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Video Game / Mega Man Battle Network 5: Team Colonel and Team ProtoMan

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Mega Man Battle Network 5 is a video game created by Capcom for the Game Boy Advance in 2005. It's the fifth installment in the Mega Man Battle Network series, and like every game in the franchise since Battle Network 3, there are two versions: Team Colonel and Team ProtoMan. It also received an Updated Re-release for the Nintendo DS on July 21, 2005, making it the only game in the Battle Network series to get one.

A new crime syndicate working for Dr. Regal called Nebula has taken over the internet and stolen everyone's Navis. Lan and MegaMan.EXE must work together to stop these new enemies, along with their team of allies, which differs depending on the version. Team Colonel focuses on a new character named Baryl and his NetNavi Colonel.EXE, while Team ProtoMan focuses on familiar faces Chaud and ProtoMan.EXE.


This game provides examples of:

  • 11th-Hour Superpower: Subverted; during the cutscene after MegaMan successfully defeats Nebula Grey, it regenerates and then tries to take over MegaMan's body. All hopes seem lost...when suddenly MegaMan turns into his full Hub form and wards off Nebula Grey with little effort. The subversion comes when he turns back to his normal form - and Nebula Grey goes back to strike him yet again. Fortunately there's Colonel (and others) to help him defeat Nebula Grey with a final, supercharged Mega Buster.
  • 13 Is Unlucky: If the Chaos Unison's charged shot is unleashed while the charge is green, the attack will fail and Dark Mega will appear on the field to attack the player for thirteen seconds.
  • All in a Row: In Double Team DS, your chosen battle data of your Navi ally will follow you around the net as semi-transparent running sprites. ProtoMan/Colonel call them "ghosts".
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  • All Your Base Are Belong to Us: The plot is set in motion when Nebula assaults Scilab and captures Yuichiro. Later on, Scilab is compromised again, forcing the cast to seek refuge with Higsby's help.
  • Anti-Frustration Features: 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 are not known for their simple layout.
  • Arbitrary Headcount Limit: 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 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.
  • Awesome, but Impractical:
    • 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.
    • Meddy's Twin Liberation ability targets a panel for liberation, then if another Navi liberates the panel on the far end of the row, all panels between the two are liberated. Odds are if you're using this ability, the panel at the other end is a single empty tile surrounded by dark panels, so the only Navi who can get there is GyroMan, a Fragile Speedster who is terrible at fighting enemies when surrounded and is rarely deployed in the same missions as Meddy. Plus, due just to how the maps tend to be laid out, you don't often get a chance to use Twin Liberation in circumstances where it could be useful.
    • 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 Combination Attack feature for a quick Liberation.
  • Beach Episode: Lan, Mayl, Dex, and Yai took a vacation at the Oran Island's beach near the beginning of the game.
  • "Blind Idiot" Translation: The Shachihoko atop End Castle are translated as Gargoyle, even though the shachihoko are quite obviously fish and gargoyles are typically depicted as winged humanoids.
  • Boring, but Practical:
    • 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.
    • Vulcan chips. They deal average damage, but the attack's long duration means you might accidentally counter an enemy attack to trigger Full Synchro even though you didn't time things quite right. They also come in codes compatible with many other chips, and the base Vulcan1 even comes in * code. Also, because they deal their damage over multiple weak hits, they work very well with ATK+ chips, which power up each individual hit. If you're playing Team Colonel where you can acquire Number Soul and Chaos Number Soul, the chips can deal ludicrous damage, with a powered up Super Vulcan dealing up to 1440 damage provided all hits connect.
    • Higsby's shop in this game introduces the Bargain Bin, where you can purchase low-level chips at * code. It's not bad for helping to streamline a folder, but you can also turn excess Zenny into easy Chip Trader fodder.
  • Can't Catch Up: 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.
  • Combination Attack: In the DS version you can do unique combo attacks with a Navi you have on standby if you switch them in during Full Synchro. Only certain Navi duos work, however.
  • Competitive Balance: Each Navi has a specialty in battle and in Liberation Missions that tends to be why they are sought out. Besides that they tend to fight rather differently, even being opposites between versions.
