[[caption-width-right:350:The game that started it all.[[note]] From left to right; [[CartoonBomb Bomb Man]], [[BattleBoomerang Cut Man]], [[SuperStrength Guts Man]], [[AnIcePerson Ice Man]], [[ShockAndAwe Elec Man]] and [[PlayingWithFire Fire Man.]][[/note]]]]

''Mega Man'' (''Rockman'' in Japan) is a 1987 NintendoEntertainmentSystem video game by Creator/{{Capcom}}, and is the first game in the eponymous [[VideoGame/MegaManClassic series]] of the same name, as well as its many, many spinoffs.

The story: [[MadScientist Dr. Wily]], a former friend and rival of famous inventor [[BigGood Dr. Light]], has stolen and reprogrammed his six Robot Masters developed for industrial use, and is now attempting to TakeOverTheWorld. Assistant robot Rock, [[VideoGame/MegaMan4 having a strong sense of justice,]] volunteered to be converted into a "fighting robot" in order to right Wily's wrongs. He thus became known as Mega Man.

At the time, Mega Man was a revolutionary title in the {{NES}} library; first, you could choose to tackle any stage you wished in any order you desired, second, to add a layer of strategy, the game allowed you to not only [[VictorGainsLosersPowers keep the weapon of whatever boss you killed]], but also allow you to use the weapon in question against [[TacticalRockPaperScissors another boss that was particularly weak to it.]] The game's cartoony graphics and catchy music, not to mention its [[NintendoHard grueling difficulty]], established many hallmarks that we've grown to love about the series.

The game was ultimately a modest hit in Japan, but performed rather poorly in sales in the United States, which made Capcom reluctant to make another sequel, but they ultimately [[VideoGame/MegaMan2 greenlighted one anyway...]]

It is worth noting that while in its planning stages, Capcom planned on basing the original game on ''Anime/AstroBoy'' but when those plans fell through, the developers put Keiji Inafune in charge of creating brand new character designs. Another early idea for the game was to make it an arcade platformer called ''Rainbow Man''. Other proposed early titles included ''Mighty Kid'' and ''Knuckle Kid''. The game was developed by a small team of six people, with Keiji designing almost all of the characters and enemies and sprites. The game also gave them a lot of headaches as far as memory limitations went--the entire cart was only 1 Megabit (1000 kilobits, or 128 kilo''bytes'') in size!

The game would later receive a [[UpdatedRerelease 16-bit upgrade]] in the [[NoExportForYou Europe and Japan exclusive]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge for the UsefulNotes/SegaGenesis (Aside from a brief US release as a downloadable Sega Channel exclusive, and an eventual local release as a bundle with other Sega games in a portable Sega Genesis re-release, the Sega Genesis Ultimate Portable Player.). It would later be ported to the PS1 as ''Rockman: Complete Works'', and then to the {{PS2}}, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}} as part of ''Anniversary Collection''. It has also seen a release on VirtualConsole. This game also received a [[VideoGameRemake remake]] for the {{PSP}}, called ''VideoGame/MegaManPoweredUp''.

Robot Masters:
* DLN-003: Cut Man, weak to Super Arm, gives you [[BattleBoomerang Rolling]] [[AbsurdlySharpBlade Cutter]]
* DLN-004: Guts Man, weak to Hyper Bomb, gives you [[SuperStrength Super]] [[RocksFallEveryoneDies Arm]]
* DLN-005: Ice Man, weak to Thunder Beam, gives you [[FreezeRay Ice Slasher]]
* DLN-006: Bomb Man, weak to Fire Storm, gives you [[HavingABlast Hyper]] [[CartoonBomb Bomb]]
* DLN-007: Fire Man, weak to Ice Slasher, gives you [[PlayingWithFire Fire]] [[KillItWithFire Storm]]
* DLN-008: Elec Man, weak to Rolling Cutter, gives you [[ShockAndAwe Thunder]] [[LightningGun Beam]]

This game would later receive a companion title for the GameBoy, called ''VideoGame/MegaManDrWilysRevenge''.


