Well we might not be having Mega Man 12 or
Mega Man X9 any time soon, unless either of those have been announced since I wrote this
video. But Capcom seem to be very good at collating
old releases and making collections, with the latest of these being the Mega Man
Battle Network Collection. I’m gonna feel sick saying this but the
first Battle Network game is now 22 years old. It’s been a while since my last video, so
let’s dust off our glossary, fire up our old brains and study some video game a
nimation. The Mega Man Battle Network games, if you
didn’t know, were tactical role playing video games for
the GameBoy Advance, or most of them were anyway. Hardware limitations of the GBA meant sprites
were likely split up and cleverly re-ordered to save space and
memory. I have a very rudimentary understanding of
this process, but if you want to know more, here’s some
really good videos on the topic, links are below in the description. We’re gonna take a look at some of the animations
in Batt
le Networks 1-6, how they worked and talk a little about animation
fundamentals and pepper it with other tidbits. The animations we’re going to look at will
mostly be Mega Man, but we’ll also look at bosses and enemies,
and miscellaneous stuff like effects and NPCs. Because I’m a man of little free time, most
of the footage I’m using will be from channels who have already captured this footage, with
links of those channels in my description, because I don’t have time to play and record
6 ten hou
r games. So massive thanks to those channels. Okay so typically, a controllable video game
character will be, at any one time, in 1 of three states: they’ll be in a loop,
a link or a linear. Looping animations are things like an idle
pose or running animation. A linear animation will play once and end,
such as an attack or taking damage. And a transitional animation, or ‘linking’
animation are things like turning or connecting two animations, such as the last
pose of an attack back into the idle
pose. You’ll commonly see a link animation play
between linears and loops, and you’re more likely to see linking animations
in games that use character rigs, where you have more control over ‘states’
of animation. Linking animations aren't as common in frame
by frame animated games, cos it's a bit more work to make them look
visually fluid, but they do show up occasionally. Jonathan Cooper, animation director on games
like Assassin’s Creed, The Last of Us and Uncharted, wrote a book about video
game animation, and in it he posits a new, additional set
of animation principles he calls the 5 fundamentals of video game animation. Within that, he talks about these types of
animations we can find that contribute towards the “fluidity” of game animation, how smooth it all flows together. This is super common in loads of older games
but the Battle Network games are good at doing a lot with a little, they’re good at finding elegant solutions,
due to the restricted space available. Meaning tha
t you’re actually not likely
to see many linking animations around. The fluidity is compromised for the sake of
“game feel”, which is fine. You do see some, but I’ll talk about those
later. Feel is how a game feels to control, like
if it’s snappy or sluggish or something. Ideally you’ll want to minimise any interruptions
or delay to player input, but we’ll come back to this. Okay so, usually you start each game in the
"real" overworld, controlling Lan, a human boy. Much of a battle network game
happens on the
internet, so there's actually not a lot really going
on in the real overworld, in terms of animation. Lan can move in 8 directions. He can skate fast, and walk slow, with slightly
different animations for both. There's some more twisting in the body while
skating, for example. Though, only 5 directions will be designed,
as 3 of them can be flipped. This obviously means that Lan’s design must
be symmetrical in this case, so nothing looks weird when switching between
left and right.
