Tag Archives: mega man battle network

FGC #638 Mega Man Legends 2

Mega Man Legends 2 is the final game in the official, started-with-Mega Man 1 timeline. So, with that in mind, let’s look at the complete, fictional history of Mega Man.

And I didn’t even call him a rock once!

FGC #638 Mega Man Legends 2

  • System: Playstation 1 in 2000, Playstation Portable in 2005, PSN/PS3 forever.
  • Number of Players: Mega Man has a great family, but is the only one allowed to fly to the moon.
  • Favorite Sub Weapon: Z-Sabre makes me feel like Zero and a quiz master. Best of both worlds!
  • Had to fit a GIF somewhere in hereLand of the Rising Fun: In the original Japanese version of Mega Man Legends 2, the “Quiz House” is more or less an “English test”, and quizzes the player on kanji (logographic language characters). This was changed over here to general trivia, which only breaks the universe a little bit when carbons of the future are asking questions about Richard Nixon and The Beatles. Though I suppose it only makes marginally more sense that a single language surviving thousands of years and apocalypses…
  • Story Time: Once again, the plot is teased at the start, and then loaded almost entirely into the finale. In this situation (as mentioned on the stream), I have to wonder if the directors had some kind of warning that they might not get another game, and had to spell out the whole secret history of ol’ Volnutt. Or maybe someone just had a cool idea for an origin, and it included a trip to the moon? Whatever!
  • Tron Resurrection: There is much made of the mystery of the keys and this hidden island and the secret of what happened to Roll’s parents. And it is all worthless next to air pirate hijinks. The ending seems to imply that Tron is going to firmly be on the side of the angels starting with the next title, so maybe it isn’t the worst thing that we never saw a Mega Man Legends 3…
  • For the sequel: That said, the lack of a Mega Man Legends 3 is proof we live in a blighted world wherein we are surviving through one long, continuous slap to the face.
  • Watch it, Buddy: Oh yeah. Want to see the stream? Here it is.




    The finale is great for hearing Caliscrub’s game of the year for every year that has ever happened.

  • Look at the chart: While we are talking about Mega Man stuff, I made this a while back in response to a meme, and it hasn’t been posted on the site before…

    This is very straightforward

    Let us all be amused.

  • Goggle Bob Fact: I produced this video across two continents and three countries. I didn’t work on it much while I was on vacation, but I’m going to claim it technically counted.
  • Credit Where Credit is Due: Good/Bad Elf art provided by Gogglebob.com contributor Poochtastic1. Also happy to have her contribute something pretty and/or scary.
  • Did you know? According to the designers and confirmed by leftover code, originally Roll, Tron, Bon Bonne, Glyde, and Gatz were all going to be playable in different parts of Mega Man Legends 2. Apparently this was scrapped due to making it difficult to animate skeletons in a way that wasn’t immediately reminiscent of Mega. But think of it! We could have had a playable Tron Bonne once again!
  • Would I play again: Capcom, please give us a Mega Man Legends collection. I want an excuse to play through this again while people aren’t shouting at me to fight robots better. It would be nice to have the entirety of the Mega Man timeline on my Switch, too…

What’s next? Random ROB has chosen… Castlevania: Curse of Darkness for the Playstation 2! Let us once again slay a Dracula or two! Please look forward to it!

BOOM
Seatbelts are not for MegaMan…

FGC #561 Mega Man Network Transmission

We gonna MegaThe Mega Man franchise has become vaguely unwieldy. A simple game about running, jumping, and shooting at robots has quickly become a franchise juggernaut that now contains thirty years’ worth of titles spanning multiple genres, systems, and epochs. If you want the whole of the Mega Man experience, you need multiple consoles, hundreds of games, and maybe even some time to watch an anime or two.

Or you could just play 2003’s Mega Man Network Transmission. That game has got it all.

This is Mega Man Battle Network!