* AbilityRequiredToProceed: Didn't pick up the Magnet Beam in Elec Man's level? You won't reach the end of the first Wily stage without it, so get a GameOver to get back to the stage selection screen and go get it!
* AllThereInTheManual: The game's story, as per the standards at the time. However, the US version is notoriously inaccurate ("robot-like humanoids"?).
** Both the US and Japanese manuals fail to mention Roll in any manner, making her appearance in the game's ending out of nowhere.
* AmericanKirbyIsHardcore: One of the most infamous examples, due to the artist being given only the back of the box description and a couple of ''hours'' with no source material to work with. Thus the North American version instead got [[https://supermemorybros.files.wordpress.com/2012/07/megaman-boxart.jpg a middle-aged man in a blue and yellow jumpsuit, holding a pistol, against a rather bizarre background.]] [[http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/09/boxart-mm1-eu.jpg The European boxart]], while more accurate to the game, also qualifies.
* AnIcePerson: [[CaptainObvious Ice Man.]]
* {{Antepiece}}: Because you can enter each level in any order, the developers carefully planned each one around a specific gimmick as a warmup for the Robot Master encounters, while also doubling as red flags for whats up ahead as far as the games difficulty goes.
** Cut Man has a flying enemy (Blader) that launch at you in an arc, which you have to shoot or time your jumps carefully in order to dodge, a warm up for Cut Man and his Rolling Cutter.
** Guts Man has its first section centered around a wide open pit with traveling platforms moving along, requiring very precise timing to dodge. Later on, you'll need these kind of jumping reflexes to avoid getting knocked on your butt by Guts Man's earth shaking stomp and dodge his subsequent boulders. You also encounter the Metall enemies before you fight their tougher Picket Man counterpart.
** Elec Man has electric arcs that shoot out at you, inflicting heavy damage on contact. These are a tip that Elec Man is by far the toughest of all the bosses. Also, the opening room has a series of platforms guarded by enemies (Spines) that can only be stunned with the Mega Buster (but can be destroyed with the Rolling Cutter later) a clue of just how hard it will be to get all the way up the tower. It's also a vertical oriented stage with lots of opportunities to fall, so the dev team placed the Magnet Beam in it to encourage you to try out practicing with it to make the stage easier, and prepare you for using it later in the final Wily stages.
** Fire Man has a section close to the end where a constant stream of fire is pouring out of a tunnel, and it requires pixel perfect timing to dodge them. You encounter this exact same problem with Fire Man and his barrage of the Fire Storm.
** Ice Mans use of Yoku Blocks and very difficult floating platforms is a cue for you to try out finding or using the Magnet Beam to pass, since its required to beat the game later anyway.
** Bomb Man's stage, besides the presence of exploding bombs flying out of pits, has the Flea enemies jump in the exact same arc that Bomb Man does, serving as a warm up for your fight with him later.
* ArtificialStupidity: While Elec Man is one of the toughest bosses in the game (especially if you fight him without his weakness), it's possible to exploit his crude AI by jumping and shooting him in a very carefully timed pattern, freezing him in place while also allowing you to dodge his attack.
* AscendedGlitch: The "Pause Trick" is so well known that in the ''Anniversary Collection'' port, the glitch was deliberately left intact!
** Even moreso in the ''Legacy Collection'' where not only is it intact, but the expected way to get a gold medal on the time trial for Yellow Devil is to Pause Trick him!
* AwesomeButImpractical: The Hyper Bomb. It's extremely powerful, but there's such a long delay between the time you throw it and when it actually goes off, that it's very easy for the enemy to move out of range before that happens. Also, you can only throw one bomb at a time, so you're left wide open if you miss.
* BlobMonster: The Yellow Devil.
* {{Bowdlerise}}: Due to Nintendo's policies discouraging any religious references, the original manual for the game refers to the Yellow Devil as the Rock Monster.
* BossArenaIdiocy: Cut Man is weak to having blocks thrown at him. There are blocks in his arena. Oops. Subverted when refought in Wily's factory.
** The same goes for CWU-01P in the 3rd stage of Wily's factory.
* BossRush: Played quite differently than the later games. Instead of all the bosses being fought in a contained room, half of them are fought in seperate levels.
* CartoonBomb: [[CaptainObvious Bomb Man]] throws these.