    • ProtoMan and Colonel have their Widesword to liberate a row of panels in front of them, and in battle ProtoMan is a melee fighter who relies on his shield to hit at range, while Colonel can do well at range but not close-up because of his slow charge shot.
    • MagnetMan and KnightMan have powerful defenses to defend allies from attacks in the field, MagnetMan can give up his turn and an order point to project a barrier to shield everyone on the field, KnightMan passively shields Navis around him for free but only if they're right next to him. In battle they're Mighty Glaciers 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.
    • GyroMan and ShadowMan can move over dark panels to scout out items and enemies ahead of the team and save time getting there the hard way, and GyroMan can use his special ability to automatically liberate dark panels while ShadowMan can damage field enemies. In battle ShadowMan can dodge attacks with his charged attack, but he's not good at quickly dealing with enemies, while GyroMan's charged attack is quite powerful but leaves him vulnerable, and they're both Fragile Speedsters with low HP.
    • NapalmMan and TomahawkMan can clear large areas of dark panels with their liberation abilities, NapalmMan in a cross-shape ahead of him and TomahawkMan in a rectangle before him. In battle NapalmMan is better at fighting immobile enemies since he can stand in place and rapid-fire at them, while TomahawkMan's charged attack hits over a large area at once, but their middling HP and exploitable elemental affinities makes them Glass Cannons.
    • SearchMan/NumberMan are Support Party Members who specialize in retrieving items from dark panels, but SearchMan searches for items in a line and actually has to fight and liberate the item panels, while NumberMan searches in a grid formation and gets the items without a fight, but doesn't liberate the panels. In battle, NumberMan throws bombs that deal random damage over a large area but whiff if they hit an enemy directly, while SearchMan stands in place and rapid-fires a single target.
    • Meddy and ToadMan are Support Party Members 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 Wizards with good charge shots and unique chips, but poor HP.
  • Convection Schmonvection: The central room of Nebula's headquarters is filled with boiling magma. Yet everyone can walk across it with no apparent ill effects.
  • Dark Reprise: The Undernet theme, "Depth", is a solemn remix of "Network Space", the regular net's theme.
  • Developers' Foresight: Given that the Liberation Missions present in Battle Network 5 revolve around clearing out sets of viruses within three turns, SlowGauge sees a massive spike in its MB rating to prevent players from setting it as their Regular Chip.
  • Disc-One Nuke:
    • 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.
    • In the drill computers before the Oran liberation mission, you'll find a Longsword S, which gives you the tools for what is probably your first Program Advance, Lifesword.
    • When you first get to Oran Area shortly after your first liberation mission, you can find a vendor selling the Guardian chip. If you feel like grinding out the Zenny to get it, the Guardian chip deals 200 damage to all enemies on-screen if one of them attacks it, piercing guards and Mercy Invincibility. It'll be in your folder for the rest of the game most likely, especially when it gives easy One-Turn Liberations.
  • Disadvantageous Disintegration: 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.
  • Do Not Go Gentle: 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. 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.
  • Do Well, but Not Perfect: 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 100% Completion.
  • Dummied Out:
    • 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.
  • Excuse Plot: Regal directly admits that Nebula took over the internet just to buy him time to find a Macguffin he needs for his real plan.
  • Fake Difficulty: Liberation Missions, even after you get accustomed to the Unexpected Gameplay Change. 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 (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 Grabnote . Dealing with such opposition, survival becomes a theoretical concept. You'll find yourself either Save Scumming 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.
  • Fake Longevity: 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 Bonus Dungeon, 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.
  • Generic Doomsday Villain: Nebula. While ShadeMan and LaserMan had at least some personality in Battle Network 4, here all four Navis that make up Nebula (ShadeMan himself included) only appear in a handful of cutscenes outside of liberation missions and have no characterization beyond "mwahahaha Dark Is Evil!"
  • Laser-Guided Amnesia: At the end, Wily erases the memories of his own son Regal so the latter's vendetta against the world will be over.
