Mega Man Battle Network 6
Mục Lục
Mega Man Battle Network 6
-
Cybeast Gregar
-
Cybeast Falzar
Game Information
Developer(s):
Capcom Production Studio 2
Publisher(s):
Capcom
Platform(s):
Game Boy Advance
Wii U (Virtual Console)
Release date(s):
Game Boy Advance:
November 23, 2005
June 13, 2006
June 16, 2006
Re-release(s):
Wii U Virtual Console:
November 18, 2015
March 10, 2016
Genre(s):
Data Action RPG
Mode(s):
1-2 players
Wi-Fi Compatible:
No
Mega Man Battle Network 6, known as Rockman EXE 6[1] (ロックマンエグゼ6, Rokkuman Eguze Shikkusu) in Japan, is the sixth and final installment in the mainline Mega Man Battle Network series by Capcom released on the Game Boy Advance. It was released in two versions: Cybeast Gregar and Cybeast Falzar, known as Cyber Beast Glaga[1] (電脳獣グレイガ, Dennō Jū Gureiga) and Cyber Beast Falzer[1] (電脳獣ファルザー, Dennō Jū Faruzā) in Japan. They introduced several new characters, the Cross System and Beast Out as Lan Hikari and MegaMan uncover the history of the Cybeasts Gregar and Falzar.
Though Battle Network 6 ended the story, a final title, Rockman.EXE Legend of Network for cellphones, was released exclusively for Japan the following year.
Story elements from Battle Network 6 were loosely adapted for the Rockman.EXE Beast and Rockman.EXE Beast+ anime seasons.
Introduction
Direct from Instruction Manual
INTO THE UNKNOWN!
Thanks to Lan Hikari’s efforts, the evil aspirations of Dr. Regal, the leader of the Dark Chip Syndicate “Nebula”, have come to a screeching halt, and peace has been restored to the world once again.
Lan has since returned to his normal daily life, hanging out with all his friends. Graduation from elementary school seems to be right around the corner. But that all changes one day when Ms. Mari, Lan’s Teacher, tells the class she has sad news. “One of your fellow classmates is moving to another school,” she says, calling Lan to the front of the class.
To the class, Lan explains, “…Um, my Dad got transferred, so my family has to move. I’m sorry I didn’t tell you guys.”
The next Sunday…with everything packed and ready to move, Lan’s friends gather around him. Mayl shyly begins to talk. “Lan, I…was just thinking how great it would be if we could graduate from elementary school together, and then go to junior high school together… it’d be so nice…. being together… always… (sniffle)”
“Mayl…” says Lan, completely surprised.
“I’m sorry…I told myself I wouldn’t cry.”
“We’ll see each other again, and I’ll definitely be back someday! So, don’t cry…(sniffle)”
“Yeah”
“I’m glad you understand. Well, everyone, I better get going. Take care!” And with that, with Lan waving from the back seat, his parent’s car heads off for Cyber City where a host of new Adventures awaits.
Playable characters
Main
- Lan Hikari, a 6th-grader who just moved from ACDC Town to Cyber City. Lan’s grades aren’t the best, but his Virus Busting skills are top notch. He’s already saved the world 5 times from Net mafias.
- MegaMan is Lan’s NetNavi, a virtual person who can explore the second reality that the Internet has become. In a NetBattle, Lan and MegaMan make a powerful team.
Link Navis (リンクナビ, Rinku Nabi) are NetNavis of other characters that Lan can operate. Each Link Navi can remove specific obstacles in the internet, has their own Charge Shot, and one exclusive Battle Chip. Their maximum HP increases by 100 as the story progresses, with a max of 800 HP. Except for Custom 1, Mega Folder 1 and Giga Folder 1, Navi Customizer programs are disabled.
Gregar version
- SlashMan is the Sword-element NetNavi of Pat Fahran. He helps Pat gather ingredients and in her cooking, using his giant claws as knives.
- ElecMan returns from the first Mega Man Battle Network, this time operated by Count Zap’s wife, Ann Zap. The Elec-element NetNavi makes up for the crimes committed whilst he was in the World Three organization by maintaining the lighting in Sky Area.
- EraseMan is the Cursor-element NetNavi of Dark Scyth. He and Dark Scythe are assassins, having been trained by Dusk, operator of ShadowMan.
- ChargeMan is the Fire-element NetNavi of Al Ferry. He runs a railway express through the Net, transporting goods and Navis.
Falzar version
- TenguMan is the NetNavi of Master Feng-Tian. He helps out Feng-Tian’s apprentices master the use of the Wind.
