Fact-checked by Grok 2 weeks ago

Mega Man Battle Network

Mega Man Battle Network is a tactical series developed and published by as a of the classic franchise. The series, which debuted in 2001 on the Game Boy Advance, follows elementary school student Lan Hikari and his personalized NetNavi (Net Navigator) program, MegaMan.EXE, as they battle viruses, rogue programs, and the cyber-terrorist group World Three (WWW) across both the real world and . Set in the futuristic DenTech City during the year 200X, the narrative explores themes of digital connectivity and hacking in a world where portable devices called PETs (Personal Terminal) allow users to access the and interact with NetNavis. The core gameplay revolves around exploration in the real world combined with turn-based, real-time combat in the , where battles occur on a 3x6 grid; players move MegaMan.EXE to avoid attacks while selecting Battle Chips—customizable cards representing weapons, programs, and abilities—to counter enemies. Over the course of six mainline titles released between 2001 and 2006, four of which feature dual versions with slight variations in story, characters, and content (resulting in ten distinct games total), the series innovated on elements by incorporating deck-building mechanics for chip collection and folder customization. Notable gameplay evolutions include Style Change systems for enhanced abilities, team-based battles in later entries, and beast-out transformations in the finale. In 2023, released the Mega Man Battle Network Legacy Collection, bundling all ten games for , , and PC (via ), with added features like online multiplayer support, a music player, and an to modernize the experience for new audiences; the collection has sold 1.6 million units worldwide as of February 2025. The original series sold over 3 million copies worldwide and has influenced subsequent digital-themed games, cementing its status as a beloved entry in 's portfolio despite the original hardware's age.

Setting and Story

Premise and World-Building

The Mega Man Battle Network series is set in the year 200X, in a near-future era referred to as the Net Society, where advanced has permeated every aspect of daily life. Appliances such as home electronics, ovens, and even city infrastructure are interconnected through vast digital networks, enabling seamless and communication for tasks like banking, , and information access. Central to this interconnected world is the PErsonal Terminal (PET), a portable device that serves as each individual's gateway to the , allowing users—known as operators—to perform these routine activities remotely. At the heart of the PET system are NetNavis (short for Network Navigators), customizable programs that function as personalized digital companions. These avatars, such as the protagonist NetNavi MegaMan.EXE, assist operators by navigating the , executing commands for everyday operations, and combating malicious entities like viruses that threaten network stability. NetNavis are highly adaptable, reflecting their operator's preferences and evolving through interactions, which underscores the intimate partnership between human and program in this digital ecosystem. The series' universe revolves around a profound duality between the physical real world and the expansive , where digital events can directly impact reality due to society's heavy reliance on networks. Viruses, rogue programs that propagate through the , not only disrupt virtual systems but can cause tangible real-world consequences, such as equipment failures or infrastructure breakdowns. This vulnerability has given rise to organizations, most notably WWW (World Three), a terrorist group that exploits these networks to sow chaos and pursue destructive agendas. Core themes in the Mega Man Battle Network world-building emphasize the deep friendship and trust between operators and their NetNavis, portraying these bonds as essential for navigating technological challenges. The narrative also explores digital ethics, questioning the responsibilities of technology users in an always-connected society, while highlighting technology's double-edged nature—offering unprecedented convenience yet exposing humanity to unprecedented risks from cyber threats.

Plot Overview

The Mega Man Battle Network series is set in a near-future world known as Net Society, where the is integrated into every aspect of daily life through personal terminal devices called PETs, each housing an companion termed a NetNavi. The overarching narrative centers on young operator Lan Hikari and his NetNavi partner, MegaMan.EXE, who form a dynamic duo combating cyber threats that endanger both the digital and physical worlds. Their adventures begin with localized incidents, such as virus outbreaks disrupting everyday technology, but escalate into confrontations with organized criminal syndicates like the WWW (World Three), a cyber-terrorist group seeking to dominate the global network infrastructure. As the series progresses across its six mainline entries, the conflicts intensify from initial virus epidemics to more sophisticated conspiracies orchestrated by alliances like , which aims to unleash widespread digital chaos, and the Darkloids, a faction of rogue programs with ambitions to reshape or destroy the Net. Lan and MegaMan.EXE, often allying with other NetBattlers, navigate these escalating dangers, from regional hacks to potential world-ending schemes that blur the lines between human society and the cyber realm. Recurring challenges include battling families of like the Standards, which serve as foundational foes, and incorporating upgrades such as Cross Fusion, allowing operators to synchronize with their NetNavis for enhanced combat capabilities. Thematically, the storyline emphasizes the profound bond between human operators and their NetNavis, portraying it as a akin to or , tested by perils like permanent deletions, betrayals from corrupted entities, and ethical quandaries surrounding the value and autonomy of digital life forms. This progression underscores moral dilemmas about technology's role in , evolving from personal stakes in early to broader questions of existence and global interdependence in the later installments.

Key Characters

The central protagonists of the Mega Man Battle Network series are the young operator Lan Hikari and his NetNavi, MegaMan.EXE. Lan, an 11-year-old sixth grader residing in ACDC Town within DenTech City (known as Densan City in the version), struggles with poor academic performance but excels as an intuitive buster, often acting on instinct during NetBattles. MegaMan.EXE, originally created by Lan's father, Dr. Yuichiro Hikari, as a of Lan's deceased twin brother Hikari, serves as a loyal companion and brotherly figure, sharing a deep emotional bond with Lan that drives their partnership from inexperienced beginners to world-saving heroes across the series. This duo's growth highlights themes of familial loss and resilience, with MegaMan grappling with existential questions about his artificial origins and identity as a "copy" of , while Lan matures through personal challenges and the weight of cyber threats. Among Lan's supporting allies, Mayl Sakurai stands out as his close childhood friend and occasional romantic interest, operating the supportive NetNavi , who specializes in healing and recovery abilities reflective of Mayl's kind-hearted and caring personality. Dex Oyama, another classmate, initially appears as a boastful bully but reveals underlying loyalty as the operator of the powerhouse , whose brute strength mirrors Dex's rough exterior and leads to arcs of friendship and teamwork with Lan. Eugene Chaud (Chaud Blaze in some localizations), the series' primary rival, is a prodigious teen NetBattler and son of the , commanding the elite swordsman ; their relationship evolves from cold antagonism to mutual respect, emphasizing Chaud's disciplined, strategic mindset against Lan's impulsive style. The primary antagonist is Dr. Albert W. Wily, a brilliant but vengeful who leads the cyber-terrorist group World Three (WWW), orchestrating global Net disruptions out of deep-seated hatred toward the Hikari family and the structured NetSociety. His lieutenants, such as the fiery teacher Mr. Match, who operates the flame-wielding FireMan.EXE (and later variants like HeatMan.EXE), embody WWW's disruptive motives through personal grudges and explosive tactics. Similarly, Anetta, a nature-enthusiast from a southern country operating the vine-manipulating PlantMan.EXE, joins antagonistic factions like out of ideological fervor or revenge, showcasing how individual motivations fuel broader cyber-terrorism plots.

Gameplay

Core Mechanics

The Mega Man Battle Network series employs a dual-layered structure, blending real-world exploration with cyberworld navigation to create an interconnected experience in a near-future . In the real world, players control protagonist Lan Hikari from a top-down perspective, traversing urban environments like DenTech City in an RPG-style format reminiscent of classic adventure games. This involves free movement between interconnected areas such as streets, buildings, and public facilities, where Lan can interact with non-player characters (NPCs) to advance the story, receive quests, or obtain items. Daily life elements, including attending school and participating in routine events, add a layer of immersion and often serve as triggers for plot progression or access to new areas. Upgrades in this realm are facilitated through sub-chips, temporary enhancements installed via the Personal Terminal (PET) device, which boost attributes like movement speed or interaction efficiency without altering core navigation. Access to the cyberworld occurs through "jacking in," a core mechanic where Lan connects his PET to network access ports scattered throughout the real world, transferring control to his NetNavi partner, MegaMan.. These ports, often embedded in everyday objects like computers or vending machines, serve as entry points to digital networks depicted as three-dimensional, grid-based spaces. Within the , exploration shifts to a first-person or view focused on puzzle-solving, where players maneuver MegaMan across panels to bypass barriers, activate switches, or collect data icons, while avoiding environmental hazards. Random encounters with programs initiate transitions to combat, but the primary non-combat emphasis lies in navigating these labyrinthine networks to complete objectives like or system restoration, which mirror real-world story beats. Progression systems tie the dual worlds together, emphasizing preparation and for sustained advancement. MegaMan levels up by accumulating from virus encounters, incrementally improving base stats such as hit points (), rapid-fire capabilities, and evasion, which carry over across sessions to encourage persistent play. Zenny, earned primarily from defeated foes or hidden data caches, functions as the universal currency for acquiring battle chips from in-game shops or NPC vendors, enabling players to expand their arsenal strategically. Central to this is folder-building, where players curate collections of up to 30 battle chips into customizable "folders" stored in the , allowing tailored loadouts for different challenges—such as prioritizing defensive chips for tough puzzles or offensive ones for dense virus areas—without direct combat execution here. Beyond main progression, side activities enrich the gameplay loop with optional depth and replayability. NetBattling tournaments, hosted in dedicated arenas, pit players against or (in later titles) opponents in structured matches that reward rare items and insights, often requiring optimized folders for victory. Email quests, received via the PET's communication system, deliver dynamic sub-stories or fetch missions that span both worlds, such as retrieving lost data from a cyber-area tied to a real-world NPC's request. Introduced in later entries, change mechanics offer risk-reward flair by allowing MegaMan to adopt temporary combat personas (e.g., Guts Style for power boosts) earned through specific achievements, subtly influencing exploration by unlocking enhanced mobility or puzzle-solving tools in non-battle contexts. These elements foster a of ongoing engagement in the network age setting.

