AND NOW.... SOMETHING COMPLETELY DIFFERENT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Bob and George, this two names marked something that at the time that the strip came out, who would have thought that this name would make the world best sprite-based webcomic ever, ouh and the writter is David Anez, and the link to the site is HERE!
Originally it was planned to be a hand-drawn webcomic about the college adventures of two brothers named Bob and George, but slated to start on April 1, 2000, the plan fell through because Anez did not have a scanner with which to scan his drawings. He stated "I was hoping to use my friend's scanner, but he was never around." He instead released a sequence of filler comics using Mega Man sprites, which he intended to be a temporary measure until he gained access to a scanner, at which point he would implement his initial plan involving the hand drawn comics. He eventually purchased a scanner, and on June 1 he released the hand-drawn comic.
The hand-drawn comic was to revolve around a group of superheroes attending college. Neither the initial attempt nor a later attempt at it went well, and both times he returned to the Mega Man sprite comic. Anez has stated that he hated the hand-drawn comic. The hand-drawn comic made something of a return in the storyline "All Good Things" -- the hand-drawn format is used to represent George's home dimension, though this time drawn by Liss, Dave's wife. Dave stated the reason for this is he realized that he still could not draw, and was not going to get any better.
However, this meant that the comic strip was titled "Bob and George", but did not contain any characters named "Bob" or "George". This was fixed with the introduction of sprite versions of the two characters into the comic. Bob is depicted as a gray Proto Man recolor while George is a Mega Man recolor with blond hair and no helmet.
David planned to end the comic by April 1, 2007, which is the end of the seventh year of the comic's run. However, the story took longer than expected, and the comic ended on Anez's birthday, July 28, 2007. There are a total of 2,658 daily comics produced.
While not the first webcomic to ever use video game sprites in place of hand-drawn art, Bob and George is noted as being the first sprite comic to gain widespread popularity.
Here is a sample of the 1st comic, and believe me, the rest is great too!
Also, with this post, we end the Megaman Marathon! I hope you all had a great time reading it like i did writing it *cough*couch*! Please enjoy the comic, it's really funny, it's great, and one more thing, ensure your 4th wall, because this comic literally breaks it with every comic!
Three is a magic number. When Capcom says "Climax," they really mean it.
Geo Stelar and Omega-Xis give saving the world another go. True to Mega Man games in the past, a huge disaster threatens all life, with a criminal organization pulling the strings. Unlike previous Mega Man games, the story is extremely well written. The player will go through so many exciting plot twists, you will never know for sure exactly who the bad guys are. Friends become enemies, enemies become friends, rivals become allies, but when faced with a new enemy, become rivals again.
The game's new EM system, the Hunter VG, is exceptional.In the previous two games of the Mega Man Star Force series, the newest EM manipulation unit just served as a plot device, and was forgotten. In Star Force 3, the Hunter VG implements the Touch Screen, using the DS' abilities to their maximum potential. Menus are easily navigated, so you can access whatever you are looking for without that feeling of slowness and lag.
Capcom did an amazing job of boss design as well. Star Force 3 bosses have very diverse attacks, which means no more stepping to the side and using the shield every few seconds. You actually have to use strategy! *gasp*... Even the pathways to bosses got more creative. Instead of running through a maze, occasionally pressing a button to advance, the player is required to think! You might even need several attempts to get through an obstacle.
This doesn't mean the game is hard- Mega Man Star Force 3 is relatively easy to complete. The game brings a balance of difficulty to make the game challenging and stimulating. After beating a chapter of the story, you will feel a sense of satisfaction having completed a task, not just emptiness and bored curiosity about the next section of the plot.