At the turn of the 21st century, a great many videogame franchises went through a bit of an identity crisis. Nintendo declared Bowser was dead, or a dad, or maybe some kind of skeleton monster. Zelda drowned all of Hyrule, and Kirby got into star racing. The pervading thought seemed to be that old franchises had to change and grow to compete with the new generation, and, while there were some standouts from this period of change (hello there, Metroid Prime), we mostly now look back and lament Mario being strapped to a water gun for an entire console. Don’t worry, 2002 Goggle Bob, we’d regain our somersault jumps in time…

However, one success from this time was the reimagining of Mega Man. Completely dropping the Mega Man storyline that had been inexplicably going since 1987 (a storyline that had, incidentally, wiped out humanity), Mega Man Battle Network told the tale of an alternate timeline wherein Dr. Light/Hikari ditched robotics and really got into his own cyber-sona. This led to universe where Mega Man was not a super fighting robot, but a super fighting digital assistant that was also Dr. Light’s grandson and was also controlled by Dr. Light’s other, human grandson. In this universe where apparently human babies can be converted into immortal digital slaves damned to watch as their fleshy twin grows, ages, and dies, there are also viruses and “evil” net navigators to be fought, so the official Mega Man of the digital generation has a lot more to handle than existential crises in any given adventure.

Mega Man Network Transmission is technically the fourth released Mega Man Battle Network title (fourth or so, there is a little wiggle room with some of the other games that year), but is firmly placed in the franchise’s story as Mega Man Battle Network 1.5. Shortly after Megaman.exe’s first adventure, a mysterious “Professor” pops into the picture, and releases a terrible virus across the net. Lan the Human and Megaman.exe the Undying scramble into action to save the day! But this adventure is a little different from their Gameboy Advance origins, as…

This is Classic Mega Man!

Book it!First and foremost, Mega Man Network Transmission was designed as a retro title that harkened back to the gameplay of the original Mega Man titles. This was the 15th Anniversary of the Mega Man franchise, and MMNT was intended as a throwback to that “old style” that had died with the Sega Saturn. So, whereas Mega Man Battle Network had always paid tribute with its cast of Fire Mans, Proto Mans, and Wilys, now it was going to include actual movement options that recalled those bygone days. Megaman.exe can run, jump, and even slide (slide, slide!). Continually charging while jogging through a maze is encouraged, and memorizing a boss pattern or two is the name of the game if you want to make some progress. There are even some imitations of classic stages involved, like everybody’s favorite Quick Man laser gauntlet. You love instant death? Of course you do! It’s classic gameplay/horrors all over again!

But it’s not all classic gameplay here. Some bits of Mega Man Network Transmission are downright prescient, like…

This is Mega Man Starforce!

Eat some chipsThe big draw of the Mega Man Battle Network franchise (aside from stupid, sexy Dr. Regal) has always been its unique battle gameplay. To quickly summarize what is ultimately a very complicated system, it’s basically a card game, but including action movement, and sometimes the cards have letters that allow you to use multiple cards at once, and I think there are “classes” involved, and sometimes they combine into an “advanced” version, but only if you have the right cards, and you can only get cards from fighting viruses, or maybe by playing a lottery, and if you don’t have any cards, then you can still attack with a basic laser, but that doesn’t have an element, except maybe if you used a class change to be a different color Mega Man, but you can’t switch that during battles, and wood beats electricity. See? It’s simple!

Mega Man Network Transmission streamlines the chip system by a fair amount, allowing you to equip multiple chips at once without fear of matching letters or elements or whatever. Ostensibly, this is because you are using the chips for a much longer time (it takes goddamn forever for that gauge to refill before upgrades) and in a much wider battlefield (in “normal” MMBN, you only ever have to handle a maximum of three viruses at a time), but it works out to a more simplified version of traditional MMBN battle chip challenging. And that’s great! MMNT was meant to bridge the gap between old, new, and people that had just watched the surprisingly popular anime for the franchise, so simple is good!

