The Let's Play Archive

Mega Man Battle Network 3: Blue

by Epee Em, giver336

Part 15: Style Changes Return, Along With Epee Em's Usual Incompetence in Everything Not a NetBattle.



So, now that we have the Press program, it's time to explain why this thing is so goddamned annoying.

Usually I am excellent at being fake-enthusiastic about MegaMan Battle Network foibles!

Press program is terrible.




Remember the Iron Boots from Ocarina of Time? And how pausing, opening the menu, and equipping and unequipping them constantly made the Water Temple really annoying?

Press is like that for the whole game, and worse yet it forces you to unequip more useful programs in the NaviCust. It is singlehandedly the worst "feature" of the whole game. Myself, I tend to just leave the damn thing on and be done with it until I'm at the postgame and getting around is substantially easier.

Yeah, the boots are way more fun. Go with the boots.



However, I'll take this chance to show you something. When MMBN3 was released, a lot of promotional media or other MegaMan-related content had little secrets for this game tucked in them. One type of those secrets was Compression Codes, which can be used to shrink a Navicust program by one block. You hold Select while highlighting the program in the list, and then input the code specific to a given program. In UnderSht's case, it's Left, Up, B, L, Left, Up. Some programs (like Press, naturally) don't have a compression code.



As you can see, I can now fit Press and UnderSht onto the grid at the same time now, something I wouldn't have been able to do normally. So Press won't be terribly obstructive to my play of the game, but if you're the type of player who relies on as many NaviCust programs as possible to make the game easier on yourself, yeah, Press is a goddamned blight.

Those compression codes are a great thing to know, but they're not in-game so yeah the only way you'll find out about them is places like GameFAQS.



Now we can fit MegaMan across these stupid paths!



HOORAY



This is just checking what's inside the PMD via savescum, I didn't actually grab the chip. I don't think a Tornado L is worth 4000 Zenny.

But what about your library complet-... eh.



Alright, finally caught up with BubbleMan.



Well, that was easy.



Naturally, this isn't over yet. BubbleMan's scenario is very short, and from an LP perspective it's a godsend because I can fit it into one update instead of like, four like previous ones. The thing is, the majority of it is backtracking and running around, so since I don't take screenshots of such romps, it winds up being easier to LP.

Blah blah blah blah blah?
bubbleman is awesome




Yes, that's the same bubble graphic that Ms. Mari and Mayl were in. Naturally, it's a bubble, so Lan just prompts MegaMan to open fire.

And so enthusiastically!



I think the MegaBuster worked on an obstacle (not a presumably-sensitive target like a control program) precisely...uh...never. Wait, no, there was a cage in MMBN4. That's about it. It's a completely useless weapon outside of battle, and almost useless in it given how I play.



And yet, it's the only thing Mega will use outside of battle, because, uh. Yeah.



Now, how pathetic do you have to be to be BubbleMan's squadron of stooges?

Could be worse, they could be called the Blubble Brigade. But that's pretty much the only way it could be worse, poor fellas.



As usual, the villains are the only ones who recognize MegaMan. Even these three idiots do.





Needless to say, they're not particularly keen on confronting the dreaded MegaMan.

I am still just absolutely tickled that the generic "bad" navis are bright friggin' pink. Aw yeah.



Even BubbleMan thinks they're exasperating, but I find them quite amusing. They're old-school cartoon-style incompetent minions that, for once, the game doesn't try to depict as threatening.

Bright pink, you guys.



Anyway, BubbleMan's plan is to wear MegaMan out by sending him in pursuit of the Bubble Brigade, who have an item that can be used to pop the bubble wall. A war of attrition fought with ineptitude.

On both sides...



The Bubble Brigade prides itself on being the best at retreating in all of WWW!

A coveted distinction!



I'm not even joking or exaggerrating. All these guys need are thematic uniforms and they've got the Cartoonishly Stupid Minions role down exactly. And that's intentional for once!

They're got a maniacally-laughing evil scientist for a boss, it all fits together!



It says a lot about you when BubbleMan finds you annoying as hell.



I wish I could talk about certain villains in this LP contrasted to what we see here, but I assume that future LP Archive readers will be reading them in game sequence, not the order I played them.

I think when you do go through and contrast them, you'll find that the future villains are not nearly so pretty in pink.
Except for that one time we had that genderswap distraction
Nevermind




The Bubble Brigade needs some slapstick, but that would require one of them being intelligent enough to know when the others were being morons.

Top WWW operatives, all of them.



They're kind enough to loudly announce their hiding spots, at least.

Once again, top WWW operatives.



I'm starting to mentally parse BubbleMan's "blub" tic as a sort of kid-friendly-cursing sort of thing. If you read his dialogue and replace "blub" with "fuck" it still makes grammatical sense.

He's a smurf.



I regret nothing.



BubbleMan explains the obvious, that his "sudlings" have the Needle item that can break the wall, and we're off!

We really need as much hand-holding as possible, apparently. Thanks, game!



After that cutscene ends, Higsby reports that the bubbles have turned yellow. They'll explode soon!

Science!



The Brigade is right where the school door security program was. The game is courteous enough to not trigger their attention until MegaMan actually interacts with them directly, as opposed to proximity like it usually is for this sort of thing.

Good thing they didn't like, split up or anything.



Anyway! This battle marks an important part of the game.

Aw, nice! I forgot this was so soon!



After the results screen is shown, a cutscene in-battle plays.



Ta-dah! StyleChange is back from MMBN2, as mentioned earlier, and this battle is what triggers your first one. I got WoodCustom style.