Battle System

The battles in Mega Man Battle Network occur on a grid-based arena consisting of a 3x6 battlefield divided into two separate 3x3 sections: one for MegaMan.EXE and one for enemies. MegaMan moves freely within his three rows using directional inputs, while enemies operate independently in their rows, with neither side able to cross the dividing line between rows three and four. Combat proceeds in turns, with the player acting first; MegaMan can move to an adjacent panel or execute an action before the enemies respond. The grid features various panel types that influence tactics, including standard normal panels for basic footing, breakable panels that shatter under certain attacks to create holes, and special that reflect enemy projectiles back at foes when intact. Central to combat is the battle chip system, where players draw from a pre-prepared custom folder containing up to 30 chips selected prior to entering areas prone to encounters. At battle start, a custom screen appears, allowing selection and loading of up to five compatible chips (sharing the same code like A, B, or * or name) from a random draw of five to fill the custom gauge. During turns, MegaMan can fire his default for weak, rapid shots or slot-in loaded chips for diverse effects, such as the for long-range blasts or the for close-quarters melee strikes. Achieving a "busting combo" by deleting all viruses quickly rewards bonus zenny based on time and style, while —powerful super moves—activate by loading specific chip sequences in order, like three s for an enhanced wide slash. The series features over 200 unique battle chips across its games, categorized by type (e.g., attack, defense, recovery) and element, enabling strategic deck-building for different threats. Virus battles form the core of random encounters in the , typically involving 2 to 4 standard viruses that materialize suddenly and must all be deleted to win. Successful deletions yield zenny currency and a chance to acquire the defeated virus's as a drop, encouraging collection for enhancement. Boss encounters pit MegaMan against rogue NetNavis or fortified viruses with scripted attack patterns, larger pools, and area-denial abilities, demanding adaptation of usage and positioning. Players can attempt to escape non-boss battles by pressing L and R simultaneously if MegaMan is not surrounded, though failure risks counterattacks. Recovery occurs via recovery-type battle chips that restore during turns or sub-tank items, which can be activated post-battle or in emergencies to refill from reserves up to 200 . If MegaMan's depletes to zero, he faces permanent deletion in the game's lore, resulting in a screen with continue options from the last save.

NetNavi Customization

NetNavis in the Mega Man Battle Network series can be personalized through various upgrade systems that enhance their combat capabilities, primarily focusing on transformation mechanics and stat progression. These customizations allow players to tailor MegaMan.EXE's abilities to specific strategies, evolving across the games to provide deeper personalization options. Central to this is the progression of the NetNavi's core stats, such as hit points () and buster attributes, which increase through collectible power-up programs. Each Memory item adds 20 to the NetNavi's maximum, starting from a base of 100 and allowing up to 45 such upgrades for a total of 1000 , directly tied to the NetNavi's overall level that reflects its enhanced strength. Additionally, completing the chip library by acquiring all battle unlocks post-game content, such as access to secret areas and boss encounters, encouraging replayability and further customization experimentation. Introduced in , the Style Change system represents an early form of NetNavi personalization, enabling temporary elemental and weaponry shifts based on the player's chip usage during battles. are earned after accumulating a set number of fights, with the type determined by battle habits—for instance, frequent Battle usage might yield a , which displays more on the custom screen (up to seven) for selection, enabling access to rare chips. Other variants include Guts Style for power-focused builds with super armor and Team Style for shared chip access among allies, limited to three active styles at a time for strategic switching via the sub-screen. This system affects battle dynamics by altering speed, chip compatibility, and defenses, providing branching upgrade paths without permanent commitment. Soul Unison, debuting in , advances customization by allowing MegaMan to absorb the souls of defeated enemy NetNavis for temporary ability grants, transforming his appearance and granting signature attacks. To activate, players select a battle chip matching the soul's element on the custom screen, converting it into a Soul Chip that triggers the unison upon use; for example, FireMan Soul equips flame-based shots and area attacks while boosting fire chip power. The transformation lasts three turns before reverting, with a limit of one per soul per battle, emphasizing tactical timing. This mechanic replaced Style Changes in later titles, offering more dynamic, enemy-derived enhancements integrated with chip battles. Further evolution in introduced Chaos Soul Unison, a riskier variant using dark chips to fuse with for amplified power, such as enhanced damage output without the usual bugs, but requiring precise Buster charge timing; mistiming results in self-damage from the Dark Soul. In , the Beast Out and Double Soul systems build on this, enabling advanced forms by fusing with Cybeast entities or allied for heightened abilities like panel-breaking charges or multi-element attacks, though depletes emotional stability points each turn, risking forced reversion and entry into a Tired state if depleted to zero. These forms, limited in duration and with inherent drawbacks, promote careful resource management while unlocking library entries for defeated , tying into post-game progression.

Development

Origins and Design

The Mega Man Battle Network series originated as a strategic of the franchise, spearheaded by producer and directed by Masahiro Yasuma to recapture player interest following the underwhelming performance of in 2000. Inafune, who had been involved with the series since its inception as an illustrator and designer, aimed to adapt the brand for the digital age of the early by reimagining in a networked, world where personal terminals and NetNavis are ubiquitous. This shift marked a departure from the classic side-scrolling platforming formula, positioning the series as a fresh entry point for younger audiences amid the rising popularity of portable gaming. Development took place at Capcom Production Studio 2, with Inafune overseeing the project that blended progression and real-time tactical battles. The core concept drew heavy inspiration from the Pokémon series' portable monster-collecting mechanics, incorporating elements like version-exclusive content and companion customization to encourage trading and replayability among players. Additionally, the battle system incorporated influences, such as deck-building and strategic combinations akin to Magic: The Gathering, where players gather and deploy "Battle Chips" to execute attacks and abilities in a grid-based arena. These design choices emphasized accessibility on the Game Boy Advance while evolving the series' robot hero into MegaMan.EXE, a digital guardian operated by a human operator, echoing the supportive dynamic between classic and Roll. The series' visual and thematic design embraced aesthetics, featuring a near-future society intertwined with , where viruses and hackers pose constant threats. This setting allowed for innovative NetNavi customization, enabling players to upgrade abilities and appearances through collected , fostering a of progression tied to the era's growing . Across the six mainline titles, iterative refinements addressed hardware constraints, such as limited sprite scaling and battery life, leading to streamlined interfaces and version splits for enhanced collectibility. Localization efforts further refined the narrative and for global release, ensuring the human-NetNavi resonated universally as a for digital companionship.

Music and Audio

The music for the Mega Man Battle Network series was primarily composed by and Akari Kaida, who crafted chiptune-style tracks optimized for the Game Boy Advance's four-channel audio hardware, consisting of two pulse waves, a noise channel, and a direct digital output for samples. Their compositions blend energetic rock rhythms, electronic synth leads, and subtle orchestral flourishes to capture the high-tech, atmosphere of the NetNavi world. This fusion creates a dynamic that underscores the series' themes of digital connectivity and conflict, with Kaida often handling lead composition duties while Aoki contributed variations and expansions in later titles. Iconic elements include the short, memorable battle chip jingles that signal chip selection and deployment, providing auditory cues during tactical decision-making. Variations of MegaMan's central recur throughout the games, evolving from upbeat motifs in the first entry to more intense, layered arrangements in sequels, reinforcing the protagonist's heroic role in NetBattles. ambient sounds, featuring pulsing synth drones and echoing digital effects, evoke a of and in the virtual realms, heightening the stakes of exploration and combat. The series' audio evolved from the simpler, MIDI-inspired melodies of Mega Man Battle Network—constrained by early GBA limitations—to richer, multi-layered synth arrangements in later games like Battle Network 3 and beyond, allowing for greater harmonic depth and rhythmic complexity within the hardware's bounds. Vocal tracks appeared in tie-in anime adaptations, such as the Rockman.EXE series vocal album featuring theme songs with lyrics that expand on the games' narrative. Sound effects in battles, including sharp beeps for chip activation and explosive bursts for virus deletion, deliver immediate tactile feedback that aligns with the real-time strategy of NetBattles.

Mainline Games

Mega Man Battle Network

Mega Man Battle Network, known as Rockman EXE in , is the debut entry in the mainline series, developed and published by for the Game Boy Advance. It was released in on March 21, 2001, as a launch title for the console, and in on October 30, 2001. The game introduces players to a world where everyday life is intertwined with digital networks, and NetNavis—personalized companions—serve as digital avatars for battling viruses and threats in . While specific sales figures for the title are not individually detailed in Capcom's platinum titles list, the Mega Man Battle Network series as a whole contributed significantly to the franchise's overall commercial success, with later entries like exceeding 1.35 million units sold. The plot centers on 11-year-old Hikari and his NetNavi, MegaMan.EXE, who become unlikely heroes in preventing cyber-terrorism orchestrated by the villainous organization World Three (WWW). The story begins with a virus-induced blackout at Lan's school in ACDC Town, where digital blackboards and systems are hijacked, forcing MegaMan to jack in and delete the initial threat. As events escalate, Lan and MegaMan uncover WWW's broader scheme led by Dr. Wily to unleash the Life Virus—a destructive program designed to infect and dismantle the global , potentially causing a worldwide shutdown. Through a series of investigations across real-world locations like and the internet's underbelly, they confront WWW operatives, gather four elemental programs needed to awaken the Life Virus, and ultimately battle the entity in a climactic showdown aboard a rocket aimed at total digital annihilation. The narrative emphasizes themes of friendship between operator and NetNavi, blending slice-of-life elements with escalating cyber-crises. Gameplay innovations in Mega Man Battle Network revolve around the introduction of the Battle Chip system, where players collect and deploy over 170 distinct —compact data cards that grant MegaMan temporary abilities like weapons, defenses, or utilities during combat. These are organized into a customizable folder of up to 30 selections, allowing basic deck-building strategies based on chip codes, elements, and rarities to optimize draws and synergies in battles. Fights occur on a 3x6 grid (three rows across six columns, split between player and enemy sides), where MegaMan moves freely on his half while viruses attack from theirs, requiring real-time dodging, buster shots, and chip insertions for tactical depth—core mechanics that emphasize positioning and timing over traditional platforming. The game's structure is notably tutorial-heavy, guiding new players through mechanics via integrated lessons during the early school and segments, ensuring accessibility in its fusion of exploration and action-battling. A simple database tracks encountered enemies, providing basic stats like and attack patterns to aid preparation without overwhelming detail. Post-game content challenges players with the N1 —a competitive NetBattle event—alongside secret boss encounters and full Battle Chip collection, encouraging replayability through folder experimentation and high-score pursuits.