- TomahawkMan returns from Mega Man Battle Network 5: Team Colonel, still operated by Dingo. This time, the Wood-element NetNavi assists Dingo in introducing people to the cultures of his home town.
- GroundMan is the Break-element NetNavi of Moliarty. He aids Moliarty in his work by drilling through rocks and other obstacles throughout the Net.
- DustMan is the Break-element NetNavi of Mr. Press, and is in charge of recycling the trash throughout the Net.
Features
Battle changes
Various effects have been changed from the previous installments. Enemies on Ice panels no longer take double damage from Elec attacks, but now get the freeze status effect (a condition from the first game) when hit with an Aqua attack. Enemies in Freeze status take double damage from Breaking type attacks.
Another new status effect is “Bubble”, normally caused by the Bubble Star chip series (this status effect became common in the Mega Man Star Force series). Enemies will be encased in a bubble, unable to act, and will take double damage from the next Elec attack.
Lava, Sand, and Water panels do not make a return; however, other new panel types exist. The chips “Coming” and “Going” Roads make draw panels, which do as the name describe. Another panel, which is rare and cannot be made via chips is the Geyser, which periodically causes fire damage to those standing on top of it and may be removed if hit by an Aqua attack. The Geyser panels also have an attack pattern in which they alternate between the player’s field area and the enemies’ area.
Battle chip exclusive to Link Navis can now trigger counter hit when used at the right timing, allowing for 2x damage for next chip. This was not possible in Battle Network 5.
Chips are now restricted depending on their MB size, and this has hence resulted in many chips (mostly non-boss chips) coming from being Mega chips to Standard chips now, allowing the player to load more Navi chips into the folder. A Tag System also has been introduced, where the two selected chips (both chips’ capacities must not exceed 60MB) are “tagged” and always appear with each other in the Custom Screen. Additionally, a notable number of chips have been given the * code, inclusive of some Navi chips, allowing more fluid unicode folders to be constructed in the game, and some * Navi chips are required for Program Advances. These Navi chips include ProtoMan, Colonel, and Bass chips. The Program Advance chips for some of these program advances are WideBlade B, LongSword B and ProtoMan SP B for Double Hero, Voodoo Doll and Bass for Gospel breath.
Cross System
- Main article: Cross System
The Cross System is similar in concept to the Double Soul from previous games, in that MegaMan merges with another Navi (referred to as a Link Navi), but it does not use any Battle Chip sacrifices, and may last for the entire battle unless MegaMan is hit with an attack the Cross is weak to, in which case he takes double damage and loses the cross for the rest of the battle.
Beast Out and Beast Over
- Main article: Beast Out
Beast Out is when MegaMan absorbs a Cybeast, either Gregar or Falzar, to become Gregar/Falzar Beast MegaMan. During Beast Out, MegaMan gains several abilities, inclusive of a rapid-fire buster, and chips being auto-targeted so short-range chips become more useful. He can also charge non-elemental chips to unleash the Beast Out’s special attack. When used with a Cross, this forms a Cross Beast, with the benefits given by the Cross and the Cross Beast having its own unique special attack. Beast Out can also utilize Full Synchro.
Beast Over occurs when a Beast Out or Cross Beast expires due to the Emotion Window counter running out, MegaMan entering a “Tired” state. In this state, he cannot achieve Full Synchro at all (though he can still use Crosses), but gains the option to use Beast Over. In this state, MegaMan becomes fully uncontrollable for the following turn, becoming invincible and randomly jumping about, firing the buster, and using loaded chips with double the attack power.
Removed Features
With the Boktai series’ dwindling popularity in the US, Konami decided to not release an North American and European versions of the third game.
Due to compromising with their limited low-cost GBA cart size, Capcom opted to remove most of the Boktai related elements in the game. Gun del Sol EX, Otenko, Django 1-3, and Count1-3 were chips that were removed from the international versions. Some, however, can be obtained via Gold Mystery Datas (which Capcom forgot to remove). Django and the Count chips can be obtained via chips, but both freeze the game. The Program Advance “Crossover” (Django1, Django2, and Django3 in order) still function. It, and Otenko, however, use a white dot rather than the actual sprite. Interestingly though, the Standard GunDelSol chips still exists normally in the game, as well as the Bat Key and Solar Boy Django/Sol Trance poster in Lan’s room.
