Changes in Rockman EXE Operate Shooting Star: Difference between revisions
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*Voice acting is added. | *Voice acting is added. | ||
* | *All element chip icons have been updated to the ones from Rockman EXE 2 and later. This change was already implemented in the NA/EU version of BN1. | ||
*Some cutscenes that pan across the map now has the textbox appear during the panning instead of after. | *Some cutscenes that pan across the map now has the textbox appear during the panning instead of after. | ||
==Text== | ==Text== | ||
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*The Data Library now shows the number of chips you have registered in it. | *The Data Library now shows the number of chips you have registered in it. | ||
===Rock Colo ( | ===Rock Colo (Rockman Star Colosseum)=== | ||
{{Main|Rockman Star Colosseum}} | |||
*A new minigame mode available at the title screen where players play for stars (Team Battle) or join together to take down Bass (VS Bass), all takes place on the Field Screen map. You can use the points you gained to buy chips from a Navi in Lan's HP. Bass can be unlocked as a playable character after 50 matches. | *A new minigame mode available at the title screen where players play for stars (Team Battle) or join together to take down Bass (VS Bass), all takes place on the Field Screen map. You can use the points you gained to buy chips from a Navi in Lan's HP. Bass can be unlocked as a playable character after 50 matches. | ||
*Only VS Bass is available for single player play. The multiplayer modes require only one Game Pak and DS Download Play. | *Only VS Bass is available for single player play. The multiplayer modes require only one Game Pak and DS Download Play. | ||
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|Max 5 of any Navi chips||5 Navi chip limit, but only 1 of each chip | |Max 5 of any Navi chips||5 Navi chip limit, but only 1 of each chip | ||
|} | |} | ||
*From later games, the * code has been added to select chips. Also like later games, some Program Advances can use * code as replacement of its materials. | *From later games, the * (asterisk) code has been added to select chips. Also like later games, some Program Advances can use * code as replacement of its materials. | ||
*In Folder editing, Select lets you return all your chips from the folder back to the sack. | *In Folder editing, Select lets you return all your chips from the folder back to the sack. | ||
*L button give you the chance to run from the battle. | *L button give you the chance to run from the battle. | ||
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*Screen-dimming chips now apply their damage before the screen is undimmed, unlike in BN1, where damage is applied after. Some chips apply damage in real-time, whereas others only apply total damage after the final hit. However, in both cases, enemies are visibly impacted in real-time. | *Screen-dimming chips now apply their damage before the screen is undimmed, unlike in BN1, where damage is applied after. Some chips apply damage in real-time, whereas others only apply total damage after the final hit. However, in both cases, enemies are visibly impacted in real-time. | ||
*You can now see chip codes in the Custom Screen without highlighting the chip with the cursor. | *You can now see chip codes in the Custom Screen without highlighting the chip with the cursor. | ||
* | *The Custom Screen size has been reduced from 15 chips to 10 chips. | ||
*Numb status effect now damages MegaMan when he moves every 3 panels instead of every 1 panel. | *Numb status effect now damages MegaMan when he moves every 3 panels instead of every 1 panel. | ||
*MegaMan's flinch requirement now needs 10 HP of damage instead of 1 HP. | *MegaMan's flinch aback requirement now needs 10 HP of damage instead of 1 HP. | ||
====Network==== | ====Network==== | ||
*Entering the Network menu now plays the Internet theme instead of keeping the current area music the player is in. | |||
*Communications now use Host and Client system. Time-out for connecting with opponent is longer. | *Communications now use Host and Client system. Time-out for connecting with opponent is longer. | ||
