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Video Game / Mega Man Battle Network 6: Cybeast Gregar and Cybeast Falzar

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Mega Man Battle Network 6 is a video game created by Capcom for the Game Boy Advance in 2006. It's the sixth and final installment in the Mega Man Battle Network series. There are two versions: Cybeast Gregar and Cybeast Falzar.

Lan and MegaMan have to part ways with their friends when their father receives a job transfer to Cyber City, a highly advanced part of Electopia that is home to many technological marvels. However, Cyber City is also the resting place for two powerful and incredibly destructive programs know as Cybeasts. A new criminal organization soon emerges and captures one of the Cybeasts, with the other being absorbed into MegaMan. Alone and in unfamiliar territory, Lan and MegaMan must discover the secrets of the Cybeasts and the plans meant for them before it's too late.

The game replaces the Double Soul system with the Cross System. Just like its predecessor, Cross allows MegaMan to take on the combat abilities of another Navi, but there is no longer a time limit to its use and each one can be accessed without sacrificing a chip. However, every Cross has an elemental weakness, and getting hit by it ends the transformation. MegaMan can also use Beast Out, channeling the power of the version's Cybeast for a limited time. The two transformations can even be combined into a Cross Beast for more power.

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Followed by a Sequel Series, Mega Man Star Force.


This game provides examples of:

  • A.I. Breaker: CircusMan is programmed to jump into the back column and launch an attack immediately after landing. If the player breaks all the rightmost panels, CircusMan will be left helplessly standing in place until the field returns to normal.
  • Ability Required to Proceed:
    • Various Blue Mystery Datas (BMDs) and other goodies are sealed behind elemental barriers that can only be removed by your Link Navis.
    • A special merchant (found in Sky Town's ShowerComp) will sell you Rush Food, which summons Rush viruses who will serve as a bridge not just to more BMDs, but as a shortcut at certain points.
  • All The Worlds Are a Stage: The final set of computers in the Exhibition Hall has you go through short puzzle segments based on each of the previous dungeons in the game.
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  • All Your Powers Combined: The Master Cross Program Advance has MegaMan use the powers of all his Crosses to nuke the enemy's side of the screen.
  • And Now for Someone Completely Different: At several points in the story, MegaMan becomes indisposed and is thus not accessible for use by Lan. Lan then needs to borrow one of the various LinkNavis to complete whatever task is necessary to retrieve MegaMan.
  • Angry Guard Dog: Lan first meets Iris when he rescues her from a robotic dog, on the fritz because it's infected by viruses, which will actually provide the game's requisite battle tutorial. In one BBS quest, the dog seems to go haywire again, but it's actually a gambit by the requestor to help a bullying victim.
  • Antagonist Title: The subtitles are named after the two potential final bosses, Cybeasts Gregar and Falzar.
  • Anti-Frustration Features:
    • The area that triggers a boss fight is marked by a tile with a skull on it, so that you know where to save beforehand. Carried over to Star Force.
    • Some Link Navi missions and a couple other dungeons will turn off Random Encounters to ensure you don't lose track of what you're doing.
    • At a couple points you are asked to do extended puzzle-solving sequences where you need defeat Evil Spirits with a Limited Loadout of tools. Since the Evil Spirits can block paths and the ability to plan out your moves is a must, the game gives the option to manipulate the camera with L to check each map.
    • The addition of extra "off-grid" tiles on the NaviCust memory map allows players to further enhance MegaMan's abilities well beyond what the game allows you to.
    • The Cross system marries the better parts of Styles and Soul Unisons, allowing the player access to a transformation of their choice from the very beginning of the battle without worry of a time limit. The importance of avoiding elemental weaknesses also adds another strategical element to combat.
    • The new Tag system allows the player to select two chips that will always appear in tandem on the Custom Screen, assuming their combined MB ratings are 60MB or less.
    • Later in the game, AsterLand will provide an Order Service that can get you Battle Chips with specific codes (as long as that Chip is registered in your Library). This is incredibly helpful in getting Program Advance combinations and some Fetch Quests.
    • In the original games, the song "An Incident!" permanently replaces all overworld themes after starting The Very Definitely Final Dungeon. It's been confirmed that, in Battle Network Legacy Collection, said song will not override the others after players complete the game.
  • Army of Lawyers: In the "Diet Goods Money" job, a kid who got scammed by a HeelNavi wants help getting his money back. When the HeelNavi refuses to provide the refund, MegaMan contacts a group of lawyer Navis from Green Town for assistance. The lawyers find the HeelNavi, wherein their threats of legal action combined with some nagging end up convincing him to relent.
  • Awesome, but Impractical:
    • Dark Messiah NEO is a Program Advance that's a Call-Back to the similarly-named PA from Battle Network 2. It summons Dark MegaMan to attack with Gospel Breath, followed by Bass, who slashes with Dark Sword. While each hit deals 300 damage, it's difficult to make them both connect because the two attacks' ranges only overlap in four panels. Even then, the PA actually has less damage potential than the Giga Chip that composes it.note 
    • The Japanese version of the game has a Program Advance called Cross Over, which has MegaMan perform a Combination Attack with Django. Though it can deal up to 920 damage, the fact that Django spawns two panels behind the opponent means it only works properly if activated while the enemy is in the front column. To make matters worse, the PA requires three Mega Chips when you can only hold five by default, and two of them can only be obtained in the mediocre D code.
