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German/Grammar/Modal auxiliary verbs

Modal auxiliary verbs
In this section we'll cover verbs which combine with the infinitive of other verbs to create a new meaning. We've seen one of these already, werden, which combines with an infinitive to form the future tense.

Terminology
We introduced auxiliary verbs in the section on the future tense. In addition to forming new tenses, an auxiliary verb can change the meaning in some other way. There are other special forms of verbs which can be used with auxiliary verbs, for example the verb "to have" combines with the special form "seen" of the verb "to see" to form the perfect tense, a type of past tense: "He has seen." (In this case the special form is called the past participle and we'll be covering the German version in more detail later.) In this section we'll be covering only those verbs which combine with the infinitive of another verb.

A modal verb is an auxiliary verb that changes the modality of a sentence. Modality is used to indicate possibility or desire rather than actual fact. For example "He sees a dog," expresses a simple fact, but "He can see a dog," expresses a possibility; he might not see the dog at the moment but he can if he wants to. In both German and English, modality is usually expressed by combining an auxiliary verb with the infinitive of the main verb.

There are some verbs that might be called auxiliary because they combine with another verbs, but they don't form a new tense or change the modality. English, in most cases, requires the verbs to be connected with a "to": It's also possible that verb can combined with the gerund, formed in English by adding "-ing", of another verb: These are handled differently in German and we'll be covering them in other sections.
 * "We decided to buy."
 * "We don't encourage smoking."

The sentence structure with a modal verb is the same as with werden and the future tense. As an example we'll use dürfen, which is similar to "may"; in the first person singular it's darf. Compare: In both, the auxiliary verb is conjugated and placed where the finite verb should go, in this case the first position because it's a polar question. And in both cases the main verb is changed to the infinitive and moved to the end of the clause.
 * Werde ich dich küssen? – "Will I kiss you?"
 * Darf ich dich küssen? – "May I kiss you?"

The six modal verbs in German are dürfen, können, mögen, müssen, sollen and wollen. This is almost the same list as the past-like present verbs we covered in the section on irregular verbs. The verb "wissen" is absent because it can't be used as a modal verb. Of the rest, we've only covered mögen and wollen in detail there because they have non-modal meanings. We'll also cover lassen here because it's "modal-like", an edge case that should have special treatment.

dürfen
You use dürfen for permission or to be allowed to do something. It's usual translation is "may". It follows the past-like present conjugation pattern with a vowel change from ü to a in the singular of the present tense. Examples:
 * Darf ich dich küssen? – "May I kiss you?"
 * Wir dürfen die Kekse essen. – "We may eat the cookies."

können
You use können to express the ability to do something, much like its English cognate "can". It follows the past-like present conjugation pattern with a vowel change from ö to a in the singular of the present tense. Examples:
 * Er kann einen Hund sehen. – "He can see a dog."
 * Wir können in die USA fliegen. – "We can fly to the US."

As with the English "can", können is sometimes used informally to express permission rather than ability.

mögen
Recall that mögen as a transitive verb means to like or enjoy something. But when combined with an infinitive it expresses a possibility. This sense is similar to its English cognate "may", though "might" is often a better translation. Confusingly, mögen is not used for permission as "may" is in English; for permission use dürfen. There is a great deal of overlap in meaning between mögen and können here; können is usually preferred and it's unusual to use mögen in this sense. We'll see that mögen gets more use in the subjunctive, but that will be covered in another section. Example:
 * Es mag so sein. – "It might be so."

müssen
This is a cognate to the English "must" and usually has about the same meaning, expressing a need or obligation to do something. It's often better to translate this as "have to"; see the section on negation below. It follows the past-like present conjugation pattern with a vowel change from ü to u in the singular of the present tense. Examples:
 * Ich muss gehen. – "I have to go."
 * Wir müssen hier bleiben.  – "We must stay here."

sollen
This is cognate to both "shall" and "should" in English, but the meaning is closer to "should". This could be a question of morality or it can be a recommended action. It can also mean that something is intended or supposed to happen; in this sense it's a kind of imperative. It can only mean "shall" in the biblical sense, as in "Thou shalt not steal." With such a variety of possibilities, you need to pay attention to context to understand the correct meaning. It follows the past-like present conjugation pattern with no vowel change. Examples:
 * Du solltest deine Mutter anrufen. – "You should call your mother." (Moral issue)
 * Du solltest Gemüse essen. – "You should eat vegetables." (Recommendation)
 * Wir sollen drinnen bleiben. – "We're supposed to stay inside." (Intention)

wollen
As we mentioned in the section on irregular verbs, this is a cognate to the English "will" but has a very different meaning. Fortunately, its meaning as a modal verb is nearly the same as its non-modal meaning, to express a desire to do something or for something to happen. This is similar, in both meanings, to the English "want". Examples:
 * Ich will meinem Mann ein Geschenk kaufen. – "I want to buy my husband a gift."
 * Wir wollen ihm nicht schaden. – "We don't want to harm him."

lassen
This is a cognate to the English "let" and often means "to allow" or "to give permission". So it's meaning is closely related to dürfen, which is modal, and so it follows that lassen is at least "semimodal". Perhaps "modal-like" or "modal adjacent" would work here as well. There are some differences between this and the six "canonical modal" verbs. First, it's not a past-like present verb like the others, just an ordinary stem-changing verb with the a changing to ä in the second (informal) and third person singular. Second, an additional object, the person or thing that's being "allowed", needs to be included. This will have the accusative case, which means the sentence as whole can have two accusative objects. The one that relates to lassen comes first, and the one relating to the infinitive verb comes later. There are many other meanings for this verb; a dictionary is a better place for most of them. But another one that's relevant here is "to have (someone) do (something)" or "to make (someone) do (something)". Again, with multiple meanings you have to use context to understand what is actually meant. Examples:
 * Lass mich dich küssen.  – "Let me kiss you."
 * Er lässt mich sein Haus bauen. – "He's having me build his house."
 * Der Rauch lässt den Alarm schrillen. – "The smoke is setting off the alarm."
 * Literally, "The smoke is causing the alarm to sound (shrilly)."

Compound verbs
German, as we know, likes to combine words to form compound words, sometimes novel ones which are only used in a single sentence. When this happens with two verbs, the result looks like one of them is being used as a modal verb and this is another edge case. To translate these compounds into English, you'd typically use the "-ing" form for the part of the compound that's in the infinitive. For example: Another possibility is to convert the "bare" infinitive in German to the "to" infinitive in English. These formulas don't always work though and sometimes you just have to find different phrasing:
 * Wir gehen wandern. – "We're going hiking."
 * Mein Kind lernt lesen. – "My child is learning to read."
 * Ich gehe einen Kaffee trinken. – "I'm going for a coffee."

These are not a true modal verbs since only certain combinations are possible. For example gehen would only be used for certain activities, presumably those which can only be done at another location. You can see the true nature of these compound verbs in the infinitive; they're similar to ordinary separable verbs except that the prefix, in this case a verb, is separated from the other verb by a space. So:
 * Wir werden wandern gehen. – "We will go hiking."
 * The infinitive is wandern gehen.
 * Mein Kind will lesen lernen. – "My child wants to learn to read."
 * The infinitve is lesen lernen.
 * Darf ich einen Kaffee trinken gehen? – "May I go for a coffee?"
 * The infinitve is trinken gehen.

You may see some of these compounds included in dictionaries. Of particular note is:
 * spazieren gehen – "to go for a walk"

Infinitive dropping
When the infinitive verb associated with a modal verb is implied by context and the rest of the sentence, it's not unusual to simply drop it. This often occurs:
 * With the generic verbs machen and tun. For example:
 * Das kannst du nicht. – "You're not allowed to do that."
 * With a phrase for a location and the verbs gehen and kommen. For example:
 * Wir dürfen ins Haus. – "We're allowed (to go/come) in the house."
 * Du musst weg. – "You have to go."
 * This can also be parsed using the separable verb wegmüssen. Both interpretations use the same words and have the same meaning.
 * With the name of a language and können.
 * Ich kann Niederländisch. – "I know Dutch."
 * In this case können can be replaced with kennen without changing the meaning much.

Negation with modal auxiliaries
Negation in German works differently from English when it comes to müssen. With the English "must" the negation is applied to the infinite verb. So in "You must not go," the meaning is that "not going" is the only possibility. In German, the negation is applied to the auxiliary verb or the sentence as a whole. So Du musst nicht gehen, means that it's false that "You must go." In other words it means "You don't have to go," rather than "You must not go." This is quite a difference in meaning and it can be quite confusing to English speakers. But the same issue exists with most of the modal auxiliaries to varying degrees, and it's a very good idea to translate the meaning to an English expression involving "to", at least mentally, before attempting to translate the negation. So think of the following more complicated phrases instead of the word for word translation when dealing with negation.
 * dürfen – "to be allowed to"
 * können – "to be able to"
 * müssen – "to have to"
 * wollen – "to want to"

For example:
 * Wir dürfen die Kekse nicht essen. – "We're not allowed to eat the cookies." (Not "We're allowed to not eat the cookies.")
 * This is the way you'd say "We must not eat the cookies."
 * Ich kann es nicht fassen. – "I'm not able to believe it." or "I can't believe it." (Not "I'm able to not believe it.)

It seems sollen is an exception to this; negations involving sollen are applied to the infinitive.

Modal adverbs
Another way to express modality is to use modal adverbs. Modal adverbs, also called modal particles, are words that add a certain flavor or mood to a sentence. These don't really exist in English, though this is arguable. Their meaning may also depend strongly on context, so modal adverbs are often difficult to translate. You may even see them left untransated when German is translated in to English, which may give the impression that they don't really have a meaning. Even the definition or a modal adverb is rather vague and there doesn't seem to be a universally agreed upon list of them; and there is some grey area between modal adverbs and sentence adverbs (for example natürlich ― "naturally, of course", leider ― "unfortunately", vielleicht ― "perhaps"). Many of these words also function as ordinary adverbs or other parts of speech, making the boundaries even fuzzier. But they have certain common characteristics that may serve to define the group:
 * They modify the rest of the sentence rather than the verb itself, a trait they share with sentence adverbs. For this reason they can't be used to answer a question starting with "when", "where" or "how".
 * They don't have a specific meaning, at least not a logical one, but mainly serve to convey a feeling about the sentence.
 * Thay are usually placed immediately after the verb, or at least in the midddle of the sentence, and can't be moved in front of it like other adverbs. This is one way to distinguish them from sentence adverbs. Since they don't convey actual information, they are rarely placed in a prominent prosition at the end of a sentence, and never at the beginning. This is why they are often called particles rather than adverbs. In cases where they don't immediately follow the verb, they're probably meant to highlight a particular phrase. They might also be bumped away from the verb by a word which also likes to be close to it.
 * They aren't stressed in speech. Again, because they don't convey actual information, there's no reason to accent them verbally.
 * When several occur in a single sentence, they must be kept together.

