- Breakthrough Hit: This game helped put the Blue Bomber (and by extension, its publisher and lead developer) on the gaming map.
- Christmas Rushed: Mega Man 2 was only given a meager four months to complete the entire game for a release on Dec. 24 1988, with the staff working 20 hour work days just to meet the deadline, while working on other major titles for Capcom at the same time. The final result was worth it.
- Doing It for the Art: The game was really a rogue production made on the team's own time, due to the low sales of the original game not giving Capcom faith that the series would become a big franchise. On top of that, the game was given a tiny deadline of three to four months. Keiji Inafune summed it up in a 2004 interview;
"So we, of our own accord, got together, spent our own time, we worked really, really hard, you know, just 20-hour days to complete this, because we were making something we wanted to make. Probably in all my years of actually being in a video game company, that was the best time of my working at Capcom, because we were actually working toward a goal, we were laying it all on the line, we were doing what we wanted to do. And it really showed in the game, because it's a game, once again, that we put all our time and effort and love, so to speak, into it, designing it."
- No Export for You: The Wily Wars port, sans its brief Sega Channel release. The only other US re release it has received is the Sega Genesis Ultimate Portable Player device as a built-in game. The Complete Works port also got stuck in Japan (but was used as the source code for the Anniversary Collection port regardless). before it, among the first four games, was added to the Play Station Network.
- What Could Have Been:
- The possibility of weapons being used to affect the environment and enemies was brought up (with the Atomic Fire setting the trees in Wood Man's stage on fire and destroying the Battons nesting in them being but one example), but was largely dropped. * Ironically, such ideas would be brought back for later games like Mega Man 7.
- The PicoPico-kun boss was originally harder, as the gaps left by pieces that fly together would've become bottomless pits, leaving less and less room for the player to stand on (similar to what the Block Devil in Mega Man 10 would eventually do). In the final game, however, solid floors remain in place over where parts used to be.