  • Backstab: Hitting the Evil Spirits from behind during their puzzle segments will One-Hit Kill them. Abusing this is often necessary to be able to complete the puzzles before running out of the limited use tools.
  • Bad People Abuse Animals: WWW member Captain Blackbeard spent his short tenure at the aquarium abusing the animals. He made them do dangerous stunts for the sake of his deranged sense of entertainment.
  • Balance Buff:
    • The Guard series of chips have been replaced by the Rflectr set. While they function on a similar principle, Rflectr chips have higher attack and no longer use shockwaves, meaning they hit distant targets instantly and aren't stopped by hole tiles. They also almost always trigger a counter hit to go into Full Synchro.
    • The CrakOut series of chips have been turned into CrakShot. The main difference is they now deal damage by firing the panel they break, making the chips much more useful.
    • Giga Cannon now does Splash Damage, even if it doesn't hit a target. This makes it way easier to hit things, which is important for a Program Advance that can potentially wiff.
  • Barrier Change Boss: ElementMan changes his elemental affinity throughout the fight, which determines his attacks but also gives him the appropriate elemental weakness.
  • Bee-Bee Gun: Honey Bomber viruses will send swarms of bees to attack whenever they're damaged. The Risky Honey (RskyHny) chip family allows MegaMan to summon a beehive to do the same thing, sending out more if he's struck while firing.
  • Behind the Black: There's an entrance to a Disconnected Side Area of the Undernet in Green Area 2 that's only hidden from the player's view by a giant tree and the isometric camera angle. Nothing is stopping anyone else from seeing it.
  • Big Bad Ensemble: Mayor Cain and Dr. Wily are working together to capture the Cybeasts, but are simultaneously using each other for their own ends and lead competing factions. Mayor Cain gets arrested just before the endgame, leaving Dr. Wily as the final villain.
  • Blackout Basement: In ElecMan's Link Navi scenario, ghosts from the Undernet steal power from cyberbatteries that are powering the lights in Sky Area. You have to find all the cyberbatteries with a limited field of view while also avoiding the ghosts, as they'll drain ElecMan's electricity. Switches found throughout Sky Area will turn the lights back on while they're being stepped on, helping somewhat.
  • Bodyguard Betrayal: After Mayor Cain's connection to WWW is revealed, he commands his bodyguard to capture Lan. Except said bodyguard is an undercover Chaud. Chaud, having suspected Cain but lacking enough evidence until that moment, proceeds to reveal himself and move in for the arrest.
  • Books That Bite: One of JudgeMan's attacks has him summon chomping lawbooks that will approach MegaMan and deal damage upon contact.
  • Broken Bridge: The gate to the Undernet is out in the open and unobstructed when you first visit Sky Area, but the game won't let you enter until Mick's Navi gets trapped there.
  • The Bus Came Back: The Piranha virus family returns from the very first Battle Network, being one of only two virus families (the other being the TimeBomb-wielding Handy family) to return after having their chip series demoted to a single, "grayed-out" chip.
  • Call-Back:
    • Five Program Advances are tributes to famous attacks from the previous Battle Network games: Double Hero, Dark Messiah NEO and Master Cross reference similar PAs from the first three games; Sun and Moon combines the effects of the two Giga Chips the fourth game is named after; and Twin Leaders has the same effect as the eponymous Secret Chip from Battle Network 5.
    • In Cybeast Gregar, tiny figures modeled on the gargoyles from End City in Battle Network 5 can be found on a cabinet in the Hikari household.
    • The events of Team Colonel are mentioned: as leader, Baryl and Colonel are familiar with Lan and MegaMan, Dingo is a former teammate, and Dark Scythe is an apprentice of Dusk, another former teammate. Therefore Team ProtoMan does not fit in the continuity and allows Team Colonel to continue from the main timeline from 4 to 6.
    • When talking about Gregar's origin, Mayor Cain compares it to that of the Gospel multibug organism. Both involved the fusion of a large number of bugs into a single program.
    • At the graduation of Lan's class, Ms. Mari reads off notes from a large number of characters from previous games that wanted to send congratulations.
    • In the Japanese release, the Graveyard has tombstones with the names of every Navi from previous games.
  • Cannot Spit It Out: Iris is crushing on Lan, but her shyness makes it hard for her to confess her feelings.
  • Cash Gate:
    • A P-Cube in Seaside Area 2 requires paying 100 Zenny to open it on every pass. While bypassing it is possible since it's surrounded by conveyor panels, this only works from one direction since the panels all point one way.
    • When visiting Green Town, Lan and MegaMan need to answer a question about the local laws before they're allowed to bypass a door. To learn this information, they have to pay for a membership to be taught by the local lawyer Navis.
  • Cast from Money: Bugrise Sword and Bug Death Thunder run off of a variation of this concept; MegaMan's charge shot becomes a souped-up sword slash or thunder ball respectively, but each use of this ability consumes one BugFrag.
  • Chain of Deals: The Justice One chip can only be obtained by successively exchanging chips with NPCs, with the first trade happening at Lan's school, while the final transaction takes place at ACDC HP.
  • Chekhov's Armory: When visiting Seaside Aquarium, you are forced to look at all the displays and read about the animals before proceeding. All of that info ends up being integral to the area's main dungeon, AquariumComp, since knowing about the animals is needed to solve riddles.