And you know what else utilized a simplified version of Mega Man Battle Network’s battle chip system? Mega Man Starforce, the “sequel franchise” to MMBN. Was this inspired by Mega Man Network Transmission? Probably not, but it was an acknowledgement that MMBN might have had a little too much cruft from the get-go, and that could only be jettisoned in a spin-off or sequel franchise.

So enjoy Mega Man Network Transmission’s battle system. It’s like living in the future!

And speaking of the future…

This is Mega Man X!

These things are dumbMega Man Network Transmission is supposed to harken back to the good ol’ days of Classic Mega Man, but there is a significant dosage of RNA here, too. For one thing, there’s the plot, and it features the Zero Virus. That sound familiar? Yes, our favorite Wily reploid is now a literal virus that is attempting to cause netnavis to go maverick. And, as one might expect, Zero starts off as the obvious antagonist, but transforms into a helpful dude over the course of the adventure. He might not have as much luxurious girl hair as in his other appearances, but it’s pretty clear that the guest star du jour is straight out of Mega Man X.

And that gorgeous robot-virus-thingy is not the only item borrowed from Mega Man X. There are a number of gameplay flourishes straight out of the Maverick Wars here, complete with the increased speed, the likelihood of using a double jump, and these weird wire things that no one ever remembers fondly (or, often, remembers at all). It was clear that even the classic series was adopting Mega Man X moves later in its life (hi, Mega Man & Bass), but there is more Mega Man X here than Mega Man, even if there aren’t as many stages that directly harken back to that franchise.

But while we’re on the subject of Mega Man’s pal, Zero…

This is Mega Man Zero!

He got a haircutThe number one complaint about Mega Man Network Transmission? It’s too hard. In some ways, this complaint was completely valid, as it was a huge pain to restart entire levels because you got wrecked by a bad boss matchup. Sure, that had always been the way a Mega Man game played anyway, but this was coming off a franchise that allowed for saving anywhere, and a population that had gotten used to Mega Man containing save states. A “back to basics” approach also invited a “back to difficult” style that a lot of 2003’s audience wasn’t expecting.

But this was exactly what Mega Man Battle Network’s 2-D brother on the Gameboy Advance had been reveling in all along. Mega Man Zero was “classic Mega Man” on the GBA before Mega Man Battle Network ever even thought of testing the boundaries of the genre, and, as many had noted, it was super-duper hard. Or, if it wasn’t hard, it at least expected a lot of the player. “Save points” (or 1-ups) were stretched few and far between, and health was always at a premium. In much the same way, MMNT requires your best offenses always be locked behind battle chips, and you are often left unprepared if you blow all your mighty cannons on some middling mouse opponent.

But that’s exactly where Mega Man Zero and Mega Man Network Transmission are so similar: they’re all about resource management. Unlike the original Mega Man games that only encouraged weapon energy rationing (and provided a pile of powerups to help with that), MMZ and MMNT both demanded much more administration from the player. Whether it is battle chips or cyber elves, an inexperienced player is practically required to figure out what works for getting through a level, and then utilize those assets only when absolutely necessary. Of course, that winds up having its own kind of learning curve (and Mega Man Zero’s persistent ranking system seems to punish the player for using any resources, so mixed messages there), so, yes, these games probably could be considered hard. But whereas you only had one Flash Stopper to skip through Quick Man’s gauntlet back in the day, newer takes on that challenge offer additional options to the observant player.

Unfortunately, the challenge of Mega Man Network Transmission really did work against it. While you could claim Mega Man Zero was made for “hardcore” fans, MMNT seemed to aim for a different audience. In fact, you could say…

This is a Mega Man Cartoon!

PointyMega Man has had a number of animated tie-ins through the years. There was that Ruby-Spears nonsense, the anime about saving Christmas, and (particularly relevant to this article) an entire anime based on the Mega Man Battle Network series. It was popular. It was so popular, it rivaled Yu-Gi-Oh for number of stupid card-based plastic wads that were released through tie-in merchandise. And, even better than Yu-Gi-Oh, you actually cared about the characters, so buying action figures was not off the table. Stick that Bass/Forte figure on your desk with pride, young one, as any digital personal assistant that wears a cloak has to be badass.