*The waiting visual for the opponent to finish selecting their chips is changed from on MegaMan to a text on top of the screen like in later games. | *The waiting visual for the opponent to finish selecting their chips is changed from on MegaMan to a text on top of the screen like in later games. | ||
*[[Cut_In|Screen-dimming Cut In]] from MMBN4 and later is added in. However, you cannot see the chip above your head while the opponent is using a dimming chip. | *[[Cut_In|Screen-dimming Cut In]] from MMBN4 and later is added in. However, you cannot see the chip above your head while the opponent is using a dimming chip. | ||
*There is now a 15 turn limit. You can see the turn count down in the Custom Screen. | *There is now a 15 turn limit. You can see the turn count down in the Custom Screen. | ||
**Final Match mechanic replaces Max Mode. | **Final Match mechanic replaces Max Mode. If there are no more turns; when the Custom Screen is opened, Final Match occurs instead. Both players' HP becomes 400, MegaMan does not flinch from the Charge Shot, Buster stats becomes 6, chip selection is erased, all obstacles on the field are destroyed, any defense are removed, match cannot be paused, and the Custom Gauge is no longer active. | ||
====Mega Man Star Force==== | ====Mega Man Star Force==== | ||
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===Field Screen=== | ===Field Screen=== | ||
*Random encounter rates are decreased in all areas. | *Random encounter rates are decreased in all areas. | ||
*The tutorial cutscenes in School Comp now plays the Internet theme instead of the School Comp dungeon music. | |||
*The handles in Waterworks Comp now make a squeaking sound when they are turned by MegaMan. Originally, no sound played. | |||
*[[Waterworks Comp 5]] has some melted panels that tells you where to slide, and the Mr. Progs' hints are more detailed. Additionally, no viruses ever appear. (In BN1, the encounter rate was lower than normal.) | *[[Waterworks Comp 5]] has some melted panels that tells you where to slide, and the Mr. Progs' hints are more detailed. Additionally, no viruses ever appear. (In BN1, the encounter rate was lower than normal.) | ||
[[File:OSS_Waterworks_Comp_5.png]] | [[File:OSS_Waterworks_Comp_5.png]] | ||
*Power Plant Comp has flashing lights to indicate paths. Power switch sprite is updated. Batteries now have unlimited charge, Mr. Prog just gives advice. | *Power Plant Comp has flashing lights to indicate paths. Power switch sprite is updated. Batteries now have unlimited charge, Mr. Prog just gives advice. | ||
[[File:OSS_Power_Plant_Comp.png]] | [[File:OSS_Power_Plant_Comp.png]] | ||
*The virus machine in [[Dad's PC Comp]] was changed. In BN1, it would give a random virus from any completed dungeon; in OSS, it will instead give a random virus from the next dungeon only. | *The virus machine in [[Dad's PC Comp (MMBN1)|Dad's PC Comp]] was changed. In BN1, it would give a random virus from any completed dungeon; in OSS, it will instead give a random virus from the next dungeon only. | ||
====Reward Code Changes==== | ====Reward Code Changes==== | ||
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====Mystery Data==== | ====Mystery Data==== | ||
Some contents of random Mystery Data on the Internet have been tweaked. As in BN1, the color of Mystery Data does not indicate whether it's random (respawns) or fixed (one time only). | Some contents of random Mystery Data on the Internet have been tweaked. As in BN1, the color of Mystery Data does not indicate whether it's random (respawns) or fixed (one time only). | ||
* | * Some fixed Mystery Data chips were replaced by different codes. | ||
* | **Lunch Stand Comp: Recov120 A into Recov120 F | ||
* Due to a bug, 10000 Zennys no longer drops from random Mystery Data in Undernet 10; the most Zennys you can get from random Mystery Data in Undernet 10 is now 30z. | **Power Plant Comp: Recov120 C into Recov120 H | ||
**Traffic Light Comp 5: Recov80 J into Recov80 E | |||
**Antique Comp: Barrier S into Barrier * | |||
* Some random Mystery Data chips were replaced by different codes. | |||