Mega Man Battle Network 2

Mega Man Battle Network 2 is the second installment in the mainline series, developed and published by for the Game Boy Advance. Released as a to the original game, it expands on the adventure of Hikari and his NetNavi, MegaMan.EXE, in a world where everyday life is intertwined with digital networks. The game introduces new threats and mechanics while maintaining the core chip-based battle system from its predecessor, emphasizing strategic real-time combat in grid-based arenas. The storyline centers on the emergence of the criminal organization Gospel, a net mafia group that revives the ancient virus program Zero.EXE to unleash a devastating super-virus across the global network. Lan, now aspiring to become an official NetBattler, joins the NetBattlers program and encounters copycat NetNavis mimicking official operators' partners. As the plot unfolds, Lan and MegaMan.EXE venture into the dangerous Undernet, a hidden layer of the cyberworld teeming with powerful viruses and illicit activities, to thwart Gospel's plan to collapse society through viral outbreaks. The narrative builds on themes of friendship and digital ethics, culminating in confrontations with Gospel's leaders and Zero.EXE itself. Gameplay additions enhance player customization and tactical depth. The Style Change system allows MegaMan.EXE to adopt one of several styles—such as Guts Style for doubled Buster power without flinching, Custom Style for access to seven on the Custom Screen, Team Style for up to eight Navi in the folder, or Shield Style starting battles with a barrier—based on battle tendencies and progression. These styles level up with use to boost Charge Shot power and can include affinities like , Aqua, Elec, or Wood, altering attack properties. Other features include the ability to escape battles at full , an expanded Battle Chip library with more recovery options for sustained fights, and the introduction of the Plus Straight , which enables combo setups by adding panels to attacks. Secret area unlocks and additional side quests provide exploration incentives, such as hidden and story branches. The game launched in on December 14, 2001, followed by on June 17, 2002, leveraging the Game Boy Advance's portability for on-the-go net battling and trading via link cable.

Mega Man Battle Network 3

serves as the culmination of the series' initial trilogy, released for the Game Boy Advance in on December 6, 2002, as Rockman 3, followed by a Black edition on March 28, 2003, and in on June 24, 2003, in two versions: and , each featuring version-exclusive Battle Chips, viruses, and story elements such as unique boss encounters. Developed and published by , the game advances the narrative by having the revived World Three (WWW) organization pursue remnants of the Gospel super-virus from the prior installment, aiming to unleash Alpha, a primordial cyber-entity sealed away at the dawn of the Net Society to prevent global collapse. Lan Hikari and his NetNavi, MegaMan., join an international NetBattle tournament while investigating these threats, incorporating mechanics to explore historical events like the original sealing of Alpha and the backstory of the rogue NetNavi , ultimately confronting Dr. Wily in a bid to avert "Cybergeddon." Mechanically, the title evolves the Style Change system from earlier games into Double Soul, enabling MegaMan to temporarily fuse with allied NetNavis—such as ProtoMan or —for enhanced abilities, including unique weapons and panel-altering effects that last three turns before reverting, with a cooldown period. A major innovation is the Navi Customizer, a program-based for installing parts that provide permanent upgrades like increased , faster chip usage, or custom battle behaviors, though mismatched configurations can trigger glitches such as reduced movement or involuntary chip activation, adding strategic risk. Cyberworld exploration introduces folding panels that shift layouts during navigation and combat, creating dynamic 3D-like obstacles and traps distinct from the grid-based battles. The game features a dedicated tournament mode simulating the in-story NetBattle competition, allowing players to compete in structured brackets with customizable rules for multiplayer or single-player challenges. It offers subtle hints toward beast forms in subsequent titles through Alpha's depiction as an uncontrollable, animalistic ancient and Bass's evolving role as a force unbound by standard NetNavi protocols. Deeper lore expands on the Net Society's origins, detailing the pre-internet era's cyber threats and the global effort to contain Alpha, framing the trilogy's conflicts as echoes of humanity's foundational digital struggles.

Mega Man Battle Network 4

Mega Man Battle Network 4, known in Japan as Rockman.EXE 4 Tournament, is the fourth main installment in the Mega Man Battle Network series, developed and published by for the Game Boy Advance. Released in on December 12, 2003, and in on June 29, 2004, the game features two versions—Red Sun and —that offer minor variations in story branches, available souls, and opponent lineups to encourage trading and replayability. The plot shifts to a multi-protagonist structure, following teams led by Lan Hikari with MegaMan.EXE, Mayl Sakurai with Roll.EXE, and Eugene Chaud with ProtoMan.EXE as they compete in the international organized by the World NetBattle Association. This competition, ostensibly to crown the world's top NetBattler, masks a larger : a dimensional tear threatening , triggered by the NetNavi Duo, an extraterrestrial operating system housed in an approaching intent on evaluating and potentially purging unworthy civilizations. As the tournament progresses in Netopia, the protagonists uncover Nebula's schemes to exploit the , leading to alliances and confrontations that blend competitive battles with interstellar peril. Gameplay innovations include tournament-style progression, where story advancement occurs through bracket-based NetBattling matches rather than linear exploration, emphasizing strategic preparation and rival encounters. Team-based NetBattling introduces cooperative dynamics among the protagonists' Navis during key events, allowing indirect support in battles. The Soul Unison system debuts as a core mechanic, enabling MegaMan to fuse with allied NetNavi souls—such as GutsMan for super armor or for flooding attacks—by sacrificing a Battle Chip, providing temporary ability fusions that enhance combat versatility but carry risks like vulnerability during activation. Subplots exploring romantic tension between and Mayl infuse the narrative with interpersonal drama amid the high-stakes . The game also pioneers NetNavi introductions, with Duo's otherworldly design and expanding the cyberworld's scope to cosmic scales.

Mega Man Battle Network 5

Mega Man Battle Network 5, released in two versions—Team ProtoMan and Team Colonel—marks a shift toward team-based storytelling in the series, emphasizing collaboration among NetBattlers to counter a global cyber threat. In , Team ProtoMan launched on December 10, 2004, followed by Team Colonel on February 25, 2005, while both versions arrived in on June 21, 2005, for the Game Boy Advance. The narrative centers on the villainous organization , which deploys Dark Chips to corrupt NetNavis into powerful Darkloids, seizing control of the and real-world infrastructure. Protagonist Lan Hikari, alongside MegaMan.EXE, joins forces with a team of operators—either led by ProtoMan or Colonel, depending on the version—to liberate corrupted sectors, rescue key figures like Lan's father Dr. Yuichiro Hikari, and dismantle Nebula's operations in a crisis that escalates to interstellar proportions. Gameplay refinements introduce liberation missions, cooperative battles where players control multiple allied NetNavis to reclaim dark panels from Nebula's influence, recruiting operators and unlocking team abilities along the way. These missions add strategic depth, requiring coordination to avoid enemy ambushes and fulfill objectives within limited turns, while building on prior soul mechanics by expanding to Double Soul transformations that fuse MegaMan with ally essences for enhanced attacks and defenses, such as the advanced Program Advance Double Cross Soul for synchronized multi-target strikes. A unique moral choice system revolves around Dark Chips, potent but corrupting battle chips that boost power at the expense of permanent HP loss and potential story penalties, like restricted access to certain areas if overused, forcing players to weigh short-term gains against long-term consequences. The game expands multiplayer options with team-based NetBattling modes supporting up to four players via link cable, allowing cooperative liberation-style encounters or competitive duels with shared ally Navis. Post-game content introduces cosmic threats, including a rematch with the alien entity Duo from earlier entries, challenging players with high-stakes battles across liberated networks and rewarding completion with exclusive and upgrades.

Mega Man Battle Network 6

Mega Man Battle Network 6, released in two versions titled Cybeast Gregar and Cybeast Falzar, serves as the finale to the mainline series. Developed and published by for the Game Boy Advance, it launched in on November 23, 2005, and in on June 13, 2006, for both versions. The game shifts the setting to Cyber City following a job transfer for Lan Hikari's father, introducing new characters and escalating threats that tie together the overarching narrative arcs. The plot centers on the antagonistic organization , led by the enigmatic Regal, who seeks to harness the power of ancient Cybeasts—Gregar and Falzar—to dominate both the real world and . As and his NetNavi MegaMan.EXE befriend a bullied boy named and uncover Nebula's schemes, the story builds to WWW's ultimate assault, incorporating the remnants of the destructive entity Alpha from earlier games. This culminates in the arrival of Duo, an extraterrestrial judge dispatched to evaluate and potentially eradicate humanity due to the chaos caused by Alpha's prior escape. To combat threats that breach into the physical world, the Cross Fusion system is activated, allowing to merge with MegaMan.EXE via a Synchro Chip, enabling real-world battles and providing series resolution through themes of redemption and coexistence between humans and digital entities. The narrative concludes on a bittersweet note, depicting the characters' futures in a world where digital evolution continues to shape society, with maturing beyond his NetBattling days. Gameplay integrates mechanics from prior entries, such as customizable Battle Chip folders, Style Changes, and Program Advances, while introducing the Cross System for temporary alliances with allied NetNavis like or KnightMan, granting enhanced abilities and tribe-specific affinities that optimize chip effectiveness in themed areas (e.g., Wood Tribe for forested nets). The Cybeasts enable Beast Out transformations, boosting MegaMan.EXE's speed and power at the risk of emotional instability, which can lead to berserk states if mismanaged. Ultimate forms, such as combining Cross Fusion with Beast Out, allow for hybrid real-cyber confrontations, emphasizing strategic depth in boss encounters. Unique to this installment are time-sensitive events, such as dynamic real-world crises requiring immediate Cross Fusion responses, and an expansive post-game mode featuring liberation missions—strategic, turn-based operations to reclaim infested areas—and rematches against enhanced versions of past bosses, including Duo's trials. These elements provide closure to the series' saga, blending high-stakes action with reflective epilogues on technological interdependence.

