Changes in Mega Man Battle Network Legacy Collection

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The information may not be complete or 100% accurate.

This page lists the changes made in Mega Man Battle Network Legacy Collection compared to the original GBA games.

  • In the Japanese language setting, many typos were fixed (not all listed here). In the English language setting, little to no typos were fixed (all are listed here).
  • All languages of the Legacy Collection games are built upon the latest version of the Japanese GBA games, with the exception of EXE2, which uses a new unidentified version. The English language script is using the GBA North American version of the game.
    • v1.0 of EXE1, EXE5, and EXE6.
    • v1.1 of EXE3 and EXE4.
  • None of the European changes and localization are represented in the Legacy Collection.
  • A number of glitches were fixed but a number also remained. Some glitches seem to have remained intentionally, even those that were fixed in the English GBA version[1]. In some cases, glitches are fixed differently from how they were fixed in the later non-MMBNLC versions of the game. What glitches have or have not been fixed can be found the respective game’s glitch page.

Multi-game Changes

  • BattleChip Gate, Progress Chip Gate, and Beast Link Gate related features are not possible.
  • Crossover Battle is not possible, but the Boktai Traders are still in the games. To obtain Crossover Points, players must participate in online Ranked Battles.
  • Certain interface sprites are replace with high resolution recreations. These include certain scenario minigames and puzzles.
    • In BN4, the SearchMan scenario minigame cursor now displays under Security Cubes and arrow panels. In the GBA version, the cursor displayed on top of them.
  • All text involving button inputs have been modified to use the system's buttons. This also creates strange text gaps in the boxes due to the removal of the word "button".
  • The Network/Communication menu have been completely changed to a universal Collection design and no longer uses each respective games' original in-game menu.
    • At the end of battles, the win or lose music no longer plays. It now plays on the new Win/Lose/Draw screen.
    • In BN6, the Network menu now cannot be opened if you are operating an Operating Point Link Navi.
  • For BN4, BN5, and BN6, the skip cutscene button has been remapped to the menu button (equivalent of Start on the GBA). In the GBA version, those games utilized the Select button for skipping cutscenes.
  • The red cross symbol on multiple art have been modified, likely to follow the Geneva Conventions.
    • The Spooky virus’ red cross on its forehead has been recolored green.
    • ACDC Elementary’s infirmary red cross has been recolored green.
    • Tango NaviCust Program’s red cross on its medical pack has been recolored to blue.
    • In BN3, the panels with a red cross in Hospital Comp have been recolored green.
  • (EN) The text on the menu screen for multiple games are not the same as the original. E.g. BN3’s “Chipfolr” to “ChipFldr”.
  • (EN) Some field screen signs use the original Japanese images instead of the localized English images.

Gameplay Changes

  • If a chip is a Download Chip, or part of an in-game Chip Trading chain, it cannot be put in the Chip Trader or put up for Network trading. In some of the games, completing a trade chain is mandatory for Library completion so this helps players from halting their progress due to a Chip Trader mishap.
    • Due to this, it is no longer possible to trade more of that chip code from another game to gain more copies. Since many of those codes are exclusive to the chain, they essentially become Chip Trader only.
    • In BN3, Punk P and BassGS X cannot stock up in the Chip Order since it requires inserting them in the Chip Trader.
    • In BN5, since AntiDmg * in the Chip Trading chain cannot be obtained in a Chip Trader, a player can only have at most 2 copies of that chip code.
  • The Dark Soul AI has been modified to curb constant usage of strong individual chips: (conditions are still under research)
    • If less than 3 Standard chips are recorded: Cannon and MiniBomb (plus DarkSword in BN4, AirShot in BN5) will be added into the usage slots and will be only be phased out until 3 Standard chips are used.

Mega Man Battle Network 1

  • For the LifeVirus battle, the music now fades out before the explosion like in Operate Shooting Star. In the GBA version, the music continuously plays until the battle ends.
  • (EN) All element chip symbols use the original Japanese EXE1 designs instead of the updated ones used in BN1, EXE2, and later.
  • (EN) The game only has one prompt when you try to save. It doesn’t ask you to confirm overwriting the previous save.

Text Changes

  • In Oven Comp, some dialogue that talks about "the thaw section" have been changed to "the oven control section".
  • (JP) Wily's target, Nation R (R国), has been renamed into Nation M (M国). This country name was never mentioned in the English translation.

