBad of this game has been using the Zero Virus to fuel his schemes [[spoiler:only for it to backfire in the "true" ending route after the [=LifeVirusR=] was defeated by Lan and [=MegaMan=], giving Zero the opportunity to use the existing viruses to track him down and an authority figure from The Center to arrest the Professor]].
72* HPToOne: Getting hit by the bubbles dropped by [[spoiler:[=LifeVirusR=]'s second form]] will bring [=MegaMan=]'s HP to 1 in an attempt to kill him off via CollisionDamage.
73* InformedEquipment: [=MegaMan=] can outfit himself with different elemental armors to cut their respective elemental damage by half, but they do not change his outward appearance.
74* {{Interquel}}: ''Network Transmission'''s story takes place after the first ''Battle Network'' ended and leads into where the second game would follow.
75* InvisibilityCloak: The Invis chips as well as the [=DropDown=] and [=PopUp=] chips, which not only turns [=MegaMan=] partially invisible, it also renders him {{invincib|ilityPowerUp}}le to enemy attacks and stage hazards, but unlike [=StoneBod=] and its variants, he can freely move and attack while invisible.
76* LethalLavaLand: The Net on Fire stage, which was Den Area 3 until [=FireMan=] was attempting to burn the place to cinders complete with lethal lava is flooding the area and many references to Fire Man's own stage from the first ''VideoGame/MegaMan1'' game. Once [=FireMan=] has been beaten, Den Area 3 returns to normal as the fire has died down and the lava is cleared up.
77* LifeMeter: The HP meter, represented by the yellow meter to gauge [=MegaMan=]'s HP.
78* LockedDoor: Various places in the cyberworld are gated off by security cubes and most of them requires a specific [=LnkCode=] to unlock them, some of which can only be found lost in certain areas or given out as the story advances.
79* TheLostWoods: The Garden Comp stage's first half, resembling a sprawling forest with lots of tall grass obscuring some of the game's enemies. The later half, however, is opened-ended and littered with FungusHumongous.
80* LuckilyMyShieldWillProtectMe: The Guard, [=ShldGard=], and [=HiGuard=] chips will have [=MegaMan=] pull up a shield in front of him for a brief period of time, and if the opponent's attack connects, [[AttackReflector it coverts their attack into a shockwave]] that hurts them in return. The {{shield|BearingMook}}-bearing [=SniperJoe=] enemies from the classic ''Mega Man'' games make an appearance in this game, and some bosses such as [=BrightMan=] and [=ProtoMan=] can pull a shield of their own and counterattack the player.
81* MagikarpPower: [=MegaMan=]'s [=MegaBuster=] starts out woefully weak early in the game to encourage players to use the chips to fight enemies similarly to the mainline ''Battle Network'' games, and like those games, collecting [=PowerUP=]s can upgrade the [=MegaBuster=]'s Attack (attack power), Rapid (number of on-screen bullets), and Charge (enables the charge shot and increases charge speed) stats, turning it into a capable weapon that can deal a moderate amount of damage.
82* ManaMeter: The MP meter, which is represented by the green meter and is consumed when using battle chips.
83* MarketBasedTitle: The game was originally called ''Rockman.EXE Transmission'' in the Japanese release.
84* MercyInvincibility: Taking a hit from enemy attacks or stage hazard will provide brief invincibility frames complete with FlashOfPain, but unlike most ''Mega Man'' games, the i-frames are very short in this game. Bosses also have mercy invincibility frames whenever they're struck by an offensive chip, but not when shot by the [=MegaBuster=].
85* MetalSlime: In a certain area in the Legendary WWW Area, [=MegaMan=] can fight against a dog-like Mole/[=Mole2=], a rare enemy with a lot of HP that pops up of different spots in the room and will only appear for a certain amount of time before running away. Successfully defeating the brown-colored Mole can reward a [=Recov300=], the strongest Recov chip, while its pink counterpart rewards the [=PopUp=] chip, the strongest Invis type chip.
86* MoneySpider: Defeating enemies can sometimes reward zenny coins of varying value.
87* MultipleEndings: Players can either receive an "alternate" ending if they did not pick up [[spoiler:the Zero Virus's source code]] before fighting [[spoiler:Zero]] and renders his Navi chip unobtainable. Conversely, getting this item beforehand will put players on the path of the game's "true" ending.
88* MythologyGag: Many areas and enemies are based directly on Classic stages and mechaniloids.
89* NeverRecycleYourSchemes: Played with. [[spoiler:The Professor's ultimate endgame was to rebuild the Life Virus and start up a war, recycling Wily's plan from the first game. He even vows that he'll just try and make it again once you beat the new Life Virus.]]
90* NonElemental: The Neutral Element, which has no advantage or disadvantage against the other four elements.
91* NostalgiaLevel: The Blazing Internet and Bank stages are clear throwbacks to the [[VideoGame/MegaManClassic classic Fire Man and Quick Man stages]].
92* NotWorthKilling: [[spoiler:Unlike other encounters where you can win against Bass, this fight ends with Bass only taking some ClothingDamage in losing his cloak. He decides not to bother after this and lets [=MegaMan=] go.]]
93* OffScreenVillainDarkMatter: Averted in comparison to the rest of the series. [[spoiler:The Professor recovered Zero and the virus from the remains of WWW on his own. His scheme for the entire first half of the game was about getting the cash through fake vaccine sales to fund remaking the Life Virus.]]
