Capcom Database

Mega Man Network Transmission is an action platformer and a spin-off game in the Mega Man Battle Network series of RPG games, devloped by Arika and published by Capcom and ShoPro Entertainment. It was released for the Nintendo GameCube in 2003. While it is ostensibly based on the Battle Network series, however, the game is in the vein of the original Mega Man series, being a platformer instead of an RPG. Network Transmission is also abbreviated NT, as it is in MegaMan NT Warrior, an anime and manga series based on Battle Network.


Mega Man 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 Battle Network series.

Unlike previous Battle Network games, 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.


The game takes place between the events of Battle Network and Battle Network 2.

One month after defeating the Life Virus (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 climactic 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 short-lived, however, when a former member of the WWW, (called only the "Professor") reveals this was all part of his scheme to revive the dreaded Life Virus. Analyzing clues, MegaMan.EXE and Lan eventually engage the second Life Virus 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.EXE and his operator, leading the plot into the next game, Mega Man Battle Network 2.


MMNT Japan art

Japanese Cover Art


  • This is the first Mega Man Battle Network game to introduce a Mega Man X series-based NetNavi, Zero.
  • Some enemies and elements of the game are references from the classic Mega Man series, such as the attack pattern of the multiple Spikey enemies, the various Sniper Joe enemies, the lasers in QuickMan.EXE's stage, and the rail lifts in Shadow Man's stage.
    • As well as that, FireMan.EXE's music is a remix of his classic counterpart, and Pharaoh.EXE's stage BGM has a small portion reminiscent of his classic counterpart.
  • According to Yuji Ishihara, there were plans for Mega Man Network Transmission to come packed with a special PET-themed GameCube controller, but it did not come to fruition.
  • At the start of the game, the Japanese version has a start-up warning about eye strain, seizures, and the importance of taking breaks; this screen was removed for the international version.
  • Some voiced lines that involves Japanese names and terms were removed in the international version. Voice clips where Lan says "Rockman" are removed since all the voice acting is in Japanese for all versions. The first part of ProtoMan's introduction cutscene also has voice acting removed to remove an instance of "Blues". Additionally, Lan's voiced monologue at the start and end of the game was removed.
  • In the Japanese version, leaving the title screen idle for some time will show the first opening from the anime series.
  • Interestingly, although this game's story is set between the first and second games, the PET used in this game is based off the Plug-in PET introduced in Mega Man Battle Network 3.


Character artwork[]

Box art[]


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