Fact-checked by Grok 2 weeks ago

Mega Man Battle Network 4

Mega Man Battle Network 4 is a tactical developed and published by for the Game Boy Advance, originally released in on December 12, 2003, and in on June 29, 2004. It is the fourth main entry in the series, featuring two versions—Red Sun and Blue Moon—that offer slightly different storylines, exclusive bosses, and unique Battle Chips while maintaining core gameplay similarities. The game's narrative centers on young operator Lan Hikari and his NetNavi partner, MegaMan.EXE, who jack into via everyday devices to explore dungeon-like areas, solve puzzles, and combat viruses threatening the digital and real worlds. A key plot element involves an asteroid on a collision course with , prompting global efforts to construct a defensive , though Lan and MegaMan primarily handle errands, investigations, and NetBattles amid emerging cyber-terrorism and a late-introduced . Gameplay emphasizes real-time tactical combat on a 3x6 grid battlefield, where players dodge enemy attacks while selecting from up to five Battle Chips—drawn randomly from a library of 258 unique ones—every 20 seconds to launch offensives, defenses, or combos. Notable innovations include the Double Soul system, in which MegaMan absorbs a defeated 's Soul Unison to temporarily transform and gain their signature abilities for three turns before reverting; the Navi Customizer, a customization tool for installing Programs to enhance MegaMan's stats and unlock abilities like Buster MAX Mode for amplified attacks; and the introduction of Dark Chips, potent but corrupting items that boost power at the cost of the player's "good/evil" karma balance, potentially leading to darker story branches. Additional mechanics feature an Emotion Window that modifies damage output based on MegaMan's mood from recent events, and elemental affinities adjustable via or chip pairings. Multiplayer connectivity via link cable enables trading of Battle Chips and Programs between versions, as well as competitive NetBattles and tournaments, enhancing replayability across the dual releases. The game was later re-released digitally on the in 2015 and included in the Mega Man Battle Network Legacy Collection for modern platforms in 2023, preserving its blend of action-RPG exploration and strategic card-based combat.

Story

Plot

The story of Mega Man Battle Network 4 begins when scientists at the North American Xtreme Astro League (NAXA) detect an asteroid on a collision course with , prompting global alarm and preparations to deflect it using a massive . Lan Hikari and his NetNavi partner, MegaMan.EXE, become involved after investigating mysterious Dark Chips—corrupted Battle Chips that enhance power at the cost of the user's soul—which are spreading across the network and linked to escalating cyber threats. As the crisis deepens, it is revealed that the criminal organization , led by the enigmatic Dr. Regal, is behind the chaos, using the Dark Chips to corrupt NetNavis and amplify humanity's darkness to influence the asteroid's alien controller. The story progresses through a series of international NetBattling tournaments designed to select the strongest NetNavi to combat the threat, including the local City Battle, the Eagle () or Hawk () tournament, and the final version-specific or Tournament with different opponents and scenarios. Throughout these events, Nebula's agents interfere, leading to key confrontations, including battles against LaserMan.EXE, who attempts to force MegaMan into darkness. The plot culminates in the emergence of Duo.EXE, the ancient alien program controlling the asteroid, who judges humanity's worthiness based on the amplified darkness and seeks to destroy to purge its evil. MegaMan.EXE, empowered by his bonds and the tournaments' trials, defeats Duo's forces and thwarts Nebula's plan to seize control of the asteroid, saving the planet from collision. Dr. Regal attempts but survives and escapes, vowing to return and exploit humanity's lingering darkness.

Characters

Lan Hikari serves as the protagonist, an 11-year-old elementary school student and aspiring official NetBattler who enters international tournaments to represent his country. He operates his personal NetNavi, MegaMan.EXE, with whom he shares a deep, fraternal bond; MegaMan was custom-built by Lan's father as a to his deceased brother , fostering their growth in synchronization and responsibility throughout the story. Their partnership emphasizes themes of trust and emotional connection, evolving as Lan matures from a carefree child into a more dedicated battler. Dr. Regal acts as the primary antagonist and leader of the cyber-terrorist group , a once-respected whose motivations stem from bitterness over a past collaboration with Yuichiro on averting an asteroid threat, where he believes Hikari stole the credit, leading to his disgrace. He commands LaserMan.EXE, a precision-based NetNavi, and orchestrates schemes involving Dark Chips to corrupt NetBattlers and exploit human darkness. Regal's backstory ties into the series' lore, positioning him as a successor to earlier villains through his scientific genius twisted by resentment. Supporting characters include Dr. Yuichiro Hikari, Lan's father and a prominent scientist who created MegaMan.; he collaborates with NAXA, the space administration monitoring cosmic threats like asteroids, providing technical guidance and familial support. NAXA features other scientists who assist in research efforts, such as analyzing extraterrestrial data alongside Regal before his true nature emerges. Tournament opponents comprise a diverse array of international NetBattlers, including military operative Raika with the tactical SearchMan., athlete Ivan Chillski paired with the freezing ColdMan., and Joe Mach operating the explosive BlastMan. as a Nebula agent, with Shuko Kido paired with . in Blue Moon tournaments, each representing global rivals in competitive battles. The game releases in two versions, Red Sun and Blue Moon, each featuring exclusive tournament opponents, Battle Chips, and Double Souls tied to unique story branches, with content like FireSoul and WindSoul in Red Sun, and AquaSoul and WoodSoul in Blue Moon, unlocked through cyber incidents related to their elements; full access requires linking the versions for trading. These integrate with supporting cast like Dex and GutsMan.EXE for rivalry moments, and Mayl and Roll.EXE. Minor Nebula members include shadowy operatives who distribute Dark Chips to desperate NetBattlers, corrupting them into unwitting allies; notable among them is the operator of ShadeMan.EXE, a vampiric NetNavi who preys on weakened users to spread 's influence through underground networks. These agents, often anonymous HeelNavis, facilitate Regal's broader agenda by infiltrating tournaments and cyber-spaces, using their NetNavis for and recruitment.

