Follow TV Tropes

Following

Context VideoGame / MegaMan6

Go To

1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mm6.jpg]]
2[[caption-width-right:350:''"[[https://www.youtube.com/watch?v=MPkO2-v0Wl0 I am Mega Man. Back for the]]'' [[MissionPackSequel sixth]] ''[[LampshadeHanging time again...]]"''[[note]]'''L-to-R:''' [[SamuraiShinobi Yamato Man]], [[ArabOilSheikh Flame Man]], [[{{Snowlems}} Blizzard Man]], [[TheSavageIndian Tomahawk Man]], [[OurCentaursAreDifferent Centaur Man]], [[PlantPerson Plant Man]], [[BlackKnight Knight Man]], and [[ImperialChina Wind Man]][[/note]]]]
3->''"[[TwentyMinutesIntoTheFuture In the year]] [[YearX 20XX AD]]... The [[NotJustATournament 1st Annual Robot Tournament]] was held with 8 of the world's most powerful robots. [[WhatCouldPossiblyGoWrong But]]... [[PaperThinDisguise Mr. X]], the sponsor of the tournament, took control of the robots and began to [[TakeOverTheWorld take over the world]]."''
4-->-- '''[[{{Narrator}} The Narrator]]'''
5
6Entry #6 for the ''VideoGame/MegaManClassic'' series, released November 1993 on the [[Platform/NintendoEntertainmentSystem Famicom]] in Japan, and overseas on the NES in March 1994.
7
8One year after the events of ''VideoGame/MegaMan5'', the First Annual Robot Tournament is being held, and people from all over the world send their own unique creations to show off to the world. Dr. Light, being a pacifist, doesn't enter Mega Man into it, but sends him along to make sure the contest runs smoothly. Everything is going well, until only the eight finalists are standing. The host of the contest, the mysterious billionaire Mr. X, takes control of the robots. He tells everyone the contest was only held so he could use the robots to conquer the world, so Mega Man must keep Mr. X and these new Robot Masters from their goal of world conquest.
9
10Where once Rush transformed into various vehicles to help Mega Man, in this game he instead becomes an EquippableAlly by turning into one of two adaptors, combining with Mega Man to give him extra abilities with no ammo requirements. With these, Mega Man can either become the hard-hitting Power Mega Man, or use a jetpack as Jet Mega Man, both at the cost of his slide ability.
11
12Capcom thought that this game was too late to release for the NES due to the [[Platform/SuperNintendoEntertainmentSystem SNES]] being out by this time and wouldn't publish it in North America. Nintendo stepped in to ensure it released in the region (likely because they hosted a competition in ''Magazine/NintendoPower'' for OfficialFanSubmittedContent and felt an obligation to the winners), completing the series's numbering and avoiding the awkward holes created in [[Franchise/FinalFantasy a certain other series whose name is abbreviated with two of the same letter]]. It was the last game Capcom developed for the NES.
13
14It is available on the Platform/Nintendo3DS Virtual Console in Japan, Europe, and the US.
15
16Robot Masters:
17* DWN-041: Blizzard Man, weak to Flame Blast, gives [[AnIcePerson Blizzard]] [[SpreadShot Attack]]
18* DWN-042: Centaur Man, weak to Knight Crusher, gives [[SmartBomb Centaur Flash]]
19* DWN-043: Flame Man, weak to Wind Storm, gives [[PlayingWithFire Flame Blast]]
20* DWN-044: Knight Man, weak to Yamato Spear, gives [[EpicFlail Knight Crusher]]
21* DWN-045: Plant Man, weak to Blizzard Attack, gives [[PetalPower Plant]] [[LuckilyMyShieldWillProtectMe Barrier]]
22* DWN-046: Tomahawk Man, weak to Plant Barrier, gives [[DeusAxMachina Silver Tomahawk]]
23* DWN-047: Wind Man, weak to Centaur Flash, gives the [[BlowYouAway Wind Storm]]
24* DWN-048: Yamato Man, weak to Silver Tomahawk, gives the [[ThrowingYourSwordAlwaysWorks Yamato Spear]]
25----
26!!Tropes:
27* ActuallyADoombot: Tomahawk Man, Knight Man, Yamato Man, and Centaur Man all have robot duplicates in their stages that can be fought instead of the real boss. Mega Man still gets their [[PowerCopying signature weapons]] for beating the copies, but won't get the [[GottaCatchThemAll Beat parts]] if he defeats a duplicate instead of the real Robot Master.