This is different to, say, The Minish Cap,
where Link’s animations are asymmetrical but you only ever see him from 4 angles, so
there’s more space to place unique animations. Also, we see Link from this viewpoint through
the whole game, he attacks, navigates, speaks, performs unique actions all in these 4 angles,
so there’s more room to be extravagant. There are a number of unique and polished
linear animations which are saved for common actions and cut scenes, such as the "jacking in" animatio
n, which
is slightly different in each game, and a handful of other moments for specific
scenarios. These are always usually from the front, but
might be at other angles. There's no animation for talking to people,
as you tend to have separate close up facial animations when characters talk (which remain pretty
much the same regardless of scenario), and there’s no animation for interacting
with objects, mostly anyway. Other characters you interact with or are
part of the story will have less mov
ement than Lan, such as only having 4 moving directions instead
of 8. But they’ll mostly have 8 directions for
talking to Lan, just not 8-way movement. There’s some environmental animation here
and there, cars moving, flowing water, things to keep it looking lively and functional. Nice and simple. The most comprehensive animation is Lan’s
movement, which is fine, you’ll spend most of your
time in the real world doing this. All 6 games essentially use this same movement,
aside from 4-6, which beg
in using smaller sprites to save
a bit more space on the game cartridge, but the actions are essentially the same. Oh, by the way, I am literally just doing
the 6 main games on the Gameboy Advance, so no 4.5, no battle chip challenge, no network
transmission, and no operate shooting star. Sorry. I can’t be bothered. Whenever you "jack in", which is a retro futuristic
way of saying "log on", and even that's a bit of a dated phrase in
itself, you take control of MegaMan.EXE, your personal computer
program with a mind
of its own, even though it can’t do much unless you
tell it to. You teleport in in a sort of Tron style, a
glow which dissipates after. This digital overworld behaves in the exact
same way as the real overworld, so Mega Man can run or walk in 8 directions,
and has a handful of bespoke actions tailored for certain situations, like taking this “battle ready” pose during
scenarios, or this fist grab action for picking something up. And as I mentioned previously, the 4th, 5th
an
d 6th games use new, smaller, more stylised sprites to save extra storage
space on the game cartridge. So, because Pokémon and card collecting games
were really popular at the time, the Battle Network games are tactical turn
based card (or chip) collecting action games. This results in being pulled into a virus
battle when running around on the internet and anything else you can "jack into". These net battles are where the animation
is more detailed and comprehensive and where the games absolute
ly shine. Lots to look at here. MegaMan does lots of moving while in battle,
but only when attacking. He is otherwise static when standing still,
aside from blinking. This is to ensure that whenever you start
an attack, it’s guaranteed you’ll start from the same place each time, as it can become
unsightly to jump into the start of an action if you’re in a different pose. There’s no running around during battle. Instead, when you traverse the battle field, you have this blurry, shimmer effect as
you
snap from tile to tile. It has this slight stretch aesthetic, which
gives the move a kind of bouncy appeal. Enemies and bosses also have this, and it’s
a stylistic way of keeping things from looking flat and dull. When you start a battle or when the round
refreshes, you pick battle chips, giving you a number of different attacks. The great thing about this is that one action
can cover a range of different attacks just by changing the type of gun mega man
has on his arm, for example. I touche
d on this earlier, and this is what
is referred to as “elegance” in game animation, it’s how much bang you get for your buck,
how much you can do within the limitations you have. Your basic buster shot is just an arm pointing
forward from this battle ready pose, popping back slightly with each bullet, and
a nice muzzle flash cast of light. But if you take the buster off and put, say,
a fan on the end, then you have a totally different attack,
but the same basic action. And it’s not an entirely n
ew sprite, the
base sprite is likely just the body and the arm, and it’s a matter of just swapping different
hand sprites on top. The same with a lance or spear attack. It’s just the shooting animation, but this time it has a bow on the end, with
its own little animation on top of what’s already there, just to add variety and texture. This method of one customisable animation
for a range of attacks allows for loads of potential with relatively little work. Again, an elegant solution. For instanc
e, this throwing animation is used
for loads of attacks, because Mega Man can throw a bomb or an orb
that transforms into an object, a wave or a ratton for example, and the actual
animation is just mega man with an empty hand, and the object is pasted on top of the animation. And what’s more is that you can alter how
long each of these frames is held for to give a different feel to the attack. I like the slight raise of the foot here at
the end, there’s a good feeling of weight here. Just to add
further clarity, throwing a bomb
and throwing a ratton have slightly different ending frames. The ratton throw ends on a slightly lower
pose compared to the bomb throw, with the leg kicking up higher and lasting
a little bit longer. But the overall motion is generally the same,
just with a slight clever tweak. The sword animation is cool, it’s a generic
swipe that covers a range in front, but it’s the effect on top of the animation
that determines whether it’s a wide attack or a long attack, a
fire attack, a water attack, it’s a simple and clever way of giving longevity
to a resource. The pick axe is one of my favourites. It’s a risk reward attack, as the startup
is a little slower, but the energy behind this pose and the follow
through is just fab, just this little extra bit as he goes onto
his tippy toes is just adorable. This animation is reused for the hammer, and
is a little quicker. This slow build up is called anticipation
and is a fundamental of all animation, but in game anim
ation it’s more directly
linked to Feel, which I mentioned earlier. The longer an attack or action takes to happen
once you’ve given the command, the greater the disconnect between player
and game, especially if it’s unintentional. But when put to good use and done right, it
gives the player a sense of satisfaction. This sort of forward thrust move is interesting
as it covers a range of varied attacks, such as this orb conjuring into an elemental
fist attack, a guts punch, and a dash move. Many
of these moves finish with this little
realignment animation, as though readjusting after the attack, which
is a linking animation after all. Resetting the end of the attack animation
back to the idle pose. There are also a lot of attacks that simply
dim the screen and the attack itself just plays without any
movement from MegaMan. Some might have a shake or something, like
FolderBack. Also some chips will take effect immediately,
again with no animation from MegaMan, such as Invis or HealthUp.
