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In the year 20XX AD...The 1st Annual Robot Tournament was held with 8 of the world's most powerful robots. But...Mr. X, the sponsor of the tournament, took control of the robots and began to Take Over the World.
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Entry #6 for the Mega Man (Classic) series, released November 1993 on the Famicom in Japan, and overseas on the NES in March 1994.

One year after the events of Mega Man 5, the First Annual Robot Tournament is being held, and people from all over the world send their own unique creations to show off to the world. Dr. Light, being a pacifist, doesn't enter Mega Man into it, but sends him along to make sure the contest runs smoothly. Everything is going well, until only the eight finalists are standing. The host of the contest, the mysterious billionaire Mr. X, takes control of the robots. He tells everyone the contest was only held so he could use the robots to conquer the world, so Mega Man must keep Mr. X and these new Robot Masters from their goal of world conquest.

Where once Rush transformed into various vehicles to help Mega Man, in this game he instead becomes an Equippable Ally by turning into one of two adaptors, combining with Mega Man to give him extra abilities with no ammo requirements. With these, Mega Man can either become the hard-hitting Power Mega Man, or use a jetpack as Jet Mega Man, both at the cost of his slide ability.

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Capcom thought that this game was too late to release for the NES due to the SNES being out by this time and wouldn't publish it in North America. Nintendo stepped in to ensure it released in the region (likely because they hosted a competition in Nintendo Power for Official Fan-Submitted Content and felt an obligation to the winners), completing the series's numbering and avoiding the awkward holes created in a certain other series whose name is abbreviated with two of the same letter. It was the last game Capcom developed for the NES.

It is available on the Nintendo 3DS Virtual Console in Japan, Europe, and the US.

Robot Masters:

  • DWN-041: Blizzard Man, weak to Flame Blast, gives Blizzard Attack
  • DWN-042: Centaur Man, weak to Knight Crusher, gives Centaur Flash
  • DWN-043: Flame Man, weak to Wind Storm, gives Flame Blast
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  • DWN-044: Knight Man, weak to Yamato Spear, gives Knight Crusher
  • DWN-045: Plant Man, weak to Blizzard Attack, gives Plant Barrier
  • DWN-046: Tomahawk Man, weak to Plant Barrier, gives Silver Tomahawk
  • DWN-047: Wind Man, weak to Centaur Flash, gives the Wind Storm
  • DWN-048: Yamato Man, weak to Silver Tomahawk, gives the Yamato Spear

Tropes:

  • Actually a Doombot: Tomahawk Man, Knight Man, Yamato Man, and Centaur Man all have robot duplicates in their stages that can be fought instead of the real boss. Mega Man still gets their signature weapons for beating the copies, but won't get the Beat parts if he defeats a duplicate instead of the real Robot Master.
  • Advancing Boss of Doom: Metonger Z, the third Mr. X boss, constantly chases Mega Man across an infinitely scrolling background. Also applies to a lesser extent with the Gorilla Tank miniboss, Tank CSII, and Wily Machine 6.
  • Americans Are Cowboys: The United States in this game is represented by a secret government facility in Cowboy Lane, Texas.
  • Anti-Frustration Features:
    • The Rush Adaptors appear to have been introduced to be this, both able to be used without weapon energy; Jet Mega Man can fly high and over short distances for a limited time, replacing the Rush Spring and Rush Jet, while Power Mega Man can break Suspiciously Cracked Walls, instead of having to use the game's heavy-hitting or bomb weapons.
    • Also the first game to introduce the long overdue Energy Balancer, able to automatically distribute excess weapon energy collected into the weapon that needs it the most. Suffice it to say, it quickly became a series staple from that point forward.
  • Armor-Piercing Attack: The Power Adaptor. The Yamato Spear is also capable of penetrating some shielded enemies, and completely ignores Knight Man's shield.
  • Attack Reflector: The Power Adaptor can reflect a handful of specific enemy projectiles, leading to a few fancy ways of defeating certain threats.
  • Black Knight: Knight Man, although he may have been a Knight in Shining Armor before Mr. X reprogrammed him.
  • Blow You Away: Wind Man's stage has giant fans that can blow Mega Man around; also, Wind Man himself (though ironically he prefers to pull Mega Man towards him ala 4 Dust Man).
  • Bonus Boss: Gamarn and Gamadayu, an optional miniboss in Yamato Man's stage that can only be reached with the Power Adapter.
  • Bookends: The final line in the ending of the first NES game implores Mega Man to fight "for everlasting peace." The final line in the ending for the final NES game comments on how, now that Wily is finally behind bars, "The world is finally at peace."
  • The Cameo: Proto Man makes The Cameo in Tomahawk Man's stage to give Mega Man the Energy Balancer, his only appearance in the entire game.
  • Chicken Walker: The Dachone Ltd. Ed. from Yamato Man's stage, a downgraded version of the original Dachone from Mega Man 5.
  • Close-Range Combatant: Power Mega Man's punches have pathetic range, forcing him to get up close to enemies and bosses in order to hit them. This is doubly true of fully charged punches, which do more damage than a charged Mega Buster shot, but travel only a few spaces ahead before vanishing.
  • Collapsing Ceiling Boss: The Power Piston from the second stage of Mr. X's fortress causes boulders to fall from the ceiling by slamming its pistons against the wall.
  • Combining Mecha: The first game to have Rush join with Mega Man, creating either Jet Mega Man or Power Mega Man.
  • Credits Medley: At the start of the credits, the Robot Masters are given a roll call to a medley of their stage themes.
  • Culture Equals Costume:
  • Demoted to Extra: Proto Man had been reaching the pinnacle of his Character Development in Mega Man 5...however in this game he only gets one skippable appearance to silently give Mega Man a new upgrade.
  • Descending Ceiling: Early on in Knight Man's stage, a spiked ceiling will slowly drop towards the ground, before rising back up to repeat the process. It drops for good once he fully clears it, however.
  • Developers' Foresight: While wearing the Rush suits, Mega Man cannot slide. If you pause during a slide and try to equip one of the Rush suits, the game won't let you. However, easily justified in that they most likely just didn't feel like doing slide animations for the Rush suits.
  • Disadvantageous Disintegration: The Wind Storm will send its targets to the air but will leave no pickups as a result.
  • Disc-One Final Boss: Mr. X.
  • Disc-One Final Dungeon: Mr. X Castle.
  • Disc-One Nuke: As a trade-off for how tough Plant Man's stage is, beating him rewards you with the Jet Adapter, which all but completely destroys whatever challenge the platforming segments have, since it allows you to fly for several seconds, and it has a very quick recharge time. The only downside is that you can't slide or use special weapons with it equipped.
  • Dramatic Thunder: This game is really fond of this, adding a flashing thunder effect during each stage introduction and before every boss fight versus a Robot Master.
  • Dual Boss: Rounder II, which consists of two separate robots that share a rail and attack Mega Man simultaneously. They both share a single healthbar, but have separate HP values.
  • Early Game Hell: Plant Man's stage. As mentioned later on, it has a long section with Springs, Springs Everywhere near Bottomless Pits. It would be so nice to be able to oh, say, have your jumps be boosted by a Jet Pack you can fire off in mid-air to compensate for bad spring timing. Unfortunately, Plant Man has the Jet Adapter, so... good luck with that.
  • Epic Flail: The X Crusher Mr. X battles you in is based off this. Also, the Knight Crusher.
  • Everything's Better with Dinosaurs: Mechazaurus, the giant Brachiosaurus-like robot acting as the stage boss for Wily Castle 1.
  • Everything's Better with Samurai: Yamato Man.
  • Evil Knockoff: Peat, an evil copy of Beat found in the fourth stage of Mr. X's Castle. Crosses into Fridge Brilliance territory when you realize how powerful Beat was in the last game.
  • Feather Flechettes: Tomahawk Man can attack by slinging the feathers in his headdress at Mega Man.
  • Flash Step: Centaur Man can do this by distorting spacetime.
  • Grand Finale: Of sorts for the NES games, wherein after so many successful escapes, Wily is finally caught and sent to prison, with a comment on how "The world is finally at peace."
  • Heroic Mime: Finally averted, this is the first game of the Classic series where Mega Man actually speaks.
  • Homing Projectile:
  • Hyper-Destructive Bouncing Ball: Shigaraky, the Tanuki-robot from Yamato Man's stage, will throw these at Mega Man.
  • Killer Gorilla: The Gorilla Tank Mini-Boss from Plant Man's stage.
  • Knockback: A fully-charged Power Adaptor attack can invoke this on any Robot Master, with them being pushed back a few pixels. A handful of fortress bosses and enemies can experience even more dramatic knockback when hit with a fully-charged Power Mega Man punch.