28* AdvancingBossOfDoom:
29** Metonger Z, the third Mr. X boss, constantly chases Mega Man across an infinitely scrolling background.
30** The Gorilla Tank mini-boss in Plant Man's stage and the Tank CSII in Wily Fortress 2 move toward Mega Man constantly, gradually giving him less room to move around and dodge their attacks. However, both can be pushed back by shooting a specific point on them. The Gorilla Tank can be pushed by shooting the fist it keeps on the ground, while the CSII can be shot in its front tire.
31* AerithAndBob: Robot Master names in this game range from Flame Man, Blizzard Man, Plant Man, Knight Man, Wind Man... and Centaur Man, Tomahawk Man and Yamato Man.
32* AmericansAreCowboys: The United States in this game is represented by a secret government facility in Cowboy Lane, Texas.
33* AnimalMecha: Mechazaurus, the giant Brachiosaurus-like robot acting as the stage boss for Wily Castle 1.
34* AntiFrustrationFeatures:
35** The [[CombiningMecha Rush Adaptors]] appear to have been introduced to be this, both able to be used without weapon energy; [[{{Jetpack}} Jet Mega Man]] can fly high and over short distances for a limited time, replacing the [[SpringJump Rush Coil]] and [[HoverBoard Rush Jet]], while [[ArmorPiercingAttack Power Mega Man]] can break {{Suspiciously Cracked Wall}}s, instead of having to use the game's [[UtilityWeapon heavy-hitting or bomb weapons]].
36** This game introduced the Energy Balancer, an item that automatically distributes excess weapon energy collected into the weapon with the least remaining energy, allowing Mega Man to refill his other weapons without needing to switch to them. It would go on to become a series staple from this point forward.
37* ArmorPiercingAttack:
38** The Power Adaptor's charged attack can damage shielded enemies, even when it hits the shield itself.
39** The Yamato Spear is capable of penetrating some shielded enemies, and completely ignores Knight Man's shield.
40* AttackReflector: The Power Adaptor can reflect a handful of specific enemy projectiles, leading to a few [[OutsideTheBoxTactic fancy ways]] of defeating certain threats.
41* BlackKnight: Knight Man, although he may have been a KnightInShiningArmor before Mr. X reprogrammed him.
42* BlowYouAway: Wind Man's stage has giant fans that can blow Mega Man around; also, Wind Man himself (though ironically he prefers to pull Mega Man towards him ala [[VideoGame/MegaMan4 Dust Man]]).
43* BookEnds: The final line in the ending of the first NES game implores Mega Man to fight "for everlasting peace." The final line in the ending for the final NES game comments on how, now that Wily is finally behind bars, "At long last, the world is at peace."
44* ChickenWalker: The Dachone Ltd. Ed. from Yamato Man's stage, a [[DegradedBoss downgraded version]] of the original [[WalkingTank Dachone]] from ''VideoGame/MegaMan5''.
45* CloseRangeCombatant: Power Mega Man's attack is a short-ranged punch, forcing him to get up close to enemies and bosses in order to hit them. This is doubly true of fully charged punches, which do more damage than a charged Mega Buster shot, but travel only a few spaces ahead before vanishing.
46* CollapsingCeilingBoss: The Power Piston from the second stage of Mr. X's fortress causes boulders to fall from the ceiling by slamming its pistons against the wall.
47* CombiningMecha: The first game to have Rush join with Mega Man, creating either [[{{Jetpack}} Jet Mega Man]] or [[ArmorPiercingAttack Power Mega Man]].
48* ContinuityCameo: Proto Man makes a Cameo in Tomahawk Man's stage to give Mega Man the Energy Balancer, his only appearance in the entire game.
49* CreditsMedley: At the start of the credits, the Robot Masters are given a roll call to a medley of their stage themes.
50* CultureEqualsCostume:
51** Wind Man sports a Chinese queue hairstyle.
52** Flame Man has an Arabian-type turban and beard.
53** Yamato Man is made up like a [[EverythingsBetterWithSamurai Japanese samurai]].
54** Knight Man is designed after a classic [[BlackKnight European knight]].
55** Centaur Man is based on the [[OurCentaursAreDifferent centaur from Greek mythology]].
56** Tomahawk Man comes equipped with the standard [[BraidsBeadsAndBuckskins Native American feathered headdress, warpaint markings]], and wields a tomahawk.
57* DemotedToExtra: Proto Man had been reaching the pinnacle of his CharacterDevelopment in ''VideoGame/MegaMan5'', but in this game he only gets one optional appearance to silently give Mega Man the Energy Balancer before disappearing.
