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1[[quoteright:232:https://static.tvtropes.org/pmwiki/pub/images/powerfighters.png]]
2
3''Mega Man 2: The Power Fighters'' is a 1996 UsefulNotes/ArcadeGame (obviously based around the ''VideoGame/MegaManClassic'' series). It follows the previous year's ''VideoGame/MegaManThePowerBattle''.
4
5The game plays like its predecessor, but has the addition of a fourth playable character, Duo, from [[EarlyBirdCameo the then-upcoming]] ''VideoGame/MegaMan8''.
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7[[SimilarlyNamedWorks Don't confuse this game with]] ''VideoGame/MegaMan2'' for the UsefulNotes/{{NES}} or ''VideoGame/MegaManII'' for the UsefulNotes/GameBoy.
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9!!Tropes:
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11* AssistCharacter: When the player gets low on health (or dies and continues), Eddie drops in to give a power-up that summons one. Exactly who it is depends on the character; Mega Man gets Rush (who uses Coil and sometimes rams into enemies when he fires a charge shot), Bass gets Treble (who focuses on attacking the enemy), and both Proto Man and Duo get Beat (who makes them completely invincible for a time).
12* BlockingStopsAllDamage: New to this game, all Robot Masters can simply block to defend themselves. Understandable when Elec Man puts up a barrier of electrons, cool when Guts Man braces his shoulder for impact, funny when Cut Man ducks his head like he just wants it to stop.
13* BottomlessMagazines: Downplayed. An upgrade you can get is to increase your maximum Weapon Energy to more than you would really need to take down a boss.
14* BossGame: Like in ''The Power Battle'', there are no stages to go through; you're dropped directly into a room with a Robot Master, and occasionally they may summon basic enemies to avoid, but it otherwise works not unlike a FightingGame's arcade mode.
15* CallForward: While the previous game alludes to it, Bass's ending in this game makes it more obvious; Wily remarks on how advanced his new robot is, then proceeds to show the plans to Bass: [[spoiler: an outline of [[VideoGame/MegaManX Zero]].]]
16* CirclingBirdies: The star variant happens if Megaman, Protoman, Bass, and Duo get hit by an enemy enough times in a row.
17* {{Combos}}: Enemies are vulnerable after being launched into the air. Not useful normally, but Duo's uppercut throws the enemy high enough for him to attack a second time as they come down. Bass and Mega Man can do it provided they have Treble or Rush.
18* CompositeCharacter: Many Robot Masters get to borrow moves and elements from ones that didn't appear. For example, Air Man gets Junk Man's Junk Shield, and Plant Man take's Crash Man's song from the previous arcade game.
19* ContemplateOurNavels: In Mega Man's ending, Wily drives him into questioning his motives and existence by calling him a {{hypocrite}} who destroys robots to bring peace. [[HeroicBSOD He's in such a state of navel-gazing]] that this is what lets Wily escape.
20* ContinuitySnarl: In Bass' ending when Wily [[spoiler:shows his blueprints of Zero, the artists apparently opted to make it relevant to the time of the game's release by using Zero's post-revival design from ''VideoGame/MegaManX2'' onwards, instead of his initial design in the original X game]]. The result was years of fans attempting to amend things and make sense of this.
21* DamselInDistress: Dr. Wily has kidnapped Roll for some reason. The "Rescue Roll" chapter is all about this.
22* DiscardAndDraw: A few Robot Masters, most particularly Centaur Man and Elec Man, have new attack patterns that do not at all resemble their original ones.
23* EarlyBirdCameo: ''Power Fighters'' was released before ''VideoGame/MegaMan8'', and thus Duo's inclusion (and ''especially'' his ending) is basically an advertisement for the then-upcoming game.
24* ExcusePlot: Dr. Wily stole some important robot parts from Light and also kidnapped Roll. Interestingly, the player is allowed to choose whether they want to stop Wily, rescue Roll, or recover the parts (which determines the Robot Master roster), yet ultimately all 3 are resolved by the end.
25* FriendlyFireproof: Like the first game.
26* GlassCannon: The more difficult to dodge among the Robot Masters tend to be the quickest to flinch.
