Two hundred some odd years after the Battle Network series, people now carry around personal Transers. These Transers do not, in and of themselves, have Navis, but they can utilize Navi Cards and do just about everything from sending e-mail to acting as cell phones.

Seeking out extraterrestrial life, NAZA set up a space station called “Peace,” which vanished one day. Geo Stelar’s father disappeared during that occurrence. Crushed by the loss of someone he loved and admired so much, Geo remains home from school and pines away the hours by staring at the stars. He remains unwilling to become close to anyone else out of fear of having his life shattered again.

But then an alien being named Omega-Xis takes up residence in his Transer, and everything changes...


Screen shot from Capcom.
This is basically a Battle Network game with everything renamed. Battle Chips are now Battle Cards, the PET is a Transer, the Net is the Wave World, jacking in is now pulsing in, Mystery Data is now called Mystery Waves, NAXA is NAZA, your Pack is your Card Box, Sub Chips are Sub-Cards, Mr. Programs are Mr. Hertz, and so forth.

Aside from the new characters and the numerous term differences, the major changes that you will notice are:

This game comes in three versions: Leo (Fire), Pegasus (Aqua), and Dragon (Wood). You can offset the major difference between the three versions (that being the form that MegaMan can take during battle) by forming “BrotherBands” with players who have different versions of the game.

Miscellaneous Notes

Play Control: 3
They removed the ability to selectively walk or run; Geo always moves at a run when you are controlling him. Most people probably prefer this, but personally I wish I could at least hold down a button or something to walk. During battle, the controls are mysteriously vexing; after having played Battle Network games for so long, I find myself constantly pressing the wrong buttons to do everything. I accidentally press the Battle Card button when I want to shoot my buster, I press the buster button when I want to block, and so forth. I’m not entirely sure why this is, but it does take some getting used to.
Graphics: 3
The graphics are basically Battle Network graphics reworked. Not bad, but there’s really nothing new here either.
Animation: 4

Screen shot from Capcom.
The sprites are virtually identical to the Battle Network sprites in execution. During battle, the models aren’t bad, though they sometimes look pixelated. The cell-shading is pretty decently done, though, considering. On the other hand, personally I think Geo looks rather silly while running. Too bad you as a player can’t have him walk instead.
Music: 3
The music’s nothing to write home about, but it is in stereo. A lot of the tunes deliberately sound similar to various Battle Network musics.
Sound Effects: 3
Pretty much the same as Battle Network. Some of the sound effects make use of stereo to make them sound “whooshier.”
Plot: 3
Well, Geo is a wimp, and his three soon-to-be-friends start off the game as total jerks. Still, the interaction between Geo and Omega (who’s a slightly nicer jerk) is quite amusing. Although Geo has a reason for not wanting to make friends, this reason clashes with the game’s quest system since it’s so out of character (at least early in the game) that Geo would be going around helping people when he does not actually like getting involved in other people’s affairs.
Difficulty: 3 (normal)
Once you learn the ropes (such as knowing when to block attacks), the difficulty rating is really not that high. One contributing factor may well be the fact that, instead of needing to dodge things by moving within 9 squares, now your movement-related dodging is limited to: move left, move right, or block. This lack of options sounds like it should make the game more difficult, but it actually tends to make it easier because it also restricts what kinds of attacks enemies can reasonably throw at you.
Replay Value: 3
As with the Battle Network games, after you get the clear game save you are pretty much allowed to leave the space station and go anywhere you want to finish quests you missed the first time through and such. In fact, doing the side quests seems to take more time than the main plot line. That says a little something about just how much of this game is optional.
Polish: 2
Not bad, but the font and other GUI is virtually the same as Battle Network. One good thing is they now allow up to 10 characters for Battle Card names, which is nice to see. But card descriptions and other item names are still ridiculously abbreviated. Also, the dialogue box font seems like a step back from even Battle Network 6.

