Ludography
62/100
Players13 ratings
64/100
Critics2 reviews
Mega Man Network Transmission cover

2010 · Arika · Action · Platformer

Mega Man Network Transmission

Nintendo exclusive

Mega Man Network Transmission, known in Japan as Rockman EXE Transmission (ロックマン エグゼ トランスミッション), is a video game developed by Arika and published by Capcom and ShoPro Entertainment for the Nintendo GameCube console. The game was first released in Japan on 6 March 2003, and in North America and PAL regions the following June. Network Transmission is part of the Mega Man Battle Network series, which originated on the Game Boy Advance (GBA) handheld.

Released
11 June 2010
Platforms
GameCube
Genres
ActionPlatformerRole-playing
Developers
Arika
Publishers
Capcom
Series
Mega Man Battle Network
Modes
Single-player
Themes
Action
Country
Japan
Age ratings
ESRB E
Time to beat
12hwith extras18hcompletionist
Composers
Shinji Hosoe

About

Mega Man Network Transmission is a 2003 action-platform video game developed by Arika and published by Capcom for the GameCube video game console. The game was first released in Japan on March 6, 2003, and in North America and PAL regions the following June as Arika's only GameCube game. Network Transmission is part of the Mega Man Battle Network series, which originated on the Game Boy Advance (GBA) handheld game console and takes place in an alternate timeline to the main Mega Man series.

Taking place one month after the events of the first Mega Man Battle Network game, the plot follows the human protagonist Lan Hikari and his online avatar MegaMan.EXE in their fight against the "WWW (World Three)" organization and its attempt to unleash and spread the infectious "Zero Virus" into cyberspace. The player controls MegaMan through a set of levels that require actions such as jumping, sliding, and shooting, as well as the use of special "Battle Chips" that grant the player various combat and movement abilities. Network Transmission combines action and platforming gameplay elements from previous Mega Man games with the strategy and role-playing elements defined by the Battle Network series.

›Story

The storyline of Megaman Network Transmission takes place during the first decade of the 21st century ("200X"), one month after the original Megaman Battle Network. Following the defeat of the "Life Virus", the ultimate weapon of Dr. EXE return to a life of ease. However, no sooner does Lan begin to relax when he hears of a mysterious and destructive computer virus called the "Zero Virus" that infects Navis and causes mayhem via his personal information terminal (PET) e-mail.

EXE being trapped in the internet. EXE as the cause of trouble. Defeating him, the duo talk to FireMan's operator, Mr. Match, and learn of the vaccine being distributed to amend the Zero Virus is actually doing just the opposite, having caused FireMan to go berserk.

Keywords

  • anime
  • multiple endings
  • high score
  • voice acting
  • fictional currencies

Media

The articlegameplay, story, development, reception

Gameplay

Mega Man Network Transmission incorporates aspects of action and platforming games similar to other Mega Man series, while retaining the strategy and role-playing elements of the Battle Network series. EXE within its Internet world. Unlike previous games in this series, Lan is restricted from moving location to location. Instead, the player uses a map screen with points of interest to travel to different levels.

Levels are opened up as the player progresses through the game, with a slight emphasis on linear progression, although MegaMan can move off-path at times. Levels typically end in a boss battle with another NetNavi. Combat takes place in real-time, with MegaMan given the ability to jump, slide, fire his Mega Buster arm cannon, and dodge enemy attacks on a two-dimensional plane.

Story

The storyline of Mega Man Network Transmission takes place during the first decade of the 21st century ("200X"), one month after the original Mega Man Battle Network. Following the defeat of the "Life Virus", the ultimate weapon of Dr. EXE return to a life of ease. However, not long after Lan begins to relax, he soon learns of a mysterious and destructive computer virus called the "Zero Virus" that infects Navis and causes mayhem via his "PErsonal information Terminal (PET)" email.

EXE is trapped in the Internet. EXE as the cause of trouble. Defeating him, the duo talk to FireMan's operator and former member of the WWW, Mr. Match, and learn that the vaccine being distributed to amend the Zero Virus is actually doing just the opposite, having caused FireMan to go berserk.

Development

Mega Man Network Transmission was developed by Arika, who had previously worked on the Street Fighter EX series, a 3D-rendered, polygon-based rendition of publisher Capcom's traditionally 2D fighting series. Producer Keiji Inafune revealed in an interview with Dengeki that after a string of PlayStation releases, the team chose to focus their development efforts of the Mega Man franchise for Nintendo consoles with the Battle Network series. They felt that children who played the GBA handheld were beginning to show interest in the GameCube, and that the character was more suitable to a console related to the Nintendo Family Computer (Famicom), where the franchise originated. Inafune stated that the developer wanted to "preserve the core of Rockman" by transcending the traditional action elements (i.e. running and jumping) for the current gaming hardware from the perspective of the role-playing series.

Network Transmission uses a cel-shaded animation style to match the MegaMan NT Warrior anime series that was airing in Japan during the game's development. Inafune explained that the team opted for an anime style with "eye-catching effects" in place of a more realistic look because he felt it the former would be more enjoyable. Yuji Ishihara, the primary character artist for the Battle Network series, used many of his previous character designs for Network Transmission. One new contribution was updating his illustration for the revived Life Virus by giving it two fists per arm, among other details.

Reception

Media Create sales data for Japan shows that Mega Man Network Transmission sold 23,147 copies during its first week on sale, 9,041 copies during its second week, 7,859 copies during its third week, and 4,679 copies during its fifth week. A total of 79,360 copies were sold in the country by the end of 2003. A bargain-priced version of the game was released in Japan on March 18, 2004. According to NPD Group, Network Transmission sold 30,224 copies in North America, making it the eighth best-selling GameCube game in the region for the month of June 2003.

Mega Man Network Transmission has been met with mixed critical reception. The game currently holds scores of 67% on GameRankings and 65 out of 100 on Metacritic. A point of contention for many critics was the game's difficulty level. Skyler Miller of G4 summarized, "Network Transmission is painfully difficult not because of any genuine challenge, but because of its cheap enemies, frustrating weapons setup, and unnecessary complications.

Releases by platformdates and regions as published

PlatformReleasedRegions
GameCube6 March 2003Japan · North America 17 June 2003 · Europe 27 June 2003

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Description adapted from its source, CC BY-SA 4.0.