**Internet 1: Shotgun K into Shotgun * | |||
**Internet 1: Recov10 G into Recov10 * | |||
**Internet 2: MiniBomb P into MiniBomb * | |||
**Internet 2: Recov30 G into Recov30 * | |||
**Undernet 3: Recov120 A into Recov120 L | |||
**Undernet 4: Recov120 C into Recov120 H | |||
**Undernet 5: Recov150 E into Recov150 O | |||
**Undernet 8: Recov200 G into Recov200 N | |||
**Undernet 10: Recov150 C into Recov150 K | |||
**Undernet 11: Recov120 C into Recov120 F | |||
**Undernet 12: Recov200 C into Recov200 I | |||
* Due to a bug, 10000 Zennys (which was also changed to 5000z) no longer drops from random Mystery Data in Undernet 10; the most Zennys you can get from random Mystery Data in Undernet 10 is now 30z. | |||
* In BN1, if you picked up a respawning Mystery Data in a HomePage containing a chip that you already have, MegaMan would be unable to decode the data. In OSS, the Mystery Data instead stops respawning until you trade away all copies of that chip. | * In BN1, if you picked up a respawning Mystery Data in a HomePage containing a chip that you already have, MegaMan would be unable to decode the data. In OSS, the Mystery Data instead stops respawning until you trade away all copies of that chip. | ||
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|SharkMan V3||9 pixels/frame||7 pixels/frame | |SharkMan V3||9 pixels/frame||7 pixels/frame | ||
|} | |} | ||
[[File:DreamVirus EXE1 OSS.png]] | [[File:DreamVirus EXE1 OSS.png]] | ||
* The LifeVirus battle has received some modifications: | |||
** The battlefield no longer has lines on the panels. | |||
** The music now fades out before the explosion instead of continuously playing until the battle ends. | |||
** After the LifeVirus explodes, the holes on the field now all disappear. In the GBA version, only 1 of the holes disappear. | |||
* PharaohMan's Anubis now drains HP at a rate of 1 HP every 8 frames, instead of 1 HP every 2 frames - just like the Anubis BattleChip. | * PharaohMan's Anubis now drains HP at a rate of 1 HP every 8 frames, instead of 1 HP every 2 frames - just like the Anubis BattleChip. | ||
* Bass's HP now has 1500 HP instead of 1000 HP, and his flinch requirement is now 180 damage instead of 100 damage. His aura now disappears when he charges his attack instead of after. | * Bass's HP now has 1500 HP instead of 1000 HP, and his flinch aback requirement is now 180 damage instead of 100 damage. His aura now disappears when he charges his attack instead of after. | ||
* Most bosses which did not have contact damage set in GBA, now do 50 damage on contact, likely to account for Mega Man SF's Mega Attack. This includes FireMan, ColorMan, BombMan, PharaohMan, ShadowMan and Bass. | * Most bosses which did not have contact damage set in GBA, now do 50 damage on contact, likely to account for Mega Man SF's Mega Attack. This includes FireMan, ColorMan, BombMan, PharaohMan, ShadowMan and Bass. | ||
** However, IceMan, MagicMan and LifeVirus still do 0 contact damage. | ** However, IceMan, MagicMan and LifeVirus still do 0 contact damage. | ||
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*New chips: (176) MegaManSF S, (177) ClockMan C, (178) ClockMan2 C, (179) ClockMan3 C, and event only (181) Rogue B. | *New chips: (176) MegaManSF S, (177) ClockMan C, (178) ClockMan2 C, (179) ClockMan3 C, and event only (181) Rogue B. | ||
**Bass appears in Undernet12 if you have 178 different chips in your Library (in BN1, you needed 174). | **Bass appears in Undernet12 if you have 178 different chips in your Library (in BN1, you needed 174). | ||
**Bass F chip number was changed from 176 to 180. | **Bass F chip number was changed from 176 to 180, and no longer be traded or be lost in a Real multiplayer battle. | ||
*New Programs Advances: | *New Programs Advances: | ||
**DoubleMegaMan (Barrier * - FtrSword S - BstrSwrd S - MegaManSF S), | **DoubleMegaMan (Barrier * - FtrSword S - BstrSwrd S - MegaManSF S), | ||
**DoubleHero2 (FtrSword B - KngtSwrd B - HeroSwrd B - Rogue B). | **DoubleHero2 (FtrSword B - KngtSwrd B - HeroSwrd B - Rogue B). | ||
*IronBody lasts for 15 seconds instead of 30 seconds. The damage you receive is reduced to 1/4 (rounded up) instead of 1/8 (rounded up). | *IronBody lasts for 15 seconds instead of 30 seconds. The damage you receive is reduced to 1/4 (rounded up) instead of 1/8 (rounded up). | ||
*Anubis' drain speed is slower, now it's 1 HP every 8 frames instead 1 HP every 2 frames. | *Anubis' drain speed is slower, now it's 1 HP every 8 frames instead of 1 HP every 2 frames. | ||
