Lan and MegaMan.EXE, having just won their battle against Wily and the WWW (in Battle Network 1), are kicking back and relaxing and enjoying their days. But the news mails are now talking about a mysterious new virus, dubbed the “Zero Virus,” which affects only Navis. Lan and MegaMan go to search for a missing Roll one day, and get caught up in much more...


This game is literally a cross between the Battle Network series and the classic Mega Man games—right down to the slide. In fact, if you’ve never played any of the traditional Mega Man games before, you may want to check out the general strategies for the original series first, to get a basic idea of the side-scrolling platformer game genre.

There are, of course, differences; the “special weapons” of this game are Battle Chips, and as with the Game Boy Battle Network games, the method of using them can be confusing at first.

The graphics in the game are completely 3-D, sprites and all, even though the game plays like it is 2-D. And, of course, playing Battle Network in an action platformer genre is a new twist.

There’s no overworld in this game; it is a straight action title and doesn’t have the RPG-like aspects of the Game Boy Battle Network games. There’s a map which uses graphics that are styled after the GBA games, and you can view Lan’s bedroom which also looks almost straight out of the Game Boy, but you can’t walk around on the overworld the way you can in the GBA titles.

Side note: I don’t know why, but in two different game manuals, Chaud and ProtoMan.EXE are given the image of the Bug Style MegaMan...

Brief Tutorial

This game differs from its predecessors in that Battle Chips stack. This means when you equip, say, a Cannon, you are actually equipping every Cannon chip you own. The number of copies you have of a particular chip determines how many times you can fire it when you choose it. This makes it actually useful to gather lots of redundant copies of good chips.

Chips are also limited by a single global weapon energy meter, known as MP. This meter is rather inconsequential, because it regenerates. You’ll have more troubles with running out of chips than running out of energy. However it can get irritating in the middle of boss fights when you’re trying to empty your arsenal of Battle Chips in rapid succession, and you use up all your energy. So if you suddenly can’t fire a chip and you’re sure you haven’t used it up, check your MP.

You can choose up to five different groups of chips. You can pick any five you want; there are no chip codes to worry about. If you choose less than five, you will gain that many more filled slots the next time you open the menu, and again, until all of the slots are full (this resets if you die or leave the stage, or view your Folder). Any chips you leave behind in the Custom Screen will still be there the next time you open the screen, so it’s a good idea to save chips you plan to use on the boss when they come up.

As with the Battle Network games, you never “use up” Battle Chips, but you can only use each chip once per stage. Dying does not restore the number of chips you have to use. (This is similar to the original series games where your weapons did not get refilled between lives.)

Ohhh yeah, I’m ready.
During the game, your custom gauge at the top of the screen will fill. Once it is full, you can open your Custom Screen at any time and choose new chips. Note though that any chips you’d had equipped before you do this go back into the pile, and are subject to the random draw again. So if you’ve got a really good set of chips, you might want to hold off on pressing Z for a while. Unused chips will get recycled through the system and become available to choose again, but you can’t predict when you will get them (except for your Regular chips).

Miscellaneous Notes

Play Control: 3
For a 3-D drawing engine, the play control isn’t all that bad. MegaMan is a little sluggish at times, particularly with ladders, but overall it’s pretty well done.
Graphics: 3
The graphics are all cell-shaded and generally look fairly nice. The black outlines are a little too bold, and the sprites can’t come anywhere near the level of detail that hand-drawn 2-D sprites would get at this size, but they are still well done. Also, the graphics have dynamic lighting, which is kind of rare in games of this era. (For example, as you charge up your buster, both MegaMan and the environment around him reflect the lighting change. Your shots do the same thing, and so forth.)
Animation: 3
MegaMan looks a little silly while he’s standing still, and Roll skips in place when she’s standing, for some reason. Also, MegaMan is a shrimp compared to most other Navis in this game, even humanoid Navis that he’s supposed to about equal in height. Still, most of the animations are smooth, as one would expect, and most of them do not interfere with the game play.
Music: 3
A lot of the tunes are remixes of the Game Boy music, which is to be expected. But something which was more of a surprise is some of the music is actually from the original series games. For example, the stage with FireMan.EXE as the boss uses some of the bars from the NES Fire Man tune.
Sound Effects: 2
Just as a note, even though this game seems to be based heavily on the “Mega Man NT Warrior” anime, the voice acting uses the Japanese anime voices, not the ones from the English translation. Lots of luck figuring out what Lan’s trying to tell you. Probably it’s something important, such as, “MegaMan, you’re almost dead!” “What?” *boom*