I was gonna say "oh! Same as I got in MMBN2" but turned out I got WoodShield and have a terrible memory



WoodStyles are still rad.



Yuuichiro doesn't help with the "CyberPuberty" analogue though...



Anyway, the style changes are mostly identical to MMBN2's. The big change is that as Styles level up, not only does the charge shot increase in power, but you get awarded special NaviCust programs.

However, there are several new styles added to MMBN3, including version-specific ones:

Ground Style: White only. Obtained by using many field-changing chips. Specializes in terrain-altering effects, cracking panels, and the programs include things like SetMetal, which starts the fight with a whole field of unbreakable metal panels, or even SetHoly.

Shadow Style: Blue only. Obtained through evasive, NOT defensive, chip use, such as Mole and Invis. I was worried abou tgetting this, actually. Specializes in evasion, charge shot is a 1-second Invis period. Programs obtained include KawarimiMagic, which lets you input Back+B whenever you get hit to trigger an AntiDamage effect instead (players who can pull this off reliably are almost invincible, though it requires very skillful timing), FloatShoes (ignore negative terrain effects), and AirShoes (cross holes freely). Interestingly enough, many of Shadow Style's programs would see returning use in subsequent MMBN games, though made much more easily available.

Bug Style: Both versions. Obtained by fighting most of your battles with a bugged NaviCust, arguably a "secret" style. So overpowered I don't intend to use it in this LP. The gimmick is that you start battle with a cocktail of random bugs and benefits, to emphasize that MegaMan is literally fueled by chaotic bug data.

In theory, every battle imposes random penalties and benefits on you. In practice, the random generation is heavily biased into giving the player 3+ major benefits (starting with 10 chips, auto-Barrier, temporary green invincibility, maximized buster stats, etc.) and maybe 1 utterly trivial penalty (1-per-second HP drain on the Custom Screen, temporarily reversed controls, same HP drain in-battle, or at the VERY worst MegaMan automatically moving to the top row of the field) that doesn't balance it in the slightest.

And if you DO get into a 1-in-100 battle with too many penalties against you, you can just reset and have new conditions generated for you. The programs you get awarded are BugStop, which is actually useless in this game due to being so huge on the NaviCust grid, and DarkLicense, which allows you to use a few postgame chips without needing to fulfill an in-battle prerequisite.

There is no HubStyle or equivalent this time around, so don't expect to see an "ultimate style" get unlocked for use in the postgame or something. Rest assured that there are plenty of other sources of game-shattering power to be tapped into.

I still miss Gater, for ultimate cheapness.



You get the option, when you get a StyleChange, to choose whether you want to use it or keep looking for another. This is important, because unlike MMBN2, you get Normal Style and 1 StyleChange, not two. On top of that, you can only get the awarded programs from a given style by leveling it up, which requires an amount of battles depending on the style. Usually a 50-100-150 curve for Level 2-3-4. And you can do something verrrry amusing(ly broken) with Custom style programs, in fact, but I'll tuck that tidbit away for later.

I also miss having 2 styles. Being able to switch elements when you were in an inappropriate area was amazing.



StyleChanges don't carry a visual change onto the overworld, as with all but two (or technically 3) form changes in the series.

That guy seems pretty horrified by it, regardless.



The Bubble Brigade promptly freaks out. It's refreshing to be an object of fear in these games.

It really, really is.



MegaMan demands the Needle, but they have other plans. They decide on SciLab 1, and off they go.



Pictured: MegaMan standing in the wrong half of SciLab 1 and having to cut back through area 2 again.



I seem to remember this sort of thing being a problem in MMBN2 as well



Priorities, I have them straight.

For such a solid chip? Yes.



I feel vaguely mocked by the cosmos with this fight.

HERE'S ONE I PREPARED EARLIER





You'd think MegaMan would just start shooting them rather than politely asking for the Needle by this point.

He's a little embarrassed about the ineffectiveness of his buster.



I guess everyone needs to be good at something.



Although apparently the only reason these morons even qualified for WWW membership was their ability to scram. I like to imagine Wily just shouting at them to go away and being impressed by the speed with which they did so.

Top WWW operatives.



Next is Yoka 1. Wait a minute...



Now seeking a bit of variety, and getting a little bored, I opted for some Chip Trader abuse. A cluster of StepSwords, AreaGrab Es, and a CurseShield1 or two later, and I felt prepped for the Double BubbleMan fight up ahead.

God I love me some Chip Trader abuse. Oh, hey, I never really used stuff in the "M" code before, but that does totally fit into your folder



And yes, they really were stupid enough to retreat back to the door.



Hmm, maybe that's why they're in the WWW



This is a valid point, given that nameless HeelNavis have no chance against MegaMan.

At least they tried



BubbleMan isn't having any of it, and orders them to get lost again before MegaMan shows up too early. All things considered though, given we're on an implicit time limit, thousands of lives are being saved by these three being so inept. Villains so stupid that they wind up accidentally saving the day.

Eh, it's been done before.



And so...



They're also some of WWW's most mediocre fighters, so that's that.

TOP WWW OPERATIVES.



FINALLY.



Just go away already!

Dude, don't chase away our potential new best bros!



That's that, but before I go fight BubbleMan for real, time to double up the boss fight as usual.



Oh, and funny thing. Yuuichiro will always email you the details for the Style Change you've most recently receieved next time you enter Lan's room.



Back to memory address 0801F7B0, a few 01 values were changed to B0s, annnnd...I'll get back to you next time, because I've misplaced the video file of the fight. Worst case scenario I'll just re-record.

Do it! Do it do it do it!