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[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/rockcomplete1.jpg]]
[[caption-width-right:320:The Original [[FanNickname Blue Bomber]].]]

->[[AC:Mega Man has ended the evil domination of Dr. Wily and restored the world to [[WantonCrueltyToTheCommonComma peace however]], [[AndTheAdventureContinues the never ending battle continues until all destructive forces are defeated.]] Fight, Mega Man! [[ForGreatJustice For everlasting peace!]]]]
->~'''Ending of ''VideoGame/MegaMan1'''''.

::''If you were looking for the first game, the one that launched this series, see 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 "Mega Man", 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 and Dr. Albert Wily -- scientists well known for their innovative contributions to the world of robotics -- create humanoid robots called Robot Masters, which the two programmed to assist in industrial work. [[AlwaysSomeoneBetter Fed up with living under Light's shadow]], 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 Skull Fortress]] and defeated him. Wily's persistence would lead him to attempt the same plan -- and defeat Mega Man -- [[FailureIsTheOnlyOption eleven 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 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 the EightBitEra.

Capcom has, to date, published ten main games in this series: six for the NintendoEntertainmentSystem, re-releasing the first three as a 16-Bit compilation for the [[SegaGenesis Sega Mega Drive/Genesis]]), one for the {{Super Nintendo|EntertainmentSystem}}, one for the SegaSaturn and Sony PlayStation, and two as downloadable games for the Nintendo Wii, PlayStation3, and Microsoft's {{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 GameBoy, based mainly on the NES games, and another game 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 ''VideoGame/MegaManZero''.

''All tropes specific to one of the main character should go in the [[Characters/MegaMan Character Sheet]].''
----
!!Games in the Series:

[[index]]
* ''[[VideoGame/MegaMan1 Mega Man]]'' ([[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/Fliptop. Introduced the [[ChargedAttack Charged Shot]].
* ''VideoGame/MegaMan5'' (NES): Debut of Beat.
* ''VideoGame/MegaMan6'' (NES): Introduced the Rush Adapter armors.
* ''VideoGame/MegaMan7'' ([[SuperNintendoEntertainmentSystem SNES]]): Debut of Auto, Bass and Treble.
* ''VideoGame/MegaMan8'' (PlayStation, SegaSaturn): Made to celebrate the 10th anniversary of the franchise.
* ''VideoGame/MegaMan9'' (PlayStation3, {{Xbox 360}} and {{Wii}}): [[{{Retraux}} Intentionally made in 8-bit style]], as a throwback to the original 3 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 (canonical) ''[[TheSmurfettePrinciple female]]'' enemy Robot Master in the form of Splash Woman.
* ''VideoGame/MegaMan10'' ([=PS3=], Xbox 360 and Wii): 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. [[/index]]
* ''Mega Man: The Wily Wars'' ([[SegaGenesis Mega Drive]]): An updated rerelease of the first three games, with Genesis-quality graphics and sound, as well as a save feature and an all-new "Wily Tower" game. [[NoExportForYou Only released in Europe and Japan]], although it did get a brief Sega Channel release in the states.
* ''Mega Man: The Power Battle'' (Arcade): Mega Man's Arcade debut, basically being a boss rush game. First game where Bass and Proto Man are playable.
* ''Mega Man 2: The Power Fighters'' (Arcade): Similar to the previous one. Only game where Duo is playable. Technical debut of Duo, by virtue of EarlyBirdCameo.[[index]]
* ''[[VideoGame/MegaManAndBass Mega Man & Bass]]'' (SNES, [[GameBoyAdvance GBA]]): One of the last SNES games ever released. First main series game where Bass is playable. While the SNES version [[NoExportForYou got stuck in Japan]], it did get a GBA port in the US.[[/index]]
* ''Rockman Complete Works'' ([=PS1=]): A series which ported all six of the NES ''Mega Man'' titles to the [=PS1=], with remixed music and bonus content.
* ''Mega Man Anniversary Collection'' (PlayStation2, [[NintendoGameCube GameCube]], {{Xbox}}): Brings together the first 8 games, plus the two arcade games (''Mega Man: The Power Battle'' and ''Mega Man 2: The Power Fighters'').
* ''Mega Man Universe'' (XboxLIVEArcade, {{PlayStation Network}}; 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'').