Spin-off Games

Mega Man Network Transmission

Mega Man Network Transmission is a spin-off action-platformer video game developed by and published by for the . It was released in on March 6, 2003, and in on June 17, 2003. The title serves as a side story set between the first and second mainline Battle Network games, bridging elements from the classic Mega Man games with the lore of the Battle Network universe through its central antagonist, the Zero Virus. The plot unfolds one month after the events of the first Mega Man Battle Network game, where protagonist Lan Hikari and his NetNavi partner MegaMan.EXE confront an outbreak of the Zero Virus—a destructive program modeled after the character Zero from the Mega Man X series. Created by the villainous organization World Three (WWW) led by Dr. Wily, the virus begins infecting real-world technology, causing chaos such as power outages and mechanical malfunctions. Lan and MegaMan must jack into infected systems and navigate both cyberspace and physical locations to contain the threat, ultimately battling mutated forms of the virus and its creators in a narrative that emphasizes the intersection of digital and physical worlds. Gameplay shifts from the turn-based battle system of the mainline Battle Network titles to a side-scrolling action-platformer format with light elements. Players control MegaMan in levels, performing actions like jumping, sliding under obstacles, and firing rapid shots at enemy es, while managing health and special abilities. Battle Chips—collectible cards from the Battle Network series—provide temporary power-ups such as enhanced weapons or defensive barriers, which are selected via a quick during to counter virus swarms or prepare for encounters. Levels feature virus hordes that overwhelm the player in real-time, requiring strategic chip use and precise platforming, while rushes against Zero Virus variants demand and chip combos, distinguishing the experience from the grid-based tactics of the core series. The game incorporates polygonal models for characters and environments, rendering the cyber world in a more immersive, three-dimensional style compared to the 2D sprites of the Game Boy Advance entries, while maintaining faithful adaptations of Battle Network assets like designs and effects. It includes hints of cooperative play through optional two-player modes for chip trading, though the core is single-player focused. Despite praise for its nostalgic platforming and of series , the title faced for clunky controls, including sluggish speeds and imprecise that hindered in tight spaces.

Rockman.EXE WS

The Rockman.EXE WS is a Japan-exclusive in the Mega Man Battle Network series, released for the Color handheld console on February 8, 2003. Developed by with additional work by TOSE and published by , it marks a departure from the mainline series' turn-based battles, instead blending side-scrolling platforming action reminiscent of classic titles with select elements from the Battle Network universe, such as the use of battle chips for special abilities. In the game, players control MegaMan.EXE (Rockman.EXE) as he navigates linear stages within cyberworlds, jumping across platforms, avoiding traps, and combating viruses in combat sequences. Unlike the grid-based battling of the core games, encounters emphasize run-and-gun mechanics, where MegaMan's buster is the primary weapon, supplemented by syncing with his operator (Lan Hikari) to select and deploy battle chips for enhanced attacks like area blasts or temporary power-ups. Progression involves clearing virus-infested areas, collecting items, and unlocking hidden routes upon completing main paths, with fights against NetNavis like FireMan, ElecMan, and entity providing climactic challenges. The portable nature of the Color allows for quick sessions, and the game includes chip collection as a secondary goal, though without the full trading or customization depth of the main series. The story draws heavily from the first season of the Mega Man Battle Network anime adaptation, following and as they thwart the World Three (WWW) organization's schemes to unleash chaos in the digital world, with virus aggregate appearing as a secret after multiple playthroughs. This serves as an original expansion set after the events of the early mainline games, bridging some lore elements like recurring villains while prioritizing anime-inspired character dynamics and simpler plot beats suited to the handheld format. Unique to this title are anime tie-in bonuses, such as unlockable content inspired by specific episodes, and rare battle chips that encourage replayability through multiple playthroughs to access all stages and collectibles. Although presented as a standalone experience, it subtly connects to Battle Network 3 by referencing escalating NetNavi threats, without direct gameplay integration.

Mega Man Battle Chip Challenge

Mega Man Battle Chip Challenge is a spin-off title in the Mega Man Battle Network series, developed by and published by for the Game Boy Advance. A WonderSwan Color counterpart, Rockman.EXE N1 Battle, was released in Japan on the same date with some gameplay differences. It launched in on August 8, 2003, in on March 2, 2004, and in on March 19, 2004. The game diverges from the mainline entries by emphasizing strategic deck-building and automated battles, designed for quick play sessions and multiplayer interaction via link cable. The game's minimal narrative revolves around the "Battle Chip GP," a competitive netbattling sponsored by series character Yai Ayanokoji. Players select from one of six starting operators and their NetNavis—such as and MegaMan, Mayl and Roll, or Dex and GutsMan—and progress through tournament brackets against AI opponents. Success unlocks higher ranks and new , with the story serving mainly as a framework for escalating challenges rather than deep plot development. Post-tournament modes allow continued play in open battles or the "Deep Net" for additional unlocks. Gameplay centers on constructing a "Program Deck," a flowchart of up to 30 battle arranged in a branching structure that determines combat outcomes. Unlike the grid-based battles of the core series, encounters are turn-based and fully automated: the system randomly selects a path through the deck to choose three chips per turn, which the NetNavis execute in sequence before performing a unique character-specific attack. Players cannot directly control the action but can intervene by slotting in additional chips mid-battle to alter strategies, such as destroying enemy chips or boosting defenses. The objective is to deplete the opponent's deck by targeting individual chips, with panel types (e.g., normal, ice, or hole) influencing damage and mobility. This setup prioritizes pre-battle preparation and probability management over reflexes. The title features over 100 battle chips, including standard attack, recovery, and navigation types, alongside specialized and data chips for advanced combos. Chip rarity (common to super rare) and codes add collection depth, with victories and trading enabling unlocks. A ranking system tracks performance across classes from to , encouraging replayability through optimized decks. Multiplayer supports up to four players for tournaments or direct trades, while promotions tied to the game's launch offered exclusive real-world holographic Battle Chip cards in to complement in-game collecting.

Rockman.EXE 4.5: Real Operation

Rockman.EXE 4.5: Real Operation is a Japan-exclusive spin-off in the Rockman.EXE series, developed and published by for the Game Boy Advance on August 6, 2004. The title expands on the Operation Battle mode from Rockman.EXE 4, transforming it into a full NetNavi operation simulator where players act as operators managing various NetNavis in tactical engagements. Designed to mimic real-life NetOp experiences, the game emphasizes hands-on chip management during autonomous Navi actions, with compatibility for the optional Battle Chip Gate peripheral to incorporate physical Battle Chips. Set chronologically between Rockman.EXE 4 and Rockman.EXE 5, the game features no traditional narrative or central protagonists like Lan Hikari and MegaMan; instead, it places players in the role of an anonymous operator handling episodic missions against and rogue programs in the digital world. These operations simulate undercover cyber defense tasks, such as virus extermination and area securing, without an overarching story arc, focusing on the routine challenges of NetNavi deployment. Gameplay centers on selecting one of 21 playable NetNavis at the start, each with distinct movement patterns, attack styles, and growth mechanics, such as leveling up through mission completion or chip folder optimization. Battles occur on a grid-based field in a tactical format inspired by Operation Battle, where the chosen NetNavi moves semi-autonomously in real-time while the player pauses to select and deploy Battle Chips from an in-game menu or the Battle Chip Gate for strategic support. Mission selection involves choosing from daily-updating objectives via the real-time clock system, including virus busting, training simulations, and competitive tournaments that echo the tournament elements from Rockman.EXE 4, with simplified chip usage tailored for quick sessions on the portable platform. Unique to the title are its real-time clock-driven events, which generate time-specific missions and interactions for replayability, alongside exclusive content like Darkloid enemy variants of NetNavis from Rockman. 4 for challenging encounters. The game supports short, episodic levels optimized for mobile play, and unlocking additional NetNavis requires repeated tournament victories or peripheral use, providing variant playstyles without altering core series progression. Bundled editions included the Battle Chip Gate, enhancing immersion by allowing real-world chip scanning, though the base game remains fully playable without it.

Adaptations

Anime Series

The Mega Man Battle Network franchise was adapted into multiple series produced by , which aired on in starting in 2002. These adaptations loosely follow the plots of the while incorporating original storylines, character developments, and technological elements set in a world where personal terminals connect users to a vast network threatened by viruses and cybercriminals. The series emphasize themes of friendship, digital battles via NetNavis (personalized programs), and real-world consequences of cyber attacks, with NetNavis gaining distinct to enhance their personalities beyond the games' text-based interactions. The original series, known as Rockman.EXE in and MegaMan NT Warrior in the English dub, ran for 56 episodes from , 2002, to , 2003. It adapts elements from the first three games, centering on fifth-grader Netto Hikari (Lan Hikari in the dub) and his NetNavi Rockman (MegaMan) as they battle organizations like the World Three intent on disrupting the global network. Original additions include expanded backstories for supporting characters and early introductions of concepts like NetNavi vocalizations during battles, which were not as prominent in the initial games. The English version, produced by ShoPro Entertainment and dubbed at Studios for distribution, aired starting May 17, 2003, on Kids' WB!. With alterations such as changing the protagonist's name from Netto to Lan and localizing cultural references. Only 52 episodes were dubbed, skipping select filler content. Subsequent seasons expanded the lore with new mechanics. Rockman.EXE Axess, airing from October 4, 2003, to September 25, 2004, comprised 51 episodes and introduced the Synchro Chip, allowing human-NetNavi "Cross Fusion" for real-world transformations to combat physical threats from Darkloids—corrupted programs manifesting in reality. This fusion concept premiered in the anime before its implementation in Mega Man Battle Network 4. In the English dub, integrated as MegaMan NT Warrior: Axess (26 episodes), it continued directly from the first season, focusing on tournament-style NetBattles and escalating cyber-terrorism plots. Rockman.EXE Stream, from October 2, 2004, to September 24, 2005, also featured 51 episodes, shifting emphasis to international NetBattle tournaments and the arrival of extraterrestrial NetNavi Duo, who views Earth as a threat due to its digital chaos. These seasons maintained Xebec's dynamic battle animation style, with original tournament arcs and character growth not directly from the games. The English dub covered only the initial portion of Axess as its second season, leaving later episodes undubbed in North America. A related feature film, Rockman.EXE: Program of Light and Dark, was released on December 10, 2005, in Japan. Following , two OVA series continued the storyline. Rockman.EXE Beast (7 episodes) aired from October 15, 2005, to April 1, 2006, introducing the parallel world of Beyondard and beast-type enemies called Zoanoroids, along with the Out transformation ability from . Rockman.EXE Beast+ (14 short episodes) ran from April 8 to September 30, 2006, focusing on battles against the Zero Virus and the villain . These OVAs bridge elements from the final game while featuring original plots.) In March 2023, made the English dubs of the first 78 episodes (covering EXE and Axess) available for free streaming on and to coincide with the Mega Man Battle Network Legacy Collection release.