*Steal can't take the back columns. Also, stolen area returns to normal after 3 turns. | *Steal can't take the back columns. Also, stolen area returns to normal after 3 turns. | ||
*Interrupt only destroys 1 opponent's chip instead of all of them. | *Interrupt only destroys 1 opponent's chip instead of all of them. | ||
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*MagicMan chips have a 1-in-2 chance to insta-kill viruses; in MMBN1, this was a 1-in-4 chance. | *MagicMan chips have a 1-in-2 chance to insta-kill viruses; in MMBN1, this was a 1-in-4 chance. | ||
*Bass's attack animation have been sped up. | *Bass's attack animation have been sped up. | ||
*PwrCanon now can be used in the L code. | *PwrCanon PA now can be used in the L code. | ||
*Time limit PAs have a different "power up" visual effect. | *Time limit PAs have a different "power up" visual effect. | ||
*LifeSavr PA now heals only 500 HP and provides 10 seconds of invisibility, instead of full heal and 30 seconds of invisibility. | *LifeSavr PA now heals only 500 HP and provides 10 seconds of invisibility, instead of full heal and 30 seconds of invisibility. |
Revision as of 23:19, 7 March 2024
This section is under construction. |
The information may not be complete or 100% accurate. |
Add images and stuff. |
These are the changes made from the original GBA Mega Man Battle Network 1 and Rockman EXE Operate Shooting Star.
Aesthetics
- The manual retcons the year the game takes place from 200X to 20XX.
- An intro was added before the title screen.
- The menu was retooled for the DS screen.
- The dialogue textbox’s arrow has been changed.
- Battle Network 1 mugshots have been updated with a new palette and some clean up. Lan, MegaMan, Mayl, Roll, Dex, Yai, Chaud, ProtoMan, and Harp Note are newly drawn. Luna's mugshot has been slightly updated.
- All areas in the game are now properly named, with Undernet properly labeled. (This also means the area names do not match up with old EXE1 guidebooks)
EXE1 Guidebook | OSS |
---|---|
Internet 1-4 | Internet 1-4 |
Internet 5-16 | Undernet 1-12 |
- Voice acting is added.
- All element chip icons have been updated to the ones from Rockman EXE 2 and later. This change was already implemented in the NA/EU version of BN1.
- Some cutscenes that pan across the map now has the textbox appear during the panning instead of after.
Text
Some game text were altered. Many typos were fixed up.
- In Chapter 1, Lan’s mom was making hotcakes in BN1 but was changed into apple pie in OSS.
Gameplay
- The save data can be re-initialized (i.e. delete the save) by holding down B Button, X Button, and Select Button at the same time before the CAPCOM screen.[1]
- Running is default. Holding the B Button makes you walk.
- The field PET Menu can be opened with the X Button alongside the usual Start button.
- Jack in sequence can be skipped with Start.
- You are forced to save before fighting the final bosses. This avoids a problem in the original game where you could get permanently stuck by saving on the cutscene trigger for the final fights.
- GutsMan * can be obtained via Title Screen button input (Up, X, Left, Y, Right, A, Down, B). It cannot be traded to other players.
- When viewing an item description in a shop, pressing Up/Down now closes it. Additionally, the shopkeeper's text now appears instantly after closing an item description.
- The Chip Trader now automatically sorts your chip pack by quantity.
- The Data Library now shows the number of chips you have registered in it.
Rock Colo (Rockman Star Colosseum)
- A new minigame mode available at the title screen where players play for stars (Team Battle) or join together to take down Bass (VS Bass), all takes place on the Field Screen map. You can use the points you gained to buy chips from a Navi in Lan's HP. Bass can be unlocked as a playable character after 50 matches.
- Only VS Bass is available for single player play. The multiplayer modes require only one Game Pak and DS Download Play.
Battle System Changes
- Folder limits change:
BN1 | OSS |
---|---|
Max 10 of any non-Navi chips | Max 5 of any non-Navi chips |
Max 5 of any Navi chips | 5 Navi chip limit, but only 1 of each chip |
- From later games, the * (asterisk) code has been added to select chips. Also like later games, some Program Advances can use * code as replacement of its materials.