Everything about this game conveys a feeling of chaos. The card selection is no longer strict and periodical- Cards are scattered everywhere, granting new abilities and limitations to be adapted to. This isn't insane difficulty, but just the right about of luck is involved. No two battles will be the same, meaning the everyday virus battles will entertain you, like a video game is supposed to. The amount of Noise accumulated through the battle changes the rules. Some noise will give you a new elemental form, new attacks, and new abilities. A lot of noise causes glitches in battle, such as knockback becoming knock-forward and Invis has no effect on either you or your opponent. If you're clever, you can use the Noise system to your full advantage to unleash a complete slaughtering on your foes.
Noise is a big part of the game. It can get you hidden abilities or weapons, but it also creates entire worlds to explore. Noise Frags have been introduced, taking the place of Mega Man Battle Network's Bug Frags.
Multiplayer has changed- Not a huge change, but just enough to make people feel content. WiFi battles are smoother, and brother bands can create mix-and-match abilities between your Noise form and theirs.
The original Mega Man Star Force had three game-specific transformations. The second had six, which were relatively game specific. The third (and by far, the greatest) installment has OVER 100 which can be obtained in either version of the game, except for the "Finalize" Ultimate form: Red Joker or Black Ace. These forms grant extra abilities, max out your Buster stats, and give you access to the Meteor Server, which holds extremely rare and powerful Battle Cards.
There is almost no difference between the two versions, except small weapons differences or likeliness of a new Noise Form appearing. But since anything can be found in either game, it's all a matter of personal preference between flying swords and gigantic fiery explosions.
The post-game story is fantastic. Old characters return for a challenge, new characters threaten the safety of the galaxy. Some bonds are reinforced through your battles, others are slashed to pieces. The challenges required to get the sweet stuff in the final area are HARD. You will spend a lot of time and brainpower trying to complete them all, but it's all in good fun.
You will never be bored playing through this game- not even in the beginning introductory levels. The characters will entertain you, the abilities will please you, and the difficulty will keep you satisfied. This is a very balanced game, with all the right things in all the right places. It is truly a work of perfection.
If you have played all Mega Man games up to this point, play this one. If you've never played a Mega Man game before in your life, play this one. It surpasses The Legend of Zelda: Phantom Hourglass to take the title of BEST Nintendo DS game of all eternity. Play it. Love it. Enjoy.
Megaman Star Force 2: Puts Battle Network 3 to shame, or still lacking one way or another?
After a year of waiting, Capcom finally released Mega Man Star Force 2. I really enjoyed the first game so I decided to pick this up and see if it could match the first game in overall fun.
GRAPHICS: The graphics in the game recycles some of the elements in the Mega Man Battle Network series and is identical to the first. The graphics in the "real world" are mediocre at best while the in-battle graphics are 3D and somewhat blocky.
SOUND: The music in this game isn't the greatest and becomes repetitive fast. You basically hear the same thing during battle excluding the boss fights. However, the "real world" music has different tunes for each different place you visit.
STORY: After two months since the battle with the FM-ians and Andromeda, Geo Stelar gets an upgrade for his Transer, called the Star Carrier which is used to materialize mobile waves. Geo and his friends decide to go to the movies and thus our story begins. Like all Mega Man Battle Network games it's up to Mega Man to beat some baddies and save the earth from doom, nothing new here.
GAMEPLAY: In my opinion the best part of this game. Depending on what version you are playing you can start as Thunder Zerker, Wood Ninja, or Fire Saurian. You can then use Double Tribe with the help of you brothers and then Triple Tribe to the ultimate form: Tribe King. Like the first game this game uses the brother system. To get brothers you simply input another person's friend code in a spot on Wi-Fi and connect. Brothers also increase your Link Power and let you use you their favorites. Link Power is important in this game because the more Link Power you can the more upgrades you can equip to Mega Man.
You can also transform to Rogue Mega Man if you lack brothers and have all the Indie Fragments equipped. This game also has lets you use Wave Command Codes. These codes let you get items, cards, power ups, auto forms, and upgrade bosses to their ultimate form for a more challenging battle.The battle system is the same as the first game. You play on a 3x6 grid and can only move left and right. However, you get a shield to block most attacks. In order to inflect damage to the enemy you either use your Mega Buster or Cards from you deck. You can also battle people from different parts of the globe and you can even battle you brothers.
