History Videogame / MegaMan2

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'').
21st Apr '16 2:11:00 PM PikaPika2
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Added DiffLines:

* 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.
14th Apr '16 8:05:01 PM KoopaKid17
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* UnwinnableByInsanity: This also applies to the Boobeam Trap if you enter with a full supply of Crash Bombers and either waste one and/or run out of health.
14th Apr '16 8:04:25 PM KoopaKid17
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Added DiffLines:

* UnwinnableByInsanity: This also applies to the Boobeam Trap if you enter with a full supply of Crash Bombers and either waste one and/or run out of health.
4th Mar '16 1:41:59 PM SpinAttaxx
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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.



* AbsurdlySpaciousSewer: Heat Man's stage certainly looks like one, albeit one filled with lava. Wily Stage 3 seems to take place inside Wily Castle's plumbing as well.



* AnimalMecha: The robot bats, dogs/wolves, gorillas, rabbits and roadrunners in Wood Man's stage

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* AnimalMecha: The robot bats, dogs/wolves, gorillas, rabbits A number of enemies, but most prominently the Battons and roadrunners other enemies in Wood Man's stagestage.



* AngryGuardDog: The Frienders in Wood Man's stage.

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* AngryGuardDog: The Three Frienders are fought in succession in Wood Man's stage.stage, and they block progression due to their size (and you can't pass through them thanks to an invisible wall that disappears when they're beaten).



* AutoScrollingLevel: The final part of Wily Stage 1.
* AwesomeButImpractical: The Atomic Fire is very powerful and looks cool when fully charged, but it chews up so much ammo that it's best used sparingly, and otherwise its normal shot is so pathetically weak that it's all but useless. The Time Stopper is also only really useful in certain situations, as it consumes ammo quickly and Mega Man can't attack or change weapons while using it.
* BattleBoomerang: Quick Man's Quick Boomerang.

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* AutoScrollingLevel: The final part of Wily Stage 1.
Castle 1, which quickly becomes an AdvancingBossOfDoom when the Mecha Dragon shows up.
* AwesomeButImpractical: AwesomeButImpractical:
**
The Atomic Fire is very powerful and looks cool when fully charged, but it chews up so much ammo that it's best used sparingly, and otherwise its normal shot is so pathetically weak that it's all but useless. useless.
**
The Time Stopper is also only really useful in certain situations, as it consumes ammo quickly and Mega Man can't attack or change weapons while using it.
* BattleBoomerang: The Quick Man's Quick Boomerang.Boomerang, which can also be shot continuously like a pseudo-chainsaw.



* BlackoutBasement: Part of Quick Man's stage becomes this, as the lights go off and are lit up by Changkey Makers (destroying them turns the area black again).



* 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, and the 3 "Items", which are essential for beating the game.
* BossRush: Just before the [[spoiler:[[DiscOneFinalBoss fake]]]] final boss. And for the first time, the boss doors are all in one room, rather than one after the other.

to:

* BoringYetPractical: 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, Blade.
** The 3 Items aren't very fancy - a floating platform, a jet platform,
and the 3 "Items", which 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. And for This also marks the first time, use of a one-room Teleport System to access the boss doors are all in bosses, as opposed to each one room, rather than one being fought after the other.another.



* BubbleGun: Bubble Man's Bubble Lead.

to:

* BubbleGun: The Bubble Lead, which shoots large bubbles that crawl along the ground and down walls.
* BubblyClouds: Air
Man's Bubble Lead.stage takes place on a series of platforms high in the clouds.



** Quick Man mostly hurts you via CollisionDamage.

to:

** Quick Man mostly hurts you via CollisionDamage.CollisionDamage as he charges towards you.



* CollisionDamage
* 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:

* CollisionDamage
ClockworksArea: Metal Man's stage has numerous gears turning in the background, and Pierobots even try to ride large gears into you.
* CollisionDamage: But of course. Colliding with enemies is generally more painful than getting struck by their projectiles, especially the Mecha Dragon, which is an outright OneHitKill.
* 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.



* CoolHelmet



* DenialOfDiagonalAttack: Every weapon that isn't the Metal Blade or Quick Boomerang.

to:

* DenialOfDiagonalAttack: Every weapon that isn't the Metal Blade or (to some extent) the Quick Boomerang.



* DownTheDrain: Bubble Man's stage and Wily Stage 3 both have you going down into underwater areas. The latter is even more fitting, as it looks more like the castle's waterworks and has a long spike-filled drop in it.



