go beserk

Mega Man Network Transmission

Mega Man Network Transmission is a game in the Mega Man Battle Network series for the Nintendo Gamecube. While ostensibly based on the Battle Network series, the game is in the vein of the original series, being a platformer instead of an RPG. "Network Transmission" is also abbreviated NT, as it is in MegaMan NT Warrior, an anime series based on Battle Network.

The game takes place between the events of Battle Network and Battle Network 2, in which The WWW's leading scientist (other than Dr. Wily himself) only known as The Professor, unleashes the Zero virus on the cyberworld. Later on in the game, if a special file is found, the virus evolves to become a true NetNavi, Zero.EXE.


One month after defeating the LifeVirus (the Ultimate weapon of Dr.Wily and the WWW featured in Mega Man Battle Network), Lan and MegaMan return to a life of restlessness. However, no sooner does Lan begin to relax when he hears of a mysterious and destructive "Zero Virus' that infects Navis and causes mayhem via PET e-mail.

Lan has other qualms to deal with however, receiving an e-mail detailing Roll.EXE being unable to jack-out and trapped in the internet. MegaMan goes to save her, finding an infected Fireman.exe as the cause of trouble. Defeating him, the duo talk to Mr. Match (Fireman's operator), and learn of the vaccine being distributed to amend the Zero virus is actually the opposite, causing Fireman.exe to go berserk.

Confirming this with Lan's father, the two set out to find the crux of the problem, finding many situations of pragmatic Navi's infected and causing mayhem. Defeating all of them and returning them to their respective operators, the two eventually discover more clues leading to the remnants of the WWW. It is revealed that a powerful Navi called Starman.exe has been distributing the virus, created by Zero.EXE. Defeating Starman.EXE, MegaMan and Lan eventually engage in a climatic battle against the powerful super virus himself. However, at the conclusion of the battle, as MegaMan.EXE and ProtoMan.EXE are set to deliver the finishing blow, they discover he isn't evil, and Lan's father transforms him into a full-fledged Navi.

Their happiness is shortlived, however, when a former member of the WWW, (called only the "Professor") reveals this was all part of his scheme to revive the dreaded LifeVirus. Analyzing clues, MegaMan.exe and Lan eventually engage the second LifeVirus at the heart of the Undernet, defeating it. And with Zero.EXE's observation powers, eventually bring the Professor to justice.

There is a short dialogue at the end of the game between Shadowman and his operator, leading the plot into the video game MegaMan Battle Network 2.


MegaMan Network Transmission attempts to appeal to a wider audience by incorporating aspects of platforming similar to other Mega Man series, while retaining the strategy and gameplay of the Network series.

Unlike previous Battle Network 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 diverge "off path" to gain secret items, more battlechips and other power-ups.

Battle is done in real time, with MegaMan.EXE given the ability to jump, slide, and dodge attacks, abielt on a 2-dimensional plane. Battlechips are provided to the player through a "custom bar"; filling up as the time accumulates (the custom bar fills up much more slowly compared to the Game Boy Advance titles). When the bar is full, the player can select various battlechips, which can be provided in multiple quantities and can be used for platforming aspects as well as battle.


  • Many of the game's enemies and elements are references to foes and obstacles from the Classic Mega Man series, such as the lasers in QuickMan's stage.
  • Some Classic Enemies include: Sniper Joe, Hammer Joe, Pierrobot (Riding Watermelon instead of Gear), and Big Eye.
  • The game makes the first incarnation of a [Mega Man X] series character to appear in the Battle Network series, this one being a version of Zero. The other references from the X series are Colonel.exe and Iris. The game also seems to make a bit of a 'crossover' between it and the X series, using the Zero virus in the game like the Viruses in the X series, making Navis go beserk.


  • Several pieces of music are borrowed or remixed from older Mega Man Classic and MegaMan Battle Network games, such as the "Lan's Room" and "Title Screen" themes (from MMBN1-3), and some navis' stage themes (like FireMan's and PharaohMan's).
  • The game's "Hero" and "Credits" music are all reworkings of the anime's first theme music, "Kaze o Tsukinukete". Furthermore, the Japanese version of the game featured the complete opening sequence to the anime (along with this song) that would play if the player waited for a minute after the title screen.


There are a few inconsistencies in terms of storyline in Megaman Network Transmission, but as they are mild, they do not cause any confusion with Gameplay.

  • The PET used by Lan and Megaman.EXE is the PET used in Megaman Battle Network 3. The PET used in Battle Network 1 and 2 is a much older model of PET, resembling a mini-laptop. In MMBN3 (and as a mistake, presumably, in Network Transmission) the "Plug-In" PET is used. This is a too-recent version of PET to be used, given the timeline.
  • Consequently, using the "Repair" battlechip in some places in the CyberWorld will make secret codes appear. These appear to be 'Navi Customiser' override codes for Battle Network 3. Much like above, the Navi Customiser was not invented until the MMBN3 timeline and serve mainly to give those codes for Battle Network 3 game.


  1. Game Script GameFAQs. SS3 Grown Trunks. (2003). Retrieved on 2006-09-06..
  2. Walkthrough GameFAQs. MetroidMoo. (2004). Retrieved on 2006-04-10..

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