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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mm11_art.png]]
2[[caption-width-right:350:''"My name's Mega Man, and I'm back for my [[MilestoneCelebration 30th birthday]] bout."''[[note]]'''Clockwise from bottom-left:''' [[AnIcePerson Tundra Man]], [[PlayingWithFire Torch Man]], [[ShockAndAwe Fuse Man]], [[BigFun Bounce Man]], [[DishingOutDirt Block Man]], [[ThisIsADrill Impact Man]], [[MadBomber Blast Man]], and [[PoisonousPerson Acid Man]][[/note]]]]
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4''Mega Man 11'' (Japanese: ''Rockman 11: Unmei no Haguruma!!'', or "''The Gears of Fate!!''") is the eleventh mainline installment of the classic ''[[VideoGame/MegaManClassic Mega Man]]'' series. It was announced on December 4, 2017 during the ''Mega Man'' 30th Anniversary stream, and released on October 2nd, 2018. The game's graphics are TwoAndAHalfD, similar to ''VideoGame/MegaManX8''.
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6The story of the game revolves around Dr. Wily's so-called "Double Gear System" (one of the concepts on which he worked with Dr. Light in his youth), which augments robots' powers to unbelievable proportions at the risk of damaging their systems. In yet another bid to TakeOverTheWorld, Wily installs it into eight Robot Masters stolen while Dr. Light was checking on them. Realizing the threat that it could possibly unleash, Dr. Light installs a prototype copy of the system into Mega Man to give him a fighting chance against the rogue Robot Masters.
7
8Robot Masters:
9* DWN-081: Block Man, gives you [[DeathFromAbove Block Dropper]].
10* DWN-082: Fuse Man, gives you [[ChainLightning Scramble Thunder]].
11* DWN-083: Blast Man, gives you [[StickyBomb Chain Blast]].
12* DWN-084: Acid Man, gives you [[HollywoodAcid Acid]] [[BarrierWarrior Barrier]].
13* DWN-085: Tundra Man, gives you [[AnIcePerson Tundra]] [[TornadoMove Storm]].
14* DWN-086: Torch Man, gives you [[KillItWithFire Blazing Torch]].
15* DWN-087: Impact Man, gives you [[PileBunker Pile]] [[DashAttack Driver]].
16* DWN-088: Bounce Man, gives you [[SpreadShot Bounce]] [[PinballProjectile Ball]].
17
18You can see the reveal trailer [[https://www.youtube.com/watch?v=g6WQa9ziHOk here.]] There's a follow-up trailer on [[https://twitter.com/NintendoAmerica/status/1001478279440863234 Nintendo's Twitter feed.]]
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20----
21!!Tropes:
22* TwoAndAHalfD: The graphical style is in a similar vein to ''VideoGame/MegaManX8'', with more cel-shaded graphics.
23* AcidAttack:
24** One of the Robot Master bosses, Acid Man, has both an acidic projectile attack and acid shield in his arsenal. Mega Man gets his hands on the shield when he beats Acid Man.
25** The Pipetti in Acid Man's stage also count, firing corrosive substances from the valves on their heads.
26* AcidPool: Scattered throughout Acid Man's stage. Special enemies can drop chemicals into the pits, changing their color from blue to yellow to red to green. However, the pits only [[GrimyWater deal damage]] to Mega Man in their "green" state (and even that can be negated with the Acid Barrier).
27* ActionBomb: The Shimobeys that debut in Blast Man's stage are flung backward when hit by shots and detonate on landing. In addition to dealing damage to other enemies, they can also trigger the explosive boxes.
28* ActorAllusion: ''Thrice'' for Creator/HideyukiUmezu, Dr. Wily's current Japanese voice actor: Not only he had previously voiced characters [[WesternAnimation/{{Animaniacs}} trying]] [[VideoGame/SuperRobotWarsOriginalGeneration to take over the world]], he is also the official Japanese dub voice of [[WesternAnimation/WileECoyoteAndTheRoadRunner Wile E. Coyote]], who, on top of having a similar name, both had tried (and failed) countless times to defeat the main protagonist (Mega Man and the Road Runner respectively), not to mention to consider themselves geniuses, despite their failures.
29* AdvancingWallOfDoom:
30** Three different sections of Torch Man's stage involve Mega Man being chased by a massive wall of fire.
31** An area in Block Man's stage has another one of these walls that attempts to crush Mega Man with grinding gears. However, it's less like a wall moving towards Mega Man and more like a ConveyorBeltODoom moving the obstacles and Mega Man to the wall.
32** Several sections of the second Gear Fortress stage involve Mega Man being chased by a massive skull machine, destroying terrain in its path.
33* AmbidextrousSprite:
34** When Mega Man has a Robot Master weapon equipped, the arm he fires with is constantly in an alternate form rather than defaulting to a normal arm. This gets especially weird in the case of the Pile Driver -- despite its unusual asymmetrical color scheme, the "weapon arm" is always yellow whether or not Mega Man is using his otherwise orange arm.
35** The Mega Buster itself changes places depending on the direction that he is facing. As he has two visible hands whenever he is not firing his weapon, presumably he has a Buster built into both arms (something that was shown to be true in ''VideoGame/SuperAdventureRockman'', though that game is [[CanonDiscontinuity officially non-canon]]).
36** Several enemies as well, the most visually obvious being the Pickelmen who are literally ambidextrous, switching their throwing arm based on which direction they face.
37** For some reason, Acid Man's ArmCannon switches hands when he turns around.
38* AmazingTechnicolorBattlefield: [[spoiler:When Wily unleashes Wily Machine 11's true form, the room turns into a black swirling star-field with the strange, upside down pyramid-like gear structure in the background now active and spinning profoundly.]]
39* AmbiguouslyBrown: Blast Man's skin tone is a shade darker than the other Robot Masters'.
40* AmericanKirbyIsHardcore: Comparing the voice tracks for the English and Japanese releases, Mega Man and Block Man have deeper and more serious-sounding voices in the English track, while the Japanese track gives them younger-sounding voices.