We'll provide a list here, which will hopefully clarify what we mean by these characteristics, but keep in mind that there is no universal agreement on what should or should not be included in this list. We have met many of these words before since they are also used as other parts of speech. We won't attempt to include all possible meanings for these words, since that task is better suited to a dictionary, but we'll try to include enough of the important meanings so you can get a feel for how the words are used.

 * doch: This can express that what is being said is a reminder of what is already known or to point out something apparent:
 * Es ist doch ein schöner Tag, gehen wir spazieren. – "It's a beautiful day, let's go for a walk."
 * This might be said when you're already outside and can see what a nice day it is.
 * In this sense it overlaps with ja, to be covered below. But while ja is usually friendly, doch may convey some impatience:
 * Lass den Tiger in Ruhe, er ist doch gefährlich. – "Leave the tiger alone, he's dangerous (as you ought to know)."

 * ja: This says that a fact is already known or common knowledge, so it implies that what is being said is a friendly reminder.
 * Wir sprechen Deutsch denn wir sind ja in Deutschland. – "We speak German because we are in Germany."
 * In this case everyone knows what country they are in, so the part about being in Germany is just a reminder.
 * It can be used to introduce a fact as a small consession before a contrasting fast. In this sense it my be translated by starting the sentence with "sure".
 * Schokolade ist ja lecker, aber ich mag auch Vanille. – "Sure, chocolate is tasty, but I also like vanilla."

 * nur: This is used in questions to express a sense of urgency. It might be translated as "just".
 * Was soll ich nur tun? – "Just what am I supposed to do?"
 * You might say this a panicky situation where it's clear that you must do something, but you can't seem to think of anything.

 * schon: In an imperative this conveys a sense of urgency or impatience.
 * Komm schon. – "Come on./Hurry up."
 * This might be said to someone who is lagging behind and you don't feel like waiting for them.
 * In a regular sentence it may express confidence or emphasize the point, especially when you're trying to inspire confidence or hope in the other person.
 * Wir werden schon überleben. – "I'm sure we will survive."
 * Since schon has another meaning as an ordinary adverb, it should be avoided as a modal adverb when it would cause confusion.

 * wohl: This can be used where you might say something "must be" so, meaning you didn't actually see it but you're relatively certain anyway.
 * Du machst wohl Witze! – "You must be joking!" (Literally: "You must be making a joke!*)

title: German/Grammar/Modal auxiliary verbs


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User talk:Mrmw

Welcome, Mrmw!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. Rubbish computer Ping me or leave a message on my talk page 21:18, 20 January 2022 (UTC)

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: User talk:Mrmw


text:
Skaneateles Conservation Area/Invasive species/Invasive plant list

 * List of invasive or potentially invasive plants that could be found at the SCA
 * List of invasive or potentially invasive animals that could be found at the SCA
 * List of invasive or potentially invasive microorganisms that could be found at the SCA

In the following table, the NYS and FL tiers are those provided in iMapInvasives by the New York Natural Heritage Program (NYNHP) and the Finger Lakes (FL) PRISM. The "SCA tiers" are based on the current FL tier and whether or not the species is currently known to be present within the boundaries of the SCA. For species known to be present, the current FL tier may be used or reduced if we feel that the species can be controlled. For species not yet discovered at the SCA, those present in the FL PRISM will generally be assigned an SCA Tier of 1a, 1b, or 1c depending on how likely we believe an infestation could occur, based on distance of known infestation from the SCA and the habitat requirements of the species.

Salviniales (heterosporous, water ferns)

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Pinales (conifers)

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Acorales, Alismatales

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Liliales, Asparagales (lilioid monocots)

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Poales: Typhaceae, Juncaceae, Cyperaceae

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Poales: Poaceae: BOP clade

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Poales: Poaceae: PACMAD clade

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Commelinales, Zingiberales, Nymphaeales

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Ranunculales (barberries, buttercups, poppies)

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Proteales & Buxales

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Saxifragales (water-milfoil, katsura tree, stonecrop)

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Vitales, Zygophyllales, Celastrales, Oxalidales

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Malpighiales (spurge, willow, poplar, violet)

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Fabales: Fabaceae (pea, bean, legume family)

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Rosales: Rosaceae (rose family)

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Rosales: Rhamnaceae, Elaeagnaceae, Ulmaceae, Cannabaceae, Moraceae, Urticaceae

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Fagales (alder, birch, oak, walnut)

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Geraniales

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Myrtales: Lythraceae (loosestrife), Onagraceae (primrose)

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Sapindales

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Malvales: Thymelaeaceae & Malvaceae

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Brassicales: Brassicaceae & Cleomaceae

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Caryophyllales

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Cornales (hydrangeas, dogwoods)

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Ericales

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Gentianales

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Solanales

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Boraginales

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Lamiales: Oleaceae (privet, lilac, ash, forsythia)

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Lamiales: Plantaginaceae

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Lamiales: Scrophulariaceae

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Lamiales: Lamiaceae

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Lamiales: Paulowniaceae, Bignoniaceae, Verbenaceae

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Aquifoliales: Aquifoliaceae (holly)

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Asterales: Campanulaceae, Menyanthaceae

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Asterales: Asteraceae: Carduoideae: Cardueae

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Asterales: Asteraceae: Cichorioideae: Cichorieae

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Asterales: Asteraceae: Asteroideae

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Apiales

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Dipsacales

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Mega Man (classic series)/Introduction/

Mega Man is a series of action packed platform video games, created by the Capcom company and in part by game designer Keiji Inafune in 1987. As of 2022 there are eleven games in the main series and over forty games in total in the entire Mega Man universe.

Featuring simplistic yet addictive gameplay, Mega Man has become one of the most popular series of all time. To date it has spawned five spin-off game series, multiple anime and cartoon series, and a large fanbase.

title: Mega Man (classic series)/Introduction/


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Mega Man (classic series)/Storyline/

Backstory
Circa 1958 Thomas Xavier Light and Albert W. Wily were born In the 1980s they both received doctoral degrees in Electrical Engineering and were very interested in the ever-increasing role of computers in modern society. Thus, together in the mid-1990s they formed Light Labs, with the goal of furthering scientific research in the fields of computational design, artificial intelligence, and robotics.

As the world ushered in the new millennium, Dr. Light and Wily worked together on several joint projects in the field of robotics, creating many useful artificial beings such as the Sniper Joe police assistant robot or the Metool mining robot. These robots, along with countless others developed by Light Labs, helped make society's life much easier.

It was during the 2000s in an unnamed city in the Midwestern United States, master engineers Dr. Thomas Light and Dr. Albert W. Wily worked together to create a humanoid robot. This robot would demonstrate an advanced artificial intelligence program that would allow it to make decisions based on vague commands and directions. They called the robot project "Robot Master", because the resulting robot would be able to supervise the work of other, less intelligent machines.

The first Robot Master created by the two scientists was code-named "Blues", but came to be known as Proto Man. An advanced modification of the police robot Sniper Joe, Proto Man had the ability to lead a small squad of other robots in military applications. However, before testing of his AI was complete, the robot escaped and was thought destroyed.

With the disappearance of Proto Man, Light and Wily decided to create another robot. Fearing that the disappearance of Proto Man was due to the robot not having a peer, the two created a paired unit - twin robots with almost identical designs. These robots were called "Rock" and "Roll".

Rock was created as a general-purpose tool user. Simply by studying how a tool was used, he could mimic its use using a Variable Tool System. This made him the ideal lab assistant. His sister, Roll, was designed for general home use as a housekeeper.

With the success of these two test-type robots, Light and Wily designed and built six production-type robots, mainly to be used in the construction and maintenance of public works. These robots were Cut Man, a land reclamation robot; Guts Man, a construction robot; Ice Man, an Antarctic exploration robot; Bomb Man, designed to work as a pair with Guts Man; Fire Man, designed for waste management; and Elec Man, designed to oversee and control atomic energy power plants. Each of these robots had full use of the Robot Master's intelligence and reasoning potential.

Thus (according to Rockman Perfect Memories), in the year 2007 Dr. Light was awarded the Nobel Prize for the creation of the Robot Master. In addition, he received top honors in the manual design contest at LIT while Dr. Wily only received honorable mention. So, in essence, when it came time for the world to recognize Dr. Light and Wily for their contributions to science, the world seemed to focus on Light and Wily got a minor second place.

Game events
Wily continued to work with Dr. Light during the next year, but he was embittered by the results of the previous honors. Finally, in December of 2008 (officially December, 200X), he reprogrammed the six construction robots and tried, but failed, to reprogram Rock and Roll, and then fled the lab. With his new followers, Wily seized control of the city and demanded recognition.

Realizing that it would be very difficult for the armies to stop Wily without harming the city, Dr. Light knew something had to be done. Rock volunteered to be converted from his current state as a lab assistant into a fighting robot. Thus, from that day forth, he became known as "Mega Man".

Mega Man worked quickly to defeat the six robots that Wily had reprogrammed and defeated Wily at his fortress, bringing the jealous madman to justice. The world once again cheered Dr. Light and his creations on and demanded that Wily pay for his crimes. Yet, Wily asked for mercy and claimed that had he been given the recognition he deserved he would not have revolted (the events of Mega Man).

Yet, less than a year later, in 2009 (officially 200X), Dr. Wily created eight of his own Robot Masters, this time bent on destroying Mega Man and then making the world pay for not recognizing his great genius. Mega Man managed to defeat these robots and fought his way through Wily's newly constructed Skull Castle, defeating him yet again and bringing him to justice (the events of /Mega Man 2/).