* EternalEngine: Metal Man and Quick Man's stages look the most mechanical out of the main eight, and the Wily Stages past the first look like they're made of metal bulkheads.



* 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.



* HoppingMachine: The Sniper Armor and Robbit enemies move by hopping.



* ImprobableWeaponUser: Bubble Man (shoots bubbles) and the robot rabbits from Wood Man's stage (carrots).
* InconvenientlyPlacedConveyorBelt: Notably in Metal Man's stage, AND in his boss room.

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* IcePalace: Although it's not ice ''per se'', Flash Man's stage certainly has the FrictionlessIce trapping to it.
* ImprobableWeaponUser: Wood Man uses leaf-shaped energy pieces, Bubble Man (shoots bubbles) shoots dangerous bubbles, Mega Man can use both after beating the two of them, and the robot rabbits Robbits from Wood Man's stage (carrots).
fire carrots.
* InCaseOfBossFightBreakGlass: The second form of Wily Machine 2 can only be damaged by hitting the glass cockpt where Wily himself is.
* InconvenientlyPlacedConveyorBelt: Notably in All throughout Metal Man's stage, AND in his boss room. When refighting him, however, it's not there, making it an Inconveniently ''Mis''placed Conveyor Belt for him.



* InvincibleMinorMinion: Mets and Springers. Unless you use the Bubble Lead on said Springers.

to:

* InvincibleMinorMinion: Mets and Springers. Unless you use the Bubble Lead certaiin weapons on said Springers.Springers.
* ItsAllUpstairsFromHere: Crash Man and Wily Stage 1 both have you climbing up to a high point. Crash Man's stage goes from having a blue sky to a starry black one as you progress, so who knows if it's a day-to-night transition, or if the tower's so high you're actually heading up into ''space''.



** LethalJokeWeapon: And for defeating Robbits in Wood Man's stage. And for defeating Springers. And for defeating most enemies generally below you. Truth be told, the Bubble Lead isn't a terrible weapon. 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 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.

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* LethalLavaLand: Heat Man's stage is filled with instant death lava.
* 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.
* TheLostWoods: Wood Man's stage is set in a forest, with matching AnimalMecha enemies patrolling it.



* MascotMook[=/=]TheGoomba: Mets.

to:

* MascotMook[=/=]TheGoomba: Mets.MascotMook: Mets, which are present as Neo Metalls and can now walk around.



* MiniMecha[=/=]HoppingMachine: The Sniper Armor. The latter also applies to the Robbits from Wood Man's stage.

to:

* MiniMecha[=/=]HoppingMachine: MiniMecha: The Sniper Armor. The latter also applies to the Robbits from Wood Man's stage.Armor enemies are mecha piloted by Sniper Joes.



* MissionPackSequel



* MookMaker: The Changkey Makers in Quick Man's stage throw Changkeys (or Tackle Fires) from the first game. The Guts Tank also launches Mets from its chest if Mega Man stays off its base.
* MusicalNod: The opening strains of ''Mega Man 2'''s title theme is a rearrangement of the opening strains of the original ''Mega Man'''s ending theme.

to:

* MookMaker: MookMaker:
**
The Changkey Makers in Quick Man's stage throw Changkeys (or Tackle Fires) from the first game. game.
** Goblins release Petit Goblins from their sides so long as Mega Man stands on them.
** Ankos release Shrinks from their mouths untiil they're destroyed.
**
The Guts Tank also launches Mets from its chest if Mega Man stays off its base.
* MusicalNod: The opening strains of ''Mega Man 2'''s the title theme is a rearrangement of the opening strains of the original ''Mega Man'''s ending theme.



* NoSell: Quick Man is agile enough to catch quite a few weapons fired at him without them harming him, including Metal Blade.

to:

* NoSell: Quick Man is agile enough will stop to catch block quite a few weapons fired at him without them harming him, including the Metal Blade.Blade.
* NoSidepathsNoExplorationNoFreedom: Air Man, Wood Man, Heat Man and Bubble Man's stages lack any real diversions of interest like other stages do, and are straight paths towards the boss.