!!Handheld Games:

[[index]]
* ''VideoGame/MegaManDrWilysRevenge'' (GameBoy): Features four of the Robot Masters from the first NES game, and four from the second.[[/index]]
* ''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.
* ''Mega Man III'' (Game Boy): Features the remaining ''3'' NES Robot Masters, and four from ''4'' NES. Also introduced the Charge Shot to the Game Boy line.
* ''Mega Man IV'' (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''.
* ''Mega Man V'' (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.
* ''Mega Man'' (GameGear): A condensed version of ''5'', with elements of ''4'' and ''2'' mashed in.
* ''Rockman & Forte: Challenger from the Future'' (WonderSwan): A sequel to ''Mega Man & Bass''. [[NoExportForYou Japan-only]], due to the [=WonderSwan=] not making it to the States.
* ''Rockman Battle & Fighters'' (NeoGeoPocket Color): An 8-bit port of the two arcade games.
* ''Mega Man Anniversary Collection'' (GBA; Cancelled): A collection of the five GameBoy ''Mega Man'' games was planned, but was ultimately scrapped, presumably due to them [[NoPlansNoPrototypeNoBackup losing the source codes to some of the games.]][[index]]
* ''VideoGame/MegaManPoweredUp'' (PlayStationPortable): An updated (and SuperDeformed) remake of the original game, with loads of bonus content thrown in that will take you months to chew through.[[/index]]

!!Spinoff Games:

* ''Wily and Right's [=RockBoard=]: That's Paradise'' ([[NintendoEntertainmentSystem Famicom]]): A ''TabletopGame/{{Monopoly}}''-themed board game featuring various series characters [[NoExportForYou 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 Eddy and Beat.
* ''Super Adventure Rockman'' ([=PS1=], Saturn): A FMV based game with shooter bits sandwiched in between. Was [[NoExportForYou not released stateside]], and Kenji himself [[OldShame disowned the game]] due to its [[DarkerAndEdgier excessively dark tone]].
* ''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''.
* ''Mega Man 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''.
* ''Rockman Battle & Chase'' ([=PS1=]): A racing game with Mega Man and co. [[NoExportForYou Initially not released in the states]], but was brought over via the ''Mega Man X Collection''.
* ''Rockman Strategy'' (PC): A [[NoExportForYou 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'' (PC): Another Taiwan-only entry, not unlike ''[=RockBoard=]'' in nature.
* ''VideoGame/StreetFighterXMegaMan'' (PC): 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.]]

This series has a [[http://tvtropes.org/pmwiki/crowner.php/BestEpisode/MegaManClassic?open=all#m54vprip Best Episode crowner]].

----
!!This series is the TropeNamer for:

* 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:

[[foldercontrol]]