Gameplay

Battle system

The battle system in Mega Man Battle Network 4 centers on , tactical combat conducted on a 3x6 grid divided into a red player area (three columns) and a blue enemy area (three columns), where MegaMan. engages viruses and hostile NetNavis. Players control MegaMan's movement across the player panels using the directional pad to dodge attacks and position for strikes, while the unlimited Mega Buster serves as the primary weapon—fired rapidly with the B button or charged by holding it for increased power and range. Enemies follow predictable patterns on their side of the field, but some abilities allow panel-crossing or area effects, demanding quick reflexes and spatial awareness to avoid damage and exploit vulnerabilities, such as countering during an enemy's attack wind-up to paralyze it briefly. Battles conclude when all enemies are deleted, yielding rewards like Zenny currency and Battle Chip data based on the busting rank, determined by speed, chip usage, and enemy deletions. Central to combat strategy is the Battle Chip system, where players pre-build a folder of up to 30 chips—digital programs providing weapons, defenses, and utilities. At battle start, the Custom Screen displays five randomly drawn chips from the folder, allowing selection of up to five for the encounter; the Custom Gauge, which fills progressively through successful attacks and evasions, later reopens this screen for additional picks during prolonged fights. Chips are categorized by type (e.g., Attack, Recovery) and bear letter codes (A–Z or *) that enable combining multiples of the same chip if codes match, amplifying output; specific sequences of chips with matching codes can also activate Program Advances, summoning devastating special attacks like massive area blasts as representative examples of high-impact folder planning. Exploration integrates seamlessly with combat, set in a cyberpunk 200X world where everyday life depends on portable devices and interconnected networks. Players control Lan Hikari in the real world to navigate urban environments, converse with characters, and examine objects using the action button, often leading to jack-in points for MegaMan to enter . Once jacked in, MegaMan traverses themed Net Areas—digital realms mirroring real-world locations, such as town networks or underground systems—scouting for virus encounter icons that trigger battles or progressing through linear paths to boss confrontations with rival NetNavis. Routine virus clears these areas of threats, rewarding drops and progression, while environmental obstacles like locked doors or puzzles require chip-based solutions or between real and cyber spaces. MegaMan's health is tracked via an gauge, depleted by enemy hits and replenished through chips selected in battle or supportive sub-chips activated from Lan's inventory in the real world. The Custom Gauge not only governs chip access but also ties into overall battle pacing, encouraging aggressive play to accelerate its fill rate. Outside advanced transformations, basic NetNavi customization occurs via the Navi Customizer, a grid-based unlocked mid-game for installing upgrade programs that enhance core stats like maximum , buster damage, rapid fire rate, or movement speed. Programs occupy slots on a following color and placement rules to avoid bugs—performance glitches like reduced speed or vulnerability—that can arise from invalid configurations, requiring careful arrangement for optimal builds. This system evolves the series' foundations from Mega Man Battle Network 3's Style Change mechanic, which granted semi-permanent elemental buffs, by shifting toward more dynamic, chip-integrated enhancements while retaining the core real-time grid combat loop.

