The Let's Play Archive

Mega Man Battle Network 4-6

by Epee Em

Part 83: Interlude: Navi Design Contest Results!

Added to the fanart post, thanks for another picture! Speaking of...

PlasmaMan posted:

honk honk
Here are the entries I've gone back and checked:
OrangeFluffySheep's InvisibleMan.exe (I'm sorry but I don't think you won)
http://forums.somethingawful.com/sh...0#post387978444

gnome7's BanditMan.exe
http://forums.somethingawful.com/sh...3#post387993323

Starkclamp you put your entry back up RIGHT NOW
http://forums.somethingawful.com/sh...3#post388011326

Six of Spade's VegasMan.exe
http://forums.somethingawful.com/sh...3#post388011326
http://forums.somethingawful.com/sh...3#post388025312

The Deleter's MelodyMan.exe
http://forums.somethingawful.com/sh...3#post388025312

Depressing Box's SnidelyMan.exe
http://forums.somethingawful.com/sh...3#post388033351

Somebody get Terry an avatar for this
http://forums.somethingawful.com/sh...4#post388038205

Bruceski's CrashMan.exe and ClashMan.exe
http://forums.somethingawful.com/sh...8#post388325835
and some artistic aid
http://forums.somethingawful.com/sh...8#post388327404

SystemLogoff and SKBasis, if you two would write up some attack patterns or something for your art, I'd pretty much certainly rank 'em higher. It is a design contest, after all, not just art.

There's still time for last-minute entries. I don't feel like going through all these today. HA HA.

edit vv whoops, fixed. vv

Since PlasmaMan's gone missing, here's the list of entries into the contest. Considering this and the elemental system needing to be explained, I'll instead include them both in this as a sort of intermission. I'll offer my take on the entries, but I can't bring myself to nominate a winner because I can't actually pay for the award.

Embarrassing fact: I used to be an admin for an InvisionFree MMBN fan forum, so I'm actually quite used to evaluating Navi designs.

Entry 1: InvisibleMan by Orange Fluffy Sheep.



I'm the invisible man...I'm the invisible man...incredible how you caaaaan...SEE RIGHT THROUGH ME!

Entry 2: BanditMan by gnome7.



gnome7 posted:

A serious entry here. BanditMan.exe (which I only noticed after finishing the picture is one letter too long for the Capcom naming requirements, oops) is a renegade navi without a master. He attacks other navis for their zennies and is an all around big jerk.

BanditMan has 3 different attacks that he uses in combat. His first is a precision shot, where he locks in on the player and fires a single strong shot from one of his pistols, which is avoided by moving between the frames when he gets a lock on and when he fires. His second involves moving into the player's lane and opening up a salvo, rapidfiring two pistols down the row. His final attack involves lighting a stick of dynamite and tossing it directly at the player, which explodes in a + shape after a second, dealing heavy damage and cracking the tiles. BanditMan avoids staying in the same row as the player, always teleporting away when the player enters, unless BanditMan is attacking. His AI strategy would be to box the player in using the Dynamite, and then full the player full of holes with his various pistol attacks.

BanditSoul would change Megaman's charge shot into Banditman's precision strike, working like the lock on cannon Epee Em is so fond of. BanditMan's chip would be the Dynamite attack, thrown 3 squares ahead and exploding in a + shape that cracks all tiles it hits. He would fill the role of Power in the group, using his Dynamite for his Order Point ability.

This was designed and submitted, along with most of the entries, back in MMBN5. I like BanditMan's design a lot, it fits well with the visual design Navis have in the series. The format is usually "Spandex with chest armor, gauntlets, boots", with various other features like back armor and various helmet designs optional. BanditMan strays from that just a bit while still keeping the overall theme in mind, which fits very well with his status as a renegade Navi.

Entry 3: RedactedMan by Starkclamp.

Well, Starkclamp took it down, so...

Entry 4: VegasMan by Six of Spades.



As with BanditMan, I like how VegasMan keeps to the theme of the series' designs. I can definitely picture squaring off with him, likely with card-throwing, dice, slot, or roulette attacks.

Entry 5: MelodyMan by The Deleter.



The Deleter posted:

MelodyMan.exe
The public face of Melody Music Inc., MelodyMan doubles as a mascot for the company and their number one artist, constantly experimenting with new sounds, revisiting old ones and always producing new hits. MelodyMan technically doesn't have an owner, but is often at the beck and call of the company's Creative Director Paul Peters, who has profited greatly from MelodyMan's ability to appeal to everyone and rake in the zenny and is responsible for the direction of most of MelodyMan's hits.