Some games have chips like InVis be immediate,
and some have them as screen dims. Debates on which is better or more effective? I’ll leave that to you. The HeavyStamp program advance from BN1 is
interesting, it uses one frame from the throwing animation
to form this attack that MegaMan does to the other side of the battle field, with another element on top, to give this
unique looking animation. Really cool. GutsShoot is another interesting one, it has
GutsMan pick MegaMan up and throw him, but
the first couple of frames actually use
his hurt animation, and then uses the final frame of his punch
animation. Just loads of ingenuity to reuse assets effectively. This is mostly how it goes throughout all
6 games. Battle network 6 has Mega Man in slightly
more dynamic poses for certain animations, with better lines of action, but the same
elegant tricks are in place to make things look awesome. Actually let’s just quickly chat about that
pose. It’s quite good in that you can initiate
a lot o
f attacks from this pose without it feeling awkward that he has to
twist or move to get to those starting points, it’s kinda like this point in my Classic
Mega Man Animation video in Mega Man 7, where if you shoot when you have the shield,
you shoot with the closest arm to the viewer, meaning you get this awkward snapping that’s
not very appealing. It works here however, all the attacks feel
tight and smooth as they all start from this dynamic starting point. Even when you have a different form,
which
brings me onto my next point: Style changes. These start in Battle network 2, and evolve
into soul unisons and beast crosses as the games go on. They start as simple static poses with added
armour segments, and when mega man performs any other action,
it briefly switches to the original animations just recoloured. You can even see it when jumping around the
battlefield, that slight shimmer effect when you move doesn’t
disguise your original appearance. However, once we start getting more
complicated
changes, like soul unisons, we start seeing shimmer animation of those
as well. It would notice too much if you switched from
Metal Mega Man back to basic Mega Man and back again. Even if this is still just pasting additional
elements on top of a base MegaMan, which I suspect it isn’t, it’s still massively
comprehensive. There’s lots of additions which essentially
make this feel like an entirely fresh animation construction. This may be one reason why the overworld sprites
were chang
ed in these later games to accommodate more space
for more frames. That’s a theory anyway. Speaking of more space for frames, in battle
network 6, as well as the cross system, using powers and appearances from other characters,
you can also “beast out”, turning an already altered Mega Man into a
further altered one. So you have a new base set of animations,
and then if you’re already crossed, additions are made on top of your Beast Out,
like flames or horns or something. Hefty, hefty stuff. Also
the beast out animation is hella cool,
shaking the camera like crazy and giving off this really over the top purple
fire with Mega Man silhouetted within. Great stuff. You still have that snappy responsiveness
for those moves that need it, and it doesn’t feel unsightly to look at,
those poses have been made just so. The limitations have created this tight visual
language which prioritises the feel of the game. It’s just a wonderful display of clever
programming, if anything. I think it’s safe t
o say that MegaMan looks
and feels great in these games, thanks to the combination of great posing,
great and varied timing, and use of effects on top to alter an animation. Also I just love Gyro Cross’s style and
animations. Urgh! Love it. I think we should have a quick talk about
bosses. Because there’s LOTS of them. There’s like at least 14 bosses in each
game, with the most being 24 or something. The game’s battles are exciting and tense, you’re gonna want some cool looking characters,
poses
and animation to reflect this. Because there are so many characters to animate, some bosses have fewer frames than others,
but the way in which they’re used makes up for that. Let’s compare a couple of bosses from the
first game. Let’s do FireMan.EXE and SharkMan.exe. FireMan is the first boss and part of the
game’s first chapter. When he jumps around the field, he has these
frames which build into and out of the shimmer effect, almost as if he is literally jumping around
the field. His standin
g sprite is static but he has this
confident straight back, with a fire on top of his head, looping over,
and loops over in other actions as well. It’s probably a separate asset. He has some cute smear frames on these quick
actions, as he builds up two types of flamethrower moves. These two moves aren’t the same frames,
by the way. They’re slightly different. I thought it might be a cleverly split up
and reordered frame, but….no, no, they’re entirely different
