%%Paged moved here as per thread: http://tvtropes.org/pmwiki/posts.php?discussion=13661754000A77834800&page=1. Do not remove without discussion.
[[caption-width-right:320:The Original [[FanNickname Blue Bomber]].]]
->[[AC:[=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 defeated. Fight, [=MegaMan=]! For everlasting peace!]]
-->-- '''Ending of ''VideoGame/MegaMan1'''''

This page covers the original '''''Mega Man''''' (''[[MarketBasedTitle Rockman]]''/''ロックマン'') series, generally referred to as the "Classic Series." When people think "Franchise/MegaMan", they usually think of this version, which makes "Classic" Mega Man one of the two big faces of Creator/{{Capcom}} (alongside [[Franchise/StreetFighter Ryu]]).

[[YearX In the year 20XX]], Dr. Thomas Light -- a scientist well known for his innovative contributions to the world of robotics -- creates humanoid robots called Robot Masters, which the were primarily designed to assist in industrial work. [[AlwaysSomeoneBetter Fed up with living under his colleague's shadow]], Dr. Albert Wily reprogrammed six (or eight, if [[VideoGame/MegaManPoweredUp the remake]] is to be believed) of these Robot Masters and turned them into weapons of mass destruction to help him [[TakeOverTheWorld conquer the world]]. While gathering these Robot Masters, Wily ignored two housecleaning robots: the boyish Rock and his sister Roll. Feeling a strong sense of justice, Rock asked Dr. Light to convert him into a battle robot -- and the conversion gave the world a hero: Mega Man.

After the successful conversion, Mega Man traveled around the world to stop the rogue Robot Masters. Rock's ability to analyze how things work and duplicate them gave him the [[PowerCopying ability]] to acquire the weapons of the fallen Robot Masters. After defeating the six rogue robots, Mega Man stormed Wily's [[SupervillainLair robot factory]] and defeated him. Wily's persistence would lead him to attempt the same plan -- and defeat Mega Man -- [[FailureIsTheOnlyOption twenty-one different times, none of which were successful]].

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.

The first game introduced attacks and strategies to platform gaming revolving around the concept of [[ElementalRockPaperScissors rock-paper-scissors]]: each weapon a player acquires might work well on one particular Robot Master, but horribly (or not at all) against another. ''Mega Man'' also introduced the concept of allowing players to choose what stage they wanted to tackle and in what order (before having to go through a linear gauntlet of Wily stages) -- a first for platform games. In spite of these two major innovations, the title failed to make an impact.

While the first game sold well enough, Capcom didn't want to give the Blue Bomber another chance, and it soon assigned the game's development team to other games. Not wanting to give up on the character, the development team begged the higher-ups for permission to make a sequel that would improve upon both the faults and the strengths of the first game. Capcom allowed the team to make a second game so long as they finished the titles they were already assigned to. When Capcom released ''Mega Man 2'', it became a monster hit, both critically and financially. The more ambitious stage design, improved graphics, and [[EarWorm even catchier music]] blew away gamers; for these (and other) reasons, numerous ''Mega Man'' fans think of ''2'' as the best game in the series -- a sentiment Keiji Inafune himself agrees with. Thanks to the sequel's incredible sales and warm critical reception, Capcom realized ''Mega Man'' could become a CashCowFranchise, and happily greenlit sequel after sequel, leading to one of the most popular series of UsefulNotes/The8bitEraOfConsoleVideoGames.

Capcom has, to date, published ten main games in this series: six for the UsefulNotes/NintendoEntertainmentSystem, re-releasing the first three as a 16-Bit compilation for the [[UsefulNotes/SegaGenesis Sega Mega Drive/Genesis]]), one for the UsefulNotes/{{Super Nintendo|EntertainmentSystem}}, one for the UsefulNotes/SegaSaturn and Sony UsefulNotes/PlayStation, and two as downloadable games for the Nintendo Wii, UsefulNotes/PlayStation3, and Microsoft's UsefulNotes/{{Xbox 360}}. Capcom designed ''9'' and ''10'' as throwbacks to the NES titles; their graphics and audio simulating the system's 8-bit hardware, while the gameplay emulated the gameplay of the original NES games. The company also published a series of ''Mega Man'' games for the UsefulNotes/GameBoy, based mainly on the NES games, and another two games for arcades; adding the various {{Gaiden Game}}s elevates the "Classic" series into the largest continuity of the entire franchise.

[[MissionPackSequel Despite the sequels tending to feel similar to each other]], the series as a whole remains enjoyable -- and [[NintendoHard very hard]] -- to this day.

The generally lighthearted, friendly atmosphere of the classic series tends to stick out like a sore thumb compared to its two DarkerAndEdgier SequelSeries, ''VideoGame/MegaManX'' and (the much darker) ''VideoGame/MegaManZero''. The classic series has gained a {{spiritual successor}} in the form of ''VideoGame/MightyNo9''.
!!Games in the Series:
!!!Main Games:
* ''[[VideoGame/MegaMan1 Mega Man]]'' ([[UsefulNotes/NintendoEntertainmentSystem NES]])
* ''VideoGame/MegaMan2'' (NES): Best-selling of the original games. Introduced E-Tanks and the password system.
* ''VideoGame/MegaMan3'' (NES): Debut of Rush and Proto Man. Introduced the [[SlideAttack Slide move]].
