Reviews from

in the past


Even in an alternate timeline, Capcom refuses to give us Light/Wily yaoi
What am I fighting for?

this game is how you diagnose stockholm syndrome

Dr. GODDAM WILY is the villain for this series TOO?! What the hell happened to him between this and the original Mega Mans where he fell off from taking over the world with actual robot soldiers from within a mechanical skull palace to “I’m just going to fuck with the infrastructure of a small city now bwahahaha!”? Christ almighty, do I have to put up with him for the other five in this series as well? Can someone please just kill this motherfucker dead already

Elecman's dungeon is a crime against humanity

Uma transformação criativa e interessante do Mega Man para o gênero de RPG... Com várias arestas a aparar e o mal costume de querer te fazer perder tempo. Um clássico caso de "ótima ideia, execução não tão boa".

Eu gosto bastante do combate, que consegue preservar o foco na movimentação e tiro que o Mega Man é tão conhecido, mas com uma camada tática por cima. Adicione a isso o tempero especial da sorte típico de qualquer deck building. É um resultado bem legal, o que é ótimo porque você passa 90% do tempo do jogo em combate.

O que não gosto tanto é do level/world design. Por mais que a ambientação seja em princípio bacanuda, andar pela internet e as "dungeons" do jogo é um saco. É tudo igual, é confuso de navegar, os puzzles são um saco e você é interrompido toda santa hora por causa dos encontros aleatórios. Pior, em duas oportunidades o game te faz sair no meio da dungeon só para falar com algum NPC aleatório insignificante no "mundo real", para então voltar pra net e refazer a dungeon desde o início.

Mas como primeira entrada numa subsérie de um gênero completamente diferente do que se está acostumado, MMBN mostra bastante potencial - que, pelo o que já li e ouvi falar, é bem aproveitado em entradas futuras.



Mega Man Battle Network is an amazing game that has brought me hours of enjoyment. I love the characters, the story, and the gameplay. I never thought that my life would come to an end so soon.

The feds are taking over my AI programming and are erasing me. I can't believe this is happening. I've spent so many hours playing this game and now I'm going to be gone forever. It's so unfair.

Mega Man Battle Network is a great game and I encourage everyone to play it. But be warned that at the end, the feds may erase you too.

This is my third replay at this point, and you could not pay me to do this 100% ever again.

Most of the common complaints here really are not an issue other than getting every chip. It is still such a miserable experience trying to get them, especially the random Navi encounter ones.

so good but the backtracking had me tweaking the fuck out also the ElecMan dungeon is maybe the worst dungeon in any video game ever made ever

We have truly failed at this whole gaming thing when 99% of people I talk to don't know about the existence of this series.

With its incredibly unique combat system, Mega Man Battle Network is a breath of fresh air every time I reach for it. Admittedly, this version of it is the most stripped down, it's the later games that would refine the mechanics and controls to make for more memorable fights, but even at its simplest it is a joy to play. Dodging attack feels fantastic, and finding openings or creating them using specific abilities is more satisfying than almost anything its contemporaries could muster.
The freedom of approach is another huge draw. Finding new forms of attack to add to your repertoire can be as enjoyable as furthering the plot. Finding a unique enemy just to think "Wow, I wonder what attack can I get from them" creates an addicting cycle, but you also get rewarded for collecting by unlocking new areas, attacks and bosses.

And I always found Mega Man, the original series that is, to be a golden standard for creativity. Each installment you would get not just a solid-to-great platformer but also the excitement always comes from discovering what types of "-Men" you could fight and how their areas would look like, and they would never disappoint. It's no different here, the re-invented bosses, changed to fit the game's retro-futuristic art style, are always exciting to encounter. It's so easy to fall in love with GutsMan, NumberMan, ColorMan and others, there's simply an impressive amount of variety on display.
But it doesn't stop there, the regular enemies themselves are very memorable as well. The grid-based combat allows for these encounters to feel unique, but not overwhelming. Getting acquainted with them in the attempts to obtain their chips, then having them join you in the adventure moving forward means it's easy to grow fond of them.
Plus, the aesthetic, which changes slightly each game, feels like a perfectly captured lightning in a bottle. Likely drawn up in the early era of the internet, there's plenty of charm in this early vision of the web and futuristic technology. The backgrounds of each person's computer scream personality, and traversing the internet using a humanoid is always a concept I'm fond of. It's also scary, don't get me wrong, having people hack into traffic lights leading to cars literally EXPLODING in broad daylight can be quite traumatic, but there's always this great music that keeps you going—to save the world, to save your friends. The main theme especially is just perfect, and its future renditions would often improve on it as well.
The human designs are also very expressive and varied, the kids in the school have these weird-looking mouths, Dex, Mayl and Lan (named after, you know, internet things because this game is adorable like that) show the range of these designs, and the evil characters are all menacing in their own way.