Wily, once again, tried to convince the world that he had reformed after his second defeat, and this time he curried the favor of Dr. Light. In 2010 (Mega Man 3 is the first game to give a date of 20XX instead of 200X), Dr. Light lets Dr. Wily return to Light Labs and work with him yet again. They turn their attention to building a peace-keeping robot named Gamma, but to finish the project they must collect precious metals from nearby planets. Yet, for some reason, Robot Masters on the mines there have gone berserk, so Mega Man is asked by the good doctor to go retrieve the metals and defeat the berserk robots, but this time with the assistance of a new robotic dog named Rush. During his collection process, Mega Man meets up with a mysterious robot named Break Man, who at first seemed to be trying to inhibit Mega Man's progress. Yet, as it turned out, this mystery-bot was not working for the mad scientist, but rather, he was the long-lost Proto Man and was actually training him for his upcoming battles. Yet, once all the metals have been collected Wily is revealed to have been behind the plot, then stealing Gamma and retreating to a newly built fortress, so Mega Man heads there with Rush and defeats him, unfortunately having to fight and destroy Gamma in the process. However, when the Skull Compound self-destructs, Wily's space ship explodes and he goes missing and is presumed dead (the events of Mega Man 3).

A year after the events of the "Gamma Project" (2011, though officially 20XX), the world seemed ready to usher in a new age of peace. Wily was missing and presumed dead and the threat of another robotic revolt was slipping from the mind of the populace. But, just as people were beginning to forget the events of the past, a mysterious transmission arrived in Dr. Light's lab stating:
 * "Good evening Dr. Light! Allow me to introduce myself- I am Dr. Cossack.  You may not have heard of me, but soon the world will know my name.  Over the years, you have been hailed as the greatest robot designer in the world, while my robotic creations have been totally ignored.  I cannot allow this to continue.  The world must be made aware of my genius!  From my Siberian Citadel, I've sent eight of my most powerful robots to destroy the titanium trouble-maker, Mega Man.  Once they have obliterated him, I will place his broken body on display for the entire world to see.  Only then will I be allowed to take my place as the greatest robot designer of all time!  (signed) Dr. Cossack (quoted directly from the Mega Man Anniversary Collection game manual)

It was thus that Dr. Sergi Cossack entered the scene. His eight creations began to wreak havoc on the world, and not being able to sit idle, Mega Man was once again called into action. However, Dr. Light had this time designed a new modification for him- the Mega Buster. This enhancement allowed him to charge his plasma shots into incredibly powerful charged energy beams. Thus, with this new weapon and Rush once again at his side, Mega Man set forth to defeat Cossack's mechanical creations. On his way, Mega Man found assistance from Dr. Light's newest creation- Eddy (aka "Flip-top"), who delivered items to him in times of need. Once Mega Man had defeated Cossack's henchmen and made it through his fortress, he defeated the scientist, only to discover that Cossack was not the villain that he seemed to be. Proto Man came in during the fight and delivered Kalinka, Cossack's daughter, to him, who Proto Man had rescued from the clutches of Dr. Wily. Cossack explained that Wily had kidnapped his daughter and forced him to create the robots as a cover or else he would never see his daughter again. Then Wily comes out of hiding and Mega Man chases him to his Arctic Fortress (Wily had been apparently hiding in Siberia). Mega Man fights his way through the fortress and, once again, defeats the madman, and this time the fortress self-destructs and Wily doesn't escape (the events of Mega Man 4).

In the year 2012 (officially 20XX), the world had recovered once again from Wily's manipulative actions against Cossack who launched an attack against humanity. In the year since, Dr. Cossack has partnered up with Dr. Light at Light Labs and worked on several projects, including a robotic support bird named "Beat" as well as a "hyper" modification for Mega Man's Mega Buster. However, when Mega Man is out patrolling the city, he receives a transmission from Dr. Cossack, stating:
 * "Cossack to Mega Man! Cossack to Mega Man!  Come in, Mega Man!  Proto Man has gone wild!  City Hall and the spaceport have been totally destroyed and the city's power grid is in shambles.  I've never seen destruction on this scale before!  I know you're worried about Dr. Light, but your first duty is to free the city from the grip of Proto Man's robots.  I can modify your reactor to give your Mega Buster a little more power, but the rest is up to you.  Dr. Light and I have been working on a special project, but it's not finished yet.  Maybe if I can get it working, it might give you an edge.  Remember to watch your back, Mega Man.  Proto Man seems to have become more ruthless than we thought possible.  Good luck!  Cossack out!" (quoted directly from the Mega Man Anniversary Collection game manual)

Mega Man returned to the lab to find that Dr. Light had been kidnapped by none other than Proto Man, who had left his signature yellow scarf behind! Thus, with Dr. Cossack as his supporter, he set out to stop Proto Man's robots from destroying the city any further, with the help of Rush, Beat, and Eddy, and once they were defeated, he made his way to Proto Man's fortress. After getting through it, he fought Proto Man and the real Proto Man came and revealed that the one before him was nothing more than a clone known as Dark Man. Once Mega Man had defeated Dark Man, Dr. Wily revealed that he was behind the framing of Proto Man and still had the good doctor held in his lab (and had obviously not been killed in the self-destruction of his last lab), so Mega Man went to his new lab, defeated him, and found Dr. Light. However, this time when the lab was self-destructing, they were all caught under a collapsing ceiling, but Proto Man saved them all, though Dr. Wily managed to escape...(the events of Mega Man 5).

Roughly two years later (2014, officially stated as 20XX), Wily was laying low and the world was once again at peace. In honor of this new peace, the most talented robot designers from across the globe gathered at the First Annual Robot Tournament sponsored by the billionaire, Mr. X. Participants traveled from Japan, Canada, and the United States bringing their finest cybernetic creations to do battle in a series of tests to determine which robot could claim the title of "Most Powerful Robot in the World." Of course, Dr. Light was a pacifist and did not wish for Mega Man (who was also designed to be a pacifist) to participate and fight unless innocent lives were in danger. Nothing seemed strange when the contest had begun, but when the top eight contestants entered the arena for the final event, the lights dimmed and the mysterious Mr. X came to the microphone to speak:
 * "Ladies and Gentlemen...I wish to thank you for coming to see the final event of my First Annual Robot Tournament. As you know, I have kept the final event of the tournament as a secret.  This event will test the strength, skill, and intelligence of each of these fine robots.  In fact, it will also test the strength and skill of each one of you.  That may seem strange, but I'm sure you will understand when I explain that the final test for these robots is to help me conquer the world!  Please excuse me and my robots as we teleport out of here, but we have a lot of work to do.  But don't worry, you'll see me again soon...Real soon!"  (quoted directly from the Mega Man Anniversary Collection game manual)

When Mega Man spoke to Mr. X during a transmission, the following was said: beginning. But now I no longer need Dr. Wily's help. Come and face my power, Megaman!!"
 * Mega Man: "Mr. X, Why?
 * Mr. X: "It's time to tell you the truth. I have been manipulating that fool, Dr. Wily from the
 * Mega Man: "We'll stop you! Follow me, Rush!"
 * (quoted directly from Mega Man 6 for the NES)

This time, Dr. Light had upgraded Rush to allow Mega Man to combine with him and form into Jet Mega Man and Power Mega Man, allowing him to access new areas of locations and defeat enemies much easier. Once Mega Man had defeated Mr. X's eight Robot Masters, he fought his way through his fortress and confronted the eccentric billionaire in a duel and defeated him. However, it was revealed that Mr. X was none other than Dr. Wily himself, who was simply impersonating the real Mr. X whom he had kidnapped long ago. Thus, Mega Man chased Wily down to his newly designed fortress and fought him again, defeated him, and this time caught him and handed him into the authorities who arrested him and put him in prison. Thus, the world rejoiced at his capture (the events of Mega Man 6).

Later that same year, the world pulsed back to life. Everyone rejoiced with Dr. Wily sitting in a jail cell, his head hanging between the bars, and newspapers were filled with this image. Cameramen snapped images of Mega Man as the valiant hero who had saved the world. So, once again, the world seemed ready to enter yet another era of peace. However, six months after his imprisonment following the First Annual Robot Tournament cover, Dr. Wily's lab sprang back to life. Wily's lab had been programmed to reboot in the event that no contact had been made from him in six months, and thus, knowing that his schemes may one day end in failure, Wily had four Robot Masters built who came to life without receiving contact from their master and began to prowl about the town. Citizens, realizing that Wily was still behind bars, wondered how this was happening. How could this madman be controlling his robots from prison? Dr. Light and Rush had gone out into the city to investigate the situation, and Mega Man, along with Roll and Light's newest robotic lab assistant, Auto, rushed to the scene.
 * "Dr. Light, Are you OK?" Mega Man shouted.
 * "Mega Man, we have no time," replied Dr. Light. "Dr. Wily is using his robots to cover his escape. You must go!  Follow his spaceship!"
 * (quoted directly from the Mega Man Anniversary Collection manual)

Dr. Wily's robots teleport into the prison on an island near the city and the prison exploded, and thus, much to Mega Man and Light's horror, Wily flew away in his spaceship. Mega Man gave chase, meeting up with two new robots- Bass, and his robotic dog, Treble. The two fought with Mega Man, but after finding Mega Man worthy of his reputation(or alternatively too weak to battle Wily and "should sit this one out", if he happens to hit you too many times in the beginning) they claimed to be after Wily for revenge as well. Mega Man fought and defeated Wily's four robots only to discover that Wily was then attacking the Robot Master Museum, so Mega Man went there only to arrive seconds to late- Wily escaped with the original Guts Man robot! Upon returning to the lab, Mega Man was informed that four more of Wily's robots were tearing through the city, so he rushed out and defeated them as well. He met with Proto Man, who this time wanted to see which robot "father had made the strongest" (Dr. Light had made the strongest). Thus, the two fought and Mega Man emerged victorious. Proto Man gave Mega Man his Proto Shield as a reward. Mega Man also came across Bass injured just outside of Shade Man's lair, and he sent him to Dr. Light's lab for repairs. However, when he returned, he discovered that the lab was in ruins and that Bass was the one who damaged it! Bass was a creation of Dr. Wily and Wily appears on the monitor via a transmission and challenges Mega Man to come after him. Thus, Light tells Mega Man that he must go after Wily, so he does, destroying the newly built Guts Man and then defeating Bass. Mega Man once again defeats Wily, and this time he attempts to deliver a fatal Mega Buster shot to him: transports him to safety. Bass warps in.) Thus, Wily escapes and lives to fight another day...(the events of Mega Man 7).
 * Dr. Wily: OK, I give up. Sorry about all the trouble. I'll go quietly...
 * (Mega Man powers up his Mega Buster)
 * Mega Man: I don't trust you, Wily! I gonna do what I should have done years ago!!
 * Dr. Wily: (reeling back) You forget, Megaman. Robots cannot harm humans...
 * Mega Man: I am more than a robot!! Die Wily!!
 * (The building collapses, and Wily gets trapped under a large beam. Treble warps in and
 * Bass: Too late, Megaman. He who hesitates is lost! We shall return!
 * (quoted from Mega Man Classic Online's Mega Man 7 script)

In the year 2015 (officially 20XX), two robots battling against each other in outer space injure one another and end up falling down to Earth. Mega Man and Bass are fighting each other in the city when Roll comes to inform Mega Man that Dr. Light needs him immediately, and Light tells Mega Man that a strange energy reading has been located on a "skull-shaped" island that he needs to investigate. Mega Man discovers that the island is Dr. Wily's recent base upon destroying the robots there, and he arrives just in time to see the mad scientist making off with the energy core of one of the two robots who crash-landed there from space. The other robot is severely damaged, so Dr. Light tells him to bring him back to the lab for repairs and then go after Wily. As it turns out, Wily's newest batch of Robot Masters are far more powerful than the latest ones, but Mega Man manages to defeat them and then returns to the lab.