* ''VideoGame/MegaMan4'' (NES): Debut of Eddie (a.k.a. "Flip-Top"). Introduced the [[ChargedAttack Charged Shot]].
* ''VideoGame/MegaMan5'' (NES): Debut of Beat.
* ''VideoGame/MegaMan6'' (NES): Introduced the Rush Adapter armors.
* ''VideoGame/MegaMan7'' ([[UsefulNotes/SuperNintendoEntertainmentSystem SNES]]): Debut of Auto, Bass and Treble.
* ''VideoGame/MegaMan8'' (UsefulNotes/PlayStation, UsefulNotes/SegaSaturn): Made to celebrate the 10th anniversary of the franchise.
* ''[[VideoGame/MegaManAndBass Mega Man & Bass]]'' (SNES, UsefulNotes/GameBoyAdvance): One of the last SNES games ever released. First main series game where Bass is playable. While the SNES version got stuck in Japan, it did get a GBA port in the US. Additionally, while not a numbered entry, the game is considered part of the main series as seen in ''Mega Man 9''.
* ''VideoGame/MegaMan9'' (UsefulNotes/{{Wii}}, UsefulNotes/PlayStation3, UsefulNotes/{{Xbox 360}}): [[{{Retraux}} Intentionally made in 8-bit style]], as a throwback to the original 6 games. [[BagOfSpilling Also removed the Slide and Charge Shot]] (for Mega Man, anyways). Proto Man is made playable for the first time in a main title as [[DownloadableContent DLC]] and retains all of the abilities Mega Man lost. Notable for introducing the first and only (canonical) ''[[TheSmurfettePrinciple female]]'' enemy Robot Master in the form of Splash Woman.
* ''VideoGame/MegaMan10'' (Wii, [=PS3=], Xbox 360): Similar to ''9'' in style and tone. Proto Man is PromotedToPlayable, while Bass (functioning as he did in ''Mega Man & Bass'') receives his own storyline as DLC.
* ''VideoGame/MegaMan11'' (UsefulNotes/NintendoSwitch, UsefulNotes/PlayStation4, UsefulNotes/XboxOne, PC): Uses a 2.5D artstyle, and made to celebrate the franchise's 30th anniversary.
!!!''World'' games:
* ''VideoGame/MegaManDrWilysRevenge'' (UsefulNotes/GameBoy): Features four of the Robot Masters from the first NES game, and four from the second.
* ''VideoGame/MegaManII'' (Game Boy): Has the remaining four Robot Masters from ''2'' NES, and four from ''3'' NES, along with bringing in E-Tanks, Rush, and the Slide Move. Also noted for being uncharacteristically easy for this series.
* ''VideoGame/MegaManIII'' (Game Boy): Features the remaining ''3'' NES Robot Masters, and four from ''4'' NES. Also introduced the Charge Shot to the Game Boy line.
* ''VideoGame/MegaManIV'' (Game Boy): Features the remaining four ''4'' NES Robot Masters, and four from ''5'' NES. Introduces the purchasable upgrade mechanic, which later found its way into the main series with ''7''.
* ''VideoGame/MegaManV'' (Game Boy): In a complete break from the previous four games, has a completely original storyline and an all-new set of Robot Masters themed around the planets of the Solar System. Was the only game to feature the [[RocketPunch Mega Arm]], which was effectively the same as the previous Charge Shot but with a boomerang effect. It introduced Tango, a cat ally for Mega Man.
!!!Handheld Games:
* ''Mega Man'' (UsefulNotes/GameGear): A condensed version of ''5'', with elements of ''4'' and ''2'' mashed in.
* ''VideoGame/RockmanAndForteMiraiKaraNoChosensha'' (UsefulNotes/WonderSwan): AKA "[[FanTranslation Challenger from the Future]]", a follow-up to ''Mega Man & Bass''. Japan-only, due to the [=WonderSwan=] not making it to the States.
!!!Spin-off Games:
* ''Mega Man'' (DOS): An early PC game starring Mega Man, infamous for its low quality, and otherwise unrelated to the original game.
* ''Mega Man 3'' (DOS): A follow up, curiously skipping ''2''. Like the previous game, it has gained infamy for its low quality and InNameOnly nature to the actual ''Mega Man 3''.
* ''Wily & Light's [=RockBoard=]: That's Paradise'' ([[UsefulNotes/NintendoEntertainmentSystem Famicom]]): A ''TabletopGame/{{Monopoly}}''-themed board game featuring various series characters released only in Japan (although a English release, entitled ''Mega Board'', [[http://www.rockman-corner.com/2010/03/rockboard-in-english.html was in the works before it was canned for unknown reasons]]). Marks the first appearance of Reggae, a creation of Wily's best described as Bass' answer to Eddie and Beat.
* ''Mega Man's Soccer'' (SNES): ExactlyWhatItSaysOnTheTin; a soccer competition between Mega Man and Wily's various Robot Masters. According to ''[[AllThereInTheManual Mega Man: Official Complete Works]]'', the game is set after the events of ''Mega Man 4''.
* ''VideoGame/MegaManThePowerBattle'' (Arcade): Mega Man's arcade debut, basically being a BossGame. First game where Bass and Proto Man are playable.
* ''VideoGame/MegaMan2ThePowerFighters'' (Arcade): Similar to the previous one. Technical debut of Duo, by virtue of EarlyBirdCameo.
