The Deadliest Summer Vacation a Saturday Morning Anime Can Provide – Let’s Play Mega Man Battle Network 2

If we didn’t accept WWW, we’re not accepting Gospel either.

Lan Hikari and his NetNavi/Brother MegaMan.EXE once saved the world from WWW and their dangerous Life Virus. Technically they saved it twice from those guys, but that’s dubiously canon. Either way, our heroes have gone back to their daily lives since then. However, they have reached one of the most important times in an elementary school kid’s life: summer vacation. Barring some lackluster grades, Lan is ready to take his vacation in stride! Unfortunately, there’s only one problem: there’s a new criminal organization on the internet: Gospel. Viruses once again fester on the net as this new netmafia grows in power. And you better believe that if one criminal organization was stopped by an eleven year old, he’ll have to stop the next one as well.

Welcome to Mega Man Battle Network 2! This is the sequel to Mega Man Battle Network and Mega Man Network Transmission. Though the latter isn’t exactly important nor was it even the same genre as the rest of the series (and I streamed that one instead of Lping it if that matters to you,) I’m going to issue a spoiler warning for both of those games regardless. We’re going into this one assuming you know the 1.5 plot points that are important in those games, and they’ll be casually discussed throughout this playthrough. That being said, anything that happens in later games will be discussed as vaguely as possible, so please try not to spoil anything from three onward, or at least use spoiler tags. While I’m familiar with the series, Loaka is not so I try not to give away much that happens down the line.

As for the game itself, it’s not exactly leaps and bounds ahead of BN1. Visually and mechanically, a lot of this should seem familiar if you played the first game. That’s not to say it’s the same experience with a new story stapled on, though. Lessons were learned from the first game, some of which make this one a bit more interesting and provides some variables for playthroughs. Bosses are also more elaborate than they were in the first game, which might sound good but personally I find it to be a bit annoying. There’s also the fact that the letter G might be the most powerful force in the series in this one, but we’ll get into that later. The fact of the matter is, if you liked the deck building and optimistic vision of the internet the first game provided, there’s a pretty good chance you’ll like this one too.

Episode List

Part 1: Virus Busting 201

Part 2: Gas Gas Gas

Part 3: Leg Theft

Part 4: A Real Dam Threat

Part 5: Yumbody New to Talk To

Part 6: Zero Yum Game

Part 7: Emergency Detour

Part 8: Network Treasure

Part 9: Special Beam Program

Part 10: Airport Gate

Part 11: MegaDummy

Part 12: Deletion Harmony

Part 13: Airachnophobia

Part 14: 6/11

Part 15: SLicense of Life

Part 16: Little Roll Lost

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Part 1: Virus Busting 201

It’s summer vacation! Lan and MegaMan prepare for a relaxing rest from school… or at least Lan is. MegaMan is concerned by the homework they’ll be receiving. Either way, though, it’s the last day of school, and the only thing that could damper Lan’s mood is his terrible academic performance. But really, the only thing that could truly interrupt Lan’s good time would be that new netmafia everyone’s talking about…

(Also, fun fact! It’s been two years since I finished Transmission and six days off of five years since I finished BN1! Apparently I’m bucking the trend by starting one of these in January instead of finishing it.)

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Part 2: Gas Gas Gas

MegaMan has checked out the Square, but there’s no time for anything fun in the agenda now. Yai’s in trouble, and at first whiff of her house it’s clear what’s going on. The entire mansion is flooded with gas, and there’s no doubt Yai is passed out somewhere inside. Thankfully, there’s a handy app that makes gas visible, so maybe Lan has a chance of clearing the house and saving his friend.

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Part 3: Leg Theft

Lan has very suddenly decided to go camping. It’s such short notice that none of his friends, or his rival, are prepared to go today. But hey, if nobody else is available, we might as well go sort out our license! A CLicense isn’t going to get us very far, but a BLicense? That… probably isn’t worth that much either. But it’s a start!

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Part 4: A Real Dam Threat

Okay, so we couldn’t go camping yesterday. But today Lan’s friends are available to head out to Okuden Valley for a pleasant trip. Even Chaud is here, despite the fact that nobody asked him to come and he made it clear he thinks we’re stupid and he didn’t want to come! But now that we’re here, getting to the campgrounds won’t be easy. But after overcoming nature’s strongest threats, surely everyone will get to relax, right? Right???

