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YMMV / Rockman.EXE 4.5: Real Operation

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  • Come for the Game, Stay for the Mods: As a rather gimmicky game that is difficult to play as originally intended, there have been a couple of mods that reinsert the battle system from the mainline games. One is focused on single-player, with the other is a Player Versus Player mod that gives all of the playable Navis Divergent Character Evolution.
  • Demonic Spiders: All those lovable viruses this wiki has a whole page for? Imagine dealing with them with a not so reliable automated AI for your navi, and having to go through the hassle of repeatedly opening two menus to set targets and distance during the more crowded and gimmicky encounters.
    • Cirkill viruses run circles around the enemy field and fire fast projectiles when the navi is on the same row as them. Unless you set the navi to be at the their back column, they will keep running into the bullets like an idiot, and even then they'll take a hit or two if there are two Cirkills.
    • Moloko viruses are sheep that are protected by their coat of wool before they can take damage and recover it every time they run past the screen. The finicky AI and cooldown on using chips make hitting them twice in a row pretty difficult without specific stategies. Worse, if two Molokos are standing exactly side-by-side on the field, the AI will always dodge in the wrong direction!
    • Spidy viruses invade the navi's area, leaving them vulnerable to other enemies while also creating sticky webs on panels. Even if there's just a single Spidy on the enemy field, it is also possible for the navi AI to break and repeatedly walk into the virus if you do not delete it as soon as possible.
  • Game-Breaker:
    • The BattleChip Gate to anyone who had a good collection of physical chips, as it lets the player overcome the randomness of the inventory and the limits on how many mega and giga chips they can equip at once. The only drawback is that each chip has limited uses per connection (3 for standards and 1 for the higher classes).
    • Battles are aborted if the BattleChip Gate is pulled out. That's exploitable.
    • The game is designed to be beaten in three weeks, but you can just repeatedly set the clock to Friday, clear the tasks for registering into the core tournaments and enter them the next day. A speedrun with this method takes around one hour and a half to clear the game.
  • Hilarious in Hindsight: While Battle Network as a whole is all about the Internet of Things, this game's time-based mechanics and odd battle system wouldn't be out of place in a post-2010s smartphone game. Which is something Capcom, somehow, has never capitalized on.
  • So Okay, It's Average: The general opinion on the game is that its battle mechanics and time-gating for tournaments get quite annoying once the novelty wears off. The lack of story also puts off some people. Other than the game only being available in English via a fan-made patch for the ROM, it also doesn't help most people won't have access to the toy it was designed for.
  • They Changed It, Now It Sucks!: Many who were excited to play the game were turned off when they discovered that, much like Battle Chip Challenge, you don't directly control the Navis you can select. Fortunately, a patch is available to remedy this.
  • Unexpected Character: As this game serves as a testing ground for controlling other Navis (particularly in the overworld), a huge number of the game's roster were either derived from Battle Network 4 or eventually became Promoted to Playable in the fifth and sixth game, like NapalmMan and ElecMan. The fact that IceMan and PlantMan became playable is a surprise as they never made an appearance in either of the aforementioned games. There's also StarMan, who had only appeared in Mega Man Network Transmission prior to this game.

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