** Mega Man can do this himself to several bosses (on normal difficulty). Wood Man can be downed by a fully charged Atomic Fire. Crash Man can be done in with a properly placed Air Shooter. Quick Man can be destroyed by [[ArtificialStupidity running into the same properly placed Crash Bomb over and over]]. And the second time you run into Metal Man, [[WeaksauceWeakness he can be downed by a single Metal Blade]]. On Difficult difficulty, you'll need two hits in most cases.

to:

** Mega Man can do this himself to several bosses (on normal difficulty). Wood Man can be downed by a fully charged Atomic Fire. Crash Man can be done in with a properly placed Air Shooter. Quick Man can be destroyed by [[ArtificialStupidity running into the same properly placed Crash Bomb over and over]]. And the second time you run into Metal Man, [[WeaksauceWeakness he can be downed by a single Metal Blade]]. On Difficult difficulty, Difficult, you'll need two hits in most cases.hits.
** Touching the Mecha Dragon directly wll blow you up no matter how much health you have.



** Returning Sniper Joes in Sniper Armors are very vulnerable to the Air Shooter and several HumongousMecha are vulnerable to boomerangs.
** During the BossRush portion of the same game, Metal Man dies to one hit of [[PowerCopying his own weapon]] on Normal difficulty, two hits on hard.

to:

** Returning Sniper Joes in Sniper Armors are very vulnerable to the Air Shooter and Leaf Shield, and several HumongousMecha are vulnerable to boomerangs.
the Quick Boomerang.
** During the BossRush portion of the same game, Metal Man dies to one hit of [[PowerCopying his own weapon]] on Normal difficulty, two difficulty (two hits on hard.hard).



** When using the Crash Bomber against Flash Man (who is obstensively weak to the weapon), ideally the shots should be pinned to walls and timed so they go off when Flash Man uses the Time Stopper and stands still in the bomb's explosion. Said tactic also works well against Quick Man.
** 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.



* PunnyName: The giant, fire-breathing dog robots in Wood Man's stage are called Hot Dogs in the North American manual.

to:

* PunnyName: PunnyName:
**
The giant, fire-breathing dog robots in Wood Man's stage are called Hot Dogs in the North American manual.



* PuzzleBoss: The Boobeam Trap.

to:

* PuzzleBoss: The Boobeam Trap.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.



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

to:

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



* SequelEscalation: Quite.

to:

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



** In the Japanese version, the Hot Dogs are called [[Anime/NeoHumanCasshern Friender]].
* SmashingHallwayTrapsOfDoom: Presses, found in Metal Man's stage, and Wily Castle 2.

to:

** In the Japanese version, the Hot Dogs are called Wood Man's stage, you fight a giant blue robot wolf/dog that breathes fire. Its name? [[Anime/NeoHumanCasshern Friender]].
* SmashingHallwayTrapsOfDoom: Presses, found in Metal Man's stage, stage and Wily Castle 2.



* TankGoodness: The Guts Tank.
* TemporaryPlatform: Both malevolent and benevolent, both of the "timed" variety. Heat Man's stage brings back the infamous disappearing blocks (Yoku 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 Yoku 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 Yoku 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...]]
* ThisIsADrill: The Mole enemies that pop up in Metal Man's stage, and later Wily Castle 2. Crash Man also has drills on the end of his Crash Bombs (absent on Mega Man's version).

to:

* TankGoodness: The Guts Tank.
Tank, though the only thing clearly tank-y about it are its treads.
* TemporaryPlatform: Both malevolent and benevolent, both of the "timed" variety. Heat Man's stage brings back the infamous disappearing blocks (Yoku Blocks).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 Yoku 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 Yoku 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...]]
* ThisIsADrill: ThisIsADrill:
**
The Mole enemies that pop up in Metal Man's stage, and later Wily Castle 2. 2.
**
Crash Man also has drills on the end of his Crash Bombs (absent on Mega Man's version).version).
** The Goblin enemies in Air Man's stage have drill horns that slowly emerge from the top corners of their head before sliding back down.



* TimeBomb: Crash Man's weapon.
* TimeStandsStill: Flash Man's power.

to:

* TimeBomb: The Crash Man's weapon.
Bomber pins to walls and explodes afte a short delay, but when fired at some enemies it'll explode immediately.
* TimeStandsStill: Flash Man's power.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 Boobeam Trap isn't affected despite its graphics freezing like other enemies).