Soul Unison

Soul Unison, also known as Double Soul, is a transformation mechanic introduced in Mega Man Battle Network 4 that replaces the Style Change system from previous installments in the series. To activate it, players must select a non-Standard Battle Chip matching the desired Soul's element on the Custom Screen and choose the "Unite" command, sacrificing the chip in the process. This transforms the chip into a special Soul Chip, which automatically triggers the transformation upon entering the battle's Action Screen, altering MegaMan.EXE's appearance and granting temporary abilities inspired by allied NetNavis. The transformation lasts for three turns before MegaMan.EXE reverts to normal form, and each Soul can only be used once per battle. The available Souls differ between the Red Sun and Blue Moon versions, with six exclusive to each. In Red Sun, the Souls are Roll Soul (recovery-focused, restores 10% of maximum HP when using compatible chips), Search Soul (invisibility cancellation and added Custom Screen shuffling), Guts Soul (enhanced panel destruction and non-elemental chip power boosts), Fire Soul (fire-based attacks that spawn grass panels), Wind Soul (barrier removal, panel ignoring, and wind chip enhancements), and Thunder Soul (paralysis effects on electric and non-elemental chips). In Blue Moon, players access Proto Soul (sword enhancements with reflecting capabilities), Junk Soul (enemy confusion and recycled chip availability), Number Soul (non-elemental chip power boosts and random chip selection), Aqua Soul (improved aqua attacks and ice panel stability), Metal Soul (breaking abilities with doubled power on break chips), and Wood Soul (wood chip absorption, grass panel recovery, and status immunity). These provide temporary power-ups tailored to elemental affinities, such as Roll Soul's healing and barrier generation or Proto Soul's amplified sword strikes, emphasizing strategic chip selection and elemental matching over permanent upgrades. Souls are unlocked post-story through version-exclusive tournament scenarios, where players liberate them by defeating specific NetNavi bosses like FireMan or in randomized encounters. ties Souls to fire, wind, and thunder-themed bosses, while features water, wood, and metal variants, creating distinct progression paths that encourage multiple playthroughs for full collection. This integration with boss fights adds replay value but limits accessibility to one version without trading or replays. While offering greater versatility than prior systems by allowing multiple activations per battle, Soul Unison's chip consumption demands careful , as sacrificing key chips can hinder long encounters. It is also disabled during the "Worried" state, further tying it to emotional for balanced use. In the context of the game's repetitive tournament battles, this has led to critiques of overuse in grinding scenarios, where frequent activations amplify the structure's monotony despite enhancing combat depth.

Emotion Window

The Emotion Window is a element introduced in Mega Man Battle Network 4 that displays MegaMan's current emotional state during NetBattles, adding a layer of psychological variability to combat. Positioned on the battle screen, it visually reflects moods such as (the default starting state with no ), Full Synchro (a heightened mode), Worried (an anxious state from repeated damage), Angry (a rage-fueled escalation), and Evil (a corrupted state tied to darkness influences). These moods progress dynamically based on battle performance, including successful chip-based counters that elevate the state to Full Synchro, or accumulating damage that shifts it toward Worried or Evil; chip usage and activations like Soul Unison can further influence transitions, though the window resets to Normal after each battle concludes. In Full Synchro, the interface highlights counter opportunities against enemies, and the subsequent receives doubled before the state ends. Worried mode prevents Soul Unison activations and makes Dark Chips available on the Custom Screen, while Angry provides immunity to flinching alongside doubled for the next . The Evil state similarly blocks Soul Unison and enables Dark Chips, with additional extraordinary surges possible when MegaMan's is critically low. To access Dark Chips, MegaMan must enter a "worried" or "dark" state after taking multiple hits without successful retaliation, attuning him to shadow powers but barring light-based chips and Full Synchro abilities thereafter. This mechanic integrates with the game's exploration of NetNavi emotions, where negative states like Worried or mirror themes of psychological strain and the corrupting potential of Dark Chips in the narrative involving Dr. Regal's schemes. Overall, the Emotion Window encourages strategic balance, rewarding precise timing for positive moods while penalizing recklessness with restrictive negative ones.

