History YMMV / MegaMan2

28th Nov '16 8:49:56 AM MarsJenkar
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* DisappointingLastLevel: After clearing the Wily Castle's exciting and challenging first couple of stages, the fourth stage is where things start to falter. You have to get through a puzzle stage outfitted with illusion floors and line-guided platforms; once you figure it all out, the stage becomes very tedious. To top it all off, you must fight the Boobeam Trap, which requires the Crash Bomber's entire weapon energy to defeat (a fact made worse as the only nearby enemies to item-farm from are Tellys and Sniper Armors). It doesn't help that instead of hearing the amazing Dr. Wily Stages 1 & 2 theme throughout this stage, you hear a more melancholy tune instead, which is used in Stages 3, 4, 5, and 6, dampening your spirits even more. After that comes the series' very first Boss Rush teleport room in the next stage, which doesn't even have a segment giving you the chance to restock your weapon energy beforehand. You have to fight a battle of attrition with Dr. Wily once the Robot Masters are dealt with. [[spoiler: Luckily, the last stage and its boss are far less brutal]].

to:

* DisappointingLastLevel: After clearing the Wily Castle's exciting and challenging first couple of stages, the fourth stage is where things start to falter. You have to get through a puzzle stage outfitted with illusion floors and line-guided platforms; once you figure it all out, the stage becomes very tedious. To top it all off, you must fight the Boobeam Buebeam Trap, which requires the Crash Bomber's entire weapon energy to defeat (a fact made worse as the only nearby enemies to item-farm from are Tellys and Sniper Armors). It doesn't help that instead of hearing the amazing Dr. Wily Stages 1 & 2 theme throughout this stage, you hear a more melancholy tune instead, which is used in Stages 3, 4, 5, and 6, dampening your spirits even more. After that comes the series' very first Boss Rush teleport room in the next stage, which doesn't even have a segment giving you the chance to restock your weapon energy beforehand. You have to fight a battle of attrition with Dr. Wily once the Robot Masters are dealt with. [[spoiler: Luckily, the last stage and its boss are far less brutal]].



* GameBreaker: The Metal Blade. It's a weakness of Bubble Man, Wood Man, Flash Man, [[{{Irony}} Metal Man himself]], and the second-to-last boss, not to mention it uses a ludicrously small amount of ammo per shot, meaning it would take a conscious effort to try and deplete it of ammo! Also, unlike any other weapon in the game, this one can be thrown in all eight directions, making it much easier to strike any GoddamnedBats. Plus it can cut through lesser enemies in a row, and it has a huge size, making it easy to hit with, especially against enemies that are so small that the Mega Buster goes over them. Their biggest downside? They ''don't'' work against [[ThatOneBoss Quick Man or the Boobeam Trap]].

to:

* GameBreaker: The Metal Blade. It's a weakness of Bubble Man, Wood Man, Flash Man, [[{{Irony}} Metal Man himself]], and the second-to-last boss, not to mention it uses a ludicrously small amount of ammo per shot, meaning it would take a conscious effort to try and deplete it of ammo! Also, unlike any other weapon in the game, this one can be thrown in all eight directions, making it much easier to strike any GoddamnedBats. Plus it can cut through lesser enemies in a row, and it has a huge size, making it easy to hit with, especially against enemies that are so small that the Mega Buster goes over them. Their biggest downside? They ''don't'' work against [[ThatOneBoss Quick Man or the Boobeam Buebeam Trap]].



** The Crash Bomber, like the Atomic Fire, is a glutton with weapon energy, and takes a while to explode when pinned into a wall. While it's obstensively Flash Man's weakness, the [[GameBreaker Metal Blade]] ends up doing a better job at destroying him as it does the same amount of damage, can be fired more rapidly, and doesn't require strategic placement to defeat him with the fewest amount of shots possible. Oh yeah, and it's needed against [[ThatOneBoss the Boobeam Trap]].

to:

** The Crash Bomber, like the Atomic Fire, is a glutton with weapon energy, and takes a while to explode when pinned into a wall. While it's obstensively Flash Man's weakness, the [[GameBreaker Metal Blade]] ends up doing a better job at destroying him as it does the same amount of damage, can be fired more rapidly, and doesn't require strategic placement to defeat him with the fewest amount of shots possible. Oh yeah, and it's needed against [[ThatOneBoss the Boobeam Buebeam Trap]].