MelodyMan himself, however, is stressed out by the pressures placed on him almost constantly. He finds it harder to create new riffs and beats, despises the ideas Peters forces upon him, and is becoming jaded at the extremely capitalist approach of his superiors. One day, after a rough recording session, he slips into the Undernet and buys a few illegal recreational programs from a HeelNavi. When he uses them in the privacy of his webpage, however, he finds out too late that they are corrupted, and the resulting errors cause him to begin to attack Melody Music Inc.'s servers, on which their financial records are stored. Peters, desperate to save his cash cow, calls in Lan and Mega due to their reputation.

When beaten, MelodyMan goes into sleep mode to recover, and wakes up later to tell Lan and Co. what happened. This probably gives the player a clue to begin the story proper as they investigate who is distributing the potentially life-threatening chips. When Peters attempts to talk MelodyMan into a new album, Melody instead decides to take "an extended vacation" and tag along with Lan, looking for inspiration to create his own music, rather than what the company forces him to.

Attacks
MelodyMan has four attacks. His first and most common is a simple energy blast from the palm of his hand, akin to a beefier version of the Megabuster. This can be dodged with good timing. His second attack fires a cone of sound from the speakers on his shoulders in front of him, similar to ShadeMan's echolocation attack but with an extra column at the end, forcing the player to seek refuge in the lower-right corners. He will always teleport to the front row to do this. His third attack spawns a low-hp "ball" of sound that drifts forward slowly on its row. If it hits Mega, it does damage equal to its HP, but attacking it will reduce its HP and can destroy it. His final attack turns up the beat on his headphones, increasing the rate of his attacks for a short duration.

Chips
MelodyMan's chip acts as a little music player for Mega, granting him a faster attack and movement rate for the rest of the round. I'm not sure what code it would be, so make your own mind up.

MelodyMan, by contrast, offers an alternative design that resembles the robots from the I, Robot movie. Although, I think The Deleter's intention was to evoke an iPod. The first entry with a backstory, I'm rather amused that MelodyMan, as a musician, would be after "recreational programs" and goes crazy. That stab would probably not make it in the games. This entry feels a lot like intended snark towards either an individual, corporation, or the recording industry in general. And I appreciate that, naturally, what goon doesn't like good satire?

Entry 6: SnidelyMan by DepressingBox.

Depressing Box posted:

With LaserMan.exe gone, I thought of the perfect replacement NetNavi for Dr. Regal:

SnidelyMan.exe



Attacks
  1. SnidelyMan throws several MiniBombs, followed by a CrackBomb or ParalyzeBomb.
  2. SnidelyMan appears on your side of the field, tips his hat, then vanishes, stealing the panel he was standing on.
  3. SnidelyMan cackles as train tracks run down a random row, followed by a train. Getting hit by the tracks as they're laid paralyzes you.
  4. An enormous buzzsaw appears, taking up your entire back row. SnidelyMan begins sliding 2-panel-long logs towards you, trying to push you into it.
  5. When near death, SnidelyMan can pop open his top hat to reveal a powerful TimeBomb. The countdown starts, and you need to delete him before the bomb explodes and destroys you both.
SnidelySoul
Appearance: Megaman with purple armor, a top hat and a curly moustache.
Effect: MegaMan takes more damage but moves faster. All bomb-based chips have a chance of cracking the first panel they hit, and MegaMan's charge shot become a close-range paralyzing attack.

Let's see, this is hilarious, well-made, and it mocks Regal. I'm in love. Wait, why is the first picture named "notcanadaman"? Either way, I can definitely say that the series would be greatly improved by giving Regal SnidelyMan as a Navi, because then we'd see that we aren't supposed to take him seriously. He'd be an amusing parody of generic evil villainy, but instead he's a boring example of it. At least he's got an emoticon to forever bear the shame.

Entry 7: BeardMan by Terry van Feleday.



Holy. Crap. BeardMan, Anger Impact, hatred for CloudMan, and all wrapped up in a delicious sprite package that wouldn't look out of place in the games themselves. I'm in awe. What's funny is that PlasmaMan (whom I keep mistyping as PlasmanMan) even said that making a BeardMan.Exe was too easy in terms of qualifying. I don't think anyone expected this, despite that! When this was originally posted, it was quickly nicknamed BeardGod for the Norse look due to the windswept beard. And because it's just amazing.