Mega Man Network Transmission seemed to be catering to the audience that watched that anime. This, the first MMBN to be played on console (and presumably a big screen television), was pretty as a princess riding an oddly attractive horse. It is cell-shaded, various viruses have twinkling auras, and Megaman.exe rarely looked so good (in 2003). It was a feast for the eyes, and the graphics style certainly seemed to be designed to appeal to anyone that was watching cartoons (as opposed to the more “realistic” graphics of its contemporaries).

What’s more, it had full voice acting (albeit, not in many languages), and an easy to follow plot that was more about making friends with your potential enemies than blasting robots into everlasting pieces. Whether it was difficult or not, the general presentation of Mega Man Network Transmission seemed to harken to the many times Mega Man had mega fun with his mega pals on the mega television screen.

Though if you really want to compare Mega Man Network Transmission to another Mega Man experience, you probably should consider…

This is Mega Man Legends!

ShinyMega Man Network Transmission, for one reason or another, was not received well. According to reviewers it was too difficult, too cartoony, and/or too different to survive. Or maybe it wasn’t different enough to be its own thing? Regardless of the reason, MMNT never saw a direct sequel to its distinct kind of gameplay, and the franchise moved on, never taking the time to look back at what might have been in the parallel universe where Mega Man Network Transmission was popular.

So, like Mega Man Legends never continuing again, Mega Man Network Transmission was a gaming dead end.

And nobody has gotten around to releasing it on modern consoles, either!

Mega Man Network Transmission is every Mega Man game all rolled into one. The good, the bad, and the heartache.

FGC #561 Mega Man Network Transmission

  • System: Nintendo Gamecube, and then never anything again. And Capcom loves porting titles!
  • Number of players: The Mega Man Battle Network series is usually two player, but, sorry, only one netnavi at a time here. We can’t always have Mega Man 7.
  • MONEY!Cold Hard Cash: If you want to even stretch it a little further, the frequent zenny coins scattered around the levels are very similar to how screws were used to tempt players in the Gameboy classic Mega Man titles (Mega Man Land?). That said, “Mega Man collects money” is something that seemed to show up all across the franchises eventually, whether that be through screws, alloys, or zenny again. So you’re not getting a full section, Gameboy Mega Man, but you do at least earn a bullet point.
  • What about Mega Man ZX? I guess you can summon bosses? I don’t know. Ask me again at some point when I haven’t typed “Mega Man” 66 times.
  • Favorite Rival Navi: If we’re going with any navi, I choose Shadowman.exe, because I am secretly a twelve year old that loves ninja. If we have to choose one distinctly created for this adventure, though, I’d pick Gravityman.exe. That dude was never going to work in the constrained, “who cares about gravity anyway” world of MMBN, and he feels vaguely weighty (ha!) as a foe. He big. He round. He’s an absolute unit of an opponent.
  • Favorite Chip: For the second game in a row, I’m going to choose the humble sword. I like getting up close and personal with my opponents, and sword chips are so plentiful here, Megaman.exe practically becomes Protoman.exe. Runner-up is the life virus aura, but that does feel like cheating.
  • Did you know? Zero appears and becomes the first Mega Man X character to enter the canon of Mega Man Battle Network, but he would later be joined by Colonel and Iris. Unfortunately, none of the main Mavericks ever had a chance to shine in Battle Network or Star Force, so Wire Sponge got robbed.
  • It's too bright in hereWould I play again: If I was stuck on a desert island, and could only play one (non-compilation) Mega Man title, I would choose this one to get my Mega fix. That said, it is by no means the best Mega Man game, nor is it the most accessible, so the odds of me actually playing it again are slim. But maybe if Capcom deigns to release it again, it could happen…

What’s next? Random ROB has chosen… Q*Bert! The little orange hopping whatsit rides again! Please look forward to it!