Dr. Light tells him that the robot will be alright after he rests a bit longer and that the energy that Mega Man has collected certainly doesn't seem to be from Earth...Then, the robot wakes up, sees the energy, and blasts through the ceiling heading for the desert. Mega Man, along with Rush, heads to the desert and the robot challenges him to a duel, which Mega Man wins. Proto Man then appears and informs Mega Man that Wily's newest fortress, "Wily Tower", is deeper inside the cave. Then, a giant robot attacks Rush and Mega Man when they go to see the fortress and the robot comes to save them. The robot identifies himself as Duo who travels throughout the universe searching down a force known as "Evil Energy". This energy, he explains, is extremely powerful and is at the heart of all people with evil desires. He said that the robot he was fighting took some to Earth and that Dr. Wily (an evil person) has harnessed it for his own desires, but to get into Wily Tower they will need to defeat the next four Robot Masters.

Thus, Mega Man set out to defeat the next set of Robot Masters and then made his way through Wily Tower, once again facing Bass and Treble. Dr. Wily had made use of the Evil Energy to design some powerful creations, but Mega Man was able to persevere and destroyed his creations and in the end, Wily Tower was toppled. Mega Man was nearly destroyed in the self-destruct process, but he awoke in the desert nearby and saw Proto Man standing on a dead tree branch, who told him that Duo had saved him and had a message for him- "Thank You." (The events of Mega Man 8).

Later that year, newspapers around the world began to circulate news stories about a new cybernetic villain known as the Robot King. King, they said, had kicked Dr. Wily out of his new skull castle and was using his creations to build up a Robot Army. Wily, who had been displaced, sought refuge at Light Labs (will Dr. Light ever learn not to trust the evil madman?). King begins to recruit robots from all over the world on a campaign to break the bondage of human rule stating that robots are superior to their human creators. Then, he breaks into the Robot Master Museum and steals 100 Data CDs to further build up his Robot Army.

Once again, Mega Man is called into action to stop the evil desires of King, and much to the surprise of Dr. Light and Mega Man, Bass, his rival, joins in the fight against the robotic overlord. The two rush to the museum just in time to see King making off with the CDs. Proto Man attempts to stop him, but King chops him in half with his ax and then retreats, stating that he has "other matters to attend to." Proto Man is sent to the lab for repairs and the two set out to take on the Robotic Army and the Robot Masters in charge of it.

Once they have all been defeated, Mega Man and Bass use their powers to unlock the "hatches" that lock the entrance to King's fortress. The two fight their way through it and eventually make their way to the overlord himself. Unable to penetrate King's shield, Proto Man, now repaired thanks to the efforts of Dr. Light, teleport in and converts all his power reactor's energy into the "Big Bang Attack" and takes out King's shield and collapses from exhaustion. Then the two take King on and manage to defeat him. The two talk to King and King asks them why they support the humans, to which Mega Man replies that they were created by humans and that King is acting unreasonably to seek to destroy for no just cause. Then, he asks King who his creator was since every robot has a creator, to which King replies: "What would you say if I said Dr. Wily?" Just then Dr. Wily appeared on the computer monitor and said that he had indeed been manipulating King and that he was going to repair him and "up his brain washing," and then King flees into the next room and combines his previous machines into a true battle mech that Mega Man and Bass destroy.

Finally, King comes to his sense and tells them that they must destroy Wily before innocent humans and robots are put in danger, so Mega Man and Bass head for Wily's floor of the base (where he has gone after his cover is blown and he can no longer stay with Dr. Light in the lab) and they battle the rebuilt Robot Masters and finally have a showdown with the mad scientist himself. Once again, Dr. Wily is defeated and his fortress destroyed.

Back at Wily's lab, Bass demands an explanation for Wily's actions to which he answers that he wanted to know if Bass was indeed the strongest robot in the world. Bass scoffs at him and points to a computer monitor containing blueprints for a "King II" robot, but then Proto Man teleport in, blasts the computer, and then gives them a "tough break" sign and teleport out. Then, back at Dr. Light's lab, Mega Man has been saddened by the loss of King, who turned out to have been simply manipulated by Dr. Wily. Roll, however, giggles and tells Eddie to give him a letter which has recently arrived in the mail. The letter turns out to be from King, who is alive and well and says he wants to work with Mega Man in the future to ensure world peace (the events of Mega Man & Bass).

After the classic series
After the events of the so-called "Wily Wars", later in Dr. Light's life, the good doctor was finishing up work on one last project. It was alluded to that Light was working on an advanced AI program during the later stages of Mega Man's battles against Wily, but it wasn't until much later, perhaps during the 2020s or so (though Capcom never specifies a date) that Dr. Light constructs a body for his project. He calls this new artificial being "Mega Man X"- a sequel so-to-speak to the current model of Mega Man. X, according to Light's notes, is far more advanced than any artificial being created to-date. However, he was no where near completing his testing and research on X, and knowing that he would not live to complete the project, he decided to seal X in a capsule for an intended 30 years (believing that people later on in the century would be able to understand and carry on his research) with the following message: APPROXIMATELY 30 YEARS WILL BE REQUIRED BEFORE WE CAN SAFELY CONFIRM HIS RELIABILITY. UNFORTUNATELY I WILL NOT LIVE TO SEE THAT DAY, NOR DO I HAVE ANYONE TO CARRY ON MY WORK. THEREFORE, I HAVE DECIDED TO SEAL HIM IN THIS CAPSULE, WHICH WILL TEST HIS INTERNAL SYSTEMS UNTIL HIS RELIABILITY HAS BEEN CONFIRMED. PLEASE DO NOT DISTURB THE CAPSULE UNTIL THAT TIME. "X" POSSESSES GREAT RISKS AS WELL AS GREAT POSSIBILITIES. I CAN ONLY HOPE FOR THE BEST.
 * "X" IS THE FIRST OF A NEW GENERATION OF ROBOTS WHICH CONTAIN AN INNOVATIVE NEW FEATURE - THE ABILITY TO THINK, FEEL AND MAKE THEIR OWN DECISIONS. HOWEVER THIS ABILITY COULD BE VERY DANGEROUS. IF "X" WERE TO BREAK THE FIRST RULE OF ROBOTICS, "A ROBOT MUST NEVER HARM A HUMAN BEING", THE RESULTS WOULD BE DISASTROUS AND I FEAR THAT NO FORCE ON EARTH COULD STOP HIM.
 * SEPTEMBER 18, 20XX
 * T.LIGHT

 * (quoted directly from Mega Man X for the SNES)

Thus, X was sealed in a capsule, but for unknown reasons the 30 intended years turned into more than 80 as he was not found until an archaeologist named Dr. Cain discovered him while digging for Mesozoic plant life and came across the ruins of Light's lab in the early 22nd century, around April 10-14th, 2115 according to Cain's journal (officially 21XX).

Similarly, Dr. Wily was working on a project to build an advanced robot. However, his work on the project had been an ongoing project. His first attempt at the project was a failure, which resulted in the "accidental creation" of Bass while Wily was experimenting with a powerful energy source known as Bassnium (Bass' namesake). The King project was meant to, some believe, eliminate Bass and to test some additional power sources that Wily was experimenting with (hence why he was creating a "King II"). At the end of Rockman 2: The Power Fighters, Bass enters Wily's lab and surprises the doctor unexpectedly while he is working on a brand-new robot whom Bass describes as "girly" looking. Wily tells him that Bass may be the most powerful of his creations at this time, but his newest creation will certainly have the power to destroy Mega Man and be far more powerful than the accidental Bass ever was and will be able to crush him as well. This new creation that Wily is working on is obviously Zero. It is not specified what happens, but Zero is discovered sometime in the early 22nd century by the Maverick Hunters, commanded by Sigma, and ends up being the impetus of a powerful virus which starts the Maverick Rebellion and the Reploid Wars of the 22nd and 23rd centuries (21XX and 22XX time period).

title: Mega Man (classic series)/Storyline/


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Mega Man (classic series)/Timeline/

The following is the timeline of events for the classic Mega Man series. This timeline takes into account the official dates given in such sources as Rockman Perfect Memories as well as builds off of those dates in order to figure out what year/date other events take place in. The series of games officially spans from 200X to 20XX, and the following is the timeline of events:

20th century

 * Circa 1958: Thomas Light and Albert W. Wily are born (Wily is officially stated by Capcom to be 57-years-old by Rockman & Forte in that game's Japanese manual).
 * 1980s: Thomas Light and Albert W. Wily receive PhDs in Electrical Engineering.
 * 1990s: Dr. Thomas Light and Albert Wily form Light Labs.

