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MegaMan: Network Transmission

Started by Double, March 21, 2006, 06:38:54 PM

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Double

March 21, 2006, 06:38:54 PM Last Edit: May 03, 2008, 01:52:21 PM by Phoenix Magnion
The only side scrolling Battle Network game, it combines both ideas from the Battle Network series alongside concepts from the old MegaMan games. ZOMG AFRO SMILEY O0

Gameplay: The levels play like levels from the older MegaMan games. But your buster sucks, and you have to rely on usage of chips like in the BN series, 20 a folder this time. You can upgrade your buster however; you will end up using chips more often than not. Chips have a certain amount of usages before you cannot use them anymore in the stage, if you exit the stage those uses will refill. You can get more uses of these chips by defeating certain enemies, and keeping with BN tradition you can gain boss chips by refighting the boss and not taking an excessive amount of hits. Overall it isn't that bad I guess, but you end up having to go into levels repeatedly to gain funds to upgrade your stats, or to gain certain chips needed to get through certain levels (i.e. Spreader for StarMan's). So while it's ok, it does have its bad moments. I'd say its fairly average.
15 out of 20

Music: Overall not too bad. A few of the tracks drone on for a while, however it makes up for those with the uber awesome FireMan and PharaohMan remixes.
14 out of 15

Translation: Whoever decided to make the Sauce File joke must die.
8 out of 10

Length: Typical length.
15 out of 15

Rehash Factor: Only 6 of the bosses, NeedleMan, BrightMan, SwordMan, GravityMan, StarMan, and Zero are new. The others come from Battle Network 1 and 2, although because this is their first side scrolling game they have largely new moves. IceMan does happen to bear a lot in common with his Classic Series counterpart. Other things make appearances from the classic series as well:
-Several enemies are based on Classic Series ones, Changekey, Sniper Joe, Crazy Razy, Pepe, Hammer Joe, Sheild Attacker, and the notorious Big Eye, just to name a few.
-The first half of FireMan's stage is blatantly similar in structure to the original FireMan's.
-Force Beams return in QuickMan's stage (oh for the love of...)
-Vanishing blocks are in 3 separate stages.
-The second half of ElecMan's stage is simliar to the NES one, right down to the enemies on the wall that shoot at you.
-The ladder clamp things from the Cossack Stages in MegaMan 4 make a very brief appearance.
-The ****ing platforms from GutsMan's stage in MM1 return (oh dear).
-GravityMan's has similar traps from the MM5 version.
-There is remixed Music in the game, specifically FireMan's, IceMan's and PharaohMan's stages.
Overall, there's a lot of deliberate nostalgia thrown at you in here.
12 out of 15

Plot: This game is set after BN1 and before BN2, which means one thing...
*get's hit on the head before he can say the word Plothole*
Specifically the fact that ShadowMan and QuickMan are in this game causes continuity errors with their "first appearances" in BN2. The actual plot of the game is rather bad as well, basically there's this uber powerful Zero Virus thing that Wily created before he went boom, and you find out this dude, The Professor, was using Zero to generate money to rehash... I mean rebuild the Life Virus. Overall it's corny, plotholey, and just silly.
3 out of 10

Difficulty: Those unfamiliar with either the Classic Series or the BN series probably will be a disadvantage here. In addition this game has some of the oddly hardest bosses in most MegaMan games. This however is largely due to them being on the cheesy side (when you first fight FireMan, the first boss, you can only take like 4 hits, and let us not even START on BrightMan). Once you get upgrades though the game becomes laughably easy.
7 out of 15

Total: 74/100 = 74 %

It had potential, needed a better plot.

Positive: StarMan

Negative: The return of GutMan's ****ing platforms.

UHMEEEEBA

You forgot GravityMan's Music contains a breif 10 second snip from the original GravityMan's stage.

OH SNAP!