* ''Mega Man: Battle & Chase'' ([=PS1=]): A racing game with Mega Man and co. Initially not released in the states, but was brought over via the ''VideoGame/MegaManX [[CompilationRerelease Collection]]''. Duo was also playable in this game, either through a special promotional CD in ''Dengeki [=PlayStation=]'' magazine in the Japanese version or beating the [[BonusBoss Black Troopers]] in the European version.
* ''VideoGame/SuperAdventureRockman'' ([=PS1=], Saturn): A FMV-based game with shooter bits sandwiched in between. Was not released stateside, and Keiji himself [[OldShame disowned the game]] due to its [[DarkerAndEdgier excessively dark tone]].
* ''Rockman Strategy'' (PC): A Taiwan-only strategy game featuring the Constellation Droids, a group of Robot Masters based on the twelve signs of the Zodiac. Introduces [[CanonForeigner a new ally]] to the Blue Bomber, Fan.
* ''Rockman Gold Empire'' (Microsoft Windows): Another Taiwan-only entry, not unlike ''[=RockBoard=]'' in nature.
* ''Mega Man Universe'' (UsefulNotes/XboxLiveArcade, UsefulNotes/PlayStationNetwork; Cancelled): Based heavily on the second game, this TwoAndAHalfD action-platformer would have allowed players to [[LevelEditor build their own stages]] and [[CharacterCustomization customize their individual characters]]. Additionally, this would have been the first title in the series to go by the name ''Mega Man'' in Japan (as opposed to ''Rockman'').
!!!Remakes and Re-releases
* ''Mega Man: The Wily Wars'' ([[UsefulNotes/SegaGenesis Mega Drive]]): An updated re-release of the first three games, with Genesis-quality graphics and sound, as well as a save feature and an all-new "Wily Tower" game. Only released in Europe and Japan, although it did get a brief Sega Channel release in the states and eventually the [[LongTitle Sega Genesis Ultimate Portable Game Player]].
* ''Rockman Complete Works'' ([=PS1=]): A Japan-only series which ported all six of the NES ''Mega Man'' titles to the [=PS1=], with remixed music and bonus content.
* ''Rockman Battle & Fighters'' (UsefulNotes/NeoGeoPocket Color): An 8-bit port of the two arcade games.
* ''Mega Man Anniversary Collection'' (UsefulNotes/PlayStation2, [[UsefulNotes/NintendoGameCube GameCube]], UsefulNotes/{{Xbox}}): Brings together the first 8 games with some of the features of the ''Complete Works'' imported stateside, plus the two arcade games (''Mega Man: The Power Battle'' and ''Mega Man 2: The Power Fighters''). This compilation got stuck in North America.
* ''Mega Man Anniversary Collection'' (GBA; Cancelled): A collection of the five UsefulNotes/GameBoy ''Mega Man'' games was planned, but was ultimately scrapped, presumably due to them [[NoPlansNoPrototypeNoBackup losing the source codes to some of the games.]]
* ''Rockman Power Battle Fighters'' ([=PS2=]): A Japan-only port of the two arcade games as compensation for ''Anniversary Collection'' not leaving the states, it adds to both games a Versus mode and an Extreme mode where players marathon through all of a given game's bosses in a single run.
* ''VideoGame/MegaManPoweredUp'' (UsefulNotes/PlayStationPortable): An updated (and SuperDeformed) remake of the original game, with loads of additional playable characters and bonus content thrown in that will take you months to chew through.
* ''Mega Man Legacy Collection'' (UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/MicrosoftWindows, UsefulNotes/Nintendo3DS, UsefulNotes/NintendoSwitch): Along with the first 6 games in the series, includes a music player, artwork museum, and special challenges. The [=3DS=] version is a port of the console version, which includes the initial Capcom-designed challenges as well as top user submitted challenges unlocked using the Mega Man Toys/{{amiibo}}; the Nintendo Switch version also has this feature.
* ''Mega Man Legacy Collection 2'' (Xbox One, [=PlayStation=] 4, Microsoft Windows, Nintendo Switch): A follow-up to the previous ''Legacy Collection'' that continues the Blue Bomber's adventures with the next four games in the series, with the [=DLCs=] of ''Mega Man 9'' and ''10'' bundled for free (but not ''Mega Man & Bass''). Marks the first time that ''9'' and ''10'' can be purchased in a physical format. The Switch version also makes use of amiibo support.
!!!Crossover Games
* ''VideoGame/StreetFighterXMegaMan'' (Microsoft Windows): A joint-MilestoneCelebration recognizing both ''Street Fighter'' and ''Mega Man''[='=]s 25th anniversaries. [[AscendedFanFic Was originally a fan game, but it caught the eye of Capcom and received official support from the company.]]
* ''VideoGame/MarvelVsCapcomClashOfTheSuperheroes'' (Arcade, [=PS1=], UsefulNotes/SegaDreamcast): Mega Man and Roll are playable characters in this fifth installment of the ''VideoGame/MarvelVsCapcom'' series.
* ''VideoGame/MarvelVsCapcom2'' (Arcade, Dreamcast, [=PS2=], [=PS3=], Xbox 360): And likewise, in the sixth installment.
* ''VideoGame/CannonSpike'' (Arcade, Dreamcast): Mega Man is a playable character in this shooting game.
* ''VideoGame/TatsunokoVsCapcom'' (Arcade, Wii): Roll is a playable character in this ''Marvel vs. Capcom'' off-shoot.