REPLAYABLE: The story itself isn't that long and can be completed in under 20 hours. The replay time can be spent by collecting all the icons on the title screen, finishing all side quests, collecting all HP memories and Wi-Fi battling.
OVERALL: If you're looking for a game filled with Mega Busting action or just want a great RPG for your collection then this is the game for you. Overall, If you liked the first game or even the Battle Network series give this one a shot.
NAME: MEGAMAN STARFORCE 2 - ZERKER x NINJA & ZERKER x SAURIAN SYSTEM: NINTENDO DS
A definite improvement to the Battle Network series, with some modifications and new features.
Would you buy a new game to a series if it had been "changed"? Some people won't. If you go to the DS game boards, you'll most likely see people left and right complaining about how the stylus is annoying and how dual controls would be more convenient.
And if you go to the Wii board, you'll see owners and non-owners of Wii's alike starting riots and pointless topics about why Wii's motion censors aren't the best control schemes. And if you go to the Site Suggestions boards, you'll spot a person or two commenting that "Change isn't good".
Now, let us research that claim. Are these people objecting that the NES was fine and the SNES was unneeded? That our ancestors should have stuck to cave paintings and never have invented books? That the invention of the wheel was pointless compared to dragging heavy loads? Perhaps in some cases change isn't necessary or useful. But that certainly is not the case for Mega Man Star Force!
You start the game out as a young 5th grader (why is it always 5th graders these days?) who's is distraught and refuses to go to school for quite some time because his father died in an accident in space. One day, as he is star gazing, he meets Omega - Xis, Mega for short (wherever did they get that idea?) an alien from the planet FM, who is being chased by his fellows for a crime he committed. The two agree to cooperate and allow Mega to use the main character's body while Mega will, in turn, will give you information about your father. A classic, but not history. To older gamers this story may seem childish and unsatisfactory, but it is all there is, so you'll have to live with it.
What really makes the difference in Mega Man Star Force, is the new gameplay. You fuse with Mega to become "Mega Man" and protect citizens from FM-ians, and "pulse in" to electromagnetic waves to enter the "wave world", which is similar to "jacking in" to the internet in the Battle Network series. As usual, you have random encounters with viruses you must "delete" by fighting them with "battle cards", similar to "battle chips". But this is the most significant and obvious change. Instead of a 3 x 6 grid, with half of it for you to move and fight on, and vice versa for the viruses, the battle field is now a 3 x 5 grid, with only the back row for you to move left and right on while the viruses get the rest of the field. While this may seem unfair, it does not upset the balance of deleting viruses or the viruses deleting you. This time, you can use a shield that stays up for 2 seconds that can block any attack, and can be used at any time. There is also an "auto lock" feature, which lets you use a lock when using chips. While this may seem overpowering at first, later on in the game, the lock ability can be dodged. The "custom gauge" has not gone and been replaced, however. The custom gauge is a gauge, that when completely filled over a period of time, will allow you to select your battle cards. With this new battle system, they'll be no more useless cards that you can't use. The new system is also smooth, and flowing, and although it may take some time to get used to, will seem easy, and natural.
Another interesting feature of MMSF, is the ''brother band'' feature. This allows you to "band" with in-game characters, or over wi-fi to be able to use their favorite cards and use their different forms. You can delete any of you brothers, even in-game brothers, at any given time you want.
The graphics, I must say, are terrific. Battles are in 3-D, and in third-person view, and I will add, does not impede gameplay in any way. Other 3-D Mega Man games really didn't go through the loop, and this dissapointed me. The music isn't anything to marvel at, but is well-balanced. Some songs, you may find, will stick in your head, and others, to your dismay, will be annoying and so unwelcome that you may turn off your volume. The boss battle music makes your heart rush, and gives you that feeling of "I gotta run away! Oh no, he's coming at me!" and that sense of danger that keeps your toes on end. Overall, the music is well implied, and I would like to see the same in the sequel.