You gotta be kidding me.
Plot: 3
I’m most amused at how the game ties into Battle Network 2, despite taking place (chronologically) prior to that game. The plot had to be careful not to, for example, allow Lan to meet any of the Battle Network 2 characters here (though he does fight some of the Navis here...).
Difficulty: 4 (hard)
Unfortunately, in terms of difficulty, this game combines all the worst aspects of the classic games and the GBA Battle Network titles (read more about this in one of the MegaMaster Musings). Some of the stages are maddening, MegaMan’s buster is near worthless at first, and the boss battles often depend too much on getting a good random draw of chips. Having said that, I do want to point out that at least the level design here is clever, not unfair (there is a difference), and thus you can mitigate a lot of the difficulty with enough practice and power-ups. (Having said that, some of the puzzle designs they stole from the classic games are a lot easier when the screen doesn’t scroll...)
Replay Value: 2
Two words: Bank stage. I enjoy searching around looking for items, but that darn Bank stage scared me away from playing the game for nearly 10 years...
Polish: 4
The developers did pay attention to the existing games (and anime, it seems), because a large number of the enemies and chips are taken straight from the previous Battle Network games. Most of their attacks are preserved as best as possible, altering them only to fit them into a 2-D side-scrolling arena. Not to mention there are quite a few head-nods toward the original series here, as well.
Overall: N/A
Definitely unique within the Mega Man series. It’s really not as bad as its first impression, and at least you don’t have to play through it all in one sitting like Mega Man 1. I really haven’t a clue what rating to give it, though. I may sit on this one a bit longer.
This is just a brief walkthrough of the main portion of the game. I don’t cover optional areas.
There are no teleporting hatches here, per se; however, in classic game tradition, you do have to fight most of the previous bosses all over again. You fight them in a running battle, one right after another, with absolutely no break in between. This is the order they come out (at least for me; it might be based on what order you fought them during the game):
Despite the Professor’s claims that these guys are “upgraded,” I didn’t notice much difference in their stats, so in spite of how impossible this sounds on the surface, you should be able to breeze through them with only a couple of Sub Chips at most. If you want to overkill it, change your armor to suit each new opponent as he appears.
Note: These boss descriptions assume you have picked up the MystData item. I have not yet tested what happens without it. You can find the location of the MystData item in the Items section.
He walks/dashes back and forth, and can also teleport, and has several sword-swing patterns. You can’t clear him with your jumps, but sometimes you can slide through him without the direct contact hurting you (mostly you should do this when he’s attacking, to avoid his swings). You can generally only hurt him while he’s attacking because he tends to block otherwise. Try to keep your distance or get on his back side when he starts to swing. When you get him down to low health be prepared to kill him quickly because he gets angry by that point...

Since Zero has a bad habit of positioning himself directly on top of MegaMan (overlapping him), it can sometimes be hard to get out of his sprite and then get yourself turned around so that you can actually shoot him before he’s gone again. I personally find bombs (LilBomb, CrosBomb, etc.) to work pretty well here in that you can toss them at him while he’s plastered on top of you and even if he blocks the first explosion, since they do multiple hits, they’ll usually damage him. Swords can also be helpful.