** The Boobeam Trap at the end of Wily Stage 4. Not only do you have to use Item-1 to reach the higher part of the chamber, with the boss's attacks being unavoidable for much of the fight, but the boss can only be defeated by Crash Bombs, and you are required to use every one of your extremely limited supply correctly. If you waste even a single one of them, [[UnwinnableByMistake you're screwed]].

to:

** The Boobeam Buebeam Trap at the end of Wily Stage 4. Not only do you have to use Item-1 to reach the higher part of the chamber, with the boss's attacks being unavoidable for much of the fight, but the boss can only be defeated by Crash Bombs, and unless you're ''very'' skilled at placing the bombs, you are required to use every one of your extremely limited supply correctly. If you waste even a single one of them, [[UnwinnableByMistake you're screwed]].



** Quick Man. Does he sound intimidating? He lives up to it, leaping from one end of the room and back in about a second, tossing out spreads of homing boomerangs along the way. He's bad enough if you're playing normally -- most players just load up on E-Tanks and whittle him down in a battle of attrition -- but he's ''infamous'' among those who try for a NoDamageRun, as demonstrated [[https://www.youtube.com/watch?v=dDNEzzLPxIQ here]]. [[labelnote: Why's that?]] Quick Man's collision detection is bugged if he touches a wall (which will happen after about three seconds), which changes his pattern from "three fast jumps to either side of the player" to "a random number of jumps to right on top of the player". [[/labelnote]]

to:

** Quick Man. Does he sound intimidating? He lives up to it, leaping from one end of the room and back in about a second, tossing out spreads of homing boomerangs along the way. He's bad enough if you're playing normally -- most players just load up on E-Tanks and whittle him down in a battle of attrition -- but he's ''infamous'' among those who try for a NoDamageRun, as demonstrated [[https://www.youtube.com/watch?v=dDNEzzLPxIQ here]]. [[labelnote: Why's that?]] Quick Man's collision detection is bugged if he touches a wall (which will happen after about three seconds), one of the outer walls of the room (and there's no real way to stop that from happening, especially in the rematch room), which changes his pattern from "three fast jumps to either side of varying height and length, then run at the player" to "a "''zero'' to three jumps of varying height and length, then run at the player". As programmed, the only random number of jumps factor is supposed to right on top be the height and length of the player". jump (either a long and high jump over the player, or a mid-size jump directly onto the player, or a short hop in front of the player), and the Quick Boomerangs are only supposed to be thrown at the peak of the second jump, but the collision detection issue throws the normal pattern for a loop.[[/labelnote]]



** Among the Wily Castle stages, stage 4 easily qualifies due to its tedious string of fall-through floors and line-guided platforms, constantly respawning enemies from all directions, and [[ThatOneBoss the Boobeam Trap]] at the end.
* UnwinnableByDesign: The Boobeam Trap if you enter with a full supply of Crash Bombs and either waste one and/or run out of health.

to:

** Among the Wily Castle stages, stage 4 easily qualifies due to its tedious string of fall-through floors and line-guided platforms, constantly respawning enemies from all directions, and [[ThatOneBoss the Boobeam Buebeam Trap]] at the end.
* UnwinnableByDesign: The Boobeam Buebeam Trap if you enter with a full supply of Crash Bombs and either waste one and/or run out of health.
29th Oct '16 12:56:29 PM Crossover-Enthusiast
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** Quick Man. Does he sound intimidating? He lives up to it, leaping from one end of the room and back in about a second, tossing out spreads of homing boomerangs along the way. He's bad enough if you're playing normally -- most players just load up on E-Tanks and whittle him down in a battle of attrition -- but he's ''infamous'' among those who try for a NoDamageRun, as demonstrated [[https://www.youtube.com/watch?v=dDNEzzLPxIQ here]]. [[labelnote: Why's that?]] Quick Man's collision detection is bugged if he touches a wall (which will happen after about three seconds) which changes his pattern from "three fast jumps to either side of the player" to "a random number of jumps to right on top of the player". [[/labelnote]]

to:

