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Mega Man Battle Network 4

  • 2003
  • Game Boy Advance
  • Capcom
  • 32-bit handheld
  • 6th generation

History

Dark chips offer a harsher shortcut through the tournament brackets of Mega Man Battle Network 4, which Capcom shipped in 2003 as Red Sun and Blue Moon. Double Soul fusions let MegaMan borrow another Navi's form for a short run of altered shots. Lan travels from one official competition to the next while those chips keep tempting an easier clear.

The two versions exchange tournament lineups, souls, and scenario opponents rather than telling unrelated plots. Win a bracket and the tour shifts to another region with a fresh set of operators. Later cycles repeat matches with different details, so one folder has to survive more than a single pass.

A soul comes from a Navi Lan has already met, and the fusion changes elemental strengths plus the charge attack. Shaping the folder around that soul matters more than stuffing it with unrelated rare chips. Taking a dark chip raises the damage and feeds a corruption that is hard to set aside once it starts.

Towns between the arenas still hide small jobs and virus packs on the net. The tournament is the road the plot travels, with the chip trade running under the sanctioned matches.

Related in this catalog

Same series is the tight name match. Same franchise is the wider family. Same platform is other games on the systems named above.

Same series

Same franchise

Same platform

Same developer

First developer on the RAWG card: Capcom.

RAWG record

RAWG rating3.22 / 5
Ratings9
RAWG date2003-12-14
ESRB on RAWGEveryone
GenresAction, RPG
DevelopersCapcom
PublishersCapcom
Platforms on RAWGgame-boy-advance

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