  • Chekhov's Boomerang:
    • The CopyBot, which is used a couple of times to save Lan and company. It is also the means for Iris to walk around the real world since she's actually a program. And lastly, its relevance to the plot is a hint to the game's mastermind, if it weren't already obvious: who is the most prominent robotics engineer in the Battle Network 'verse again? What's more, Wily plans on unleashing the Cybeasts in the real world through the use of two large CopyBots.
    • In GreenTown, MegaMan has to enroll in a law class on the net to correctly answer a question needed to gain entry to Green Area 2. Later in the same arc, MegaMan has to consult that class again, this time to learn the code needed to gain access to the JudgeTree's room.
  • Chekhov's Gag: On Lan's first day of school, he walks by another student being punished by being made to balance a water bucket on his head. That same bucket comes in handy soon after when the school's security guards go haywire and need to be short circuited.
  • Cloudcuckooland: Green Land has a bunch of weird laws and procedures. Two choice laws include the punishment for hitting a Mr. Prog on the head being "something infuriating" (exact words, no other elaboration), while the punishment for finding zenny on the ground but not reporting it is tickling. The area's dungeon also punishes you for stepping on the grass in the computer by draining MegaMan's HP. Their entire justice system is overseen by the JudgeTree, a supercomputer built into a giant tree that acts as judge in all criminal cases, which they consider superior to human judges as they might make mistakes. However, this is a world where Everything Is Online, and even the prosecutor mentions the tree is constantly targeted by hackers and their system is ruined if it gets compromised.
  • Computerized Judicial System: Trials in Green Town are run by the Judge Tree, a computer that is allegedly the perfect judge because it has no human bias. However, it's noted that the Judge Tree can be hacked and is constantly targeted for cyberattacks due to its importance.
  • Console Cameo: Depending what version is being played, Lan either has has a Nintendo DS (Gregar) or Game Boy Micro (Falzar) sitting on his windowsill. Inspecting them will show flavor text describing the two as hot new items.
  • Contractual Boss Immunity: Erase Cross's One-Hit Kill mechanic doesn't work on bosses.
  • Creepy Cemetery: The aptly named Graveyard found in the Undernet is an eerie place. It's full of tombstones bearing the names of all the Navis in the game (every Navi in the series in the Japanese version), with a sole blank one that Bass claims is for MegaMan. Interacting with the tombstones of the WWW Navis will also initiate fights against their RV versions, as if they were vengeful ghosts.
  • Cult: There's a group of fanatics dedicated to worshiping the Cybeasts in the Undernet, led by Mayor Cain.
  • Cutting Off the Branches: Both games very specifically allude to the events of the Team Colonel version of Battle Network 5.
    • Lan and MegaMan are quite familiar with and Baryl and Colonel, which only makes sense if following Team Colonel due to the duo's nonexistent presence in Team ProtoMan.
    • Both versions have Operator/Navi duos tied to Team Colonel. Dark Scythe and EraseMan in Cybeast Gregar were trained by Dusk, while Dingo and TomahawkMan return in Cybeast Falzar.
    • In the ending, Ms. Mari mentions that Princess Pride — a former member of Gospel — is among the people who sent a letter to Lan's class to congratulate them. Pride would have no reason to do this unless she had a Heel–Face Turn after the events of Battle Network 2, and said turn was only made apparent in Team Colonel.
  • Damage Reduction: Cragger viruses take half damage from any non-breaking attack.
  • Deck of Wild Cards: Late in the game, most of the members of WWW (Blackbeard, Vic, Ito, Yuika, and Cain) eventually abandon the organization to pursue their own agenda, hoping to acquire the Cybeasts for themselves, while Baryl and Mach stay loyal to Lord Wily, though they eventually help Lan and seek redemption.
  • Desperation Attack: MegaMan is still capable of entering Beast Out even if the EmotionCounter is at zero, entering a mode called Beast Over instead. In Beast Over, he's fully invincible and deals double damage with non-dimming chips, but is also uncontrollable for the turn, and once it ends he enters the Very Tired state. Very Tired sets all Buster stats to 1, prevents the use of Crosses, and causes MegaMan to bleed out HP at a stupendously high rate as drawbacks. Beast Over is meant to only be used in last-ditch situations where you need to finish off a limping opponent safely.
  • Disc-One Nuke: Just like previous in Battle Network entries, opening the Comm menu in the Wii U Virtual Console release will gift you the chips from the Secret Library. Having these Chips early on can enable quick deletions of the early game viruses and a couple bosses.
  • Disconnected Side Area: A part of Undernet Zero is only accessible through a portal hidden in Green Area 2, and can be entered the moment you're in Green Area. It's meant to be tackled later, though, as it contains the Undernet's strong viruses and a battle against Bass.
  • Distant Finale: The epilogue takes place 20 years after the second Cybeast incident, when Wily has reformed, Dex has become mayor of ACDC Town, Yai is leading her father's company, Chaud becomes the Officials' leader and Lan and Mayl are Happily Married.
  • Door to Before: The final stretch of the game has Lan trawling through the backstage corridors of the Expo to reach Dr. Wily's lair, with him entering via Mayor Cain's office. A path to the Expo proper opens up near the end, giving easy access to the final rooms without asking you to do the entire dungeon again if you leave.
