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Video Game / Mega Man Battle Network 3: White and Blue

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Mega Man Battle Network 3 is a video game created by Capcom for the Game Boy Advance in 2003. It's the third installment in the Mega Man Battle Network series. It was originally released as a stand alone game in Japan, until an Updated Re-release was made (called Black), which featured different exclusive chips, bosses, and bugfixes. The original and Black were both localized as White and Blue respectively for international releases.

Sometime after the previous game, Dr. Wily reforms the WWW organisation and seeks to release Alpha, an evil prototype version of the internet. But he needs to find TetraCodes (passwords) to accomplish that. Lan and MegaMan.EXE take part in the N1 Grand Prix and eventually stop him.


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This game provides examples of:

  • Aborted Arc: The N1 Grand Prix Tournament Arc comprises a fair amount of game time and goes all the way up to the semi-finals. Then, with The Reveal that WWW was behind it all, the tournament is called off.
  • Adult Fear: Mamoru nearly dying as a result of complications when the hospital equipment fails during a malware attack. Imagine how helpless you must feel when you're an accomplished Netbattler and your new friend is dying as a result of a problem you can't fix by simple application of NetNavi abilities. Imagine how you must feel when said new friend is dying the same way your late brother did.
  • Artificial Brilliance: The Navis in this game are smart.
    • KingMan will use "Plan B" to change the layout of his chess pieces depending on how you're fighting. If you keep breaking his pieces, he'll summon a Rook to defend himself with very high HP; if you stay in the back row out of range of his Pawns, he'll Area Grab you and move the pawns forward a column; if you use wind chips to push the Pawns back or trick his Knight into jumping into a hole, he'll swap out one of the Pawns for a second Knight. He'll also keep respawn his Knights if you keep using the hole trick.
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    • GutsMan will smash your area twice to lock you into one panel, then just stay in the same row as you and start throwing Rocket Punch attacks now that you can't dodge. He'll also counter your Area Grab by Area Grabbing you right back.
    • BubbleMan, true to his Dirty Coward tendencies, employs a rock and a constant stream of bubbles from his middle panel to block your attacks on him. Then when weak he'll start using a barrier for further defense.
  • The Bus Came Back: Sean visits Yuichiro when he's hospitalized, commenting on how he's working to redeem himself from his deeds as Gospel's leader. At the very end he's able to reach out for Lan in a time of need as Lan once did for him. And then Sean is never seen again.
  • Chekhov's Boomerang: Lan's PET gets a case upgrade early on, making it more durable. This comes in handy at least twice in the same game: first, he throws it at someone as a distraction, and not only is it effective, but Mega Man isn't affected at all by it, and later, Lan jumps in the ocean with the PET, which doesn't take water damage in the process. There are a few times the PET is treated a bit roughly in the next game, but it seems to weather those just fine except when someone is aiming to cause damage.
  • Chekhov's Gun: There's a mysterious artifact in plain view but out of reach at Scilab's cyberworld. That's Alpha, the final boss of the game.
  • Disc-One Nuke: With a good busting level and a bit of luck, it's possible to obtain a Cannon C in ACDC area on your first visit, giving you the chips to do the Z-Cannon Program Advance before the first boss.
  • Disney Death: MegaMan is absorbed into Alpha after the final battle and, after a sad farewell speech, ejects Lan out. After the credits roll, however, it is revealed Yuichiro managed to get his son out of that mess after all.
  • Dressing as the Enemy: Well, not exactly "dressing". MegaMan actually can run a program that sort of makes him "feel" evil, so that the navis in the Undernet think he's one of them, without MegaMan actually changing shape. (You'd think they'd recognize the Navi model of the guy who busted up Gospel's Undernet-based dealings a year ago, but eh.) He's actually generating an evil aura, and in later games, the program can allow free use of Dark chips. The malevolent presence wards off suspicion like nobody's business. In Network Transmission, however, he ends up needing to cop an attitude like NeedleMan to convince the guard he's badass enough to get into the Undernet.
  • Guide Dang It!: Though the series as a whole expresses this trope to varying extents, Battle Network 3 is most unkind to players without a guide.
    • As the pioneer of the Navi Customizer system, Battle Network 3 has a lot of hidden information regarding its systems, especially when the ModTools come into play. Compression codes can reduce the size of your programs to make them fit better. You'll need to use error codes to force the Navi Customizer to work with a colored part that MegaMan's style isn't compatible with. And when the Customizer reports no issues, you get the opportunity to input a code to grant an additional boon on top of that (with some side effects for some codes). The game's BBS posts can clue the player in to some Error Codes or Extra Codes, but for everything else not elaborated in the game, it's located either in the manual, hidden in side material, etc.