21st century

 * 2000s (200X time period): Dr. Light and Wily create many robots and eventually work on the Robot Master project, creating Blues (Proto Man), who runs away during AI testing, Rock, Roll, and the six industrial Robot Masters.
 * 2007 (as stated in Rockman Perfect Memories): Dr. Thomas Light receives the Nobel Prize for the creation of the Robot Masters and he receives top honors in the manual design contest at LIT while Wily only received honorable mention.
 * December 2008 (officially December 200X): The events of Mega Man (NES).
 * 2009: The events of Mega Man 2 (NES) and Mega Man: Dr. Wily's Revenge (Gameboy).
 * 2010 (the first game with a 20XX date): The events of Mega Man 3 (NES).
 * 2011: The events of Mega Man II (Game Boy), Mega Man: The Wily Wars (Genesis), and Mega Man 4 (NES).
 * 2012: The events of Mega Man III (Gameboy), Mega Man's Soccer (SNES), Wily and Right's Rockboard (Famicom), and Mega Man 5 (NES).
 * 2013: The events of Mega Man IV (Gameboy), Super Adventure Rockman (Saturn, Playstation), and Mega Man V (Gameboy).
 * 2014: Mega Man 6 (NES), Mega Man 7 (SNES), Rockman Kiki Ippatsu, and Rockman: The Power Battle (Arcade) - The latter three take place within 2 weeks.
 * 2015: The events of Mega Man 8 (Saturn, PlayStation) and Rockman & Forte/Mega Man & Bass (SNES/Gameboy Advance).
 * 2016: The events of Rockman 2: The Power Fighters (Arcade), Rockman Battle & Chase (PlayStation), and Rockman & Forte: Challenger from the Future (WonderSwan).
 * 2017: The events of Rockman Strategy (PC)
 * Circa 2040: Dr. Light and Wily die of old age (they would be 82 years old).

title: Mega Man (classic series)/Timeline/


text:
Mega Man (classic series)/Characters/

Dr. Thomas Light

 * Born: Circa 1958
 * Degree: Electrical Engineering
 * Occupation: Founder of Light Labs and world's premier robotics engineer
 * Likes: Internet and helping those in need
 * Dislikes: Violence

Thomas Light was born in the mid-20th century and studied electrical engineering and robotics alongside his good friend Albert W. Wily and the two graduated in the 1980s with doctorate degrees. With the major advancements in technology in the mid-1990s, Light and Wily went on to found Light Labs with the goal to further technological advancements and the development of artificial intelligence and robotics. By the 2000s, Light and Wily had created several robots to ease human life and by the middle of the decade they had begun developing Robot Masters. Though Blues/Proto Man went awol (he was a success nonetheless), Light and Wily insisted on creating two more- Rock and Roll and then the six industrial robots, which attained him the 2007 Nobel Prize. Wily's revolt the following year would cause panic throughout the world, and Rock's strong sense of justice urged Light to convert him into the fighting robot known thenceforth as Mega Man.

From then on, Wily and Light became bitter rivals throughout the remainder of their 21st century lives and Wily would again and again attempt to destroy Mega Man and take over the world with his robotic armies. Dr. Light, however, through Light Labs and his fellow colleagues would continue to create helpful robots to ease human life. Thus, Light was always seen as one of the greatest men in the world. If someone was in need, Light and Mega Man would always be there to assist them, and if there was a process that seemed difficult for humans, Dr. Light and his colleagues would build a robot to make that task possible and easier. Dr. Light technically is the creation of what is later known as the Reploid race of artificial beings, that is, of the advanced form of robotics. In other words, he creates an advanced robot named Mega Man X later in life, and X is the type of robot that can feel emotions and make his own decisions in life, and thus, in the 22nd century from his design the Reploids are created by archaeologist Dr. Cain.

Dr. Albert W. Wily

 * Born: Circa 1958
 * Degree: Electrical Engineering
 * Occupation: Worked to found Light Labs and was Dr. Light's assistant; now he is Dr. Light's rival and attempts to take over the world.
 * Likes: World domination
 * Dislikes: Mega Man and those who oppose him

Albert W. Wily was born in the mid-20th century and went to school with Thomas Light, receiving a doctorate degree in electrical engineering in the 1980s. They both saw the technological advances of the 1990s as the perfect opportunity to found a scientific research institute, known as Light Labs, formed with the intention of furthering advancements in artificial intelligence and robotics. In the early-2000s, Dr. Light and Wily built several lines of robots that made humanity's life much easier, and by the middle of the decade their Robot Master project won Dr. Light the 2007 Nobel Prize and Light also won the LIT Manual Design contest whereas Wily only received honorable mention status in both.

Thus, his jealousy boiled over the next year, and then he reprogrammed the six industrial robots and most of the other robots that he could get his hands on in the lab (though failing to reprogram Rock and Roll), and fled to start his own rebellion. Little did he know, however, that Rock would have the strong sense of justice to wish to be converted into the fighting robot Mega Man, which would prove to be his greatest nemesis.

Dr. Wily continued to revolt, though he was captured and escaped several times, throughout many years known as the "Wily Wars" which continued into the next decade (and possibly beyond?).

Dr. Wily is also credited with creating the second advanced artificial being, known as Zero (whom Bass was technically a prototype of sorts for), and it was Zero's discovery in the next century that led to the spread of a computer/biological virus that devastated the Reploids, causing the Reploid Wars that lasted throughout the 22nd and into the 23rd centuries.

As of present in the series, Dr. Wily has yet to be brought finally to justice.

Dr. Sergi Cossack

 * Born: Circa 1970 (he appears to be in his 40s in Mega Man 4)
 * Degree: Electrical Engineering
 * Occupation: Robotics engineer who becomes world renowned after his creations take the stage when Wily forces him to attack Mega Man and Dr. Light; he now works with Dr. Light at Light Labs and is his very good friend.
 * Likes: World peace and his daughter, Kalinka.
 * Dislikes: Chaos and those that create it.

Sergi Cossack's origins are not specified, though he was most likely born sometime in the later-20th century, around 1970, as he appears to be in his early 40s when Mega Man 4 takes place. Cossack, like Dr. Light and Wily, is a robot designer, so he most likely received his doctorate in electrical engineering in the mid-1990s. It is unknown whether or not he is married, but he does have a daughter named Kalinka who seems to be approximately 10-12 years old and lives with him in Russia, though later Cossack and Kalinka may reside elsewhere since he also works at Light Labs.

Dr. Cossack is a robot designer and is known to the world, but he still felt that his creations should be better appreciated. However, Dr. Wily manipulated him by kidnapping his daughter, Kalinka, and forcing him to build an army of robots to attack Mega Man and the cities of the Earth. However, when Mega Man confronted Cossack after defeating his forces, he realized he was not to blame as Proto Man teleported in with his daughter with him, revealing Wily to be the mastermind behind the plot.

Thenceforth, Dr. Cossack's brilliance was known to the world and he worked with Dr. Light at Light Labs, increasing the power of Mega Man's Mega Buster by modifying his reactor, building a robotic bird named Beat, and supporting Mega Man in his missions.

Currently, Cossack works with Light at the lab as a good friend and colleague and spends a lot of time with his daughter.

Mr. X

 * Born: Circa 1950 (he appears to be in his 60s in Mega Man 6, though his real age is unknown)
 * Occupation: Billionaire; he hosts the First Annual Robot Tournament circa 2014
 * Likes: Money and technology
 * Dislikes: Those that oppose his rise to fortune

Not much is known about the real Mr. X except that he is a billionaire who, two years after Wily disappears, in honor of a new age of world peace, hosts the First Annual Robot Tournament. However, once again Dr. Wily steps out of the shadows, this time kidnapping Mr. X and impersonating him, hosting the final round of the tournament, taking control of the eight most powerful robots, and using them to lead another army on a path to destruction, claiming that he (Wily, pretending to be "Mr. X") was controlling Wily all along. Ultimately, Mega Man defeats the army of robots and foils Wily's plot and brings the madman to justice, this time leading to his arrest and imprisonment...

Kalinka Cossack

 * Born: Circa 2001 (she appears to be about 10-years-old in Mega Man 4)
 * Occupation: She is the daughter of Dr. Cossack
 * Likes: Helping her father and those in need
 * Dislikes: Injustice

Kalinka is the daughter of Russian scientist Sergi Cossack who is kidnapped by Dr. Wily in order to force Dr. Cossack to build an army of robots to destroy Mega Man, defeat Wily's rival Dr. Light, and take over the world. However, Proto Man rescues Kalinka before Mega Man defeats Cossack, and thus Wily's plans are foiled, so Mega Man defeats Wily and all is well again.

Thenceforth, Dr. Cossack's creations were recognized by the world as brilliant and he went to work with Light at Light Labs and Kalinka, together with Cossack, served as support on some of Mega Man's missions.

Mega Man/Rockman
Mega Man is the main character of the series.

Proto Man/Blues

 * DLN-000
 * Created: Circa 2005 (sometime prior to Dr. Light's reception of the 2007 Nobel Prize)
 * Likes: Justice and being alone.
 * Dislikes: Those that try to control him and stand in his way.

Proto Man was the first humanoid robot created by Dr. Light and Wily during their Robot Master project- their attempt to create a truly humanoid artificial being. His design was based after the Sniper Joe police robots that had been designed in the earlier part of the decade, though Proto Man was modified with a truly superior AI system, power reactor, shield, and plasma cannon. Thus, in essence, the project was a success.

However, before Light and Wily could finish the final stages of testing, Proto Man went "AWOL", with his sense of independence, and fled from the lab.

Thus, Proto Man was not heard from for several years until he trained Mega Man circa 2010 during the events of the Gamma Project.

Since his reemergence, Proto Man is seen as a loner, not wanting to be a permanent part of the Lights Lab team, but he still fights for justice- he saved Kalinka (Cossack's daughter), foiling Wily's plot then, revealed that he was the real Proto Man and revealed the Dark Man clone foiling Wily's second plot and saved both Light and Mega Man from Wily's collapsing lab, and he was instrumental in fighting the Robot King later on.

Whenever Proto Man's blues whistle is heard, you know that he is on his way, signature yellow scarf and all!

Roll

 * DLN-002
 * Created: Circa 2006, along with the creation of Rock.
 * Occupation: Housekeeping assistant; Roll also serves as a supporter for Mega Man on his missions.
 * Likes: To cook and clean.
 * Dislikes: Cockroaches.

Roll was created with Rock as a sister robot during the Robot Master project after Proto Man went missing. As Rock was originally designed to be a lab assistant, Roll was designed to be a housekeeper. Thus, the two served as the children that Dr. Light never had.