  • Drop the Hammer: Technically not an attack, but should MegaMan fail the puzzle in the JudgeTreeComp at any point, an anthropomorphic gavel (unclear if it's a virus or actually a part of the defense system) will chase him down and, if captured, will put him on "trial", sending him back to a checkpoint and deducting HP.
  • Earn Your Happy Ending: Wily's crusade against Net Society is at last put to rest, and MegaMan is given the means to live in the real world, truly reuniting him with his brother.
  • Enemy Civil War: WWW splinters into two factions after its lower members disagree with how a relative newcomer, Baryl, is calling the shots instead of any of them. The dissenters form one group while Baryl and Joe Mach remain loyal to Wily. Though they both end up betraying him to help Lan.
  • Enter Solution Here: The only way to access two parts of Undernet Zero is by unlocking password gates. The password to the door in Undernet 1 can be obtained by talking to a program in the Oxygen Tank Comp, while the door in Undernet 2 requires counting the number of torches in the area and inputting that total as the door code.
  • Escort Mission:
    • The second major mission of the game, in AquariumComp, requires MegaMan to guide Mr. Progs in shark virus-infested waters to water tanks which act as locks blocking the way forward.
    • ChargeMan's Link Mission involves ferrying around Mr. Progs between train stations without bumping into obstacles and losing too many passengers.
  • Feather Flechettes: Falzar Beast Out replaces the MegaBuster with the Falzar Buster, which rapid-fires feathers at enemies.
  • Fetch Quest: Many of the sidequests from the Request BBS involve having to obtain items for the requester. For example, "Get The Chip!" asks you to find and deliver a DolThndr1 A chip.
  • Fighting Your Friend: When MegaMan is kidnapped by the WWW dissidents, forcibly transformed into his Beast form and sent into a rampage, Lan has to send a Link Navi (of the player's choosing) to fight Beast Out MegaMan in the Underground.
  • Flechette Storm: The Aqua Needle series of chips fires several spikes from above at opponents, autolocking onto targets.
  • Floating in a Bubble: The Starfish virus family and their related chip series (Bubble Star) can encase Navis in a bubble, effectively paralyzing them while making them weak to Elec attacks.
  • Foreshadowing:
    • BlastMan first appears seemingly out of nowhere at Lan's school to cause trouble, and does so without an operator in sight. Joe Mach, Lan's teacher, turns out to be BlastMan's operator and a covert WWW agent.
    • Iris shows up at multiple points to drop off a CopyBot for MegaMan to use, but always disappears without a trace afterwards. She's actually a Navi using a CopyBot to move around in the real world. The CopyBoy she leaves behind is hers.
  • Four Is Death: One of Erase Cross's abilities allows MegaMan to instantly delete any virus with a 4 in their HP total. It will introduce an HP-bug when used against Navis under the same conditions.
  • Frame-Up: Yuichiro Hikari ends being framed for tampering with the Judge Tree in Green Town and successfully sentenced. He has an alibi for being at Lan's school during the alleged time of the crime, but the recording proving his innocence was deleted by Prosecutor Ito. Lan is able to find a separate recording to clear his father's name.
  • From Bad to Worse: Originally, there was only one Cybeast causing issues: Gregar. A scientist decided to make Cybeast Falzar to combat it, but that only led to even more destruction when Falzar broke free of the humans' control.
  • Game-Breaking Bug:
    • While the chips based off of Boktai were cut from the English versions, it's still possible to obtain them via Gold Mystery Data. However, attempting to use them crashes the game since their data was removed.
    • There is a rare glitch where deleting multiple SnakeArm viruses in a specific manner generates more "decorative" sprites than the game is programmed to handle, causing this data to bleed into the part of the game that handles the player's controls and leaving their Navi helpless. Somehow winning the battle in this state will trigger the error-handling routine for the Japan-exclusive Beast Link Gate and allow the player to exit, but getting deleted means that the game will be softlocked.
  • Gate Guardian: In the final dungeon, the WWW members leave their Navis behind to guard the passages and block the path forward. MegaMan is forced to delete them to allow Lan to proceed.
  • Gone Horribly Right: The purpose of BlastMan causing havoc in Cyber Academy isn't just chaos for the sake of it, but to distract all the guard bots so Joe Mach can break into Mayor Cain's office. However, it goes a little too well, as the bots go so haywire that they put the students in legitimate danger.
  • Grand Finale: Battle Network 6 was explicitly marketed as the final game of the series and fittingly closes with the phrase "MegaMan Battle Network END".
  • Guide Dang It!:
    • Little Boiler 3 is one of the hardest chips to find without the aid of a guide. The Kettle virus that drops it is unlike other enemies in that its most powerful form doesn't show up in one of the post-game areas. Instead, it's a rare random encounter in the Vending Machine Compnote , an optional area players are unlikely to spend much time in.
    • A number of NPCs will tell you NaviCust compression codes when talked to. However, they don't explain that's what they're giving you, let alone which specific program the code is for.
  • Heal It with Water:
    • In the Falzar version, Spout Cross allows MegaMan to heal 5% of his HP whenever he uses Aqua-element Battle Chips.
    • In either version, the first time MegaMan succumbs to the Cybeast, Lan is forced to operate a Link Navi to collect water from a healing spring in Seaside Area to help calm it down.
  • Heel–Face Turn:
    • When Mr. Match last appeared in Battle Network 4, he was no longer evil but also still kind of shady. He seems to have finally turned over a new leaf since then, becoming a teacher and working at Lan's new school.