Manga and Comics

The Mega Man Battle Network series inspired several adaptations published primarily by in , focusing on the digital world of NetNavis and cyber battles while expanding on the ' narratives. The primary serialization, Rockman EXE (known as MegaMan NT Warrior in English releases), was written and illustrated by Ryo Takamisaki and ran in Shogakukan's CoroCoro Comic magazine from February 2001 to September 2006. This 13-volume series closely adapts the plots of the first three games, introducing additional character backstories and interpersonal dynamics among protagonists like Lan Hikari and his NetNavi, MegaMan., to deepen the themes of and digital ethics. Takamisaki's artwork evolved from pixel-inspired designs reminiscent of the games to more fluid, action-oriented panels emphasizing aesthetics in Net battles. A companion series, Battle Story Rockman.EXE, provided alternative perspectives on spin-off events and side stories from the Battle Network universe. Written by Jun Keijima and illustrated by Miho Asada, it was serialized in Shogakukan's elementary school publications, such as Shōgaku Nens ei, from 2001 to 2004, spanning four volumes that explore expanded lore around villains like World Three and NetNavi evolutions. The manga's style features detailed, realistic depictions of technology and viruses, contrasting Takamisaki's more stylized approach, and includes episodic tales that tie into game elements without directly retelling main plots. In 2022, digital editions of the series became available through platforms like , making it accessible beyond physical copies. The English localization of Takamisaki's Rockman EXE was published by as MegaMan NT Warrior from 2004 to 2008, comprising 13 volumes that retain the original 's game-focused narrative while adjusting dialogue for audiences. This highlights the series' blend of school-life adventures and high-stakes NetNavi combat, with emphasizing MegaMan's heroic pose. Viz's release marked one of the few English printings of Battle Network , though it diverged slightly from the anime's more episodic format by prioritizing game canon. Art variations across the adaptations range from Takamisaki's dynamic, game-like shading to Asada's intricate mechanical details, showcasing diverse interpretations of the cyber world. For the 20th anniversary in 2021, limited reprints of the original series were issued by Fukkan. Takamisaki also penned new short stories, including a 2021 special and a 2023 volume titled Rockman EXE New Stories 2023.

Other Media

The Mega Man Battle Network series extended into various miscellaneous media, including , print adaptations, and merchandise tie-ins that captured the essence of its cyber-themed battles and chip-collecting mechanics. released the Battle Net Board Game in , a strategy title for 2-4 players lasting about 30 minutes per session. The game incorporates series elements like Battle Chip cards and miniatures, where players roll dice, manage hands, collect chips, and complete missions to defeat bosses such as PharaohMan. Merchandise tie-ins proliferated alongside the series' popularity. launched a trading card game in in 2002, featuring over 100 Battle Chip cards that simulated net battles through placement and effects, with production continuing until 2005. The company also produced toys, including figure sets of characters like MegaMan.EXE and viruses starting in 2001, often bundled with candy for collectibility. In the West, adapted the concept into the Trading Card Game in 2004, releasing three sets before ceasing production in 2005; players built decks around NetNavis to duel opponents. Mobile adaptations included official titles for Japanese cell phones, such as Rockman EXE: Phantom of Network in 2005, which functioned as chip simulators by allowing players to collect, , and deploy Battle Chips in virus-busting scenarios across episodic content. A sequel, Rockman EXE: Legend of Network, followed in 2006 with similar mechanics emphasizing chip strategy in portable net battles.

Reception and Legacy

Critical Reviews

The Mega Man Battle Network series received generally positive to mixed critical reception, with early entries praised for their innovative real-time battle system involving customizable Battle Chips, while later installments drew criticism for repetitive and formulaic storytelling. The first game earned a score of 79/100 based on 10 critic reviews, lauded by for its "solid game with a very unique combat system that makes the game a heck of a lot of fun." Reviewers highlighted the addictive strategy of chip selection and folder-building, which added depth to virus-battling encounters, though some noted the plot as unremarkable. The sequel improved on these elements, achieving 81/100 on from 15 reviews, with critics appreciating expanded chip variety and tougher bosses that enhanced replayability. Subsequent mainline titles showed a decline in scores, reflecting growing fatigue with the series' core loop of grinding for chips and navigating similar narratives, often constrained by hardware limitations like screen size impacting battle visibility. Mega Man Battle Network 3: Blue scored 77/100 on , with awarding it 8.5/10 for refined multiplayer and style change mechanics that injected fresh tactical options into battles. However, Mega Man Battle Network 4: Red Sun dropped to 68/100, criticized by for minor upgrades that failed to evolve the formula significantly, resulting in campaigns lasting around 20-30 hours that felt padded by random encounters. Mega Man Battle Network 5: Team Colonel fared similarly at 66/100, praised for strong technical execution in team-based battles but faulted for familiarity that alienated newcomers. The series finale, Mega Man Battle Network 6: Cybeast Gregar, received 62/100, with scoring it 5.5/10 and noting that while battles remained entertaining, the overall experience had grown stale after six iterations.
GameMetacritic ScoreKey PraiseKey Criticism
79/100Innovative chip-based combatBasic plot
81/100Expanded collectibles and bossesN/A (generally positive)
77/100Refined multiplayer and tacticsEmerging repetition
68/100Solid core gameplayMinimal evolution
66/100Technical polish in battlesOverly familiar
62/100Entertaining fightsStale formula
Spin-off titles elicited more polarized responses, often highlighting deviations from the mainline's strategic depth. , a action-platformer blending classic [Mega Man](/page/Mega Man) elements with Battle Network mechanics, scored 65/100 on from 28 reviews; gave it 6.7/10, commending tight controls and high-energy music but critiquing clunky level design and uneven difficulty. , a tournament-style spin-off emphasizing auto-battles, was widely panned at 54/100 on , with assigning 4/10 and calling it "quite possibly the worst game to bear the name" due to heavy reliance on randomness and lack of player agency. The Japan-exclusive , featuring automated battles tied to a peripheral toy, received mixed user feedback for its fun character selection and music but was criticized as tedious and repetitive, lacking the depth of prior entries. The anime adaptation, (known as Rockman.EXE in ), garnered mixed reviews for its child-oriented tone and episodic structure, with an IMDb rating of 6.8/10 based on over 100,000 user ratings; described it as a fun net-battling duo story but noted inconsistent animation quality that ranged from poor to adequate. Critics appreciated the engaging operator-navi and cyber-adventure themes but faulted the "kiddie" presentation and filler episodes that diluted the narrative momentum.

Commercial Success

The Mega Man Battle Network series achieved notable commercial success on the Game Boy Advance, where the mainline titles were exclusively released, establishing dominance in 's handheld market during the early 2000s. The franchise's debut entry launched alongside the GBA in on , , helping drive early adoption of the system. Individual titles performed strongly, with selling approximately 1.32 million units worldwide. By the mid-2000s, the mainline games had collectively sold over 5.7 million units globally, reflecting robust performance in a competitive portable gaming landscape. Regional sales highlighted the series' core appeal in , where it exceeded 2.5 million units for the mainline games, bolstered by the cultural resonance of the Rockman.EXE branding and tie-ins with local media. In the United States and other markets, performance was moderate, contributing to the overall totals but trailing figures due to less emphasis on crossovers. titles, such as Mega Man Battle Chip Challenge and the Rockman.EXE WS series, each sold under 500,000 units, serving as supplementary earners rather than primary drivers. The franchise's adaptations further amplified its economic impact. The MegaMan NT Warrior manga series enhanced merchandise revenue, with Bandai's toy line generating substantial income tied to the broadcast's popularity, though exact figures for the latter remain undisclosed in public reports. Key milestones underscored the series' enduring viability. Mega Man Battle Network 4 reached 1.35 million units sold worldwide, marking it as one of Capcom's top-performing handheld titles. The 2023 Mega Man Battle Network Legacy Collection, compiling the six mainline games across modern platforms, surpassed 1 million units within weeks of release and reached 1.60 million by February 2025, including significant digital sales and becoming the fastest-selling Mega Man title to date. As of March 2025, the overall Mega Man franchise, including the Battle Network series and its Legacy Collection, had sold 43 million units worldwide.

Cultural Impact and Remakes

The Mega Man Battle Network series has left a lasting mark on by pioneering narratives centered on digital networks and personal AI companions, influencing subsequent titles that explore interconnected virtual worlds and real-time tactical combat. This shift toward digital-age storytelling reimagined the franchise for an era of emerging , emphasizing themes of cybersecurity and human-AI bonds that resonated with players in the early 2000s. The series maintains a dedicated fanbase, evident in ongoing community activities such as events featured on platforms like Games Done Quick's Hotfix series, where races and showcases of titles like highlight technical mastery and . Fans also engage in of Cross Fusion forms from later entries and have launched petitions advocating for sequels or further revivals, underscoring the series' enduring appeal among retro gaming enthusiasts. Additionally, persistent fan mods and ROM hacks, hosted on specialized preservation sites, extend gameplay through quality-of-life improvements and custom content, keeping the community active in modding the original titles. In 2023, released the Mega Man Battle Network Legacy Collection, a compilation remastering the core series for modern platforms. Split into two volumes, it includes all six mainline games—Mega Man Battle Network 1 through 6, encompassing both versions of games 3 through 6—along with the spin-off , totaling eleven titles. Available on , , , , Xbox Series X|S, and PC via , the collection incorporates quality-of-life enhancements such as a high-speed mode for accelerating battles, a rewind function for correcting errors, customizable controls, and online multiplayer support for NetBattles. Additional features comprise a Gallery mode with official illustrations and , a for soundtracks, a Museum displaying all 499 Battle Chips from games 4-6, and a new "Buster MAX Mode" challenge in select titles. The series' legacy is further evidenced by its 20th anniversary celebrations in 2021, where sought licensing partners for merchandise including toys, apparel, and action figures to commemorate the milestone. These efforts extended to special events and a limited-edition Treasure Box in featuring art books and goods, with ongoing merchandise availability through official channels like e-Capcom, ensuring the franchise's continued presence in fan collections.