** Quick Man. Does he sound intimidating? He lives up to it, leaping from one end of the room and back in about a second, tossing out spreads of homing boomerangs along the way. He's bad enough if you're playing normally -- most players just load up on E-Tanks and whittle him down in a battle of attrition -- but he's ''infamous'' among those who try for a NoDamageRun, as demonstrated [[https://www.youtube.com/watch?v=dDNEzzLPxIQ here]]. [[labelnote: Why's that?]] Quick Man's collision detection is bugged if he touches a wall (which will happen after about three seconds) seconds), which changes his pattern from "three fast jumps to either side of the player" to "a random number of jumps to right on top of the player". [[/labelnote]]



* UnwinnableByDesign: The Boobeam Trap if you enter with a full supply of Crash Bombers and either waste one and/or run out of health.

to:

* UnwinnableByDesign: The Boobeam Trap if you enter with a full supply of Crash Bombers Bombs and either waste one and/or run out of health.
1st Oct '16 11:29:23 PM SuperEquality07
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Added DiffLines:

** The music in Wily stages 3-6, however, is a reverse of this trope. It's a depressing tune, just a few notes slowly rising up in pitch to the 12th key, then restarting again. It's one of the least talked about tracks in the entire franchise and when is talked about, is generally criticized for being far inferior to everything else
30th Sep '16 4:14:38 AM SuperEquality07
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* DisappointingLastLevel: After clearing the Wily Castle's exciting and challenging first few stages, the fourth stage is where things start to falter. You have to get through a puzzle stage outfitted with illusion floors and line-guided platforms; once you figure it all out, the stage becomes very tedious. To top it all off, you must fight the Boobeam Trap, which requires the Crash Bomber's entire weapon energy to defeat (a fact made worse as the only nearby enemies to item-farm from are Tellys and Sniper Armors). It doesn't help that instead of hearing the amazing Dr. Wily Stage 1 theme throughout this stage, you hear a more melancholy tune instead, dampening your spirits even more. After that comes the series' very first Boss Rush teleport room in the next stage, which doesn't even have a segment giving you the chance to restock your weapon energy beforehand. You have to fight a battle of attrition with Dr. Wily once the Robot Masters are dealt with. [[spoiler: Luckily, the last stage and its boss are far less brutal]].

to:

* DisappointingLastLevel: After clearing the Wily Castle's exciting and challenging first few couple of stages, the fourth stage is where things start to falter. You have to get through a puzzle stage outfitted with illusion floors and line-guided platforms; once you figure it all out, the stage becomes very tedious. To top it all off, you must fight the Boobeam Trap, which requires the Crash Bomber's entire weapon energy to defeat (a fact made worse as the only nearby enemies to item-farm from are Tellys and Sniper Armors). It doesn't help that instead of hearing the amazing Dr. Wily Stage Stages 1 & 2 theme throughout this stage, you hear a more melancholy tune instead, which is used in Stages 3, 4, 5, and 6, dampening your spirits even more. After that comes the series' very first Boss Rush teleport room in the next stage, which doesn't even have a segment giving you the chance to restock your weapon energy beforehand. You have to fight a battle of attrition with Dr. Wily once the Robot Masters are dealt with. [[spoiler: Luckily, the last stage and its boss are far less brutal]].
1st Sep '16 6:33:45 PM WickedIcon
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* UnwinnableByInsanity: The Boobeam Trap if you enter with a full supply of Crash Bombers and either waste one and/or run out of health.

to:

* UnwinnableByInsanity: UnwinnableByDesign: The Boobeam Trap if you enter with a full supply of Crash Bombers and either waste one and/or run out of health.
14th Aug '16 2:49:40 PM ThatBitterTase
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* SoCoolItsAwesome: This game built on the foundation of the first and improved its flaws every which way. The awesome music, the aversion of the "second in the series is the OddballInTheSeries" trend "started" by ''VideoGame/SuperMarioBros2'' (not counting the Japanese/real ''Mario Bros. 2'', as it [[NoExportForYou wasn't released in the United States until]] 1993) and ''VideoGame/ZeldaIITheAdventureOfLink'', and the introduction of a password option (something the first game sorely lacked) helped make this one of the best games in the franchise.
30th Jul '16 2:21:41 AM LucaEarlgrey
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** The Boobeam Trap at the end of Wily Stage 4. Not only do you have to use Item-1 to reach the higher part of the chamber, with the boss's attacks being unavoidable for much of the fight, but the boss can only be defeated by Crash Bombs, and you are required to use every one of your extremely limited supply correctly. If you waste even a single one of them, [[UnwinnableByDesign you're]] [[{{Unwinnable}} fucked]].