41* AmplifierArtifact: The Double Gear System gives huge boosts to the Robot Masters using them. Mega Man must match them by using it himself.
42* AmusementParkOfDoom: Both Blast Man's and Bounce Man's stages. Blast Man's stage takes place in the ruins of an amusement park and movie studio hybrid, with his boss room showing the wreckage of a roller-coaster and Ferris wheel in the background. In contrast, Bounce Man's stage is more colorful and less dangerous, being that it was meant for children and is still in use.
43* AnimeHair: Blast Man's hair is spiky and colored according to his personality.
44* AntiFrustrationFeatures: Numerous.
45** The entire Double Gear system, giving Mega Man controlled access to more powerful weapons and BulletTime. The entire game can be completed without using the gears, so they're primarily there to give less skilled players an easier way into the game.
46** Rush can now be summoned with his own dedicated hotkeys (including individual ones for Coil and Jet), rather than having to go into the weapon select screen to access them.
47** On top of the weapon select screen and cycling through weapons with the left and right triggers, there's also a third quick-select option allowing the player to immediately switch to a specific weapon on the fly. On controllers it's mapped to the right analogue stick by default, while keyboards use the number pad keys for the same effect.
48** Weapon Get demonstrations now include a blurb that explains the usage in-depth and also allow the player to test the weapon with infinite energy and Power Gear charge.
49** Not unlike ''VideoGame/MegaManX8'', most shielded enemies can have their shields knocked aside for a second with a fully-charged buster shot, allowing players to take them down quickly rather than having to play the usual waiting game until they become vulnerable.
50** The Energy Balancer is more affordable than ever before, and there's even a second Balancer that redistributes weapon energy among all empty or partially full weapons.
51** At a certain point in the game, all consumable items from the shop (like E-Tanks and extra lives) gain a heavy discount, so you won't have to spend as much time grinding to buy supplies.
52** Unlike previous physical attack-based weapons like the [[VideoGame/MegaMan3 Top Spin]] and [[VideoGame/MegaMan5 Charge Kick]], if Mega Man doesn't destroy an opponent with the Pile Driver, he gets pushed backwards on contact to mitigate the risk of suffering CollisionDamage.
53** While previous games are no stranger to enemies that suddenly pop out of BottomlessPits as soon as you jump over them, causing damage and then making you fall to your death, this game's version of that enemy instead causes damage and shoves you backwards, likely back onto the thing you were jumping off of, making them feel like a far less cheap version of that enemy type.
54* AprilFoolsDay: In 2018, ''Rockman Unity'', an official Capcom blog, [[http://www.rockman-corner.com/2018/04/rockman-unitys-fake-mega-man-11-robot.html "revealed"]] all 8 of the Robot Masters, from ones that could conceivably be real (Whip Man and Necro Man), to the absurd (Shogi Man and Shower Man), to a bunch of references to other media ("Dark Roll" is designed after [[Manga/PopTeamEpic Popuko]], Career Woman is a direct ShoutOut to Japanese comedian Chiemi Blouson, and Bit Man is highly reminiscent of [[VideoGame/MightyNo9 Beck]]).
55* ArcSymbol: Gears, reflecting the new Double Gear system. Wily Fortress in particular is ''covered'' in gears.
56* ArtEvolution:
57** The game, like ''VideoGame/MegaMan7'' and ''[[VideoGame/MegaMan8 8]]'', has much more detailed designs for characters, objects and settings. Additionally, there are many elements in the game's design that take advantage of running on a more modern game engine, doing things that were not possible in the previous games (such as Block Man's [[LimitBreak Power Gear transformation]] or the Mega Buster's dynamic lighting in Torch Man's BlackoutBasement segments).
58** Mega Man's design places emphasis on the joints in his body, taking some inspiration from his appearance in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU''. In addition, instead of just changing Mega Man's color palette, Robot Masters' weapons will also slightly influence Mega Man's design.
59* TheArtifact: Acid Barrier's protection from Acid, it's rather obvious that they didn't design the mechanic with the intent for players to use it while replaying Acid Man's stage, and yet it's useful exactly nowhere else.
60* AwesomeButImpractical:
61** The secret part that allows infinite Double Gear usage also showcases its limits. The Speed Gear slows down everything, including moving platforms Mega Man needs to use to traverse a stage, so if one's out of reach you'll have to wait or switch the gear off. The Power Gear lets Mega Man charge up a Double Charge Shot or, if he charges long enough, the Final Charge Shot. Not only is there significant recoil when a shot is fired, the shot is lost if Mega Man takes a hit while holding the charge. The extensive time needed to charge the Final Charge Shot also makes it very impractical.
62** The M Tank recharges all of your health and weapon energy. If you have everything filled instead it turns all weak enemies in the screen into 1-ups. While this is impressive, you can only carry 9 lives and you can easily buy them at Dr. Light's lab, so it's better to save the tank for a hard battle (specially since you can only carry one).
63** The Final Charge Shot. It inflicts the same amount of damage as a normal Power Geared charge shot, but requires ''a lot'' more charging and instantly fills up the gear gauge if used under Power Gear, forcing an overheat after firing it. It does penetrate shields and has a larger hit box, as well as some of the few invincibility frames that the red shot '''doesn't''' ignore (Notably Block Man's while he's shifting to his 2nd phase), and can kill [[InvincibleMinorMinion Gaboyalls]]. If used under Double Gear, it charges much faster and can be used 2-4 times depending on how long you need to hold each charge, but the normal Power Gear Charged Buster can be used close to twice as many times. In summary, while it does have some uses, it's rarely the best option out of all the weapons in the game.
