Mega Man Battle Network 2
From Wikipedia, the free encyclopedia
MegaMan Battle Network 2 | |
---|---|
Developer(s) | Capcom Production Studio 2 |
Publisher(s) | Capcom |
Designer(s) | Keiji Inafune |
Release date(s) | June 17, 2002 (NA), October 18, 2002 (EU), December 14, 2001 (JP) |
Genre(s) | Strategy/Adventure |
Mode(s) | Single player, Multiplayer |
Rating(s) | ESRB: Everyone |
Platform(s) | Game Boy Advance |
Media | Cartridge |
Contents |
[edit] Gameplay
The general gameplay is essentially identical to that of the original MegaMan Battle Network game; indeed, the two games utilize a significant amount of the same graphics. However, Battle Network 2 introduces several new concepts that augment the original game-system.
In terms of health, Mega Man no longer heals fully and automatically after each battle. Furthermore, the game introduces the SubChip, a device similar in basic concept to a battle chip but one that can only be activated outside of battle.
Where in the original, a player had only one chip folder, Battle Network 2 introduces the possibility of alternate active folders, allowing players to easily customize their range of possible attacks to conform to multiple situations. Notably, chips used in one active folder are not available for the construction of a second, even though only one folder may be used at any given time. Up to three folders can be found in this game, and all are fully customizable. As in the previous game, folders may have up to five Navi chips each and only five of the same kind of any chip.
Aside from the addition of new battle Chips in general, Battle Network 2 expanded the old chip code system, which had previously been limited only to the alphabet. Some Chips could occur with an asterisk (*) as their code letter, a wild card symbol meaning the Chip can be used with any other Chip. There are now 250 chips possible in single player mode, with chips 251-260 possible only via NetBattling, and chip #261 (Sanctuary) earned when the player completes Hard Mode. Players can also earn up to five stars on the title screen by completing certain major tasks in the game.
Additionally, players may access NetSquares in the game. These places serve as a sort of Town Square for NetNavis and their operators to relax, buy supplies, and exchange information.
One final change was the replacement of the old armor system, which only affected damage received, with a style system that affects damage received, attack damage, physical appearance, among other benefits. During the course of the game MegaMan may take on one of five Styles (Guts, Team, Custom, Shield, and Hub), each of which will also be aligned with one of four elements (Heat, Wood, Elec, and Aqua). He can store up to two styles in his memory at once and change out when not battling. Also see Style Change for a more detailed description.
Starting with Battle Network 2, anytime a chip trader is used, the game will automatically save when the player receives their new chip. This is to prevent the player from cheating by simply soft resetting without saving until the chip trader gives out a desireable chip, which was possible in the first game.
[edit] Story
Three months following the events of MegaMan Battle Network (two following Network Transmission; both game facts), the story opens with the world in a time of peace following the defeat of the organization known as the WWW. However, NetCrime, as perpetrated by a NetMafia organization known as Gospel, is on the rise. Once again Lan Hikari (known as Netto Hikari [1] in the Japanese version) and his NetNavi MegaMan become involved and work to defeat Gospel’s plot to destroy society.
NetNavis Operators are given the chance to become City NetBattlers, a lesser form of an Official NetBattler, which Lan does, allowing him to travel around the world, both in cyberspace and in real life. In doing so, Lan befuddles Gospel’s attempts to collect four particularly powerful computer programs, called simply SuperPrograms, on numerous occasions. However, Gospel is finally successful and uses these programs, in combination with computer bugs, to construct a SuperNavi of immense power. This Navi is a duplication of Bass, who appeared in the original game as a hidden boss and who plays a larger role in later games. However, after fighting Megaman the Bass copy destabilized and transformed into a gigantic, wolf-shaped super bug. The energy needed to create this Navi causes unusual radiation, blending the Net and the real world together. This radiation eventually paralyzes Lan, effectively making him incapable of operating MegaMan, however the latter puts the two into full synchronization so that Lan may control MegaMan by thought and emotion, similar in concept to the final confrontation of the original game.
During the final battle it is revealed that the leader of Gospel is in fact a child who felt neglected by and resentful of society after his parents died in a plane crash. After defeating multiple versions of the SuperNavi, Lan promises to be the boy’s friend after he has paid for his crimes.
[edit] NetNavis
While the cast of Characters remains essentially the same as that of the original game, the NetNavis that Lan and MegaMan encounter have changed.
- AirMan.EXE - Operated by Arashi Kazefuki, AirMan can form whirlwinds and merge them into one big tornado. AirMan attacks the ventilation system in Yai's house, resulting in a buildup of dangerous gas.