58* DescendingCeiling: Early on in Knight Man's stage, a spiked ceiling will slowly drop towards the ground, before rising back up to repeat the process. It drops for good once Mega Man passes it, however.
59* DevelopersForesight: While wearing the Rush suits, Mega Man cannot slide. If you pause during a slide and try to equip one of the Rush suits, the game won't allow you to select them.
60* DisadvantageousDisintegration: The Wind Storm will send its targets to the air but will leave no pickups as a result.
61* DiscOneFinalBoss: The final boss of Mr. X's castle is Mr. X. himself, controlling the X Crusher, but after he is defeated, [[spoiler: He reveals himself to be Dr. Wily in disguise, before fleeing to his latest Wily Castle, the actual final area]].
62* DiscOneFinalDungeon: [[SupervillainLair Mr. X's Castle]]. [[spoiler: Just like in the last two games, once Dr. Wily reveals himself as the true villain behind Mr. X, he escapes to his latest Wily Castle, where the actual final stages take place]].
63* DiscOneNuke: As a trade-off for how tough Plant Man's stage is, beating him rewards you with the Jet Adapter, which all but completely destroys whatever challenge the platforming segments have, since it allows you to fly for several seconds, and it has a very quick recharge time. The only downside is that you can't slide or use special weapons with it equipped.
64* DramaticThunder: Every Robot Master boss fight is preceded by a flashing lightning effect as they descend into their arena.
65* DualBoss: Rounder II, which consists of two separate robots that share a rail and attack Mega Man simultaneously. They both share a single healthbar, but have separate HP values.
66* EpicFlail:
67** Knight Man's signature weapon is the Knight Crusher, a mace that returns to him after he fires it, though the chain is invisible. When Mega Man uses it, it works the same way, with the added perk of being able to be aimed diagonally.
68** The X Crusher Mr. X battles you in is a large, round machine with spikes on it that hangs from a chain on the ceiling and swings back and forth while attacking.
69* EverythingsBetterWithSamurai: Yamato Man is a Robot Master from Japan who is designed to resemble a spear-wielding samurai warrior.
70* EvilKnockoff: [[FeatheredFiend Peat]], an evil copy of Beat found in the fourth stage of Mr. X's Castle. Crosses into FridgeBrilliance territory when you realize how [[GameBreaker powerful]] Beat was in [[VideoGame/MegaMan5 the last game]].
71* FeatherFlechettes: Tomahawk Man can attack by slinging the feathers in his [[BraidsBeadsAndBuckskins headdress]] at Mega Man.
72* FlashStep: Centaur Man can do this by [[TimeMaster distorting spacetime]].
73* GrandFinale: Of sorts for the NES games, wherein after so many successful escapes, Wily is finally caught and sent to prison, with a comment on how "The world is finally at peace."
74* HeroicMime: Finally [[AvertedTrope averted]], this is the first game of the Classic series where Mega Man actually speaks.
75* HomingProjectile:
76** Blizzard Man's attack consists of [[AnIcePerson four snowflake projectiles]] that all home in on Mega Man. Like many weapons in this game, Mega Man's version of this, the Blizzard Attack, does not work the same way, instead being a SpreadShot of snowflakes.
77** Once Mega Man [[GottaCatchEmAll collects the parts]], [[FeatheredFiend Beat]] can home in on enemies [[{{Nerf}} who are not bosses]].
78** The [[FinalBoss Wily Capsule]]'s large projectiles curve slightly towards Mega Man.
79* HyperDestructiveBouncingBall: Shigaraky, the {{Tanuki}}-robot from Yamato Man's stage, will throw these at Mega Man.
80* KillerGorilla: Plant Man's stage has a recurring MiniBoss called the [[TankGoodness Gorilla Tank]]. It resembles a large gorilla and slowly advances toward Mega Man. It has two other attacks; a RocketPunch that aims toward Mega Man's current position, and a spread of energy bullets it fires from its mouth.
81* {{Knockback}}: A fully-charged Power Adaptor attack can invoke this on any Robot Master, with them being pushed back a few pixels. A handful of fortress bosses and enemies can experience even more dramatic knockback when hit with a fully-charged Power Mega Man punch.
82* LostInTranslation: What exactly does Yamato mean? It basically means Japan or Japanese in general, so Yamato Man more or less translates to "Japan Man". It becomes HilariousInHindsight when ''VideoGame/MegaManBattleNetwork 3'' wound up naming his counterpart "[=JapanMan.EXE=]".