64* BalanceBuff: After a rather fraught history with other shield weapons (with particular standouts including [[VideoGame/MegaMan4 Skull Barrier,]] which couldn't block most shots without going down; [[VideoGame/MegaMan6 Plant Barrier,]] which was nigh useless with its massively limited ammo; and [[VideoGame/MegaMan9 Jewel Satellite]], which was notoriously overtuned due to its fantastic ammunition and staying power), Acid Barrier goes for a middle approach - it blocks more than a single shot and doesn't leave Mega Man fully on the defensive because it ''also'' gives him a powerful acid weapon, but it's also tied to a cooldown that will have the barrier burst and leave Mega Man vulnerable for precious moments, meaning the player needs to apply it well while they have it active, keeping the pace going.
65* BaitAndSwitch: [[spoiler:After the final battle, Wily announces he has one more trick up his sleeve, proceeding to jump in the same vein as the Speed Gear... only to immediately [[PoseOfSupplication start begging for mercy]] [[RunningGag once again]].]]
66* BigBad: Dr. Wily yet again.
67* BigGood: Dr. Light, yet again.
68* BittersweetEnding: The day has been saved, and Robot Masters were restored back to normal, but [[spoiler:Dr. Light's plans to revive his friendship with Dr. Wily fell through, and Wily made it clear that he's going to attack again in the future]].
69* BlackoutBasement: Several parts of Torch Man's level are kept lit by enemies, and killing them will cause the level terrain (but not other enemies) to be shrouded in shadow. The Scramble Thunder, however, can keep these parts lit in their absence.
70* BlatantLies: One of Wily's BossBanter lines is "Wily always wins!" when Wily makes his Wily Capsule use the Double Gear ramming attack.
71* BookEnds: The game starts and ends in Dr. Light's lab during maintenance of the eight robot masters; during both cutscenes, Auto complains about being overworked, and Roll berates him for not putting in as much effort as he should.
72* BossBanter: All of the Robot Masters get back in on this after years of silence following [[VideoGame/MegaMan8 the eighth installment]] (and [[VideoGame/MegaManPoweredUp the first game's super-deformed remake]]), as does Wily. Suffice to say, [[EvilIsHammy the majority of them are quite chatty (and loud)]].
73* BrainwashedAndCrazy: The Robot Masters in this game are all created by various robot companies, but Wily used the Speed Gear to capture and reprogram them to wreak havoc.
74* BrandX: The trope name itself is mentioned in game. According to the description for [[AquaticMook Brushy]], they were meant to compete with similar cleaning robots literally made by ''Brand X''.
75* BubbleShield: Acid Man's Acid Barrier weapon produces a bubble of acid around Mega Man that absorbs projectiles before dissipating.
76* BulletTime: One of the Double Gear's functions allows Mega Man to overclock himself, perceiving time as slower than normal.
77* TheBusCameBack: Many old enemies make returns from past games, such as [[VideoGame/MegaMan5 Lyrics, Tatepakkans]], and [[VideoGame/MegaMan1 Pickelmen]]. The [[VideoGame/MegaMan1 Yellow]] [[VideoGame/MegaMan3 Devil]] returns too, as Yellow Devil Mk. III.
78* CallBack:
79** Tundra Man was created by [[VideoGame/MegaMan4 Cossack Robot Laboratories]].
80** A large chunk of ''11's'' weakness chain is ripped straight from the original ''VideoGame/MegaMan1'': The electric weapon beats the ice robot, whose weapon beats the fire robot, whose weapon beats the explosive robot, whose weapon beats the brick-throwing construction robot. A little bit is taken from ''VideoGame/MegaMan10's'' chain as well. Fuse Man's electric powers have no effect on a bouncy rubber ball, while Bounce Man is easily punctured by a sharp object.
81** A part that can be acquired from the lab increases the size of buster shots, making it easier to hit enemies. In ''VideoGame/MegaMan5'', the Charge Shot was the largest it's ever been, thanks to Dr. Cossack upgrading the Mega Buster to the Super Mega Buster, a modification that was retained for ''VideoGame/MegaManIV''. Unlike ''5'' and like ''IV'', you don't lose a Charge Shot when taking damage (unless you're in Power Gear).
82* CallForward:
83** As revealed in flashbacks, one of the reasons Wily originally created the Double Gear system and got into robotics in general was to create robots that could be "real heroes." As it turns out, Wily's original desire ''would'' eventually come true with [[spoiler:[[VideoGame/MegaManX Zero]]. Much later [[VideoGame/MegaManZero in the future]] than he realized]].
84** Dr. Light's desire to explore artificial intelligence harkens forward to the day he would also succeed in creating it, with [[VideoGame/MegaManX X]].
85** Furthering the above two points, and as elaborated in MythologyGag below, Mega Man's enhanced abilities with Double Gear activated are evocative of ones used by X in his games. As theorized on [[Fridge/MegaMan11 the Fridge page]], X's "unlimited potential" and AdaptiveAbility might've had some basis in Wily's project, especially when the ending sees [[spoiler:Light offer up a Double Gear-equipped Mega Man to Wily as proof that their individual research ''can'' synergize together perfectly in spite of the ongoing conflict between them. In addition, one of the post-game upgrades you can buy in the shop is the Awakening Chip, which grants Mega Man infinite ammo for all of his weapons, much like one of X's armor upgrades]].
86* CallingYourAttacks: Employed often by the Robot Masters and Wily, either to signify their individual attack patterns or whichever aspect of the Double Gear system they're utilizing during their TurnsRed phase. Mega Man likewise does this when activating one or both gears ("Speed Gear!" "Power Gear!" "Double Gear!") as well as when firing off his various Charge Shots, though he alternates between this trope and other voice clips that still manage to get the point across (such as "Speed up!" or "More power!").
87* CanonImmigrant: Blast Man's name actually originates from ''VideoGame/MegaManBattleNetwork'', making him the only Robot Master to be based partially on a character from one of the ''Mega Man'' spin-offs. Torch Man also gets this treatment on a technicality, since [=FireMan.EXE=]'s name was changed to Torch Man in the English dub of ''Anime/MegaManNTWarrior''.