[[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 an alien robot that Dr. Wily found and used as a basis for the other Robot Masters? Or that he rides a giant robotic frog?
* AnimalMecha: Every single weird flora and fauna apparently is made up of robots.
* AnimatedAdaptation:
** [[WesternAnimation/MegaMan A cartoon that ran from 1994 to 1995.]]
** Prior to that, classic Mega Man starred alongside other {{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, 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.
* CapcomVsWhatever: For some reason, Capcom saw Roll as the go-to girl in the recent crossovers, with her currently beating Rock in the number of game appearances.
* ChainReactionDestruction: The ones most suspectible to go down with that style are various minibosses throughout the series.
* CraniumRide: Some levels in some games require you to use enemies as platforms.
* 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 Fortress map screens after the fanfare ends.
* 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 years labeled 200x to 8xxx. It's surmised that the classic is set sometime after 2001, but by ''3'' it changes to 20xx. So the ideal time line is as follows per fan thinking.
-->1 = 2008
-->2 = 2009
-->3 = Early-2010
-->4 = Later-2010
-->5 = Early-2011
-->6 = Mid-2011
-->7 = 2012
-->8 = Mid-2012
-->9 = 2013
-->10 = Late-2013
* {{Fanfare}}: the ones heard on the Robot Master intro screen, the fortress map screen, 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=], ''MegaManTimeTangent'' by Mexican Sunflower, ''MegaManMaximum'' by ~hfnb2, and the Doujin game ''RockmenR'', which utilizes semi-16-bit graphics, ''MegaManRevolution'' by Fifth Independent, ''MegaManTripleThreat'' by Stealth and Liz-Sama, ''MegaGirl R'' by baragon-kun, ''[[http://rpgmaker.net/games/2406/ Megaman: Revenge of the Fallen]]'' by Darkflamewolf, and the somewhat [[DevelopmentHell out of date]] ''MegaManTheCRORQChronicles'' by Jesse Brown. Also a few clone games, like ''VideoGame/MegaMari'' featuring VideoGame/{{Touhou}} characters by Twilight Project an, ''RosenkreuzStilette'' by [erka:es].
* FourTemperamentEnsemble: Forte/Bass (choleric), Proto Man/Blues (melancholic), Mega/Rock Man (leukine), and Duo (sanguine).
* GoKartingWithBowser: ''Battle And Chase'' and ''Soccer''.
** Not quite: Wily is planning to take over the world [[SeriousBusiness via Cart-Racing and Soccer.]]
* 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, 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.
* HoppingMachine: Each game has its variation of the big one. Some games have also smaller ones.
[[/folder]]

[[folder: J-R]]
* 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.
* MascotMook: Mets.
* MissionPackSequel: A usual point of contention.
* 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 ([[InstantAwesomeJustAddNinja Ninja Robot]]), Pirate Man ([[CaptainObvious 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, expect broken controllers, TV sets, furniture, and even your pet cats and dogs.
** But, if you have beaten the original series '''blindfonded''', it's time for you to try the wonders of romhacking scene, ''Rockman Exile'' and ''Rockman No Constancy''!
** ''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 the worst. How about clearing the game ''without taking any damage at all?'' Good luck with that one.
** Let's put this way: 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]]. ''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 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. Starting with the eighth game, however, and perhaps to avoid confusion, the English releases would use Arabic numbers on their title screens as well. WebVideo/TheAngryVideoGameNerd mentioned the weirdness in his "Confusing Sequel Titles" video.
* 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".
* OminousFloatingCastle: In ''The Power Battle''.
* PlatformHell: The official games definitely have their NintendoHard moments, but the real prize for this goes to the numerous [[GameMod rom hacks]] of the classic games, which take this UpToEleven at times. With some BulletHell thrown in for good measure.
* PlayerTic: Screen transition, especially while entering boss doors, causes players to jump or slide for some reason.
* PowerCopying: [[TropeNamer Formerly named]] "Mega Manning".
* 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.
* RecycledTitle: The English versions of the five 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 GB series (it's even done that way on ThatOtherWiki!). The Japanese releases {{averted|Trope}} this by titling the GB 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.
* RevengeOfTheSequel: ''Dr. Wily's Revenge'', the first GameBoy game, which has Wily send rebuilt Robot Masters from the NES versions of ''1'' and ''2'' after Mega Man.
* RevisitingTheRoots: ''MegaMan9'' and ''MegaMan10''. By that time, ''VideoGame/MegaMan'' games had complex storylines and complicated gameplay. These two games kept their plots simple and plays almost exactly like an extension of ''MegaMan2'', even keeping the {{NES}} appearance. In fact, these two games were designed by the same people who made the original ''VideoGame/MegaMan'' games.
[[/folder]]

