YMMV / Mega Man 2

  • Alternative Character Interpretation: The ending's somber tone causes some to think that Mega Man is plagued with guilt over destroying the Robot Masters for the greater good. This interpretation was explored upon by The Megas in their Mega Man based rock opera.
  • Anti-Climax Boss:
    • The Alien boss has the element of surprise, a gruesome appearance, and an awesome background to its advantage. But it's just way too easy for a pivotal boss fight (and a much easier fight than the Wily Machine 2 fight that precedes it). It has an insultingly simple attack pattern (fly in a figure-8 pattern and slowly shoot a weak, easily dodgeable pellet for each turn), and its only weakness is Bubble Lead (the weakest weapon in the entire game), which easily makes short work of it.
  • And You Thought It Would Fail: The poor sales of the first game in the US and the Sleeper Hit sales of the game in Japan gave Capcom little faith that the series would catch on, so Mega Man 2 was only greenlit as a minor side-project inbetween working on its other major titles. The small dev team proceeded to knock the project out of the park with it, and it not only resulted in one of Capcom's best selling and most critically acclaimed titles, but also established the Mega Man franchise as Capcom's headlining breadwinner.
  • Awesome Music: Virtually ALL of the tracks, but especially the now-iconic track that plays in the first two Wily Castle stages. This game has more remixed music tracks than any other game in the franchise!
  • Complacent Gaming Syndrome: Most of the weapons are very good, and the game is generally considered to have one of the better weapon sets. Of course, none of that matters considering the Metal Blade is insanely broken, being an omnidirectional weapon with high damage, a large bullet, and so many shots it might as well be unlimited. Many players prefer to go after Metal Man first simply because they want the Metal Blade.
  • Demonic Spiders: The Sniper Armors are giant monstrosities that replace the Big Eyes from the first game. You're better off running into them to avoid fighting them — unless you have the Leaf Shield, which wipes out (just) the Walker in two hits (the Air Shooter can even do it in one).
  • Disappointing Last Level: 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. Luckily, the last stage and its boss are far less brutal.
  • Ensemble Darkhorse: Most of this game's Robot Masters are very popular, in particular Crash Man, Metal Man, Quick Man and the undefeatable Air Man.
  • Even Better Sequel: One of the benchmark examples, to where at the very least the game is considered an improvement over the original in every way.
  • Funny Moments:
    • Metal Man dies in one hit (or two on Difficult) to his own weapon, the Metal Blades.
    • Even after you defeat the final boss, Wily still continues to control the hologram, until it makes a comical whistling noise indicating it's about to give up the ghost and then stops working.
  • Game Breaker: The Metal Blade. It's a weakness of Bubble Man, Wood Man, Flash Man, 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 Goddamned Bats. 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 Quick Man or the Boobeam Trap.
  • Game-Breaking Bug: Downplayed with Quick Man. While the bug doesn't make him undefeatable, it makes him far more unpredictable than he should be. The bug in question? He moves so fast that sometimes he clips into the wall, which cuts short his jumps and disrupts his attack pattern, and there's no real way to keep it from happening.
  • Goddamned Bats:
    • Tellys — small tube-like bots that infinitely respawn from holes / pipes. Avoiding them unless you need resources is the best solution.
    • Pipis. These robot birds drop eggs filled with about a dozen tiny Chibi Pipis which will Zerg Rush you. The ones in the ladder-intensive portion of Crash Man's level are especially annoying, because they're nigh-impossible to avoid without the Leaf Shield, Metal Blade, or (as demonstrated by Roahm Mythril in his Perfect Run series) the pause-fall glitch listed under Good Bad Bugs.
  • Good Bad Bugs:
    • When the game is paused, Mega Man's vertical speed is set to zero. Repeatedly pausing the game during a long jump will make Mega Man "glide" diagonally instead of falling parabolically, allowing for much longer jumps.
    • When pausing and unpausing, Mega Man will be in the "teleport" animation for a split second. During this time, Mega Man is invulnerable to all weapons.
    • If the game is paused while Mega Man is equipped with a weapon that uses less than one bar of weapon energy per shot, unpausing the game will "reset" the bar he's currently on, thus giving potentially infinite weapon energy for those types. In essence, this makes the Metal Blade even more of a Game Breaker.
    • One peculiar glitch can be triggered during the Air Man boss battle: If you use Item 1 near the door inside Air Man's room, it takes you to a glitchy (but playable) version of the second Wily Castle stage, but with the tileset and palette of Air Man's level. Unfortunately, it can't be beaten, because the PicoPico-kun doesn't show up at the end, forcing you to reset the game if you reach it. See it in action here.
      • One can pull off this trick in other levels to access similar glitched up Wily Castle levels. However, the boss data doesn't load up in any of these cases, meaning getting up to that point will trap you.