References

  1. [1]
    Mega Man Battle Network 6: Cybeast Gregar - IGN
    Rating 5.5/10 · Review by Mark BozonJun 13, 2006 · The Mega Man Battle Network series is a spin-off of the classic Mega Man franchise, which follows young Lan Hikari - a now-infamous "Net ...
  2. [2]
    Mega Man Battle Network Legacy Collection Announced for ... - IGN
    Jun 28, 2022 · Mega Man Battle Network was first released in 2001 for the Game Boy Advance. The series combines strategy and card-builder elements, seeing ...
  3. [3]
    Mega Man Battle Network 4: Red Sun - IGN
    Rating 6.5/10 · Review by Craig HarrisAug 19, 2004 · Mega Man Battle Network 4 once again puts players in control of Lan and his virtual pal Mega Man. In the future, everyone who's anyone has their own virtual ...
  4. [4]
    Mega Man Battle Network - IGN
    Rating 8.5/10 · Review by Craig HarrisNov 9, 2001 · It may not be the Mega Man game you're expecting, but this RPG is definitely a good GBA title. · More than 175 battle chips to collect · Link ...
  5. [5]
    Mega Man Battle Network Legacy Collection Release Date ... - IGN
    Dec 13, 2022 · The Mega Man Battle Network Legacy Collection, which collects all ten Battle Network games, gets a release date for Switch, PC, and PS4.
  6. [6]
    Mega Man Battle Network 5: Team - IGN
    Rating 6.5/10 · Review by Craig HarrisJun 28, 2005 · What's been said about the past four games in the series extends into Mega Man Battle Network 5. It features an enhanced version of the battle ...
  7. [7]
    MEGAMAN BATTLE NETWORK LEGACY COLLECTION - CAPCOM
    Sep 11, 2023 · Introducing the Mega Man Battle Network Legacy Collection, bringing 10 classic games to Nintendo Switch, PlayStation 4 and Steam!
  8. [8]
    Mega Man Battle Network Legacy Collection is Available Now!
    Apr 14, 2023 · It's up to programs known as Network Navigators – or NetNavis, for short – to access the Internet via a device called a PET, or PErsonal ...Missing: premise cyberworld 200X<|control11|><|separator|>
  9. [9]
    Mega Man Battle Network Legacy Collection Review - Gaming Nexus
    May 2, 2023 · I decided to pick up Battle Network and was glad that I did. The story, about a world where everyone has a pocket computer and an AI best friend ...<|control11|><|separator|>
  10. [10]
    MEGAMAN BATTLE NETWORK LEGACY COLLECTION - CAPCOM
    CHARACTERS ; Lan Hikari. MegaMan ; Mayl Sakurai. Roll ; Eugene Chaud. ProtoMan ; Yai Ayanokoji. Glide ; Dex Oyama. GutsMan.Missing: key | Show results with:key
  11. [11]
    MEGAMAN BATTLE NETWORK LEGACY COLLECTION - CAPCOM
    CHARACTERS. Dex Oyama. GutsMan. Lan's classmate, and somewhat of a bully. His Navi, GutsMan, is incredibly strong, but the pair still have ...
  12. [12]
    MEGAMAN BATTLE NETWORK LEGACY COLLECTION - CAPCOM
    A genius scientist and criminal mastermind, he is the leader of the NetCrime organization WWW (World Three). For some reason he holds a great hatred for Net ...
  13. [13]
    Mega Man Battle Network Legacy Collection Vol. 1 - Steam
    Rating 4.5 (1,160) · 14-day returnsVolume 1 includes four action-packed games from Mega Man Battle Network to both versions of Mega Man Battle Network 3, plus additional features like a gallery ...
  14. [14]
    Mega Man Battle Network 2 - IGN
    Rating 8.5/10 · Review by IGN StaffJun 17, 2002 · Mega Man Battle Network 2 is set in the same virtual, Net-savvy world of the original, where humans interact with their PETs as if they were ...Missing: plot summary
  15. [15]
    The Battle Screen | Mega Man Battle Network Legacy ... - CAPCOM
    Mega Man Battle Network. Basic Controls · The Battle Screen · Online Battles · Online Ranks · Online Trading · Download Chips · Buster MAX Mode. Mega Man Battle ...
  16. [16]
    None
    Error: Could not load webpage.<|control11|><|separator|>
  17. [17]
    Style Change | Mega Man Battle Network Legacy Collection Official ...
    Mega Man Battle Network. Basic Controls · The Battle Screen · Online Battles · Online Ranks · Online Trading · Download Chips · Buster MAX Mode. Mega Man Battle ...<|control11|><|separator|>
  18. [18]
    Double Soul | Mega Man Battle Network Legacy Collection Official ...
    Official Web Manual. Mega Man Battle Network 4. Basic Controls · The Battle Screen · Double Soul · Navi Customizer · Online Battles · Online Ranks · Online ...Missing: pdf | Show results with:pdf
  19. [19]
    Double Soul (MMBN 5) | Mega Man Battle Network ... - CAPCOM
    Mega Man Battle Network 5. Double Soul. As you progress through the game, there will be times when the souls of defeated Navis resonate with MegaMan's. This ...
  20. [20]
    The Battle Screen (MMBN 6) | Mega Man Battle Network ... - CAPCOM
    Top; Mega Man Battle Network 6. The Battle Screen. The Custom Screen. If you encounter a virus in the Cyber World you need to battle and delete them.
  21. [21]
    Keiji Inafune Believed "Arrogance" & Overconfidence Led To Mega ...
    Apr 24, 2025 · Random Keiji Inafune Believed "Arrogance" & Overconfidence Led To Mega Man Legends' Poor Sales. The newly translated excerpt comes from a 2011 ...Missing: origins | Show results with:origins
  22. [22]
    From Mega Man to ReCore: The Legacy of Keiji Inafune - IGN
    Sep 13, 2016 · A key contributor to many of Capcom's most successful series, Inafune is best known as a character designer and producer of the Mega Man franchise.<|control11|><|separator|>
  23. [23]
    TGS '07: Mega Man celebrates 20th anniversary - GameSpot
    Sep 24, 2007 · Series producer Keiji Inafune takes a look back at the series and ... "I also did his redesign in Mega Man Battle Network, though it ...Missing: interview | Show results with:interview
  24. [24]
    Mega Man Battle Network | Capcom Database - Fandom
    Battles take place in real-time; special abilities called "Battle Chips" can be accessed to fight off the numerous computer viruses present in the game's ...Gameplay · Characters · Development · Rockman.EXE Operate...Missing: affect | Show results with:affect
  25. [25]
    Mega Man Battle Network 10-game collection coming in 2023
    Jun 28, 2022 · The Mega Man Battle Network games were heavily inspired by the Pokémon series and used trading card-like game mechanics. Starting with Mega ...
  26. [26]
    Mega Man Battle Network 4 Blue Moon Review - GameSpot
    Rating 6.8/10 · Review by Frank ProvoJul 13, 2004 · Mega Man Battle Network 4 Blue Moon Review. There isn't much here ... Magic the Gathering or Yu-Gi-Oh! In all, there are more than 258 ...
  27. [27]
    MEGAMAN BATTLE NETWORK | STS-194 - VGMdb
    Feb 22, 2023 · A-Side. 01, Theme of Rockman. 02, Hometown. 03, School. 04, In the Room. 05, Suspicious Mood. 06, Incident Occurance! 07, Transmission!
  28. [28]
    Akari Kaida - Capcom Database - Fandom
    Akari Kaida (海田 明里) is a video game music composer for Capcom best known for her work on the Breath of Fire and Mega Man Battle Network series.
  29. [29]
    Akari Kaida comments on Battle Network's music production
    Mar 28, 2019 · Composer Akari Kaida tweeted about the music of the Battle Network series. Particularly its inner workings, the intricacies of working on the GBA, and her ...Missing: Yoshino style rock orchestral
  30. [30]
    ROCKMAN.EXE SOUND BOX | CPCA-10410~5 - VGMdb
    Mar 22, 2016 · This album only credits Takano and Kobuchi as composers, even though they only arranged music originally from the GBA version of the game.
  31. [31]
    Mega Man Battle Network 1 / 2 / 3 Complete Music Collection
    Jul 17, 2016 · The album reviewed here compiles the three soundtracks for both of these, as well as a handful of bonus arrangements, into a two-disc package.
  32. [32]
    T09: Running Through the Cyber World (School Comp - YouTube
    Sep 13, 2009 · Playlist: https://www.youtube.com/playlist?list=PL20ED1A8625327165 From soundtrack: Rockman EXE Game Music Complete Works - Rockman EXE 1~3 ...Missing: ambient digital tension
  33. [33]
  34. [34]
    GBA MegaMan Battle Network Soundfont Pack (1-6, 4.5, & BCC)
    Jan 29, 2024 · Includes all the soundfonts for the GBA MMBN games, each file separated by game. There's a lot of repeat instruments (ex.
  35. [35]
    Mega Man Battle Network – Release Details - GameFAQs - GameSpot
    Rating 79% (10) Mega Man Battle Network – Release Details ; Platform: Game Boy Advance ; Genre: Role-Playing » Action RPG ; Developer/Publisher: Capcom ; Release: October 30, 2001.
  36. [36]
    Platinum Titles |Product Data - CAPCOM
    This page lists these hit titles by sales volume, and includes box art ... Mega Man Battle Network 4. Mega Man Battle Network 4. Units : 1.35 million ...
  37. [37]
    Mega Man Battle Network - Guide and Walkthrough - By MegaBoyEXE
    Rating 79% (10) Feb 14, 2002 · For Mega Man Battle Network on the Game Boy Advance, Guide and Walkthrough by MegaBoyEXE.
  38. [38]
    Mega Man Battle Network - MMHP
    Jul 23, 2005 · A fifth-grader named Lan has a Navi named MegaMan.EXE—a virus-fighting blue-suited cyber personality who is also Lan's best friend.
  39. [39]
    Life Virus - Mega Man Wiki - Neoseeker
    In Battle Network, Wily had created the Life Virus by using four elemental programs and had planed to send it into a rocket to destroy the planet, but Megaman ...<|separator|>
  40. [40]
    Mega Man Battle Network – List of Battle Chips - NightlyGamingBinge