poses. This move he does here could
’ve easily been
re-used as his damage recoil animation, but that’s got unique frames, too. FireMan has got so much going on, he’s easily
one of the more detailed bosses in the game, second only to perhaps GutsMan. There are a few others who have some jumping
looking frames with their shimmer animation, and some others have recoil animations, but
FireMan might be the one with the most unique frames. I guess it kinda makes sense. He’s the first boss and therefore needs
to be on the easier side. He
’s glamorous and easy to read, showing
us when he’s about to move, and when he’s about to build up and unleash
an attack, which is called telegraphing. He’s a gorgeously animated boss. At the other end of this spectrum, we have
SharkMan. SharkMan has 3 frames of animation. Well, when he’s above water, he has one
static frame, and two teeny tiny, blink and you’ll miss them frames of him
emerging from and submerging back into the water. However when he’s underwater, he has 2 additional
decoys to h
ide with, resulting in 3 distinct shark fins that glide
up and down and attack when they come in line with MegaMan. The fins themselves have 3 or 4 frames of
this tiny wiggle, well sometimes they do. Sometimes they’re static, which I don’t
understand. But when they attack, there’ll be this cool
looking splash animation on top, which gives it a much more exciting feel than
just the fins on their own. Generally the effects in this fight are what
elevate it from feeling a bit too static and dull. I
n fact, the splashes themselves practically
hide those two tiny frames he has when moving in and out of the water, makes me wonder why they didn’t just hide
them altogether. But you fight him a little later and he’s
meant to be a little tougher. Notice that the reduced frame count feeds
nicely into the nearly absent telegraphing of his attacks. There’s near to no anticipation at all,
which makes this an intentionally tough battle. StoneMan and ColourMan are two other bosses
who have minimal fram
es, but are still given some form of life with
clever use of movement. ColourMan for example has a tiny bob as he
glides up and down his lane, and StoneMan’s arms are detached from his
body and can slam down independently. If this is clever reordering of sprite parts,
then you could maybe say StoneMan doesn’t have any unique animation at all, and is all just assets being mathematically
moved around. DesertMan doesn’t move at all, though his
hands glide up and down. Both the hands and his face ha
ve this flowing
sand animation, with peppered bits of animation for damage
and turning into wolves. PharaohMan has literally one unique frame,
and hovers up and down his row, with no animation. Everything visual is left up to his coffins
that release traps and attacks. I quite like DiveMan, he’s like a slightly
more advanced SharkMan, hiding under water and only coming up to attack, but he’s got some nice strong poses with
limited animation to get those attacks going, such as this big wave attac
k. Really pushed poses, love it. That’s another thing about all the bosses,
they all have distinct personalities and traits. Some stand with straight confident backs,
some have a kind of hunched, creepy look, some have a similar battle-ready pose to MegaMan, there’s usually some evidence of personality
within their idle animations. This is generally the case across all 6 games, with some bosses having more unique and glamorous
frames of animation than others, with less extravagant bosses being d
ecorated
with effects. Which brings me onto my next point: enemies
& effects. There’s lots of bosses, but there’s a
poo load of enemies, and you can’t animate them all with lots
of smooth uniquely crafted frames. But what you CAN do is texture and pattern
these frames with other types of animation. A Mettaur is mostly still until it attacks,
sending a wave across screen. Stronger ones hide in their helmet, but still
static until then. If you got 3 mets, that’s a pretty uninteresting
battle field
. This bird enemy (I don’t know enemy names,
I refuse to learn) glides up and down different lanes, tilting as it does so, and then locking on
and powering up its rocket when it’s aligned with MegaMan. This burner enemy has a looping animation
of fire underneath, and opens its mouth to fire off an attack. All these enemies have varying amounts of
animation, but they’re all slightly different, and when you have all these different enemies
on a battle field together, combined with the often mesmer
ising background,
then you get this really nice textured, varied appeal across the board,
layering up different levels of animation until you get them all at once doing different
things, and it feels alive. Add this into an interesting battlefield,
like in Battle Network 2, and you get something really interesting at
relatively little cost. It also helps that enemies all look really