    • Several chips have additional requirements to obtain. Several Standard chips require you to S-Rank viruses in record time while using Custom Style. V4 Navi Chips can only be obtained if you S-Rank bosses under 20 seconds while using Team Style. You're not told about these until you've obtained and chose to keep these Styles yourself, and if you currently lack either when you need to complete a library, it's back to grinding Styles until you get the right one.
    • V3 Navi encounters are located in places unrelated to where you found their V2 selves, so either take the guide or scour around the net blind. BubbleMan and DarkMan V3 only appear as a random encounter if you fulfill an additional unmentioned condition. BubbleMan only shows up if you're at low health, and DarkMan only appears if you have a bug in your Navicust.
    • The "Legendary Tomes" sidequest operates like a standard Fetch Quest with a neat reward at the end, but if you follow the hints you're given during the sidequest you can claim the treasure for yourself (which is an enormous amount of money). However, deciphering the tomes only gets you a series of blocks that don't make sense. Turns out whatever they're spelling is still in Japanese so it's difficult to work out the final step towards the treasure. And if you turn the quest in before reaping the treasure you won't get to claim it for yourself.
    • Thought there's no more content after beating the Time Trials? Return to the title screen, ensure you have five stars note , and input a code which crams these stars together. You've now unlocked the Omega Navis, which are the game's bosses tuned up to another difficulty rank. Beating them and listing that last Program Advance (which is only possible after unlocking the Omega Navis) unlocks the True Final Boss before you can really consider 100% Completion for this game.
  • Hard Work Hardly Works: Tora lets on that Chaud spends ten hours a day training. Guess who's smacking who around on a regular basis. (On the other hand, while Lan consistently outclasses Chaud, Chaud does outclass virtually everyone else.)
  • Heroic BSoD: Lan gets a nasty case of it after discovering that Mr. Match tricked him into firebombing Sci Lab, endangering his own father's life. He locks himself up for several days, skips school, and refuses to talk to his friends about anything.
  • Hero on Hiatus: After the FlashMan incident, MegaMan begins to glitch and eventually has to be put in a Sub-PET with limited functionality while Lan's dad repairs the main PET, and the limited functionality includes inability to jack into the net. The glitches have no significant impact on gameplay and the repairs are done overnight with no significant plot events happening while MegaMan is out of action.
  • Hopeless Boss Fight: The first battle with Bass. Unlike normal battles, his aura can't be dispelled in this fight and thus he's invincible, and you just have to let him beat you.
  • Horrible Judge of Character: SciLab hires Mr. Match and lets him walk around the building and access all their computers without question. Match, who was a member of WWW in the first game, and it's public knowledge by this point that WWW has resurfaced and is attacking the internet in various areas. No prizes for guessing what ends up happening.
  • Imperial Stormtrooper Marksmanship Academy: The tanks. Lan manages to dodge machinegun fire by simply dancing back and forth.
  • Infinity +1 Sword:
    • The Giga Chip Folder Back in Blue is by far THE most powerful battlechip in the entire series. It is literally a Reset Button for your entire folder, allowing you to reuse ALL chips and ALL Program Advances INFINITELY without ever running out. There's a good reason why it's set to 99 bits of memory and un-equippable as one of your preloaded chips even with the most Navi Customizer buffs added to increase Megaman's memory capacity, otherwise the whole game would be broken.
    • White instead gets Navi Recycle, which reloads the previous Navi Chip you used with all the attack boosts it had. It too can potentially make short work of the post-game challenges.
    • When it comes to Navicust programs, nothing beats the HubBatch. Accessible only in the Bonus Dungeon and hidden behind a grueling 20-round battle, the humble 3x3 program carries the features of at least eight different programs at once. It requires an Error Code to even run and has a bug that halves your maximum HP attached, but lowered maximum HP is a small cost for this much efficiency.
  • Informed Attribute: The end-game reveals technology that allows humans to send their brainwaves into the cyber world as an avatar, and then WWW's members reveal "Full Synchro", which lets their digital avatar merge with their Navi to improve operational efficiency. In practice this just means you're fighting a stronger version of their Navi with no new powers or techniques, and it's just the same powered-up form you may have already faced as ghost data. Further, when Lan and MegaMan use Full Synchro, there is no change in gameplay. The later games would make Full Synchro a game mechanic, while excising the story behind how it's even possible.