* TrialAndErrorGameplay: Quick Man's Stage. Wily Stage 4, by virtue of its invisible pits, as well as the Boobeam Trap boss, also has this.
* TruckDriversGearChange: [[https://www.youtube.com/watch?v=J2si_9Dk9zo "Wily's Castle Part 2"]] consists of a 4-bar phrase that shifts up a semitone every cycle, and drops back down after going up a full octave.
* UnderwaterBossBattle: In Bubble Man's stage.

to:

* TrialAndErrorGameplay: Quick Man's Stage. stage. Wily Stage Castle 4, by virtue of its invisible pits, as well as the Boobeam Trap boss, also has this.
* TruckDriversGearChange: [[https://www.youtube.com/watch?v=J2si_9Dk9zo "Wily's The music for the third, fourth and fifth Wily Castle Part 2"]] stages]] consists of a 4-bar phrase that shifts up a semitone every cycle, and drops back down after going up a full octave.
* UnderwaterBossBattle: In Bubble Man's stage.Man is fought underwater both times you face him.



* {{Unwinnable}}: 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.
* UtilityWeapon: Crash Bombs are the only thing that can destroy certain walls.
* VideoGameSettings:
** AbsurdlySpaciousSewer: Heat Man's stage.
** BlackoutBasement: One part of Quick Man's stage becomes this.
** BubblyClouds[=/=]LevelsTakeFlight: Air Man's stage.
** ClockworksArea: Metal Man's stage.
** DownTheDrain: Bubble Man's stage and Wily Stage 3.
** EternalEngine: Metal Man and Quick Man's stages, and the Wily Stages.
** ItsAllUpstairsFromHere: Crash Man and Wily Stage 1.
** IcePalace: Flash Man's stage.
** LethalLavaLand: Heat Man's stage.
** TheLostWoods: Wood Man's stage.
** NoSidepathsNoExplorationNoFreedom: Air Man, Wood Man, Heat Man and Bubble Man's stages.
** UndergroundLevel: The very last part of the game.
** TheVeryDefinitelyFinalDungeon: The underground cavern beneath Wily Castle.

to:

* {{Unwinnable}}: 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.
lives, especially for the latter case, as you're unable to farm for weapon energy in the final level.
* UtilityWeapon: UtilityWeapon:
**
Crash Bombs are the only thing that can destroy certain walls.
* VideoGameSettings:
** AbsurdlySpaciousSewer: Heat Man's stage.
** BlackoutBasement: One part
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 becomes this.
** BubblyClouds[=/=]LevelsTakeFlight: Air Man's stage.
** ClockworksArea: Metal Man's stage.
** DownTheDrain: Bubble
stage, freezing the Goblins in Ari Man's stage and Wily Stage 3.
** EternalEngine: Metal Man and Quick Man's stages, and
move across them much more quickly, freezing time to skip the Wily Stages.
** ItsAllUpstairsFromHere: Crash Man and Wily Stage 1.
** IcePalace: Flash Man's stage.
** LethalLavaLand: Heat Man's stage.
** TheLostWoods:
Frienders in Wood Man's stage.
** NoSidepathsNoExplorationNoFreedom: Air Man, Wood Man, Heat Man
stage, and Bubble Man's stages.
**
more.
*
UndergroundLevel: The Flash Man's stage seems to be set within an underground crystal mine, and the very last part of the game.
**
game is underneath Wily Castle.
*
TheVeryDefinitelyFinalDungeon: The Wily Castle, in particular the underground cavern beneath Wily Castle.it.



** The [[spoiler:Alien]] can only be harmed by the Bubble Lead. [[Film/{{Signs}} Wait a]] [[HilariousInHindsight minute...]]
** Metal Man notably can be killed in one shot ''by his own weapon'' on American difficulty.
* WhenTreesAttack: Wood Man.
* ZergRush: The Tellys in Crash Man's stage and Wily Castle. The Copipis released from a Pipi's egg also use this tactic.

to:

** The [[spoiler:Alien]] can only be harmed by the Bubble Lead. [[Film/{{Signs}} Wait a]] [[HilariousInHindsight minute...]]
Lead.
** Metal Man notably can be killed in one shot only a few shots ''by his own weapon'' on American difficulty.
weapon''.
* WeaponizedOffspring: Pipis drop eggs containing tiny Copipis that will ZergRush you in large clusters upon release (though destroying the egg before it hits the ground stops this from happening).
* WhenTreesAttack: Wood Man.
Man resembles a humanoid tree stump.
* ZergRush: The Tellys in Crash Man's stage and Wily Castle. The Copipis released from a Pipi's egg also use this tactic.tactic.
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