Later, after Dr. Wily's revolt, when Rock is converted into Mega Man, Roll assists him as a supporter on his missions (such as via telecom during the Robot King rebellion).

So, whenever someone is in need of care, Roll will be there to help!

''"Good luck, Mega Man!" ~Roll''

Rush

 * DLN-009? (His serial number is technically unknown though he the first robot mentioned to be created after the Industrial Series).
 * Created: Circa 2010
 * Occupation: Support canine for Mega Man, and the family pet!
 * Likes: Playing with Rock/Mega Man.
 * Dislikes: Surgery/Reconstruction.

Dr. Light created Rush to be a support canine for Mega Man on his missions, and his first appearance is during the Gamma Project (circa 2010) when Mega Man had to travel to the mining outposts of the nearby planets in the solar system. Rush has the ability to transform into various useful forms, such as the Rush Jet, Rush Marine, and the Rush Coil.

A few years later, Dr. Light upgraded Rush with an adapter so that he could combine with Mega Man to form two powerful combination forms- Jet Mega Man and Power Mega Man, allowing him to defeat enemies far easier and increasing his mobility while allowing him to reach all new areas.

When not in action, Rush lives at Light Labs with the good doctor, Mega Man, and Roll as their family pet.

Eddie/Flip-Top

 * DLN-010?:(Like Rush, his serial number is unknown but he would be next in the series)
 * Created: Circa 2011
 * Occupation: Support robot created by Dr. Light to deliver items and assist Mega Man in combat.
 * Likes: The Lottery
 * Dislikes: Wasting money.

Eddie was created by Dr. Light just before Mega Man's fight with Dr. Cossack with the intention of supporting him through the delivery of supplies. Since then his delivery methods have changed, but he has continued to provide such assistance.

In later missions, Eddie has served as a combat assistant, dropping bombs on enemies from the air, providing cover fire for Mega Man during intense battles.

Beat

 * DCN-009/DLN-011?
 * Created: Circa 2012
 * Occupation: Supports Mega Man by saving him from treacherous falls, carrying him to new places, and helping him in combat.
 * Likes: Flying in the air.
 * Dislikes: Heavy things.

Beat was a robotic bird developed by Dr. Cossack as a gift for Mega Man (and which Dr. Light was modifying with him when taken hostage) and which Mega Man used during the Dark Man incident when Dr. Light was kidnapped. Since then, Beat has served as a support bird, and when Mega Man blows the Beat Whistle, Beat will carry him to special places, help him in combat, or save him when he is falling to his doom!

Tango

 * DLN-012?
 * Created: Circa 2013
 * Occupation: Supports Mega Man on missions and serves as another family pet!
 * Likes: Dried bonito.
 * Dislikes: Trap holes.

Tango is a robotic cat that was developed by Dr. Light in order to offer additional support for Mega Man during the Star Droid incident (Mega Man V for the Game Boy), and since his creation he has served as a supporter and as an excellent pet for the Light Labs family!

Auto

 * DLN-013?
 * Created: Circa 2014
 * Occupation: Dr. Light's new "#1 Lab Assistant" (according to Auto himself).
 * Likes: Trivia.
 * Dislikes: Studying.

Auto was created after the First Annual Robot Tournament by Dr. Light to serve as his new lab assistant. Since then, Auto has worked in Light Labs building many new helpful inventions for Mega Man to use while out fighting Wily's forces. Typically, Mega Man could bring Auto screws and other parts that he receives while fighting and Auto would use them to build upgrades and other such things.

Additionally, Auto has supported Mega Man in combat with his giant rocket-launcher, proving to be quite a powerful ally!

Bass

 * SWN-001
 * Created: Circa 2014
 * Occupation: Created by Wily as the ultimate counter against Mega Man
 * Likes: To be the ultimate destroyer legend.
 * Dislikes: Anybody who is stronger than he is.

Dr. Wily, tired of constantly being defeated at the hands of his rival, Dr. Light, and Mega Man, finally decided after six defeats that it was time to construct a robot that would be far more powerful than any of the "Robot Masters" that he had ever constructed- a robot far surpassing even the power of Mega Man!

Wily begins to experiment with a new element named Bassnium and thus through its production he does create something that far surpasses his expectations- Bass! Bass possesses a rapid-fire energy cannon that can, of course, fire in any direction (and through amplification can rapid-fire in a charged-up state!), and additionally he possesses a quick dash and double-jump capacity! Thus, Wily was sure that he had finally built something that was capable of destroying his rival!

This creation is even capable of merging with its canine side-kick, Treble, forming a combination that is far more powerful than the Jet Mega Man and allows him to fly around and rapidly fire at all nearby targets.

Yet, Bass' arrogance makes him extremely independent of his creator and he often acts on his own, seeking to find the "strongest robots" of the world and fight them, believing that he is indeed the greatest of them all. He does befriend Mega Man shortly after his creation, claiming that he was going after Wily as well, only to gain entrance to Light Labs and destroy it. After that, he and Mega Man were bitter enemies until the two occasions when they fought together- once to stop the Robot King's armies from stomping the world and then again to stop the Time Trekkers and Rockman Shadow/Quint.

Later, Wily mentions that Bass' creation was accidental as he was experimenting with Bassnium. Bass, of course, is outraged, believing that he was meant to be the "perfect" robot, to which Wily scoffs in response. Wily then reveals that he was actually creating a far more powerful robot to which Bass was simply a precursor- Zero. Bass describes this "advanced robot" as girlie, though Wily claims that he will possess an advanced AI system and far more power than anything the world has yet seen.

Treble

 * SWN-002
 * Created: Circa 2014
 * Occupation: The wolf-like support robot for Bass built by Wily.
 * Likes: Girls.
 * Dislikes: Leashes and cigarettes.

Treble is the robotic husky that was created by Dr. Wily in order to serve as Bass' companion and supporter. Treble has the ability to merge with Bass to in a maneuver known as the Treble Boost (or Gospel Boost, after Treble's name in Japan), where Bass can fly around like Jet Mega Man and blast his targets to scrap. Thus, Treble is truly a force to be reckoned with.

King

 * SWN-003? (It is unknown exactly what serial number King is, though he would come next in the Special Wily Series)
 * Created: Circa 2015
 * Occupation: Wants to create a Utopian society for robots and rebel against humans.
 * Likes: Chess
 * Dislikes: The human race.

The "Robot King" made his debut in the world with a declaration that robots were the superior beings in the earth (despite the fact that they were created by humans), and therefore it was his goal to create a robotic utopia. He proceeded to kick Dr. Wily out of his newly constructed Skull Castle, attacked the Robot Master Museum, stealing the Data CDs for Dr. Light and Wily's creations, and recruited many robots to his cause as well as creating his own (the KGN Series).

Mega Man was dispatched by Dr. Light immediately to stop the ambitions of the robotic despot, and the newly deposed Wily sent Bass, who was eager to fight the fool who claimed to be the "strongest robot", after him as well. In the end, King was defeated thanks to the efforts of Proto Man, who sacrificed himself with his Big Bang attack and was nearly destroyed, Mega Man, and Bass.

However, when Mega Man and Bass speak with him and Mega Man attempts to reason with him, King reveals that he was created by none other than Dr. Wily! Mega Man and Bass have to fight King again when Wily reprograms him, and in the end Mega Man regrets destroying him, but later he finds out that King survived!

King writes Mega Man a letter after the event telling him that he has survived and has learned that humans and robots should coexist and from that point on he works together with Mega Man to ensure peace - after all, as the "King of the Robots" he owes it to them to set a good example!

Wily reveals to Bass that he simply created King in order to test Bass' strength and see if Bass was the strongest robot, which indeed he was! Then, he shows him the blueprints for a "King II" robot, but Proto Man teleports in and destroys it. Yet, there is speculation that the King project as a whole is part of Wily's work towards the creation of an advanced and more powerful robot- Zero.

Rockman Shadow/Quint

 * DLN-001
 * Created: Circa 2006
 * Came From: Circa 2048 (37.426 years in the future from 2011)
 * Occupation: Mega Man from the future that Dr. Wily brought back to destroy the present Mega Man.
 * Likes: Digging holes for traps.
 * Dislikes: Time paradox, himself.

Around the year 2011, Dr. Wily stole a device known as the Time Skimmer from the Chronos Institute and traveled 37.426 years into the future (to around the year 2048) and not only did he steal some of the technology from the future, but he stole Mega Man himself, convincing him and reprogramming him to his cause.

This new altered version of Mega Man becomes known as "Quint," which like many of the other robots created/altered has a musical significance, in this case being the Quintet. Quint is a part of Mega Man just like members in the quintet are part of that group. Alternatively, Quint is known as "Rockman Shadow."

This new version of Rock, however, is a bit different. He comes equipped with a pogo-stick like ride instrument/weapon known as the Sakugarne that can shoot plasma beams at the enemy, and when Mega Man encounters him a few years later as "Rockman Shadow" he fights with a beam sabre and missiles.

Some find it interesting to consider that Quint is Mega Man from the future whose goal it is to destroy himself in the past. Thus, if he did succeed to destroy himself in the past, he would no longer exist in the past, therefore he would not exist in the future, but the reason that he did not exist in the past was because his future self had killed him. Thus, this creates an interesting time paradox, because the future Mega Man could not exist because he had killed himself in the past, but with his death in the past he would no longer exist in the future to travel to the past in order to destroy himself... So, thus, this paradox may very well destroy the fabric of the universe and everything would break down, but perhaps Dr. Wily did not consider this fact?

Quint leads an army of Robot Masters from the past during the Time Skimmer incident and Mega Man defeats him then, but then he returns in the year 2016 with his Time Trekkers (Robot Masters from the future that he created, part of the Dimension Series) and destroys Symphony City, so once again Mega Man and Bass are called into action. However, in the end, Rockman Shadow's death is depicted, though there are later scenes of him and the family at Light Labs, so it is generally accepted that Dr. Light repaired him and reprogrammed him to compensate for his time anomaly.

title: Mega Man (classic series)/Characters/


text:
Mega Man (classic series)/General Gameplay/

The original 1987 release of Mega Man (NES) surprised the world of video-gamers with its strikingly non-linear gameplay. Instead of having its action progress from stage-to-stage (i.e. stage 1 to stage 2), players were given the ability to select the stages they wished to play. The original game gave players six Robot Masters to choose from (possibly because Rock and Roll were considered part of the first set of eight) though Mega Man 2 (NES, 1988) set the series standard with eight Robot Masters. The action itself is 2D platforming action, with Mega Man and friends (i.e. Bass) making their way through stages, collecting power-ups and items, and ultimately reaching the showdown with Robot Masters to collect their powers if victorious. Once defeated, they would proceed to the next set of stages. This formula has been used in all the games, though Mega Man 4 (NES, 1991) introduced more plot-twists into the story.