    • After the events of the first Battle Network, former WWW member ElecMan was handed over to Ann Zap, Count Zap's wife. He's been behaving himself and helping Ann teach classes to restore her family's name.
  • Heroic RRoD: If MegaMan attempts Beast Over but fails to finish off the enemy, he gets saddled with an exhausted state, where his Buster is dramatically depowered, he loses access to all other transformations and emotion states, and his HP plummets in battle.
  • Honest Axe: The "Honest Woodcutter" fable gets spoofed in a sidequest where you're asked to help a lumberjack upgrade his axe. MegaMan comes across an absent-minded Mr. Prog in a bucket with "Legendary Spring" scrawled on the side, claiming to be its spirit. The "spirit" outright tells MegaMan to drop the axe in the bucket to recreate the story, and gives a much better one for "honesty" (read: playing along).
  • Hub Level: Central Town serves as the game's primary hub location. It hosts the AsterLand shop for Battle Chips and other services, the Request BBS for sidequests, and Lan's house and school. On the Cyberworld side of things, Lan's homepage at his house acts as the universal shortcut to most other Net areas via warp points, and Central Area 3 also physically connects to all the major areas for easy access if you're running around with a LinkNavi.
  • I Have Your Wife: While MegaMan is visiting ACDC Area, BlastMan and DiveMan appear and kidnap his Navi friends. They force MegaMan to meet them in the Undernet lest they hurt GutsMan, Roll, and Glyde.
  • I Owe You My Life: Joe Mach feels compelled to work for WWW because Dr. Wily paid for his daughter's life-saving operation.
  • Improbable Age: Shuko somehow landed a teaching job at Cyber Academy despite only being a middle schooler around Lan's age.
  • Increasingly Lethal Enemy: Puffy viruses will puff up when hit, causing them to shoot more spikes at once and at a faster rate. They will do this twice before maxing out in size.
  • Insurmountable Waist-Height Fence: The final stretch of the game has Lan walking through the Expo via its displays and backstage areas. One of the rooms only has the displays slightly elevated above the ground and completely exposed, but Lan can only enter and exit the section via the backstage doors and not by climbing up or jumping down just a couple feet.
  • Item Farming: Bug Frags are a secondary form of currency that can be exchanged for rare chips and Navi Customizer programs, but can only be obtained from Mystery Data or as a random reward for beating the Virus Battler minigame. Grinding for it is mandatory for 100% Completion, as a minimum of 228 bug frags must be collected to complete the chip library.note 
  • Irony: Prosecutor Ito, who programmed the Judge Tree, ends up sentenced to prison by his own creation for breaking the law.
  • Lampshade Hanging: Cyber Academy's security bots are only ever present when the plot deems them relevant, which typically means cutscenes. They're otherwise completely absent. If you talk to Joe Mach during one of the lulls between major story segments, he'll mention he hasn't seen any of the bots recently and wonders where they are.
  • Later-Installment Weirdness:
    • Lan and his family do not live at ACDC Town in this game, and when it is eventually visited there is far less for the player to interact with than in previous games. This also means many of the series' recurring characters are absent for the majority of the game.
    • Crosses are like Souls from the previous two games, except there is no turn limit (unless Beast Cross is used) and MegaMan loses the cross when hit with its weakness.
    • The game introduces a secondary elemental wheel (Sword beats Wind beats Cursor beats Break beats Sword) just to ensure that all Crosses have a weakness. This also results in the removal of Plus, Recovery, Obstacle and Invis transformations, as those types of chips have no offensive presence.
    • The rules for Folder building have been changed one last time after being standardized in Battle Network 3. Instead of the player being able to pack up to four copies of any given Standard Chip, the number is now on an individual chip's basis and based on its MB rating. This means it's possible to pack five of many weaker chips, while the stronger chips may be restricted to as low as one copy. This change also results in most of the recurring non-Navi Mega Chips being bumped down to Standard Chips in this game, since the Mega Chip classification was intended to limit these chips to one per folder and — given their high MB ratings — the new ruleset accomplishes that on its own. This, in turn, gives the player room to run more NaviChips without the opportunity cost.
    • With the karma system of Battle Network 4 and 5 gone, NaviChips are changed again: there's a regular chip, a stronger EX chip that is similar to the V2 chips in the first three games, and an SP chip that, like 4 and 5, has variable attack power based on your fastest S-Rank time against the Navi in question.
    • The vast majority of the character portraits have been redrawn once again, and even the battle sprites for MegaMan, Colonel, and ProtoMan receive various changes — most notably MegaMan's idle pose.
    • HeelNavis have had their design completely overhauled. They are now much lankier and sport spikes on their heads in a manner reminiscent of a mohawk.
    • While Mr. Famous is present, he isn't an Optional Boss in any capacity like in all his other appearances. He only acts as a Chip merchant and an occasional sidequest giver.
    • Bass is typically a late- or post-game challenge. Here, he can be fought as soon as the player gains access to Green Area, which is less than halfway through the main game. Bass also utilizes attacks copied from BattleChips in this game, a significant departure from his other versions.
    • It is the only game that allows two players to play a traditional NetBattle via the Game Boy Advance's wireless adapter; previously, support for the peripheral was limited to Battle Network 5's Crossover Battle.