88* CanonWelding: In the original American version of ''Mega Man 1'', Dr. Wily and Dr. Light were schoolmates at Robot University and it was the cause of Wily's hatred due to being overshadowed. Not so much in the Japanese and other versions. Now in ''Mega Man 11'', they did attend the Robot Institute of Technology together and Dr. Light did overshadow him.
89* CastingGag: Two exist in the Japanese version to the ''Anime/MegaManNTWarrior'' anime.
90** Torch Man, a fire-themed Robot Master, is voiced by Creator/KatsuyukiKonishi, who previously voiced Ken'ichi Hino ([[DubNameChange Mr. Match]]), an operator who loves fire-themed [=NetNavis=].
91** Ice-themed Robot Master Tundra Man is voiced by Creator/ShinjiKawada, who previously voiced the ice-themed [=NetNavi=] [=ColdMan.EXE=].
92* CleanDubName: "Rubber Man" could be interpreted as a condom reference, so it was changed to "Bounce Man". "Pile" is another word for "hemorrhoid", so Pile Man's name was changed to Impact Man.
93* CombiningMecha: A mild example, but [[AllThereInTheManual according to the game's official website]] (and [[ConceptArtGallery his in-game Gallery file]]), Impact Man is actually comprised of three smaller pile-driving robots, all of which [[ProactiveBoss attack Mega Man at certain points in his stage]]. During the boss battle, Impact Man can use his Power Gear to summon six more of these robots to become [[HumongousMecha an even larger menace]].
94* ConceptArtGallery: Available in the "Specials Menu".
95* ConspicuousElectricObstacle: Fuse Man's stage has obvious orange electrified surfaces and nodes that shoot out electricity whenever they are traveling over the said surfaces.
96* ConveyorBeltODoom: Block Man's stage is full of conveyor belts placed to drop Mega Man into bottomless pits, or worse, force him into grinding gears, with giant walls that drop down to block his escape.
97* CostumeEvolution:
98** Roll's new design takes elements from her original look from games ''1''-''7'' and ''[[VideoGame/MegaManPoweredUp Powered Up]]'', and the modified red, black, and white dress from ''8'' and ''VideoGame/MegaManAndBass'', retaining the general design and color scheme of the latter, but greatly simplified to better resemble Roll's first dress, along with significantly shortening her sleeves and modifying the top of her dress into a hoodie.
99** Dr. Wily's new look takes on some elements from ''Manga/MegaManMegamix''. Most notably a black shirt and new tie, but there are some other details too, like a fancy belt buckle. His lab coat has also been subtly changed to resemble a trench coat.
100* CrosshairAware: Wily Machine 11 shoots missiles at Mega Man that come down from the top of the screen and display targets where they will hit. Provides the page image.
101* DanceBattler: Tundra Man is a figure skater who pirouettes and dashes into Mega Man to deal damage.
102* DangerousForbiddenTechnique: The Double Gear system is this in-story, as Dr. Light deemed it too dangerous for robots to use but was left with no choice once Wily installed it.
103* DefeatEqualsExplosion: As per usual with the Classic series, although this time a defeated Robot Master will be enveloped in beams of bright light before exploding, reminiscent of later ''X'' series installments as well as ''VideoGame/MegaManZero'' and ''VideoGame/MegaManZX''.
104* DeathCryEcho: Mega Man and the main Robot Masters cry out when defeated, their first time doing so since the last entries with voice acting: 1996's ''VideoGame/MegaMan8'' and 2006's ''VideoGame/MegaManPoweredUp''.
105* DeathFromAbove: The Block Dropper weapon summons a row of blocks at the top of the screen which then rain down upon opponents below.
106* DemoBonus: Having play data from the demo grants 3 Energy tanks, 300 bolts, and a discount at the shop.
107* DesperationAttack:
108** Mega Man can activate Overclock when his HP reaches 4 or lower, which triggers both the Speed and Power Gears at once. However, after usage Mega Man enters a PowerStrainBlackout state where the Charge Shot is disabled entirely and he can only fire one shot at a time [[{{Overheating}} until he cools down]], and [[LastChanceHitPoint only has 1 HP remaining]].
109** [[spoiler:Wily Machine 11 V2 has this too: at 5 HP it will continuously teleport and charge towards Mega Man at speeds that practically require use of the Speed Gear to even land a hit. However, Wily has perfected the prototype Double Gear used by Mega Man, and thus is able to having either gear running indefinitely without risk of overheating.]]
110* DifficultButAwesome:
111** Chain Blast's non-Power Gear mode. You can actually do ''more'' damage, ''if'' you use all four bombs. But you either have to detonate them manually, or wait for them to explode. And you can mess up the chain if you're not careful. The Power Gear variant, by contrast, only does the damage of 3 bombs, but comes out fast, and detonates on impact, making it much easier to use.
112** Power Gear Buster qualifies as well. It actually charges pretty quickly, and the 2nd (red) shot bypasses boss invincibility frames. But the Power Gear's timer only gives you so much time to charge it, so you have to know pretty much exactly when you're going to fire in order to use it properly.
113** The Energy Dispenser upgrade, which explicitly states that it's for advanced players. It reduces Mega Man's hitpoints but makes the Double Gear technique avaliable at all times, meaning that users can tear through almost any encounter with ease, as long as they can manage the vulnerability period after it and dodge well enough to mitigate the reduced life energy.
114* DifficultyLevels: Three gameplay modes are available -- Newcomer, Casual ("Advanced" in Japanese), and Normal ("Original Spec." in Japanese). A fourth mode, Superhero ("Expert" in Japanese), was not available in the demo. In the full game, all four are unlocked from the beginning.
115* DishingOutDirt: Block Man manipulates stone blocks. He can also turn into [[HumongousMecha a huge, towering]] brick RockMonster [[TurnsRed when his health goes down to 18 HP or lower]].
116* DoItYourselfThemeTune: The game's official album has [[https://www.youtube.com/watch?v=6x9spagMaOg "[RM11]"]], sung by Ayaka Fukuhara, Mega Man's Japanese voice actress.