  • Lost in Translation: What exactly does Yamato mean? It basically means Japan or Japanese in general, so Yamato Man more or less translates to "Japan Man". It becomes Hilarious in Hindsight when Mega Man Battle Network 3 wound up naming his counterpart "JapanMan.EXE".
  • Luckily, My Shield Will Protect Me:
    • Knight Man carries a shield that protects him from frontal attacks. The Yamato Spear is the only weapon that will pierce it.
    • Also the Plant Barrier, which is a more traditional Orbiting Particle Shield weapon. It still vanishes when a single enemy or projectile touches it, but it can it enemies fairly hard.
  • The Man Behind the Man: Mr. X claims in the intro to be the one manipulating Dr. Wily all along. (He is right, in a way...)
  • Marathon Level: Plant Man. You fight two Minibosses after the checkpointnote , and if you don't die from that, there's the very lengthy spring section right up to the Boss door.
  • Mook Maker: Metall Potton, a literal Met dispenser. It's currently the page image.
  • Nerf:
  • Nintendo Hard: The game is rather easy by the standards of the series, but rest assured that it can still be a rather tough game that pulls no punches, especially Plant Man's stage.
  • Not Just a Tournament: The entire point of the First Annual Robot Tournament was so Mr. X could find the eight strongest competing robots to use to Take Over the World.
  • Our Centaurs Are Different: Centaur Man is a robot centaur.
  • Outside-the-Box Tactic: The Power Adaptor opens up a few of these:
    • When fighting the Gamarn and Gamadayu miniboss in Yamato Man's stage, a fully-charged Power Mega Man punch can knock the bombs it throws forward - hitting it with two bombs is enough to kill it.
    • While most Robot Masters merely get knocked back by a charged punch (with perhaps an interruption to their usual pattern), Plant Man will also jump in the air if hit after he throws his Plant Barrier, delaying him from reforming it.
    • Using the Power Adaptor against Rounder II and the X Crusher will cause the former to switch directions, and the latter to be sent flying in the direction it was punched. The two also share a weakness to fully-charged punches.
    • While not a weakness, charged punches can knock Mechazaurus's platforms into it. While this only deals minor damage, it can be done while standing in a spot that never gets hit by the boss's fireballs. This actually makes it a far safer and easier (if slower) strategy than trying to Attack Its Weak Point.
  • Panda-ing to the Audience: Pandeeta, the panda-robot mook from Wind Man's stage.
  • Paper-Thin Disguise: Mr. X; take the beard and glasses away and you get...
  • Precision-Guided Boomerang: The Knight Crush is this combined with an Epic Flail, bonus points for Mega Man's version clearly showing there is no chain attached, meaning the spiked ball magically boomerangs in its course back to Mega Man. Given that he's a robot, though, Selective Magnetism might be at work.
  • Robot Athlete: The original purpose of the Robot Masters.
  • Rocket Punch: The Gorilla Tank miniboss in Plant Man's stage uses a rocket-powered fist as an attack alongside a spreadshot.
  • Rolling Attack: Blizzard Man's other attack besides his homing snowflakes.
  • Rouge Angles of Satin: Before Mr. X reveals himself as Dr. Wily, he laments that his "scheme for world domination has faild!" Fixed in the Anniversary Collection, however.
  • Series Fauxnale: The game ends with Wily finally in prison, and presumably the world at peace. That said, there are still sequels and several spinoffs that take place in the far future.
  • Shoulder Cannon: Wind Man has a pair of powerful fans mounted on his shoulders.
  • Shout-Out:
  • Slippy-Slidey Ice World: Both Blizzard Man's stage and the first part of the second section of Dr. Wily's castle.
  • Smart People Speak the Queen's English: Played with, no one actually speaks with an English accent what with the dialogue being text based, but the stage taking place in the United Kingdom is at the Capital of Science.
  • Spin to Deflect Stuff: The spear-spinning Ben K Mecha-Mooks first appearing in Yamato Man's stage; also, Yamato Man himself.
  • Spread Shot:
    • Centaur Man's arm cannon is the Exploding Shot variant.
    • Also how Mega Man's version of the Blizzard Attack works, of the Initial Burst variant (Blizzard Man's version works differently).
    • The Gorilla Tank from Plant Man's stage fires out Spray Burst.
  • Springs, Springs Everywhere: The latter half of Plant Man's level. Knight Man also has a brief segment near the end of his stage.
  • Stealth Pun: Knight Man and his otherwise impenetrable shield is weak against the Yamato Spear. note 
  • Suspiciously Cracked Wall: A few stages will have cracked blocks or walls that can only be broken with a charged Power Mega Man punch. They typically block off alternate paths or secret areas, but can sometimes hide items as well.
  • Tank Goodness: The Molier Mecha Mook, the Gorilla Tank Mini-Boss from Plant Man's stage, the Metonger Z boss from Stage 3 of Mr. X's fortress, and the Tank CSII boss from Wily Castle 2.
  • Throwing Your Shield Always Works: Plant Man's strategy in battle is to throw his Plant Barrier at Mega Man. Interesting to note, Mega Man cannot throw his own Plant Barrier like Plant Man can.
  • Time Stands Still: Centaur Man's Centaur Flash freezes time so he can shoot his Spread Shot. Strangely, Centaur Flash does not work the same way when Mega Man uses it, attacking all targets on the screen instead.
  • Turns Red: Brain Break, an enemy that slowly wanders back and forth, but if shot the top of its head will break off and it'll go berserk, moving a lot faster and jumping.
  • Unusable Enemy Equipment: When Yamato Man throws his spearhead it falls to the ground, but Mega Man cannot pick it up. In fact, it acts as a hazard until Yamato Man runs to pick it back up again.
  • Villain: Exit, Stage Left: Finally averted. Mega Man ties Wily up in chains and drags him to prison. Until...
  • Warm-Up Boss: Knight Man is the easiest of all the robot masters to defeat, due to his slow jumping pattern and only having one attack that is quite easy to dodge.
  • Weaksauce Weakness: Who would expect Tomahawk Man to be weak to a shield made out of petals? On the flip side, it's amazing how many of Mr. X's Boss Robots fall to the Silver Tomahawk.
  • World Tour: This game is particular is all about Mega Man travelling around the world to fight the robot masters. As such, each robot master and level has a distinctive cultural feel (Yamato Man's level is distinctly Japanese, Tomahawk Man's level takes place in the Wild West, Flame Man's level takes place in the Middle Eastern desert, and so on).
  • The Wild West: Tomahawk Man's stage, which is set in a western desert and features enemy robots that look like gunslingin' cowboys.

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