History VideoGame / MegaMan2

2nd May '18 4:54:23 PM NESBoy
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* LimitedSpecialCollectorsUltimateEdition: In 2018, in honor of [[MilestoneCelebration the franchise's 30th anniversary]], the game was rereleased in a limited 8,500 cartridge production run on the NES. Most of these cartridges are opaque light blue, though 1,000 of them are a special translucent, glow-in-the-dark blue.
22nd Apr '18 3:02:49 PM EthanLac
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* DWN-014: Flash Man, weak to Metal Blade, gives the [[TimeStandsStill Time Stopper]].

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* DWN-014: Flash Man, weak to Metal Crash Bomber[=/=]Metal Blade, gives the [[TimeStandsStill Time Stopper]].
16th Apr '18 12:15:12 PM ViperAcidZX
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''VideoGame/MegaMan2'' (''Rockman 2: The Mystery Of Dr. Wily'' in Japan) is a run and gun {{Platformer}} VideoGame, released by Creator/{{Capcom}} for the [[UsefulNotes/NintendoEntertainmentSystem NES]] in 1989 (1988 in Japan).

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''VideoGame/MegaMan2'' ''Mega Man 2'' (''Rockman 2: The Mystery Of of Dr. Wily'' in Japan) is a run and gun {{Platformer}} VideoGame, released by Creator/{{Capcom}} for the [[UsefulNotes/NintendoEntertainmentSystem NES]] in 1989 (1988 in Japan).



The core gameplay from the previous game remains largely the same. You, as Mega Man, run and gun through stages and defeat their bosses in a non-linear order while [[PowerCopying acquiring their weapons]] to use against another boss in a [[ElementalRockPaperScissors rock-paper-scissors]] strategy. The developers made numerous changes, however, to make the gameplay more flexible and accessible to gamers. ''Mega Man 2'' offers two difficulty settings[[note]]only in the North American version; the Japanese version only has the "Difficult" setting[[/note]], a new password function, three special items, and energy-refilling E-Tanks to make the game more forgiving in difficulty. The boss roster received two extra slots (eight robots rather than six) and the stage designs are much improved over the previous game's. The presentation also received some extra love courtesy of well-designed stages, better spritework and artwork, a cartoony plethora of enemies cribbed from design contests, and [[AwesomeMusic/MegaMan a load of energetic 8-bit tunes]] to complete the picture. Capcom also dropped the arcade-style score system from the original, but nobody really missed it.

In other words: ''Mega Man 2'' [[EvenBetterSequel manages to top the original in nearly every way imaginable.]]

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The core gameplay from the previous game remains largely the same. You, as Mega Man, run and gun through stages and defeat their bosses in a non-linear order while [[PowerCopying acquiring their weapons]] to use against another boss in a [[ElementalRockPaperScissors rock-paper-scissors]] strategy. The developers made numerous changes, however, to make the gameplay more flexible and accessible to gamers. ''Mega Man 2'' offers two difficulty settings[[note]]only in the North American version; the Japanese version only has the "Difficult" setting[[/note]], a new password function, three special items, and energy-refilling E-Tanks to make the game more forgiving in difficulty. The boss roster received two extra slots (eight robots rather than six) and the stage designs are much improved over the previous game's. The presentation also received some extra love courtesy of well-designed stages, better spritework sprite and artwork, a cartoony plethora of enemies cribbed from design contests, and [[AwesomeMusic/MegaMan a load of energetic 8-bit tunes]] to complete the picture. Capcom also dropped the arcade-style score system from the original, but nobody really missed it.

In other words: ''Mega Man 2'' [[EvenBetterSequel manages to top the original in nearly every way imaginable.]]
imaginable]].



The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major rerelease as part of ''Anniversary Collection'' for [[UsefulNotes/PlayStation2 PS2]], UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in a portable UsefulNotes/SegaGenesis re-release (the ''Sega Genesis Ultimate Portable Game Player'' -- [[BadExportForYou but without the save feature and extra Wily Tower game]]).

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The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major rerelease re-release as part of ''Anniversary Collection'' for [[UsefulNotes/PlayStation2 PS2]], UsefulNotes/PlayStation2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in a portable UsefulNotes/SegaGenesis re-release (the ''Sega Genesis Ultimate Portable Game Player'' -- [[BadExportForYou but without the save feature and extra Wily Tower game]]).