- In Folder editing, Select lets you return all your chips from the folder back to the sack.
- L button give you the chance to run from the battle.
- Y button lets you see the description of the selected chip alongside the usual R button.
- Select button lets you hide the Custom Screen and see the battlefield.
- Screen-dimming chips now apply their damage before the screen is undimmed, unlike in BN1, where damage is applied after. Some chips apply damage in real-time, whereas others only apply total damage after the final hit. However, in both cases, enemies are visibly impacted in real-time.
- You can now see chip codes in the Custom Screen without highlighting the chip with the cursor.
- The Custom Screen size has been reduced from 15 chips to 10 chips.
- Numb status effect now damages MegaMan when he moves every 3 panels instead of every 1 panel.
- MegaMan's flinch aback requirement now needs 10 HP of damage instead of 1 HP.
Network
- Entering the Network menu now plays the Internet theme instead of keeping the current area music the player is in.
- Communications now use Host and Client system. Time-out for connecting with opponent is longer.
- The waiting visual for the opponent to finish selecting their chips is changed from on MegaMan to a text on top of the screen like in later games.
- Screen-dimming Cut In from MMBN4 and later is added in. However, you cannot see the chip above your head while the opponent is using a dimming chip.
- There is now a 15 turn limit. You can see the turn count down in the Custom Screen.
- Final Match mechanic replaces Max Mode. If there are no more turns; when the Custom Screen is opened, Final Match occurs instead. Both players' HP becomes 400, MegaMan does not flinch from the Charge Shot, Buster stats becomes 6, chip selection is erased, all obstacles on the field are destroyed, any defense are removed, match cannot be paused, and the Custom Gauge is no longer active.
Mega Man Star Force
- Armor system is removed in place of the ability to switch MegaMan. Because of this, library completion is required to obtain Lv.100.
- During the ClockMan Scenario, you obtain the ability to switch between EXE and MMSF. After the scenario, MMSF will only be playable in battle and the Humor-esque program remains.
- MMSF’s buster auto-charges and only have one charge (half the strength of EXE's max charge). The X Button has him lock-on for a Mega Attack with certain chips. The Y Button has him put up a shield. If he is hit while in a Mega Attack, he is flinched for an extended time.
- If MMSF becomes frozen due to the IceMan chip in a NetworkDuel, his sprite will be of MegaMan.EXE’s.
- In the internet, the virus BGM becomes Ride On from MMSF1 and the boss BGM becomes Wave Battle from MMSF2.
Field Screen
- Random encounter rates are decreased in all areas.
- The tutorial cutscenes in School Comp now plays the Internet theme instead of the School Comp dungeon music.
- The handles in Waterworks Comp now make a squeaking sound when they are turned by MegaMan. Originally, no sound played.
- Waterworks Comp 5 has some melted panels that tells you where to slide, and the Mr. Progs' hints are more detailed. Additionally, no viruses ever appear. (In BN1, the encounter rate was lower than normal.)
- Power Plant Comp has flashing lights to indicate paths. Power switch sprite is updated. Batteries now have unlimited charge, Mr. Prog just gives advice.
- The virus machine in Dad's PC Comp was changed. In BN1, it would give a random virus from any completed dungeon; in OSS, it will instead give a random virus from the next dungeon only.
Reward Code Changes
- The E-Mail from Dad now gives CrossGun * instead of CrossGun C.
- The trade at Den Block 3 now gives Recov300 L instead of Recov300 C.
- The quest with the NPC at the ACDC Metroline now gives Recov80 * instead of Recov80 G.
Mystery Data
Some contents of random Mystery Data on the Internet have been tweaked. As in BN1, the color of Mystery Data does not indicate whether it's random (respawns) or fixed (one time only).
- Some fixed Mystery Data chips were replaced by different codes.
- Lunch Stand Comp: Recov120 A into Recov120 F
- Power Plant Comp: Recov120 C into Recov120 H
- Traffic Light Comp 5: Recov80 J into Recov80 E
- Antique Comp: Barrier S into Barrier *
- Some random Mystery Data chips were replaced by different codes.