FGC #410 Mega Man Battle Network 6 Cybeast Gregar & Falzar

GWARHere lies the Mega Man Battle Network series. May it soon return to us.

In a way, Mega Man is videogames. He was right there at the dawn of the NES, and starred in a new, great title every year. He was one of the chosen few to star in Captain N: The Gamemaster, and he had a few shows of his own over the years. But all of his media traced back to one videogame franchise, and as the decades and technology went by, Mega Man grew and changed with them. Mega Man X heralded the dawn of a new, super age, and Mega Man Legends introduced us to the glory of polygons. And when Mega Man seemingly faltered on the consoles, he sought shelter on the handheld systems of the day. Mega Man Zero and Z/X continued the action-based gameplay of Mega Man X, while Mega Man Battle Network and Mega Man Star Force made an attempt at the new action JRPG genre that had cropped up around gamers’ unpleasant need for games with more and more words. By the time the DS’s popularity was winding down, it was time for Original Mega Man to make his retro return to consoles, and thus could the whole cycle begin anew.

Except… Mega Man’s adopted father, Keiji Inafune, left Capcom in 2010, and the franchise has been slow to restart since. Mega Man 11 is apparently on the way, complete with its own tie-in animated series, but, by and large, Mega Man has languished in cameos for the past decade. Poor little metal boy, left all alone with nary an e-tank to keep him company! Where will we find that amazing Mega Man gameplay now!?

Jackin' itBut that’s the joy of this glorious new future: we do not want for Mega Man games, because Mega Man so greatly influenced gaming, there are now modern successors to his legacy. Shovel Knight is totally its own thing and absolutely a Mega Man game occasionally starring Explosion Man trying to impress his fabulous girlfriend. Walking and gunning opponents until they give up their abilities seems to have become a staple of many 2-D games, and, even though the queen is dead, long live the queen. Mega Man may not have had a new official release in years, but the fan community has also kept the bot alive, and if you want to see the lil’ guy take out the Street Fighter cast, go ahead and download that exe. We’ve got Mega Man games oozing out of our arm cannons!

But we need a few more Mega Man Battle Networks.

Every (mainline) Mega Man Battle Network game is unquestionably a JRPG. What’s more, the entire franchise is basically Pokémon. You’ve got a shorts-clad protagonist that pals around with a bunch of random archetype kids, solves all of the world’s problems through pet (sorry, PET) battling, and, for some inexplicable reason, the villains that could potentially just kick over our rollerblading hero somehow lose to the power of friendship and teamwork. But all of that is just precursor for the best part of any MMBN/Pokémon game: futzing around in the world and becoming a Level 100 battle demigod. The post-game of this franchise is always amazing, and all that talky talk can get lost in the recycling bin for all anybody cares. Who doesn’t enjoy earning icons that forever signify your victory over the super, super, super hidden boss?

But Mega Man Battle Network has one thing that is completely missing from Pokémon: it’s actually fun to play.

WoofOkay, as someone that has sunk a legitimate 400 hours into the last three Pokémon titles, I know that’s absurd hyperbole. Pokémon games are fun to play, in their way, but they are, at their cores, little more than chess. It’s all about strategy and planning, but the game itself could technically be played by a thumb attached to a jar (the jar, like most jars, contains a brain, duh). Mega Man Battle Network still relies heavily on strategy and planning, but actual physical skill is required for every battle. It doesn’t matter if you have the best chip folder on the net, you need to actually move that MegaMan.exe around the screen, dodge incoming projectiles, and maybe score an all-important counter so you can attack a weak point for maximum damage. Mega Man Battle Network is an action JRPG that amazingly adapts Mega Man gameplay. That’s no small feat! Looking at you, Mega Man X Command Mission!