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Mega Man (classic series)/Real-World History/

Origins
The Mega Man series was created in part by Keiji Inafune at Capcom, Inc. in 1987, with the first game being Mega Man on the original Nintendo Entertainment System (NES). Since the game's original release, the gaming community went into an uproar over it, and thus Capcom released a sequel to it called Mega Man 2 in 1988 (NES), which some consider the best NES game, which was followed by Mega Man 3 (NES) in 1990. Although the Super Nintendo was released in 1991, Capcom realized that more people owned the NES, and thus Mega Man 4 was released that year on that console. 1992 featured the release of Mega Man 5 (NES), which although the console was showing its age in the shadow of the SNES, the game was pushing the console to its limit. In late 1993 Capcom released its final game on the NES in Japan, but realizing that the system was outdated in the US, it decided not to release the title outside of the island nation. However, Nintendo picked up the license and in early 1994 released Mega Man 6. Finally, the "Blue Bomber" made his way to the 16-bit world on the SNES with Mega Man 7, showing the world what he could do (though the world had already seen Mega Man X, X2, and X3). In 1997, Capcom, in honor of Mega Man's 10th Anniversary, released Mega Man 8 on the Sony PlayStation and Sega Saturn, which included anime cutscenes as well as bonus art. Fans submitted designs for the Robot Masters for MM8, and Cut Man and Wood Man were seen as hidden bosses in the game. In 1998, Capcom released Rockman & Forte on the Super Famicom (SNES) in Japan only, which was ported to the Gameboy Advance as part of the Mega Man 15th Anniversary in 2003.

Besides the "core" set of games, however, Mega Man made appearances in Mega Man: The Power Battle, an arcade game released in 1995 featuring Mega Man, Protoman, and Bass versus many of the Robot Masters in previous titles. In 1996 a follow-up title called Mega Man 2: The Power Fighters was released. These two games were ported to the Neo-Geo Pocket Color handheld system in 2000 in the title Rockman Battle & Fighter. Mega Man also made a run in the 1998 anime-adventure title Super Adventure Rockman for the Sega Saturn.

Mega Man was the star of his own TV series, Mega Man, that started in 1995 and also appeared on the show Captain N: The Game Master, which aired in 1989.

Since then, Mega Man made his jump to the Mega Man X series in 1992/93 on the Super Nintendo, the Legends series in 1997, and then the Battle Network/EXE series in 2001 with the Gameboy Advance as well as the Zero series...What lies ahead? Only time will tell!

Mega Man Hiatus and Revival
In the early 2000's the Mega Man X, Mega Man Zero, and Mega Man Battle Network series were going strong, but since the 2004 release of the Mega Man Anniversary Collection compilation for the PlayStation 2, Xbox, and GameCube, there have been no major Mega Man releases for some time. Since the 1998 release of Rockman & Forte on the Super Nintendo, which was ported to the Gameboy Advance in 2003, there have been no original games in the classic series produced by Capcom. Some fans had feared that the series was dead. However in 2008 Capcom revived the series with the release of Mega Man 9. 2010 saw the release of Mega Man 10. 2018 saw the release of Mega Man 11.


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Mega Man (classic series)/Television Appearances/

Mega Man's first television appearance was in the 1989 show Captain N: The Game Master, though he was finally given his own show in 1995 called Mega Man, which proved to be moderately successful, especially among Mega Man fans, and ran for three seasons. In October 2003 Mega Man NT Warrior (based on the Mega Man Battle Network series) made its debut on TV Tokyo and has since become a great success and is making a great run in the United States and elsewhere. Finally, it should be noted that in 2002 Capcom released the Upon a Star- Mega Man DVD, which contained three episodes of anime that they had made in 1993 (Appearance in Japan, Wish Upon a Star, and Future Beware) that had never been released until the DVD's publication.


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Mega Man (classic series)/Spin-off Games/

Aside from the main games in the classic series, there are many more games that the original Mega Man has starred in.

Game Boy games

In 1991, Capcom introduced a "spin-off" series of sorts for the Game Boy. These games technically are not really spin-offs, but some do not consider them part of the main series. In any event, these games are:

 * Mega Man: Dr. Wily's Revenge (Gameboy, 1991)
 * Mega Man II (Gameboy, 1991)
 * Mega Man III (Gameboy, 1992)
 * Mega Man IV (Gameboy, 1993)
 * Mega Man V (Gameboy, 1994)

Mega Man All-Stars
In 1994, Capcom decided to take Nintendo's approach with Super Mario All-Stars and produce its own "Mega Man All-Stars" by compiling previous games and giving them a 16-bit facelift. What resulted was an obscure Sega Mega Drive (Genesis) game that included Mega Man, Mega Man 2, and Mega Man 3, all with upgraded graphics and remixed soundtracks. Additionally, upon completion of all three games, there was a bonus game called Wily Tower that introduced three new bosses and a new fortress to challenge Mega Man, though he could bring in whatever weapons/upgrades he wanted to from the previous games. This game had two released versions:

 * Rockman Mega World (Japanese Sega Mega Drive, 1994)
 * Mega Man: The Wily Wars (European Sega Mega Drive, 1994)

Arcade Games
Capcom took the series to the Arcade in 1995 with fighting titles that pitted Mega Man, Protoman, and Bass against many of the Robot Masters from previous titles in an all-out foray. The first game received a sequel that introduced Duo from MM8. These titles were compiled into a Neo-Geo Pocket Color game later on. These titles are:

 * Mega Man: The Power Battle (Arcade, 1995)
 * Mega Man 2: The Power Fighters (Arcade, 1996)
 * Rockman Battle & Fighters (Neo-Geo Pocket Color, 2000)

Super Adventure Rockman (FMV)

In 1998, Capcom introduced a unique interactive-anime game for the Sega Saturn that was spread over three discs. The game was basically an anime movie in which players could make choices to determine the course of events (Which direction should Mega Man go?), make split-second decisions, etc. The game also had first-person shooting battles against enemies and Robot Masters. This rather rare and unique title was:

 * Super Adventure Rockman (Sega Saturn, 1998)

WonderSwan games

In 1999, Bandai produced a "sequel" of sorts for the WonderSwan to Rockman & Forte which they called Rockman & Forte: Challenger from the Future. This game involved Quint/Rockman Shadow coming from the future with an army of advanced robots to attack the city, and Mega Man and Bass are called to action to defeat him. This game is:

 * Rockman & Forte: Challenger from the Future (WonderSwan, 1999)

Rockman Strategy
In 2001, Dream Come True released a strategy game on October 29th, 2001 for the PC (CD-ROM), but only in Taiwan and in Chinese. This game was, however, officially licensed by Capcom and has 3D graphics and many believe to be one of the best games in the series featuring Robot Masters based on the Zodiac signs, especially for a strategy title. Though it can prove to be extremely elusive, it may be possible to import it if one desires to do so. This game is:

 * Rockman Strategy (PC, 2001)


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Mega Man (classic series)/References/

 * 1.) The Mega Man Homepage: MMHP

 * 2.) GameFAQs: GameFAQs

 * 3.) Mega.Man.Classic: MM Classic

 * 4.) http://www.themechanicalmaniacs.com Mega Man 3: Mechanical Maniacs

 * 5.) Rockman Perfect Memories, ISBN 4575163546

title: Mega Man (classic series)/References/


text: Mega Man (classic series)/Printable version


text: Pragmalinguistic Peculiarities of English Slogan in Fashion Domain/Printable version


text:
Canadian Refugee Procedure/Official Languages Act

Relevant provisions of the Official Languages Act read:

Section 3: Interpretation
Definitions

3 (1) In this Act, Commissioner means the Commissioner of Official Languages for Canada appointed under section 49; (commissaire)

Crown corporation means (a) a corporation that is ultimately accountable, through a Minister, to Parliament for the conduct of its affairs, and (b) a parent Crown corporation or a wholly-owned subsidiary, within the meaning of section 83 of the Financial Administration Act; (sociétés d’État)

department means a department as defined in section 2 of the Financial Administration Act; (ministère)

federal institution includes any of the following institutions of the Parliament or government of Canada: (a) the Senate, (b) the House of Commons, (c) the Library of Parliament, (c.1) the office of the Senate Ethics Officer and the office of the Conflict of Interest and Ethics Commissioner, (c.2) the Parliamentary Protective Service, (c.3) the office of the Parliamentary Budget Officer, (d) any federal court, (e) any board, commission or council, or other body or office, established to perform a governmental function by or pursuant to an Act of Parliament or by or under the authority of the Governor in Council, (f) a department of the Government of Canada, (g) a Crown corporation established by or pursuant to an Act of Parliament, and (h) any other body that is specified by an Act of Parliament to be an agent of Her Majesty in right of Canada or to be subject to the direction of the Governor in Council or a minister of the Crown,

but does not include (i) any institution of the Legislative Assembly or government of Yukon, the Northwest Territories or Nunavut, or (j) any Indian band, band council or other body established to perform a governmental function in relation to an Indian band or other group of aboriginal people; (institutions fédérales)

National Capital Region means the National Capital Region described in the schedule to the National Capital Act. (région de la capitale nationale)

Definition of federal court (2) In this section and in Parts II and III, federal court means any court, tribunal or other body that carries out adjudicative functions and is established by or pursuant to an Act of Parliament.

Language rights 3.1 For the purposes of this Act, (a) language rights are to be given a large, liberal and purposive interpretation; (b) language rights are to be interpreted in light of their remedial character; (c) the norm for the interpretation of language rights is substantive equality; and (d) language rights are to be interpreted by taking into account that French is in a minority situation in Canada and North America due to the predominant use of English and that the English linguistic minority community in Quebec and the French linguistic minority communities in the other provinces and territories have different needs.