- Internet 1: Shotgun K into Shotgun *
- Internet 1: Recov10 G into Recov10 *
- Internet 2: MiniBomb P into MiniBomb *
- Internet 2: Recov30 G into Recov30 *
- Undernet 3: Recov120 A into Recov120 L
- Undernet 4: Recov120 C into Recov120 H
- Undernet 5: Recov150 E into Recov150 O
- Undernet 8: Recov200 G into Recov200 N
- Undernet 10: Recov150 C into Recov150 K
- Undernet 11: Recov120 C into Recov120 F
- Undernet 12: Recov200 C into Recov200 I
- Due to a bug, 10000 Zennys (which was also changed to 5000z) no longer drops from random Mystery Data in Undernet 10; the most Zennys you can get from random Mystery Data in Undernet 10 is now 30z.
- In BN1, if you picked up a respawning Mystery Data in a HomePage containing a chip that you already have, MegaMan would be unable to decode the data. In OSS, the Mystery Data instead stops respawning until you trade away all copies of that chip.
Enemies
For some late game enemies, their attack power was tweaked to account for the removal of the armor system.
General changes
- New bosses: Mega Man SF, ClockMan. ClockMan V2 and V3 can be encountered in Undernet 9.
- Swordy3 now has 150 HP instead of 200 HP.
- IceMan's IceCubes now have 50 HP instead of 100 HP.
- SharkMan's Fin attack is now slower, and does 80 damage instead of 120.
Version | EXE1 | OSS |
---|---|---|
SharkMan V1 | 5 pixels/frame | 3 pixels/frame |
SharkMan V2 | 7 pixels/frame | 5 pixels/frame |
SharkMan V3 | 9 pixels/frame | 7 pixels/frame |
- The LifeVirus battle has received some modifications:
- The battlefield no longer has lines on the panels.
- The music now fades out before the explosion instead of continuously playing until the battle ends.
- After the LifeVirus explodes, the holes on the field now all disappear. In the GBA version, only 1 of the holes disappear.
- PharaohMan's Anubis now drains HP at a rate of 1 HP every 8 frames, instead of 1 HP every 2 frames - just like the Anubis BattleChip.
- Bass's HP now has 1500 HP instead of 1000 HP, and his flinch aback requirement is now 180 damage instead of 100 damage. His aura now disappears when he charges his attack instead of after.
- Most bosses which did not have contact damage set in GBA, now do 50 damage on contact, likely to account for Mega Man SF's Mega Attack. This includes FireMan, ColorMan, BombMan, PharaohMan, ShadowMan and Bass.
- However, IceMan, MagicMan and LifeVirus still do 0 contact damage.
Enemy attack power changes
Enemy | Attack | EXE1 | OSS |
---|---|---|---|
Flappy3 | Quake3 | 100 | 60 |
Fishy2 | Rush | 100 | 60 |
Cloudy2 | Cloudier | 80 | 60 |
Cloudy3 | Cloudest | 120 | 80 |
Jelly | Wave | 200 | 100 |
HeatJelly | RedWave | 200 | 100 |
BigJelly | BigWave | 300 | 150 |
Gaia | Gaia1 | 200 | 100 |
Gaia2 | Gaia2 | 300 | 150 |
Gaia3 | Gaia3 | 400 | 200 |
Popper | WoodTower | 100 | 50 |
Popper2 | WoodTower | 140 | 70 |
Popper3 | WoodTower | 180 | 90 |
Satella | Lockon1 | 60 | 30 |
Satella2 | Lockon2 | 100 | 50 |
Satella3 | Lockon3 | 160 | 80 |
Billy | Thunder1 | 100 | 70 |
Billy2 | Thunder2 | 140 | 110 |
Billy3 | Thunder3 | 180 | 150 |
Megalian | FaceAttack | 100 | 50 |
Megalian2 | FaceAttack | 160 | 80 |
Megalian3 | FaceAttack | 240 | 120 |
CanDevil | Fireball | 100 | 50 |
CanDevil2 | Fireball | 150 | 75 |
CanDevil3 | Fireball | 200 | 100 |
Poitton | Dynamyte1 | 200 | 100 |
Poitton2 | Dynamyte2 | 200 | 100 |
Poitton3 | Dynamyte3 | 200 | 100 |
SkullMan V1 | Ghost Fire | 80 | 50 |
BoneCrush | 80 | 50 | |
SharkMan V1, V2, V3 | Fin | 120 | 80 |
ProtoMan V1, V2, V3 | LongSword | 200 | 100 |
WideSword | 200 | 100 | |
MagicMan V1 | MagicFire | 160 | 80 |
MagicMan V2 | MagicFire | 160 | 120 |
LifeVirus | Sword | 200 | 150 |
Laser | 200 | 100 | |
Meteor | 200 | 100 | |
ShadowMan V1, SP | Shuriken | 200 | 150 |
Bakufu | 200 | 100 | |
Bass | AirBurst | 200 | 150 |
Explosion (all variants) | 300 | 200 |
Drop rates
Drop rates for enemies were changed. Notably, you no longer need a Busting LV. S in order to get chips like LeafShld and Dropdown, which were very hard to get from a battle in MMBN1.
