[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/rockmanworld2.png]]
[[caption-width-right:270:The Rock goes portable...again.]]
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the Platform/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. Releasing just five months after ''VideoGame/MegaManDrWilysRevenge'', it was developed by Thinking Rabbit Inc., and was the only ''Mega Man'' game the company would ever work on, with all future Game Boy installments going back to Minakuchi Engineering, developers of the first game.

Dr. Wily has used a stolen time machine to travel into the future, and brought back some rebuilt versions of the Robot Masters from the second and third NES games. Along with the Robot Masters, Wily has brought back Mega Man's own future self, who has been corrupted into an evil robot known as Quint, who is armed with the Sakugarne, a deadly cross between a jackhammer and a pogo stick.

The gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition, it introduced what would become the standard format for the rest of the Game Boy installments, with an additional set of four full Robot Master levels and fights following the first set (as opposed to the previous game, where the second set of Robot Masters are all fought in a BossBonanza with no additional stages).

Robot Masters from ''VideoGame/MegaMan2'':
* DWN-009: Metal Man, gives [[DeadlyDisc Metal Blade]]
* DWN-010: Air Man, gives [[BlowYouAway Air Shooter]]
* DWN-013: Crash Man[[note]](called "[[InconsistentSpelling Clash Man]]" in this game)[[/note]], gives [[ThrowDownTheBomblet Crash Bomber]][[note]](or "[[InconsistentSpelling Clash Bomber]]")[[/note]]
* DWN-016: Wood Man, gives the [[GreenThumb Leaf Shield]]

Robot Masters from ''VideoGame/MegaMan3'':

* DWN-017: Needle Man, gives [[SpikeShooter Needle Cannon]]
* DWN-018: Magnet Man, gives [[SelectiveMagnetism Magnet Missile]]
* DWN-020: Hard Man, gives [[RocketPunch Hard Knuckle]]
* DWN-021: Top Man, gives [[SpinAttack Top Spin]]

The remaining Robot Masters from ''3'' NES were held over until the following Game Boy outing.

New for this game:

* ???-???: Quint, gives [[PowerUpMount Sakugarne]]

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!!Tropes:

* EleventhHourSuperpower: The Sakugarne is only obtained before the final Wily stage and can't be used anywhere else, but is the weakness of the Wily Machine's final form. However, unlike [[VideoGame/MegaManDrWilysRevenge the previous game]], it's not necessary to win.
* AfterBossRecovery: Starting with the ''3'' NES Robot Masters, while you'll still get health refills after defeating each Robot Master (and Quint), you'll no longer get weapon energy refills and will have to rely on item drops from the enemies. Many fans actually appreciated this, feeling that it added an element of strategy to an otherwise ridiculously easy game and forced careful management of weapon energy during the second half, and this mechanic would later reappear in ''VideoGame/MegaManIV'' and ''VideoGame/MegaManV''.
* AllThereInTheManual: As with the previous (and following) game, the only way to understand the plot is to read the manual. [[http://kobun20.interordi.com/2011/03/14/its-quintn-time/ The Japanese manual]] gives more backstory than the localized Western one; Wily originally intended to use the stolen time machine to [[WhyDontYouJustShootHim go back in time to before the events of the first game and launch a secret attack]]. However, the time machine was seriously flawed, and even with his modifications, it could only travel to the future and back.
* AstralFinale: Like in ''Dr. Wily's Revenge'', the final stage takes place in outer space, onboard the Wily Station.
* ChickenWalker: The first form of the Wily Machine is Wily's spaceship attached to a pair of backwards bending legs. In this form, it can jump toward Mega Man.
* EasyLevelsHardBosses: Unusually for a Mega Man game (which usually fall under [[HardLevelsEasyBosses the opposite trope]]), the bosses are the only part of the game to present any real challenge.
* EarlyInstallmentWeirdness:
** Considering the later ''Mega Man'' sequel series that take place across the coming centuries, it's pretty bizarre to see Wily just casually going to the future and back.
** This is the first Game Boy game where the second set of Robot Masters have dedicated stages, but they are accessed through a teleporter room instead of a level select, with no indicator of which Robot Master is in each teleporter.
* EnemyRollCall: After the game is completed, Mega Man looks out into space, while all of the enemies and Robot Masters in the game fly by with their names displayed.
* GoombaStomp: The Sakugarne allows Mega Man to damage enemies by jumping onto them. However, he will still take damage if an enemy survives a hit.
* GrandfatherParadox: Ignored, which begs the question of what could happen to Quint if he destroyed his own past self...
* GuideDangIt: Like ''VideoGame/MegaManDrWilysRevenge'', the second set of Robot Masters are accessed from identical teleporters. However, there's no way to tell which teleporter leads where until they're used, making it almost impossible to follow their weakness loop without a guide. The only saving grace is you're given a level to play through to get yourself a chance to heal up, stock up on weapon energy, and earn bonuses before the boss.
* HitboxDissonance:
** The game's hit detection is notoriously spotty in both directions, meaning that enemies can damage Mega Man despite his not appearing to touch them, while Mega Man's own shots can either no do any damage despite making contact, or destroy an enemy even when his aim seems slightly out. That said, the easy difficulty means this is more of a minor inconvenience than anything else; it only really becomes a problem in the final level (and Crash Man's to a lesser extent), where shooting enemies while on ladders can be difficult.
** Quint can be damaged by firing at the area above his head for a few early hits before he even calls his Sakugarne in and starts attacking.
** Needle Man's hammer attack has a smaller hitbox than its animation would suggest, so it often appears to go right through Mega Man without dealing damage.
* ImprobableWeaponUser: Quint's signature weapon is the Sakugarne, a robot resembling a jackhammer crossed with a pogo stick that he uses to jump around and spread debris.
* InconsistentSpelling: Crash Man's name is spelled as "Clash Man" in this game, which is actually his original Japanese name.
* MyFutureSelfAndMe:
** Quint is Mega Man from the future, whom Wily brings back in time to fight his past self.
** The Japanese manual says that Wily collaborated with his (apparently reformed) future self to abduct the future Mega Man.
* OddballInTheSeries: Despite being one of the Game Boy games where the Robot Masters come from the NES series, this game does not use adaptations of their original stage music.
* PostDefeatExplosionChain: At the end of the game, you shoot down Dr. Wily's escape pod with a giant missile. Wily then explodes repeatedly and crash-lands on Earth in a massive skull-shaped explosion.
* PowerUpMount: To use the Sakugarne, Mega Man must first summon it and then jump onto it. With it, he can GoombaStomp enemies and is immune to spikes.
* RearrangeTheSong: Zig-zagged. Almost all the music in this game is new, but the "Got a new weapon" theme is a slightly rearranged version of the one from ''3'' NES.
* SequelEscalation: This game is larger in scope than ''Dr. Wily's Revenge'', thanks to introducing a second set of Robot Master levels along with Rush and the Slide maneuver from ''Mega Man 3''.
* SequentialBoss: The Wily Machine has three forms. After each form is destroyed, Wily's spaceship will detach from the previous form before flying away and coming back with a new attachment. The first form has his ship attached to a pair of legs, the second is attached to tank treads, and the final form is a dinosaur-like robot.
* ShoutOut: The Wily Station's background features several melting clocks, as seen in the works of Creator/SalvadorDali.
* TimeForPlanB: The [[AllThereInTheManual Japanese manual]] states Wily initially planned to go back in time to before Mega Man's creation, and launch a surprise attack. When the flawed time machine could only go to the future and back, however, he settled for abducting the future Mega Man and remodeling him into Quint.
* UnendingEndCard: The game lingers on the "Presented by CAPCOM" screen until the Game Boy is turned off. Not even the soft reset code works.
* UniqueEnemy: Only one Bikky appears in the entire game, right before the boss door leading to Needle Man.
* WhatHappenedToTheMouse: Quint just teleports out after you battle him, and is never seen or mentioned again. Presumably with Wily's plot foiled, either the timeline which led to Quint's creation ceased to exist, or he was changed back to Rock and returned to his own time.
* YourSizeMayVary: While Dr. Wily appears in his normal size while outside of the Wily Machine, during the final battle, his Wily Machine is smaller than usual, which has the added effect of Wily being depicted as smaller than Mega Man himself.
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