Battle Chips

Battle Chips in Mega Man Battle Network 4 form the core arsenal for MegaMan.EXE during NetBattles, categorized by power level and rarity to encourage diverse strategic deck-building known as "folder" construction. Standard Chips, numbering 150 in total, serve as the foundational battle programs, offering basic attacks, defenses, and utilities such as the Cannon series for ranged damage or Recovery chips for healing. These chips are limited to four copies per folder and can be slotted in multiples if they share the same name or code, allowing for rapid deployment in combat. Mega Chips total 60, providing more advanced abilities like Navi summons (e.g., FireMan DS for area fire attacks) and are restricted to one copy per folder with a maximum of five overall, emphasizing selective inclusion for high-impact plays. Giga Chips are the rarest standard category, with five exclusive to each version—Red Sun features Meteor RedSun (null element, variable damage up to 500 based on multiplayer victory count) and Bass, while Blue Moon includes Meteor BlueMoon and similar scaling variants—non-tradable and limited to one per folder for ultimate showdowns. Secret Chips expand the library with 56 specialized entries, often reclassifying certain Mega Chips (numbers 19-36 per version) as hidden rewards that unlock through advanced challenges, such as tournament completions or side quests, adding layers of progression beyond standard acquisition. These chips, like GunSolEX or Duo, introduce unique mechanics such as full-screen blasts or invincible charges, and their availability ties into post-game content for completionists. Dark Chips, limited to eight powerful variants (e.g., at 500 damage or DarkBomb for explosive attacks), represent a high-risk mechanic introduced in this installment; each use permanently deducts 1 from MegaMan's maximum health pool—down to a minimum of 1 —and induces glitches like reversed controls or panel cracks, reflecting the corrupting influence of darkness central to the organization's plot. Strategic folder building revolves around code matching to enable Program Advances (PAs), where specific chip sequences—such as Sword E + WideSword E + LongSword E for LifeSword (400 damage sweep)—fuse into amplified effects, with wildcard "*" codes substituting for exact matches to increase flexibility. Folders typically hold 30 , optimized by grouping same-code sets (e.g., all "A" codes for GigaCannon PA) while incorporating elemental synergies for Unison transformations, where certain chips may be sacrificed or aligned to enhance abilities like Fire 's flame boosts. Version-exclusive Giga Chips scale in potency with accumulated multiplayer wins, rewarding competitive play by increasing base damage (e.g., Meteor RedSun from 100 to 500), thus incentivizing Operation Battle participation for folder optimization. Acquisition methods diversify collection: Standard and Mega Chips drop from virus defeats (e.g., HeatShot from Spikey viruses at levels 7-10), purchasable via Chip Order shops using zenny (e.g., LongBlade G for 12,000z at Higsby's), or traded between versions; Giga and Secret Chips reward boss victories, NetFrica tournaments (e.g., Free Tournament clears yielding RollArrow series), and rare events like HeelNavi encounters; Dark Chips appear randomly in dark states or as plot-tied drops, emphasizing their narrative risk. Mood restrictions from the Emotion Window can limit chip usability in negative states, adding tactical depth to folder planning.

Title screen badges

The title screen badges in Mega Man Battle Network 4, also referred to as , are a set of seven collectible achievements that appear on the game's title screen upon unlocking. These badges replace the from previous entries in the series and serve as visual indicators of player progress in completing major in-game objectives, such as story progression and full collections of items like Battle Chips and Double Souls. They encourage replayability by tying unlocks to multiple playthroughs, where opponents in tournaments randomize, requiring at least three completions of a version ( or ) to obtain all badges, with a fourth playthrough needed for certain omega-level challenges. Unlocking all seven badges alters the game's post-credits scenario, replacing the standard final boss encounter with the more powerful Duo Omega on subsequent playthroughs, which demands optimized builds and full access to mechanics like Double Souls and Program Advances. Badges do not provide direct bonuses such as increased starting but instead function as end-game trophies that highlight mastery over the title's content library. Version differences exist primarily in badge artwork and names— uses red-themed icons and suffixes like "COMPL," while uses blue themes and "COMP"—along with exclusive Double Souls and Battle Chips that affect collection-based unlocks. For instance, features FireMan, ThunderMan, and other fire/electric-themed Souls, whereas includes and WindMan variants. The following table lists all seven badges, their unlock conditions, and version-specific notes:
Badge Name (Red Sun / Blue Moon)Unlock ConditionVersion Notes
Red Sun / Blue MoonDefeat the story's final boss (Duo) in a standard playthrough.Basic completion mark; first badge obtained.
SOUL COMPL / SOUL COMPObtain all six version-exclusive Double Souls via tournament victories across multiple playthroughs.Requires third playthrough; ties into Soul Unison system for enhanced abilities.
STD COMPL / STAND COMPCollect all 150 Standard Battle Chips and register them in the Chip Library (trading allowed).Broad collection goal; focuses on common chips.
MEGA COMPL / MEGA COMPCollect all 60 Mega Battle Chips and register them (version-specific, limited trading).Mid-tier chips; some exclusives per version.
GIGA COMPL / GIGA COMPCollect all five Giga Battle Chips and register them (no trading, version-specific).Rare, powerful chips; hardest collection due to scarcity.
P.A. COMPL / P.A. COMPUse all 30 Program Advances at least once and register them in the library (excludes certain dark variants).Emphasizes combo mechanics; requires diverse chip usage.
Bass Navi Mark / Forte SP (XX)Defeat BassΩ (ForteΩ in Japanese) in the secret Black Earth area after obtaining prior badges.Ultimate challenge mark; unlocks post-game superboss.
These badges prominently display on the title screen in a row, filling from left to right as they are earned, providing a clear progress tracker that motivates players to pursue 100% completion despite the game's relatively short main story length of around 10-15 hours. For example, full Battle Chip and Double Soul collections, briefly referenced in related , demand extensive exploration, trading, and grinding across .