And, what’s more, MMBN doesn’t make “action JRPG” a scary phrase. There have been many titles that attempted to add action heroes to the JRPG formula, and failed miserably. Sonic Chronicles: The Dark Brotherhood could have been an interesting adaptation of Sonic the Hedgehog’s “gotta go fast” gameplay to the traditionally slow world of JRPGs (wait, this was always a terrible idea), but its constant need for timed hits every encounter quickly made battles a disappointing slog. There’s no such problem in MMBN, though, as, if you know what you’re doing, your average fight can be over in literally a second. And that’s not a glitch; you will receive all sorts of prizes for unleashing a 700 HP Program Advance at the starting bell. You’re encouraged to be as ruthless as possible, and that means snappy, fun gameplay. Just ask Kratos!

So it’s a bit of a pisser that this glorious action-JRPG gameplay from 2001 is apparently gone forever.

BY THE PITFull disclosure? At its core, the Mega Man Battle Network series is a card-based action JRPG. And I hate card-based games! I would sooner send the entire genre to the Shadow Realm than spend another moment of my life waiting to draw from my deck so I can actually do something. By my view, there are people that rave about the great gameplay of Kingdom Hearts: Chain of Memories, and, on the other side of the aisle, there are sane people. Nine times out of ten, a card-based action JRPG just means you’re doing the same action you’d normally be performing, but maybe weaker, because you have the same luck as John McClane, and, by God, you’ll be walking barefoot over broken glass before you draw an actually useful card. I don’t care how dutifully you stack the deck beforehand, you’ll be wasting turn after turn waiting for the one card that completes your hand.

But Mega Man Battle Network doesn’t have that problem. Battles are snappy to the point of absurdity, and even if you’ve got a bad draw, you’re still essentially playing Mega Man (albeit one without jumping). It’s fun, exciting, and there isn’t the unending lingering found in its other card-based brethren. Mega Man Battle Network is wholly unique in its dedication to action and strategy!

And nothing else even comes close. So, please, Capcom, Inafune, or somebody, please bring back Mega Man Battle Network.

(But you can keep making regular Mega Man games, too.)

FGC #410 Mega Man Battle Network 6 Cybeast Gregar & Falzar

  • System: Gameboy Advance. It also made it to the WiiU virtual console in 2016, but fat lot of good that does us all now.
  • Scary!Number of players: Like Pokémon, MMBN also always had a robust “meta game” where you could fight your friends. I… don’t think I ever had a friend that was also playing this game… so… uh… I’m sad now.
  • Going to talk about the plot? Maybe if ROB chooses another MMBN game, and I’m not cripplingly nostalgic for the good ol’ days of its gameplay. Look, for MMBN6, just know that the internet was once inexplicably ravaged by a pair of magical monsters, and Dr. Wily wants to bring them into the real world because he’s mad at his adopted son (because his regular son has amnesia).
  • Which version is best? There’s a lot to unpack there, because, not only are there unique Navis between versions, but both versions are direct sequels to the separate versions of Mega Man Battle Network 5. Which story would you like to continue? Which navis would you like to fight? What unique forms would you like to utilize? I chose Gregar version, because it includes a choo-choo.
  • Favorite Navi (this game): EraseMan.exe is a play at featuring the grim reaper in a children’s game, and that’s always fun for everybody. He’s got guillotines for feet! He’s also known as KillerMan.exe in Japan, which is a little less subtle.
  • Did you know? Speaking of EraseMan.exe, if Killer Cross, the version of MegaMan.exe when he’s fused with EraseMan.exe, attacks a virus with a 4 in its HP, the virus will be instantly erased. This is because 4 is a number of death in Japan… which must really make counting in that country a real pain in the ass.
  • Would I play again: Cooooome on, Mega Man Battle Network Collection for Switch. You can do it, Capcom!

What’s next? Random Rob has chosen… Clayfighter 63⅓ for the N64! Is it just two thirds shy of being a good game? We’ll find out! Please look forward to it!

Slashy slashy