117* DubNameChange: The Japanese names of Impact Man and Bounce Man are Pile Man and Rubber Man, respectively. This makes them the first two Robot Masters since [[VideoGame/MegaMan2 Crash/Clash Man]] to have their names changed overseas.
118* DynamicEntry:
119** Block Man tears through the ceiling.
120** Fuse Man [[VillainTeleportation teleports in]] to begin his fight.
121** Blast Man blows up a wall.
122** Acid Man leaps from the acid pool below a bridge, turning that section into his arena.
123** Tundra Man perfroms a spin jump similar to [[Franchise/SuperMarioBros Mario]].
124** Impact Man fuses with some Impact Brothers.
125* EasierThanEasy: The "Newcomer" difficulty, which not only reduces the damage you take and increases the damage you deal to enemies, but also gives you an unlimited amount of Beat Calls and Spike Guards, which makes you immune to BottomlessPits and SpikesOfDoom, and additionally gives you infinite lives on top of all that.
126* EndgamePlus: Once you beat the game, you can make a clear save. From there, you can replay levels as you please with all the weapons and upgrades you've gained, and bosses will appear at the end again, as well as play any Wily Castle stage over. [[spoiler:You also unlock two purchasable expensive parts that can break the game over your knee.]]
127* EternalEngine:
128** Acid Man's level is a chemical plant and is littered with acid pools and syringe needle enemies called Pipetti that shoot globs of acid that can turn normal water into a dangerous [[GrimyWater corrosive chemical]].
129** Wily's new castle, the Gear Fortress, is outfitted with many, ''many'' moving gears and cogs, inside and out.
130* EvilCounterpart:
131** New to this game is Anti-Eddie, an evil Eddie-like robot that takes away items from Mega Man. More specifically, it [[ChestMonster hides behind useful pick-ups]] and has to be gunned down or it will jump off-screen with the item in tow.
132** Most of the Robot Masters have the same jobs as Dr. Light's [[VideoGame/MegaMan1 original creations]].
133* EurekaMoment: While recovering from a nightmare, Dr. Wily suddenly remembers the word "gear", which makes him think about the Double Gear project he was working with Dr. Light on a long time ago -- back when both doctors were still friends.
134* ExplosiveOverclocking: The Double Gear System gives robots increased combat abilities for a short time -- at the ([[GameplayAndStorySegregation alleged]]) price of permanent damage to their internal systems. The only reason Light installs it into Mega Man is because [[GodzillaThreshold it's the only way he can reasonably fight against Wily's new Robot Masters]]. [[spoiler:After the end of the game, Dr. Light manages to work out the drawbacks of it, installing it in the robots at the lab so it can be further used for good. In a case of [[SlidingScaleOfGameplayAndStoryIntegration Gameplay and Story Integration]], said upgrade can be purchased after beating the game, allowing Mega Man to use both gears without having to let them cool/recharge.]]
135* {{Foreshadowing}}: Wily Stage 2 starts with a gigantic spiked skull tank sitting on the left side of the screen that greatly resembled an AdvancingWallOfDoom. Three guesses what starts chasing you down later in the level.
136* FunnyBackgroundEvent:
137** During scenes that take place in Dr. Light's lab, you can see that one of the "monitors" is what seems to be a slow roaster in the process of cooking a turkey leg.
138** There are a bunch of Metalls sitting around a bonfire in the background of the MiniBoss chamber in Torch Man's level.
139* GameplayAndStorySegregation: The Double Gear system was deemed too dangerous to develop, with Dr. Light citing the tremendous strain placed on robotic systems, only installing it on Mega Man with no other choice. The worst that the system can do to Mega Man is disable charge shots and leave him at minimal power after a DesperationAttack, which an E-Tank can mitigate. That being said, the E-tank may not have been invented by that point and it's possible materials and robots weren't as sturdy when Wily first made the Gear system.
140* GodzillaThreshold:
141** Dr. Light has had access to the prototype Double Gear since before the series began, only revealing it when Dr. Wily decides to use it himself.
142** Mega Man is perfectly willing to use the dangerous Double Gear system if it would help stop the evil Robot Masters.
143** Activating both gears at once (which eventually reduces your health to 1, disables your Charge Shot and causes the longest amount of gear cooldown) is only available [[DesperationAttack when you're close to death]].
144* GoneHorriblyWrong: It is stated that [[PlayingWithFire Torch Man]] tried to control his power by MeditatingUnderAWaterfall. Too bad the Outdoor Martial Arts Master [[DidntThinkThisThrough failed to realise that]] [[ElementalRockPaperScissors water can beat fire]].
145--> '''Torch Man's Bio:''' He once tried training by standing under a raging waterfall. The subsequent repairs took three months.
146* GrayingMorality: [[spoiler: The game reveals that Wily wasn't always that bad of a guy, wanting to use the Double Gear system to make heroes of robots, and that his FaceHeelTurn was the result of Light's callousness in shutting down his idea. Even Light admits that he regrets not figuring out a way to help him realize his vision instead of just telling him he was wrong.]]
147* GrimyWater: If Pipettos throw corrosive water balls into a pool, Mega Man will lose some of his health if he tries to swim.
148* GuideDangIt: There are 3 secret items purchasable from Dr. Light's Lab, but having them available is obscure to say the least. The Bolt Catcher requires you to buy it on a Saturday, the Energy Catcher requires you to get a lot of Game Overs, and the Capsule Catcher requires you to literally run out of all possible Weapon Energy.
149* HarderThanHard: "Superhero", the notch above Normal difficulty. Not only do you take more damage, there are ''no health or energy drops'' in stages, as well as bosses being able to use their Gear abilities impunity from the start of their battles (and certain attacks being tweaked to be harder). And by no drops, this also includes [[OhCrap no requisite recoveries]] in the BossRush. The only concession you get is that the items from Dr. Light's Lab are still able to tilt the game in your favor by stocking up on E-Tanks and other supplies.