Operation Battle mode

Operation Battle mode facilitates human-versus-human NetBattles through the use of a , connecting two consoles for direct competitive play. Players can exchange Battle Chips and share custom folders during these sessions, allowing for strategic depth and customization in duels. This connectivity supports chip trading between compatible games in the series, though limited to local play in the original release. The mode integrates seamlessly with the Battle Chip Gate peripheral, a hardware accessory that enables Navi-only battles using physical Battle Chip toys inserted into the gate. In this setup, the player's NetNavi operates with limited direct control, moving autonomously while the user selects and deploys chips from their real-world collection, simulating a more immersive "real operation" experience without needing the full game for opponent-side play. This feature extends to versus duels, where two gates can link via cable for chip-based confrontations. Version-exclusive duels are a key aspect, pitting against players in cross-version NetBattles that unlock unique content like scenario-specific bosses and Soul Unisons not available in the base version. For instance, players can access Fire Soul (exclusive to ) through linked encounters, while players can obtain Aqua Soul in return. These duels also influence in-game progression, such as scaling the power of the —starting at 100 damage and increasing up to 500 based on consecutive wins in version-matched tournaments that mirror the story's competitive events. Tournament simulations in the mode replicate narrative , providing GBA-era approximations of through local linking. However, cross-version play suffers from notable bugs and limitations, including frequent crashes during battles involving certain Navis like FireMan.EXE, particularly when linking and cartridges. These issues stem from incomplete synchronization in version-exclusive animations and chip interactions, often requiring restarts or workarounds like avoiding specific souls. Additionally, the Battle Chip Gate's compatibility is restricted to supported , with no support for digital-only or secret chips, limiting its versatility.

Development and release

Development

Mega Man Battle Network 4 was developed by Production Studio 2, the same team responsible for prior entries in the Battle Network series. Key personnel included producer , designer Masahiro Yasuma, and scenario writer Masakazu Eguchi, who contributed to the scenario and oversaw production alongside overlapping work on related titles. The development process marked a graphical evolution, with updated sprites for main characters to refresh the visual style while contending with memory constraints that necessitated reductions in elements like usage and NPC variations. A major innovation was the Soul Unison system, which replaced the Style Change mechanic from previous games to deepen strategic by enabling MegaMan to fuse with allied souls, granting temporary access to their signature abilities and weapons at the expense of sacrificing a battle chip. This feature aimed to evolve combat depth while tying into the series' themes of partnership and power. The team also created dual versions— and —with version-exclusive Soul Unisons, story variations, and battle chips to promote replayability and emphasize player-versus-player (PvP) interactions over extensive narrative progression. Development faced significant challenges due to a compressed one-year timeline, with the team simultaneously handling Battle Network 4, an interim title (Rockman EXE 4.5), Battle Network 5, and localization efforts without additional staff. This rush resulted in technical issues, including severe slowdowns and potential crashes when the game was played on hardware, particularly in the Park Area during specific scenarios due to animation frame timing glitches. The Western localization, handled in parallel with core development, was marred by subpar translation quality, featuring frequent typos, awkward phrasing, and inconsistencies that disrupted plot coherence, such as mismatched character motivations and dialogue flow. Eguchi personally contributed to the English version's adaptation, but resource constraints limited refinements.

Release

Mega Man Battle Network 4, known in as Rockman.EXE 4, was first released for the Game Boy Advance on December 12, 2003, in two versions: Rockman.EXE 4: Red Sun and Rockman.EXE 4: Blue Moon. The game launched simultaneously in both versions in to encourage trading and multiplayer interaction. In , both the and versions were released on June 29, 2004, by . The game arrived in PAL regions on September 3, 2004. The versions feature parallel stories with exclusive bosses, Souls, and Giga Chips; emphasizes fire-themed elements, while focuses on water and ice themes in its unique content. A special Rockman.EXE 4 Double Pack edition, bundling both Japanese versions along with a bonus chip data card, was released on August 6, 2004. The game was exclusive to the Game Boy Advance at launch, utilizing battery-backed for saves in early cartridges, which posed risks of if the internal battery depleted over time. When played via on the , these battery-dependent saves often failed without hardware modifications or workarounds, as no official fixes were provided.