18th Mar '18 8:59:14 PM Luigifan
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The core gameplay from the previous game remains largely the same. You, as Mega Man, run and gun through stages and defeat their bosses in a non-linear order while [[PowerCopying acquiring their weapons]] to use against another boss in a [[ElementalRockPaperScissors rock-paper-scissors]] strategy. The developers made numerous changes, however, to make the gameplay more flexible and accessible to gamers. ''Mega Man 2'' offers two difficulty settings [[note]] Only in the North American version. The Japanese version only has the "Difficult" setting. [[/note]], a new password function, three special items, and energy-refilling E-Tanks to make the game more forgiving in difficulty. The boss roster received two extra slots (eight robots rather than six) and the stage designs are much improved over the previous game's. The presentation also received some extra love courtesy of well-designed stages, better spritework and artwork, a cartoony plethora of enemies cribbed from design contests, and [[AwesomeMusic/MegaMan a load of energetic 8-bit tunes]] to complete the picture. Capcom also dropped the arcade-style score system from the original, but nobody really missed it.

to:

The core gameplay from the previous game remains largely the same. You, as Mega Man, run and gun through stages and defeat their bosses in a non-linear order while [[PowerCopying acquiring their weapons]] to use against another boss in a [[ElementalRockPaperScissors rock-paper-scissors]] strategy. The developers made numerous changes, however, to make the gameplay more flexible and accessible to gamers. ''Mega Man 2'' offers two difficulty settings [[note]] Only settings[[note]]only in the North American version. The version; the Japanese version only has the "Difficult" setting. [[/note]], setting[[/note]], a new password function, three special items, and energy-refilling E-Tanks to make the game more forgiving in difficulty. The boss roster received two extra slots (eight robots rather than six) and the stage designs are much improved over the previous game's. The presentation also received some extra love courtesy of well-designed stages, better spritework and artwork, a cartoony plethora of enemies cribbed from design contests, and [[AwesomeMusic/MegaMan a load of energetic 8-bit tunes]] to complete the picture. Capcom also dropped the arcade-style score system from the original, but nobody really missed it.



* DWN-016: Wood Man, weak to Atomic Fire[=/=]Air Shooter[[note]]technically, the Metal Blade/Crash Bomb, too.[[/note]], gives the [[GreenThumb Leaf]] [[ThrowingYourShieldAlwaysWorks Shield]].

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* DWN-016: Wood Man, weak to Atomic Fire[=/=]Air Shooter[[note]]technically, the Metal Blade/Crash Bomb, too.[[/note]], too[[/note]], gives the [[GreenThumb Leaf]] [[ThrowingYourShieldAlwaysWorks Shield]].
19th Feb '18 11:40:08 PM Pocketim
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** The Wily Wars remake ramps things up. Although it allows you to keep your E-Tanks after a Game Over, this is counter-balanced by the removal of the normal difficulty setting and several robot masters taking even less damage from your attacks then they did in Difficult mode from the NES version. Wood Man is also a significantly more difficult fight due to his leaf shield projectile having a larger hitbox that is much more difficult to jump over.
12th Feb '18 2:31:38 PM Hawaii_Knut
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* BoringButPractical: The Mega Buster, due in part to its quick firing, infinite ammo and being able to kill some enemies that are immune to the Metal Blade.

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* BoringButPractical: BoringButPractical:
**
The Mega Buster, due in part to its quick firing, infinite ammo and being able to kill some enemies that are immune to the Metal Blade.Blade.
** The Bubble Lead isn't the best weapon in the game, but it can be used to detect fake floors.
29th Jan '18 4:08:47 PM LlamaAdventure
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* SchizophrenicDifficulty: Similar to the boss situation, certain stages are either brutally difficult or utterly trivial depending on whether you have the right weapon or item on hand (i.e. Flash Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.)

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* SchizophrenicDifficulty: Similar to the boss situation, certain stages are either brutally difficult or utterly trivial depending on whether you have the right weapon or item on hand (i.e. Flash Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.)) Though in Quick Man's case, having Flash Stopper on hand gives you a choice whether you want to have a hard time with the stage or a hard time with the boss.
29th Jan '18 4:05:36 PM LlamaAdventure
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* SchizophrenicDifficulty: Similar to the boss situation, certain stages fluctuate between brutally difficult or utterly trivial depending on whether you have the right weapon or iteem on hand (i.e. Flash Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.)

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* SchizophrenicDifficulty: Similar to the boss situation, certain stages fluctuate between are either brutally difficult or utterly trivial depending on whether you have the right weapon or iteem item on hand (i.e. Flash Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.)
29th Jan '18 4:05:00 PM LlamaAdventure
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Added DiffLines:

* SchizophrenicDifficulty: Similar to the boss situation, certain stages fluctuate between brutally difficult or utterly trivial depending on whether you have the right weapon or iteem on hand (i.e. Flash Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.)
20th Jan '18 5:55:47 PM costanton11
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[[SimilarlyNamedWorks Don't confuse this game with]] ''VideoGame/MegaMan2ThePowerFighters'' for the Arcade or ''VideoGame/MegaManII'' for the GameBoy (the latter of which is a companion title to the NES version and is widely considered to be on the opposite end of the quality spectrum).

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[[SimilarlyNamedWorks Don't confuse this game with]] ''VideoGame/MegaMan2ThePowerFighters'' for the Arcade or ''VideoGame/MegaManII'' for the GameBoy UsefulNotes/GameBoy (the latter of which is a companion title to the NES version and is widely considered to be on the opposite end of the quality spectrum).
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