[[folder: S-Z]]
* SentryGun: Numerous robots in this series take a form of a simple gun which fires at 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 ''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).
* 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 stage bosses, which range from rather goofy things like dispenser machines to very mechanical ones like Square Machine and Buebeam 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''.
** And 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.
* 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.
* 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. The ancient alien superweapon they are based on is called either Sunstar or [[PhysicalGod Sun God]] depending on the translation.
* {{Unobtainium}}: Ceratanium, the metal that was used for building Cut Man and Hard Man. After ''3'', no mention was made of it again until ''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]].
* UnexpectedGameplayChange: In ''V GB'' you get a sidescrolling ShootEmUp segment between the fight with Terra and the Wily Star.
* {{Unwinnable}}: The most famous examples are the Magnet Beam requirement and Buebeam Trap boss. Run out of weapon energy (or, in the Magnet Beam's case, fail to get the weapon), and you might as well just commit suicide.
* 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'' on the GameBoy]]. 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 Capsule 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.
* YourPrincessIsInAnotherCastle:
** There's two castles in three of the games, those being [[spoiler: ''4'', ''5'', and ''6'']].
*** Also, in the 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.
[[/folder]]
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to:

[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/rockcomplete1.jpg]]
[[caption-width-right:320:The Original [[FanNickname Blue Bomber]].]]

->[[AC:Mega Man has ended the evil domination of Dr. Wily and restored the world to [[WantonCrueltyToTheCommonComma peace however]], [[AndTheAdventureContinues the never ending battle continues until all destructive forces are defeated.]] Fight, Mega Man! [[ForGreatJustice For everlasting peace!]]]]
->~'''Ending of ''VideoGame/MegaMan1'''''.

::''If you were looking for the first game, the one that launched this series, see 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 "Mega Man", 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 and Dr. Albert Wily -- scientists well known for their innovative contributions to the world of robotics -- create humanoid robots called Robot Masters, which the two programmed to assist in industrial work. [[AlwaysSomeoneBetter Fed up with living under Light's shadow]], 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 Skull Fortress]] and defeated him. Wily's persistence would lead him to attempt the same plan -- and defeat Mega Man -- [[FailureIsTheOnlyOption eleven 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 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 the EightBitEra.

Capcom has, to date, published ten main games in this series: six for the NintendoEntertainmentSystem, re-releasing the first three as a 16-Bit compilation for the [[SegaGenesis Sega Mega Drive/Genesis]]), one for the {{Super Nintendo|EntertainmentSystem}}, one for the SegaSaturn and Sony PlayStation, and two as downloadable games for the Nintendo Wii, PlayStation3, and Microsoft's {{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 GameBoy, based mainly on the NES games, and another game 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 ''VideoGame/MegaManZero''.

''All tropes specific to one of the main character should go in the [[Characters/MegaMan Character Sheet]].''
----
!!Games in the Series:

[[index]]
* ''[[VideoGame/MegaMan1 Mega Man]]'' ([[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/Fliptop. Introduced the [[ChargedAttack Charged Shot]].
* ''VideoGame/MegaMan5'' (NES): Debut of Beat.
* ''VideoGame/MegaMan6'' (NES): Introduced the Rush Adapter armors.
* ''VideoGame/MegaMan7'' ([[SuperNintendoEntertainmentSystem SNES]]): Debut of Auto, Bass and Treble.
* ''VideoGame/MegaMan8'' (PlayStation, SegaSaturn): Made to celebrate the 10th anniversary of the franchise.
* ''VideoGame/MegaMan9'' (PlayStation3, {{Xbox 360}} and {{Wii}}): [[{{Retraux}} Intentionally made in 8-bit style]], as a throwback to the original 3 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 (canonical) ''[[TheSmurfettePrinciple female]]'' enemy Robot Master in the form of Splash Woman.
* ''VideoGame/MegaMan10'' ([=PS3=], Xbox 360 and Wii): 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. [[/index]]
* ''Mega Man: The Wily Wars'' ([[SegaGenesis Mega Drive]]): An updated rerelease of the first three games, with Genesis-quality graphics and sound, as well as a save feature and an all-new "Wily Tower" game. [[NoExportForYou Only released in Europe and Japan]], although it did get a brief Sega Channel release in the states.
* ''Mega Man: The Power Battle'' (Arcade): Mega Man's Arcade debut, basically being a boss rush game. First game where Bass and Proto Man are playable.
* ''Mega Man 2: The Power Fighters'' (Arcade): Similar to the previous one. Only game where Duo is playable. Technical debut of Duo, by virtue of EarlyBirdCameo.[[index]]
* ''[[VideoGame/MegaManAndBass Mega Man & Bass]]'' (SNES, [[GameBoyAdvance GBA]]): One of the last SNES games ever released. First main series game where Bass is playable. While the SNES version [[NoExportForYou got stuck in Japan]], it did get a GBA port in the US.[[/index]]
* ''Rockman Complete Works'' ([=PS1=]): A series which ported all six of the NES ''Mega Man'' titles to the [=PS1=], with remixed music and bonus content.
* ''Mega Man Anniversary Collection'' (PlayStation2, [[NintendoGameCube GameCube]], {{Xbox}}): Brings together the first 8 games, plus the two arcade games (''Mega Man: The Power Battle'' and ''Mega Man 2: The Power Fighters'').
* ''Mega Man Universe'' (XboxLIVEArcade, {{PlayStation Network}}; 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'').