Reception

Critical reception

Mega Man Battle Network 4 received mixed reviews upon release, with critics praising certain gameplay innovations while criticizing its narrative and structural shortcomings. awarded the game a 6.5 out of 10, commending the battle system's blend of real-time action and strategic elements but noting the repetitive mission structure and lack of substantial progression from prior entries. GameSpot gave it a 6.8 out of 10, highlighting the versatility of the new Soul Unison system, which allows MegaMan to adopt abilities from allied Navis during combat, though it faulted the minimal upgrades overall. Aggregated scores on reflected this ambivalence, with Red Sun averaging 68 out of 100 and Blue Moon averaging 67 out of 100. Critics frequently lauded the innovative Soul Unison mechanic for adding depth to battles and enabling creative elemental strategies, as well as the enhanced multiplayer mode, which introduced tournament-style PvP encounters that emphasized competitive balance and replayability. The introduction of challenging boss viruses, such as the CirKill family that circles and fires projectiles in patterns requiring precise dodging, was noted for injecting fresh tactical demands into encounters. However, the game's plot was widely panned as rushed and underdeveloped, lacking the dramatic tension and character arcs of earlier installments, with the overarching threat feeling sidelined until the finale. Reviewers highlighted repetitive loops, including frequent virus battles and area exploration that echoed previous titles without meaningful evolution, contributing to a short main campaign of approximately 10 to 15 hours. Technical issues, such as occasional in map transitions and navigation glitches, along with poor localization featuring awkward and translation errors, further detracted from the experience. Comparisons between the and versions often favored Blue Moon for its exclusive , such as those granting Aqua and affinities deemed more useful for progression and boss fights, though both were seen as deviations from the series' established formula that diluted the core adventure elements. In retrospective analyses, the title has garnered some appreciation for its emphasis on PvP mechanics and virus variety, which added longevity through competitive play, yet the consensus remains that it represents the weakest entry in the Battle Network series due to its uneven execution and failure to innovate beyond combat tweaks. The game's inclusion in the 2023 Mega Man Battle Network Legacy Collection, which received positive reviews averaging 78/100 on OpenCritic, has contributed to renewed interest in its gameplay innovations.

Commercial performance

Mega Man Battle Network 4 was a commercial success for , becoming the best-selling entry in the Battle Network series with total worldwide sales of 1.35 million units. In , where it released under the title Rockman EXE 4, the game sold approximately 930,000 units, benefiting from the established popularity of the series on the Game Boy Advance platform. The game's dual-version release strategy, with and offering distinct storylines and gameplay elements, helped drive its market performance by appealing to a broad player base and encouraging version trading via link cable. This approach capitalized on the GBA's mature ecosystem in , though the handheld market was becoming saturated with competing titles from the ongoing series and other RPGs. Initial were strong, with both versions entering the top five on charts in their debut week and maintaining top-ten positions for several weeks thereafter. Compared to its predecessor, , which did not reach platinum status, Battle Network 4 outperformed in total units shipped, reflecting sustained franchise momentum despite some signs of player fatigue in later entries. Its success influenced subsequent titles like by emphasizing multiplayer features, though overall series sales began to plateau amid the transition to the .