    • Getting enough objects on the screen animated at once could overwhelm the system's RAM, which could result in certain aspects of the game clock slowing down. In particular, a large number of enemies or a sufficiently large enemy (along with the flickering from Mega Man's Mercy Invincibility and a sufficient number of projectiles on screen) could trigger this. Clever use of the Quick Boomerang (easily the best for shooting many projectiles at once) could result in stretching said Mercy Invincibility much longer than it should ordinarily last. Due to differences in system architecture, this backfires in later rereleases.
    • Pausing the game while Wood Man is jumping will cause him to jump again. This can only end so well.
  • Growing the Beard: The first game was good, with some very obvious flaws and parts that are unreasonably hard. Mega Man 2 takes the solid gameplay foundation, 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.
  • Hilarious in Hindsight:
  • Hype Backlash: An increasing portion of the fanbase are deriding this game's quality and popularity.
  • It Was His Sled: 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.
  • Memetic Badass: You can't defeat Air Man!
  • Memetic Loser: Metal Man dies in one hit from his own weapon. Bubble Man also gets picked on quite a lot, especially in the Archie adaptation of the game, where he is destroyed with the Leaf Shield — a weapon that doesn't even faze him in the game itself!
  • Memetic Molester: Crash Man, thanks to Hyadain's song.
  • Memetic Mutation:
  • Polished Port: The Wily Wars re-release gave the game a 16-bit graphical upgrade, remixed music, and a save feature.
  • Scrappy Weapon:
    • When the Time Stopper is active, it drains its energy like no tomorrow and stops only when its energy has drained completely. Not to mention that the Mega Buster (and any other weapon) can't be used while the Time Stopper is active.
    • The Atomic Fire is a neat weapon in theory, being able to be charged up for more powerful shots. In practice, however, the charged Atomic Fire shots use up so much energy (with a full bar of energy, only two fully charged shots can be fired) you probably won't bother with the thing outside of Wood Man and the first phase of Wily Machine 2.
    • 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 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 the Boobeam Trap.
  • Seinfeld Is Unfunny: While the game is well liked even to this day, the refinements it made have been taken for granted amongst other games, it's suffered from Hype Backlash, and many of the game's own faults (such as bosses that necessitate use of a specific weapon or else you can't beat them, E-Tanks being limited to four, all of which are lost upon getting a Game Over, and an unbalanced weapon roster that's divided into "never used outside of boss fights" and "the Metal Blade" categories) have been addressed in later games.
  • Signature Scene: 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 Mighty No. 9 Kickstarter alludes to it.
  • Surprise Difficulty: 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 E-Tanks, simple level design, bosses with simple strategies, an abundance of areas to use Not-So-Outside-The-Box-Tactics, and the general usefulness of the weapons, ESPECIALLY the Metal Blade.
  • That One Boss:
    • Subverted with Air Man. Despite what the song claims, he's fairly easily taken care of by making at least a modicum of effort to avoid his tornadoes (some of which are unavoidable, however, most likely being the reason for his reputation), and rapidly firing your arm cannon. He's reduced to an utter joke if you happen to have the Leaf Shield.
    • 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, you're screwed.
      • The only way to refill Crash Bomber energy if you run out is shooting hundreds of impossibly-placed Tellys and a bunch of Sniper Joes in narrow hallways in the hopes of getting the necessary energy capsules. You're pretty much better off killing yourself to restart the stage.
    • The Mecha Dragon at the end of Wily Castle 1 is no slouch, either. After a brief Auto-Scrolling Level with the Dragon chasing you, you must fight it on a set of three tiny platforms (where the Knock Back from any of its fire breath attacks is likely to be fatal). The Dragon can also kill you in one shot with Collision Damage. If you die, you don't start right before the boss as usual — you respawn at the midpoint of the level.
    • 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 No Damage Run, as demonstrated here. Why's that? 
  • That One Level:
    • Quick Man's stage is notoriously irritating without the Time Stopper. There are two segments where you have to outrun a batch of instant kill lasers coming out of the wall, and you have very little room for error — especially with the second set. If you do manage to pass through the second set, you have a few respawning Sniper Joes in walkers waiting for you.
    • Heat Man's stage becomes this during the disappearing blocks segment (unless you happen to have Item 2 on hand). Until you memorize the three tricky jumps (which isn't easy because it's somewhere around 30 blocks long) you need split second reflexes. One slip up will send you to your death. This segment makes the Ice Man and Guts Man stages from Mega Man 1 look easy. Much of this can be attributed to the fact the rhythm the blocks follow is very awkward, unlike anything else in the entire franchise.
    • 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 the Boobeam Trap at the end.
  • Unwinnable by Design: The Boobeam Trap if you enter with a full supply of Crash Bombers and either waste one and/or run out of health.

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