  • Leaning on the Fourth Wall: One of the dialogues you can get from the Humor program involves MegaMan being philosophical and wondering if Lan is being controlled like a NetNavi. Lan rejects the notion, but very specifically brings up how he's not being controlled like in a video game in its sixth installment.
  • Lecture as Exposition: The Info Dump concerning what CopyBots are and how they work is given to Lan during his first day of class at Cyber Academy.
  • Limit Break: When using a Beast Cross, MegaMan can charge any non-elemental chip to transform it into the incredibly powerful attack known as a Beast Charge. Each Beast Cross has its own Beast Charge, with their own effects, range, and element matching the specific Cross.
  • Loads and Loads of Sidequests: Asterland has a BBS with requests for help regarding various tasks. There are 35 of them to complete over the course of the game.
  • Logical Weakness: Due to elemental barriers not changing between the two versions, logic has to be applied to which Link Navi can destroy which barrier (SlashMan, for example, can take care of whirlwinds mainly because he has a Spin Attack himself).
  • Locomotive Level: The Link Navi mission with ChargeMan, naturally, is an Escort Mission where you ferry Progs from one destination to the next on a set of train tracks while avoiding obstacles.
  • Loophole Abuse: It's established early on that Copybots cannot use Battle Chips, which mostly prevents them from being threat to others. That isn't a problem when one of your arms is a sword, which Colonel and ProtoMan gladly use to their advantage.
  • Luck-Based Mission: The Virus Battler minigame has you pitting our own AI-controlled viruses against NPC opponents. While you have a slight degree of influence via your virus selection and where you place them, your chances of victory are ultimately at the mercy of the AI.
  • Master of All: ElementMan has attacks based on the series's four standard elements (Wood, Fire, Aqua, and Elec) and Wind.
  • Mon: You can collect viruses to use in the Virus Battler minigame, which pits them against other Virus battlers (represented by Progs). Your viruses, however, are AI-controlled and have pre-determined movements.
  • Monster Clown: CircusMan, hands down one of the most frightening Navis in the series. He can drain the souls of other Navis, then manages to contain one of he Cybeasts inside of him (although this is because of a special program installed into him). Not to mention one of his attacks in battle where he transforms into a tent and tries to trap MegaMan, and when successful he proceds to beat him up.
  • Musical Nod:
    • The credits BGM contains the first few notes of the Battle Network 1-3 and Battle Network 4-5 themes.
    • This game's WWW theme takes inspiration from NetMafia Gospel's theme in Battle Network 2.
  • My Rules Are Not Your Rules: The Virus Battler minigame restricts which virus combinations you're allowed to field by assigning an MB rating for each virus, and you cannot exceed a total of 50MB. Your opponents are not subject to the same restrictions and can use whatever they want.
  • Mythology Gag:
    • Mayor Cain and Iris are named after Mega Man X characters. While Cain is purely there for the reference, Iris's name is foreshadowing that she's connected to Colonel like in the X games.
    • After being betrayed by Baryl, Dr. Wily calls him a Maverick, a term from the Mega Man X games.
    • The Bugrise Sword and Bug Death Thunder Giga Chips are the signature attacks of Bugriser from the MegaMan NT Warrior manga.
  • New Jobs As The Plot Demands: While Shuko was hired by Cyber Academy, she also has a part-time job at the aquarium in Seaside. She ends up running off to her other job while Lan is operating SpoutMan and accidentally floods the Cyberworld, leading to the LinkNavi mission.
  • Nerf:
    • Sensor makes a return after its absence in the 4th and 5th games, but now it is slower to scan the row it watches over and lingers for too little time to deal a lot of hits like in the 3rd. It can still deliver a lot of damage, but it needs a specific panel-based setup to pull off.
    • The Search Shuffle function has been turned into a NaviCust program and is no longer Version-Exclusive Content tied to a transformation. However, it can now only be used once per turn and takes up a ridiculous amount of space on the Customizer Grid, being one of the larger programs.
    • Tomahawk Cross does not turn the entire field into Grass panels like Tomahawk Soul did in Battle Network 5, denying you an easy-access field reset and making it harder to abuse the Cross's Healing Factor.
    • Muramasa's damage Cap has been reduced from 999 to 500. This was likely done because a number of changes remove much of the chip's risk, and Beast Out's auto lock mechanic also means it's easier to land the chip.
  • No OSHA Compliance: Sky Town is a floating weather control station 30,000 feet in the air suspended by rockets with narrow walkways that don't even have guardrails. It's also open to the public.
  • One-Hit Kill: Erase Cross will one-shot viruses if they have the number "4" in their HP when hit with elementless chips.
  • The Paralyzer:
    • White Capsule, originally one of the many status-inflicting Capsules available to Battle Network 5's Meddy Soul, returns as a standalone Standard chip that adds paralysis to any chip that it is attached to.
    • Elec Cross gives a stunning effect to non-elemental chips when they're charged.
    • Hitting with just the tip of TenguMan's charge shot will paralyze the target.
  • Pre Existing Encounters:
    • EX Bosses can be found in the Net in unassuming places (for example, BlastMan is hidden in a dead end in Central Area 2).
    • Link Navi Bosses can be rematched anytime just by talking to their Operators. They upgrade to the EX and SP forms depending on your progress in the game.
    • In the final act, HeelNavis litter both the overworld (with the use of mass-produced CopyBots) and cyberworld. Talking to them will trigger a fight with upgraded viruses.