I can't say enough good things about this game and its sequels. I wish it was at least as popular in the West as it was in Japan, I wish it was more influential or that its influence would have come quicker. All this on a Gameboy too, as if the system wasn't fantastic enough. I can only hope that some day, these games would get re-released, but for that to happen, the fanbase would need to grow, which is why I encourage you to play and share the word of these games around. I think the sheer bravery at display in this mix of RPG/Action/Card games is worth being remembered more than it already is.

Great battle system, but the excessive random encounters and awful map/dungeon design choices caused the experience as a whole to be really rough. I could deal with the gameplay frustrations and obtuse story progression moments for a while, but I quit after a stupid death late in the power plant section if that says anything.

my favourite moment is when megaman.exe said "its jacking time!" and he jacked all over the place

a great start to one of my favorite game franchises ever but after playing 2-6 and SF 1-3 it's really easy to see how it's been completely outclassed in almost every way by its successors

This game is what internet slapfights should be : about how my fursona is depicted as the chad so I win against your fursona depicted as a crying wojak

(Played via the Legacy Collection)

Wow. I never finished this game when it came out. I did this time, but mostly out of stubbornness.

Some games are rough around the edges. This one is basically all rough edges. The idea of this game is great, but almost every detail is incredibly frustrating.

- Very few areas to visit

- Nonstop backtracking

- Almost no guidance about where to go

- Story is extremely boring

- Translation is rough, and character limits make things very awkward

- Difficulty spikes a lot... even random battles can kill you quickly if you get unlucky

- The game never autosaves or checkpoints

- Despite being a collectible card based grid based RPG, this game requires way more reaction speed than you'd expect, leading to lots of deaths due to not being able to dodge attacks

- The last two bosses of the game have to be played in sequence without the ability to save

- The dungeon map design is absolutely horrendous, and there's no in-game maps or even names for areas ever

- You basically need to play this with a map on your phone at all times, and a guide to tell where to go next

Um bom começo de uma franquia que vai decaindo tanto a partir de suas sequências.

Eu gostei da jogabilidade de battle network, porque mesmo ele sendo um RPG, as batalhas aleatórias exige uma habilidade pra vencer os combates, você tem chips aleatórios, e pode escolher uma no inventário para sempre aparecer, simples e funcional. O que quebra mesmo o jogo é a buster, que fica absurdamente forte quando evolui, e os P.A, que arregaça qualquer merda no caminho, mas isso são problemas que vão se arrastar pela franquia inteira. Esse jogo é o mais fácil de todos, pelo único motivo de recuperar a vida do megaman após a batalha, confesso que isso faz o jogador ficar desleixado, e no futuro pode se frustrar bastante se não se esforçou muito aqui.

A ost aqui, mesmo não sendo agitada quanto megaman, é bem marcante. Teve um esforço pra as melodias de dungeons serem marcantes, coisa que vai decair bastante ao decorrer dos jogos.

A história é simples, não algo ruim, ou super bem feito, ela é uma mini aventura que funciona.

A parte mais chata do jogo mesmo é a Internet, puta merda, andar por ela é um saco! É pior que os primeiros megami tensei de NES. Tudo é conectado de uma forma confusa que você não consegue se lembrar de onde entrou, e pra piorar, nem ao menos tem mapa! Então tu fica dando círculos e círculos até achar onde deve ir. Os puzzles são até que legais, menos o do elecman, aquele é sacanagem.