* ''VideoGame/SuperSmashBros for Nintendo 3DS & UsefulNotes/WiiU'': Mega Man is a playable character in this fourth installment of the Nintendo fighting game series.

This series has a [[http://tvtropes.org/pmwiki/crowner.php/BestEpisode/MegaManClassic?open=all#m54vprip Best Episode crowner]].
!!This series is the TropeNamer for:
* MegaManning: Also known as PowerCopying.
* EmergencyEnergyTank: The only numbered games in the classic series to not use them were ''1'' and ''8''. The developers behind ''7'' admitted they couldn't beat the final boss without using at least one. There are a few variations...
** '''Energy Tank (E-Tank):''' Restores all of your HitPoints.
** '''Weapon Tank (W-Tank):''' Restores all of the energy to a selected Special Weapon/Item.
** '''Super Tank/Mystery Tank (S-Tank/M-Tank):''' Restores all of your HP and the energy of all your Special Weapons/Items. The M-Tank is only different from the S-Tank in that it turns all weak enemies on-screen into extra lives if your HP and all weapon/item energy is already at 100%; if you meet the HP/energy requirements but there are no weak enemies on-screen, you are automatically given a single extra life.
* MagmaMan
!! The ''Mega Man'' "Classic" series provides examples of the following tropes:

[[folder: A-I]]
* AllThereInTheManual: Many interesting facts about the Robot Masters are actually found in the manuals, or other outside materials. For example: Did you know Shadow Man from ''3'' is actually a robot rumored to be alien in origin that Dr. Wily found and remodeled into a Robot Master? Or that he rides a giant robotic frog?
* AnimalMecha: Every single weird flora and fauna is apparently made up of robots.
* AnimatedAdaptation:
** [[WesternAnimation/MegaMan A cartoon that ran from 1994 to 1995.]]
** Prior to that, classic Mega Man starred alongside other UsefulNotes/{{NES}} icons in the MassiveMultiplayerCrossover cartoon ''WesternAnimation/CaptainNTheGameMaster'', where they [[InNameOnly looked nothing like their illustrious namesakes]].
* ArmCannon: The TropeCodifier for the Type 1 ("Arm Becomes Gun") version among video games.
* ArtEvolution: The character designs in the official art were initially doughy before this trope kicked in and made them sleeker.
* BlockingStopsAllDamage: Many of Mega Man's enemies can take a defensive posture that cannot be punctured. Some games allow certain special weapons to pierce these, however.
* BossOnlyLevel: The penultimate and/or final level of the games are usually this.
* BottomlessPit: Plenty for everyone!
* CanonDiscontinuity: The PC ''Mega Man'' and ''Mega Man 3'', if the official timelines are anything to go by. Of course, this is assuming they ever were {{canon}} in the first place.
* ChainReactionDestruction: The ones most suspectible to go down with that style are various minibosses throughout the series.
* CollisionDamage: A series staple. The many different kinds of enemies (and bosses) dish out more damage than others. Some will poke off just a little bit of health, while others can take ''over a third'' of your life bar (usually larger enemies and bosses).
* CraniumRide: Some levels in some games require you to use enemies as platforms.
* DamselInDistress: Roll is kidnapped in one of the scenarios in ''Mega Man 2: The Power Fighters''.
* DamnYouMuscleMemory: ''Legacy Collection'' is hit pretty hard with this in the timed challenges. Some of the challenges include level snippets from different games - this means that you can go one screen with the charge and slide, and the next without, and there's no indication of if you have the charge and slide other than manually checking. Better be able to quickly figure out which tilesets belong to which game...
* DeathByIrony: Metal Man's Metal Blades are [[GameBreaker one of the most effective weapons]] in any ''Mega Man'' game ''ever'', and are useful against a sizeable number of the Robot Masters in ''VideoGame/MegaMan2'', taking them out in a few hits -- including Metal Man himself when you reface him in the BossRush in the penultimate level, taking him out in two hits in the Japanese version and on the 'Difficult' setting in the Western releases, or just [[OneHitKill one]] on the 'Normal' setting in the Western releases.
* DemotedToExtra: There is exactly ''one'' game in the classic Mega Man series where Dr. Wily is not fought ''and'' isn't even the villain of the game; the obscure Wonderswan game ''Rockman and Forte: Challenger From The Future''. The villain is Rockman Shadow, who may have been ''built'' by Wily, but he's completely acting of his own accord and ''wants'' Mega Man and Bass to destroy him. Wily doesn't appear at all in-game, and is only mentioned in passing [[AllThereInTheManual in the manual.]]
* DownTheDrain: At least one level per game is going to feature at least some portion where Mega Man is submerged. Since he is a robot, he doesn't have to worry about drowning; he instead has drastically improved jumps (with even more SpikesOfDoom lining every possible surface, to keep you from abusing absurd jumps). {{Subverted|Trope}} in ''5'' -- the expected KillItWithWater Robot Master, Wave Man, doesn't feature any underwater portions at all.
* DramaticThunder: Often featured on the Wily Castle map screens (and some other fortresses) after the fanfare ends.
* EndlessGame: Endless Attack in ''9'' and ''10'', which score you on how many screens you get through.
* EnemyRollCall: Every game since ''2'' does this with the game's Robot Masters, as well as showing their serial numbers.
* EquipmentBasedProgression: The entire point of the series was to acquire new weapons from one boss to take down the next. Since you could fight them in any order, the trick was discovering the optimum sequence to fight them in.
