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* BlindIdiotTranslation: 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.

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* BlindIdiotTranslation: BlindIdiotTranslation:
**
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.humanoids.
** The Queen Bohemia hint varies depending on the version; the Japanese version is a pun, transliterating as "Good Kuni, good Niku" (actually meant to be read as 11922911). Meanwhile, the English version not only writes [[RougeAnglesOfSatin too instead of two]], you're also meant to interpret "tonight" as "two nine". The Italian version takes it ''even'' further with "[[TranslationTrainWreck double 0 on head and double 0 on tail, the heart is 81]]".
** The DS version was the only version translated into other European languages, including Spanish; unfortunately, the Spanish translator was very incompetent at their job, leading to some unintentional comedy such as the Chivalry [=NaviCust=] part being translated as "[[AccidentalInnuendo I knew it! He's using my vibrator!]]".
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* ComebackMechanic: Dark Chips and DS [=NaviChips=] in this game deal damage based on the number of times that [=MegaMan=] has flinched from enemy attacks, encouraging players to use them to turn the tables on an opponent that is repeatedly landing hits.
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* DangerousForbiddenTechnique: Parodied with the Houdini of the Beach. The process involves putting your suit over your underpants and taking it off from underneat the suit. This lets you switch to your bathing suit without ever getting naked. The catch is that you have to stretch your underpants over each leg. This puts immense strain on the underpants and can eventually lead to them ripping in half. Dex's underpants don't survive when he attempts it during the BeachEpisode.
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* CallBack:
** The game starts with a flashback in Dr. Tadashi Hikari's lab, near identical as it was from the ending cutscene of ''Battle Network 3''.
** Majority of the Navis returning from past entries are from the second game, such as [=ToadMan=] and [=MagnetMan=].
** The second villain scenario is prefaced by a recreational trip with Lan and friends, coupled with having to do a PixelHunt around the place to craft things.
** [=ShadowMan=]/[=GyroMan=]'s teammate scenario has them steal [=KnightMan=]/[=MagnetMan=]'s essential programs, including a "movement program". One of the tests set-up for the B-License exam in ''2'' is retrieving a similarly-named Walk Program.
** The final boss is an amalgamation of small bits of harmful data, like how Gospel being made of Bug Frags.

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* HatePlague: Nebula's endgame is to turn humanity evil via the power of [=SoulNet=]. A small scale test with microsevers leads to people becoming irritable and violent {{jerkass}}es to each other.



* TheMainCharactersDoEverything: Lan and [=MegaMan=] end up doing the majority of the legwork for Team Colonel/Team [=ProtoMan=]. They scout out areas before missions, recruit most of the members, and deal with several Nebula plots by themselves. Lan even operates every single team Navi during Liberation Missions by himself, [[JustifiedTrope though it's at least explained that this is because interference from Nebula bottlenecks communication]].

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* TheMainCharactersDoEverything: Lan and [=MegaMan=] end up doing the majority of the legwork for Team Colonel/Team [=ProtoMan=]. They scout out areas before missions, recruit most of the members, and deal with several Nebula plots by themselves.unassisted. Lan even operates every single team Navi during Liberation Missions by himself, [[JustifiedTrope though it's at least explained that this is because interference from Nebula bottlenecks communication]].
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* TheMainCharactersDoEverything: Lan and [=MegaMan=] end up doing the majority of the legwork for Team Colonel/Team [=ProtoMan=]. They scout out areas before missions, recruit most of the members, and deal with several Nebula plots by themselves. Lan even operates every single team Navi during Liberation Missions by himself, [[JustifiedTrope though it's at least explained that this is because interference from Nebula bottlenecks communication]].
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* TravelingAtTheSpeedOfPlot: Oran Island is far enough of the coast of Electopia that Lan and his friends make a day trip out of their first visit. The game proceeds to quickly forget this fact, as Lan is required to go to the island multiple times as if it's just a 10 minute boat ride away.

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* TravelingAtTheSpeedOfPlot: Oran Island is far enough of off the coast of Electopia that it's effectively deserted due to a lack of inhabitants, and Lan and his friends make a day trip out of their first visit. The game proceeds to quickly forget this fact, the travel time issue, as Lan is required to go to the island multiple times throughout the story as if it's just a 10 minute boat ride away.
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* TravelingAtTheSpeedOfPlot: Oran Island is far enough of the coast of Electopia that Lan and his friends make a day trip out of their first visit. The game proceeds to quickly forget this fact, as Lan is required to go to the island multiple times as if it's just a 10 minute boat ride away.
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* CuttingOffTheBranches: The majority of events in ''6'' trace back to ''Team Colonel'', therefore making it the canon version.