Mega Man Battle Network 2

  • The Retro Chip Traders have been completely removed.
    • All mentions of the Retro Chip Trader on BBSes have been replaced with new text as well.
  • Hub Style can no longer be traded to another player.
  • For the Network Secret Chips, now only the winner requires having 3 or more title screen stars for the chip to drop. In the GBA version, it required both players to have at least 3 stars.
  • After beating Hard Mode, attempting to trade the Snctuary chip to another player will now have a prompt: "The Snctuary Battle Chip cannot be found again in-game once traded. Do you still want to trade it?". It also can no longer be put into the Chip Trader.
  • (EN) The original Japanese GBA jack in animation is used instead of the English GBA version.
  • (EN) The boss rush fights in Apartment Comp use the normal virus battle theme like in the Japanese GBA version. In the English GBA version, the music was replaced with the boss battle theme.

Gameplay Changes

  • The Chip Traders are now able to give * code of chips that have 6 codes. In the GBA version, those * chips were listed in the trader's data with a 0.00% chance of being pulled.
  • In Mother Comp, the panel positions of the "SYSTEMAHEAD" puzzle has been changed.
  • Prism chip’s splashing damage now causes flashing in Network Duel. In the GBA version, Prism works the same as story mode where it doesn’t cause flashing.

Text Changes

  • You can now view the chip descriptions for GodStone and ZeusHamr in the shops where you buy them. In the GBA version, it would only show ?????????? if you checked the chip description in the shop.
  • (EN) BattleChip names with a dash [-] will not have that dash appear in the chip's name for the big font graphic (e.g. V-Gun, Z-Canon1 become V Gun, Z Canon1).

Notes

  • The Download Chips can be loaded for the Hard Mode save, even if they are already loaded in normal mode.
  • Hard Mode completion image now uses high resolution artwork.

Mega Man Battle Network 3

  • In Network Duels, choosing weight classes is no longer an option. Tournament is also no longer an option.
  • (EN) The game begins with a white flash into the title screen. In the English GBA version, it began with a fade from black.
  • (EN) The original Japanese jack in animation, Navi Customizer animation, and all stars completion image are restored.

Text Changes

  • New dialogue about Buster MAX Mode not working in the Time Trials have been added.
  • (EN) Some […] single font letters have mistakenly been replaced with [”]. Can be seen in the game’s first scene and maxing the level of a Style Change.
  • (EN) The dialogue in Zoo Comp 2 for Otter and Seal now has Yes/No prompts when attempting to leave them. In the English GBA version, they lacked Yes/No prompts and this text mistake caused a soft-lock.
  • (EN) In Hospital Comp, a Mr. Prog dialogue has a blank space instead of the correct hint, "I". This is due to the text using [“エ”] in its place, which similar to the I shape in-game. However, エ character cannot be used with the English font, thus just creates a blank space.
    • (GBA-EN) [“I” shaped weed… … … I’d forgotten…] into (LC) [“ ” shaped weed… … … I’d forgotten…].
  • (EN) The puzzle hint for the 30,000z reward for the "Legendary Tomes" Job BBS has now been properly translated. When the Key Items are put together, they now spell "CLAY". In the English GBA version, the hint was left in Japanese and would be unsolvable for an English reader as it would spell 「ハニワ」 "haniwa".
    • SkyTome: (GBA-EN) [Old data that looks | like a cloud⋯? | "__■_■____■■__■■■■" ] into (LC) [Old data that looks | like a cloud⋯? | "■■■_■_____■__■__■" ]
    • LandTome: (GBA-EN) [Old data that looks | like a mountain⋯? | "_■___■_______■__■" ] into (LC) [Old data that looks | like a mountain⋯? | "■___■____■■■__■__" ]
    • SeaTome: (GBA-EN) [Old data that looks | like an ocean⋯? | "■_____■_■■■■___■_" ] into (LC) [Old data that looks | like an ocean⋯? | "■■■_■■■_■___■_■__" ]

Notes

  • 7 Stars completion image now uses high resolution artwork.

Mega Man Battle Network 4

  • The all title screen mark congratulations screen now uses the textbox font for the text instead of the thick font. Also, the font will differ depending on the language setting.
  • In the TopMan scenario, the applause sound effect that plays is a bit different. In the Legacy Collection, the applause starts right away and ends before the camera pans. In the GBA version, the applause sound fades in and fades out just as the camera pans.
  • (EN) The Title Screen Marks use the Japanese GBA icons instead of the English GBA icons (e.g. STAND COMP (JP) vs STD COMPL (EN)).
  • (EN) The graphics for when a NormalNavi or HeelNavi wins in a Free Tournament battle now uses the Japanese images.
    • (GBA-EN) NMLNAVI WIN to (LC) NORMAL NAVI WIN.
    • (GBA-EN) HEALNAVI WIN to (LC) HEEL NAVI WIN.