Entry 8: CrashMan and ClashMan by Bruceski, with artistic aid from Screaming Idiot.

Bruceski posted:

God, I can't draw with a mouse worth beans. Don't get me wrong, my freehand drawing isn't much good either, but at least I can do a straight line and some sembelance of "talent". Well, here's my Navi submission.

Crashman.exe and Clashman.exe

Operators and personality
Operated by the twin Nebula operatives Bit and Nybl, Crashman and Clashman work together to terrorize the Cyberworld. They operate together so effectively that it is rumored they are both incomplete copies of a single navi program, and if one were to be deleted the other would likely do so as well. Crashman's armor is thick enough to protect from most attacks and he's the enforcer of the duo. Clashman does most of the thinking, focusing on mobility thanks to his small body. Though his sword-arms are effective they don't have the stopping power of Crashman's armored fists, and so Clashman readily uses his partner as a living shield, darting into the open when his foe's distracted.

Battle
Uniquely among MMBN bosses Crashman and Clashman are fought at the same time and share a HP pool. Crashman sticks to the front row, and his heavy armor means that he takes one damage from any non-breaking attack. He moves slowly (half the speed of a normal navi) and only moves up or down one panel at a time, trying to get on the same row as Megaman. Clashman teleports around the back two rows in normal Navi fashion. They have a total of three basic attacks and one desperation combo attack.

Crash Punch -- If Crashman gets to the same row as Megaman he slams a fist into the ground, cracking the tile directly in front of him and sending out a shockwave along the rest of the row, similar to a Mettaur's.
Death Propeller -- Clashman teleports to a square adjacent to Megaman (not the center square unless forced by objects) and spins, striking all surrounding panels.
Blade Sweep -- Crashman appears at the top of the grid and dives down, striking all the panels in a column. This attack repeats three times, targeting Megaman's column each time.
Combo Crash -- Clashman teleports onto Crashman's shoulders (for the duration of this attack only Crashman can take damage) and they create shockwaves along two rows at a time, first the top two, then the bottom two, then the outside two rows.

You can always expect humor from goons, and this lighthearted entry demonstrates such just fine. Naming the twin Nebula operators Bit and Nybl is a nice touch. For those unfamiliar with the term, a Nybble is a half-joking term used to describe 4 bits, or half a byte. Since that yields 16 possible combinations, this is where hexadecimal digits come from. I like how the two of them are reminiscent of Bit and Byte. I think that fighting them would be very fun, as Bruceski is correct that there's never been a two-on-one fight in the series. The MMBN3 romhacks don't exactly count.

Entry 9: ZoneMan by SystemLogoff.

SystemLogoff posted:

I thought the Navi-Contest was long closed... but hey, I've done worse by procrastinating before. Here is my (created in 2 days, sorry for the horrid arm unwraps) Navi.

ZoneMan.exe

The manager of global time zones. (Because you know that in the world of battle network it has to run by one clock.)

Also, I do apologize for the on the internal gearwork.

Moves
Gear Barrier (Start of battle) - Converts field into Geartype, each panel now has 2 "HP" to resist cracking and field converting.

Time Distortion (Reaction to areagrab) - Swap which side uses which color field.

Chime Summons two Tuby's with reduced (quarter) the normal amount of HP. Tuby is the horn-virus that causes confusion.

Gear Launch A 2x2 Tile gear launches at Megaman's field.

Sprocket Spree Launches two 1x1 tile sprockets at Megaman.

Battle Chip
Would set Megaman's side to Geartype and attack the enemy field with 1/2/3 gear launches. (As you get the upgraded chips.)

I can't say I was expecting a 3D render to appear in the contest! I'm curious how SystemLogoff made this. While completely different from anything the series has shown so far, what's not to like about this? The steampunk-ish design feels like it would be very distinctive if it appeared in one of the games. I really like the internal clockwork, despite SystemLogoff apologizing for it. Seriously, the amount of detail in this picture is incredible. The mustache, the glasses and hat, the intricately-styled wingbits on his back, all of it is just very visually appealing.

Entry 10: BurstMan, Enka, SheepMan, PumpMan, SolarMan, ChillMan, CrashMan, GeminiMan, CrystalMan, AstroMan, BladeMan, StrikeMan, NitroMan, CommandoMan, PlugMan, and DynamoMan by SKBasis.





SKBasis posted:

Okay, you asked for it.