different, too. You can get a nice array of different silhouettes
on the field, and this makes it easy to recognis
e what sort
of attacks and difficulties you’ll face. The effects do a lot of work in the battle
network games, for sure. Explosions and splashes and flames and electricity, it’s all really well thought out and efficient. Combining less extravagant characters with
effects on top helps to keep things looking interesting and alive. In fact, I’d say the final bosses of each
game make the most of this. The life virus is mostly static, just the
occasional limb motion and the legs are redrawn, but it’s
mostly shields and effects. When I say limb motion, I mean even though
this is moving, it hasn’t necessarily been redrawn into
a different frame, it’s the same frame just moved into a different
position. This is a quick and easy way to get across
movement without redrawing the asset. Treble is mostly just the various parts moving,
the only animated bit is the mouth, but most of the additional movement comes
from it simulating other Navis throughout the game, which is clever I’d say. Alright, I
know its name’s not Treble, it’s
Gospel. Like I said I don’t do names, alright? Alpha is, again, similar, in that it's mostly
split up into various parts which float and move independently, with the shoulders having the most unique
animation going on, really. Duo, the same. Mostly static with some floating assets that
flip to another image if needed, mostly effects. Nebula actually has a bit going, there’s
actual redrawn frame animation going on as well as general floaty limb movement, and lots
of cool effects as well. Gregar is the same as Gospel pretty much, but Falzar actually has a good few unique
frames of animation with the wings and such here. Okay, I’m nearly done talking, but there’s one important thing I wanna
bring up before moving onto stray thoughts. Everything in this game has a shadow. This is important, because it helps ground
our characters into the environment, we have just that little bit of extra believability
that they exist in their world. Other games have shadows
on their characters,
like Link to the Past, or Secret of Mana, but for comparison some don’t, like Pokemon
Leaf Green or Final Fantasy 3. Does that matter? I dunno. But I like it, I like that it’s a consideration,
to help characters feel real and grounded, and that they exist. Alright, that’s mostly me done. I’ve used up all available spare time to
research, write, record, edit, animate and produce this video, I’m done. Ahhhhhhhhwwwww f___k, I completely forgot you can actually take
control of
Navis in the later games!! Uggggh, they all look really fab and awesome
and I really wanna talk about how different they look and feel because they all need a quick buster attack
which needs to read well and be responsive without looking disgusting
and how they all have a different looking buster attack. Ahhh man that’ll just have to be another
video or a YouTube Short or something…. Ugh, okay, some stray thoughts. Battle Network 5 originally had a turning
animation, according to the Japanese tr
ailer, but this was ultimately removed. I like Protoman’s sword swipe in particular,
nice and stylish and snappy. I like how Roll’s animation changes over
the games, gaining more frames of movement. Personally I think Battle Network 2 has the
most personality, with her raising her arms before leaving, nice and expressive. I like the fire in FireMan’s area in the
first game. I like how FlashMan has a unique variant on
moving across his side of the battlefield, kinda flipping in sideways. I like S
earchCross in the later games, Mega
Man looks…..cool with it on? Also I like this bit of unique animation where
Lan throws his PET at this guy. Just….ergh, such great humour these games
have. Let’s see what viewers have to say. Ahuh, nice. Mm, interesting. Aha yes, nice one. Very good. Excellent responses! These games are huge so I can't cover everything, let me know in the comments if there's anything
you enjoy that I didn't get to cover, or what your favourite animation is. Okay, I’m done. My
brain battery is like nearly at 10%, which
is basically nothing. Thanks for watching, thanks to my patreon
supporters for funding the episode, thanks to the other channels for having that
footage I used, thanks to my postman for delivering Battle
Network Legacy Collection on time, thanks to my girls for making me laugh and
smile everyday, Thanks to my…Mum for…everything I suppose. Thanks to Ben for Netflix. Don’t forget to drink water. Be kind. Remember to get fresh air once in a while. Ooh I ne
ed to remember to fill in that form
and return those shoes. They’re a bit too tight. Need to get the car in for its MOT. I’m hungry. Oh, loveyoubye!
Comments
The shadow actually has a gameplay function. Exact position is very important, since it's a grid based game. You need to know exactly where everyone is at all times, and the shadow is the best way to clearly define that.
