Positive: 8 out of Mixed: 16 out of Negative: 4 out of I was quite satisfied to find out that this game has a near perfect balance of both. A little less difficulty in the early going, ramping up later on would have helped, but anyone that can get past the first few stages will find Network Transmission oddly satisfying and a great deal of fun. Play Magazine. Looks fantastic and has excellent level design but is ridiculously hard for the wrong reasons.
GMR Magazine. My Gamer. If you never played a Mega Man Battle Network game, play the GBA versions in numeric order to understand and to get the most out of the game.
This is a game that probably could have been great if some design issues were worked out. G4 TV. User Reviews. Write a Review. Positive: 5 out of 8. If you see one coming at MegaMan, wait until it dives out of your path before pressing forward. Scale up to the very top, and ride the lone bar leading to the right. A MemUP is waiting for you inside a cube! Proceed to the far left, and leap down the gap.
Walk on to encounter a couple Swordies parked on ledges. Ascend the ladder, hop onto the warp, and off to the Outer Net you go! Exterminate the 3-way-shooting Mettaur, and continue east to encounter two Canodumbs and a Swordy above a pit of spikes.
Be careful! Down below, head down the staircase more Birdies! It turns out this Net Navi is the one spreading the vaccine! Continue down, and talk with NumberMan. Purchase whatever you need from NumberMan, and enter the warp on the far left to return to an earlier segment of the Outer Net. Leap down, and go onto this warp, leading back to Global Area 1.
Unlock the security cube previously mentioned, opening up an entrance to the second Global Area. Dodge the robotic birds, and head downward. Walk right, climb the ladder, and press forward to uncover a room with a couple Swordies. Nab the MemUP sitting all alone on the ledge Aww!
Poor MemUP! It looks like this is the end of line, so you know what that means! Fight Hulk I would recommend running through the Global Areas, etc. This can only be cured by jacking out the Navi and shutting it off. Read the messages, and the Map screen opens up four new stages to enter.
This is where it really starts to feel the usual Mega Man game: choose a stage, battle your way through it, and take out the boss at the end! Use your newfound item to unlock the data, and uncover an HPMemory. Because NeedleMan is of the Wood element, most of his lackeys are, naturally, Wood, too! Bring along whatever Fire-element offensive chips you have, and if you happened to purchase the WoodArmr from Higsby, equip it now! Take the Green Data Cube to the right, but watch out before you hop on that ledge!
A Mettaur parachutes out of the blue in an attempt to take MegaMan by surprise. Delete the hard hat, and have MegaMan safely shoot the KillPlant from the ledge to avoid any unnecessary harm. The next mutant plant guards Zenny and an additional data cube.
Blaze on through until you come across two wooden ladders Bombs, as with most foes, are rather effec- tive at trashing these aggressive pine cones. Backtrack, and drop down the ladder you passed earlier. At this point, you have two options: ride the bar, or take the slightly more dangerous low road. You can collect yet another HPMemory on the bar; however, do what you want.
Pass over more falling logs, and step on the warp to the next area. Much of the beginning here is merely fighting virus after virus; then eventually you stumble upon a ladder leading downward. Get the green cube, continue, and use an Unlocker to open up the data cube protected by the SpikeDisc to gain another PowerUP! Proceed forward. Ignore the Popper2 unless you want MegaMan to be trashed , and pass through the spikes. Watch their movement before you actually attempt anything!
In the room with the logs, wait until AFTER the spike returns, and then leap from platform to platform. Take a walk behind it, and cautiously drop down on the ledges to gain a Spreader chip and a MemUP. Return up to fight the next boss!
Better go out and search for Bright- Man, huh! Break it down now Near the outset of this area, the path splits into two, with a green passage and a purple one.
Despite their annoying attacks, the Magneakers can drop MagBomb chips, a powerful Electric-element bomb. Definitely get some! The other option, the purple-tile path, is mostly guarded by Bunnies and SpikeDiscs. And you will not find any power-ups down here.
In either case, you end up at the warp, which has yet another data cube behind it. Before you even hit the road, a TuffBunny attacks you at the teleporter!
Delete it, drop down, and slide through the narrow opening to gain Zenny and a PowerUP. A SpikeDisc can be found roaming on the next ledge, along with a bomb-chucking Magneaker. Hop down, and slide into the tight passage ignore the opposite path for now. Collect the Zenny; just observe the Sparky, so you do not accidentally bump into it. There is a short break in the black tiles, which leads to a MemUP protected by a Magmacker.