Text Changes

  • Regal's country, Nation Z (Z国), has been renamed into Nation X (X国).
  • (JP) When using a 3-Chip Trader while MegaMan is not in the PET: if you run out of chips after making a trade and try to trade again, in the Japanese GBA version, the game would tell you you need 10 chips. In Legacy Collection, it correctly states that you need 3 chips.
  • (EN) Z Saver has been renamed Z Saber. Repliroid remains untouched.
  • (EN) A new typo has been made in Waiting Room, where AquaMan's name is written as "AuqaM". This was correct in the English GBA version where it is written as "AquaM".

Notes

  • In the Boktai side-quest and Humor program, Otenko still does not have a "Taiyoh!" voice line in the English setting. The voice line plays in the Japanese and Chinese settings.
  • The Download Chips allows you to download again whenever you start a New Game+ Continue. This allows 2 or more copies of the Duo and PrixPowr chips, in the GBA version, those chips could only be downloaded once per save.
    • Still under research. Works on Steam. Doesn’t work on Switch.

Mega Man Battle Network 5

  • There is no longer a few seconds wait on the title screen before PRESS START appears.
  • Transition into battles now smoothly makes the battle fade in from the white screen. In the GBA version, the battle transition has a harsh cut to black after the white screen, then the battle fades in. This was a similar change seen in BN5DS.
  • A non-functioning Unite button on the Custom Screen is now present from the very start of the game, even when MegaMan doesn't access to Double Soul yet. The non-functioning Unite button also appears for Team Navi Custom Screens.
  • The helicopter sound effect at the end of the cutscene where Chaud/Baryl tells Lan that the Nebula base is on Mt. Belenus now fades out at a different time. On the Legacy Collection, it fades out as the screen turns black. On the GBA version, it fades out after the screen has turned black.
  • (EN) Cyberworld areas are all using their original Japanese designs and numbering. Any related NPCs from those changed areas are also reverted. Some of the dialogue were translated in the original English GBA game data but were unused.
  • (EN) The Title Screen Marks use the Japanese GBA icons instead of the English GBA icons (e.g. STD COMP (JP) vs STD COMPL (EN)).
  • (EN) The graphics for ToadMan being deleted uses the Japanese version “TODOMAN DELETED” instead of the English GBA version, “TOADMAN DELETED”.

Gameplay Changes

  • The Chip Order at Higsby’s has been modified to how it works in BN3 and BN4. Instead of just stocking 1 copy for the entire game, it will now restock accordingly to how many copies of that chip is put into the Chip Trader.

Text Changes

  • (JP) The name of the Vacuum Fan 3 virus has been corrected, it is now properly named as Vacuum Fan 3 in the game. In the Japanese GBA version, its name appeared as Wind Box 3. This was also fixed in the Japanese version of BN5DS.
  • (EN) The scene where NumberMan confronts MegaMan in Gargoyle Comp has mistakenly changed Higsby’s dialogue and has an out of place question mark. The question mark is positioned lower like a comma placement, this is due to the text using a Japanese comma [、], which has been incorrectly rendered with the English font.
    • (GBA-EN) [It’s you who’s talking gibberish,huh!] into (LC) [It’s you who’s talking gibberish?huh!]
  • (EN) The "Ghost" Patch Card in-game has been renamed into "Spooky". Candela however, remains the same and is not renamed CanDevil.

5DS Text Differences

The few text changes from Mega Man Battle Network 5 Double Team DS did not carry over and in some cases, even fixes typos differently:

  • (EN) Z Saver has been renamed Z Saber. Repliroid remains untouched, not bringing over the "Reploid" change from BN5DS.
  • (EN) BN5DS's names for the "LeaderR" and "ChaosL" chip are not used, instead the MMBNLC uses "LeadRaid" and "ChaosLrd". The description however, is the same as BN5DS.
  • (EN) The typo when obtaining the SpinRed KeyItem has been fixed. The third line "to spin red program parts." was too long and overflowed into the textbox arrow’s tile. This is different from the fix found in BN5DS.
    • (GBA-EN) [In NaviCust you can | now use L/R Button | to spin red program parts.] into (LC) [In NaviCust you can | now use L/R to spin | red program parts.].
  • (EN) The typos when MegaMan is dealt field effects in Liberation Missions from BN5 GBA remain the same. The text fixes from BN5DS are not brought over.