- Bass.EXE - A cloaked Navi that appears very late in the post-game areas. He attacks with large Buster attacks and has an aura. He is also seen in the end credits, destroying a CopyBass.
- CopyBass.EXE - A bug clone of Bass.EXE, without an aura, made by Gospel. Gospel, the final boss, is actually a failed Bass clone.
- CutMan.EXE - A solo NetNavi that works for Gospel and created by Sean Obihiro, he can launch out his cutter at his enemies.
- FreezeMan.EXE - A NetNavi that works for Gospel. Originally operated by Sean Obihiro, FreezeMan can encase himself in ice for protection and uses ice attacks. FreezeMan locks up the environment control systems around the Cyber World, resulting in earthquakes, floods, and heat waves worldwide. He also leads Gospel
- GateMan.EXE - Operated by Mr. Famous. He can release a large cannon and soldiers from his gate on his chest.
- HeatMan.EXE - Mr. Match's second Fire NetNavi. He can enclose himself in a box resembling a lighter for defense. He can also attack with Heat Towers and turn any tile into hot lava. He appears later along with a reformed Mr. Match in BN6: Gregar and gives Megaman the ability to perform a powerful Heat Cross.
- KnightMan.EXE - Operated by Princess Pride, KnightMan originally worked for Gospel which attacked a conference on the organization's activities, but soon, like his operator repented his ways. He later joins Team Colonel at MegaMan's request. He is covered in thick armor, protecting him from all but the most deadly attacks.
- MagnetMan.EXE - Operated first by Gauss Magnets, a rich industrialist, and then by his daughter Tesla Magnets, MagnetMan was a former Gospel Navi which committed an act of airborne terrorism at Gauss's request. He sees MegaMan as an enemy as he was responsible for halting Gauss's plan, but he later joined forces with Team ProtoMan.
- NapalmMan.EXE - A military-grade Navi and guardian of the hidden WWW server after he was stolen from Japan military by WWW. Later comes under the control of a fireworks maker named Rokushakudama Nenji (FyreFox) and becomes a member of Team Protoman. NapalmMan bears one of the strongest resemblances to his original series counterpart. The most noticeable difference is that he had two napalm bombs on his arms, instead of one in his head.
- QuickMan.EXE - Operated by Dave Hayami, QuickMan is a fast NetNavi that attacks with his Quick Boomerang attack. QuickMan almost destroyed the Okuden Dam with explosives.
- ShadowMan.EXE - Operated by Mr. Dark. A hired sword employed by Gospel to destroy Electopia's main server. He joins Team Colonel later, however.
- SnakeMan.EXE - Operated by Ms. Millions, SnakeMan can hide in his jar for protection and attack with a rapidfiring gun and snake minions.
- ThunderMan.EXE - Operated by Raoul, ThunderMan is a powerful Electric NetNavi and stronger than ElecMan. He is surrounded by clouds which can hamper his enemies' progress.
- ToadMan.EXE - Operated by Ribbita, ToadMan can launch out song notes that paralyze opponents. Ribbita and ToadMan later join Team Colonel for reporting purposes.
- PharaohMan.EXE - A mysterious Navi in the first WWW area that hovers in midair and releases traps through his coffins.
- PlanetMan.EXE - A mysterious Navi and temporary leader of the WWW, his origins are unknown. Can attack with planets that summon elemental attacks.
[edit] Trivia
- This is the only Battle Network game that has three fully customizable folders.
- This game contains some elements and subject matter that are technically allowed under its United States ESRB 'E' rating but may be considered offensive by American parents. There are numerous instances of language, most notably Gauss exclaiming 'Damn it to hell!' after being defeated. Yai shamelessly remarked about having been seen naked by Lan when she was trapped in her bathroom near the start of the game.
- The game is also notable for the fact that even though it was released shortly after September 11, 2001, a scenario in the game involves having to stop a member of the Gospel Netmafia from hijacking and crashing a commercial aircraft.
- In the US version, the seals in the background of the Netopia net still bear its Japanese name, "Ameroppa".
- This game marks the first appearance of Mr. Famous (Meijin in Japan), who later becomes a recurring character in the games.
- This game includes a hidden Program Advance called Dark Messiah (Darkness in the English version) that can only be activated using any one of the four Gospel chips in combination with Bass and Anti Navi. These chips were given out at a past Capcom event, and can otherwise only be obtained with a cheating device.
Mega Man Battle Network • 2 • 3 • 4 • 5 • 6 |