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YMMV / Mega Man Battle Network 3: White and Blue

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  • Breather Boss:
    • PlantMan is a total pushover. His attacks and movements are fairly predictable, and you'll have picked up a number of Fire chips just going through his dungeon.
    • JapanMan is the second boss of the post-ending Secret Area bonus dungeon. He's pathetic — his attacks are slow and predictable, with him always coming to the front of his area to use his spear, and it only has three range so if you Area Grab him, he'll be completely unable to hit you. The only complication comes late in the fight when he starts to take over your area back, but you can just bust out a powerful Program Advance and kill him before he gets much room.
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  • Even Better Sequel: The second game was already considered an improvement over the first, and the third surpassed it in writing and gameplay, smoothing out bumps in the game mechanics while introducing new ones. This is why 3 is regarded as possibly the best of the series.
  • Game-Breaker:
    • Prism throws a crystal forward that will reflect any damage dealt to it to the eight squares surrounding it. It only lasts a short time, but when thrown into the middle of the enemy area, it basically makes every chip a Spreader shot, and chips that hit the entire enemy area will deal double damage for the direct hit and the reflect from Prism.
    • The "Deux Hero" Program Advance and its upgraded form Double Hero. Deux hits the entire enemy area for 8 hits of 70 damage, Double deals 10 hits of 70 damage. And because it's one of the "different chips with the same code"-type Program Advances, you can slot multiple copies into your deck.
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    • BubbleMan chips. They fire a number of water shots at the enemy, six-nine depending on the version of the chip, V1 to V4, and each shot does 20 damage. Because the chip deals so many shots, attack-boosting chips work on each shot, and because it's a Water-elemental Navi chip, BubbleMan is compatible with basically every attack boosting chip in the game, including Aqua +30 and Navi +20, of which you can slot in four copies in a deck. A BubbleMan V4 with just one Aqua +30 behind it will deal 9 x 50 damage; add in another booster and you've got a three-chip combo that hits harder than Double Hero. Speaking of which, did we mention that BubbleMan and Double Hero use the same chip code?
    • The Bodyguard Program Advance bombards the enemy area with 18 Shurikens, dealing 100 damage for each. The only bosses in the game with more than 1800 HP are JapanMan, Serenade, Bass GS, Alpha (the Final Boss), and the Bonus Boss SP Navis. Everything else will be shredded.
  • Goddamned Boss:
    • BubbleMan hides behind a huge rock and a hole in the field that constantly releases bubbles that block your attacks, while BubbleMan himself hides in the back.
    • His friend DrillMan is just as obnoxious, as he appears randomly from the holes that pop on the field and is immune to frontal damage.
  • Good Bad Bugs: The famous 11th Chip glitch. Mega normally loads 5 battle chips in battle and can sacrifice chips in order to load up to a maximum of 10 each round, but with the Navi Customizer, he can use Custom+ programs and the Custom style to load more chips at the very start. However, if you load Mega with too many Custom+ abilities, the game will glitch and give you access to an 11th, 12th, and even 13th chip. These slots each load chips from very specific locations in your folder, allowing you to control what chips you have access to at the start of battle.
  • Padding: A lot.
    • The BubbleMan scenario is definitely this, which may be one reason why he's so unpopular. You have to chase him all the way from Mayl's homepage to the Yoka area, leave and chase down his underlings for the Needle (three times), return to Yoka area again, leave and obtain the Press program, return to Yoka area once more and then wander through the gratuitously large compressed path maze to find BubbleMan's dead end. Shoot the bastard dead.
    • The Hospital Stage. The area is covered in vines that conceal items, viruses, and the teleporters to move around, so you need to use up Fire chips to burn them away. Thankfully you can easily get fire chips in the area so that the game doesn't become unwinnable, but you have to run around and hope you attract enough fire viruses to drop one.
    • The Internet Fire is even worse. You have to spend Aqua chips to douse the giant bonfires all over the cyber-world, but this time, the virus encounters don't change — you'll have to detour to certain places like Yoka area if you need to restock your Aqua chip supply.
    • A late game quest has MegaMan fight his way through the Undernet's ranking system to meet their leader "S", who holds the Forbidden Program that is the only thing that can stop Alpha. This means tracking down numerous Navis around the net and defeating them until you can meet S and claim the program. But then the Forbidden Program is rendered useless when, in a Contrived Coincidence, Bass is immune to its power and No Sells it and escapes with Alpha; come the end game, Alpha is destroyed without the need for the Forbidden Program anyway.