Proceed east, and mantle MegaMan up to the Magmacker on the opposing ledge. Exterminate the insect! Press on to the laser room. The harmful beams, assuming there is a mirror in their path, bounce off at 45 degrees angles.
Take your time, and time your jumps with caution! An energy capsule and a second HPMemory can be collected to the rear of it. The lovable, if annoying, Higsby keeps his promise and sends Lan a Barrier chip for helping him out in the Shopping District. Not too shabby! Although they might not seem like much, these viruses offer a handy chip--DoubJump, which allows MegaMan to access several places he could not go to previously!
You can also find DoubJumps from the green robot found behind the first Shrimpy. Open up the Green Data Cube; then, hop down the passage on the floor. Continue down the next break in the ground. Collect the HPMemory from the cube. Spring down yet another hole to a Shrimpy. Beyond the Shrimpy sits a PolarBear, which can be easily beaten by standing on top of one of its ice cubes and firing away at the robotic bear. If you can manage, spring over the gap to the other side only activate a DoubJump is absolutely necessary.
Higher above reside a Shellgeek3 and a Shrimpy3. They may be tougher than the average bear, but you can deal with them. By going through them, you gain your second HPMemory here at the Waterworks! Your next warp is located further down south. Delete the advanced forms of Shellgeek and Shrimpy to come upon another break that you spring down into. Remember the disappearing blocks? Remember wasting countless lives watching Mega Man go plummeting into the abyss? Shoot the Shellgeek2, and grab your first RegUP!
Repeat the same sequence to gain an additional HPMemory. Head back to the teleporter for the third area at the Waterworks. The mega blowfish splits into four medium-sized blowfish, which THEN divide into four smaller blowfish. Quite a mess we have here, eh? Take advantage of attack chips with large areas of effect NeedleMan, for instance to help eliminate multiple fish in a single use. Doing so also increases the chance of you getting some goodies, too!
Beyond the blowfish lies the code you need. Since you now finally have DoubJump, return to the Outer Net where the staircase with the two Birdies is. There is a ledge with two copper Zenny that is now within your reach.
Slide into the narrow opening to gain a BckupChp! To the Bank, old chum! And in case you are wondering, yes, he does move that fast when you battle him Hugging the right wall at the first gap leads you to a spiked room. Navigate your way to the top, and slide across to the HPMemory in the data cube. Directly underneath that item is another power-up, a MemUP!
Escape this place through the narrow passage in the southwest corner. Proceed west, and you can pick up a tasty Recov battle chip! Drop down and hug left, which leads to a goofy macaroni-generator virus well, at least it resembles macaroni That cube near it holds an ElecSwrd chip.
Head down south at the next gap to uncover a room with two RedGuards. Continuing along the upper floor nets you a RegUP, while the lower floor takes you further into the level. Roll warns MegaMan of the "security beams" read: delete-MegaMan-in-one-hit-and-rip-your-hair-out beams up ahead.
After the two Ratties, you can slide through to gain Zenny and open a green data cube, assuming you pass the security beam, first. Or, if you do not wish to take any risks, take the high road. No worries there! Onward is a SniperJoe ready to take on the Blue Bomber; be patient, and gun down the soldier when he puts his shield behind him. Hop on the teleporter! Vault down, delete the trigger-happy SniperJoe, and steal the BckupChp from behind him.
Press on to receive a warning from Lan regarding those ungodly security beams. So, to help you avoid going nuts over this sequence, here are maps of each "screen. Hopefully, this will give you a rough idea of how to maneuver through this area The last thing you want to do is "accidentally" fry MegaMan Seeing as you how you have put with enough trouble already, disregard the Flappy, and a FireDog2 is waiting after him.
This virus, like the other Fire- Dogs you have fought before, falls to a single MiniBomb! Open up the yellow cube after deleting the dog for the ExCdHnt1. Chaud, with his Navi ProtoMan, shows up and orders Lan to stay out of his way. Shove off to the Arcade Comp at the Bus Stop! And, while they may be more difficult, it also means better chips! Trek past the Beetank2 and Mettaur2 until you reach a vertical passage; then hop down to discover twin security cubes, each requiring a different passcode.
In the subsequent room, move from platform to platform to the top. Continuing west leads you to the "Aqua" blue area of the Arcade Comp.