!!Handheld Games:

[[index]]
* ''VideoGame/MegaManDrWilysRevenge'' (GameBoy): Features four of the Robot Masters from the first NES game, and four from the second.[[/index]]
* ''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.
* ''Mega Man III'' (Game Boy): Features the remaining ''3'' NES Robot Masters, and four from ''4'' NES. Also introduced the Charge Shot to the Game Boy line.
* ''Mega Man IV'' (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''.
* ''Mega Man V'' (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.
* ''Mega Man'' (GameGear): A condensed version of ''5'', with elements of ''4'' and ''2'' mashed in.
* ''Rockman & Forte: Challenger from the Future'' (WonderSwan): A sequel to ''Mega Man & Bass''. [[NoExportForYou Japan-only]], due to the [=WonderSwan=] not making it to the States.
* ''Rockman Battle & Fighters'' (NeoGeoPocket Color): An 8-bit port of the two arcade games.
* ''Mega Man Anniversary Collection'' (GBA; Cancelled): A collection of the five GameBoy ''Mega Man'' games was planned, but was ultimately scrapped, presumably due to them [[NoPlansNoPrototypeNoBackup losing the source codes to some of the games.]][[index]]
* ''VideoGame/MegaManPoweredUp'' (PlayStationPortable): An updated (and SuperDeformed) remake of the original game, with loads of bonus content thrown in that will take you months to chew through.[[/index]]

!!Spinoff Games:

* ''Wily and Right's [=RockBoard=]: That's Paradise'' ([[NintendoEntertainmentSystem Famicom]]): A ''TabletopGame/{{Monopoly}}''-themed board game featuring various series characters [[NoExportForYou 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 Eddy and Beat.
* ''Super Adventure Rockman'' ([=PS1=], Saturn): A FMV based game with shooter bits sandwiched in between. Was [[NoExportForYou not released stateside]], and Kenji himself [[OldShame disowned the game]] due to its [[DarkerAndEdgier excessively dark tone]].
* ''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''.
* ''Mega Man 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''.
* ''Rockman Battle & Chase'' ([=PS1=]): A racing game with Mega Man and co. [[NoExportForYou Initially not released in the states]], but was brought over via the ''Mega Man X Collection''.
* ''Rockman Strategy'' (PC): A [[NoExportForYou 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'' (PC): Another Taiwan-only entry, not unlike ''[=RockBoard=]'' in nature.
* ''VideoGame/StreetFighterXMegaMan'' (PC): 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.]]

This series has a [[http://tvtropes.org/pmwiki/crowner.php/BestEpisode/MegaManClassic?open=all#m54vprip Best Episode crowner]].