150* HardLevelsEasyBosses: Even if you don't have their weakness, bosses are fairly easy simply because of how inexpensive it is to stock up on E-Tanks. But ''getting'' to them is another story; the stages are easily [[MarathonLevel three times longer than classic Mega Man stages]] with lots of precision jumping, insta-kill deathtraps, at least one miniboss [[CheckpointStarvation and a criminal lack of checkpoints]].
151* HumongousMecha: Block Man and Impact Man can each transform into a powerful, gigantic form with the Double Gear system (Power Gear, specifically).
152* InconvenientlyPlacedConveyorBelt: Conveyor belts and negotiating the obstacles they're transporting are a common design feature of Block Man's stage.
153* ItsAllAboutMe: If his stage, a wrecked amusement park in the process of being rebuilt to center around himself, is any indication, Blast Man's got [[AttentionWhore some serious]] [[{{Narcissist}} narcissistic tendencies]] going on.
154* LaterInstallmentWeirdness:
155** When Mega Man has a Robot Master weapon equipped, his appearance ''isn't'' just a palette swap, he actually changes his look.
156** The fortress map is now a full-fledged stage select screen, and its stages can even be replayed over and over unlike in previous ''Mega Man'' games [[note]]although ''VideoGame/MegaManPoweredUp'' and the older iOS port of ''VideoGame/MegaMan2'' [[OlderThanTheyThink also did this with their fortress stages]][[/note]], in which the fortress stages were usually played back-to-back (like in the NES games or in ''9'' and ''10'') or individually (similar to the 16/32-bit era).
157* LethalJokeWeapon: You wouldn't think rubber bouncing balls would be an effective weapon, but as it turns out Bounce Ball, being three {{Pinball Projectile}}s fired in a SpreadShot pattern that can hit multiple times before popping and can even be aimed up or down, is surprisingly powerful.
158* LightningBruiser: Fuse Man rivals [[VideoGame/MegaMan2 Quick Man]] in overall speed and attack power once he activates the Speed Gear. The other bosses that use the Speed Gear (Tundra Man, Acid Man, Bounce Man, and Yellow Devil MK-III) as well. Wily Machine 11 V2 also becomes this thanks to having ''both'' the Speed and Power Gears.
159* LogicalWeakness: Going into detail would equal a lot of spoiler tags, but each Robot Master's weakness makes perfect sense when you think about it, and not just the elemental ones.
160* MadBomber: Blast Man shares [[VideoGame/MegaMan8 Grenade Man's]] explosive temper and fondness for mayhem.
161* ManOnFire: Sparkey is a burning turkey MiniBoss in Torch Man's stage, and cannot be attacked from behind while ablaze. He's one of Torch Man's camp safety assistants, and a lamp owl robot can reignite him should he be put out. [[spoiler:There's a Record for keeping him extinguished throughout the fight.]]
162* MedalOfDishonor: The Pierce Protector item and Power Shield part can only be unlocked by dying from SpikesOfDoom 5 times or taking 200 points of damage respectively. To even have them available for purchase at all is a sign of the game taking pity on you for your failure.
163* MundaneMadeAwesome: Dr. Wily's "Plan B", where he jumps backwards in slow motion with Speed Gear effects before assuming his [[VillainsWantMercy post-defeat]] PoseOfSupplication.
164* MundaneUtility: The Double Gear system could be used to TakeOverTheWorld... or, as demonstrated in the final cutscene by Light, you could use it to give your robot assistant a bit of an extra kick.
165* MythologyGag:
166** The intro, with scientists choosing Dr. Light's robots with thought over Wily's Double Gear project, brings to mind how the ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' series [[ForWantOfANail is precipitated on]] Light researching internet rather than robots and getting funding from the government instead of Wily.
167** Dr. Wily's younger appearance in the intro bears a close resemblance to how he looked in ''Manga/MegaManMegamix''.
168** Mega Man's body, primarily his helmet and arm, changing to accommodate his new weapons is rather similar to [=MegaMan.EXE=], the ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' incarnation of the character, when using Style Change (''2'' and ''3'') or Double Soul (''4'' onward). The game's character designer, Yuji Ishihara, worked on the ''Battle Network'' series as well.
169** One of the previews from ''Game Informer'' showed Mega Man in a form that looked almost exactly like ''VideoGame/MegaManStarForce'''s Mega Man. The designers eventually confirmed that this was nothing more than a placeholder for Mega Man while using Tundra Storm, created by modeler Keiji Ueda as an in-joke, and was not intended to be shown to the public.
170** The effects of the Gears on Mega Man: Power Gear enhances weapons, enabling a Double Charge Shot and stronger special weapon attacks, whereas the Speed Gear basically slows down time. Both were first seen to some degree in the ''VideoGame/MegaManX'' series. [[note]]The Power Gear's effect resembles the Double Charge Shot from [[VideoGame/MegaManX2 his Second Armor]] while the stronger weapon attacks are similar to the recurrent ability to charge weapons, and the Speed Gear's effect emulates the [[VideoGame/MegaManX2 Crystal Hunter's]] BulletTime effect when fully charged. This effect vastly predates the Time Slow from ''VideoGame/MegaManPoweredUp''.[[/note]] Given that the Classic series predates the events of the ''X'' series, it is entirely possible that these effects are a CallForward to X's considerably superior powerset and abilities.
171** The Yellow Devil Mk III utilizes the ability to split itself into smaller Mini-devils, similar to its appearance in ''The Power Battle''. In addition, the sequence of its chunks moving across the screen is identical to its pattern from the first ''Mega Man''.
172* NewWeaponTargetRange: Every time a new weapon or tool is obtained, the games goes into a demo screen where players can test the new gear.
173* NightmareFace: Block Man is a HumongousMecha [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning blood-red eyes]] and a skeletal-looking, equally-red mouth.
174* NonStandardCharacterDesign:
175** Bounce Man looks very different from the others, with more robotic eyes that closer resemble those of [[VideoGame/MegaMan8 Astro Man]] and [[VideoGame/MegaMan9 Galaxy Man]].