Furthermore, some of the decisions made regarding on which screen to place things seem a little odd to me. Your menu appears to be on the upper screen, but then when you actually open your subscreen, it opens on the lower screen. (Personally, I would have used the second screen for a map display. Much more useful than seeing Geo’s stats all the time.) During the overworld your main game play is on the lower screen; when you enter battle, suddenly the action is taking place in the upper screen. When you select to save the game, you press “save” on the lower screen, but then the confirmation prompt appears on the upper screen. All text entry takes place on the top screen, when it’d be a lot easier if it was on the touch screen—then you could compose messages by just touching the letters you want. And so on.

And they still haven’t gotten rid of the annoyingly long fade-out/fade-in that is required after every single cut scene...

Overall: 85%
In the same vein as Mega Man ZX, this game is basically a Battle Network game with a facelift. This is not necessarily a bad thing; if you liked the Battle Network series, then you will almost certainly enjoy this title. I can’t in good conscience say that it’s really any better than the Battle Network series, but it isn’t worse either. If you’ve never played a Battle Network game before, there is no harm in picking this one up as your first title. The game makes lots of in-joke references of the Battle Network series but the plot stands on its own.
+ Plus:
You can rename Geo, and paint your own face portraits for use in the BrotherBand system. Okay, so this isn’t really a big deal in terms of game play, but it’s still pretty snazzy.
- Minus:
Personally I liked the Navi Customizer for increasing stats much better than simply equipping a different weapon on Omega. I know they were trying to be different, but maybe they’ll add something more flexible and customizable in a future game.
I’m writing this based on the Leo version of the game. I don’t think there will be any drastic differences, but if something that I say doesn’t match your version, that’s probably the reason.

(Note: I know that technically Omega’s nickname is “Mega.” I know that this plays into the plot regarding why Geo dubbed himself “MegaMan.” I’m still not going to call him Mega. Sorry.)

That’s Just Stellar

Charging Straight Ahead Interlude Swan Dance Dodging Coppers Harping on a Note Star Trials Back to School! In the Balance The Show Must Go On! Snaking Twists Magnetic Personalities Revelations Broken Bonds To the Sky Final Showdown
Most of the bosses are FM-ians or viruses which are covered in the Data Base section.
You fight these as mini-bosses. They move around somewhat randomly, and they’ll either come up to your row and punch, or stand back and fire a vulcan. If you keep moving, they shouldn’t give you too much problems.
He moves around heavily. He can toss a fireball on a panel on your side (aimed at where you are standing, so move), and he can leap up and land on your side in an attack that hits all of the panels on your side save for one (which, naturally, is where you stand). Since this is just a test, he’s not really all that deadly. Just to be mean, load up your folder with Aqua chips before this fight.
As with the later Battle Network games, this thing is floating in space, taking up what would be the last two rows of the battle field. Despite this, most of your Battle Cards will work, even cards that normally hit a panel (such as GrndWave). In its first form, Andromeda can be damaged at just about any time except when it is very high in the air. However, around the 1100 HP mark it will unfold into a more humanoid form, and at that point, you can only damage it while the green gem in its torso is lit (when it isn’t gray). This usually happens while it is attacking. Your SuperArmor will prevent you from being knocked out of your attacks, but still, trading hits is not a good idea if you can avoid it.

In its first form, Andromeda can send meteors somewhat haphazardly down on the field (these come one by one but they are very fast so there is little warning), and it shoots missiles down two of the three rows (this happens right after its eyes flash). And it can hit the entire field with a multicolored splash; block to avoid this.

Once it transforms, its meteors come more rapidly, the missiles now cover all three rows (so you have to shoot one to avoid damage), and it has an additional laser attack that strikes two of the three rows depending on which hand it decides to use. (Stand in the opposite corner to avoid this one.)

