History Videogame / MegaMan2

29th Aug '16 4:53:05 PM bt8257
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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 entire 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.

to:

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 entire 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.
13th Jul '16 8:34:24 PM gewunomox
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-->--[[https://www.youtube.com/watch?v=N8Ao63nmzuE The intro to the game]], [[ExcusePlot summing up its entire story.]]

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-->--[[https://www.youtube.com/watch?v=N8Ao63nmzuE The -->--The intro to the game]], game, [[ExcusePlot summing up its entire story.]]
13th Jul '16 8:54:44 AM gewunomox
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* DiscOneFinalBoss: [[spoiler:Wily Machine 2.]]
* 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, Boobeam Trap and the Alien[[/note]], it would make the Mega Buster all but obsolete.
** The Quick Boomerang isn't as impressive as the Metal Blade, but it isn't a bad substitute: it also has a ton of ammo and travels in an arc that makes hitting things above and below the level of the Mega Buster much easier. (It doesn't have the range of the Metal Blade, though.) The original release of the game also gave Quick Boomerangs an extra bit of utility thanks to a bug that was not caught before it shipped: the weapon would damage ''any'' stage enemy (but not necessarily the bosses) without fail -- including some enemies that are otherwise invincible. (Capcom fixed that bug in ''Wily Wars''.)

to:

* DiscOneFinalBoss: [[spoiler:Wily [[spoiler: Wily Machine 2.]]
* 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 [[note]] Air Man, Crash Man, Quick Man, Mecha Dragon, Guts Tank, Boobeam Trap and the Alien[[/note]], Alien [[/note]], it would make the Mega Buster all but obsolete.
** The Quick Boomerang isn't as impressive as the Metal Blade, but it isn't a bad substitute: it It also has a ton of ammo and travels in an arc that makes hitting things above and below the level of the Mega Buster much easier. (It doesn't have the range of the Metal Blade, though.) The original release of the game also gave Quick Boomerangs an extra bit of utility thanks to a bug that was not caught before it shipped: the The weapon would damage ''any'' stage enemy (but not necessarily the bosses) without fail -- including some enemies that are otherwise invincible. (Capcom fixed that bug in ''Wily Wars''.)



* EasyLevelTrick: On the very last stage, hold right and keep going. You will be ahead of all the lava/acid drips that you don't need to time your movements.

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* EasyLevelTrick: On the very last stage, hold right and keep going. You will be ahead of all the lava/acid lava / acid drips that you don't need to time your movements.



* EpilepticFlashingLights: The Wily Castle bosses in paticular; 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 Boobeam Trap, although it still rapidly flashes after they're defeated. The [[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 paticular; particular; when fighting the Mecha Dragon, Guts Tank, Wily Machine 2, and [[spoiler:the [[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 Boobeam Trap, although it still rapidly flashes after they're defeated. The [[Nintendo3DS [[UsefulNotes/Nintendo3DS 3DS]] Virtual Console version tones down the screen flashing, though this is likely because of different screen refresh rates.



*** Why does the Time Stopper hurt him? All of Wily's robots have devices that protect them from it... but Quick Man's is faulty.

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*** Why does the Time Stopper hurt him? All of Wily's robots have devices that protect them from it... but But Quick Man's is faulty.



* {{Flight}}: [[spoiler:Wily's alien form]] is capable of this [[spoiler:by virtue of being a floating holosphere.]]

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* {{Flight}}: [[spoiler:Wily's [[spoiler: Wily's alien form]] is capable of this [[spoiler:by [[spoiler: by virtue of being a floating holosphere.]]