    Apr 15, 2023 · In Mega Man Battle Network, there are 176 Battle Chips total that you can collect. These Battle Chips give Mega Man new stronger attack moves ...
  41. [41]
    Virus Data - Mega Man Battle Network Walkthrough & Guide
    Rating 79% (10) Jul 5, 2022 · Here is a list of all of the Viruses grouped by their family and in alphabetical order. I have also included a few details on where to find the specific Virus.Missing: database | Show results with:database
  42. [42]
    Post-Game Scenario - Mega Man Battle Network Walkthrough & Guide
    Rating 79% (10) Jul 5, 2022 · 1. Defeat the Secret Bosses. Most of the Post-Game setting will be in the Internet. · 2. Collect all 175 Battle Chips! Collect every Battle Chip!
  43. [43]
    Mega Man Battle Network 2 - IGN
    Rating 8.5/10 · Review by IGNReturn to the futuristic universe inside cyber space and join Mega Man.EXE in the battle to fight cyber crimes in this mega role playing adventure.
  44. [44]
    Mega Man Battle Network 2 - MMHP
    Aug 20, 2011 · The WWW has been handed defeat, but now there is a new threat in the form of the net mafia “Gospel.” To stop them, 11-year-old Lan will have to join the Net ...
  45. [45]
    Mega Man Battle Network 2 – Release Details - GameFAQs
    Rating 81% (15) Platform: Game Boy Advance · Genre: Role-Playing » Action RPG · Developer/Publisher: Capcom · Release: June 17, 2002 · Also Known As: Battle Network RockMan EXE 2 ...
  46. [46]
    Mega Man Battle Network 3: Blue Version - VGMdb
    Apr 15, 2023 · Game (Nintendo Game Boy Advance) developed by CAPCOM CO., LTD., published by Capcom Entertainment, released on June 24, 2003.
  47. [47]
    Mega Man Battle Network 3: Blue Version - GameFAQs
    Rating 77% (16) Platform: Game Boy Advance · Genre: Role-Playing » Action RPG · Developer/Publisher: Capcom · Release: June 24, 2003 · See Also: Mega Man Battle Network 3: White ...
  48. [48]
    MEGAMAN BATTLE NETWORK LEGACY COLLECTION - CAPCOM
    Introducing the Mega Man Battle Network Legacy Collection, bringing 10 classic games to Nintendo Switch, PlayStation 4 and Steam!
  49. [49]
    Mega Man Battle Network 3 Blue Version - IGN
    Rating 7.9/10 · Review by IGN StaffJun 25, 2003 · Battle Network 3's story, starting about a month after the end of Battle Network 2, revolves around a tournament that Lan's invited to attend.<|control11|><|separator|>
  50. [50]
    Mega Man Battle Network 3: White & Blue Review | RPGFan
    Feb 3, 2011 · The youthful Lan clashes navi with the elderly Dr. Wily, who is bent on destroying the WWW. Wily employs several navi and children to accomplish ...Missing: summary | Show results with:summary
  51. [51]
    Navi Customizer | Mega Man Battle Network Legacy ... - CAPCOM
    By installing different programs here you can freely strengthen your Navi's abilities. You can start up the Navi Customizer from the MegaMan screen on your PET.Missing: gameplay | Show results with:gameplay
  52. [52]
    MEGAMAN BATTLE NETWORK LEGACY COLLECTION - CAPCOM
    The popular fourth entry of the Battle Network series, released as two versions! Lan enters a tournament to determine the number one NetBattler in the world.Missing: plot | Show results with:plot
  53. [53]
    Mega Man Battle Network 4: Blue Moon - GameFAQs
    Rating 68% (19) Mega Man Battle Network 4: Blue Moon – Release Details ; Genre: Role-Playing » Action RPG ; Developer/Publisher: Capcom ; Release: June 29, 2004 ; See Also: Mega ...
  54. [54]
    Mega Man Battle Network 4 - MMHP
    Aug 11, 2010 · Mega Man Battle Network 4 ... But note that because there is no floor, some chips which can hit that column nevertheless will not harm Duo.Missing: summary | Show results with:summary
  55. [55]
    Mega Man Battle Network 4: Red Sun - Guide and Walkthrough
    Rating 68% (19) Jan 1, 2005 · Lan tells Mayl that he'll see her tomorrow, then runs out. ACDC Town ... Going in through the side door, Lan and Chaud will walk up together to ...
  56. [56]
    Mega Man Battle Network 4: Red Sun - Soul Unison Guide (Japanese)
    Rating 68% (19) Aug 8, 2004 · Soul Unison is the term that describes the process in which Megaman sacrifices Battle Chip in order to call upon one of the Souls he obtained before to support ...Missing: innovation | Show results with:innovation
  57. [57]
    Mega Man Battle Network 5: Team Colonel Review - GameSpot
    Rating 7.1/10 · Review by Frank ProvoMay 17, 2006 · The stars of the show are a young boy named Lan and his souped-up cell phone, a Navi named Mega Man. Lan can enter homes, visit shops, take the ...Missing: summary | Show results with:summary
  58. [58]
    Mega Man Battle Network 5: Team Protoman - IGN
    Rating 6.5/10 · Review by Craig HarrisJun 27, 2005 · Mega Man Battle Network 5 takes Game Boy Advance gamers into the futuristic world first brought to life in 2001's original Battle Network title.Missing: plot summary
  59. [59]
    Mega Man Battle Network 5: Double Team Review - GameSpot
    Rating 7.5/10 · Review by Frank ProvoMay 17, 2006 · The inclusion of multiple Navi battles, liberation missions, and more side games makes that journey livelier than it was in previous games. But ...Missing: plot summary
  60. [60]
    Mega Man Battle Network 5 Double Team - IGN
    Rating 6.5/10 · Review by Craig HarrisNov 1, 2005 · And it's within this computerized world that players will encounter danger; viruses, corrupted programs, and other virtual threats need to be ...Missing: plot summary
  61. [61]
    Mega Man Battle Network 6: Cybeast Gregar Reviews - Metacritic
    Rating 62% (10) Platforms: Game Boy Advance. Initial Release Date: Jun 13, 2006. Developer: Capcom. Publisher: Capcom. Genres: Action RPG · Full Credits & Details. Related ...<|separator|>
  62. [62]
    Mega Man Battle Network 6: Cybeast Falzar/Gregar Review
    Aug 8, 2006 · The long awaited sixth installment of the epic Mega Man Battle Network saga has finally arrived, and we see our hero, Lan, transported to a new town.
  63. [63]
    Mega Man Network Transmission Release Information for GameCube
    Rating 65% (28) Mega Man Network Transmission – Release Details ; Developer: Arika ; Publisher: Capcom ; Release: June 17, 2003 ; Also Known As: · RockMan EXE Transmission (JP).
  64. [64]
    Mega Man Network Transmission - GameCube Game - Nintendo Life
    Rating 6.3/10 (88) Mega Man Network Transmission (GameCube Game) first released 17th Jun 2003, developed by Arika and published by Capcom.
  65. [65]
    Mega Man Network Transmission - IGN
    Rating 6.7/10 · Review by Matt CasamassinaJun 16, 2003 · Famous character Mega Man's first appearance on GameCube; Features a storyline tie-in with the Mega Man Battle Network series; Mix of action ...Missing: plot summary<|control11|><|separator|>
  66. [66]
    Mega Man Network Transmission Reviews - Metacritic
    Rating 65% (28) Platforms: GameCube. Initial Release Date: Jun 17, 2003. Developer: Arika.<|separator|>
  67. [67]
    Mega Man Network Transmission Review for GameCube - GameFAQs
    Rating 65% (28) Transitions from one animation to the other are not very smooth, and looks noticeably strange. Like, Megaman runs in a smoothly animated run, and then you press ...Missing: mechanics | Show results with:mechanics
  68. [68]
    Rockman EXE WS - VGMdb
    Apr 16, 2023 · Release Date: February 08, 2003 ; Release Type: Official Release ; Platform: Bandai WonderSwan Color ; Region: Japan ; Organizations: TOSE / 株式 ...
  69. [69]
    RockMan EXE WS Release Information for WonderSwan Color
    RockMan EXE WS – Release Details ; Platform: WonderSwan Color ; Genre: Action » General ; Developer: Capcom ; Publisher: Bandai ; Release: February 8, 2003.
  70. [70]
    Rockman EXE WS (2003) - IGDB.com
    RockMan Exe Ws is a side-scrolling, platform-based video game. The gameplay mainly consisted of shooting enemies and jumping through obstacles and platforms.
  71. [71]
    RockMan EXE WS - Guide and Walkthrough - WonderSwan Color
    This game is mostly based on the story plot in season one, and a bit in season two since you will get to fight the multi-bug organism, Gospel.
  72. [72]
    Mega Man Battle Chip Challenge - VGMdb
    Apr 16, 2023 · Mega Man Battle Chip Challenge / ロックマンエグゼ バトルチップGP / Rockman EXE Battle Chip GP ; Release Date: August 08, 2003 ; Developer: INTI ...Missing: Challengers | Show results with:Challengers
  73. [73]
    Mega Man: Battle Chip Challenge – Release Details - GameFAQs
    Rating 54% (25) Platform: Game Boy Advance ; Genre: Strategy » Turn-Based » Card Battle ; Developer: Inti Creates ; Publisher: Capcom ; Release: March 3, 2004.
  74. [74]
    Mega Man Battle Chip Challenge - IGN
    Rating 4/10 · Review by IGN StaffMar 2, 2004 · The game play in Battle Chip Challenge is essentially this: players buy, win, and trade Battle Chips, and attempt to use strategies to assign ...
  75. [75]
    Mega Man: Battle Chip Challenge - Guide and Walkthrough - By Mogg
    Rating 54% (25) Sep 12, 2003 · This is an incredibly easy fight. Snakeman is a wood-type navi, so use Fireman here and bring lots of fire chips.
  76. [76]
    Mega Man Battle Chip Challenge - IGN
    Feb 11, 2004 · Mega Man Battle Chip Challenge uses Mega Man Battle Network as a basis for a brand new style of gameplay that takes out the adventuring and ...
  77. [77]
    Mega Man: Battle Chip Challenge - Chip Guide - Game Boy Advance