References

  1. [1]
    Mega Man Battle Network 4: Red Sun Reviews - Metacritic
    Rating 68% (19) Platforms: Game Boy Advance. Initial Release Date: Jun 29, 2004. Developer: Capcom. Publisher: Capcom. Genres: Action RPG · Full Credits & Details. Related ...
  2. [2]
    Mega Man Battle Network 4 Blue Moon Review - GameSpot
    Rating 6.8/10 · Review by Frank ProvoJul 13, 2004 · Mega Man Battle Network 4 continues the trend, but this time around, the upgrades are so minor that there really isn't much here that wasn't done just as well ...
  3. [3]
    Double Soul | Mega Man Battle Network Legacy Collection Official ...
    Triggering Double Soul will make MegaMan transform into an appearance resembling the Soul's Navi, granting him that Navi's abilities. After three turns MegaMan ...
  4. [4]
    Mega Man Battle Network 4 - IGN
    Jan 29, 2004 · An innovative new good/evil balance system will tempt players by offering a dangerous "Dark Chip" as an easy way out of a pinch.
  5. [5]
    Mega Man Battle Network Legacy Collection Official Web Manual
    INCLUDED TITLES ; Mega Man Battle Network 4 ; Mega Man Battle Network 5 ; Mega Man Battle Network 6.
  6. [6]
    Mega Man Battle Network 4: Red Sun - Guide and Walkthrough
    Rating 68% (19) Jan 1, 2005 · For Mega Man Battle Network 4: Red Sun on the Game Boy Advance, Guide and Walkthrough by Emperor-Justinian-I.
  7. [7]
    Mega Man Battle Network 4: Blue Moon - Guide and Walkthrough
    Rating 68% (19) Jul 16, 2004 · For Mega Man Battle Network 4: Blue Moon on the Game Boy Advance, Guide and Walkthrough by scott231ca.
  8. [8]
    MEGAMAN BATTLE NETWORK LEGACY COLLECTION - CAPCOM
    Sep 11, 2023 · Character Cards (Mega Man Battle Network 4): View cards that depict NetNavis from the series in the Gallery. ; (Mega Man Battle Network 4): View ...
  9. [9]
    Walkthrough - IGN
    Aug 13, 2004 · His Navi is the sword-wielding Protoman. Dr. Hikari – Lan's dad works for SciLab, and is Megaman's creator. Dr. Regal – A new NAXA scientist. If ...
  10. [10]
    Red Sun/Blue Moon Tournament - Mega Man Wiki - Fandom
    Jack Bomber and NormalNavi · Paulie and Jammer · Mr. Famous and KendoMan · Ivan Chillski and ColdMan · Raoul and ThunderMan (Red Sun exclusive) · Raika and SearchMan ...
  11. [11]
    All Mega Man Battle Network 4: Blue Moon and Red Sun Version ...
    Jun 28, 2022 · Red Sun gives players the GutsSoul, FireSoul, WindSoul, RollSoul, ThunderSoul, and SearchSoul, while Blue Moon has the AquaSoul, NumberSoul, ...
  12. [12]
    Mega Man Battle Network 4 - MMHP
    Aug 11, 2010 · This currently covers only the first play through the game. For information about what happens when you beat the game the first time, see the Secrets section.
  13. [13]
    The Battle Screen | Mega Man Battle Network Legacy ... - CAPCOM
    Top; Mega Man Battle Network 4. The Battle Screen. The Custom Screen. If you encounter a virus in the Cyber World you need to battle and delete them.
  14. [14]
    Basic Controls | Mega Man Battle Network Legacy Collection Official Web Manual
    ### Summary of Mega Man Battle Network 4 Controls, Exploration, and Battles
  15. [15]
    Mega Man Battle Network Legacy Collection Vol. 2 - Steam
    In stock Rating 4.5 (470) Volume 2 includes six action packed games from both versions of Mega Man Battle Network 4 to both versions of Mega Man Battle Network 6, plus additional ...
  16. [16]
    Navi Customizer | Mega Man Battle Network Legacy ... - CAPCOM
    Mega Man Battle Network 4. Basic Controls · The Battle Screen · Double Soul · Navi Customizer · Online Battles · Online Ranks · Online Trading · Online ...
  17. [17]
    Style Change | Mega Man Battle Network Legacy Collection Official ...
    Whenever you want to switch Styles, select 'MegaMan' from the Sub Screen. The Styles. Each of the Styles can take on one of four elements (Heat, Aqua, Elec, and ...
  18. [18]
    Mega Man Battle Network 4 Red Sun & Blue Moon Review (GBA)
    Rating 8/10 · Review by Mitch VogelJun 5, 2015 · Mega Man Battle Network 4 Red Sun & Blue Moon is still worthy of the series' name and is strongly recommended for both fans and newcomers.Missing: criticism | Show results with:criticism
  19. [19]
    Mega Man Battle Network 4: Red Sun and Blue Moon Review
    Jul 25, 2004 · Mega Man and Lan have returned for another Internet adventure, this time in Mega Man Battle Network 4. The game comes in two versions, Red Sun ...
  20. [20]
    Dark Chip - MMKB, the Mega Man Knowledge Base
    Feb 25, 2021 · Dark Chips are vastly powerful Battle Chips created by Dr. Regal, that increase a NetNavi's power beyond limits, but destroys the Navi's ...
  21. [21]
    Version Differences in Mega Man Battle Network 4
    These are the Version Differences between the two versions of Mega Man Battle Network 4, Red Sun and Blue Moon.Missing: plot | Show results with:plot<|control11|><|separator|>
  22. [22]
    Mega Man Battle Network 4: Red Sun - Battle Chip Guide - GameFAQs
    Rating 68% (19) Aug 30, 2004 · Mega Chips have somewhat of a sub category called Navi Chips. Navi ... types of chips. Red Sun and Blue Moon both have their own set of ...
  23. [23]
    BattleChip Locations (MMBN4) - The Rockman EXE Zone Wiki
    Feb 26, 2025 · 1 Standard Class Chips · 2 Mega Class Chips · 3 Giga Class Chips. 3.1 Red Sun; 3.2 Blue Moon · 4 Secret Chips · 5 Unregistered Chips · 6 Notes ...Missing: types quantities<|control11|><|separator|>