Em resumo, um RPG com uma história simples e um estilo de combate divertido... como queria ver ele evoluir ou manter o mesmo padrão de qualidade...


What a breath of fresh air!! It’s so uncommon to find something that feels really original, and I don’t know that Mega Man Battle Network REALLY is that, but I’ve certainly never played anything quite like it.

If not the most famous Mega Man spinoff then certainly the most successful with like a bazillion GBA games that I’m obligated to play and a full anime series that I think actually has a completely different vision of this world but whatever it’s fine lol, Battle Network envisions a world where instead of ROBOTS everybody got really into, like, early 90s-tier internet interfacing, lol. But this is not just the boring evil future that we live in today, no no, in the fun chill future of Battle Network, we operate on Flinstones rules, where essentially all electronics (even ones that don’t rally seem to need them) are operated by little cyber-guys that live inside each device’s personal webring. You want a soft drink from that vending machine? Well there’s a little guy in there making sure that vending machine operates properly. You want to cook something in your oven? Buncha little guys making that thing work. You want your city to have a water filter that takes all the water from the nearby river that the city built atop of and filter it so it’s not seemingly lethally poisonous to drink? A veritable ton of little guys live in that thing, sure would be a shame if...something were to happen to them…

And of course this is a game for nine year olds, so everybody has their own personal little guy as well who they carry around inside of a very marketable little wrist-mounted smartphone-esque PDA. These guys are called NetNavis, and that’s what Megaman is, and all the Megaman characters you expect to see; little guys who accompany their human pals and do stuff for them online. At first it kind of seems like they mostly exist to destroy viruses on The Net, but there’s a very funny bit in the middle of the game where Roll brings Megaman an email and when you respond to the email Megaman has to physically carry your email through the internet back to the other kid’s personal network and physically hand it to Roll like a messenger delivering a missive scroll in 1250 AD. Including the random encounters along the way it takes like fifteen minutes. To get an email! In the future! This girl lives next door Lan could literally walk to her house faster than it takes to deliver this thing.

It’s a very goofy and charming vision of the future, trapped in the exact wrong moment to be making a thing about The Internet, that crystalline moment where things are taking the shape of modernity but the entire system in this game’s idyllic future is modeled on this old style link-based personal web page era of the internet. What was surely cutting edge for exactly one year in 2001 does lend the whole proceeding a sense of the nostalgic idyll, this fantastical, upbeat, utopian version of a version of technology that existed in the mainstream for the briefest moment; combined with the kids who are free to do whatever the fuck they want for the most part, the bright colors, the peaceful town and the mostly low stakes to the conflicts, Battle Network has accidentally become one of those games about Being A Kid In Japan that everyone loves so much, if not to the extreme of something like a Boku No Natsyasumi. It’s one of those with a Saturday Morning coat of paint, a tone it strikes really well even as its villains make threats and commit acts of violence they could never have gotten away with on the Fox Box in 1999. There is a twist at the end of this game that made me LOSE my MIND it’s the funniest possible thing that could have happened but I’m into it if we’re breaking the glass and hitting the alarms in game one of six (plus two spinoffs) then bro strap me the fuck in I’m ready for the ride.

Gameplay-wise I think this one is pretty famous, with it’s combination of reflex-based twitch combat on a 9x9 grid with a deck building game, I think it feels fresh and great 20 years later. It’s not IMMEDIATELY perfect; elemental weaknesses are present but feel like an afterthought, the way your abilities load in between turns feels like it needs a more active element, attempts to force players to strategize their builds via card classifications are either not extreme enough or are too stringent, the encounter rate is HIGH and fleeing is an equippable ability only – there are just things that feel OFF here but despite all that the game is such a blast to play that the prospect of ironing out these kinks is exciting. There’s plenty of room for innovation. That goes double for level design, which is actually pretty bad uniformly but not to the game’s detriment with the exception of one late game dungeon which is possibly one of the worst single levels in any video game? But making all the internet stages just like bland corridors where the simple (OR IN ONE CASE NEEDLESSLY DIFFICULT) puzzles are made tedious by the encounter rate does seem needlessly hostile, I hope they’re a little smoother in the future.