  • Promoted to Playable: SpoutMan, HeatMan and ElecMan, bosses in previous games, are among the playable Navis here.
  • Quirky Miniboss Squad: The team of Yuika, Ito, Vic, and maybe Blackbeard during the last quarter. They are actually quite competent and pose a serious threat to the main cast, despite having squabbles like whether or not they should call themselves Yuika's Lovelies, the Cloudy Bombers, or the Justice Club.
  • Restraining Bolt: During the tutorial showcasing MegaMan's new ability to invoke the power of the Cybeast at will, Yuichiro states that Beast Out only gives him access to about 50% of its power to prevent it from driving him berserk. In times of emergency, you can unleash its full power at the cost of losing control for a turn and debilitating drawbacks afterwards.
  • Revenue-Enhancing Devices: Obtaining 100% Completion requires the e-Reader in the Japanese versions, as there are job missions exclusive to certain e-Reader cards which unlock ProtoMan FZ when completed. The international versions avert this trope and include the missions with nothing but in-game progression required.
  • Revisiting the Roots: After Battle Network 4 and Battle Network 5 tried to toy with the series' formula, several aspects of Battle Network 6 more closely resemble the original three games:
    • There are no significant storyline gimmicks, unlike the random tournament scenarios and New Game Plus focus of Battle Network 4 and the Liberation Missions of Battle Network 5. Likewise, viruses naturally progress in strength in Battle Network 6, unlike its predecessors which only feature upgraded viruses on New Game Plus or during the postgame.
    • Unlike the previous two games, Dark Chips play no role in the plot, though this is justified by the fact their source is destroyed at the end of Battle Network 5.
    • Wily is the Big Bad once again, after Dr. Regal was the antagonist of the previous two games.
    • The composer for Battle Network 2 and Battle Network 3 returns. Their presence is perhaps most felt in the final boss music, which is a Dark Reprise of the boss battle theme just like the first three final bosses' themes.
    • After Battle Network 4 and Battle Network 5 made ProtoMan Version-Exclusive Content, Battle Network 6 once again allows the player to challenge him in all versions.
    • The Swordy virus family returns for the first time since Battle Network 3. Appropriately, the LongSword chip image once again depicts Swordy after using a generic sword image in the previous two games, and elemental swords return as well.
  • Screw This, I'm Out of Here!: CircusMan shows up after the GBeast/FBeast fight to recapture an exhausted MegaMan, only to be interrupted by ProtoMan. Realizing he's outmatched and not in the mood to be shredded into deletion, CircusMan quickly jacks out.
  • Sequel Escalation:
    • Battle Network 6's transformation mechanics are by far the most complex of the series, easily eclipsing the Style Change system of 2 and 3, the Double Soul system of 4, and the combination of Double Soul and Chaos Unison in 5. Beast Out allows MegaMan to tap into the power of the version's Cybeast; this changes his Buster, provides support effects, unlocks a chip-charge attack, and still retains access to Full Synchro, but only lasts for three turns before MegaMan becomes tired. There's also the Cross System, a variation of Double Soul that has no turn limit but gets cancelled if its weakness gets exploited. The two systems can be combined into Cross Beast, which gives MegaMan benefits of both transformations and a different chip-charge attack than vanilla Beast Out, but at the cost of subjecting the Cross to Beast Out's time limit and risking losing the whole transformation if its weakness gets hit. Finally, there's Beast Over, the aforementioned Desperation Attack that entails a berserk, invincible MegaMan lashing out with whatever chips the player loaded into him.
    • After five games of final bosses that are either fully stationary or have very limited movement, Gregar and Falzar are Lightning Bruisers that utilize their entire field just like enemy Navis.
  • Sequential Boss:
    • When W3 kidnaps MegaMan's ACDC friends' Navis, he and Lan have to fight BlastMan and DiveMan in the Undernet in a row.
    • As you go down to rescue MegaMan from the Cybeast's influence for the last time, you face the Beast-form MegaMan using the Link Navi of your choice, and then right after regaining control of MegaMan you have to defeat Colonel.
    • The final postgame confrontation with Bass first has you fight off a souped-up copy of Beast-form MegaMan, followed immediately by BassBX.
  • Shocking Voice Identity Reveal: Still manages to happen in a game with no voice acting! When MegaMan enters the JudgeTree, a voice asks him why he fights so hard against W3; MegaMan recognizes it but dismisses it, saying it isn't possible. When he gets to the end, it turns out that the voice belongs to Colonel.
  • Sibling Fusion: Wily reveals that he had removed Colonel's compassion components and reprogrammed them into a separate Net Navi called Iris, whom he refers to as Colonel's younger sister. He also states that if the two ever merge again, the resulting program will be unstable and spontaneously self-destruct. At the end of the game, Colonel and Iris fuse together in a last-ditch effort to exorcise the Cybeast from Mega Man's body. Though they successfully stop the monster's rampage for good, it comes at the cost of their own lives.
  • Similar Squad: Lan's new friends at Cyber City. A boisterous prankster (Mick/Dex, which is actually lampshaded in-game), a smart merchant-in-training (Tab/Yai with elements of Higsby), and a girl with a crush on Lan (Iris/Mayl).
  • Situational Damage Attack: The Train Arrow chip fires a number of projectiles based on the tile distance between the user and the target, with a bigger gap leading to more arrows.
