History Videogame / MegaMan2

16th Dec '17 8:00:28 AM DecisiveShark
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* TheDevTeamThinksOfEverything: A section of Quick Man's stage has the lights go out, only to be restored by the torches of enemies in the area. When this happens, everything is recolored in an orange tone, reflecting the fact that it is being illuminated by fire.
27th Oct '17 7:20:04 AM JRads47
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* BookEnds: The game starts with Mega Man putting on his helmet and ends with a shot of it abandoned.
11th May '17 10:46:00 AM Prinzenick
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[[SimilarlyNamedWorks Don't confuse this game with]] ''Mega Man 2: The Power Fighters'' 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]] ''Mega Man 2: The Power Fighters'' ''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).
20th Apr '17 7:01:54 PM Prinzenick
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* SelfImposedChallenge:
** Beating the game with [[MinimalistRun only the Mega Buster (except in spots where you absolutely need to use a certain weapon or item)]].
** Beating the game [[NoDamageRun without taking a single hit]] or [[NoDeathRun dying even once]].
20th Apr '17 6:46:25 PM Prinzenick
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While the [[VideoGame/MegaMan1 original game]] was only a modest hit, this sequel became the best-selling game in the entire series (over 1.5 million copies). To this day, critics and fans alike consider ''Mega Man 2'' not only one of the best [[UsefulNotes/NintendoEntertainmentSystem NES]] games ''and'' one of the best games (if not ''the'' best game) in the whole series, but also ''one of the greatest video games of all time''. Even Keiji Inafune himself calls this one his favorite game in the series.

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While the [[VideoGame/MegaMan1 original game]] was only a modest hit, hit in Japan and an outright flop in the US, this sequel quickly put the series on the map worldwide and became the best-selling game in the entire series (over 1.5 million copies). To this day, critics and fans alike consider ''Mega Man 2'' not only one of the best [[UsefulNotes/NintendoEntertainmentSystem NES]] games ''and'' one of the best games (if not ''the'' best game) in the whole series, but also ''one of the greatest video games of all time''. Even Keiji Inafune himself calls this one his favorite game in the series.
20th Apr '17 6:44:10 PM Prinzenick
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The core gameplay from the previous game remains largely the same. You, as Mega Man, go around beating 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.

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The core gameplay from the previous game remains largely the same. You, as Mega Man, go around beating 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.
4th Mar '17 2:42:17 AM SpinAttaxx
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* CoresAndTurretsBoss: The boss of Wily Castle 4, the Buebeam Trap.

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* CoresAndTurretsBoss: The boss of Wily Castle 4, the Buebeam Boobeam Trap.



* DiscOneNuke: The Metal Blade is the most powerful weapon in the game -- and one of the most powerful in the entire series. It delivers high damage, cuts through multiple mooks at a time, has a machine gun rate of fire, travels fast and long, can be shot in eight directions, has [[RuleOfCool a cool appearance]], and comes with an ammo capacity so large (112 shots) that it takes a conscious effort to deplete it. On top of all that, besides Metal Man being very easy to beat (meaning you can get the weapon right at the start of the game), the Metal Blade is a major weakness for four of the robot masters, the second-to-last boss, and ''[[DeathByIrony Metal Man]] [[OneHitKill himself]]''. If it weren't for several enemies and some of the bosses being immune to the Metal Blade [[note]] Air Man, Crash Man, Quick Man, Mecha Dragon, Guts Tank, Buebeam Trap and the Alien [[/note]], it would make the Mega Buster all but obsolete.

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* DiscOneNuke: The Metal Blade is the most powerful weapon in the game -- and one of the most powerful in the entire series. It delivers high damage, cuts through multiple mooks at a time, has a machine gun rate of fire, travels fast and long, can be shot in eight directions, has [[RuleOfCool a cool appearance]], and comes with an ammo capacity so large (112 shots) that it takes a conscious effort to deplete it. On top of all that, besides Metal Man being very easy to beat (meaning you can get the weapon right at the start of the game), the Metal Blade is a major weakness for four of the robot masters, the second-to-last boss, and ''[[DeathByIrony Metal Man]] [[OneHitKill himself]]''. If it weren't for several enemies and some of the bosses being immune to the Metal Blade [[note]] Air Man, Crash Man, Quick Man, Mecha Dragon, Guts Tank, Buebeam Boobeam Trap and the Alien [[/note]], it would make the Mega Buster all but obsolete.