* FrictionlessIce: Although it's not really ice (in fact, the ''Wily Wars'' version makes it out to be crystals), Flash Man's stage is made up of surfaces that carry Mega Man forward even after he stops/tries to change direction.
* GameMod: More [=ROM=] hacks exist of ''2'' than of any other game in the series (and possibly more than all of the other games ''combined'').

to:

* FrictionlessIce: Although it's not really ice (in fact, the ''Wily Wars'' version makes it out to be crystals), Flash Man's stage is made up of surfaces that carry Mega Man forward even after he stops/tries stops / tries to change direction.
* GameMod: More [=ROM=] ROM hacks exist of ''2'' than of any other game in the series (and possibly more than all of the other games ''combined'').



* HollywoodAcid: Presumbly what is dripping from the ceiling in the very final level, judging by the high damage it inflicts on Mega Man.

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* HollywoodAcid: Presumbly Presumably what is dripping from the ceiling in the very final level, judging by the high damage it inflicts on Mega Man.



* InCaseOfBossFightBreakGlass: The second form of Wily Machine 2 can only be damaged by hitting the glass cockpt where Wily himself is.

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* InCaseOfBossFightBreakGlass: The second form of Wily Machine 2 can only be damaged by hitting the glass cockpt cockpit where Wily himself is.



* InvincibleMinorMinion: Mets and Springers. Unless you use certaiin weapons on said Springers.

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* InvincibleMinorMinion: Mets and Springers. Unless you use certaiin certain weapons on said Springers.



* JokeWeapon: The Bubble Lead, which is only useful for beating Heat Man, one of the Wily Castle bosses, and the [[spoiler:final,]] final boss. It's also useful in detecting the fake floor traps in Wily Stage 4.
* KillItWithFire: Wood Man's biggest weakness is against the Atomic Fire, with a fully charged shot able to one-shot him on American difficulty.
* KillItWithWater: Heat Man's weakness, as well as the weakness of the [[spoiler:actual]] final boss.

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* JokeWeapon: The Bubble Lead, which is only useful for beating Heat Man, one of the Wily Castle bosses, and the [[spoiler:final,]] [[spoiler: final,]] final boss. It's also useful in detecting the fake floor traps in Wily Stage 4.
* KillItWithFire: Wood Man's biggest weakness is against the Atomic Fire, with a fully charged shot able to one-shot him on American difficulty.
difficulty.
* KillItWithWater: Heat Man's weakness, as well as the weakness of the [[spoiler:actual]] [[spoiler: actual]] final boss.



* LethalJokeWeapon: Truth be told, the Bubble Lead isn't a terrible weapon. It's useful for hitting enemies below the Mega Buster's line of fire and is a strong weapon in its own right. It just suffers from the same issues that most of the weapons in ''2'' do: Whatever it can do, the Metal Blade can usually do better.



* LethalJokeWeapon: Truth be told, the Bubble Lead isn't a terrible weapon. It's useful for hitting enemies below the Mega Buster's line of fire and is a strong weapon in its own right. It just suffers from the same issues that most of the weapons in ''2'' do: whatever it can do, the Metal Blade can usually do better.
* LogicalWeakness: Wood Man, despite being a robot, is made of wood and is weak to Heat Man's weapon. Heat Man, however, is naturally weak to Bubble Man's weapon. Bubble Man's weakness to the Metal Blades also makes sense as bubbles do not react well to sharp stuff. Quick Man, meanwhile, is weak against the Time Stopper. This even extendts to the enemies - the firey Changkey Makers are destroyed in one shot by the Bubble Lead and Air Shooter.

to:

* LethalJokeWeapon: Truth be told, the Bubble Lead isn't a terrible weapon. It's useful for hitting enemies below the Mega Buster's line of fire and is a strong weapon in its own right. It just suffers from the same issues that most of the weapons in ''2'' do: whatever it can do, the Metal Blade can usually do better.
* LogicalWeakness: Wood Man, despite being a robot, is made of wood and is weak to Heat Man's weapon. Heat Man, however, is naturally weak to Bubble Man's weapon. Bubble Man's weakness to the Metal Blades also makes sense as bubbles do not react well to sharp stuff. Quick Man, meanwhile, is weak against the Time Stopper. This even extendts extents to the enemies - -- the firey fire-y Changkey Makers are destroyed in one shot by the Bubble Lead and Air Shooter.