Another removed feature was additional areas in the game, as well as the area maps located throughout the Net for navigation. The Boktai area, Immortal Area was removed. Undernet 3 and Graveyard 1 were also removed for unknown reason, since it is unrelated to Boktai (likely due to limited cart space). Graveyard 2 remained, renamed simply as “Graveyard”. The Bat Key was given a different function. It opened the Immortal Area in the Japanese version. In International versions, it opens a purple gate in the Graveyard which has the Attack MAX NaviCust Part, which was an e-Reader Item Card in the original Japanese. A number of items and enemies have been shifted around so the player can still complete the game, notably a new Net Merchant in Undernet Zero.
The Japanese game had many features that were locked away using the Card e-Reader+ peripheral. The international games has changed it so e-Reader Request BBS jobs and some exclusive Item Cards can be earned normally in-game. The Modification Cards however, are completely removed.
Others
Inside computers where boss fights will occur, a panel with a skull image precedes the boss’s zone (with the following cutscene normally triggering immediately after crossing it) warning the player of the incoming battle. This feature was also carried over to the Mega Man Star Force series.
Boss characters
The game has 7 chapters[2] with bosses at the end. There are also side bosses in certain chapters. For this game, certain bosses are only fightable in a specific version. They are denoted by a split of this manner: “Cybeast Gregar-exclusive”/“Cybeast Falzar-exclusive”.
- BlastMan
- DiveMan
- CircusMan
- HeatMan/SpoutMan (AquaMan)
- JudgeMan
- ElementMan
- Colonel
- GBeast/FBeast
- Final Boss: Gregar/Falzar
Optional bosses:
- SlashMan/TenguMan (Since chapter 4)
- ElecMan/TomahawkMan (Since chapter 5)
- EraseMan/GroundMan (Since chapter 6)
- ChargeMan/DustMan (Since chapter 6)
Post-game bosses:
- ProtoMan
- Bass (can be fought earlier as an option, but mandatory to complete post-game)
- Count (Japanese version only)
Release Notes
- In Japan, both versions of the game had a special edition called Rockman EXE6 Cyber Beast Glaga: Beast Link Gate Deluxe Edition
(
ロックマン エグゼ6 電脳獣グレイガ ビーストリンクゲートDX(デラックス)エディション
,
Rockman EXE6 Cyber Beast Glaga: Beast Link Gate Deluxe Edition
) and Rockman EXE6 Cyber Beast Falzer: Beast Link Gate Deluxe Edition
(
ロックマンエグゼ6 電脳獣ファルザー ビーストリンクゲートDX(デラックス)エディション
,
Rockman EXE6 Cyber Beast Falzer: Beast Link Gate Deluxe Edition
), the bundle included a Beast Link Gate “Netto Version”
ビーストリンクゲート「熱斗バージョン」
,
Beast Link Gate “Netto Version”
)Link PET_EX jacket.[3][4]
Development Notes
- Mega Man Battle Network 6 was only decided to be the final game of the series midway through development, as a reaction to make a new series for the next game system. So the many graphical changes (including MegaMan’s brand new battle sprites), were only used for this game.[5]. While writing for Battle Network 5, writer Masakazu Eguchi didn’t know BN6 would be the finale[6].
- The ending of the game was purposefully done to not include the adult cast to convey the message of the children bearing the next generation[6].
- The Folder limits were redone due to Director Masahiro Yasuma wanting to re-evaluate Navi Chips. Unsatisfied with tournament players using plain Mega Chips like Full Custom, he wanted to go back to putting in Navi Chips like assembling a team. To balance powerful chips like Life Aura, they implemented a capacity limit[6].
- The power of evil was removed in Battle Network 6 due to the uncontrollability concept overlapping with Beast Out[6].
- Some screenshots in Rockman EXE series official website show the Progress PET icon instead of the Link PET. This is a common occurance before they finalize the PET’s design.
Officially Acknowledged Issues
- While most Battle Network games have the Incident Occurrence music disappear once the final boss is beaten, this game is notorious for retaining it as it will be the only music to play in the postgame while playing as Lan. Capcom had to address this common complaint in an FAQ[7]. This complaint was prevalent enough to be mentioned by the presenter and fan, Hajime Shachou, at Tokyo Game Show 2022’s Capcom TV stream for the Mega Man Battle Network Legacy Collection, where Masakazu Eguchi states that this quirk will be fixed.
- Eguchi has stated that the issue came to be due to them forgetting to include instructions for the correct song to start playing when you started the game again.[8][9]
Gallery
Boxart
Rockman EXE 6: Cyber Beast Glaga Beast Link Gate DX Edition
Logos
Promotional Art
Merchandise
Video
Rockman EXE 6 Commercial
Trivia
See also
References