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* CuttingOffTheBranches: The majority While both versions of events in ''6'' trace back to ''Battle Network 5'' were announced simultaneously, ''Team Colonel'', therefore making it of Colonel'' released months after ''Team of Blues'' in Japan and features an expanded ending where [[spoiler:Wily is revealed to be behind Dr. Regal's LaserGuidedAmnesia]]. Indeed, the canon version.events of ''Battle Network 6'' continue from ''Team Colonel''.

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* DudeWheresMyRespect: There's a big aversion early in ''Team Colonel'', where Baryl cites Lan's past victories against the WWW, Gospel, and Nebula as reasons why he's chosen to be the operator during Liberation Missions. In most other points in the game, though, various allies are willing to "test" Lan and Mega despite his reputation.



** 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.

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** 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. This problem exacerbates in the postgame when virus upgrade an entire tier.



* MookMaker: The Dark Hole panels found in Liberation Missions will spawn Guardian viruses every turn.

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* MookMaker: The Dark Hole panels found in Liberation Missions will spawn Guardian viruses every turn. Liberating a Dark Hole will also erase all Guardians it has spawned.



** Dark Chips now have to be included in the Folder like normal chips, you can only hold 3 of them, and being in the Evil state no longer forces their spawn. This subjects them to the RNG and makes it harder to manipulate their appearance than in ''Battle Network 4''.

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** Dark Chips now have to be included in the Folder like normal chips, you can only hold 3 of them, and being in the Evil state no longer forces their spawn. This subjects them to the RNG luck of the draw and makes it harder to manipulate their appearance than in ''Battle Network 4''.



* NotCompletelyUseless: 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...[[ThisLooksLikeAJobForAquaman 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 [[ObviousRulePatch more than tripled its MB rating]] to make this the only ''Battle Network'' game where Slow Gauge is ineligible to be bookmarked.

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* NotCompletelyUseless: 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...[[ThisLooksLikeAJobForAquaman 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 [[ObviousRulePatch more than tripled its MB rating]] to make rating]], making this the only ''Battle Network'' game where Slow Gauge is ineligible to be bookmarked.



** 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=].

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** In Liberation Missions, this system happens differently: [=MegaMan=] can't use the battle data Navis like normal, but he can choose to liberate when you're liberating a panel with a teammate teammates (who haven't taken their action) in close proximity, you can recruit those teammates into the same panel as his, and during the liberation you can then switch between the two.Party Battle System for that Liberation. This can also be done using Navis other than [=MegaMan=].
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** 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.

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** Whenever it is compulsory the story mandates 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.

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* FakeLongevity: 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 BonusDungeon, 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 second gate within the BonusDungeon that upgrades to third-tier viruses.

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* FakeLongevity: FakeLongevity:
**
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 BonusDungeon, 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 second gate within the BonusDungeon that upgrades to third-tier viruses.viruses.
** While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the initial postgame area requires 100 Standard Chips, the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips, which runs into the aforementioned issue.
** The "Gow is missing" subplot seems purposefully designed to waste your time. The game has you backtrack through several areas to follow a trail leading to his possible location, and you're eventually made to go the depths of Oran Island's mines for a third time to enter a [=VisionBurst=] located in the final [=DrillComp=]. After all this running around, you proceed to watch Gow get captured by Nebula agents. The kidnapping might as well have happened offscreen considering how you learn almost nothing of importance from the whole ordeal that required a visit to the [=VisionBurst=].
** The midgame and late-game ask you to traverse the expansive End Area and the Undernet multiple times, which involves traversing a number of maps filled with powerful viruses and labyrinthine layouts sprinkled with one-way conveyors and teleport pads to screw you over. To add insult to injury, a shortcut to the deepest parts of the Undernet exists, but it's in the endgame Nebula HQ area and only really useful for accessing postgame content.
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** The speed at which [=TomahawkSoul=] recovers HP on Grass Panels has been drastically reduced compared to previous Wood-based Souls/Styles.
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* FakeLongevity: 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 BonusDungeon, 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 BonusDungeon (which can only be opened after beating the game) that upgrades to third-tier viruses.