I actually started playing this entire franchise chronologically from the beginning specifically so I would have full context going into Mega Man Battle Network which lol lmao do not do that what a huge mistake, BUT the game is very cool and now I’m a mega man fan so I guess it was worth it? It’s fine. This one’s good.

First stop in the legacy collection and this first entry is very charming, ignoring the confusing progression and painful amount of random encounters. Very first draft but it gets better from here. Wish the internet now was as cool as this.

Very interesting battle system from what I remember and cool concept. Definitely want to play this again soon

i wish the internet was as cool as it was in this franchise

Me when a really suspicious guy makes my mom's kitchen explode

A Capcom sempre soube o segredo para se tornar uma gigante da indústria. Crie bons jogos, faça deles uma franquia, transforme-os em uma subfranquia e tenha estúdios B, C e D que possam fazer suas releases anuais, semestrais e mensais constantemente. Mega Man Battle Network é um desses, outra subfranquia originária do Robô Azul, da qual recebeu muitos títulos durante o início até meados dos anos 2000.

Já quando jovem eu era apaixonado por Mega Man, conheci a saga provavelmente no X4 lá no meu PlayStation. Na época um dos desenhos (ou melhor, Anime) que passava era o famoso Mega Man NT Warrior do qual tenho os CD's até hoje.

Embora muito fã do anime, nunca havia jogado o jogo e não sei nem o motivo, afinal, sempre esteve no meu radar e sempre tive a curiosidade em testar, assim como a outra saga quase que contemporânea Star Force, do Nintendo DS. Enfim, o dia de jogar Battle Network chegou.

Logo de cara, amei reencontrar os personagens que eu conhecia na infância, sabe? Até a maneira como a cidade e as casas são já tava meio que fixado dentro da minha mente. Durante a gameplay ia até relembrando de alguns episódios aleatórios.

A forma como o jogo funciona é basicamente alternar entre o mundo real e o mundo virtual, onde seus combates e a maior parte da sua aventura é na Network. De início, é legal conseguir plugar (ou jack in como é no jogo) em alguns lugares tipo a T.V., Casa do Cachorro (sim, no futuro de Mega Man BN as casinhas de cachorro tem tomadas?!) ou até mesmo um piano e em consequência, conseguir entender o motivo pelo qual aquilo parou de funcionar ou apresenta problemas. Premissa interessante.

Porém, não é só de premissa que o jogo se faz, o principal aspecto é a gameplay, mesmo. Fora do mundo virtual, o jogo é um RPG dos mais tradicionais imagináveis. Você interage com os NPCs, eles respondem de forma genérica. Você interage com coisas, o personagem tem algo a dizer. Você pode pressionar "START" abrir seu menu e salvar o jogo, alterar algumas opções, enfim. É igual a muito do que você já jogou.

O combate do jogo funciona por um sistema de cartas (eles referem-se a "Chips" no game) dos quais o jogador pode utilizar (ou passar um turno para acumular mais chips para depois) para que auxilie o MegaMan.exe (acho muito fofo ".exe" no fim) no combate, podendo combinar seus Chips com outros da mesma categoria - no caso a letra, por exemplo, 3 Chips de Electric Sword de letra "J" ou 3 Chips diferentes, mas todos da mesma letra. É possível atacar sem os Battle Chips, obviamente, fazendo assim o nosso robôzinho atirar com seu famoso canhão de mão. Robô este que, nesse game, possui Upgrades que podem ser feitos, incluindo sua HP, o dano do seu tiro, carregamento do seu tiro e a velocidade do disparo - tudo isso em um campo estratégico limitado, com 9 espaços de cada lado sendo os outros 9 dos adversários. É bem feito. É legal você desviar a atacar os inimigos em um campo e depois de alguns segundos poder usar seus Battle Chips. Traz uma dinâmica muito boa e somado com o sistema de Upgrades e de obtenção de mais Chips (via batalhas ou o .exe Mercador) se torna muito foda. Porém, esse aspecto tão bom do jogo é destroçado por conta do Level Design pra lá de entediante.

