Mega Man Battle Network 6 as a roguelike, with a new net every run
Why it exists
Battle Network 6's battles still hold up twenty years on. What wears thin is the net, once you know every path through it. Cyberworld Endless keeps everything that makes the game, its battles, chips, Navis and music, and replaces only the map: every jack-in builds a new one.
Every jack-in lays out fresh layers of platforms and walkways in BN6's own map formats and area tiles, with Mystery Data, Net Dealers and Chip Traders along the way. Find the exit pad and go one layer deeper.
Three layers make an act, and its card names the guardian waiting at the end. The Net Dealer keeps a chip that answers it, and MegaMan warns you how it fights before you step into the arena.
Battles, chips, the Custom screen and the music are BN6 itself, running on an embedded mGBA core from your own ROM. Depth, not the area, decides how strong the viruses get.
Step into the arena and the Navi logs in for the game's own boss battle. Delete it and its Guardian Data grows your run: HPMemory, its Navi chip and, from some, their Cross.
Four acts through the surface areas and the story's comps, then the Undernet, the Graveyard and, at layer 19, the Cybeast Nest. After that the cycle starts over, harder. When MegaMan is deleted the run ends, and the next net is new.
About this project
A roguelike built on Mega Man Battle Network 6. The game runs from your own cartridge's ROM on an embedded mGBA core, and Cyberworld Endless directs it: it generates every layer of the net in BN6's own map formats, lays out the run act by act, and picks the loot, the shops and the guardians. Everything you see and hear is the game itself. It plays on ROCKNIX handhelds through PortMaster, on Linux and the Steam Deck, and in a desktop browser as WebAssembly. No download contains Capcom's data: without your own ROM, there is no game.
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