* ContemptibleCover[=/=]CoversAlwaysLie: [[http://upload.wikimedia.org/wikipedia/en/d/dd/Mega_Man_1_box_artwork.jpg The North American box art]]. It even got a throwback in ''VideoGame/MegaMan9''.
* CutAndPasteEnvironments: The environments tend to look very similar and tiles and enemies frequently rely on palette swaps. The dev team only had 1 Megabit (1000 kilobits, or 128 kilo''bytes'') of memory to work with, forcing them to use every shortcut they could just to fit the game in, including this trope.
* DubNameChange: The reason for the change from ''Rockman'' to ''Mega Man'' was because Capcom Consumer Products Division president Joe Morici felt the title was horrible.
* EarlyInstallmentWeirdness: Plenty of it. Let's see: There's a [[ScoringPoints point system]], only six Robot Masters, small, sparse stages, the {{Boss Corridor}}s are longer and contain enemies, weapon and energy items look different than they do in later games, no [[EmergencyEnergyTank E-Tanks]], no [[PasswordSave password function]], MercyInvincibility won't protect you from the SpikesOfDoom, after defeating each boss, you have to grab an orb (which the [[http://kobun20.interordi.com/2012/12/12/the-rock-manual/ Japanese manual]] implies to be the robot's "central core", or as later supplementary material would use, IC chip) to finish the stage proper, Mega Man doesn't even teleport out afterwards, there's no "Weapon Get" screen, Wily's lair is a robot factory instead of a [[SupervillainLair castle with a skull motif]], it doesn't have a map screen, the Robot Master rematches are sprinkled throughout its stages instead of being collected in a teleporter room, and the Wily Machine is the FinalBoss rather than being a penultimate boss in the other games. Also, half of the weapons were thrown rather than being shot out of the Mega Buster, there are no Rush items, Collectible powerups reappear when you leave the screen and return (thank goodness!), Mega Man's movement is slightly slippery and he does not jump higher underwater. Phew!
** Also, Dr. Light's name was Dr. Wright.
* ElementalBaggage: Guts Man and his Super Arm play this straight; Mega Man, however, [[RequiredSecondaryPowers does not]].
* EternalEngine: Elec Man's stage.
* ExcusePlot: Mad scientist Dr. Wily is taking over the world with a batch of stolen robots, go stop him!
** The Wily Wars port plot is centered on Dr. Wily stealing a time machine and trying to take down Mega Man in the past, prompting Dr. Light to send Mega Man back in time to fight him while reliving his first adventure. Of course, that plot point is exclusive to the manual--the in-game plot is as barebone as ever.
* {{Expy}}: As noted earlier, Mega Man was heavily patterned after [[Manga/AstroBoy Astro Boy]], since the game was original planned to be an Astro Boy game.
* FireIceLightning: Fire Man, Ice Man, and Elec Man, respectively. Naturally, Mega Man will wield all three of their weapons after you defeat them.
* GameBreakingBug: The final battle has a real show-stopper; if you get hit by the final boss ''just'' as you defeat him, the screen will glitch and the game will never proceed to the ending, forcing you to reset the game.
** Some fans believe there was another one (since disproved), a similar show-stopping bug where if you didn't get the Magnet Beam from Elec Man's stage the first visit through and return later, it would disappear, making the final Wily stages impossible to beat - it turns out however, that immediately replaying the level with Elec Man's weapon allows you to claim the Magnet Beam.
*** In fact, the Magnet Beam, like every other collectable, appears if you enter the stage with it in your possession.
* INeedNoLadders: The ladder climbing animation was slightly bugged, resulting in a glitch where Mega Man simply ''falls up'' very quickly under certain conditions, and is one of the ways to save time in speed runs.
* ItsAllUpstairsFromHere: Elec Man's stage, and part of Cut Man and Bomb Man's stages. The final Wily stage also goes upwards as the BossRush is progressed.
* KaizoTrap: Just about any boss in the game can cause this. Unlike other games in the series, the boss' projectiles do not disappear when they're defeated, and can still hit you. This is especially problematic because Mega Man is frozen briefly when the boss explodes. It is entirely possible as a result to die after beating the boss, which of course results in having to fight them all over again.
* LethalLavaLand: Fire Man's stage.
* LongRangeFighter: Fire Man only uses the Fire Storm when he is far enough away from Mega Man (or when Mega Man shoots). If Mega Man is too close, he will try to run away from him. Stay close to Fire Man, and he becomes several times easier.