Part III: Administration of Justice
PART III Administration of Justice

Official languages of federal courts 14 (1) English and French are the official languages of the federal courts, and either of those languages may be used by any person in, or in any pleading in or process issuing from, any federal court.

Appearing in official language of choice (2) The choice of either official language by a person appearing before a federal court shall not be prejudicial to that person.

Hearing of witnesses in official language of choice 15 (1) Every federal court has, in any proceedings before it, the duty to ensure that any person giving evidence before it may be heard in the official language of his choice, and that in being so heard the person will not be placed at a disadvantage by not being heard in the other official language.

Duty to provide simultaneous interpretation (2) Every federal court has, in any proceedings conducted before it, the duty to ensure that, at the request of any party to the proceedings, facilities are made available for the simultaneous interpretation of the proceedings, including the evidence given and taken, from one official language into the other.

Federal court may provide simultaneous interpretation (3) A federal court may, in any proceedings conducted before it, cause facilities to be made available for the simultaneous interpretation of the proceedings, including evidence given and taken, from one official language into the other where it considers the proceedings to be of general public interest or importance or where it otherwise considers it desirable to do so for members of the public in attendance at the proceedings.

Duty to ensure understanding without an interpreter 16 (1) Every federal court, other than the Supreme Court of Canada, has the duty to ensure that (a) if English is the language chosen by the parties for proceedings conducted before it in any particular case, every judge or other officer who hears those proceedings is able to understand English without the assistance of an interpreter; (b) if French is the language chosen by the parties for proceedings conducted before it in any particular case, every judge or other officer who hears those proceedings is able to understand French without the assistance of an interpreter; and (c) if both English and French are the languages chosen by the parties for proceedings conducted before it in any particular case, every judge or other officer who hears those proceedings is able to understand both languages without the assistance of an interpreter.

Adjudicative functions (2) For greater certainty, subsection (1) applies to a federal court only in relation to its adjudicative functions.

Appointments (3) The Government of Canada must, when making appointments to the federal courts, ensure that federal courts are able to meet their duty under subsection (1).

Equal access to justice in both official languages 16.1 The Government of Canada must take into account the importance of equal access to justice in both official languages when appointing judges to superior courts.

Application for appointment 16.2 (1) A person who submits an application for appointment as a judge of a superior court shall indicate their skill level in both official languages.

Evaluation (2) The Office of the Commissioner for Federal Judicial Affairs shall evaluate, in respect of every candidate who indicated that they have skills in both official languages, the candidate’s ability to speak and understand clearly both official languages.

Language training 16.3 The Office of the Commissioner for Federal Judicial Affairs shall provide the necessary language training to the judges of the superior courts.

Authority to make implementing rules 17 (1) The Governor in Council may make any rules governing the procedure in proceedings before any federal court, other than the Supreme Court of Canada, the Federal Court of Appeal, the Federal Court or the Tax Court of Canada, including rules respecting the giving of notice, that the Governor in Council deems necessary to enable that federal court to comply with sections 15 and 16 in the exercise of any of its powers or duties.

Supreme Court, Federal Court of Appeal, Federal Court and Tax Court of Canada (2) Subject to the approval of the Governor in Council, the Supreme Court of Canada, the Federal Court of Appeal, the Federal Court and the Tax Court of Canada may make any rules governing the procedure in their own proceedings, including rules respecting the giving of notice, that they deem necessary to enable themselves to comply with sections 15 and 16 in the exercise of any of their powers or duties.

Section 18: Language of civil proceedings where Her Majesty is a party
Language of civil proceedings where Her Majesty is a party 18 Where Her Majesty in right of Canada or a federal institution is a party to civil proceedings before a federal court, (a) Her Majesty or the institution concerned shall use, in any oral or written pleadings in the proceedings, the official language chosen by the other parties unless it is established by Her Majesty or the institution that reasonable notice of the language chosen has not been given; and (b) if the other parties fail to choose or agree on the official language to be used in those pleadings, Her Majesty or the institution concerned shall use such official language as is reasonable, having regard to the circumstances.

Commentary
For commentary, see: Canadian Refugee Procedure/RPD Rules 31-43 - Documents.

Section 19: Bilingual forms
Bilingual forms 19 (1) The pre-printed portion of any form that is used in proceedings before a federal court and is required to be served by any federal institution that is a party to the proceedings on any other party shall be in both official languages.

Particular details (2) The particular details that are added to a form referred to in subsection (1) may be set out in either official language but, where the details are set out in only one official language, it shall be clearly indicated on the form that a translation of the details into the other official language may be obtained, and, if a request for a translation is made, a translation shall be made available forthwith by the party that served the form.

Section 20: Decisions, orders and judgments
Decisions, orders and judgments that must be made available simultaneously 20 (1) Any final decision, order or judgment, including any reasons given therefor, issued by any federal court shall be made available simultaneously in both official languages where (a) the decision, order or judgment determines a question of law of general public interest or importance; or (b) the proceedings leading to its issuance were conducted in whole or in part in both official languages.

Other decisions, orders and judgments (2) Where (a) any final decision, order or judgment issued by a federal court is not required by subsection (1) to be made available simultaneously in both official languages, or (b) the decision, order or judgment is required by paragraph (1)(a) to be made available simultaneously in both official languages but the court is of the opinion that to make the decision, order or judgment, including any reasons given therefor, available simultaneously in both official languages would occasion a delay prejudicial to the public interest or resulting in injustice or hardship to any party to the proceedings leading to its issuance,

the decision, order or judgment, including any reasons given therefor, shall be issued in the first instance in one of the official languages and thereafter, at the earliest possible time, in the other official language, each version to be effective from the time the first version is effective.

Oral rendition of decisions not affected (3) Nothing in subsection (1) or (2) shall be construed as prohibiting the oral rendition or delivery, in only one of the official languages, of any decision, order or judgment or any reasons given therefor.

Decisions not invalidated (4) No decision, order or judgment issued by a federal court is invalid by reason only that it was not made or issued in both official languages.

Commentary
For commentary, see: Canadian Refugee Procedure/RPD Rules 67-68 - Decisions


text: Memory Management/Printable version

title: Memory Management/Printable version


text: A First Course to Network Coding/Printable version


text: Vedic Mathematics/Printable version

title: Vedic Mathematics/Printable version


text: Category:Book:Primary Care Occupational Therapy Annotated Bibliography


text: Bards Old Time Fiddle Tunebook Supplement/Printable version


text:
Mario & Luigi: Partners in Time/About

Releases of the game
Mario & Luigi: Partners in Time was originally released for the Nintendo DS handheld game console, and was later re-released for the Nintendo Wii U home game console.

Release dates

 * North America: November 28, 2005
 * Japan: December 29, 2005
 * Europe: January 27, 2006
 * United Kingdom (UK): February 10, 2006
 * Australia: February 23, 2006

About this Wikibook
This Wikibook was started on July 16th, 2021 with the creation of the page Mario & Luigi: Partners in Time/Plot Summary.

title: Mario & Luigi: Partners in Time/About


text: US Corporate Law/Printable version

title: US Corporate Law/Printable version


text: Tulu/Printable version

title: Tulu/Printable version


text: Web App Development with Google Apps Script/Printable version


text: Project+/Printable version

title: Project+/Printable version


text: Konkani/Printable version

title: Konkani/Printable version


text: A Chronological Survey of Sedimentary Landforms in the Continental United States/Printable version


text: Bahai Education/Printable version

title: Bahai Education/Printable version


text: Category:Book:Learn Philippine Languages


text: Zulu/Printable version

title: Zulu/Printable version


text:
Internet Fundamentals/Culture

The internet has cultivated a unique culture, one with it's own norms and etiquette. While specific services and websites often have their own distinct culture, there are a few general rules of thumb that apply most places. These fundamentals are often called netiquette.

Common, but not universal, cultural norms online can include:

Spam
Activities which could be seen as "Spam" should be avoided. These can include unwarranted solicitation of commercial goods, but can also include non-commercial activities, such as sending a large number of messages in quick succession, making nonconstructive posts, or otherwise acting in a way that is seen as detrimental to the community.

Reviving old threads
Most forms typically look down on or prohibit "reviving" or "necroing" old threads by creating new posts in them.

What counts as an old post depends highly on the specific community, with some considering day old threads to be old news, and others allowing for the posting in threads that are several years old.

Generally, it's OK to post in a thread that has had active commentary recently. If a community has a thread that was started in 2008 and has had active discussion to the present day, it's not reviving that thread, since the thread never "died". However posting in a different thread that was started in 2008 and hasn't seen a post since 2009 would likely be seen as reviving that thread, and a potential breach of netiquitte.

title: Internet Fundamentals/Culture


text:
A Beginner's Arduino Guide/Projects/Sensors

You can make use of sensors to detect events and changes in the real world, and have your Arduino respond to them.

Common sensors include:
 * Photosensors - Measures the level of light in an area.
 * Microphones - Often used for detecting loud noises. (Most Arduino computers aren't suitable for voice recognition)
 * Ultrasonic rangefinders - Bounces inaudible sounds off of objects and listens for their echo to determine distance from objects.


text: Primitive Technology/Printable version

title: Primitive Technology/Printable version


text: Wikijunior:Countries A-Z/Tajikistan

title: Wikijunior:Countries A-Z/Tajikistan


text: Wikijunior:Countries A-Z/Tajikistan/Image


text: Wikijunior:Countries A-Z/Turkmenistan

title: Wikijunior:Countries A-Z/Turkmenistan


text: Wikijunior:Countries A-Z/Turkmenistan/Image


text: Wikijunior:Countries A-Z/Taiwan

title: Wikijunior:Countries A-Z/Taiwan


text: Wikijunior:Countries A-Z/Taiwan/Image

title: Wikijunior:Countries A-Z/Taiwan/Image


text:
A Beginner's Arduino Guide/Projects/Digital Display

There are several kinds of displays that can be used with an Arduino.
 * Character based - Typically easy to work with, these are usually designed to output text only.
 * Graphical - More difficult to work with. Allows the display to draw arbitrary images.


text: Application Development with Harbour/Printable version


text: Wikijunior:Countries A-Z/Tanzania

title: Wikijunior:Countries A-Z/Tanzania


text: Wikijunior:Countries A-Z/Tanzania/Image

title: Wikijunior:Countries A-Z/Tanzania/Image