========

BurstMan (wood) - Going with a stronger 'chemical' theme for him, I made him Wood-elemental just because it would be halfway justified for a medical Navi and there's a real lack of good Wood-types. He could take the place of MMBN2's Doc.

Reagent Bubble: Creates a slow-moving bubble of liquid that drifts at random around the battlefield. Can be colored red, yellow, green, or blue and does the appropriate elemental damage (fire/elec/wood/aqua). Multiple bubbles may be present at once (depending on BurstMan's version), and when they collide, the Synthesis effect happens.

Synthesis: When two bubbles move into the same space, they cause a 3x3 explosion centered on the square they were in. If either was green, the damage is Wood-elemental and all affected panels turn to grass. Otherwise, the damage is non-elemental.

Bubble Wrap: Based on the attack from MM7, BurstMan can place his hands on the ground and cause bubbles to rise from Megaman's side of the field. They do no damage, but do cause the Bubble status on hit. Telegraphed by the usual flashing panel effect. Higher versions of BurstMan would save this move until after a yellow bubble is out.

=========

Enka - Another 'replacement' Navi, this one for MMBN2's Jennifer. Based on Enker, but with a Valkyrie/Goddess motif.

Mirror Buster: Enka flings her spear down one row. Normally does low damage, but the damage increases depending on her charge (see below). If she had a charge, it resets to zero after this attack.

Shield of Victory: Enka will block all non-Breaking attacks in this mode, adding all absorbed damage to her charge, which is displayed beneath her the same way as an Aura.

Spear Rush: Enka charges forward, rushing across one row, then rushes back the opposite direction (so, from behind Megaman) to return to her side. Not affected by Enka's charge; she'll keep it intact if she has one.

=========

SheepMan (elec) - SheepMan is a piece of educational software meant to teach kids how to Netbattle. His elemental affiliation is there to teach them about the weakness cycle. Meant for Ms. Mari (her name is appropriate for it, after all).

Thunder Wool: Sends a puff of wool down a single row; the wool releases sparks above and below with a frequency depending on his version.

Woolly Cloud: Similar to CloudMan, SheepMan can turn into a field of clouds to camouflage his true position. The clouds release small sparks that travel horizontally. Unlike CloudMan, though, there's no associated thunderhead over on your side; the smaller clouds themselves drift around randomly around his territory.

Wave Shot: A large spherical spark; will either travel in a wide zigzag at 45-degree angles, bouncing off the top and bottom rows, or a tighter wave like a Satellite chip from MMBN2.

=========

PumpMan (aqua) - Big and lazy, relying more on indirect effects to bring everything to him instead of going to chase it down. Of course, since he can control and create water currents, this works just fine. Replacement for Dr. Froid, because who else would be a Waterworks Navi? IceMan could then go to his son, as well as replacing the ColdBear miniboss.

Water Shield - A set of hovering water spheres appears on the near column of PumpMan's field. These will block attacks from passing through, but can be destroyed normally. Electric attacks will destroy them instantly.

Current Pump - Creates waves of water that travel either back-to-front or front-to-back across the entire battlefield. Unless in an Aqua-element style/cross himself. Megaman will be swept along with the wave whichever direction it travels. Does no damage.

Aqua Stream - A direct water attack from PumpMan's chest pipe, the Aqua Stream is a deluge of water that flows across one row. If a Water Shield bubble is in the way, it will get pushed forward and do extra damage. Blocked by holes.

PumpMan's navi chip would be a multiple-hit type - a flurry of water spheres that fly forward on random rows. Mashing the A button during the attack will create more spheres; up to twice the normal amount.

========

SolarMan (fire) - I thought a more tropical theme worked well for SolarMan. No real idea where he'd fit into the game world.

Rhythm Blaze - Throws a pair of maraca-bombs into your area. These bounce around at random for a little while, then explode.

Solar Blaze - The battle against SolarMan will always have a giant sun hovering behind the battlefield (similar to ClockMan's clock, but immobile). This sun will occasionally send out Gun-del-Sol-like rays that drain hit points, either down one of the two central columns or diagonally across the left or right 3x3 square of the field. SolarMan can and will hit himself with this on purpose.

Heat Charge - SolarMan can hit himself with his own attacks; instead of doing damage, this will power up the sun above his head and make his future attacks do double or triple damage. This also happens if you're unwise enough to hit SolarMan with a fire attack yourself. The effect will wear off over time, or if you hit SolarMan with an Aqua-element attack.