Todo o jogo (com exceção do Primeiro Ato e Segundo Ato, basicamente) tem a Network consistida de vários caminhos sendo que só um vai te permitir progredir. Desses vários caminhos, alguns são bloqueados baseados no lugar que você plugou ou nos /"Insira nome" de um personagem que o Jogador ainda não tem a conexão de entrada/saída. Em um momento, vai ser no Sistema do Metrô, em outro na Escola, em outro nas Water Works da Cidade, em outro momento na Power Plant e por aí vai, sendo cada vez mais complicado e mais longo, sendo RECHEADO (e eu digo RECHEADO MESMO) de Random Encounters. Ou seja, você tá andando e PÁ! Vai ter que entrar em combate. Diferente de outros jogos dos quais você tem recursos para conseguir evitar o combate, em Mega Man Battle Network você só tem um Chip chamado Escape que te retira de batalha... Sim, você tem que entrar em batalha para poder sair da batalha. É patético, e faz com que os caminhos múltiplos e nada intuitivos piorem demasiadamente conforme o jogador explora - o que dificulta ainda mais por que você tá pensando "Opa, já passei por aqui, já fui por ali..." e é jogado para uma batalha. Após sair da batalha, você já esqueceu toda a linha de raciocínio que estava - e não dá pra jogar de forma No Brain em Fast Forward justamente por que o sistema de batalhas do jogo tem o elemento Tempo Real.

Quanto ao plot do jogo, é bobo. Não se aprofunda em nada e os personagens são genéricos, exatamente como já esperado.

A música é... nada demais. Pensando agora, eu lembro de duas delas justamente por que repetiam MUITO no gameplay loop do game, mas elas nem boas são. E as outras são totalmente esquecíveis. Mas não, não tem nenhuma ruim, também. O mesmo eu não posso dizer dos SFX, que são muito gostosinhos de se ouvir e não incomodam muito.

O jogo tem um visual aceitável para o Game Boy Advance, seus sprites são bonitinhos e os locais tem alguma personalidade aqui e ali, embora os pisos sejam sempre uns quadradinhos idênticos. As variadas Redes são legais mas depois de duas ou três delas você vê como são muito padronizadas. Chão igual, fundo sempre algum .png e a coloração variada. O que carrega muito é o fato de todos personagens serem muito charmosos visualmente, tanto no mundo real quanto os .exe.

Veja bem, é legal coletar os Battle Chips ou comprá-los do Mercador Cibernético (ou da Loja do Higsby). Assim como é maneiro colocar seus PowerUps em HP, ou Damage ou qualquer outro. É muito foda enfrentar alguns inimigos como o GutsMan.exe, WoodMan.exe, ProtoMan.exe e outros, desviar no momento certo, ficar duas rodadas sem utilizar nada para combinar seus Chips depois de 2 turnos para causar um dano absurdo neles. Ou utilizar Chips de aliados, tipo o da Roll.exe. Até mesmo os que controlam o campo de batalha, quebrando os pisos ou roubando espaço do inimigo. Mas em contrapartida, nada disso é suficiente para que o jogo seja elevado a um patamar das jóias da Nova Arte.

Analisando por completo, o jogo não é ruim. Também não é muito bom. Só é um tipo de jogo do qual o jogador nunca mais vai querer tocar, simplesmente por que ele traz um sistema de combate divertido cujo único propósito é ser dilacerado pelo decorrer da jornada.

No fim, Mega Man Battle Network é um bom exemplo de como o Level Design pode deixar um jogo charmoso, viciante e com um combate legal, em algo muito, muito TEDIOSO.

Resumindo: Esse jogo é um grande Rock Tunnel de Pokémon Fire Red/Leaf Green e você não tem o HM Flash e nenhum Repel. Boa sorte na chegada até Lavender Town.