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* FakeLongevity: 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 BonusDungeon, 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 second gate to within the BonusDungeon (which can only be opened after beating the game) that upgrades to third-tier viruses.
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* SecretTest: Dusk/Charlie and [=ShadowMan/GyroMan=] won't join the team initially until they have a chance to test Lan and [=MegaMan=]. They do this by pretending to be antagonistic to the brothers to get into a Net Battle, after which they decide Lan and Mega are worthy teammates.
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* BaitAndSwitch: Lan is sent to a gala on the ''Queen Bohemia'' to protect a special booster system from being stolen by Nebula, and quickly comes across one of their agents. When the system is inevitably stolen, it turns out that the Nebula goon didn't take it; he's beaten to the punch by someone else.
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* ChekhovsGunman: On the first trip to Oran Island, [=MegaMan=] has to buy a key off of a Navi that's randomly in an isolated area of the Net only accessible from one of the deserted island's terminals. The Navi is owned by a retired miner who used to know Lana's grandfather, and ends up holding a clue they need to find a [=VisionBurst=].

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* ChekhovsGunman: On the first trip to Oran Island, [=MegaMan=] has to buy a key off of a Navi that's randomly in an isolated area of the Net only accessible from one of the deserted island's terminals. The Navi is owned by a retired miner who used to know Lana's Lan's grandfather, and ends up holding a clue they need to find a [=VisionBurst=].

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** The boss faced at the end of Nebula Area is different depending on how fast you defeat the Dark Soul Navis. 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 OneHundredPercentCompletion.

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** The boss faced at After beating the end Lord of Nebula Area is different depending Chaos for the first time, his form will differ on how fast subsequent fights based on the total time you take to defeat all the Dark Soul Navis. 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 OneHundredPercentCompletion.


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* LevelScaling: The Dark Soul Navis faced in the final postgame Nebula Area scale their damage and HP based on [=MegaMan=]'s max HP value (excluding anything granted by the [=NaviCust=]). Their damage output can potentially be lower than in their original boss fights if you didn't pick up any HP Memories for the entire game.
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* ChekhovsGunman: On the first trip to Oran Island, [=MegaMan=] has to buy a key off of a Navi that's randomly in an isolated area of the Net only accessible from one of the deserted island's terminals. The Navi is owned by a retired miner who used to know Lana's grandfather, and ends up holding a clue they need to find a [=VisionBurst=].
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* HealThyself: You can have your Navis heal some HP during Liberation missions by passing their turn.
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* OxygenMeter: Parts of the [=ShipComp=] are flooded in a vein similar to the [=AquaMan=] scenario in ''Battle Network 4'', and you have to deal with a limited air meter while diving. You can recover air by touching bubbles or walking up ramps leading back to the surface, while some obstacles will drain the meter faster. An empty air meter only results in constant DamageOverTime while out of combat, so it's possible to ignore it if you bring healing items or use [[EncounterRepellant Sneak Run]] to avoid RandomEncounters.

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* OxygenMeter: Parts of the [=ShipComp=] are flooded in a vein similar to the [=AquaMan=] scenario in ''Battle Network 4'', and you have to deal with a limited air meter while diving. You can recover air by touching bubbles or walking up ramps leading back to the surface, while some obstacles will drain the meter faster. An empty air meter only results in thankfully doesn't lead to any immediately dire consequences, just constant DamageOverTime while out of combat, so it's possible to ignore it if you bring healing items or use [[EncounterRepellant Sneak Run]] to avoid RandomEncounters.combat.
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* OxygenMeter: Parts of the [=ShipComp=] are flooded in a vein similar to the [=AquaMan=] scenario in ''Battle Network 4'', and you have to deal with a limited air meter while diving. You can recover air by touching bubbles or walking up ramps leading back to the surface, while some obstacles will drain the meter faster. An empty air meter only results in constant DamageOverTime while out of combat, so it's possible to ignore it if you bring healing items or use [[EncounterRepellant Sneak Run]] to avoid RandomEncounters.
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* ExcusePlot: Regal directly admits that Nebula took over the internet just to buy him time to find a {{Macguffin}} he needs for his ''real'' plan.