83* LuckilyMyShieldWillProtectMe:
84** Knight Man carries a shield that protects him from frontal attacks. The Yamato Spear is the only weapon that will [[ArmorPiercingAttack pierce it]].
85** Also the [[PetalPower Plant Barrier]], which is a more traditional OrbitingParticleShield weapon. It still vanishes when a single enemy or projectile touches it, but it can it enemies fairly hard.
86* TheManBehindTheMan: Mr. X claims in the intro to be the one manipulating Dr. Wily all along. (He is right, [[PaperThinDisguise in a]] [[HijackedByGanon way]]...)
87* MarathonLevel: Plant Man. You fight ''two'' {{Miniboss}}es after the checkpoint[[note]]in other words, die at any point after, and you have to fight both of them ''again''[[/note]], and if you don't die from that, there's the ''very'' lengthy [[SpringsSpringsEverywhere spring]] section right up to the Boss door.
88* MookMaker: The Metall Potton is a mini-boss that dispenses an unlimited number of Metalls for as long as it's onscreen. It's currently the page image.
89* {{Nerf}}:
90** Beat is weaker than he was in ''Mega Man 5''. While he can defeat enemies in one hit (assuming he has enough energy to do so), his attack uses more energy depending on how much health the target has, and he can no longer attack bosses.
91** Mega Man's normal Charge Shot is smaller than it was in ''Mega Man 5'', making it a bit more difficult to hit targets.
92* NintendoHard: The game is rather easy by the standards of the series, but rest assured that it can still be a rather tough game that pulls no punches, especially Plant Man's stage.
93* NotJustATournament: The entire point of the First Annual Robot Tournament was so Mr. X could find the eight strongest competing robots to use to TakeOverTheWorld.
94* OptionalBoss: Gamarn and Gamadayu, an optional miniboss in Yamato Man's stage that can only be reached by taking a hidden path that requires the Power Adapter.
95* OurCentaursAreDifferent: Centaur Man is a robot centaur.
96* OutsideTheBoxTactic: The Power Adaptor opens up a few of these:
97** When fighting the Gamarn and Gamadayu miniboss in Yamato Man's stage, a fully-charged Power Mega Man punch can knock the bombs it throws forward - hitting it with two bombs is enough to kill it.
98** While most Robot Masters merely get knocked back by a charged punch (with perhaps an interruption to their usual pattern), Plant Man will also jump in the air if hit after he throws his Plant Barrier, delaying him from reforming it.
99** Using the Power Adaptor against Rounder II and the X Crusher will cause the former to switch directions, and the latter to be sent flying in the direction it was punched. The two also share a weakness to fully-charged punches.
100** While not a weakness, charged punches can knock Mechazaurus's platforms into it. While this only deals minor damage, it can be done while standing in a spot that never gets hit by the boss's fireballs. This actually makes it a far safer and easier (if slower) strategy than trying to AttackItsWeakPoint.
101* PaperThinDisguise: Mr. X; take the beard and glasses away [[HijackedByGanon and you get]]...
102* PrecisionGuidedBoomerang: The Knight Crush is this combined with an EpicFlail, bonus points for Mega Man's version clearly showing there is no chain attached, meaning the spiked ball magically boomerangs in its course back to Mega Man. Given that he's a robot, though, SelectiveMagnetism might be at work.
103* RobotAthlete: The Robot Masters were originally repurposed as fighting machines to take part in the Robot Tournament, before being reprogrammed to help Mr X Take over the world.
104* RocketPunch: The [[KillerGorilla Gorilla]] [[TankGoodness Tank]] miniboss in Plant Man's stage uses a rocket-powered fist as an attack alongside a spreadshot.
105* RollingAttack: Blizzard Man's other attack besides his [[HomingProjectile homing snowflakes]] has him curl into a large snowball before quickly rolling in Mega Man's direction and slamming into the wall.
106* RougeAnglesOfSatin: Before Mr. X reveals himself as [[spoiler:Dr. Wily]], he laments that his "scheme for world domination has ''faild''!" Fixed in the ''[[CompilationRerelease Anniversary Collection]]'', however.
107* SeriesFauxnale: The game ends with Wily ''finally'' in prison, and presumably the world at peace. While this would serve as the finale to the games on the NES, the series would continue with sequels on other systems.
108* SeanConneryIsAboutToShootYou: On the "weapon get" screen, Mega Man points his Buster at the "camera" and lights up the screen with a charged blast.
109* ShoulderCannon: Wind Man has a pair of [[BlowYouAway powerful fans]] mounted on his shoulders.
