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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 an Action RPG 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.


One of the main features of Battle Network 5 are the Liberation Missions. These missions require the player to control multiple Navis —not just Mega Man — to clear maps in a similar fashion to turn-based Tactical RPGs. Liberation Missions also require all combat encounters to be completed in just 3 rounds, adding more pressure on the player.

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.
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  • 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".
  • 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:
    • Liberation Missions are a major shake-up to the gameplay, so they're very lenient with mistakes unless you're going for a low turn count to get a bonus prize. The only way to reach a failure state is to have every team member knocked out at once, and knocked out Navis will recover after two turns. You can also have Navis heal 50% of their max health by making them skip their turn.
    • Whenever it is compulsory to go to the deepest areas of the Oran Isle mines, you will be brought back to the entrance after completing said compulsory task. Really handy since the mines have a somewhat labyrinthian layout.
    • Conveyor belts, the most annoying aspect of the DrillComp dungeon, are fortunately turned off on subsequent visits (including one late-game story event).
    • Unlocking the Nebula Area causes all Random Encounters to be upgraded. If you're hunting for low-level chips you may have missed, it's possible to re-seal the Nebula Area (by talking to the same Mr. Prog that opened it) and return the viruses to normal levels.
  • 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 especially strange to see Colonel leaving ShadowMan on guard and then talking about the need for speed in the mission. Postgame Liberation Missions simply have the absent Navis not respond to the call to assemble for one reason or another.
  • Artificial Brilliance: The BubbleWrap chip surrounds MegaMan with a bubble barrier that can only nullify a single hit, but automatically reforms itself within a few seconds. The latter property makes it one of the better defensive chips in the game; however, if the player uses it against the final boss, the A.I. will respond by repeatedly using Dark Thunder, which deals double damage if MegaMan's bubble is active and prevents it from reforming.
  • Attack Its Weakpoint: The Final Boss generates a giant, invincible avatar. The actual target is the seemingly-harmless fireball that rotates around its avatar.
  • 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. 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.
    • In Double Team DS if you're attempting to Liberate and you have allies nearby who haven't taken their turn yet, you can recruit up to two or them into the fight using the Party Battle System, 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.
    • Dark Chips in this game have their own codes that you can add to your folder, and you can only have a maximum of three Dark Chips in your folder at a time. Their colossal MB requirement makes it impossible to set them as a Regular Chip. This makes drawing your Dark Chips much more inconsistent compared to the previous game, which in turn makes it difficult to push Mega into his Dark Soul mode so that you can start accessing the Evil Chips and DS Navi Chips. In comparison, the previous game enables consistent access to two Dark Chips each turn once you intentionally perform poorly enough for them to start appearing. On the other hand, they're much more useful if you sacrifice them in a Chaos Unison.
  • Beach Episode: Lan, Mayl, Dex, and Yai take a vacation at 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 and low memory cost will be helpful for most of the game until you get more NaviCust programs. This is especially useful in liberation missions where most Navis deal only 1 damage with their normal attacks; Buster Up effectively doubles their firepower.
    • 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.
  • Broken Bridge: Each Liberation Mission's location is guarded by some sort of defense set up by Nebula. MegaMan and the team initially attempt to break in to no avail, forcing them to retreat until they recruit a new teammate whose specialization can conveniently bypass Nebula's defenses.
  • Can't Catch Up: Your Navi teammates will pull their weight just fine in most of the storyline Liberation Missions. However, they gain no benefits from the Navi Customizer and they can't use Soul Unisons or Dark Chips, which makes them struggle in the lategame while MegaMan's options continue to grow. By the time you begin liberating the post-game Nebula Areas, they'll get brutalized by the higher-level viruses swarming them and you'll find MegaMan doing most of the heavy lifting. While you can upgrade your Party Battle teammates in Double Team DS with their own Party Customizer programs, the actual Navis in the Liberation Missions don't get to enjoy these perks.
  • 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.
    • Another Support pair, Meddy and ToadMan 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 powerful charge shots that can be difficult to use safely, and their unique chips make them good at fighting boss viruses but aren't that good against normal viruses.
  • 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.
  • Cutting Off the Branches: The majority of events in 6 trace back to Team Colonel, therefore making it the canon version.
  • Dark Reprise: The Undernet theme, "Depth", is a solemn remix of "Network Space", the regular net's theme.
  • Defend Command:
    • MagnetMan's Order Point ability shields the entire party from field attacks.
    • ProtoSoul can call up a shield with Left+B. The timing is pretty strict to compensate for it being free, unlike Guard chips.
  • Disc-One Nuke:
    • The bonus panel roulette for the ACDC liberation mission has a chance to reward a Boomer V or Tornado D chip; the former hits a large part of the enemy area for good damage, the latter deals multiple hits to a single panel for high damage. If you have the patience to farm them from the bonus panels, they will be of great use against most enemies. In Team ProtoMan, Tornado chips can see usage into the end game thanks to Gyro Soul, and D is a very good code to work with.