  • Loophole Abuse: Using Dark Chips for Soul Unison doesn't count as using it, relieving players from the permanent HP reduction after every single Dark Chip usage.
  • Old Save Bonus: The DS version allows you to plug any of the previous GBA games in the series (including the GBA versions of this game) into the system's second slot for various bonuses, including a special form (Bass Cross) that was previously restricted to the Japanese games. If you have GBA versions of the 5th game in the second slot, you can even port its main folder into your DS game as an Extra Folder, letting you fill out the library ahead of time or tear up the opposition with a folder filled with postgame chips.
  • Order Versus Chaos: The theme of this game. Nebula's goal is to introduce global anarchy and destruction, while the Liberation Team, naturally, opposes this. It helps that the special orbs of light that endow the team to use their special abilities are called Order Points.
  • Phlebotinum Rebel: 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 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.
  • Not Completely Useless: 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...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.
  • Sequel Hook: This game ends with the revelation that Baryl has been working for Wily all along.
  • Spoiler Opening: That demonic face behind Regal in the opening of Double Team DS? That's 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 Bonus Boss...again.
  • Stock Video Game Puzzle: The weighted switch variety appears in each of the final dungeon's factory computers.
  • Tag Team: Double Team DS features this, in form of Party Battle System.
    • As ProtoMan or Colonel explains, it's a system that saves a battle data of MegaMan's Liberation Team allies for him to use. During virus busting and Navi fights, MegaMan can switch with the chosen battle data, whether in the Custom Screen or in the middle of battle; you'll then play as the Navi of choice. He can have 2 active battle data with him at any given time. The number of switches are limited, which can be expanded with the right Navicust Program. If you equip a "Support" program to the specialized Party Customizer, you can make them support you, like Meddy healing you in between turns or TomahawkMan appearing from time to time to attack with Tomahawk Swing. There's also a program like this for MegaMan's own Navi Customizer that lets him do support as well. This system is disabled during plot-mandated dungeons.
    • 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.
    • The system also comes with a powerful Combination Attack that can be performed when your active character gets a Full Synchro, then you switch with another character; the screen will then dim, and the two Navis will do said attack before the switched-in Navi takes over and the Full Synchro is gone. Examples include MegaMan and ProtoMan's Double Hero (like a Program Advance in early games) or MagnetMan and ProtoMan's Magnetic Slash. Not all Navi combinations have one, however.
  • Too Long; Didn't Dub: Several Combination Attacks in Double Team DS are left transliterated unlike the rest of the content; the ones that stand out are those involving ShadowMan ("E-SAPPOU" and "G-OTOSHI")
  • Unexpected Gameplay Change: The liberation missions are Turn-Based Strategy games.
    • The heroes get a turn to cut their way into Dark Panel territory, and then villains spend their turn trying to destroy the heroes and deploying their Dark Guardian minions to do the same. Panels are usually liberated one by one to clear paths to special Dark Holes that must be destroyed before the player can attack the boss. Upon beating him you get a reward based on how many rounds it took you to clear the area. To say the premise is a slight change-up from the normal gameplay is an understatement.
    • Battles during Liberation Missions are also modified. First, battles are now timed. You have exactly three turns to defeat the enemies or the boss - the instant the Custom Gauge is filled, the menu appears, one turn down. If enemies are still left, that NetNavi ends his turn without having achieved anything except a possible loss of his own HP. (Luckily, the area boss and minibosses will also maintain lost HP after incomplete battles). This is made all the more difficult by the fact that, depending on how you start your battles, territory changes will factor in. You can literally be stuck in the center two columns with enemies on either side, which is even more difficult with enemies that can warp between the opposite columns of their territory.
  • Updated Re Release: "Mega Man Battle Network 5: Double Team DS", which contains both Team Colonel and Team ProtoMan on one Game Card.
  • Vampire Refugee: MegaMan himself. After subjugating Dark Mega, Mega gains access to the powers of Chaos Unison, though every use runs the risk of backfiring.

Alternative Title(s): Mega Man Battle Network 5


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