** Ankos release Shrinks from their mouths untiil they're destroyed.

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** Ankos release Shrinks from their mouths untiil until they're destroyed.



* NotEvenHuman: The final boss reveals that [[spoiler:Wily was an alien the whole time! Or not, since it was just a hologram]].

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* NoWaterproofingInTheFuture: How Mega Man is able to defeat [[spoiler: the Alien (which is really just a hologram projector)]].
* NotEvenHuman: The final boss reveals that [[spoiler:Wily [[spoiler: Wily was an alien the whole time! Or not, since it was just a hologram]].



* NoWaterproofingInTheFuture: How Mega Man is able to defeat [[spoiler:the Alien (which is really just a hologram projector)]].



** Touching the Mecha Dragon directly wll blow you up no matter how much health you have.
* OneWingedAngel: Wily pulls this by [[spoiler:turning into an alien in the final boss battle. Of course, it's just a hologram]].

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** Touching the Mecha Dragon directly wll will blow you up no matter how much health you have.
* OneWingedAngel: Wily pulls this by [[spoiler:turning [[spoiler: turning into an alien in the final boss battle. Of course, it's just a hologram]].



** Destroying all the walls in the 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 sgnificantly easier.

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** Destroying all the walls in the 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 sgnificantly significantly easier.



* RubberForeheadAliens: [[spoiler:Wily's OneWingedAngel in the final battle]].

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* RubberForeheadAliens: [[spoiler:Wily's [[spoiler: Wily's OneWingedAngel in the final battle]].



* SequelEscalation: Quite - more weapons, more Robot Masters, more stages, more bosses (some of which are even larger)...

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* SequelEscalation: Quite - -- more weapons, more Robot Masters, more stages, more bosses (some of which are even larger)...



** In Wood Man's stage, you fight a giant blue robot wolf/dog that breathes fire. Its name? [[Anime/NeoHumanCasshern Friender]].

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** In Wood Man's stage, you fight a giant blue robot wolf/dog wolf / dog that breathes fire. Its name? [[Anime/NeoHumanCasshern Friender]].



* [[SittingOnTheRoof Standing On The Roof]]: Mega Man, in the opening.

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* [[SittingOnTheRoof Standing On The on the Roof]]: Mega Man, in the opening.



* 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'' sums up this all. [[TakeAThirdOption Of course, Wood Man is ALSO weak to the Metal Blade...]]

to:

* 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 ga Taosenai'' sums up this all. [[TakeAThirdOption Of course, Wood Man is ALSO weak to the Metal Blade...]]



* TimeBomb: The Crash Bomber pins to walls and explodes afte a short delay, but when fired at some enemies it'll explode immediately.

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* TimeBomb: The Crash Bomber pins to walls and explodes afte after a short delay, but when fired at some enemies it'll explode immediately.



* TornadoMove: Air Man fires swarms of miniature tornados at the player, pushing them backwards against the wall in the process.

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* TornadoMove: Air Man fires swarms of miniature tornados tornadoes at the player, pushing them backwards against the wall in the process.



* UndergroundLevel: Flash Man's stage seems to be set within an underground crystal mine, and the very last part of the game is underneath Wily Castle.



* UnwinnableByDesign: The Boobeam 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.



* UnwinnableByDesign: The Boobeam 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.



** The Time Stopper can be used creatively in certain areas to trivialize certain parts of stages, such as freezing the lasers in Quick Man's stage, freezing the Goblins in Ari Man's stage and move across them much more quickly, freezing time to skip the Frienders in Wood Man's stage, and more.
* UndergroundLevel: Flash Man's stage seems to be set within an underground crystal mine, and the very last part of the game is underneath Wily Castle.

to:

** The Time Stopper can be used creatively in certain areas to trivialize certain parts of stages, such as freezing the lasers in Quick Man's stage, freezing the Goblins in Ari Air Man's stage and move across them much more quickly, freezing time to skip the Frienders in Wood Man's stage, and more.
* UndergroundLevel: Flash Man's stage seems to be set within an underground crystal mine, and the very last part of the game is underneath Wily Castle.
more.



