Patterns Mega Man Battle Network exemplifies
| Pattern | How BN uses it |
|---|---|
grid-inventory | NaviCust — Tetris programs on a 4×4–5×5 grid with adjacency rules. Predates Sparklite by 17 years and Moonlighter 2 by 23. |
block-puzzle-stat-upgrades | NaviCust programs as stat blocks placed via a packing puzzle. |
bonus-with-drawback | NaviCust Bugs (opt-in debuffs for fitting more), Beast Out (timer + Bug Out fallback), Dark Chips (BN4-5 morality system). |
opportunity-cost-loadout | Every Folder slot, every NaviCust cell, every Cross / Beast slot is a real trade-off. |
loadout-as-budget | 30-chip Folder, 4×4 NaviCust grid, Hand size of 5–10. Every layer is a fixed budget you pack. |
subtractive-deckbuilding | Different shape than Spire (cohesion via codes, not subtraction by count) but same insight: tighter focus = stronger draws. |
real-time-grid-tactics | 6×3 discrete grid + real-time movement, attacks, dodging. Genuinely rare hybrid. |
draw-step-as-tactical-resource | The Custom Gauge — card-draw embedded in real-time combat as something you fight to enable. |
enemy-intent-telegraph | Tiles flash / highlight before an attack lands. Telegraph through the grid itself rather than icons or animations. |
code-constrained-deckbuilding | Letter codes determine which chips can co-play. Folders converge on archetypes for combinatorial reasons. |
card-combo-recipes | Program Advances — multi-chip combos with bespoke effects. |
hidden-knowledge-depth | PA recipes + NaviCust Compression Codes — community-curated depth, not in-game UI. |
iterative-yearly-refinement | Five-year iterative cycle with frozen combat core; meta-systems iterated until BN6 synthesis. |