27* HighAltitudeBattle: Air Man, Gyro Man, and Shade Man are fought atop a floating platform in the sky.
28* InvincibilityPowerUp: Beat's effect on Proto Man/Duo.
29* JokeAndReceive: In Bass's ending, he claims he is so powerful, it must have been a fluke for an idiot like Dr. Wily to build a robot such as him. He's a lot closer to the truth than he realizes.
30* JumpJetPack: This and its predecessor are the only games where Bass can dash in midair.
31* MissionPackSequel: Downplayed -- while there are a number of adjustments and new things, the core gameplay is the same as its predecessor.
32* MultipleEndings: Like the first game, the ending changes depending on the player's character. However, there are also different endings for each ''combination'' of characters in 2-player mode.
33* MutuallyExclusivePowerups: The player will get one of three upgrades by the end of the game.
34* PowerUpMount: Shadow Man's second moveset has him riding a giant frog.
35* PowerUpLetdown: Rush (Mega Man's AssistCharacter) doesn't do too much to help -- he merely accentuates your jump with Rush Coil (something that you very rarely need, and something you can easily replicate yourself with an upgrade from the third set of bosses), and sometimes flies into the enemy when you fire a charge shot (which doesn't do much damage, but does put the foe into a juggle state). Compared to Proto Man/Duo getting a full-on InvincibilityPowerUp, he's not as useful or desired, especially against enemies who aren't easily juggled or whose weaknesses are more reliable than the lunge/charge shot combo.
36* ProductPlacement: Duo's ending posits a number of questions about him and his past, then instructs the player to buy ''VideoGame/MegaMan8'' to find out the answers.
37* RandomlyDrops: The upgrade the player gets could be gotten randomly from the second to sixth Robot Masters they fight.
38* RealMenHaveShortHair: In Bass' ending, [[spoiler:Wily shows him the plans for [[VideoGame/MegaManX Zero]]]]. Bass is not impressed by its appearance.
39--> '''Bass''': Ha! [[spoiler:This girlie-looking, long-haired robot will be the strongest?]] Don't make me laugh!
40* RememberTheNewGuy: Since ''Power Fighters'' is a StealthSequel to ''VideoGame/MegaMan8'' and Duo is an EarlyBirdCameo, he gets this treatment in-game.
41* [[SaveThePrincess Save The Robot Girl]]: The overall mission of the "Rescue Roll" chapter.
42* {{Shoryuken}}: This game debuts Mega Man's Mega Upper.
43* SpringJump: One of the upgrades is giving the player the ability to jump even higher than normal, as much as Mega Man can do with Rush.
44* StealthSequel: The game is a sequel to the then-unreleased ''VideoGame/MegaMan8'', as shown when Duo appears in his form after he's repaired by Dr. Light and gets the RememberTheNewGuy treatment.
45* TookALevelInBadass: Mad Grinder goes from simple first-level boss in ''7'' to penultimate boss here.
46* TurnsRed: After the second boss, all robot masters get a power boost after taking enough damage. At first it may be when they are on low health, but by the sixth boss, it may be as early as 80% health. While some just get a new move, others like Shadow Man and Centaur Man get a full new moveset.
47* ViolationOfCommonSense: Lampshaded by Dr. Light, whose hint towards Dive Man's weakness to [[ShockAndAwe Thunder Beam]] is to "use a weapon you wouldn't think would work underwater."
48* WhamEpisode: Bass's solo ending. In it we learn how Wily managed to create Bass [[spoiler: and after it being hinted in VideoGame/MegaManX2 this game confirms that Dr. Wily was the one who built Zero.]]
49* YouAreBetterThanYouThinkYouAre: If Wily is defeated by Duo and Bass, Duo will say he can detect Justice inside Bass, which he denies.
50* YourDaysAreNumbered: Proto Man's ending strongly suggests he has a limited time to live. Dr. Light offers to repair his core, but he refuses.
51* WorthyOpponent: Bass and Duo agree to duel next time Duo comes to Earth, and Bass says he'll go after Proto Man after defeating Mega Man. Bass and Mega Man actually ''have'' a duel in the ending, which ends uncertainly.

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