110* ShoutOut:
111** The [[http://images3.wikia.nocookie.net/__cb20120812150355/megaman/images/7/7c/Mm6_mettongerz.png Metonger Z]] boss is clearly modeled after ''Anime/MazingerZ'''s head.
112** Also, the mini-boss Mechazaurus' name and design is a homage to the {{Robeast}}s of ''Manga/GetterRobo''.
113* SlippySlideyIceWorld: Both Blizzard Man's stage and the first part of the second section of Dr. Wily's castle.
114* SmartPeopleSpeakTheQueensEnglish: Played with, no one actually speaks with an English accent what with the dialogue being text based, but the stage taking place in the United Kingdom is at the Capital of Science.
115* SpinToDeflectStuff: The spear-spinning Ben K MechaMooks first appearing in Yamato Man's stage spin their spears around so fast that Mega Man's attacks will bounce off of them if he fires at them.
116* SpreadShot:
117** Centaur Man's arm cannon is the Exploding Shot variant. He fires in a straight line in front of him, and his shot will explode into several shots that fly in different directions once it hits a wall.
118** When Mega Man uses the [[AnIcePerson Blizzard Attack]], it creates four snowflakes behind him, before sending them forward. Two of the snowflakes travel in a straight line, while the other two travel diagonally up and down.
119** The [[KillerGorilla Gorilla]] [[TankGoodness Tank]] from Plant Man's stage fires out Spray Burst.
120* SpringsSpringsEverywhere:
121** The latter half of Plant Man's level features many spring-shaped plants that Mega Man can use to bounce higher. Mega Man has to avoid enemies and bottomless pits while keeping control of his jumps.
122** Knight Man's stage has a brief segment near the end where both the floor and ceiling are covered in bouncy bumpers. There are some Cyber Gabyoall enemies that are sliding around on some of these bumpers that Mega Man must avoid while uncontrollably bouncing.
123* StealthPun: Knight Man and his otherwise impenetrable shield is weak against the Yamato Spear. [[note]][[YinYangClash the unstoppable spear beating the unbeatable shield]][[/note]]
124* SuspiciouslyCrackedWall: A few stages will have cracked blocks or walls that can only be broken with a charged Power Mega Man punch. They typically block off alternate paths or secret areas, but can sometimes hide items as well.
125* TankGoodness: The [[ThisIsADrill Molier]] {{Mecha Mook|s}}, the [[KillerGorilla Gorilla Tank]] MiniBoss from Plant Man's stage, the [[ShoutOut Metonger Z]] boss from Stage 3 of Mr. X's fortress, and the [[SpiderTank Tank CSII]] boss from Wily Castle 2.
126* ThrowingYourShieldAlwaysWorks: [[GreenThumb Plant Man]]'s strategy in battle is to throw his [[PetalPower Plant Barrier]] at Mega Man. Interesting to note, Mega Man [[MyRulesAreNotYourRules cannot throw his own Plant Barrier]] like Plant Man can.
127* TimeStandsStill: Centaur Man's Centaur Flash freezes time so he can shoot his SpreadShot. Strangely, Centaur Flash [[MyRulesAreNotYourRules does not work the same way when Mega Man uses it]], [[SmartBomb attacking all targets on the screen]] instead.
128* TurnsRed: Brain Break, an enemy that slowly wanders back and forth, but if shot the top of its head will break off and it'll go berserk, moving a lot faster and jumping.
129* UnusableEnemyEquipment: When Yamato Man throws his spearhead it falls to the ground, but Mega Man cannot pick it up. In fact, it acts as a hazard until Yamato Man runs to pick it back up again.
130* VillainExitStageLeft: ''Finally'' averted. Mega Man ties Wily up in chains and drags him to prison. [[VideoGame/MegaMan7 Until...]]
131* WarmUpBoss: Knight Man is the easiest of all the robot masters to defeat, due to his slow jumping pattern and only having one attack that is quite easy to dodge.
132* WeaksauceWeakness: Who would expect Tomahawk Man to be weak to a shield made out of petals? On the flip side, it's amazing how many of Mr. X's Boss Robots fall to the Silver Tomahawk.
133* WorldTour: Mega Man travels around the world to fight the Robot Masters, each of which hails from a different country. As such, each level is designed to have a distinctive cultural feel correlating to that robot (Yamato Man's level is distinctly Japanese, Tomahawk Man's level takes place in the Wild West, Flame Man's level takes place in the Middle Eastern desert, and so on).
134* TheWildWest: Tomahawk Man's stage, which is set in a western desert and features enemy robots called Coltons that look like gunslingin' cowboys.

Top