    • 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 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 complete corruption.
  • 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 DS or Nebula Grey respectively, neither of which drop any rewards. Do it in just the right amount of time and you face Bass, who drops a Giga Chip necessary for 100% Completion.
  • Downer Beginning: The game's opening act, with Nebula successfully taking over the Internet, kidnapping Yuichiro Hikari as well as the Navis of Lan's friends.
  • Dwindling Party: The Liberation Team gets picked off one after another during the raid on the Darkchip Factory.
  • Easy Level Trick: The Nebula Area 5 Liberation Mission was deliberately designed to be frustrating, as most of the map is covered in barrier panels whose keys have been hidden in fiendish locations. However, the mission is made significantly easier if the player is aware that ToadMan's Life Melody skill, which lets his teammates liberate five panels in a row, bypasses barrier panels, allowing you to get the keys much earlier than intended.
  • Elite Mooks: Liberation Missions are home to a group of special viruses called Guardians. Guardians are significantly stronger than normal viruses, having much higher HP and the ability to damage your Navis out of combat.
  • 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 are an Unexpected Gameplay Change whose difficulty quickly escalates.
    • Later missions force the player to check every item panel for keys to unlock barriers, but some of these panels actually hold traps that deal damage equal to half a Navi's max HP or stun them for a turn. Without a guide, the only reliable way to find the keys is by using SearchMan or NumberMan's skills, but these require order points, which are limited in supply.
    • Viruses naturally grow stronger in later missions, with more HP, more dangerous attacks, and faster movement. However, your party members' stat growth leaves a lot to be desired, since most of them lack firepower of their own and don't have as much HP as MegaMan in the endgame.
    • The maps are designed in a way that makes liberating dark panels surrounded by other dark panels inevitable. In this scenario, your field is limited to just two rows, though your range of movement may be further restricted by obstacles like rocks or enemies packing the Area Grab battle chipnote .
  • Fake Longevity: You'll only face 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 to the Bonus Dungeon (which can only be opened after beating the game) that upgrades to third-tier viruses.
  • Feelies: The Game Boy Advance games included a battle chip for the Mega Man Advanced PET.
  • 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!"
  • Guide Dang It!: Outside of the freebie given by a tutorial, nothing in the games tells you what chip combinations will create Program Advances. Double Team DS alleviates this issue with an NPC who will provide you with hints.
  • Healing Factor: Wood-aligned viruses and TomahawkMan/TomahawkSoul will slowly restore HP as long as they stand on grass panels.
  • Immune to Flinching: MagnetMan, KnightMan and Knight Soul will not flinch when hit by attacks. The aptly named "Super Armor" NaviCust program can also give this ability to MegaMan.
  • 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.
  • Mechanically Unusual Fighter: NapalmMan is the only playable Navi without a Charged Attack. Holding down B will instead make him continuously fire weak shots, similar to the Vulcan chips series.
  • Missing Main Character: MegaMan gets kidnapped by CloudMan at the end of their battle and becomes the boss of the next Liberation Mission as MegaMan DS. This sends Lan into a Heroic BSoD until Chaud/Baryl snap him out of it and offer their respective Navi as a replacement until MegaMan is rescued.
  • Mook Maker: Dark Hole panels will constantly spawn Guardian viruses during Liberation Mission. Liberating the Dark Hole will thankfully delete any Guardians they've spawned.
  • 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) or gimmicky Gauge-dependent chips, 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. Unfortunately for players, Capcom foresaw the possibility of setting Slow Gauge as the Regular Chip to make Liberation Missions easier and more than tripled its MB rating to make this the only Battle Network game where Slow Gauge is ineligible to be bookmarked.
  • Old Save Bonus: Double Team DS allows you to plug any of the previous GBA games in the series (including the GBA versions of 5) into the DS system's second slot for various bonuses, including a special form (Bass Cross) that was previously restricted to the Japanese release of 5. 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.
  • One-Hit Kill: Rolling "Major Hit" from a Bonus Panel kills the nearest Guardian virus. If no Guardians are present it will instead hit the Liberation Mission's specific Darkloid for 20% of their max HP.
  • 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 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.
  • Post-End Game Content: Beating the game unlocks a new area called Nebula Area. Nebula Area has stronger Viruses, new chips, three extra Harder Than Hard Liberation Missions, and Dark Soul versions of your team's Navis as Bonus Bosses.
  • Promoted to Playable: Many members of Team ProtoMan/Colonel are Navis encountered in previous games, who are all now playable via Liberation Missions. This includes ProtoMan, MagnetMan, NapalmMan, SearchMan, KnightMan, ShadowMan, NumberMan and ToadMan.
  • Secret A.I. Moves: The boss versions of your Navi teammates have access to attacks that you cannot use while controlling them, such as ShadowMan's Fire no Jutsu or MagnetMan's double Magnet Missle.
  • 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 use the battle data Navis like normal, but he can choose to liberate a panel with a teammate in the same panel as his, and during the liberation you can then switch between the two. This can also be done using Navis other than MegaMan.
    • 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 segments.
    • 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: "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, Mega Man Battle Network 5 Double Team DS


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