Replayability was sometimes a problem in past Mega Man games, but there are new features that will definitely keep you busy for some time. There are jobs you can do for citizens and bystanders that will earn you rewards, sometime the Zenny currency, or rare battle cards. Sometimes you'll go around exploring, finding new places, noticing a few fun things the makers stuck in as a reference to the past games. Of course, there is always the tedious job of collecting all the card forces, and the sense of accomplishment that makes you proud of yourself. The Brother Band system is also a fun objective that will keep you busy, going to the messages boards and saying "XX Lv XXXXX, looking for a XXXX or XXX bro". Just as a hint, I've found it's useful to have good grammar if you want people to click on your topic. Completing the story line will most likely take about 20 hours for the BN veteran, or perhaps more for the average joy who took a look at the shelves and decided to hit it.
Adding everything up, Mega Man Star Force is a definite buy, especially if you loved the BN series. If you also enjoy playing card games such as Yu-Gi-Oh or Baten Kaitos, this game is for you. But for all fans for any series or game: this game is definitely worth your while.
Megaman Battle Network Operation Star Force is basically a port of Exe 1 with an extra chapter, slightly different gameplay, and some new features.
GRAPHICS: Eh... The graphics are the same as Exe 1. MMSF is in SF 3 gaphics though. Even though it's the sam graphics, it's not that bad. The prologue is a new one. It is in Waxa and completely in SF3 graphics. I wish they could've given the rest of the game the same kind of facelift. But this is Capcom. I'm expecting too much from these lazy goons.
SOUND: Except for the opening internet theme, the music is the same. However, if you play as MMSF the virus music is SF1 and the boss music is SF2. They also cleaned up the music. In Exe 1 there were slight sounds of static and brokeness to the music. This time, the music's a lot more pleasant to hear.
STORY: The storyline is the same as Exe1 until you get to Elecman's scenario. After that there is the crossover scenario where you have to defeat clockman. Clockman kidnaps(won't say who) and runs off. MMSF is accused at first but then both Megaman have to chase Clockman to his own demension and combine their powers to defeat them. It's pretty interesting.
GAMEPLAY: The encounter rate has been fixed for starters. They also gave you a bottom screen map to help you navigate the internet of BN1. The characters have new face pics and some voice acting. The custom screen has been changed so that therre's only two rows like Exe2-6. They also added some new PAs (Double Rockman, Double hero 2)and chips(Clockman and Rogue), which I won't spoil. Most importantly, you get to play as MMSF after you beat Clockman's scenario forever. MMSF has lockon and shield. So use lot's of swords. He also makes Beta Sword pretty useful.They also added a Megaman Coloseum. You earn points from mini games and there are some shops where you can buy good stuff with them.
OVERALL: This is the same as Exe1 except with a new scenario, some extra features, and some whole new gamplay mechanics(SF). The most crucial part of this game is being able to play as Megaman Star Force. It is exactly what the title says it is. Megaman Battle Network Operation:Star Force.
NAME: ROCKMAN EXE OPERATION SHOOTING STAR SYSTEM: Nintendo DS
With the DS' unique features and the natural fun the Battle Network series, this title shines bright on the DS
Megaman Battle Network 5: Double Team DS is a combination of the GBA games Megaman Battle Network 5 Team Protoman and Team Colonel. Both are available in this cart, and the DS adds in many new features to the game involving its nice touch screen(although the touch-screen isn't needed for any of these features).