  • Insurmountable Waist-High Fence: The bath in the Ura Inn has a small pile of buckets that block you from getting to the rock pile in the back of the area. These buckets are finally removed in the late game to reveal the rock pile is concealing an elevator leading to the server for the Undernet.
  • Lame Pun Reaction: There is a recycle canister with a kangaroo shape. In game text? "(used for recycling cans) maybe we should call it the CANgaroo? ... We apologize for that last joke. It wasn't punny at all." The game apologizes for a pun, even if it is making another pun in the process.
  • Law of Conservation of Detail: That random guy with the green coat and glasses who inexplicably keeps appearing? He has a unique sprite, so you know he's someone important. He's Dr. Cossack, the creator of Bass.
  • Littlest Cancer Patient: Mamoru, complete with Incurable Cough of Death, who suffers from the same heart condition as MegaMan back when he was Hub Hikari. He's also the operator of Serenade and owner of the Undernet.
  • Loophole Abuse: Three Navis in the game will let you play a game of chance to win Zenny, but after beating them four rounds in a row they complain you've bankrupted them and they'll never play you again. But if you quit after three wins, you keep your money you won so far and they'll play you again no problem; you can do this over and over to farm money, as long as you don't proceed to the fourth round.
  • Luck-Based Mission: There are a handful of shady Normal Navis loitering in Squares around that will challenge you to a gambling game, in which Mega has a 1-in-X chance (2 to 4, depending on which Navi) of doubling his bets. It is technically possible to clean these three Navis out entirely, but the chances are remarkably low (if you're using an emulator with save states, on the other hand, it becomes ridiculously easy). This is one Gold Saucer most people aren't Sidetracked By.
  • Morton's Fork: Boss battles with KingMan have a Knight that keeps trying to jump on top of you and two Pawns who will use Longsword attacks and move up and down his front column to block your attacks. If you try to stay out of range of the Pawns, eventually he'll Area Grab you and the Pawns move in, giving you no room to avoid them. If you try destroying the Pawns with breaking attacks, eventually KingMan will use "Plan B", swapping out the Pawns for a Rook that moves to shield him and has much higher HP than the Pawns, and he'll summon a second Knight so you have to avoid two of them now. Either way, the fight just went From Bad to Worse.
  • No-Gear Level: Early on, Megaman's transmission program (the program that keeps the connection between him and Lan's PET) breaks, having been damaged by Flashman's Shining Browser Crasher. This removes Megaman's ability to jack out, making it necessary for him to run back to the jack-in point to get back into the PET. It also removes the possibility for Lan to send Battle Chip data to Megaman, leaving him with his Mega Buster to defend himself. Thankfully, this happens in ACDC Area, with comparatively weak random encounters. That is, unless Megaman manages to run into Flashman V3.
  • Space Whale Aesop: After the Hospital Incident, a lot of NPCs get cagey about mixing science and nature. Gamers beware, don't connect computers to trees or malicious users might try to get the tree to instantly sprout hundreds of vines and bring all hospital operations simultaneously to a stop.
  • Stupidity Is the Only Option: No matter how suspicious Mr. Match behaves and no matter how strange his requests, the plot will not advance until Lan & Mega help Mr. Match install his programs into Sci-Lab's network. Mega — who knows Match played Lan to get him to cooperate — has really no excuse.
  • This Looks Like a Job for Aquaman: In the lobby of the DNN building, a man will give you your first "glitched" Navi program, Break Charge, which causes charged shots to break objects. This is shortly before you go into the studio and fight Tora and KingMan, who prominently utilize chess pieces that are invulnerable to normal attacks, and you've already had to face him once before so you know this is going to be a problem.
  • "Well Done, Son!" Guy: Chaud is revealed to be under a lot of stress trying to gain the approval of his father, who is enough of a jerk that Chaud is surprised to get invited to eat at the same table as him by the end.
  • What Happened to the Mouse?: There's a mysterious NetNavi that forges some connection between SciLab, Bass, and Alpha. While the connection between those three entities is expounded, the Navi only appears for all of two scenes and we're never given any sort of closure regarding him. His connections and the fact he has a human operator imply he may be Cossack's Navi, but it isn't confirmed and it just as easily could be someone else.
  • You Are Not Alone: After MegaMan is lost during the escape from the WWW base, Lan puts on a strong front when giving the news to his parents but then wanders off to cry on his lonesome. Sean and all of his friends give Lan a rousing speech and help him move on.

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