There are three cannons here, along with a conveyer that continually tries to push you into the spikes on the back wall. This battle isn’t really all that hard, but you’ll probably be getting hit a lot, which makes it difficult to charge your buster. The upper cannon uses homing attacks; the lower cannon aims pellet-shots at you; and the center cannon charges large lasers (you can stand under these). Jumping frequently can coax the other two cannons into missing you a lot, but watch out for the laser. The eyeball laser cannon in the center can only be hit when it is open (generally this means while it is charging). Chips that explode or spread (such as V-Gun, Spreader, 3-Way, that sort of thing) can be useful to hit multiple cannons with one shot. Feel free to blow all your chips on this thing because they’ll get restored after the fight.
First, don’t panic; it’s not as bad as it looks. The Life Virus has an aura, so I recommend a high-powered chip that can easily break it (M-Cannon works wonders here—I see now why Lan used it in the opening anime). Shoot the chip once to drop the shield, then blast the heck out of the Life Virus with your buster or lesser chips. The virus really doesn’t have very much health once you have the aura taken care of. When the aura regenerates, switch chips and do it all over again. You’ll be getting hit by attacks of pretty much all elements here so the easiest thing to do is to take off your armor altogether so that you don’t have to worry about getting hit by a weakness.

Note: I’m pretty sure the Life Virus’s auras have elements; you can guess the element based on the appearance of the aura. I haven’t tested this yet, but if this is true, then you can use elemental chips to break the aura as well. But any chip that deals over 100 damage ought to do the trick regardless.

Life Virus Spawn
When you defeat the main Life Virus, it turns into this little monster thing that floats around gripping an orb. As it moves it releases little droplets that fall straight down and can damage you. This thing does not appear to have an aura and actually is pretty easy to defeat too, since you can pretty much just jump and blast it over and over.
This details locations of blue and purple (locked) Mystery Data. Remember, green Mystery Data is random. I may have missed a few, but this list should get you started.

Den Area

Global Area Outer Net Garden Comp Shopping Comp Waterworks Comp

Isn’t that what you’ve been doing?
Bank Comp

I’m sure that Band-Aid patched him right up.
Arcade Comp

Lan. Don’t set yourself up like that.
Power Plant Comp

I’m very scared of that deadly Mettaur.
Old Area

Plus, we have these snazzy things called Backups!
Strange Grav Area

Piece of cake, with a generous application of Roll chips. Chaud needs to learn the power of friendship!
No Grav Area

You see?
Zero Account

Hey, Chaud, how about you give me a ProtoMan chip before I go? Since we’ve learned the power of friendship and all?
Vacant WWW Comp

Lan. Don’t taunt him.
Legendary WWW Area

Given enough Sub Chips, anything is possible...

This is just classic.

No, I hit the “save” button for my health.
As you might expect, this game utilizes saved games. The game will only look at the card in slot 1. As an odd sort of oversight, if your card in slot 1 is full, but you have some Network Transmission data saved on it already, you can save over the existing games, but you’ll receive a warning every time you boot up the game, and will have to choose the incongruous “Continue without saving” option to continue. The warning message also incorrectly implies that you need 1 block free to save over an existing game, which is untrue; as long as you’re saving on top of an existing saved game, you don’t need any blocks free.

What about that Life Virus that’s sitting right there in front of you?
Note: As mentioned before, so far I have only seen the ending when the MystData has been obtained. If the ending sequence changes without it, this page does not yet cover that.

Even after Lan and MegaMan defeat several forms of the Life Virus, the Professor gloats that with enough time and money he can make as many Life Viruses as he wants. Lan is in the middle of wondering what to do when Center Officials break into the Professor’s house and arrest him. You got it—Zero showed them where to find him. (That’s the trouble with developing viruses—your own machines might end up getting infected.)

So the Zero Virus has been eliminated from the Cyberworld, the Professor is in jail, and Lan is busy procrastinating on his homework reading in a Net Battling magazine that armors are becoming obsolete (this is an in-joke reference to the next game). Then the ending references the opening of Battle Network 1, with Lan’s mom complaining about the oven not heating up. Lan jacks in, and that’s the end of that. Cut to credits.

After the credits there’s a brief epilogue sequence between ShadowMan and Dark, and then the game says “To be Mega Man Battle Network 2!”

Special thanks to NinjaLibre for the initial aid in expanding this page.

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Last update: September 27, 2011