I only give it a low score because story has never been the Battle Network games strong suit. This game isn't played for the story. Anyway the story starts off with Lan's father, Dr. Hikari, calling him to have him and his friends visit Scilab to show them something. They arrive there and before he gets to show them, Dr. Regal attacks Scilab with his henchmen, knocking everybody out with sleeping gas. He captures Dr. Hikari and steals the PET's from Mayl, Dex and Yai. Lan luckily is out of their site, so Megaman is safe. Lan wakes up 3 days later to find his dad missing, and decides to do something about it. At Scilab after a supposed break in, he meets Protoman/Colonel(depends on the version your playing), who is forming a team to take down Nebula and Dr. Regal. That's basically how the game starts off >.>.
The graphics, as usual, are very well done. All the attack chip animations are well done and on point, and Lan looks a lot better in the 5th installment. And in this DS version, when your outside of battle you'll see Megaman on your touchscreen, which basically adds as your PET. Megaman's facial expressions change depending on the story situation, and he also moves a bit. You'll also see him jack in and out from the screen when you order him too, looking exactly like it does in the show, which is a nice touch.
The DS version has one plus when it comes to music; the GBA slot. By inserting one of the old Battle Network games in there, the battle music changes. This is good for those who for some reason hate the battle music. The other background tunes are good as well, nothing really seeming out of place or unneeded.
The gameplay is what makes this game a great one. Battles take place on a 3 by 6 grid. 3 by 3 is colored red and on the left side of the screen, and 3 by 3 is colored blue and located on the right side of the screen. The Navi you control (be it Megaman or a Battle Image) will be on the red, and all the enemies on the blue. At the start of each battle your custom menu opens, allowing you to use chips. Chips are used with the A button, and your Buster with the B. The Mega Buster can be charged as well.
The thing that makes the gameplay fun is there are so many different types of chips. You can have regular attack chips, support chips like Wind that blows enemies away or Invisible which makes you practically invincible for awhile, Defensive chips like Guard that cancel certain types of attacks and can damage the enemy as well. You can use chips that steal your enemy's panels temporarily, or break them if you feel like it. You can heal yourself, or use a Navi Chip, which are chips based on Navi's like Protoman, Gyroman, and Shadowman that have different effects.
The 5th installment fixed up the 4th games Soul Unison system. Soul Unison allows you to sacrifice certain element chips to transform Megaman into a Unison of himself and another Navi for 3 turns. Meaning you can transform him into ProtoSoul, ColonelSoul, ShadowSoul, KnightSoul, etc. Each soul has different abilities to offer. ProtoSoul lets you charge Sword type battle chips, and when fully charged launches Megaman 2 spaces forward and then attacking with the chip, giving sword chips more distance.
Dark Chips have also made a return. Now their attainable as regular chips :D. Their sold and obtained by different people and places in the game, and each in their own right are extremely powerful. You can put them in your regular folder and use them in regular battles if you wish. Doing so lowers your max HP by 1 though, and if the battle doesn't end after using the chip Megaman will be glitched for awhile, causing him to slide across panels, break panels he walks over, and other stuff that makes battles more bothersome than they already are.
The real strength in Dark Chips though is the ability to use them for Chaos Soul Unisons. It's like Soul Unisons, only you sacrifice the appropriate elemental Dark Chip instead. This Chaos Unison only lasts 1 turn no matter what, but the great thing about it is you charge your buster and fire while it's purple, you will use the Dark Chip you sacrificed! So you can have DarkProtoSoul using DarkSword chip attacks over and over again. Although, there is a catch. If you release charge when the light is green, Megaman returns to normal and a Dark Megaman appears on your enemy's field. He can't be targeted, so you have to either end the battle fast or wait for him to disappear if this happens.
This game also introduced Liberation Missions, which are strategic in nature. Megaman and the other Navi's on your team start out on one point of the map, and have to fight their way through Dark Panels and Dark Holes to reach the Boss Navi at the end. Each Navi on your team has special abilities during Liberation Missions that help make them go quicker. Megaman can use Long Sword, which can clear two forward Dark Panels instead of one. Shadowman can run over Dark Panels to get to other places faster. Searchman can search many panels ahead and detect traps and destroy them. Each play a role in helping get your team across the map to the Boss Navi. Each mission gives you're a target phase in which if you reach it, you get a special chip. Beating the mission 1-2 phases before the targeted phase gives you an even better chip, so the more efficient you are the better the reward.