Be sure to set up your Folder and your Mega Weapon before you enter this battle. I don’t think Andromeda can be affected by status ailments so those weapons are less useful here. I would recommend the BN Blstr if you have it; then you can simply rapid-fire Andromeda whenever it is vulnerable without having to prepare a charged shot first. Battle Cards which can strike the center row while you aren’t standing on it (such as WideWave) are good for hitting Andromeda’s second form without getting toasted by the laser. As far as defense goes, Aura will defend against the meteors and missiles, but the first time Andromeda does its full-screen attack it will remove your Aura even if you block the attack. In lieu of that, I would recommend HolyPanel instead. Try to make good use of each and every Battle Card because Andromeda has 2500 HP to hack through.

You are only allowed one save on the cartridge. So you can’t start a new game unless you are willing to save over your previous one.

When you beat the game, you are asked if you wish to save clear-game data. This is basically your Title Menu Star.

This section lists most of the items you can find by searching real world objects, or by finding blue and purple Mystery Waves throughout the main plot (the green ones are random). This doesn’t list every item in the game, but it should give you a start. Quest rewards are listed in the Quests section instead of here. Ciphers are in the Secrets section. These are in roughly chronological order ’cuz I’m weird like that, but I did separate them into categories.

HP Memory

Battle Cards


Mega Weapons

Purple Mystery Waves

General Tips: Quests:

Practically every NPC in the game has a quest associated with him or her. Pulse in and visit their Transers and view their “MES.” to take a quest. Then pulse out and talk to the person in order to begin. You can only have one quest active at a time, so I suggest saving before taking on a quest. This list is incomplete but should get you started.

Cipher Codes:

This game’s lotto number system is a bit more complex. Instead of finding numbers, you find sequences of letters. To turn in such a code, write an email to your Satellite (select the box in the center). Make the subject “Cipher” and write the code in the body. If you did it correctly, as soon as you close your subscreen, you should get a notice from the Satellite with your item. This list is incomplete; find others!

After the defeat of Andromeda, Geo is too exhausted to continue fighting. The FM king laughs...just in time for Andromeda to try to eat him. ;)

With the help of his friends, Geo saves the FM king by blowing up Andromeda. The FM king admits that he’d lived his entire life avoiding being deleted by people who wanted his throne. This experience led him to paranoia, where he began to simply assume right off the bat that everyone planned to betray him. That’s why, when Planet AM tried to form an alliance, the FM king jumped to the conclusion that it was just a ruse to cover an invasion, and so he attacked them first to prevent it. And, subsequently, he did the same thing when Earth contacted him.

But Geo decides to forgive him, and asks the FM king to be his friend. You learn here that the FM king’s name is Cepheus. When Cepheus asks Omega if he’s all right with this, Omega responds, “Are you kidding? You’re Geo’s friend. If I hurt you, I’d be the bad guy.”

The Satellites, the Three Sages of Planet AM, appear at this point, and agree to help Cepheus rebuild Planet AM. They mention that not all of the AM-ians are dead. Some were on other planets and escaped the fate of their planet. The four of them leave to do their thing. Omega stays behind because without him, Geo can’t return to Earth. Besides, he’s starting to get used to Earth, he says.

Geo returns to the warp hole where he came in, but the space station begins to fall apart, and he can’t wave-change. He thinks he hears his father’s voice, and he follows it to a module which he detaches from the rest of the station and uses as an escape pod. Unfortunately, the auto-pilot fails halfway through, and Geo ends up drifting aimlessly in space.

Meanwhile, back on Earth, Mr. Boreal realizes what’s going on and asks Geo’s friends to go to Vista Point and contact him through their BrotherBands. The five of them shine beams of light from their Transers up into the sky, which connect with Geo’s Transer and lead him to Earth.

After the credits, you learn that Geo took about three weeks to recover, but now he’s well enough to return to class. Everyone shows up to walk him to school, even Sonia, who doesn’t even attend his school. Bob Copper is there, but comments that though he has a lot of questions he wants to ask, he thinks now might not be such a good time.

As everyone heads to the school, Omega and Lyra sit on the roof of Geo’s house, watching the future unfold.

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Last update: July 20, 2011