* WakeUpCallBoss: AirMan 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: AirMan 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.



** The [[spoiler:Alien]] can only be harmed by the Bubble Lead.

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** The [[spoiler:Alien]] [[spoiler: Alien]] can only be harmed by the Bubble Lead.
13th Jul '16 7:09:35 AM gewunomox
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[[caption-width-right:335: ''[[Music/TheMegas "My name is Mega Man, and I'll do all I can to save mankind".]]''[[note]]From left to right, [[BlowYouAway Air Man]], [[ExtraOreDinary Metal Man]], [[MakingASplash Bubble Man]], [[SuperSpeed Quick Man]], [[GreenThumb Wood Man]], [[HavingABlast Crash Man]], [[TimeStandsStill Flash Man]] and [[PlayingWithFire Heat Man]].[[/note]]]]

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[[caption-width-right:335: ''[[Music/TheMegas "My name is Mega Man, and I'll do all I can to save mankind".]]''[[note]]From ]]'' [[note]] From left to right, [[BlowYouAway Air Man]], [[ExtraOreDinary Metal Man]], [[MakingASplash Bubble Man]], [[SuperSpeed Quick Man]], [[GreenThumb Wood Man]], [[HavingABlast Crash Man]], [[TimeStandsStill Flash Man]] and [[PlayingWithFire Heat Man]].Man]]. [[/note]]]]



-->--[[http://www.youtube.com/watch?v=N8Ao63nmzuE The intro to the game]], [[ExcusePlot summing up its entire story.]]

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

Although [[BigBad Dr. Wily's]] ambitions of [[TakeOverTheWorld world conquest]] were [[VideoGame/MegaMan1 previously]] thwarted by Mega Man, the mad scientist refuses to give up on them, and one year on he tries again - this time, though, his robot army is led by eight new Robot Masters of his own creation. Unlike Dr. Light's industrial robots, these are designed to withstand and outmatch Mega Man - who, hero that he is, must defeat them and put down Dr. Wily's plans for revenge.

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:

-->--[[http://www.-->--[[https://www.youtube.com/watch?v=N8Ao63nmzuE The intro to the game]], [[ExcusePlot summing up its entire story.]]

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

Although [[BigBad Dr. Wily's]] ambitions of [[TakeOverTheWorld world conquest]] were [[VideoGame/MegaMan1 previously]] thwarted by Mega Man, the mad scientist refuses to give up on them, and one year on he tries again - -- this time, though, his robot army is led by eight new Robot Masters of his own creation. Unlike Dr. Light's industrial robots, these are designed to withstand and outmatch Mega Man - -- who, hero that he is, must defeat them and put down Dr. Wily's plans for revenge.

The core gameplay from the previous game remains largely the same: you, 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 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.



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/{{NES}} games ''and'' one of the best games (if not ''the'' best game) in the entire 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.

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/{{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]]).

to:

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/{{NES}} [[UsefulNotes/NintendoEntertainmentSystem NES]] games ''and'' one of the best games (if not ''the'' best game) in the entire 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.

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/{{PS2}}, [[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 Player'' -- [[BadExportForYou but without the save feature and extra Wily Tower game]]).