Mega Man Battle Network 6

  • In Network Duels, Random Battle is no longer an option.
  • In the GBA version, the incident music would continue to play after beating the main story. In Legacy Collection, the normal area music will play again once the player has viewed the credits and reached the point of no return before the final boss. Also, the Expo music is restored to before it was revealed to be a WWW base.
  • A bad words check is now applied to Folder names. This was presumably added because Folders can now be shared online with strangers.
  • In the cutscene where Lan and Mick meet the penguin at school, after MegaMan says "L-Lan!!?", you had to press the A Button twice to advance the scene (after the first press, the sound would fade out but the scene would not continue). In Legacy Collection, you only need to press the A Button once, and the scene will continue automatically along with the sound fading out.
  • In Ch. 4, the Security Bot in the Green Town Courtroom has been moved further towards the door, and the dialogue that denies you from entering only triggers from the left side. In the Japanese GBA version, the Security Bot was a bit more outward from the door and if you try to to walk beyond the bot, it will deny you and force you to walk away. This originally causes an issue that overlays Lan's sprite over the Security Bot. In the English GBA version, this fix was done differently by just removing the event tiles that triggers the dialogue.
  • (EN) Cyberworld areas are all using their original Japanese designs and numbering. Any related NPCs from those changed areas are also reverted. Some of the dialogue were translated in the original English GBA game data but were unused.
    • In Ch. 2, a Navi by the Seaside Area 1 area guide has its final textbox cut off.
      What is displayed in the MMBNLC: "*whew*... If you look at this area from a guide board, it looks like it's".
      What it's supposed to display: "*whew*... If you look at this area from a guide board, it looks like it's shaped like a vortex!".
  • (EN) Dust Cross' Custom Screen ability uses the Japanese GBA icon "Dust Shoot" instead of the English GBA icon "Trash Chute".

Gameplay Changes

  • The Chip Order at AsterLand has been modified to how it works in BN3 and BN4. Instead of just stocking 1 copy for the entire game, it will now restock accordingly to how many copies of that chip is put into the Chip Trader.
  • ElecPuls2 will now hold MegaMan in position for the same duration as the other ElecPulse series chips. In the GBA version, ElecPuls2’s duration was shorter and allowed MegaMan to act earlier than the other ElecPulse chips.

Text Changes

  • The Compression Command codes said by NPCs now use the button interface instead of vague capital letters compiled together.
  • (JP) In the Japanese GBA version, PulseBulb's description in the Virus Battler stated that its attack inflicts Confuse. In Legacy Collection, it correctly states that it inflicts Paralyze.
  • (JP) In the Japanese GBA version, the P.A. Memos for Wide Burner stated that you need 3 Wide Burner chips. In Legacy Collection, it correctly states that you need 3 Hell's Burner chips.
  • (JP) A typo was fixed in the request acceptance mail for the "Time Capsule" request.
  • (EN) The Puffy virus family is renamed to Diodon. This was presumably done since there was already a different virus family named Puffy in the earlier MMBN games. Both viruses are featured on a Patch Card in MMBN6, so having them both named Puffy would have been confusing.
  • (EN) All instances of SpoutMan and related “Spout” names are now AquaMan and “Aqua”. AquaShower however is still DripShower.
    • If AquaMan is brought to the Ch. 6 cutscene in Underground 2, there is now a replaced text typo when Lan stutters: "S-AquaMan! Jack out! Hurry!".

Notes

  • (EN) Although the Legacy Collection now uses the Japanese GBA version as a base, it still uses a majority of the English GBA version script. Some of the script was not adjusted correctly, resulting in some event triggers not working.
    • Virus Battler will give the English GBA rewards instead of the intended (Japanese GBA) rewards. To remedy this issue, before playing Virus Battler, the game must be temporarily switched to the Japanese or Chinese language setting.
    • ProtoManSP: When playing on English language setting, the original requirements from the English GBA version will be applied. However, the job list follows the Japanese numbering. To level up ProtoMan to SP in the English setting, the first 23 jobs from the English Request BBS list must be completed.

Trivia

  • The English text for BN5 Patch Cards and BN6’s Django chip description, Count chip description, and battle cutscene are taken directly from the data of the original English GBA version. This is the first time these text can be seen legitimately, including the strange sentence of “that’s enough, Zap!”.
  • For BN4-6’s event chips, the original GBA version does not contain data for the name or description of the chips. Since the data were on the e-Reader cards that are then written into the game, this is the first time many of these chips have official in-game English names and description.
  • The newly timed fade outs on sound effects are likely due to the fading being adjusted on the sound clip itself instead of letting the game do the fading, as the original GBA version did.

Reference

  1. ”The infamous TreeBomb Prism combo from Mega Man Battle Network 2 is still intact in single-player. As powerful as it is, it’s been left as-is to respect the memories of those of you who played these games in their original form. However, when it comes to online game modes, the prism has been adjusted to work more like it does in Mega Man Battle Network 3 for overall game balance purposes.” -Capcom USA post