The DS added in new features. One is it changed the menu screen layout, as well as the Chip folders layout. You can use the touch screen to drag chips in and out of your folder, which works a lot faster than move up and down the folder like the GBA version. It also added in the Party Battle System, which lets you fight with up to 2 other Navi copies of your regular teammates. Each of these Battle Images of your teammates have special effects during battle, like Colonel will use his special C Cannon every turn he's not in play, and if Megaman stuns an enemy and you switch to Colonel, both will perform a charged attack at the enemy. There is a limit to how many times you can change during battle, so only use it if it's necessary. This feature is disabled in many important storyline events, so don't rely on it too heavily.
The fact that both titles are in this DS cartridge, and starting a new game on the 2nd save slot unlocks a few secrets when you have beaten the game on the 1st slot makes this game replayable. Once you find other people who have this game and get into real Netbattling, you'll be plugging in many more hours looking for rare chips and putting the finishing touches on your folder and Navi Customizer to get it working just the way you like
Although I enjoyed Battle Network 3 a lot more, this game is simply fantastic. All the new features contributed by the Nintendo DS and the two games themselves make it a worthwhile buy. Unless you already own both Team Colonel and Team Protoman for the GBA, then you should definitely pick this game up. Even if you have one of them you should get it. Putting it in the GBA slot will allow you to access your folder there as a Bonus Folder in this game, as well as unlocking a few other secrets.
NAME: MEGAMAN BATTLE NETWORK 5 - DOUBLE TEAM DS SYSTEM: Nintendo DS
Rockman EXE Legend of Network is a video game in the Mega Man Battle Network series for mobile phones developed by Capcom. The game was only released and made available in Japan. It was preceded by Rockman EXE Phantom of Network. The game introduces a new character named Cerise, a Netopian.
NAME: ROCKMAN EXE LEGEND OF NETWORK SYSTEM: Mobile Phones
Rockman EXE Phantom of Network is a video game in the Mega Man Battle Network series for mobile phones developed by Capcom. The game was only released and made available in Japan. It is most well known for featuring five original characters that did not appear in any other video games: the magician Mr. Hat with his NetNavi HatMan and son Shuichi Ubochi, as well as the NetNavis JammingMan and Cache. All of these characters, however, appeared in the Rockman EXE anime series.
NAME: ROCKMAN EXE PHANTOM OF NETWORK SYSTEM: Mobile Phones
First off, I'd like to begin by telling you how the game works. This is the only Japanese exclusive game for the EXE series. It's not part of the main EXE storyline or even a side story. None of the Human characters from the EXE series are even in this game with the exception of Ribbita, the announcer for the tournaments. She is also the News Reporter for the EXE series. (She was in BN 2, 3 and 5)
How the game works is just like the name of the game (Rockman EXE 4.5 Real Operation), it's like operating a real Net Navi. Though you can buy a Battle Chip Gate for the game which makes the game feel more like a PET. (PErsonal Terminal) Though you don't have to use the gate to play the game. Some people prefer playing without it. (Such as I) One thing that makes this game very unique to the EXE series is that you do NOT control you're navi's movement. You control you're navi to a certain extent such as telling him/her when to use their buster or special attacks. You command them when to attack, what virus/enemy to attack, and how far they should keep a distance from their main target.
The music in the game is good, and each Navi has their own theme music. The one thing that REALLY made the game very good is that their's 21 playable characters! Though unlocking them can be a pain and 8 of them can only be unlockened by using a Battle Chip Gate, or by Action Replay codes. (Which I used) Their's characters ranging from Roll to Star Man, Shadow Man to Bass, ect. Each Navi has a different style of attacks. Some navi's are better with Defense while others are just plain offensive. another very good thing about the game is that eac navi has different way's of upgrading their HP. Some navi's such as Megaman have to play Mini-games while some have to find HP memories on the net, and some gain HP by defeating certain navi's on the net. Same applies for the Buster Upgrades, each navi must find Golden Mystery Datas on the net. Each Navi has different amounts of Buster upgrades. Some can go up to 5 while others can only go up to 3. And they not only upgrade the standard buster, they upgrade the attack power of the navi's special attacks.