176** Most of the Robot Master weapons change Mega Man's color palette, one of his arms, and his helmet. The Pile Driver, on the other hand, takes this to another level by giving Mega Man an asymmetrical color scheme in addition to the arm and helmet changes (his right arm and right leg are orange; his left arm, left leg, and "underwear" are yellow; and the rest of his body is black).
177* PastExperienceNightmare: Dr. Wily has a nightmare near the start of the game about his numerous defeats at the hands of Mega Man. That said, it also leads to [[EurekaMoment Wily remembering his long-forgotten invention]].
178-->'''Dr. Wily:''' Bad memories make the worst dreams. A genius of my caliber needs sleep to keep his brain in gear...
179* PinballProjectile: Bounce Man's weapon is this, naturally. Bounce Ball shoots an aimable spread shot of three balls that bounce off of enemies and walls with the potential for multiple hits. Power Gear makes the spread shot fire in both ways.
180* PlayerDeathIsDramatic: When Mega Man is defeated, the game pauses for a brief moment as Mega Man is shown in his damage pose, then he [[DeathCryEcho cries out]] as he dies and unleashes orbs.
181* PlayingWithFire: Torch Man mainly uses fire to attack. Where he differs from most of the other fire-based Robot Masters is his use of Torch-jutsu, a martial arts style of his own creation that [[ExtremityExtremist relies heavily on kicks]].
182* PowerCopying: The series tradition itself gets a visual upgrade this time. Not only do Mega Man's colors change, but he also gets distinct features of the particular Robot Masters.
183* PowerUpLetdown: Zig-zagged with the Speed Gear Booster part, which lets you move at normal speed while using the Speed Gear. While it's great if you just need to move quickly, which can take the edge off in situations like [[OutrunTheFireball outrunning]] [[AdvancingWallOfDoom the wildfires]] in Torch Man's stage, it also removes your ability to rise or fall [[BulletTime in slow motion]], which is handy for situations like aiming in Bounce Man's stage.
184* ProactiveBoss: In Impact Man's stage, three pile driver robots called the "Impact Brothers" charge you at certain points. Once you reach the end of the stage, the Impact Brothers combine into Impact Man. This is the first time a Robot Master doesn't even wait until the BossRoom to screw with the Blue Bomber.
185* ProductionForeshadowing:
186** Mega Man is voiced by Ben Diskin, and Roll is voiced by Erica Lindbeck. Both actors went on to voice the two main protagonists of ''VideoGame/BloodstainedRitualOfTheNight'', released less than a year after this game.
187** In the ''VideoGame/MegaMan8'' gallery in ''[[CompilationRerelease Legacy Collection 2]]'', released in August 2017, there's a completely out-of-place Mega Man concept design which doesn't fit at all with any game in the entire collection. It's from ''this game'', and shows off Mega Man's new aesthetic changes that he takes on when he changes weapons (specifically the Block Dropper). Even Capcom acknowledged this, calling out the ''Mega Man'' fans who noticed the out-of-place concept art.
188** In September 2017, a Toys/{{Nendoroid}} figure of Roll was announced, but [[http://www.capcom.co.jp/game/content/rockman/info/goods/760/ it's based on her new design from this game, which was still unannounced at the time.]] Furthermore, the art used to promote it used the normal concept art instead of a SuperDeformed rendition that Nendoroids usually use, and Nendoroid aficionados know that the Good Smile Company never do CanonForeigner designs for the characters they license for the Nendoroid toyline, which they tried to pass this Roll as on announcement.
189* PurposelyOverpowered:
190** The Robot Masters, courtesy of Wily's Double Gear system, are stronger than Mega Man by default. To even the playing field, Mega Man undergoes upgrades to have Dr. Light install the Double Gear prototype Wily left behind decades ago.
191** Once you beat the game, you can continue replaying all the stages and refight bosses as you please. [[spoiler:You also unlock two parts in the Lab that are 3000 Bolts each, but they give you [[BottomlessMagazines infinite subweapon ammo]] and infinite Double Gear usage, as a reward for game completion.]]
192* RedemptionRejection: [[spoiler:Dr. Light personally breaks into Wily's fortress to tell him that Mega Man is the perfect realization of his Double Gear system, used to fulfill his original goal of creating a "true hero." He then tries to convince Wily to change his ways and work together with him again, but Wily refuses and makes his escape.]]
193* RedEyesTakeWarning: Block Man's second form has [[GlowingEyesOfDoom glowing]] blood-red eyes. Blast Man, Acid Man, Tundra Man, and Impact Man are less-nightmarish takes, with otherwise normal eyes.
194* RunningGagged: After 30 real-world years and 11 prior games (without counting the Game Boy games, spin-offs, and crossovers), Mega Man finally points out that he's tired of Wily's begging for forgiveness after the final fight and that he would never fall for it.
195* SceneryPorn: The first screen of almost every Robot Master stage is ''very'' pretty.
196* SelfImposedChallenge: Despite the prominence of the Double Gear mechanic, the game was designed and balanced with the ability to completely ignore them if you so wish, complete with an achievement. [[spoiler:Especially at Wily Machine 11's Capsule, when Wily eventually just spams the Double Gear and becomes almost unhittable without excellent timing.]]
197* ShoutOut:
198** Among Block Man's HurricaneOfPuns are "[[Music/TheWall You're just another brick in the wall!]]" and "[[ComicStrip/{{Peanuts}} YOU BLOCKHEAD!]]"
199** When Torch Man activates his Power Gear, his projectile attack uses a similar attack animation to [[VideoGame/FatalFury Geese Howard's]] Reppuken.
200** The Shimobeys are, according to their bio, supposed to be robot stuntmen designed to play {{Mooks}} in live-action shows. So of course, they look like tiny [[Series/KamenRider Shocker Combatmen]], skeleton pajamas and all.
201* ShutUpKirk: [[spoiler:At the end of the game, Dr. Light tries to reason with Dr. Wily that both of their dreams can work together by looking at Mega Man. However, [[IgnoredEpiphany Wily ignores this]] and only wants both of them kneeling before him in defeat. As Wily escapes, Light can only lament that his old friend will never return.]]