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* ExcusePlot: Nebula taking over the internet; Regal directly admits states that it was just a distraction to buy time while Nebula took over searches for the internet just to buy him time to find a {{Macguffin}} he needs for his ''real'' plan.

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* DoWellButNotPerfect: The boss faced at the end of Nebula Area is different depending on how fast you defeat the Dark Soul Navis. 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 OneHundredPercentCompletion.

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* DoWellButNotPerfect: DoWellButNotPerfect:
** Some Liberation Missions have differing rewards for clearing with the near-par and below-par turn counts instead of handing out a Navi chip and its SP version, respectively. In these instances, purposefully lagging a few turns to get the "lesser" reward for beating the mission with near-par is necessary if going for HundredPercentCompletion.
**
The boss faced at the end of Nebula Area is different depending on how fast you defeat the Dark Soul Navis. 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 OneHundredPercentCompletion.
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* DemotedToExtra: While Lan's friends are still present, their PETs get confiscated by Nebula at the beginning of the game and are thus unable to contribute fighting back. Their Navis are also almost completely absent until they are rescued in the climax.

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* DemotedToExtra: While Lan's friends are still present, their PETs [=PETs=] get confiscated by Nebula at the beginning of the game and are thus unable to contribute fighting back. Their Navis are also almost completely absent until they are rescued in the climax.
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The games also received an UpdatedRerelease for the UsefulNotes/NintendoDS on July 21, 2005, aptly named ''Double Team DS''. This version has access to both games on one cart, a few quality-of-life improvements, graphical touch-ups, a redone soundtrack, voice clips from ''Anime/MegaManNTWarrior'', and other gameplay additions like the new Party Battle System.

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The games also received an UpdatedRerelease for the UsefulNotes/NintendoDS on July 21, 2005, aptly named ''Double Team DS''. This version has access to both games on one cart, a few quality-of-life improvements, graphical touch-ups, a redone soundtrack, voice clips from ''Anime/MegaManNTWarrior'', for Lan and [=MegaMan=], and other gameplay additions like the new Party Battle System.



* VillainDecay: In ''[[VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'', [=ShadeMan=] was an recurring InvincibleVillain that could only be damaged by Dark Chips, was second in command to [=LaserMan=] (Regal's personal Navi), and could only be fought "legitimately" as a postgame {{Superboss}}. Here he's just another one of the four Darkloids without anything particularly threatening or special about him, being encountered as the second Darkloid boss.

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* VillainDecay: In ''[[VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'', [=ShadeMan=] was an recurring InvincibleVillain that could only be damaged by Dark Chips, was second in command to [=LaserMan=] (Regal's personal Navi), and could only be fought "legitimately" as a postgame {{Superboss}}. Here he's just another one of the four Darkloids without anything particularly threatening or special about him, being encountered as in the second Darkloid boss.Liberation Mission.
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Fat fingered.


* RetCanon: Princess Pride has had a complete 180 in her personality, becoming a much nicer person compared to her previous appearance as a member of Gospel in ''Battle Network 3''. This makes her more in line with her portrayal in the ''NT Warrior'' anime, which gave her AdaptationalHeroism.

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* RetCanon: Princess Pride has had a complete 180 in her personality, becoming a much nicer person compared to her previous appearance as a member of Gospel in ''Battle Network 3''.2''. This makes her more in line with her portrayal in the ''NT Warrior'' anime, which gave her AdaptationalHeroism.
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* RetCanon: Princess Pride has had a complete 180 in her personality, becoming a much nicer person compared to her previous appearance as a member of Gospel in ''Battle Network 3''. This makes her more in line with her portrayal in the ''NT Warrior'' anime, which gave her AdaptationalHeroism.
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** [=FullSynchro=] can no longer be triggered on random hits, removing a Light karma perk from ''Battle Network 4'' that was far too easy to trigger with multi-hitting chips.

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** [=FullSynchro=] can no longer be triggered on random hits, removing a Light karma perk from ''Battle Network 4'' that was far too easy to trigger could easily be triggered with multi-hitting chips.
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* RandomEffectSpell: If the number of different colored programs in the Navi Customizer exceeds four, [=MegaMan=] is afflicted with a bug that grants a random status effect at the beginning of the battle. Out of the four possible outcomes, two are negative (Blindness and Confusion) and two are beneficial (Invisibility and Invincibility).

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