* ExactlyWhatItSaysOnTheTin:
** Every Robot Master's name follows the formula: their theme + (Wo)Man.
** Their theme also references what kind of weapon they have, most of the time.
** Guess what the Mega Man Killers were created to do?
* ExtyYearsFromNow: The series initally took place in the year(s) 200X, but by around ''3'' it changes to 20XX.
* {{Fanfare}}: The ones heard on the Robot Master intro screens, the fortress map screens, and for beating a stage.
* FanFilm: [[Film/MegaMan Read about it here]].
* FanSequel: A few of them, including: ''VideoGame/MegaManRocks'' by Eric Ruth, ''VideoGame/MegaManUnlimited'' by [=MegaphilX=], ''VideoGame/MegaManTimeTangent'' by Mexican Sunflower, ''VideoGame/MegaManMaximum'' by ~hfnb2, and the Doujin game ''VideoGame/RockmenR'', which utilizes semi-16-bit graphics, ''VideoGame/MegaManRevolution'' by Fifth Independent, ''VideoGame/MegaManTripleThreat'' by Stealth and Liz-Sama, ''VideoGame/MegaGirl R'' by baragon-kun, ''VideoGame/MegaManRevengeOfTheFallen'' by Darkflamewolf, and the somewhat [[DevelopmentHell out of date]] ''VideoGame/MegaManTheCRORQChronicles'' by Jesse Brown. Also a few clone games, like ''VideoGame/MegaMari'' featuring VideoGame/{{Touhou}} characters by Twilight Project and ''VideoGame/RosenkreuzStilette'' by [erka:es].
* FireIceLightning: A few games feature three Robot Masters with this combination, but in ''1''/''Dr. Wily's Revenge'' Elec Man, Fire Man and Ice Man are notable for being weak to each other (Elec -> Ice -> Fire). This repeats with ''Mega Man And Bass'' and its Dynamo Man, Cold Man and Burner Man.
* FourTemperamentEnsemble: Proto Man/Blues (leukine), Rock/Mega Man (phlegmatic), Forte/Bass (sanguine/choleric), and Duo (melancholic/choleric).
* GoKartingWithBowser: ''Battle And Chase'' and ''Soccer'', although Wily is planning to take over the world [[SeriousBusiness via kart racing and soccer]].
* TheHeavy: Every single plot in the series is set into motion by Dr. Wily -- [[VillainsActHeroesReact Mega Man and co. are just called into action immediately to foil his plans]]. The ''only'' exception to this is ''VideoGame/RockmanAndForteMiraiKaraNoChosensha'', due to Wily [[DemotedToExtra being AWOL from the game itself]], [[spoiler:but even then, he's [[GreaterScopeVillain indirectly, if unwittingly, responsible for setting off its events]] by building and then abandoning Rockman Shadow, who finds his own agenda afterward]].
* HeWasRightThereAllAlong: The Robot Master room at first seems empty, but then the Robot Master falls in and does his battle stance. In the first game, however, the Robot Masters just appear on the ground out of thin air, ''II'' had them simply standing in the room with no introduction and ''6'' had theirs lowered slowly into the room while DramaticThunder occurs (and they don't make their battle stances, unlike in the other games). The non-8-bit games tend to give their Robot Masters [[DynamicEntry more personal entrances]], with ''8'' being the most elaborate. ''10'' generally has the usual 8-bit entrances, though Commando Man shakes the ground upon landing, and Nitro Man instead rides in from the left of the screen in motorcycle mode.
* HijackedByGanon: Wily being the ultimate bad guy you have to defeat is toyed with in the earlier games, but he makes decreasing efforts towards secrecy and eventually dispenses of all pretense;
** His first attempt is in ''VideoGame/MegaMan3'', but [[AllThereInTheManual you would only know this if you read the manual]]; after his defeat in ''VideoGame/MegaMan2'', Wily had seemingly reformed and was helping Dr. Light build the peacekeeping robot Gamma. The games conflict, a batch of new robots going on the attack, turns out to be a RedHerring to buy Wily time to steal Gamma from Light to further his own plans.
** His second attempt is in ''VideoGame/MegaMan4''. Before the reveal, the player assumes Dr. Cossack is the villain (Wily was seemingly killed off in ''VideoGame/MegaMan3'', and it only vaguely hints that he survived), although it turns out he was being blackmailed by Wily into fighting Mega Man in his stead.
** His third attempt is in ''VideoGame/MegaMan5'', where it turns out he framed Proto Man for the chaos going on, using a robot named Dark Man to impersonate him.
** His fourth attempt is in ''VideoGame/MegaMan6'', where he disguises himself as Mr. X and [[TheManBehindTheMan claims to have been Wily's mentor the whole time.]]
** ''VideoGame/MegaManAndBass'' pulls this off again; while it seems like Wily isn't responsible for King's rampage at first, given he sends Bass to go after him, it turns out Wily was the one controlling King the whole time.
** He also turns out to be the one behind the Star Droids invasion in ''VideoGame/MegaManV'', but in an unusual change of pace for the series, he's ''not'' the final boss this time, as the game's real final boss, Sunstar, turns on him.
** ''VideoGame/SuperAdventureRockman'' inverts the tradition by having the game's real villain, Ra Moon, turn on Wily.
** Keeping with this series tradition, Wily also hijacks the plots in ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10'', after attempting to pose as a good guy again.