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Part 5: Yumbody New to Talk To

Hot off the heels of his victory at Okuden, Lan Hikari is: very bored right now. He’s gotta start considering his research project before summer’s over, but just what is someone as dumb inattentive bored as Lan going to focus on? Why, perhaps this random balloon entering the scene has the answer! Indeed, someone’s looking for a pen pal, and what perfect timing they have! Lan is on a mission to meet new food people from another country, but first he’s gotta have a license before he can visit another country’s internet.

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Part 6: Zero Yum Game

Lan continues the License process, which means it’s time for many fights. But once that exam is over and done with, he can finally access Yumland’s internet! What an exciting chance to experience another culture! Or it would be, except it seems somebody’s gone to Yumland illegally, and they’re about to take out a digital monarchy…

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Part 7: Emergency Detour

Gospel isn’t satisfied with the assassination of Yumland’s king. The mysterious mercenary has his sights on Electopia, and there’s only so much time to bolster our defenses! But on the other hand, there are a few job requests to do, and I don’t want to leave them for later. Let’s do those first.

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Part 8: Network Treasure

Okay, we’re back on track. We need to track down a special program so Lan’s Dad can upgrade MegaMan. We managed to find a lead last time, now we just have to figure out where it takes us. Wherever it is, though, we will not question the moral repercussions for taking it out of the blue. Considering the impact of your actions is for wimps.

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Part 9: Special Beam Program

Lan stole found the Change.bat program right on time. The assassin who took down Yumland is coming for Electopia’s Mother Computer, and if that goes down we’re history! Lan and MegaMan join the officials rushing to the computer to put up a defense, but considering who’s on the boxart, we know who’ll do the best job in battling against ShadowMan and his viruses.

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Part 10: Airport Gate

Gospel’s hired assassin failed to destroy Netopia, but the organization isn’t done yet. An assembly of Netbattlers has been called to discuss how to stop this gang before they strike again, and it just so happens Lan has made the cut! I knew stopping a world-destroying supervirus would have to pay off at some point! Anyway, today Lan goes to get his passport and board a flight to another country. All in the same day. Things are just like that in the cyber future.

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Part 11: MegaDummy

Okay. So Lan got robbed at the airport last time. So now he’s in a foreign land without any money. But at least he’s in Netopia now, so we’re probably safe getting to the Netbattler conference from here on. Heck, some nice stranger is even offering him a ride!

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Part 12: Deletion Harmony

After a rocky start in Netopia, Lan is back on his feet and ready for the Netbattler conference he traveled for in the first place! Whatever information we’ll be learning today must be pretty important to make us travel all the way to another country. Let’s just hope Gospel hasn’t figured out a way to infiltrate this meeting, or we could really be in trouble!

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Part 13: Airachnophobia

Well, Lan’s time in Netopia was harrowing. But at least he can go back home now, right? The flight may be long, but a long wait is better than almost being killed by Gospel. Then again, someone may have brought something on the plane that could prove to be the second worst possibility on our trip. Or the first worst, since MegaMan can’t take fight arachnids that aren’t digital.

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Part 14: 6/11

Lan’s trip keeps getting worse and worse. Having a loose spider on board your flight is enough to cause most people a ton of anxiety, but what if every possible thing that could go wrong with an airplane happened one after another? Well, Lan gets to discover how that feels as the plane gets hijacked by an unknown saboteur.

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Part 15: SLicense of Life

Okay, so Netopia and the plane back to Electopia wound up being something Lan should go to therapy for. And as we saw at the end of the last episode, there’s something about earthquakes as well. But we have no time to worry about that, because there are sidequests to do. And hey, that S License is also a thing we can get now as well. Really, we’d be fools not to take this opportunity.

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Part 16: Little Roll Lost

Strange things are happening in the internet and in real life. There have been frequent earthquakes, which is unusual because usually there are no earthquakes. And if that wasn’t bad enough, now the internet has been frozen. Naturally, Lan and MegaMan head off to check out why that’s happening, but we begin our investigation by solving a missing programs report involving our good friend Roll.

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