General changes
- Busting LV. 4 now consistently drops slightly better rewards.
- Enemies that drop chips no longer drop Zennys at Busting LV. S.
- It is now significantly easier to get the best chip drop from enemies. The best chip can now drop starting from LV. 8 rather than LV. 9.
Enemy-specific changes
- Spooky now drops Recov10 L instead of Recov10 G.
- Spooky2 now drops Recov50 L instead of Recov50 A, and Recov80 L instead of Recov80 A.
- Spooky3 now drops Recov50 C instead of Recov50 E, and Recov150 L instead of Recov150 G, and Recov200 L instead of Recov200 A.
- HardHead drops Howitzer H at lower Busting LVs, and now drops Howitzer C at highest Busting LVs.
- ColdBear now drops IceCube * instead of IceCube L.
- VolGear, VolGear2, Fishy2, Miney, Cloudy1, Cloudy2, Popper, Billy, Billy2, ProgMk1, ProgMk2, Anaconda, Anaconda2 now drop their chips in * code at highest Busting LVs.
- VolGear, Fishy2, Miney, Jelly, HeatJelly, BigJelly, Popper2, Popper3, ProgMk2, ProgMk3, Anaconda2 and Anaconda3 now drop their chips at lower Busting LVs.
- SkullMan now drops SkullMan D instead of SkullMan S (all versions).
- ShadowMan now drops ShadoMan T instead of ShadoMan S (all versions).
BattleChip Changes
- New chips: (176) MegaManSF S, (177) ClockMan C, (178) ClockMan2 C, (179) ClockMan3 C, and event only (181) Rogue B.
- Bass appears in Undernet12 if you have 178 different chips in your Library (in BN1, you needed 174).
- Bass F chip number was changed from 176 to 180, and no longer be traded or be lost in a Real multiplayer battle.
- New Programs Advances:
- DoubleMegaMan (Barrier * - FtrSword S - BstrSwrd S - MegaManSF S),
- DoubleHero2 (FtrSword B - KngtSwrd B - HeroSwrd B - Rogue B).
- IronBody lasts for 15 seconds instead of 30 seconds. The damage you receive is reduced to 1/4 (rounded up) instead of 1/8 (rounded up).
- Anubis' drain speed is slower, now it's 1 HP every 8 frames instead of 1 HP every 2 frames.
- Steal can't take the back columns. Also, stolen area returns to normal after 3 turns.
- Interrupt only destroys 1 opponent's chip instead of all of them.
- SlowGauge and FastGauge has tick sound effect when the arrow points to the gauge.
- While Roll's chip damage have increased, the HP you heal is still the same as MMBN1.
- MagicMan chips have a 1-in-2 chance to insta-kill viruses; in MMBN1, this was a 1-in-4 chance.
- Bass's attack animation have been sped up.
- PwrCanon PA now can be used in the L code.
- Time limit PAs have a different "power up" visual effect.
- LifeSavr PA now heals only 500 HP and provides 10 seconds of invisibility, instead of full heal and 30 seconds of invisibility.