* HoppingMachine: Each game has its variation of the big one. Some games have also smaller ones.

[[folder: J-R]]
* LedgeBats: A good chunk of enemies, but the standout example is probably are Up'n'Downs, Mizziles, and other similar enemies. Their sole purpose is to spawn infinitely from pits and knock Mega Man out of the air when he attempts to cross.
* LightningCanDoAnything: Such as activating machines.
* LogicalWeakness: While not always true (and frequently tripped up by Robot Masters with more unusual abilities, like Snake Man), you can frequently figure out a boss's weakness based on their name and each weapon's name.
* LostInTranslation: Due to Mega Man's DubNameChange, the ThemeNaming between '''Rock'''man and '''Roll''' was lost on American audiences.
* MascotMook: Mets, due to their cutesy appearance and presence outside the classic series.
* MissionPackSequel: After a while, the games add little more to the formula than new Robot Masters, weapons, and levels. This is a usual point of contention for the series.
* MookMaker: Quite a few enemies throughout the series.
* MythicalMotifs: Like the animal motifs, you have Robot Masters like Centaur Man, Shade Man, Tengu Man, and Splash Woman.
* NinjaPirateZombieRobot: Almost all the Robot Masters are a combination of one particular theme and robotics. Special mention goes to Shadow Man (Ninja Robot), Pirate Man ({{Pirate}} Robot), and Shade Man ([[OurVampiresAreDifferent Vampire Robot]] with a legion of [[EverythingsDeaderWithZombies Zombie Robot]] mooks).
* NintendoHard:
** Widely considered to be one. But, believe it or not, that's only at first. After several days of playing, you will find yourself in comfort among all these piles of randomly flying robots, bottomless pits, and fast-reaction bosses (to the point where people who LP the games, most notably LetsPlay/ClementJ642, frequently make them look like cakewalks). Not to mention that the "correct GET EQUIPPED sequence" makes boss battles ''a lot'' easier. But that's only after you get with it. Otherwise, better keep calm and keep practicing.
** But, if you have beaten the original series '''blindfolded''', it's time for you to try the wonders of the romhacking scene, ''Rockman Exile'' and ''VideoGame/RockmanNoConstancy''!
** ''9'' and ''10'' takes this UpToEleven with its achievements. How about the one for beating the game without continuing? Tough, but doable with enough patience and trial & error. How about the one for beating the game without dying? Nightmarish. But that's not all. How about clearing the game ''without taking any damage at all?'' Good luck with that one.
** Quick Man's stage is ''harder'' than the ''VideoGame/IWannaBeTheGuy'' room that {{homage}}d it.
* NobodyCanDie: Sure, they can show a city under attack, but [[ConvenientlyEmptyBuildings that's as far as they can get]] (or at least that's as far as they care to show the damage). ''Super Adventure Rockman'' averts this, though.
* NotMeThisTime: Wily has tried this in the past, most notably in ''9'' (where he claimed it was Dr. Light instead), and ''10'' (where he claimed the cause of the robot attacks was a virus). He is, of course, lying.
* NumberedSequels: Of course, but there was some weirdness abound. The Japanese versions all used arabic numbers, while the English versions of the first seven (and all five Game Boy games) used Roman numerals on the title screens. The confusion came along when ''VideoGame/MegaManX'' was released for the UsefulNotes/SuperNES. English gamers were confused and thought the X stood for 10, thus making the game ''10'', when there had been only five numbered sequels released at the time. Even further confusion abounded when the Game Boy games were released, as they all used roman numerals. In Japan, they were called the Rockman World games, however, English releases were simply referred to by their Roman numerals. Starting with the eighth game, however, and perhaps to avoid confusion, the English releases would use Arabic numbers on their title screens as well.
* ObviousBeta:
** ''Soccer'', up to and including the lack of an ending or credits. Strangely enough, they're both in the game's code, but DummiedOut for some reason. Even the English translation was rushed; one of the two stage selection screens refers to a "Rock Field" and a "Blues Field".
** ''Mega Man II'' had less than a year of development, and it shows in the bland level design, annoyingly high-pitched sound, glitchy collision detection, and some obstacles not even working properly.
* OminousFloatingCastle: In ''VideoGame/MegaMan8'' and ''The Power Battle''.
* PlatformingPocketPal: Rush is a variant; he only comes in whenever Mega Man needs him by teleporting into the stage. A closer one would be Beat, the bird robot that flies around and follows Mega Man.
* PlayerTic: When entering boss doors, most players tend to jump or slide into them for no real reason.
** Another common tic is that people will repeatedly tap the movement button very briefly, causing Mega Man to do the first frame of his running animation before going back to standing, and resulting with some silly-looking leg twitching. [[MickeyMousing Expect them to do it to the tune of the stage theme too]].
* PowerCopying: Whenever Mega Man (or sometimes other characters) defeats a Robot Master, he gets to use their abilities.
* PrecisionGuidedBoomerang: The Rolling Cutter, Ring Boomerang, and Magic Card. Interestingly enough, the Quick Boomerang isn't an example, as it always moves in an exact path.
* PunnyName: Some of the enemies. Combined with BilingualBonus.
* [[QuirkyMinibossSquad Quirky Boss Squad]]: The Robot Masters.
* RealTimeWeaponChange: ''7'', ''8'', and ''10''. The ''Complete Works'' series adds this to the first six games, though you still need to use the weapon menu to access items like the Magnet Beam or the Rush Marine in the first three.