Slide through the openings, so you can proceed further to the left. When you encounter the Canodumb2 in the tunnel, there is an opening leading upwards. Take that path, and double-jump to reach an HPMemory. To the rear of the Puffy is one of the security codes you need, the AquaCode.
Walk to the right of the two security cubes, head up again, but this time take a right to enter the "Fire" red area. Now you can bypass security, and enter the second area! Battle the two BallRiders, and you end up in a giant, open room filled with bumpers and items! Bounce your way into the northeast corner to obtain another HPMemory. Nearby is a roaming yellow platform. If you can manage to get on it, slide through the passage it leads you to. Towards the southeast corner lies a MemUP sitting all by itself on a lonely ledge attached to the right wall.
When you are completely finished ransacking this place, the exit is found underneath that MemUP. Jack in the final area, the Power Plant, following the defeat of ColorMan. This leads you to your fourth BckupChp! At the two cyber- bars, the upper trail leads to a Green Data Cube, but you should take the low road to progress further into the Power Plant.
Grab the silver Zenny! This bar takes MegaMan to an open room and with even more bars! So, work your way towards, and be sure to open up the Green Data Cube, too! Slide through the tiny passage to pick up four more silver Zenny coins. And right under that is a SilvFist chip! Double-jump up to the catwalk, proceed east, and enter to a spacious room with an HPMemory!
The chamber directly underneath this HPMemory possesses your next warp. Bomb chips work nicely to score multiple hits and eliminate it quickly! Clamber up the ladder attached to the wall, and then, if you want, double-jump onto the platform with an HPMemory.
Keep on going west and up a second ladder. Here, you face SpikeDisc2s on rather cramped ledges. I would sticking to your MegaBuster to deal with them, as you will going back through this section again in a short while! You can also collect that HPMemory, if you did not do so already, anyway.
Retreat back to where you first saw that sidepath. Ascend the ladder, and hop left. These ladders are booby-trapped with elec- tric currents that jet out at regular intervals which is, yet another piece of Mega Man nostalgia! They only form a simple line! The following is another high-voltage current sequencewith a new twist!
This time, MegaMan must fall off a ladder and be able to grab onto the nearby ladder! Always wait for the electricity to disappear before you even attempt to do anything.
Of course, if you want to "cheat" around this, activate a couple DoubJump chips to reach your destination. Returning home, Lan discovers his Navi is behaving abnormally, and his dad informs him MegaMan is infected with the virus but can be temporarily cured. The all-knowing Mr. Hikari divulges information on the so-called "Zero Account," an area in Cyberworld where Dr. Wily manufactured the Zero Virus.
Despite the fact this account was abandoned, the destructive virus still man- aged to wreak havoc around the electronic world, so Lan sends a message to the ex-WWW member, Higsby! Enter Global Area 2, proceed east, ascend the ladder, and continue until you reach the security block Up above resides the MystData in the Yellow Data Cube, after you work through the rotating platform bit. After you clear them out, MegaMan comes upon a series of swords that poke out of the ground, and an HPMemory is stashed in a corner that can be easily reached with DoubJump.
Continue to battle a couple enemies, and collect the green cube on the ledge by the CanDevil, if you so desire. Towards the end of the line, you are forced to move up and then left. A simple method to delete the water head is with Electric elemental chips. If you can inflict enough harm, its protective barrier falls and leaves the head completely vulnerable or kill the entire thing altogether!
Proceed forward to the warp See that data cube up there? Double-jump up to gain a MemUP! Fall down through the spiked walls, tackle the FireSwordy, and look As before, they move alternatively every second or so, so keep the beat to pass through with being deleted. If you take a gander behind the Canodumb2, there is a narrow spot MegaMan can slide to, leading to an AquaSwordy.
Backtrack, and clamber up the ladder surrounded by spikes on both sides. At the end, MegaMan finds a crippled ProtoMan, who has just battled a mysterious Navi, kneeling on the ground. With the newly acquired code, unlock the security block below the link to Old Area 1. This takes you to your next destination Keep an eye out on your surroundings to anticipate these tricky obstacles.
After tackling the Canodumb3, hop from platform to platform to reach an additional purple cube, but this contains an HPMemory this time. Continue on through the viruses until you come upon a ladder Ambush him in between his hammer attacks, and add a second HPMemory to your inventory from the data cube.
Fall back down, slip past the moving sawblades, and proceed east to the next warp. Before you mosey on, be sure to nab the RegUP behind the teleporter! Behind the cash lies another ball-and-chain-chucking HammerJoe, who guards two columns of arrows. The way this gravity changer works is simple: whenever MegaMan jumps into an arrow column, he travels in the direction the arrows are pointing.