to:

** The Boobeam Trap at the end of Wily Stage 4. Not only do you have to use Item-1 to reach the higher part of the chamber, with the boss's attacks being unavoidable for much of the fight, but the boss can only be defeated by Crash Bombs, and you are required to use every one of your extremely limited supply correctly. If you waste even a single one of them, [[UnwinnableByDesign you're]] [[{{Unwinnable}} fucked]].[[UnwinnableByMistake you're screwed]].
30th Jul '16 2:20:29 AM LucaEarlgrey
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** The Boobeam Trap at the end of Wily Stage 4. Not only do you have to use Item-1 to reach the higher part of the chamber, with the boss's attacks being unavoidable for much of the fight, but the boss can only be defeated by Crash Bombs, and you are required to use every one of your extremely limited supply correctly. If you waste even a single one of them, [[UnwinnableByInsanity you're]] [[{{Unwinnable}} fucked]].

to:

** The Boobeam Trap at the end of Wily Stage 4. Not only do you have to use Item-1 to reach the higher part of the chamber, with the boss's attacks being unavoidable for much of the fight, but the boss can only be defeated by Crash Bombs, and you are required to use every one of your extremely limited supply correctly. If you waste even a single one of them, [[UnwinnableByInsanity [[UnwinnableByDesign you're]] [[{{Unwinnable}} fucked]].
13th Jul '16 8:55:27 PM gewunomox
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* MemeticMolester: [[FoeYay Crash Man]], thanks to {{Hyadain}}'s song.

to:

* MemeticMolester: [[FoeYay Crash Man]], thanks to {{Hyadain}}'s Music/{{Hyadain}}'s song.
13th Jul '16 8:52:24 PM gewunomox
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* GrowingTheBeard: The [[VideoGame/MegaMan1 first game]] was good, with some very obvious flaws and parts that are [[FakeDifficulty unreasonably hard]]. ''Mega Man 2'' takes the solid gameplay foundation, smoothes out most of the rough edges and cuts much more slack on the difficulty while still staying challenging, beefs up the weapons, adds 2 more bosses to the stage roster, and improves just about everything else.

to:

* GrowingTheBeard: The [[VideoGame/MegaMan1 first game]] was good, with some very obvious flaws and parts that are [[FakeDifficulty unreasonably hard]]. ''Mega Man 2'' takes the solid gameplay foundation, smoothes smooths out most of the rough edges and cuts much more slack on the difficulty while still staying challenging, beefs up the weapons, adds 2 more bosses to the stage roster, and improves just about everything else.



* ItWasHisSled: No, Wily isn't actually an alien. The alien form in general counts, though: back when the game came out it was a huge surprise for obvious reasons, but now it's one of the most famous moments in the franchise's history.

to:

* ItWasHisSled: No, Wily isn't actually an alien. The alien form in general counts, though: back Back when the game came out it was a huge surprise for obvious reasons, but now it's one of the most famous moments in the franchise's history.



* MemeticLoser: Metal Man dies in one hit ''[[EpicFail from his own weapon]]''. Bubble Man also gets picked on quite a lot, especially in the [[ComicBook/MegaMan Archie adaptation of the game]], where he is destroyed with the Leaf Shield - a weapon that [[AdaptationalWimp doesn't even faze him in the game itself]]!

to:

* MemeticLoser: Metal Man dies in one hit ''[[EpicFail from his own weapon]]''. Bubble Man also gets picked on quite a lot, especially in the [[ComicBook/MegaMan Archie adaptation of the game]], where he is destroyed with the Leaf Shield - -- a weapon that [[AdaptationalWimp doesn't even faze him in the game itself]]!