94* OptionalBoss:
95** If players managed to get every Navi chip in the game, the player will be greeted with a new e-mail by Mayl about a rumor of a lost area in Den Area 3, which will lead them into a boss battle with [[spoiler:Bass]].
96** The game fakes you out at one point where it makes it seem like you're about to fight Protoman and Chaud, but the heroes avoid PoorCommunicationKills for once and just talk it out. Afterwards you can go back and challenge Protoman to a proper battle, but it isn't required to beat him to complete the game.
97* PaletteSwap: Some common enemies can be found from one place early in the game with stronger variants later with a different color palette, which also applies to the chips based off them.
98* PermanentlyMissableContent: If players did not find [[spoiler:the Zero Virus's source code]] before fighting the ClimaxBoss, then neither his Navi chip nor the good ending will become available to the heroes.
99* PreviouslyOn: The game opens with Lan and [=MegaMan=] battling the [=LifeVirus=] and ultimately putting an end to WWW's schemes, followed by text explaining how they were enjoying the peace they brought.
100* PointAndClickMap: From Lan's room, selecting the Map from the PET menu will present a point-and-click map of ACDC Town where he can jack in [=MegaMan=] to various places to explore the cyberworld, visit Higsby's shop, or enter the Net Battle Simulator.
101* PointOfNoReturn: Lan and [=MegaMan=] will warn the player the link that leads into the game's final bosses in the Undernet will not allow them to jack out from that point onward.
102* PowerCopying: Unlike the classic ''Mega Man'' games, players are not limited to gaining only signature moves from bosses in this game (although their signature attack or assist attack can be dropped), but players can obtain chips from enemies and use their attacks as well.
103* RareRandomDrop: Similar to the ''Battle Network'' games, defeating enemies can sometimes either reward players with zenny or their chip based on their performance. Chip drops from bosses are also determined by the player's performance, which can net them either their weapon chip that [=MegaMan=] can use (e.g. [=IceMan=]'s Ice Slasher, [=GutsMan=]'s Guts Punch) or their Navi chips. Green data cubes can also have randomized loot between visits and their contents vary depending on the stage.
104* RealTimeWeaponChange: Similarly to some of the later side-scrolling ''Mega Man'' games, players can cycle between the five drawn chips in real-time with the L and R buttons, however, players can also press the Stand-By button (X button by default) to pause the game and cycle between chips.
105* RuinsForRuinsSake: The Old Area stage, which takes place an in ancient ruins not unlike Sword Man's stage from ''VideoGame/MegaMan8'' and even hosts his [=NetNavi=] AlternateSelf.
106* SinisterSubway: The second half of the Vacant WWW Comp stage, taking place in an abandoned and dilapidated subway station crawling with Rattys, Spookies (when triggering the alarm systems), and Snappers. [=ShadowMan=] also resides in this stage.
107* SlippySlideyIceWorld: The later sections of the [=WaterWorks=] Comp, which has been frozen off by [=IceMan=] and turning it into a Winter Wonderland on the Internet, complete with [[FrictionlessIce slippery frictionless ice and snow]] from Ice Man's own stage from the first ''Mega Man'' game.
108* SmartBomb: [=GravityMan=]'s Navi chip has him instantly delete smaller viruses on screen.
109* SNKBoss: [=ProtoMan=], unlike the other bosses, can hit like a truck with his attacks, instantly teleport in [=MegaMan=]'s general direction, and any attempts to attack him will have him teleport and retaliate or use his own shield to counter it with a shockwave.
110* SpaceZone: The [=NoGrav=] Area takes place in space similarly to Star Man's stage from ''Mega Man 5'', complete with [[GravityScrew low gravity]] platforming, space ship viruses, and [=StarMan=] as the boss.
111* SpikesOfDoom: Present in this game similarly to classic ''Mega Man'' side-scrollers, however, unlike those games, they are not a OneHitKO if players touches them, instead they deal a high amount of damage if they have enough HP to survive.
112* StockSoundEffects: The sound of [=MegaMan=]'s Cannon charging sound from the opening FMV uses this [[https://youtu.be/HquobsT6iWg?t=53 this DeLorean]] TimeTravel sound effect from ''Franchise/BackToTheFuture'', and some [=NetNavis=] such [=NeedleMan=] uses this sound effect their introduction [=FMVs=].
113* TakenForGranite: The [=StoneBod=] chip will have [=MegaMan=] turn himself into stone to become invulnerable to enemy attacks, but he cannot move or attack while petrified. [=IronBody=] and [=MetalBdy=] does the same thing but with iron and metal instead respectively.
114* ToBeContinued: After TheStinger from the game's true ending, players are greeted with the text: "To Be Continued...In [=MegaMan=] Battle Network 2".
115* ThisCannotBe: This game's BigBad reaction to [=MegaMan=] defeating [[spoiler:[=LifeVirusR=]]].
116* TheVeryDefinitelyFinalDungeon: The Undernet, the darkest recesses of the Internet which serves as the final area of the game and where [[spoiler:the Professor]] resides.
117* VideoGameLives: Unlike the main games of the ''Battle Network'' series, [=MegaMan=] will start with a handful of extra lives whenever he jacks-in to the cyberworld. On top of that, distributed throughout the stages are a handful of collectible backup chips, which will not only give [=MegaMan=] a OneUp but permanently raise the total capacity of his lives.
118* VideoGameSliding: [=MegaMan=] can slide on the ground just like in the classic ''Mega Man'' games, which can be used to slide under some enemy attacks and obstacles or slide through narrow gaps.

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