* DWN-009: Metal Man, weak to Metal Blade/Quick Boomerang, gives [[ExtraOreDinary Metal]] [[DeadlyDisc Blade]]
* DWN-010: Air Man, weak to Leaf Shield, gives [[BlowYouAway Air Shooter]]
* DWN-011: Bubble Man, weak to Metal Blade, gives [[BubbleGun Bubble Lead]]
* DWN-012: Quick Man, weak to Time Stopper, gives [[SpamAttack Quick]] [[BattleBoomerang Boomerang]]
* DWN-013: Crash Man, weak to Air Shooter, gives [[ThrowDownTheBomblet Crash Bomb]]
* DWN-014: Flash Man, weak to Metal Blade, gives the [[TimeStandsStill Time Stopper]]
* DWN-015: Heat Man, weak to Bubble Lead, gives the [[ChargedAttack Atomic]] [[PlayingWithFire Fire]]
* DWN-016: Wood Man, weak to Atomic Fire/Air Shooter, gives the [[GreenThumb Leaf]] [[ThrowingYourShieldAlwaysWorks Shield]]

to:

* DWN-009: Metal Man, weak to Metal Blade/Quick Blade / Quick Boomerang, gives [[ExtraOreDinary Metal]] [[DeadlyDisc Blade]]
Blade]].
* DWN-010: Air Man, weak to Leaf Shield, gives [[BlowYouAway Air Shooter]]
Shooter]].
* DWN-011: Bubble Man, weak to Metal Blade, gives [[BubbleGun Bubble Lead]]
Lead]].
* DWN-012: Quick Man, weak to Time Stopper, gives [[SpamAttack Quick]] [[BattleBoomerang Boomerang]]
Boomerang]].
* DWN-013: Crash Man, weak to Air Shooter, gives [[ThrowDownTheBomblet Crash Bomb]]
Bomb]].
* DWN-014: Flash Man, weak to Metal Blade, gives the [[TimeStandsStill Time Stopper]]
Stopper]].
* DWN-015: Heat Man, weak to Bubble Lead, gives the [[ChargedAttack Atomic]] [[PlayingWithFire Fire]]
Fire]].
* DWN-016: Wood Man, weak to Atomic Fire/Air Fire / Air Shooter, gives the [[GreenThumb Leaf]] [[ThrowingYourShieldAlwaysWorks Shield]]
Shield]].






* AmericanKirbyIsHardcore: The US boxart features adult-sized musclemen dressed up as Mega Man, Quick Man, and Crash Man in a airbrushed futuristic setting. While cheesy, it's nowhere near as infamous as the first game's box art, mainly because it at least bears ''some'' resemblence to the actual game. And that is nothing compared to the downright nightmarish Magazine/NintendoPower [[http://www.comiccollectorlive.com/LiveData/Issue.aspx?id=589ad315-052b-455d-b013-f0de8c4196e4 cover of Mega Man 2]]; clay figure Dr. Wily looks downright ''terrifying''!

to:

* AmericanKirbyIsHardcore: The US boxart features adult-sized musclemen dressed up as Mega Man, Quick Man, and Crash Man in a airbrushed futuristic setting. While cheesy, it's nowhere near as infamous as the first game's box art, mainly because it at least bears ''some'' resemblence resemblance to the actual game. And that is nothing compared to the downright nightmarish Magazine/NintendoPower [[http://www.comiccollectorlive.com/LiveData/Issue.aspx?id=589ad315-052b-455d-b013-f0de8c4196e4 cover of Mega Man 2]]; clay figure Dr. Wily looks downright ''terrifying''! ''terrifying''!



* BeneathTheEarth: Just before the [[spoiler:actual]] final boss.

to:

* BeneathTheEarth: Just before the [[spoiler:actual]] [[spoiler: actual]] final boss.