  • The Scrappy: BubbleMan, the boss and cause of one of the most obnoxious segments of Battle Network 3. He also loses major points for being integrating Dirty Coward tactics into his boss fight; he has a hole in his field to interrupt your advance, is constantly deploying obstacles that you have to get around, deploys a shield when his health gets low, and his V3 ghost rematch won't appear unless MegaMan is at critical HP.
  • Scrappy Mechanic:
    • Pretty much any time you need a specific chip to proceed. Thankfully this only happens a few times, but when it does your progress will grind to a halt while you try to find the chip you need. At one point in the game, you have to find an "Iceball M" chip. How do you find one? Look it up. Only one enemy drops the chip, they're a rare encounter in a single-screen area you've no other reason to revisit, and you need to have the Fish program installed in the Navi Customizer to make them appear.
    • Compressed paths are so ubiquitous in the Yoka and Beach areas that you'll spend a significant amount of the game wasting Navi Customizer space fitting the Press program into it so you can move around without issue. Then comes the Match scenario where you have to fit Press and Energy Change into the Customizer to be able to find and put out the net fires (that or constantly re-open the customizer to swap them out).
    • Unlike 2 where you could keep two Styles and switch between them, you have one style in this game, and when you get it you have to choose whether to level it up or look for a new style, and then only get to change your mind next level up/style change. This wouldn't be so bad if the game didn't have chips that can only be won from enemies when in Custom or Team Style — a player may have to keep a Style with an elemental affinity they don't want so they can find new chips, and later will have to weigh which style to keep to find either virus or Navi chips.
  • That One Boss: KingMan. He stays in the back row and will move quickly whenever you move into the same line as him, he has no elemental weaknesses, and he has a lot of HP. The real complication to this fight is the chess pieces; he'll summon Knights to try to jump on you and Pawns that can use Longsword slashes. Any strategy you may attempt will eventually result in him using "Plan B", which usually directly nullify whatever your previous strategy was; he either spawns two Knights for a continuous cycle of attacking, Area Grabs you and moves his Pawns up a column so their Longswords will always connect, or swaps out the Pawns for a Rook with a ton of HP that continuously moves to shield him. Finally, the Chess pieces constantly respawn (if you break them, they regenerate within a turn; if you get them off the board entirely, he'll summon them back) and usually take up his front row, so Area Grabbing him is virtually impossible. The result of all this is a boss that is difficult to hit, takes a lot of damage to put down, you need to constantly be moving to avoid his chess pieces, and any strategy you may try against him will be directly countered a few turns into the fight.
  • That One Sidequest:
    • The Time Trials, which become available after beating several Bonus Bosses and are needed to 100% the game. You have to beat the v2 version of every boss within a certain time limit, but you're restricted to an Extra Folder, a weak uncustomizable folder that you can get off certain NPCs in the game. Many of them are clunky and not as fluid as you'd expect of an endgame folder, making getting those times a daunting task bordering on Luck-Based Mission.
    • "Legendary Tomes" feels like a rather straightforward fetch quest, but in addition to the client's given reward, the quest gives a few vague hints on how to decipher the tomes you've been collecting to obtain the treasure (which is a ridiculous amount of money). Which is fine and all, but the results from deciphering the tomes were not translated at all, turning finding said treasure into a bit of a Guide Dang It! for those wanting to get the most out of it. If you turn in the quest without looking for the treasure, it's lost.
  • They Wasted a Perfectly Good Plot: Early in the game, MegaMan begins to glitch and has to be stored in a sub-PET for safety while Lan's dad fixes the main PET. The sub-PET has limited functionality, including an inability to jack into the internet. Sounds like a convenient chance to put a Hero on Hiatus while some crisis happens and MegaMan can't help out, right? Nope — the PET is fixed by the next morning and MegaMan is back to normal without anything significant happening.
  • Tough Act to Follow: Mega Man Battle Network 3 received critical acclaim and is often considered the best in the series. Spinoffs such as Chip Challenge and Network Transmission gets hit by this to and extent but Mega Man Battle Network 4 gets it the worst do to it being mostly agreed it is not only an inferior game to 3, as it is a main game it gets more flack.

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