* RecurringElement: Aside from the skull motif, Dr. Wily's castles usually have a [[http://www.themmnetwork.com/2010/05/08/the-mystery-of-wily-castles-pipe/ old-fashioned pipe chimney]] on their left side. Even when they're spaceships, as seen in ''Mega Man IV'' and ''V''. Fangame ''Mega Man Unlimited'' even [[LampshadeHanging lampshades]] this by placing the final level icon over the pipe, then soon showing another one on the right side of the fortress.
* RecurringRiff: The [[https://www.youtube.com/watch?v=RKgDZrTAVrM Mega Man 1 Stage Start]] riff tends to appear a lot.
* RecycledTitle: The English versions of the five UsefulNotes/GameBoy games were numbered, just like their [=NES=] counterparts. To differentiate them from the [=NES=] games, the fandom uses Roman numerals to refer to games in the Game Boy series (it's even done that way on Wiki/ThatOtherWiki!). The Japanese releases {{averted|Trope}} this by titling the Game Boy series ''Rockman World'' instead of just ''Rockman'' (''Rockman World'', ''Rockman World 2'', ''Rockman World 3'', etc.). The PC games ''Mega Man'' and ''3'' (for whatever reason that most likely defies logic, they skipped on "2") embrace this trope, but have no particular {{Fan Nickname}}s on grounds of [[FanonDiscontinuity never existing.]]
* RedEyesTakeWarning: Red is one of the three most common Robot Master eye colors, along with blue and green.
** And then you have Sniper Joes and the Yellow Devil.
* RevengeOfTheSequel: ''Dr. Wily's Revenge'', the first UsefulNotes/GameBoy game, which has Wily send rebuilt Robot Masters from the NES versions of ''1'' and ''2'' after Mega Man.
* RevisitingTheRoots: ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10''. By that time, ''Franchise/MegaMan'' games had complex storylines and complicated gameplay. These two games kept their plots simple and plays almost exactly like an extension of ''VideoGame/MegaMan2'', even keeping the UsefulNotes/{{NES}} appearance. In fact, these two games were designed by the same people who made the original ''Mega Man'' games.
* RunningGag: Right before you fight him in his fortress, Wily always flies off in his UFO, wiggling his eyebrows at you before he really takes off.
** After you beat him, he always begs for mercy (''9'' even shows off a montage of these occurrences!).

[[folder: S-Z]]
* SelfImposedChallenge: The series is notorious for the sheer amount of these tied to it. Probably one of the most popular and well-known is playing an entire game using only the Mega Buster and never exploiting the more useful weapons unless required by the plot. This is well-known enough that it [[FandomNod got a nod in the Archie comics]] where Mega Man chooses to take on [[ThatOneBoss the Yellow Devil]] using only the Mega Buster (though he could at least charge it up there).
* SentryGun: Numerous robots in this series take a form of a simple gun which fires at the player.
* SequelHook: Starting with ''4'', the series went into the habit of doing this (except for ''GB/World 2'' and ''GB/World 3'', which have [[spoiler:Dr. Wily getting ''[[StuffBlowingUp blown]] [[NoOneShouldSurviveThat to smithereens]]'']]. ''6'', on the other hand, [[spoiler:ends with him captured and put in jail, even though a "ToBeContinued" is shown at the end of the credits]]).
* ShoutOut:
** The Genesis Unit in the ''Wily Wars'', [[EverythingsBetterWithMonkeys Buster Rod]] '''[[EverythingsBetterWithMonkeys G]]''', [[MakingASplash Mega Water]] '''[[{{Kappa}} S]]''', and [[BlowYouAway Hyper Storm]] '''[[EverythingIsMessierWithPigs H]]''', are pretty much robot versions of Son '''G'''oku, '''S'''ha Gojyo, and Cho '''H'''akkai from ''Literature/JourneyToTheWest''.
** Someone behind the music of the series is apparently a fan of Music/{{Helloween}}, because not one, but two tracks from the ''10'' OST have the same titles as Helloween songs: Future World (the intro cutscene theme) and Silent Rain (the music to the first area of the first Wily Stage).
** Rush could possibly be an {{Expy}} of Friender from ''Anime/NeoHumanCasshern'', and WordOfGod says that Proto Man is based on mysterious characters from classic anime like [[Anime/SpeedRacer Racer X]]. ''Mega Man 2'' and ''Mega Man II'' also contain a large robot dog miniboss that breathes fire. Its name? [[NamesTheSame Friender]] (or [[PunnyName Hot Dog]] in the English manual for ''2'').
** Most likely unintentional, but the first DOS game had a Robot Master, who used explosives, named [[Series/KagakuSentaiDynaman DynaMan]].
** Besides looking like Einstein, Dr. Wily's design could've also easily taken cues from Dr. Kabuto from ''Anime/MazingerZ''.
* SlidingScaleOfSillinessVersusSeriousness: The games revel in both seriousness and silliness all over the place, especially with the Robot Master designs. Just look at ''10'', two of whose Robot Masters are Commando Man, a cool tank-like robot with huge guns for arms and a homing weapon, and... [[MemeticMutation Sheep Man]]. The same can be said to Wily Castle bosses, which range from rather goofy things like dispenser machines to very mechanical ones like the Square Machine and the Boobeam Trap.