** The 3 Items aren't very fancy - a floating platform, a jet platform, and a wall-climbing platform - but all of them are very useful and are essential for beating the game.
* BossRush: Just before the [[spoiler:[[DiscOneFinalBoss fake]]]] final boss. This also marks the first use of a one-room Teleport System to access the bosses, as opposed to each one being fought after another.
* BottomlessPits: All over the place - notably in Air Man's stage and the Wily Castle stages.

to:

** The 3 Items aren't very fancy - -- a floating platform, a jet platform, and a wall-climbing platform - -- but all of them are very useful and are essential for beating the game.
* BossRush: Just before the [[spoiler:[[DiscOneFinalBoss [[spoiler: [[DiscOneFinalBoss fake]]]] final boss. This also marks the first use of a one-room Teleport System to access the bosses, as opposed to each one being fought after another.
* BottomlessPits: All over the place - -- notably in Air Man's stage and the Wily Castle stages.



* ContinuingIsPainful: The game [[ZigZaggedTrope zig-zags this trope]] - a continue will refill all of your weapon energy, but cost you all your E-Tanks.

to:

* ContinuingIsPainful: The game [[ZigZaggedTrope zig-zags this trope]] - -- a continue will refill all of your weapon energy, but cost you all your E-Tanks.
22nd Jun '16 7:39:39 AM Prinzenick
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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/{{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'').

to:

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/{{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'').
Player''--[[BadExportForYou but without the save feature and extra Wily Tower game]]).
4th Jun '16 5:24:39 PM nombretomado
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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 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'').

to:

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 PS2, UsefulNotes/{{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'').
28th May '16 10:34:08 PM nombretomado
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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 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'').

to:

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 [=PS1=] port). The game eventually saw a major rerelease as part of ''Anniversary Collection'' for 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'').



* UpdatedRerelease: The Europe and Japan only 16-bit upgrade included in ''The Wily Wars'' for the UsefulNotes/SegaGenesis (although it did get a Sega Channel exclusive American release), and ''Rockman 2: Complete Works'' for the PS1 in Japan (this version was later incorporated into the ''Anniversary Collection'').

to:

* UpdatedRerelease: The Europe and Japan only 16-bit upgrade included in ''The Wily Wars'' for the UsefulNotes/SegaGenesis (although it did get a Sega Channel exclusive American release), and ''Rockman 2: Complete Works'' for the PS1 [=PS1=] in Japan (this version was later incorporated into the ''Anniversary Collection'').
24th May '16 7:59:22 PM bt8257
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* BoringYetPractical:
** 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.

to:

* BoringYetPractical:
**
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.



* ContinuingIsPainful: The game [[ZigZaggedTrope zig-zags this trope]] - a continue will refill all of your weapon energy, but cost you all of your E-Tanks.

to:

* ContinuingIsPainful: The game [[ZigZaggedTrope zig-zags this trope]] - a continue will refill all of your weapon energy, but cost you all of your E-Tanks.



* 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, Boobeam Trap and the Alien[[/note]], it would make the Mega Buster all but obsolete.

to:

* DiscOneNuke:
**
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, Boobeam Trap and the Alien[[/note]], it would make the Mega Buster all but obsolete.



* FatalFlaw:
** Why does Quick Man keep running into the wall? His sight sensors can't keep up with his speed.

to:

* FatalFlaw:
**
FatalFlaw: Why does Quick Man keep running into the wall? His sight sensors can't keep up with his speed.
20th May '16 6:07:15 PM BinaryStep
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Added DiffLines:

* CarryingTheWeakness: Metal Man is weak to his own weapon, the Metal Blade.
28th Apr '16 2:00:20 AM tropower
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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, 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.

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

to:

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, 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.

In other words: ''Mega Man 2'' [[EvenBetterSequel manages to top the original in damn near nearly every way 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 PS2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}} and [[UsefulNotes/Nintendo3DS 3DS]], with the latter including a [[SaveScumming save state]] ability. The ''Wily Wars'' port eventually saw a US release, albiet as a bundle with many other games in a portable UsefulNotes/SegaGenesis re-release (the ''Sega Genesis Ultimate Portable Player'').

to:

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 PS2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}} UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and [[UsefulNotes/Nintendo3DS 3DS]], UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability. The ''Wily Wars'' port eventually saw a US release, albiet 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'').
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