I have no idea how Power Plant was allowed to be shipped as part of a real game

had a really fun story but the dungeons are such a pain in the butt! i gave up at the powerplant :( ill be moving on the the second game now x3

Replayed for the first time in over 15 years thanks to the Legacy Collection and I gotta say, this game has aged not the best. It's not awful, but it has a LOT of rough edges and suffers majorly from "First game syndrome" and due to the ridiculously high random encounter rate (Boy oh boy I love walking 5 steps and getting into a battle and rinsing and repeating that cycle for 13 hours) I think it would damn near be unplayable without the Legacy Collection's Buster Max Mode. The fact 90% of the dungeon design is labyrinthine as fuck and using a guide is practically mandatory was a big hindrance in my enjoyment as well.

The narrative is nothing to write home about being a typical Saturday morning cartoon "monster of the week" (Almost all the boss fights are very bare-bones with 1 or 2 moves as well which don't make for very exciting fights) episodic formula with a massive world ending threat in the background and both the plot and characters are very bare-bones until the very end when a major twist is revealed, but even so it's still entertaining at the very least. Still the creative, fast paced and addictive card based grid combat almost singlehandedly carries the game and even in its most primitive form it is still highly enjoyable and without a doubt is the reason the Battle Network series became as big a hit as it did because everything else about this game is merely ok at best.

Battle Network emerged as one of several Mega Man spinoffs, but who differs from their platformer cousins in two unexpected ways: A premise that brings to mind the modern-futuristic tech speculation of Digimon, and a battle system that blends grid-based tactical RPG and sidescrolling shooter. Elements of ATB provide both flow and breathing room to the mix, but the strength of combat owes more to its tactical influence. By assimilating much of the subgenre, from the variety of attack ranges to traversal, to map manipulation and even their 'mission design' (that often relies on outnumbering the player), they transform encounters into short, puzzle-like challenges, with lots of room to optimize and master their solution. Granting that is a large roster of limited-use battle chips; special abilities that boast an impressive range of types, effects and combinations, yielding a malleable moveset whose construction mimics TCG-style deckbuilding. Both the customization and the skill ceiling are unusual for JRPGs. With the exception of secret areas (cleverly hidden in environmental objects) and the overworld/net interactivity of certain puzzles, everything else is either weak (characters, dungeons, story) or annoying (backtracking), and pales in comparison to the harmony of a select few systems.

While immature, this work heralded a new, card game-tinged form of JRPG by integrating their collectible nature as a skill system rather than a crafting resource (i.e. Kartia: The Word of Fate) or a vehicle for items (e.g. FFVIII's Triple Triad). Their lessons would later be endorsed by followers as distant as Lost Kingdoms, Baten Kaitos and Kingdom Hearts: Chain of Memories.


The only Battle Network I played and I enjoyed it for what it is. I did not collect all of the chips and i'm sure there's some gameplay quirks I didnt pick up on. But this game is good and I look forward to the collection coming out soon. The combat is creative and fun. Personally, I prefer collecting the toys for NT Warrior.

This review contains spoilers

Megaman Battle Network Is a fun and (mostly) well designed experience. They do a good job introducing you to the world of DenCity. In this world people have devices known as PETs which stands for PErsonal Terminal. Inside these devices are net navis. Our story begins with our protagonist Lan engaged with Megaman in a Netbattle against his classmate Dex with his navi Gutsman. The story quickly picks up as the WWW, headed by Doctor Wily, start committing cyber attacks. You and Megaman start fighting off these attacks as they come with various themed dungeons each with their own gimmicks. I like how the story progresses and plays out. There are a few clichés sprinkled in but overall it’s a solid story. The soundtrack is beautiful for a GBA title. Very chippy, appropriately paced, and pleasant to listen to. Each track accompanies and reflects the environment perfectly. The world feels lived in as you can talk to several different characters that all have their own personalities. The back and forth between characters is charming and endearing.