----
!!This series is the TropeNamer for:

* 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:

[[foldercontrol]]

[[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 an alien robot that Dr. Wily found and used as a basis for the other Robot Masters? Or that he rides a giant robotic frog?
* AnimalMecha: Every single weird flora and fauna apparently is made up of robots.
* AnimatedAdaptation:
** [[WesternAnimation/MegaMan A cartoon that ran from 1994 to 1995.]]
** Prior to that, classic Mega Man starred alongside other {{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, 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.
* CapcomVsWhatever: For some reason, Capcom saw Roll as the go-to girl in the recent crossovers, with her currently beating Rock in the number of game appearances.
* ChainReactionDestruction: The ones most suspectible to go down with that style are various minibosses throughout the series.
* CraniumRide: Some levels in some games require you to use enemies as platforms.
* 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 Fortress map screens after the fanfare ends.
* 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 years labeled 200x to 8xxx. It's surmised that the classic is set sometime after 2001, but by ''3'' it changes to 20xx. So the ideal time line is as follows per fan thinking.
-->1 = 2008
-->2 = 2009
-->3 = Early-2010
-->4 = Later-2010
-->5 = Early-2011
-->6 = Mid-2011
-->7 = 2012
-->8 = Mid-2012
-->9 = 2013
-->10 = Late-2013
* {{Fanfare}}: the ones heard on the Robot Master intro screen, the fortress map screen, 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=], ''MegaManTimeTangent'' by Mexican Sunflower, ''MegaManMaximum'' by ~hfnb2, and the Doujin game ''RockmenR'', which utilizes semi-16-bit graphics, ''MegaManRevolution'' by Fifth Independent, ''MegaManTripleThreat'' by Stealth and Liz-Sama, ''MegaGirl R'' by baragon-kun, ''[[http://rpgmaker.net/games/2406/ Megaman: Revenge of the Fallen]]'' by Darkflamewolf, and the somewhat [[DevelopmentHell out of date]] ''MegaManTheCRORQChronicles'' by Jesse Brown. Also a few clone games, like ''VideoGame/MegaMari'' featuring VideoGame/{{Touhou}} characters by Twilight Project an, ''RosenkreuzStilette'' by [erka:es].
* FourTemperamentEnsemble: Forte/Bass (choleric), Proto Man/Blues (melancholic), Mega/Rock Man (leukine), and Duo (sanguine).
* GoKartingWithBowser: ''Battle And Chase'' and ''Soccer''.
** Not quite: Wily is planning to take over the world [[SeriousBusiness via Cart-Racing and Soccer.]]
* 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, 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.
* HoppingMachine: Each game has its variation of the big one. Some games have also smaller ones.
[[/folder]]

[[folder: J-R]]
* 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.
* MascotMook: Mets.
* MissionPackSequel: A usual point of contention.
* 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 ([[InstantAwesomeJustAddNinja Ninja Robot]]), Pirate Man ([[CaptainObvious 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, expect broken controllers, TV sets, furniture, and even your pet cats and dogs.
** But, if you have beaten the original series '''blindfonded''', it's time for you to try the wonders of romhacking scene, ''Rockman Exile'' and ''Rockman No Constancy''!
** ''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 the worst. How about clearing the game ''without taking any damage at all?'' Good luck with that one.
** Let's put this way: 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]]. ''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 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. Starting with the eighth game, however, and perhaps to avoid confusion, the English releases would use Arabic numbers on their title screens as well. WebVideo/TheAngryVideoGameNerd mentioned the weirdness in his "Confusing Sequel Titles" video.
* 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".
* OminousFloatingCastle: In ''The Power Battle''.
* PlatformHell: The official games definitely have their NintendoHard moments, but the real prize for this goes to the numerous [[GameMod rom hacks]] of the classic games, which take this UpToEleven at times. With some BulletHell thrown in for good measure.
* PlayerTic: Screen transition, especially while entering boss doors, causes players to jump or slide for some reason.
* PowerCopying: [[TropeNamer Formerly named]] "Mega Manning".
* 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.
* RecycledTitle: The English versions of the five 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 GB series (it's even done that way on ThatOtherWiki!). The Japanese releases {{averted|Trope}} this by titling the GB 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.
* RevengeOfTheSequel: ''Dr. Wily's Revenge'', the first GameBoy game, which has Wily send rebuilt Robot Masters from the NES versions of ''1'' and ''2'' after Mega Man.
* RevisitingTheRoots: ''MegaMan9'' and ''MegaMan10''. By that time, ''VideoGame/MegaMan'' games had complex storylines and complicated gameplay. These two games kept their plots simple and plays almost exactly like an extension of ''MegaMan2'', even keeping the {{NES}} appearance. In fact, these two games were designed by the same people who made the original ''VideoGame/MegaMan'' games.
[[/folder]]