  24. [24]
    Mega Man Battle Network 4: Red Sun - Dark Chip Guide - GameFAQs
    Rating 68% (19) To harness the power of the Dark Chips, you must first get hit five times in a row without fighting back. Rockman's unison picture's background will turn green, ...Missing: details | Show results with:details
  25. [25]
    Program Advance (MMBN4) - The Rockman EXE Zone Wiki
    Aug 18, 2024 · Program Advances in Mega Man Battle Network 4. If it's a PA that uses an alphabet order, a * code of the chip can replace one of the chips.Missing: memory | Show results with:memory
  26. [26]
    The Battle Screen | Mega Man Battle Network Legacy ... - CAPCOM
    1. Battle Chip Name · 2. Chip Code (Represented by a letter) · 3. Element (Either None, Fire, Aqua, Elec, or Wood) · 4. Attack Power (Only shown for attack-based ...Missing: guide | Show results with:guide
  27. [27]
    Mega Man Battle Network 4: Blue Moon - Guide and Walkthrough
    Rating 68% (19) Jan 3, 2009 · Mega Man Battle Network 4: Blue Moon – Guide and Walkthrough. Game ... To Gamefaqs, Neoseeker, and SuperCheats: For hosting this guide.
  28. [28]
    <span class="mw-page-title-main">Title Screen Mark</span>
    ### Summary of Title Screen Marks for Mega Man Battle Network 4
  29. [29]
    None
    Error: Could not load webpage.<|separator|>
  30. [30]
    Edge of Emulation: Battle Chip Gate - Shonumi
    3 seperate hardware revisions were released for Battle Network 4, 5, and 6: the original Battle Chip Gate, Progress Chip Gate, and Beast Link Gate respectively.
  31. [31]
    Bugs:Mega Man Battle Network 4 - The Cutting Room Floor
    Certain Navi Chips such as GutsMan are programmed incorrectly, causing the game to freeze; like the WoodMan Scenario Bug, this is exclusive to early emulations ...
  32. [32]
    Mega Man Battle Network 4: Blue Moon (2003) - MobyGames
    Aug 8, 2006 · Mega Man Battle Network 4: Blue Moon. aka: MMBN4 Blue Moon ... A new feature of Battle Network 4 is the "Soul Unison" feature - as ...
  33. [33]
    Ten Years of Battle Network: Questions Answered
    ### Summary of Mega Man Battle Network 4 Development
  34. [34]
    Mega Man Battle Network 4 - The Cutting Room Floor
    Jul 17, 2023 · Mega Man Battle Network 4. From The Cutting Room Floor. Jump to ... In-game, Soul Unison is disabled when the player is dark and even if ...
  35. [35]
    Battle Network Team Answers Your Questions - Rockman Corner
    May 18, 2011 · A short while back, Capcom Unity asked fans to submit any and all questions they might have for the Mega Man Battle Network development team ...
  36. [36]
  37. [37]
    Mega Man Battle Network 4: Translation Revision - vgperson's Stuff
    This project revises much of the game's translation, both addressing basic typos and other text mistakes from the original, as well as catching many ...
  38. [38]
    Mega Man Battle Network 4: Red Sun – Release Details - GameFAQs
    Rating 68% (19) Mega Man Battle Network 4: Red Sun – Release Details ; Genre: Role-Playing » Action RPG ; Developer/Publisher: Capcom ; Release: June 29, 2004 ; See Also: Mega Man ...Missing: North | Show results with:North
  39. [39]
    Mega Man Battle Network 4 - The Rockman EXE Zone Wiki
    Aug 22, 2025 · Release Date: Game Boy Advance JP December 12, 2003. NA June 28, 2004 ... Description. G1, Game 1. The initial Continue of the game. G2 ...Bosses in Mega Man Battle... · Connectivity in Mega Man... · Missable content
  40. [40]
    Mega Man Battle Network 4: Blue Moon - GameFAQs
    Rating 68% (19) Platform: Game Boy Advance ; Genre: Role-Playing » Action RPG ; Developer/Publisher: Capcom ; Release: June 29, 2004 ; See Also: Mega Man Battle Network 4: Red Sun.
  41. [41]
    RockMan EXE 4 Double Pack – Guides and FAQs - GameFAQs
    For RockMan EXE 4 Double Pack on the Game Boy Advance, GameFAQs has 39 guides and walkthroughs.Missing: Memory December 31
  42. [42]
    Mega Man Battle Network 4 | MMKB - Fandom
    The fourth game of the Mega Man Battle Network series, released for Game Boy Advance in 2003 with two different versions: Red Sun and Blue Moon.Bosses · Release Notes · Development Notes · Gallery
  43. [43]
    Mega Man Battle Network 4: Red Sun - IGN
    Rating 6.5/10 · Review by Craig HarrisAug 19, 2004 · The battles are a cool hybrid of realtime and turn-based elements that offer a good balance of twitch action and thought-provoking strategy. The ...
  44. [44]
    Mega Man Battle Network 4: Blue Moon - Virus FAQ - GameFAQs
    Rating 68% (19) Sep 6, 2005 · Welcome to my Virus guide for Megaman Battle Network 4. This guide should give you all the information you'll need on the game's viruses.
  45. [45]
    Glitches in Mega Man Battle Network 4 - The Rockman EXE Zone Wiki
    Oct 26, 2025 · The glitch occurs when one of the Wood Towers in Park Area is on its last frame of animation when the map screen is reloaded.Major glitches · Minor glitches · Field NPC glitches · Save Retry Failure glitchMissing: multiplayer cross-
  46. [46]
    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 ...
  47. [47]
    ロックマンエグゼ4 トーナメントレッドサン/ブルームーン
    Oct 26, 2025 · ロックマンエグゼシリーズの第4弾。 日本では2003年12月12日に発売された。 日本国内では93万本、世界も合わせると135万本の売り上げとなっている。
  48. [48]
    Japan Charts: Robust Pokemon remakes can't bounce Dragon Ball
    Feb 16, 2004 · The Pokîmon twins weren't the only GBA titles slipping down this week, with Capcom's Upset Trial 3 and Mega Man Battle Network 4 titles ...