* EpilepticFlashingLights: The Wily Castle bosses in particular; when fighting the Mecha Dragon, Guts Tank, Wily Machine 2, and [[spoiler: the Alien]], the whole screen flashes white ''every time they take damage''. After defeating them, the screen continues to rapidly flash while they fade out. The screen does not flash while fighting the Picopico-kun and Buebeam Trap, although it still rapidly flashes after they're defeated. The [[UsefulNotes/Nintendo3DS 3DS]] Virtual Console version tones down the screen flashing, though this is likely because of different screen refresh rates.

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* EpilepticFlashingLights: The Wily Castle bosses in particular; when fighting the Mecha Dragon, Guts Tank, Wily Machine 2, and [[spoiler: the Alien]], the whole screen flashes white ''every time they take damage''. After defeating them, the screen continues to rapidly flash while they fade out. The screen does not flash while fighting the Picopico-kun and Buebeam Boobeam Trap, although it still rapidly flashes after they're defeated. The [[UsefulNotes/Nintendo3DS 3DS]] Virtual Console version tones down the screen flashing, though this is likely because of different screen refresh rates.



** Destroying all the walls in the Buebeam Trap room, dying, refilling the Crash Bomber, and returning will result in the walls not returning (so long as the player didn't get a game over), making it significantly easier.

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** Destroying all the walls in the Buebeam Boobeam Trap room, dying, refilling the Crash Bomber, and returning will result in the walls not returning (so long as the player didn't get a game over), making it significantly easier.



** Several of the enemy names have this (Robbit, Buebeam Trap etc.).
* PuzzleBoss: The Buebeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it.

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** Several of the enemy names have this (Robbit, Buebeam Boobeam Trap etc.).
* PuzzleBoss: The Buebeam Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it.



* SharedLifeMeter: The game has the Buebeam Trap and Picopico-kun in Wily's Castle, the former being a series of turrets on the walls that all have to be destroyed, the latter featuring wall panels that combine into flying robots.

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* SharedLifeMeter: The game has the Buebeam Boobeam Trap and Picopico-kun in Wily's Castle, the former being a series of turrets on the walls that all have to be destroyed, the latter featuring wall panels that combine into flying robots.



* TimeStandsStill: The Time Stopper, as you could no doubt tell, freezes all enemies and projectiles in the area for the duration of its effect (though curiously, the Buebeam Trap isn't affected despite its graphics freezing like other enemies).

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* TimeStandsStill: The Time Stopper, as you could no doubt tell, freezes all enemies and projectiles in the area for the duration of its effect (though curiously, the Buebeam Boobeam Trap isn't affected despite its graphics freezing like other enemies).



* TrialAndErrorGameplay: Quick Man's stage. Wily Castle 4, by virtue of its invisible pits, as well as the Buebeam Trap boss, also has this.

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* TrialAndErrorGameplay: Quick Man's stage. Wily Castle 4, by virtue of its invisible pits, as well as the Buebeam Boobeam Trap boss, also has this.



* UnwinnableByDesign: The Buebeam Trap if your Crash Bomber ammo is not completely full. Also, the final boss is impossible to defeat if you don't have enough Bubble Lead ammo. You aren't ''stuck'' per se, but you'll need to sacrifice some extra lives, especially for the latter case, as you're unable to farm for weapon energy in the final level.