[[folder: S-Z]]
* SentryGun: Numerous robots in this series take a form of a simple gun which fires at 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 ''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).
* 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 stage bosses, which range from rather goofy things like dispenser machines to very mechanical ones like Square Machine and Buebeam 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''.
** And 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.
* 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.
* 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. The ancient alien superweapon they are based on is called either Sunstar or [[PhysicalGod Sun God]] depending on the translation.
* {{Unobtainium}}: Ceratanium, the metal that was used for building Cut Man and Hard Man. After ''3'', no mention was made of it again until ''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]].
* UnexpectedGameplayChange: In ''V GB'' you get a sidescrolling ShootEmUp segment between the fight with Terra and the Wily Star.
* {{Unwinnable}}: The most famous examples are the Magnet Beam requirement and Buebeam Trap boss. Run out of weapon energy (or, in the Magnet Beam's case, fail to get the weapon), and you might as well just commit suicide.
* 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'' on the GameBoy]]. 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 Capsule 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.
* YourPrincessIsInAnotherCastle:
** There's two castles in three of the games, those being [[spoiler: ''4'', ''5'', and ''6'']].
*** Also, in the 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.
[[/folder]]
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[[redirect:Franchise/MegaMan]]
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* FanSequel: A few of them, including: ''VideoGame/MegaManRocks'' by Eric Ruth, ''VideoGame/MegaManUnlimited'' by [=MegaphilX=], ''MegaManTimeTangent'' by Mexican Sunflower, ''MegaManMaximum'' by ~hfnb2, and the Doujin game ''RockmenR'', which utilizes semi-16-bit graphics, ''MegaManRevolution'' by Fifth Independent, ''MegaManTripleThreat'' by Stealth and Liz-Sama, ''MegaGirl R'' by baragon-kun, ''Megaman: Revenge of the Fallen'' by Darkflamewolf, and the somewhat [[DevelopmentHell out of date]] ''MegaManTheCRORQChronicles'' by Jesse Brown. Also a few clone games, like ''VideoGame/MegaMari'' featuring VideoGame/{{Touhou}} characters by Twilight Project an, ''RosenkreuzStilette'' by [erka:es].

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* FanSequel: A few of them, including: ''VideoGame/MegaManRocks'' by Eric Ruth, ''VideoGame/MegaManUnlimited'' by [=MegaphilX=], ''MegaManTimeTangent'' by Mexican Sunflower, ''MegaManMaximum'' by ~hfnb2, and the Doujin game ''RockmenR'', which utilizes semi-16-bit graphics, ''MegaManRevolution'' by Fifth Independent, ''MegaManTripleThreat'' by Stealth and Liz-Sama, ''MegaGirl R'' by baragon-kun, ''Megaman: ''[[http://rpgmaker.net/games/2406/ Megaman: Revenge of the Fallen'' Fallen]]'' by Darkflamewolf, and the somewhat [[DevelopmentHell out of date]] ''MegaManTheCRORQChronicles'' by Jesse Brown. Also a few clone games, like ''VideoGame/MegaMari'' featuring VideoGame/{{Touhou}} characters by Twilight Project an, ''RosenkreuzStilette'' by [erka:es].
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* FanSequel: A few of them, including: ''VideoGame/MegaManRocks'' by Eric Ruth, ''VideoGame/MegaManUnlimited'' by [=MegaphilX=], ''MegaManTimeTangent'' by Mexican Sunflower, ''MegaManMaximum'' by ~hfnb2, and the Doujin game ''RockmenR'', which utilizes semi-16-bit graphics, ''MegaManRevolution'' by Fifth Independent, ''MegaManTripleThreat'' by Stealth and Liz-Sama, ''MegaGirl R'' by baragon-kun, and the somewhat [[DevelopmentHell out of date]] ''MegaManTheCRORQChronicles'' by Jesse Brown. Also a few clone games, like ''VideoGame/MegaMari'' featuring VideoGame/{{Touhou}} characters by Twilight Project an, ''RosenkreuzStilette'' by [erka:es].