One of the only bad things in the game is that there's not much of a story, but then again, its about you having adventures with you're Navi, so what's to explain? And another bad thing is the time system, while its not hard to wait a couple hours to enter a tournament, it's the Silver and Gold tournaments that are a pain. You can only sign up for those tournaments in the weekdays, and you can only enter the tournaments on the weekends. But if you're impatient such as me, then you'll just use the ability to change the time with an option on the start menu of the game, though it will cost you all of you're zenny (The money of the game), it's better than waiting.
Replay value is another VERY big thing of the game, this game has probably more replay value then almost any game out their. Getting all upgrades for each navi, getting all chips, and defeating all the bosses will take a lifetime. Though this is only needed for getting 100% for the ENTIRE game. You can fight the final boss of the game with just one character and then never touch the game never again.
Though the game is in Japanese, it isn't very confusing to play the game. It may be a little confusing at first, but you will get used to it very quickly. And I'm sure their's an FAQ for it.
Hopefully, reading my review has made you consider getting this game. Though it may be a bit price on the internet. The game is well-worth it!
NAME: ROCKMAN EXE 4.5 REAL OPERATION SYSTEM: Game Boy Advance
Rockman EXE Battle Chip Stadium is an arcade game in the Mega Man Battle Network sub-series of Mega Man games from Capcom. This game was not released outside of Japan. Under the name of "Battle Station", the arcade game was featured a number of times in episodes of the Rockman EXE Beast+ anime series. Phase-out of this game from arcade centers began January 2009.
The game features much of the same gameplay found in the Battle Network series and was updated near monthly with new characters and attacks, as well as updating the hardware. Machines could be linked to allow players to face each other in NetBattles, showing their abilities over NetNavis. NetNavis featured included the so-called "Link Navis" from Rockman EXE 6, with the inclusion of other, exclusive NetNavis like Colonel, Falzar-Beast Forte and Dark Rockman.
After inserting the play cost of 100 yen, battling was started by slotting up to three merchandise Battle Chips into the machine per turn. Attacking was engaged by pressing a button, with the chips inserted having a chance of being successful, unsuccessful or critical (inflicting extra damage); this was made so to not make the game too easy by using potentially overpowered chips. Winning a round of the game dispensed a new, randomly-picked Battle Chip from stock contained inside the arcade machine. Battle Chips given as prizes changed over time in 'volumes' and later versions/revisions of the game; not surprisingly, most of the Battle Chip range was obtainable from the game, including an amount of exclusives. Battle Chips won during play could also have a different colour casing.
Although most characters were playable, another way to use Battle Chips was slotting in a different kind of chip, the Navi Data Chip, through a separately-marked chip port. Navi Data Chips could be leveled by gaining experience inside the arcade game or through using the LiNK PET_EX from the Beast lineup of merchandise. Using a Navi Data Chip allowed play with a leveled and hence stronger version of that Navi, when compared to the default in character select, or characters not present on the roster. Levels in the PET were proportional to levels in the game and in use with specific features in Battle Network 6.
The Program Advance system seen in the Rockman EXE series was expanded upon greatly for Battle Chip Stadium, with over 125 different sequences available. Use of Program Advances were governed by the same rules as all other chips, in whether they were a successful attack or not. Program Advances in Battle Chip Stadium were grouped in Mega-, Giga- and Tera- classes. To facilitate for performing these combination's, Capcom and Takara Tomy released specialized booster packs for the game containing specific Battle Chips in order to perform specific Program Advances.