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* UnwinnableByDesign: UnwinnableByDesign:
**
The Buebeam Boobeam Trap if your can't be damaged by anything other than the limited-use Crash Bomber Bomber. There's no way to restore ammo is not completely full. Also, during the fight, so if you waste even one shot (or come in with less than a full stack), you've already doomed yourself. Fortunately, you aren't truly ''stuck'', but you will need to sacrifice a life and fight enemies in the hopes of squeezing ammo from them.
** The
final boss is impossible to defeat if you don't have enough Bubble Lead ammo. You aren't ''stuck'' per se, but you'll need to sacrifice some extra lives, especially for the latter case, as As you're unable to farm for weapon energy in the final level.level, your only course of action in this scenario is getting a Game Over.
25th Feb '17 5:33:07 AM lalalei2001
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The core gameplay from the previous game remains largely the same: You, as Mega Man, go around beating 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 those well-designed stages, better spritework, 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 score system from the original, but nobody really missed it.

to:

The core gameplay from the previous game remains largely the same: same. You, as Mega Man, go around beating 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: 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 those well-designed stages, better spritework, 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.
25th Feb '17 5:23:35 AM ExSlacker
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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 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 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]]).



* TemporaryPlatform: Both malevolent and benevolent, both of the "timed" variety. Heat Man's stage brings back the infamous Appearing Blocks. The three Items you get in the game serve as helpful platforms. Can be also considered as NoobBridge, as most people find this long section of Appearing Blocks very difficult, and often chooses to use Item 2 to get through. It doesn't help that an extra life is teasing you midway through it. This is also the point where people get stuck in a loop: To get past the Appearing Blocks they need to get Item 2 from Air Man, Air Man is painfully difficult to fight because he blocks your shots with an Air Shot wall that he sends at you (Some patterns being utterly unavoidable), Air Man's weakness is the Leaf Shield you get from Wood Man, Wood Man is nearly as painful as Air Man, Wood Man's weakness is Atomic Fire from Heat Man, Heat Man's stage has that Appearing Blocks section that needs Item 2 to get through easily. So, unless you can beat Air Man, Wood Man or Heat Man, you will find yourself stuck in a loop. ''Airman ga Taosenai''[[note]]"I Can't Defeat Airman", for those who don't know Japanese[[/note]] sums up this dilemma. [[TakeAThirdOption Of course, Wood Man is ALSO weak to the Metal Blade...]]

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* TemporaryPlatform: Both malevolent and benevolent, both of the "timed" variety. Heat Man's stage brings back the infamous Appearing Blocks. The three Items you get in the game serve as helpful platforms. Can be also considered as NoobBridge, as most people find this long section of Appearing Blocks very difficult, and often chooses to use Item 2 to get through. It doesn't help that an extra life is teasing you midway through it. This is also the point where people get stuck in a loop: To get past the Appearing Blocks they need to get Item 2 from Air Man, Air Man is painfully difficult to fight because he blocks your shots with an Air Shot wall that he sends at you (Some patterns being utterly unavoidable), Air Man's weakness is the Leaf Shield you get from Wood Man, Wood Man is nearly as painful as Air Man, Wood Man's weakness is Atomic Fire from Heat Man, Heat Man's stage has that Appearing Blocks section that needs Item 2 to get through easily. So, unless you can beat Air Man, Wood Man or Heat Man, you will find yourself stuck in a loop. ''Airman ga Taosenai''[[note]]"I Can't Defeat Airman", [=AirMan=]", for those who don't know Japanese[[/note]] sums up this dilemma. [[TakeAThirdOption Of course, Wood Man is ALSO weak to the Metal Blade...]]
21st Dec '16 8:13:24 AM Superjustinbros
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* WakeUpCallBoss: Air Man is considered one of the hardest bosses in the series. Basically, don't fight this guy without his weakness weapon; He jumps from one side of the field to the other, shooting near impossible to dodge tornado projectiles.

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* WakeUpCallBoss: WakeUpCallBoss:
**
Air Man is considered one of the hardest bosses in the series. Basically, don't fight this guy without his weakness weapon; He jumps from one side of the field to the other, shooting near impossible to dodge tornado projectiles. However, if you abuse weakness frames you can down Air Man relatively quickly, faster than he can drain your life.
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