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* FanSequel: A few of them, including: ''VideoGame/MegaManRocks'' by Eric Ruth, ''VideoGame/MegaManUnlimited'' by [=MegaphilX=], ''MegaManTimeTangent'' by Mexican Sunflower, ''MegaManMaximum'' by ~hfnb2, and the Doujin game ''RockmenR'', which utilizes semi-16-bit graphics, ''MegaManRevolution'' by Fifth Independent, ''MegaManTripleThreat'' by Stealth and Liz-Sama, ''MegaGirl R'' by baragon-kun, ''Megaman: Revenge of the Fallen'' by Darkflamewolf, and the somewhat [[DevelopmentHell out of date]] ''MegaManTheCRORQChronicles'' by Jesse Brown. Also a few clone games, like ''VideoGame/MegaMari'' featuring VideoGame/{{Touhou}} characters by Twilight Project an, ''RosenkreuzStilette'' by [erka:es].
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* BlockingStopsAllDamage: Many of Mega-Man's enemies can take a defensive posture that cannot be punctured. Some games allow certain special weapons to pierce, however.
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* ''VideoGame/MegaManII'' (Game Boy): Has the remaining four Robot Masters from ''2'' NES, and four from ''3'' NES. Not too well regarded by series fans, or even [[CreatorBacklash Keiji Inafune himself]].

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* ''VideoGame/MegaManII'' (Game Boy): Has the remaining four Robot Masters from ''2'' NES, and four from ''3'' NES. Not too well regarded by series fans, or even [[CreatorBacklash Keiji Inafune himself]].NES, along with bringing in E-Tanks, Rush, and the Slide Move. Also noted for being uncharacteristically easy for this series.
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* ''Mega Man II'' (Game Boy): Has the remaining four Robot Masters from ''2'' NES, and four from ''3'' NES. Not too well regarded by series fans, or even [[CreatorBacklash Keiji Inafune himself]].

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* ''Mega Man II'' ''VideoGame/MegaManII'' (Game Boy): Has the remaining four Robot Masters from ''2'' NES, and four from ''3'' NES. Not too well regarded by series fans, or even [[CreatorBacklash Keiji Inafune himself]].
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This series has a [[http://tvtropes.org/pmwiki/crowner.php/BestEpisode/MegaManClassic?open=all#m54vprip Best Episode crowner]].
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* ObviousBeta: ''Soccer'', up to and including the lack of an ending or credits. Even the English translation was rushed; one of the two stage selection screens refers to a "Rock Field" and a "Blues Field".

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* 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".
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* ''VideoGame/MegaMan10'' ([=PS3=], Xbox 360 and Wii): Similar to ''9'' in style and tone. Proto Man is PromotedToPlayable, while Bass (functioning as he did in ''Mega Man & Bass'' and ''Rockman & Forte: Challenger from the Future'') receives his own storyline as DLC. [[/index]]

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* ''VideoGame/MegaMan10'' ([=PS3=], Xbox 360 and Wii): Similar to ''9'' in style and tone. Proto Man is PromotedToPlayable, while Bass (functioning as he did in ''Mega Man & Bass'' and ''Rockman & Forte: Challenger from the Future'') Bass'') receives his own storyline as DLC. [[/index]]

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