* NintendoHard: One of the hardest of the original games, for the following reasons:
** No password or save function--the game must be completed in one sitting (Except on Virtual Console, which lets you quit with the home button and come back right where you left off (and lets you "save state" on the Wii U and 3DS), and Anniversary Collection gives an auto-save). The game is at least generous enough to give you infinite continues and checkpoints.
** MercyInvincibility does not protect you when you fall onto spikes.
** Tricky platforming segments; most notably in Guts Man and Ice Man's stages, where there are platforming bits that demand split-second reflexes and very precise jumping, with absolutely no room for error. Ice Man's stage is possibly the hardest of all the stages, not only due to the disappearing blocks, but also the erratic pattern of the flying platforms midway through the stage (not to mention the fact that they shoot at you, which combined with how small they are, makes it extremely easy to get knocked off to your death), not to mention the occasional glitch that keeps the platforms flying too far apart from each other, will have all but the most determined players falling back on the Magnet Beam to skip through.
** Very cheap placement of powerful enemies such as the Big Eye, particularly in Wily Stage 1.
** Boss weapons are a lot less useful than in the later games outside being used against. (except for Guts Man's)
** Some of the bosses have much more erratic patterns, not to mention much more damaging, "take you down in one or two hits" attacks-- Elec Man and Ice Man are the most infamous for this, as they can both kill you in three hits. Their attacks are often difficult, or, in the case of Fire Man or Ice Man, almost impossible to dodge.
** The aforementioned kaizo traps that can sometimes occur just when you have defeated a boss.
** Health pickups aren't as common as in later games, and the game contains useless pickups that only increase points.
** The infamous Yellow Devil, which many people have not been able to defeat without exploiting the "Pause Trick" glitch.
** The Wily Wars port adds a save feature and mercy invincibility for spikes, and makes the Yellow Devil fight easier due to the lag during its morphing, but as a trade off the robot masters take and dish more than ever, and there's no pause trick.
* NoOSHACompliance: Good Lord, Wily's Robot Manufacturing Plant. It may as well be a DEATH Manufacturing Plant!
* NoPlotNoProblem: Because the game had very little memory to work with, the plot is entirely in the manual--the game just drops you off at the title screen so you can get straight to whomping Wily's robots upon pressing start. The ending is the only indication that there even was a story in the first place.
* NoSidepathsNoExplorationNoFreedom: All of the stages.
* PlayingWithFire: [[CaptainObvious Fire]] [[RunningGag Man.]]
* PowerUpLetdown: The Super Arm is by far the least useful of all the weapons you get. It can only be used in specific situations where you can grab a giant block and throw it. Other than the battle with Cut Man and CWU-01P and getting to the Magnet Beam, it's basically useless.
* PrecisionGuidedBoomerang: The Rolling Cutter.
* PuzzleBoss: The third Wily Stage boss, the [=CWU-01Ps=], sort of.
* ScreenShake: Happens everytime Guts Man jumps. Mega Man has to time his jump or it will briefly knock him off his feet.
* SharedLifeMeter: The game has CWU-01P, a series of robots encased in bubbles.
* ShoutOut: The invincible bombs in Bomb Man's stage are called [[VideoGame/SuperMarioBros2 Bombombs.]]
** The Killer Bullet enemies are obviously patterned after [[VideoGame/SuperMarioBros1 Bullet Bills.]]
** The Yellow Devils appearance is heavily based on the giant robot Astro Boy fights on the moon in the early "Hot Dog Corps" story arc of the manga. The design similarities would become even more blatant in [[VideoGame/MegaMan3 its later reappearance.]]
* SlippySlideyIceWorld: Ice Man's stage.
* SpikesOfDoom: Wily's factory is full of these.
* SuperNotDrowningSkills: Justified by that Mega Man is a robot.
* SuperStrength: Gutsman has this as his ability, being able to summon and throw huge boulders at you. Defeating him gives you the Super Arm, which allows you to lift up certain blocks and throw them.
* WalkDontSwim: Mega Man can't swim, but whereas in the sequels he can jump ludicrously high in water, in this game it slows him down and weakens his jump. The Wily Wars port, curiously, ignored that and kept the water physics the same as the sequels.
-->''Megaman has ended the evil domination of Dr. Wily and restored the world to peace. However, the never ending battle continues until all destructive forces are eliminated. [[ForGreatJustice Fight, Megaman! For everlasting peace!]]''