========

ChillMan (aqua) - Went with an ice-skater motif for him, just because he moves like one. An Arctic counterpart to the tropical SolarMan.

Chill Spike - random panels across the entire field erupt into icy spikes. If you're caught in one as it forms, you'll be placed in Frozen status, otherwise they act like destructible obstacles, blocking your movement.

Chill Dash - ChillMan skates across the field, either down a single row or diagonally across the field (hitting two squares in each). He will destroy his own Chill Spikes, shattering them and causing four shards to fly out in an X-shape to damage those squares.

Dash Switch - Midway through a Chill Dash, ChillMan can decide to switch direction and return to his own side. This will continue shattering the spikes, as well as throwing a cloud of icy shards into the squares he would've entered.

========

CrashMan (fire)

Crash Bomb - Plants a hemispherical bomb that can be destroyed either by doing damage to it or by a single Aqua-element attack. Left alone, it will explode into the eight surrounding squares. CrashMan can have up to two of these out at once.

Flying Cone - CrashMan fires a large conical missile. This not only does damage, but any obstacles it encounters will be broken as it flies forward unimpeded.

Simulator Pause - Creates a red flashing signal in the back of CrashMan's field. While the signal is active, Megaman may not use chips (they simply make an error noise when you hit A; they don't go away). The signal has relatively low HP, so a few charged attacks will take it out.

========

GeminiMan

GeminiMan is always accompanied by a mirror image - a holographic double that mirrors his position, over on your side of the field. The hologram itself does no damage, and can coexist on a panel with Megaman, but is far from harmless. If it attacks while you're on the same square, Megaman will unavoidably take damage.

GeminiMan has permanent AirShoes and FloatShoes.

Gemini Laser - Fires a bright beam between GeminiMan and his reflection.

Gemini Shot - Both GeminiMan and his reflection will fire a few quick buster rounds diagonally.

Swap - GeminiMan can swap places with his hologram. Does no damage unless you happen to be in the same square at the time; mostly serves to be confusing.

========

CrystalMan - A Navi for a prototype wearable PET embedded into a pair of glasses.

Glass Stage - CrystalMan can glassify the entire battlefield; glass panels will break if an attack that does more than 100 damage hits something on (or directly above) them.

Light Buster - Standard buster attack, 10 damage per hit. Quick attack rate. Not much on its own, but will combine with...

Crystal Eye - Creates a lens that follows CrystalMan around like GateMan's gate, moving into his row. CrystalMan's Light Buster is amplified by the Crystal Eye; if he strikes through it, the lens will amplify the shots to move slower but strike harder. Blocks attacks of less than 100 damage; anything stronger will shatter it but send shards into the 8 adjacent squares.

Lens Flare - The Crystal Eye has its own independent attack; if it stays on the same row as Megaman for long enough, it will send a cone of light onto his square, draining HP like the Gun del Sol.

========

AstroMan (cursor)

Astro Crush - A series of starry globes (like AstroMan's base) will crash on Megaman's side of the battlefield, damaging 2x2 squares at once.

Constellation Strike - A star-shaped cursor appears over Megaman's field and traces out a pattern. Comets will then strike in the same order, doing Cursor-type damage.

Orbital Strike - Like PlanetMan, AstroMan has a pair of moon-like satellites that continually orbit his field (although AstroMan himself will still move around; the satellites don't interfere with his position). If a satellite lines up with Megaman's row, it will fire off a sparkling shot.

========

BladeMan (sword)

BladeMan has no projectile attacks, but he will freely use AreaSteal and PanelSteal to close the distance between him and you in order to use his attacks better.

Claymore - Drops a huge sword that hits the three panels in front of BladeMan, shattering them and doing breaking (not sword) damage.

Triple Blade - A quick triple strike, hitting like a LongSword chip plus a pair of opposite-facing Cutlasses (see below).

Cutlass - A sword chip that hits one square in front and then a second square diagonally behind, striking downward from the top row, upward from the bottom row, and randomly up or down from the center. This would also be a standard chip.

BladeMan will also use a variety of ordinary Sword chips - Sword, LongSword, WideSword, and Katana.

========

StrikeMan

Change-Up - StrikeMan's standard projectile attack - he can toss baseballs at two speeds, and they will either stay the same speed all the way across or switch to the other halfway through.

Curveball - StrikeMan will throw these from either the top or bottom far corner of the field - it travels three panels straight ahead, then turns to move diagonally across.