** [[http://www.youtube.com/watch?v=cswTMX4oSEg Ne, Rokkuman? YARANAIKA?]]

to:

** [[http://www.[[https://www.youtube.com/watch?v=cswTMX4oSEg Ne, Rokkuman? YARANAIKA?]]



* SignatureScene: The opening is this, to the point where ''anything'' that pays homage to the 8-bit era has a high chance of beginning with an ascending shot of a building with the hero at the top. Even the promotional video for the ''[[VideoGame/MightyNo9 Mighty No 9]]'' Kickstarter alludes to it.
* SoCoolItsAwesome: This game built on the foundation of the first and improved its flaws every which way. The awesome music, the aversion of the "second in the series is the OddballInTheSeries" trend "started" by''VideoGame/SuperMarioBros2'' (not counting the Japanese/real ''Mario Bros. 2'', as it [[NoExportForYou wasn't released in the United States until]] 1993) and ''VideoGame/ZeldaIITheAdventureOfLink'', and the introduction of a password option (something the first game sorely lacked) helped make this one of the best games in the franchise.
* SurpriseDifficulty: Averted. While some portions are very hard, especially for beginners, the game in general is quite easier than the rest of the franchise, due to the introduction of [[EmergencyEnergyTank E-Tanks]], simple level design, bosses with simple strategies, an abundance of areas to use [[OutsideTheBoxTactic Not-So-Outside-The-Box-Tactics]], and the general usefullness of the weapons, ESPECIALLY the Metal Blade.
* ThatOneBoss:

to:

* SignatureScene: The opening is this, to the point where ''anything'' that pays homage to the 8-bit era has a high chance of beginning with an ascending shot of a building with the hero at the top. Even the promotional video for the ''[[VideoGame/MightyNo9 Mighty No 9]]'' ''VideoGame/MightyNo9'' Kickstarter alludes to it.
* SoCoolItsAwesome: This game built on the foundation of the first and improved its flaws every which way. The awesome music, the aversion of the "second in the series is the OddballInTheSeries" trend "started" by''VideoGame/SuperMarioBros2'' by ''VideoGame/SuperMarioBros2'' (not counting the Japanese/real ''Mario Bros. 2'', as it [[NoExportForYou wasn't released in the United States until]] 1993) and ''VideoGame/ZeldaIITheAdventureOfLink'', and the introduction of a password option (something the first game sorely lacked) helped make this one of the best games in the franchise.
* SurpriseDifficulty: Averted. While some portions are very hard, especially for beginners, the game in general is quite easier than the rest of the franchise, due to the introduction of [[EmergencyEnergyTank E-Tanks]], simple level design, bosses with simple strategies, an abundance of areas to use [[OutsideTheBoxTactic Not-So-Outside-The-Box-Tactics]], and the general usefullness usefulness of the weapons, ESPECIALLY the Metal Blade.
* ThatOneBoss: ThatOneBoss:



** Quick Man. Does he sound intimidating? He lives up to it, leaping from one end of the room and back in about a second, tossing out spreads of homing boomerangs along the way. He's bad enough if you're playing normally -- most players just load up on E-Tanks and whittle him down in a battle of attrition -- but he's ''infamous'' among those who try for a NoDamageRun, as demonstrated [[http://www.youtube.com/watch?v=dDNEzzLPxIQ here]].[[labelnote:Why's that?]]Quick Man's collision detection is bugged if he touches a wall (which will happen after about three seconds) which changes his pattern from "three fast jumps to either side of the player" to "a random number of jumps to right on top of the player".[[/labelnote]]
* ThatOneLevel:

to:

** Quick Man. Does he sound intimidating? He lives up to it, leaping from one end of the room and back in about a second, tossing out spreads of homing boomerangs along the way. He's bad enough if you're playing normally -- most players just load up on E-Tanks and whittle him down in a battle of attrition -- but he's ''infamous'' among those who try for a NoDamageRun, as demonstrated [[http://www.[[https://www.youtube.com/watch?v=dDNEzzLPxIQ here]].[[labelnote:Why's that?]]Quick [[labelnote: Why's that?]] Quick Man's collision detection is bugged if he touches a wall (which will happen after about three seconds) which changes his pattern from "three fast jumps to either side of the player" to "a random number of jumps to right on top of the player".player". [[/labelnote]]
* ThatOneLevel: ThatOneLevel:
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