Code
Some chip codes have been altered. All * chips can substitute for their Program Advances, e.g. PoweredCannon can now be used with L code.
Chip | MMBN1 | EXEOSS |
---|---|---|
ShotGun | K M N Q R | K M N R * |
CrossGun | C E F J K | E F J K * |
Bubbler | A K L P S | A K P S * |
Heater | C F G K O | F G K O * |
MiniBomb | C E J L P | C E J L* |
FireTowr | E F L M T | E F M T * |
AquaTowr | A C G H R | C G H R * |
WoodTowr | B C H K N | B C K N * |
Thunder1 | A E G H S | A G H S * |
Thunder2 | B C F I L | C F I L * |
RingZap1 | G H M N P | G H N P * |
RingZap2 | C E G J L | C E J L * |
Snakegg1 | B E G M N | B E M N * |
Snakegg2 | C E H N P | C E N P * |
BodyBurn | E F K M N | E F K M * |
X-Panel1 | B D G L S | B G L S * |
X-Panel3 | B D G L S | B G L S * |
Hammer | A F I M Q | A F I M * |
Recov10 | A C E G L | A C E L * |
Recov30 | A C E G L | B C D L * |
Recov50 | A C E G L | C L M S * |
Recov80 | A C E G L | C E L N * |
Recov120 | A C E G L | F H L R * |
Recov150 | A C E G L | D K L M O |
Recov200 | A C E G L | I J L N Q |
Recov300 | A C E G L | G L O P T |
Steal | A E L P S | A E L S * |
Geddon1 | F H J L N | H J L N * |
Geddon2 | A B E I K | A B E K Q |
Repair | A G H K S | A G H S * |
Cloud | B G H O R | B H O R * |
Cloudier | A D I M P | A I M P * |
Mine1 | G H M N P | G H M N * |
Mine2 | C E G J L | C E J L * |
Remobit1 | A C F N O | A C N O * |
Remobit2 | B D E H I | B D E I * |
IceCube | A C I L M | A C I M * |
RockCube | B E G M O | B G M O * |
SloGauge | H K N O Q | Q * |
FstGauge | A C E L N | A * |
Invis1 | I J L O Q | I J L Q * |
Barrier | D F M R S | * |
GutsMan | G | G * |
SkullMan | S | D |
SkullMn2 | S | D |
SkullMn3 | S | D |
ShadoMan | S | T |
ShadoMn2 | S | T |
ShadoMn3 | S | T |
Attack Power
Attack power of some chips and Program Advances have been altered. Additionally, PAs that use the original attack power of chips, now use the new attack power.
Chip | BN1 | OSS |
---|---|---|
LongSwrd | 80 | 100 |
FireSwrd | 100 | 120 |
ElecSwrd | 120 | 130 |
GutsPnch | 60 | 160 |
IcePunch | 80 | 150 |
Howitzer | 150 | 200 |
Ratton1 | 80 | 90 |
Ratton2 | 100 | 110 |
Ratton3 | 120 | 130 |
BodyBurn | 100 | 180 |
Hammer | 100 | 220 |
Cloud | 30 | 60 |
Cloudier | 50 | 80 |
Roll2 | 80 | 100 |
Roll3 | 100 | 140 |
FireMan | 100 | 110 |
FireMan2 | 120 | 140 |
FireMan3 | 150 | 180 |
IceMan | 60 | 80 |
IceMan2 | 80 | 100 |
IceMan3 | 100 | 120 |
ColorMan | 90 | 120 |
ColorMn2 | 110 | 140 |
ColorMn3 | 130 | 160 |
WoodMan | 60 | 70 |
WoodMan2 | 80 | 100 |
WoodMan3 | 100 | 130 |
SharkMan | 90 | 110 |
SharkMn2 | 110 | 130 |
SharkMn3 | 130 | 150 |
PharoMan | 100 | 120 |
PharoMn2 | 120 | 140 |
PharoMn3 | 140 | 160 |
ShadoMan | 80 | 60 |
ShadoMn2 | 90 | 70 |
ShadoMn3 | 100 | 80 |
BgStrait | 250 | 350 |
GtsShoot | 500 | 400 |