A NetNavi (contracted form of 'Internet Navigator'--virtual avatars that inhabit and interact with the cyber-world) that first appeared in Capcom's 2002 Mega Man Battle Network 2 Gameboy Advance (GBA) video game. Like many other Navis, NapalmMan.EXE is an update/re-imaging of a character from the original Mega Man game series, in this case, the robot master Napalm Man, who exploded onto the scene in 1992's Nintendo Entertainment System (NES) Mega Man 5. When MegaMan.EXE, and Lan Hikari, his human operator, first encountered him (guarding the WWW secret area, along with PharaohMan.EXE and PlanetMan.EXE), NapalmMan.EXE was an autonomous Navi that did not have an operator; later, in 2005's Mega Man Battle Network 5: Team ProtoMan GBA game, he is controlled by the fireworks-obsessed man known as Fyrefox.
As his name suggests, NapalmMan.EXE is a deadly war machine that specializes in military-grade munitions. His unique attacks consist of the following (for these descriptions, bear in mind that all battles take place on a 3 panels high x 6 panels wide grid, the 3 x 3 area on the left side belongs to the player, and the 3 x 3 grid on the right to the enemy): 'Machine Guns' summons a pair of automatic weapon platforms that home in on you and fire down any row that they materialize on (this was changed to a single 'VulcanArm' cannon, in Mega Man Battle Network 5, that auto-targets the player and strikes three times in succession with each blast). 'Napalm Fire' releases two small bombs that crack and burn on impact--treading upon the cracked panels afterwards will cause them to break, limiting your movement options until they auto-repair themselves (the fire pattern is different, with the incendiaries exploding in succession to form a cross, in Mega Man Battle Network 5). 'Napalm Bomb' delivers a devastating, five-panel explosion, once again in the shape of a cross, in the center of your grid (in Mega Man Battle Network 5, the detonation covers the player's entire 9 panel area; thankfully, in that game, it's a desperation 'finisher move' that NapalmMan.EXE only uses when he's close to defeat). While evading these various attacks individually isn't too difficult, NapalmMan.EXE employs them rapidly, one-after-another, giving the player very little breathing space--only quick reflexes, and a bit of luck, will keep your Navi from getting deleted.
NapalmMan.EXE is a 'fire-type' Navi, as such, he is extremely effective against 'wood-type' NetNavis and viruses, which his attacks readily ignite and burn to digital cinders. Unless you're quite proficient at evading his moves, or just looking for a challenge, pitting a wood-attuned Navi against NapalmMan.EXE is an unwise strategy, as you will take double damage from every hit you sustain. However, turn about is fair play, because NapalmMan.EXE is vulnerable to 'aqua-type' opponents. Utilizing a water-attuned NetNavi and/or battle chip against him should extinguish NapalmMan.EXE's blazing resolve quickly. In Mega Man Battle Network 5: Team ProtoMan, it is possible for MegaMan.EXE to temporarily combine with NapalmMan.EXE in a 'Soul Unison', which is basically a 'fire-type' amalgam of the two Navis (care should be taken though, as you'll also inherit his weakness to water in said form).
Newsprint, Kleenex, white/hot/crazy glue, wire twist ties, and acrylic paint.
(* The numbers given assume a neutral standing pose,
the values will vary depending on how the joints are positioned.)
4.0 cm/1.6 in. x 6.8 cm/2.7 in. (widest point x highest point)
Twelve points total: Shoulders (2), elbows (2), mid-torso, waist, hips (2), knees (2), and ankles (2).
Five days; June 19-24, 2009 (no work was performed on 22).
|The Captain||Submission Order||Norman Osborn|
|Launch Octopus||Megaman Series||X & Zero|
|Launch Octopus||Created by Patraw||Chocobot|