"There's an absolute pooload of enemies" - Dan Root, 2023.
Thanks, now I feel older then normal.
Oh... so that's why I'm seeing so much MegamanEXE in my feeds. Spiff... You know, the cutscenes always have some of the best little animations.. like Lan throwing his PET at the one dood, or the grand and open acting on some of the RL badguys... they're so Saturday Morning, it's great ... ... ... AND then you mention the PET throw, awesome, thank you. I half-thought I had fever dreamed it or something. XD
My favorite animations of the series are both from BN3: there’s a secret motion input for the GutsImpact chip that has an exclusive frame of animation where Megaman does a roundhouse kick, and the entire animation of the Master Style program advance is the absolute most DBZ-feeling thing
12:27 Actually, in BN6, the Crosses are literally using the same base MegaMan sprite palette shifted and with different torsos and arms pasted on top. BN 4 and 5 Soul Unisons did have entirely different sprite sheets for each form though IIRC. 22:01 BN6 isn't the only game to control other Navis. BN5 also gives you temporary control of ProtoMan and Colonel, and Double Team DS also has the Party Battle System that lets you use any of the allied Navis at (almost) any time.
I am so appreciative that you covered this series and all of the gorgeous animation that was put into it. I hope you get your own chance to just sit down and play it yourself for fun in your free time! If your girls have any favorite Navis from the game, I'd love to know what they are! And I'll remember to drink water, thank you!
Really hoping with the release of the collection that this series will get some more love. One of my all-time favorites and even inspired me when I was a kid to learn about networking which I ended up going to college for a major in
One thing i do really appreciate about the Megan games is how much the gameplay just makes sense. Like, why megaman and other enemies seem to teleport around? Why can't i walk on blue tiles? Why do other navis have abilities i don't? Well its simple. Its coded that way. Of course viruses also follow these rules, because as bits of data they have to follow some basic laws to exist on the net and interact with things Just something i thought of when you were mentioning how megaman moves around in battles.
Honestly, my favorite animation is for the program advance in the first game called "Powered Cannon," where MegaMan.exe's arm becomes this huge cannon that's three to five times his size. By no means should he be able to handle such a ridiculously enormous weapon, but I love that MegaMan does anyway.
Mega man BN was the biggest part of my elementary and middle school years. Of course the fandom is kinda dead but the announcement of the anniversary pack coming out and this video with as much passion for the art as I had for the whole series is really nice to see. Lovely video
I've always loved the shimmer movement because it made me feel like I was in dragon ball and just moving that fast 😁 also like you said it really helps prioritize game feel which is supper important for how quick the game can be, especially at the bullet hell type sections! thanks for the video!!
AMAZING INTRO!
Thanks to this channel I've been learning how to make video game animations through your guidance. You have always been a inspiration for me.
Very nice video, I am a spriter myself and I do like to work on MegaMan Battle Networkk assets, this video helped me on viewing many points, like everything has a shadow, how the posture of sprites helps on It's character personality and how well made and unique the animations are. Oh and btw, the turning animation did made it to MMBN5 in the liberation missions, but I didn't knew this was a thing supposed to be at the beginning
I was hoping to eventually see an episode on Mega Man Zero & ZX series, but seeing Battle Network getting covered is a very pleasant surprise! Amazing work so far, keep it up!
Great animation study as always! It's weird that Mega Man doesn't have any idle animation whatsoever, but since you're always on the move you won't be standing still much anyways
Fantastic video! I've been studying much of battle network's art (and in turn, its animation styles and nieches) as a way to inspire my own art style and this video organizes all the thoughts I had neatly!
This video means a lot to me cuz I grew up playing 5 Protoman and 6 Flazar and I’m a huge animation nerd! How you breakdown the animation is simple and easy to understand! The animations did stand out to me as a kid, but what I think really pulled me in was the color design and character design! Now that I’ve played a bunch more Megaman games, I still believe that the BN series is the most colorful and has the best designs out of all the Megaman games! P.S. - I learn so much from your videos and they help make me into a better artist!
It's great seeing an actual breakdown of the nice, concise animations in MMBN. I'm kind of curious if ypu have any plans to address the 3D spiritual success to Battlenetwork, the Megaman Star Force series. I completely skipped MMSF until very recently anf it's been interesting trying to get to grips with the 3D animations and gameplay.