Rebound Striker - Change-Ups and Curveballs, in StrikeMan's later forms, will bounce back toward StrikeMan after leaving your edge of the screen - the only warning you get is a 'boink' noise, then the baseball returning. It will always return in a straight line and constant speed. StrikeMan has time to throw another attack while waiting to catch a rebound, but he will always catch a rebounded ball if there's room for him to stand in the rear column of the row it's on. You can use this to predict, to some degree, where he'll stand.

Beanball - A larger baseball; does low damage, but can shatter your chips like the Roll Arrow.

========

NitroMan

NitroMan (like a Navi we'll see later on in 6) is always moving forward, dashing up rows regardless of ownership. Unlike that other Navi, he can change lanes in an attempt to run you over, though he'll always do this at the center of the field. He can speed over holes one panel wide, but wider gaps and obstacles stop him and force him to teleport back offscreen.

Wheel Cutter - NitroMan will leave a bladed wheel behind him that rolls forward up the same row he was on (about half as fast as NitroMan himself goes). NitroMan will not roll his own cutter over, allowing you to position yourself strategically to avoid his dash attacks.

Light Speed Dash - When NitroMan is still offscreen between dashes, sometimes a whole row will light up at once. This is your cue to get out of there; NitroMan will speed through as a barely-visible blur, leaving a trail of spiked panels behind that do minor damage when stepped on and self-destruct after a short while. As before, he won't roll his own attack over.

========

CommandoMan (break) - Military Navi from Sharo, assigned to demolish old and unneeded defense programs. Meant to be a partner to SearchMan; the heavy-defense tank who attacks directly and causes a distraction while SearchMan stays hidden and snipes opponents.

Shockwave Punch - Like GutsMan, CommandoMan can hammer the ground and create shockwaves.

Commando Bomb - Sends out a free-flying explosive drone; tracks like a Ratton to go vertically after an initial horizontal flight. If you dodge it again, it will fly back towards CommandoMan's side. If the bomb hits him, he'll simply catch it again, otherwise once it goes off the rear edge of the field, a shockwave will erupt and travel back down the row.

Air Missile - CommandoMan launches missiles straight up out of his shoulder-boxes. These will fall back down on random panels in Megaman's side of the field, cracking the panels they land on and sending 4-way shockwaves from the impact point. The missiles will rain down over the course of the battle while CommandoMan continues to attack.

========

PlugMan (elec)

Plug Ball - Shoots a spark along the ground that will turn once, like a Ratton, to hit you. Blocked by holes.

Plug Charge - When hit by an electric attack, PlugMan will start to shed sparks. This will cause his next attack to double in damage. The attack that triggered this will do zero damage to PlugMan.

Rolling Electrode - Inspired by DynamoMan's attack from Megaman & Bass, the Rolling Electrode takes up two adjacent vertical panels, rolls towards your side of the field, and can be destroyed.

Not too dangerous on his own, but see below.

========

DynamoMan (elec)

Dynamo Charge - When hit by an electric attack, DynamoMan will instead absorb the damage as healing.

Dynamo Spin - DynamoMan will warp into your territory and create a trio of sparks that whirl around the 8 panels surrounding him.

Lightning Bolt - Three random panels will flash, then lightning will strike those three from above.

PlugMan and DynamoMan have a big brother/little brother sort of relationship; you fight the two of them together, which means they trigger each other's "charge" abilities.

...Wow. Funny how this worked out to be the last entry. First off, I love the designs for each of them, they respect the original themes while also fitting the visual style of the Battle Network games. I'm particular to GeminiMan and AstroMan, as well as all the Navis that were given small descriptions and roles in the pictures. Plus, they're interacting in some cases, and the variety of poses is great from an artistic standpoint. You can tell that each and every one of them was carefully considered and thought out. SKBasis must be a real fan of the series to produce this many designs for it.

Onto the elemental system description!

: PIKIRIIPIKARIKARIIPK APIRIKPIARIKAPIRI AKIRIK PAIRIK ARIKI PIKIRPARI PIARKIKI AIRPAKIRI!

(The original Wood > Elec > Aqua > Fire > Wood element circle is the same. MMBN6 adds a new circle: Sword > Breaking > Cursor > Wind > Sword. There are, additionally, 4 elements that have no weaknesses or resistances: +/-, Recovery, Obstacle, and, of course, Null.)

...Er, that was a lot shorter and simpler than I thought it would be.