202* SmartBomb: The Tundra Storm turns when powered by the Power Gear, allowing it to hit the entire screen for massive damage but costing a huge amount of weapon energy.
203* SoftReboot: The game changes up the character designs and brings up some new backstory between Light and Wily, and was deliberately designed as a sort of "jumping on" point for new fans, which is one of the reasons stated for why Proto Man and Bass are not in the game.
204* SpamAttack:
205** Thanks to being a SpreadShot where the projectiles bounce around instead of disappearing when hitting a surface, the Bounce Ball can easily fill the screen with projectiles.
206** As part of his DesperationAttack, Block Man mindlessly throws blocks at you non-stop after his Power Gear form is destroyed.
207* SpreadShot:
208** The Bounce Ball fires an initial spread of three bouncing balls out, which can be aimed. If used with the Power Gear, it fires six, three to the left and three to the right.
209** When used with the Power Gear, the Blazing Torch becomes a Spray Burst variety as the fireball sends out three flame shots in a diagonally downwards direction.
210* SpringsSpringsEverywhere: Bounce Man's stage contains several colorful bouncy balls that act like springs, and there's a large trampoline platform you can catapult off of at one point too.
211* SuperMode: The Double Gear System grants Mega Man abilities he normally wouldn't have: the ability to slow down the flow of time and an extra-powerful Charge Shot. The Robot Masters get in on it too, gaining new attacks and -- in some cases -- completely changing their appearance [[TurnsRed once they've lost half of their health]]. [[spoiler:This is also utilized by the fortress bosses and Wily Machine 11's second form.]]
212* SuperPrototype:
213** The Double Gear system that Mega Man uses is the prototype that Wily developed back at Robot University. In fact, the only other boss that uses an actual Double Gear system instead or either an individual Speed or Power Gear is Wily Machine 11 V2.
214** Ultimately subverted with the Double Gear system in Wily Machine 11 V2 [[UpgradeVsPrototypeFight being objectively better than Mega Man's]] as it's designed so it'll never overheat, which in the final phase of the fight allows him to leave his Speed Gear running indefinitely. [[spoiler:Then gets double subverted after completing the game, as a part allowing players to also use Double Gear without risk of overheating becomes available for purchase in the lab.]]
215* SuperSpeed: An upgrade to the Speed Gear allows Mega Man to move at his normal speed while everything else onscreen is slowed down. Mechanically, this acts as BulletTime but the implication is that Mega Man is moving at high speed.
216* SurprisinglyRealisticOutcome: [[spoiler:Despite the many obstacles Wily puts in Mega Man's path, his resources are not infinite. Mawverne's enemy bio states that Wily had intended to build a second model with the opposite Gear, but didn't have the time to get the steel he needed. Similarly, Yellow Devil MK. III was meant to have the Power Gear, but Wily had to settle for the Speed Gear due to budget constraints. The fact that the Yellow Devil uses the Speed Gear a bit differently than Wily intended also counts.]]
217* SuspiciouslySimilarSubstitute:
218** The electrical beams in Fuse Man's level have a striking similarity to [[VideoGame/MegaMan2 Force Beams/Quick Lasers]] that hasn't gone unnoticed by the fandom.
219** This game doesn't technically have a Wily Capsule, with the FinalBoss instead presented as Wily Machine 11's true form. However, it uses several traits common to past Wily Capsules, such as being a small pod, having homing shots, and teleporting when low on health.
220* TimeMaster: Using the Speed Gear allows Mega Man to slow down time. Robot Masters can also utilize this ability to their advantage as well.
221* TragicKeepsake: The prototype Double Gear system Wily invented is this to Light, who repaired and kept it after the former broke it in anger over his research getting cancelled.
222* UndergroundLevel: Impact Man's level, a mining colony.
223* UpgradeVsPrototypeFight: Wily Machine 11's second form is Wily's perfection of the Double Gear technology, and it can use both the Speed and Power Gears without overheating, unlike the prototype installed in Mega Man.
224* UtilityWeapon: On top of being the game's physical weapon, the fact that the Pile Driver propels Mega Man forward even in the air means it can be used as a ''VideoGame/MegaManX''-style [[VideoGameDashing midair dash]].
225* VideoGame3DLeap: The first game in the Classic series to be rendered entirely with polygonal graphics.
226* VillainExitStageLeft: [[spoiler:Wily turns down Light's proposal to atone for his antics and collaborate together once more like they did during their younger days, and flies off in his UFO, vowing to get back at Mega Man and Light someday.]]
227* VillainHasAPoint: [[spoiler:After his defeat, Wily points out that his defeat at Mega Man's hands is proof of how effective his Double Gear system is. Even Light has to admit that, through the Double Gear system, Mega Man has become the "true hero" that Wily initially wanted to create through his research, but unfortunately Wily has grown too bitter and resentful to work together with Light and combine their research further.]]
228* VillainousBreakdown: Block Man seems to have one during his final attack phase, when he's running low on health and just starts mindlessly throwing blocks at you non-stop.
229-->''[[WhyWontYouDie Break already!]]''
230* VillainsWantMercy: Wily doesn't do a very convincing job of begging for mercy here, to put it lightly.
231-->'''Dr. Wily:''' "Spare me! I'm a helpless old man! Mercy, Mega Man!"\
232'''Mega Man:''' "Enough! You can't fool me that easily!"
233* VocalEvolution: Mega Man himself goes through this. After Ruth Shiraishi's infamous girlish portrayal of him in ''8'' and Cole Howard's somewhat passable kiddy one in ''Powered Up'', the Blue Bomber now sports a much deeper, adult-like voice courtesy of Creator/BenDiskin. Averted with the japanese voices, where Mega Man still has a childish voice.
234* WorldOfPun: Every single Robot Master in this game is a PungeonMaster. Their dialogue consists of 90% pun, 7% grunts, and 3% anything else.

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