If the arrows point upward, MegaMan flips upside-down and attaches himself to the ceiling, and vice versa for down arrows. However, of course, this is not as easy as it may sound! It takes VERY little effort to screw things up!
If you do this correctly, MegaMan is given enough space to safely land on the ceiling without being thrown into the unknown. Take the time now to practice controlling MegaMan in his Jump up or down, in this case from the Canodumb3 to gain your third HPMemory in this area.
Vault from the ceiling slightly, and land on the floor to continue on. To the rear of this Canodumb3 is a Recov80 chip. Slide through the narrow opening right of the HammerJoe, collect a MemUP and another item from the data cubes in this room, and pass through another opening! In an attempt to test your ability to withstand extreme pain, Capcom places a whole series of arrow columns! As before with SwordMan, open the next security block in Global Area 3 with your newly acquired code. Head left beyond the warp to collect two data cubes, one of which has a FireBlde.
Battle with it, if you wish, and drop down. The odd spaceship enemy you encounter here tosses a spinning blade that arcs back towards the virus.
Skip by another Yort to dive down another gap. This straightaway is mostly viruses; however, there is a hidden cache that can be found if you pay attention to the floor and look for a break. Climb up up the platforms found beyond the MegalianW. Ride the hovering platforms, and spring over any spike traps in your path. If you successfully live through this sequence, you can unlock the data cube on the ledge to gain another GoldFist chip!
Ride the cyberbar to the No Grav Area 2 link again, watch the spikes! If you want to gain an additional HPMemory and just make things easier for yourself , climb back out to the top, vault from column to column, ride the spinning star wheels, and collect the power-up from the Blue Data Cube.
Tackle the annoying Yart, and proceed to a mini-boss! This oversized virus is protected by three spinning metal blades and always has two homing rockets flying around the room. Be sure to destroy one missile, and let the other one alone! While avoiding the rocket, concentrate your offensive moves at the central "core" of the virus; aim carefully since the opening is incredibly narrow!
You make this battle easier by using chips such as BubCross and BigBomb that do their damage over a larger area. Once the virus has been deleted, drop down to the warp leading to the next boss fight! Defeat StarMan, and deactivate the final security block to the Zero Account! Drop down, and head right onto the conveyor belt. Double-jump up into a secluded room guarded by two WallGuns. Proceed to a gap; yet, do not hop down! Instead, jump over another DoubJump may be required the hole and into a room with a FireBirdy.
Now, rather than wasting any more DoubJump chips, you could send MegaMan on a suidical mission, but the choice is yours! Continue on to encounter a Fire-element Megalian. Take it out with a powerful chip, and vault onto the block platform. If you have not jacked out already, chances are your DoubJump stockpile is beginning to run low. So, at this part in the stage, it would in your best interest to avoid enemy fire, preventing MegaMan from falling 50 feet.
The Popper3 virus is prone to dropping the DropDown chip, which grants our blue hero invincibility for 7 seconds very valuable! Return west slightly, and plop down to the boss warp. Showing his gratitude for the help, Zero also includes his other chip that you did not receive from the tough battle with him shortly ago.
Talk to the more evil looking Navi. MegaMan makes a half-assed attempt at being mean and nasty, but the guard lets the Blue Bomber on through to the UnderNet. Enter the link! Shove off to the Outer Net! Most of the time they contain security codes to help you go through the security cubes that block your way.
They can make a difference between life or death Each upgrades will give you 1 Level point for a top Level of New items keep appearing as you progress through the game. That leaves me with only 8 chips to confirm. You can carry a maximum of 5 of each. EXE installed inside. Combine with DstrdDat. Combine with OldData. Mysterious Navi, Bass. EXE, a series of events must be performed.
First, later in the game, just before you take on the Zero Account, you must find the MystData, located in Global Area 3. This is the key to save Zero after the battle with him as you will need him alive. Once you managed to find every NaviChips, chips to , you will receive an e-mail from Mayl telling you about a mysterious Navi located in Den Area 3.
In Den Area 3, from the portal that lead you to Global Area 1, use two DoubJump to go over the wall to your right to a platform with a ladder. Continue to Doubjump up to reach a passage blocked by a Security Cube.
|Licencia:||Gratis para uso doméstico|
|Autor del sorteo :||Lot|