    Rating 54% (25) Dec 17, 2004 · This section lists all of the Navi Chips in the game, in the order that the library list them in. Below is an explanation on how I've represented them.
  78. [78]
    Mega Man Battle Chip Challenge Review (Wii U eShop / GBA)
    Rating 5/10 Aug 22, 2014 · Battle Chip Challenge is one of the worst games I've ever played. You don't play Battle Chip Challenge, you watch it. Such a boring game. ... I ...<|control11|><|separator|>
  79. [79]
    Rockman EXE 4.5 Real Operation - VGMdb
    Apr 16, 2023 · Releases. DATE. RELEASE. REGION. PLATFORM. 2004-08-06, Rockman EXE 4.5 Real Operation / ロックマン エグゼ4.5 リアルオペレーション / Rockman EXE ...
  80. [80]
    Rockman EXE 4.5 Real Operation
    Sep 14, 2024 · Rockman EXE 4.5 Real Operation (AKA Mega Man Battle Network 4.5 Real Operation) builds upon Battle Network 4's special Operation Battle mode.Missing: plot | Show results with:plot
  81. [81]
    Rockman EXE 4.5 Real Operation | MMKB - Fandom
    In Real Operation, the Game Boy Advance itself, in a sense, acts as a PET, allowing the player to control various NetNavis from previous games in the series.Missing: plot | Show results with:plot
  82. [82]
    Rockman EXE 4.5 Real Operation
    The game has no real story, you just choose a Navi and compete in tournaments to be the best Netop. Navis. In this game you can choose to play as ...Missing: plot | Show results with:plot
  83. [83]
    Rockman.EXE 4.5: Real Operation - Review - Netto's Game Room
    Jul 10, 2012 · It is a very import friendly game, but it will at least require some effort to understand what is going on (mainly with the battle chips which ...
  84. [84]
    Rockman EXE 4.5 Real Operation - Wikipedia
    Rockman EXE 4.5 Real Operation (ロックマンエグゼ4.5 リアルオペレーション) is a 2004 tactical role-playing game developed by Capcom for the Game Boy Advance ...Missing: plot | Show results with:plot
  85. [85]
    Operation Battle | MMKB - Mega Man Wiki - Fandom
    In this mode, the NetNavi moves on their own while the player uses Battle Chips either in the in-game menu or in the Chip Gate. This mode is a side feature in 4 ...Missing: explanation | Show results with:explanation
  86. [86]
    Rockman.EXE 4.5 Real Operation - The Cutting Room Floor
    Apr 28, 2023 · Games > Games by platform > Game Boy Advance games ... Games > Games by release date > Games released in August > Games released on August 6
  87. [87]
    MegaMan NT Warrior (TV) - Anime News Network
    A young boy named Netto Hikari receives his first Net Navi named Rockman and the two become an unstoppable net-battling duo.
  88. [88]
    Rockman.EXE (MegaMan NT Warrior) - MyAnimeList.net
    In the year of 20XX, a young boy by the name of Netto Hikari receives a very special gift as he enters the 5th grade. His very own customized net navi, Rockman!
  89. [89]
    MegaMan: NT Warrior (TV Series 2002–2005) - IMDb
    Rating 6.8/10 (1,051) In this animated reimagining of the MegaMan saga, the heroic blue android is caught in the middle of a bitter feud between two brilliant scientists.
  90. [90]
    Mega Man NT Warrior (2003 TV Show) - Behind The Voice Actors
    May 17, 2003 · VIEW BY: English Dub Cast. - Recording -, Ocean Group. | Characters | Japanese Cast | Voice Actors | Credits By Actor. Main Mega Man NT Warrior ...Axess · MegaMan.exe · Bass · Lan Hikari
  91. [91]
    Rockman.EXE Axess (TV) - Anime News Network
    Fumie Sasaki (Studio Dove; 9 episodes. eps 11, 20, 24, 33-34, 37, 40 ... K-Production · Studio Elle · Studio Rong · Triple A · Uni Animation · XEBEC M2. Digital ...
  92. [92]
    Rockman.EXE Axess (MegaMan NT Warrior - MyAnimeList
    Rockman.EXE Axess ; Type, TV ; Episodes, 51 ; Status, Finished Airing ; Aired, Oct 4, 2003 to Sep 25, 2004 ; Premiered, Fall 2003.Missing: count | Show results with:count
  93. [93]
    Rockman.EXE Stream (TV) - Anime News Network
    Duo, a Net-Navi from outer-space, appears on earth one day and deems the planet too dangerous to be allowed to exist.
  94. [94]
    Megaman Star Force (TV) - Anime News Network
    Megaman Star Force (TV) ; Director: Takao Kato ; Series Composition: Kenichi Araki ; Script · Katsuhiko Chiba (8 episodes. eps 10-11, 24-25, 32-33, 42-43. )
  95. [95]
  96. [96]
    Rockman EXE 20th Anniversary: Special Interview with Ryo ...
    Sep 25, 2021 · He serialized the manga Rockman EXE from 2001 to 2006 in the monthly magazine Coro Coro Comic. Other major works are Pokémon The Movie: I Choose ...
  97. [97]
    Battle Story Rockman EXE manga released in digital form
    Feb 14, 2022 · Written by Jun Keijima and illustrated by Miho Asada, this Battle Story Rockman EXE was originally released in 4 volumes from 2002 to 2004.
  98. [98]
    Copyrights - VIZ
    ... Manga Theater, TORIYAMA AKIRA MARUSAKU GEKIJOU © 1983 by BIRD STUDIO/SHUEISHA ... MegaMan NT Warrior, ROKKUMAN EGUZE © 2001 Ryo TAKAMISAKI/SHOGAKUKAN ...<|control11|><|separator|>
  99. [99]
    Megaman NT Warrior Battle Net Board Game - BoardGameGeek
    Rating 5.1/10 (16) The game is for 2-4 players, 30 min, using dice rolling and hand management. Players collect Battlechips and complete missions to defeat PharaohMan.
  100. [100]
    Battle Story MegaMan NT Warrior
    Jul 29, 2019 · EXE. Battle Story Rockman.EXE vol. 1 ; EXE · Publisher, Shogakukan, Release date, July 25, 2002 ; EXE · Country, Japan, ISBN, 4-09-149507-9.
  101. [101]
    Rockman EXE Card Game | MMKB - Fandom
    Battle Chip cards, transfered by placing the card face down in the Chip Storage. Their range is counted from one of the player's Navi Cards. Battler Card ...Cards · Sets · Card list · Navi Cards
  102. [102]
    Rockman EXE Figure Set 8pcs Bandai 2001 Candy Toy ... - eBay
    This is the complete set of 8 figures from the Rockman EXE Figure Collection (Ramune Candy Toy), released by Bandai in 2001 in Japan.
  103. [103]
    Megaman NT Warrior Trading Card Game (2004) - BoardGameGeek
    Rating 6/10 (45) Trading card game based on the Megaman network video games. Players each use customized decks and dual with a single chosen NetNavi.
  104. [104]
    Rockman EXE Phantom of Network
    Feb 9, 2025 · Rockman EXE Phantom of Network Battlers Tower is a side "battle application" released after the final chapter, continuing its story, and ...
  105. [105]
    Mega Man Battle Network Reviews - Metacritic
    Rating 79% (10) A fresh idea, and a well executed one. it's fun to play, the RPG elements are very nice, and while tough the plot is really nothing special, it does it's job ...
  106. [106]
    Mega Man Battle Network 2 Reviews - Metacritic
    Battle Network 2 is a substantial improvement over the first game. Challenging, more collectible Battle Chips, tougher bosses, and Mega Man having access to new ...
  107. [107]
    Mega Man Battle Network 4: Red Sun Reviews - Metacritic
    Rating 68% (19) The game is getting stall but it still holds fine gameplay and doesn't lack a lot. So this game is great but still has flaws here and there but I still LOVE ...
  108. [108]
    Mega Man Battle Network 5: Team Colonel Reviews - Metacritic
    Rating 66% (11) Even though fans of the series will have seen most of this before, Battle Network 5 is a very strong game in a technical sense. FULL REVIEW Game Boy Advance.<|separator|>
  109. [109]
    Mega Man: Battle Chip Challenge Reviews - Metacritic
    Rating 54% (25) Without doubt the worst Mega Man game ever created. It lacks fun, lacks skill and it lacks substance, and will have you hooked for all of 10 minutes. ... Latest ...<|separator|>
  110. [110]
    Rockman.EXE (MegaMan NT Warrior) - Reviews - MyAnimeList.net
    This show is not pretty to look at. The animation ranges from abhorrent to just below actual quality, but most of the time occupies a space that isn't good ...Missing: ANN | Show results with:ANN
  111. [111]
    Mega Man - Video Game Sales Wiki
    As of March 2025, the Mega Man franchise has sold 43 million units worldwide and is estimated to have grossed more than $1 billion in revenue.
  112. [112]
    Mega Man Battle Network Legacy Collection Sales Top 1.60 Million
    Feb 4, 2025 · Tucked away in Capcom's Q3 FY2024 supplemental materials, it's confirmed that Mega Man Battle Network Legacy Collection has sold 1.60 million ...
  113. [113]
    The History of Mega Man - GameSpot
    Nov 6, 2003 · The story incorporates Zero into the Battle Network mythos by way of the Zero Virus, a WWW organization plot to infect Navis across the globe.Missing: summary | Show results with:summary
  114. [114]
    Mega Man Battle Network Legacy Collection releases April 14, 2023
    Dec 13, 2022 · The Battle Network Legacy Collection contains 10 classic games, including the different versions of the mainline games in the series, from Mega Man Battle ...
  115. [115]
    Capcom Is Looking Ahead to Mega Man Battle Network's 20th ...
    May 29, 2020 · The 20th Mega Man Battle Network anniversary is coming up, and Capcom is starting to prepare by looking for partners for products.
  116. [116]
    Capcom gearing up to merchandise Mega Man Battle Network's ...
    May 29, 2020 · Next year marks the 20th anniversary of the Mega Man Battle Network series, if you can believe it. Originally released worldwide throughout ...<|separator|>
  117. [117]
    MEGA MAN | CAPCOM Official Merchandise
    Official Capcom apparel and accessories are now available on Amazon.com! Many colors and sizes to choose from! Find items of your favorite games here!