* TheSmurfettePrinciple: There are only ''four'' female characters to date in the series, only one of which is human (Kalinka), and only one of which appeared in more than one game (Roll). The third is Splash Woman, a mermaid-based Robot Master. The fourth one, Plum, only appears in the obscure spin-off ''Battle And Chase'', but only in the Japanese version; the scenes involving Plum were removed from the European and North American versions.
* SpellMyNameWithAThe: The MissionControl dialogue in ''Aniversary Collection's'' English translation of the ''[[UpdatedRerelease Complete Works]]'' games is really bad about this, especially with the earlier games.
* StatusQuoIsGod: In the past 22 years, the only major plot advancements have been the introductions of Proto Man and Bass (though ''10'' does hint towards the creation of the Maverick Virus with the similar Roboenza virus).
* StrictlyFormula: As the numbers of NES series games increased, this became obvious.
* SuperTitle64Advance: The Japanese version of ''The Wily Wars'' is called ''Rockman Mega World''. A double pun, since "Mega" is not only part of Rockman's overseas name, it is also a reference to the Mega Drive itself.
* TerminallyDependentSociety: As seen in ''Mega Man 10'', the humans are so dependent on robot help that they can't function without them.
* ThemeNaming: Mostly musical.
** For example, Rock and Roll, Bass and Treble (known as Forte and Gospel in Japan), Blues (Proto Man's Japanese name). The first four [[GaidenGame Game Boy games]] featured a "Mega Man Killer" robot, the first called Enker, derived from "Enka", a style of Japanese folk music; the second, Quint(et); the third, Punk (Rock); and the fourth, Ballade.
** The name "Rockman" is also a reference to the game's "rock-paper-scissors" concept.
** In the fifth Game Boy game, the Stardroids are named after the planets of the solar system, with their version of the Yellow Devil being Dark Moon and their [[DiscOneFinalBoss leader]] being called Terra (or Earth in Japan). The ancient alien superweapon that hails from the same era as them is called either Sunstar or [[PhysicalGod Sungod]] depending on the translation.
* {{Unobtainium}}: Ceratanium, the metal that was used for building Mega Man's armor, Cut Man's Rolling Cutter, Metal Man's Metal Blades, and Hard Man's body. After ''3'', no mention was made of it again until ''[[VideoGame/MegaManZero Zero 4]]''.
** Bassnium, a substance created accidentally by Dr. Wily, takes its place in the later series, used for building Bass, and later, [[VideoGame/MegaManX Zero]].
* UnexpectedlyDarkEpisode: The classic Mega Man games were pretty lighthearted in general, but there are exceptions, such as ''VideoGame/MegaMan10'' (in which a virus causes robots to go out of control, and only Dr. Wily is capable of developing a cure), and ''VideoGame/SuperAdventureRockman'' (in which technology as a whole is endangered by an ancient alien supercomputer, and explicit scenes of death and destruction are featured).
* UnexpectedGameplayChange: In ''V'', you get a sidescrolling ShootEmUp segment between the fight with Terra and the Wily Star.
* {{Unwinnable}}: The most famous examples are the areas in Wily's factory where the Magnet Beam (an optional pickup) is required in ''1'' and the Boobeam Trap boss in ''2''. Run out of weapon energy (or, in the Magnet Beam's case, fail to get the device), and you might as well just commit suicide to get a GameOver.
* UpdatedRerelease:
** In Japan, Europe, and for a short time on the short-lived Sega Channel in North America, there was ''Mega Man: The Wily Wars'' for the Sega Genesis, which brings the first 3 NES games with updated 16-bit presentation, battery back-up saves, the ability to save your progress, and a new extra mode upon clearing all three games.
** The ''Rockman Complete Works'' for the [=PlayStation=] is a series of updated ports of the first NES games, which brings not only the original versions of these games, but also a new Navi Mode which adds new content and enhancements, memory saves as well as password support, and a database featuring enemies and characters from their respective game. Sadly, it was never released outside of Japan, and when it did in 2011 though [=PlayStation=] Network, only the first four games saw an international release, without even a translation for other countries.
* VictoryFakeout:
** Four of the games lead you to believe that there's one less Wily Castle stage than there actually are (one of them in particular takes this UpToEleven). Said games are [[spoiler:''2'', ''3'', ''4'', and ''10'', with the last being the one that's [[OverlyLongGag most extreme]]]].
** In the fourth Game Boy ''Mega Man'' game, [[http://www.youtube.com/watch?v=lWkHvCR_lns the final boss]] does this not once, but ''twice''! At least he's generous enough to let the victory fanfare play out in its entirety both times.
** Averted in [[spoiler:''Mega Man V'']]. After beating [[spoiler:[[GiantSpaceFleaFromNowhere Sunstar]]]] and watching the credits, [[spoiler:Wily suddenly comes back and looks like he's ready for one last bout, but his heavily damaged Wily UFO falls apart and dumps him onto the ground, causing him to do his usual beg routine and flee]].
* WalkDontSwim: Because Mega Man is a robot.
** He actually can swim in ''Mega Man 8'', however.
* YourPrincessIsInAnotherCastle:
** There's two castles in three of the NES games, those being [[spoiler:''4'', ''5'', and ''6'']].
** In the UsefulNotes/GameBoy games, Wily often flees to a second fortress, usually located in space.
** ''The Wily Wars'' has a game compilation approach on this trope; as soon as you clear the remakes of ''1-3'', the "Wily Tower" subgame is unlocked on the game select.