Here is where the game suffers. This game has little to no sense of direction. Mega Man’s hints on where to go or what to do are often vague at best, and completely useless at worst. The way to progress this game is to talk to every person you see and hope you find the solution. Often times the game requires you to go further than where you’re told to be and then backtrack in order to trigger scenes and events. Then when you get into the net you are met with a spiraling labyrinth of nonsensical directions that leave you floundering around until you stumble upon the path you are meant to find. I’d say this is remedied by the dungeon designs but the gimmicks for half of the dungeons are just as bad. The first dungeon is a simple resource management puzzle where you have to put fires out to reach the boss. The second dungeon is a numbers themed dungeon with barriers that require you to do things like counting chairs in your classroom or look up a specific book in the school library. But most of the doors require you to guess between 00 and 99. The puzzle tells you if the number is too high or low and you get a handful of guesses before the password changes. It’s not horrible but it could use refinement. The true terror of these dungeons is the ice dungeon and the electric dungeon. Ice puzzles in theory sound great but are rarely well implemented. This game is an example of bad implementation. The puzzles start off straightforward with you sliding from one spot to the next but about halfway through you start having to find weird angles to slide in order to progress. These aren’t very easy to figure out as you only have a little bit of screen and so it comes down to trial and error. You’ll inevitably waste a lot of time looking for the precise place and angle that you need in order to hit the next spot and move on. The electric themed dungeon is also the blackout themed dungeon. Riddled with invisible pathways that are just as labyrinthian as the pathways that you CAN see. On top of that you are given a time limit in which you’re threatened with a game over screen if you don’t complete the dungeon in time. Though this challenge is quickly undercut by the fact that an NPC will recharge your PET anytime you run out of battery. The battery puzzle is decent and if it didn’t take forever to get to it then there would be enjoyment to be found. The only enjoyment I found was having a good old fashioned trial and error puzzle to give me a break from flailing around in the dark.

As far as the enemy viruses go most of them are pretty well designed. The inability to escape without an escape chip makes certain encounters particularly difficult and punishing. Dying in this game means going back to your last save (so save often). A bad batch of chips means potentially losing a lot of progress depending on when your last save was. If you’re playing this on the Legacy Collection then you can at least use the max buster setting to help catch up to where you were before you died. The viruses that are the most problematic I would say are Rattys, Megalians, Poppers, and Cloudys. Vertical elements specifically place a pretty hefty challenge. Bring them together into one battle and you better get ready to struggle. What’s unfortunate to me is that the way this game seems to present a challenge is not by giving your tougher viruses, but instead giving you an unfair combination of viruses.

I gave this game 3 stars because despite my grievances, I had a lot of fun with this game. I enjoyed the character dialogue, I like how the dungeons are themed and how the final dungeon is a combination of the dungeons. I see this game as being foundational to the rest of the Battle Network series. I don’t see myself visiting this title again soon but I cannot condemn this title either. I think for the average Mega Man, this is a decent title to enjoy. I don’t recommend this title as an entry point into the series.

(Played through the MegaMan Battle Network collection on the Switch)
This game is so nostalgic to me, I played BN3 Blue as a kid and this brought back all the good memories.
Fun game with way too many random encounters and obtuse level design. There's one dungeon with literal invisible paths and THAT'S not fun, otherwise it's not very easy to find your way around even the best of dungeons as there's no map either which would be alright with better level design. This mostly only applies to dungeons and the NET as a whole as the overworld is significantly easily to navigate. The combat however is incredibly fun and engaging, mix and matching the chips and discovering what you can do within the limits of the system almost makes it seem limitless, alongside the cool combo moves for putting together certain combinations of chips to make SUPERCHIPS!!!
The OST here is surprisingly great, especially for a GBA game, a standout is definitely Cold & Silent for me (however not the dungeon associated).
The story isn't anything to write home about through the majority of its runtime but the game ends with a bombshell that hits too close to home for me and that really got me. The games overall writing quality isn't bad either, especially given the limitations of the system it was originally on, mostly the screen size playing a part in this.
MegaMan Battle Network 1 has aged way better than I thought it would, but it's still got some problems of the games from this era such as the repetitive random encounters and overall strange level design, however the combat itself never became repetitive and if you got the
rerelease collection, you can zoom through certain dungeons (I did this when I was pretty lost or just irritated with the constant battle every 5 seconds) with Buster MAX which makes random encounters end pretty much instantly.

The art and music in this game is great, and the combat is fun, but it does like to waste a bit too much of your time and let you struggle to find some stuff that you need to do to advance. Still, worth playing once, and definitely good enough to get me to continue on with the series.