  • Shout-Out: The first time MegaMan uses a CopyBot, Lan exclaims "H-H-He's aliiiive!!"; MegaMan responds by saying that he's not "some kind of monster".
  • Songs in the Key of Panic: Some frantic music will start in the Aquarium network when carrying a program down onto the water platforms. Don't let the sharks get it!
  • Status-Buff Dispel: The Uninstall chip makes the attack picked before it nullify all of a Network Battle opponent's NaviCust programs if it hits, with the exception of stat boosts. The Sun and Moon Program Advance does this as well if the laser portion of the attack connects.
  • Stealth-Based Mission:
    • In the AquariumComp, MegaMan must navigate "waters" infested with shark viruses while escorting Mr. Progs. If the viruses "eat" Mr. Prog, he will respawn where MegaMan found him, starting all over again.
    • The Link Navi mission for EraseMan involves hunting down and eliminating targets in the Undernet without getting caught. While the stealth aspect is technically optional, failing at it will lead to potentially unwanted virus fights. EraseMan can temporarily turn invisible if you need to hide from the target's sightline.
  • Sword Beam: Slash Cross has a chip-charge ability that allows MegaMan to convert any non-dimming Sword chips (and the four elemental Swords) into Sonic Booms that travel the distance of the screen.
  • Supervillain Lair: W3's new HQ is actually in plain sight in the overworld; the player will not even realize it until near the end of the game.
  • Takes One to Kill One: When Gregar first formed, nothing was able to stop it as it wreaked untold havoc on the Net. A scientist decided to create his own Cybeast, Falzar, thinking that it was the only way to combat Gregar. This only made things worse, as it meant two Cybeasts were running around destroying everything.
  • Taking You with Me: A Heroic Sacrifice version, with Colonel and Iris use a bomb planted in them to destroy one of the Cybeasts once and for all.
  • Timed Mission: GroundMan's Link Navi quest has him destroying rocks in the Cyberworld while under a time limit, with the timer visualized by the burning fuse of a stick of dynamite. Complicating matters is that destroying the rocks requires doing a timed button press, though being optimal allows for the destruction of multiple rocks at once.
  • Tournament Arc: The Expo Navi Selection Test, which roughly takes half of the game. Some of the later Link Navis are also introduced during this point.
  • Traveling at the Speed of Plot: It's noted that a trip between ACDC Town and Cyber City takes several hours by bus, explaining why Lan cannot easily visit his hometown friends after moving. This has absolutely no bearing on the player's ability to travel there, however, as you can make Lan come and go as you please once it's unlocked with no restrictions.
  • Unexplained Recovery: During the climax, Dr. Wily accepts his final defeat and stands in between two giant CopyBots as they explode. The Distant Finale makes to clear that, not only did he survive, but he somehow made it out relatively unharmed and lived for at least another two decades.
  • Unintentionally Unwinnable:
    • Downplayed in the Japanese version. If the player takes the e-Reader BBS side mission "Self Research" before finishing the first 25 BBS missions, their postgame progress is stuck until they are either traded ProtoMan EX and SP chips or luck out with both the chip trader AND super-rare Gold Mystery Data. This is because one of the chips needed to clear the mission requires accessing Graveyard 2, accessing Graveyard 2 requires the player to have obtained every Mega chip, the opportunity to battle ProtoMan for his higher-leveled Mega chips doesn't happen until the first 25 BBS missions are cleared, and the player can't cancel BBS missions once they are accepted. The content cuts in the English version removed this issue, as there is now only one Graveyard and it does not require a complete library of Mega chips to access.
    • The objective of the side mission "Do Something!" is to delete groups of Kettle viruses, though said enemies come in a variant form that is impervious to everything but Fire damage. If one doesn't pay attention to the mission's instructions and triggers the battle without any Fire chips in the folder, the game will be softlocked, since MegaMan can neither kill the enemies or flee. Note that this only applies to Falzar version, as Gregar has two Fire-based Crosses that can be accessed from the Custom Screen.
  • Version-Exclusive Content: The Link Navis encountered, their associated Crosses, which Beast Out you get, and the Final Boss are tied to whatever version you're playing. Also, per series tradition, each version has its own Giga Chip list.
  • Weather-Control Machine: Sky Town's purpose is to house a machine known as Mr. Weather that controls Cyber City's weather. Naturally, it eventually gets hacked and goes haywire.
  • What Happened to the Mouse?: Yuichiro completely disappears from the story with no explanation after he's rescued from his false imprisonment in Green Town.
  • What the Hell, Hero?: GroundMan's Link Mission involves him drilling through lines of rocks under a time limit, and it's possible to hit local Mr. Progs in the area on accident if you're not careful. Doing so will cause the Mr. Progs to yell at GroundMan and burn some of the timer.
  • "Where Are They Now?" Epilogue: 20 years after the end, Lan documents on what happened to the main cast:
    • He became a scientist and married Mayl. They now have a child named Patch.
    • MegaMan and Roll plan to have their own child together.
    • Dex becomes mayor of ACDC Town.
    • Yai became the president of her father's company.
    • Mick became an elementary school teacher.
    • Tab is working hard to make his store a success.
    • Chaud became the International Officials' leader.
    • Wily reformed and managed to create a new Colonel and Iris for a "Net Reinforcement System" while serving time. The new Colonel actively finds and deletes viruses and criminals, while the new Iris recovers damage to the Net.

Alternative Title(s): Mega Man Battle Network 6

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