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YMMV / Mega Man 2

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  • Accidental Innuendo: Thanks to Bob and George, Flash Man and Wood Man.
  • 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 easily dodgeable pellet for each turn). It is impervious to nearly every weapon in the game, which can really throw off new players. However, the weapon it is weak to is Bubble Lead (the weakest weapon in the entire game), which easily makes short work of it.
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  • 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.
  • Breather Boss: In the rematch with all eight Robot Masters, Metal Man's rematch is infamous due to the fact that he die in one hit (or two on Difficult). The weapon that can do that is his own weapon, which isn't even remotely difficult to use.
  • Complacent Gaming Syndrome: 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.
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  • 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 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 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, and 5, 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.
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  • Ensemble Dark Horse: Most of this game's Robot Masters are very popular, in particular Crash Man (for his Memetic Molester reputation), Metal Man (for his Game-Breaker weapon), Quick Man (for being That One Boss) 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.
  • 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 only downside is that they don't work against Quick Man, Air Man or the Buebeam Trap.
  • 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.
    • 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: The final boss, an Alien, is killed by a water-based weapon. Years later, Signs would have an antagonistic alien with a very similar appearance, and the film's biggest twist is that the creature is vulnerable to water.
  • Hype Backlash: As probably the most popular game in the Mega Man series and one of the most acclaimed games of all time, it naturally tends to get this reaction. In particular, more than a few fans consider Mega Man 3 or Mega Man 4 to be the actual pinnacle of the series's NES days, and consider this game to be overly simplistic by comparison. Some have criticized the game on that the Metal Blade is too powerful while most of the weapons are useless or impractical. Enemy placement and attack patterns are also rather cheap, making a No-Damage Run of certain levels, particularly Wood Man's to be almost purely memory-based. The first Wily Castle theme also gets this reaction, having been so heavily hyped and remixed over the years it easily overshadows all other Wily and villain themes in the franchise.
  • It Was His Sled: No, Wily isn't really 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: Air Man, due to "Air Man ga Taosenai", tends to be portrayed by fans as pretty badass. Funnily, opinions among actual serious players is that he's one of the easier bosses unless you're doing a No-Damage Run (one of his attack patterns is more or less undodgeable), but the song ended up sticking. It certainly doesn't hurt that he has one of the niftier designs.
  • Memetic Loser:
  • 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, has surprisingly bad damage, and takes a while to explode when pinned into a wall (and doesn't explode at all if it hits an enemy). While it's ostensibly 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 Buebeam Trap.
    • There are a number of okay ground-crawler type weapons in the series, from the Search Snake to the Plug Ball, but Bubble Lead certainly ain't one of them. It doesn't even damage most enemies, and when it does, its damage is usually bad. It's practically a Joke Item.
    • Leaf Shield. Doesn't block projectiles, can't be used while moving, and vanishes unless it kills the enemy on contact. It pretty much started the series trend of shield weapons being kinda bad. Its only real good point aside from being Air Man's weakness is that you can use it while on moving platforms to take out or farm weak enemies, which can be handy on Wily Stage 4.
  • "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 "rarely if ever used outside of boss fights" and "the Metal Blade" categories) have been addressed in later games.
  • Sequel Difficulty Drop: Due to the addition of more utility items, Energy Tanks, and a password save system; plus an actual Easy Mode in the North American version (there called "Normal", but the "Difficult" mode is actually the original difficulty). Mind you, it's still Nintendo Hard, just not so much as the first game.
  • 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.
  • That One Boss:
    • Quick Man leaps 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?  It's also worth noting that Quick Man is one of the few bosses who's straight up immune to the Metal Blade.
    • 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.
    • The 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 almost unavoidable for much of the fight (you need frame perfect timing to dodge its attacks, which makes a No-Damage Run against it a nightmare), but the boss can only be defeated by Crash Bomber, and unless you're very skilled at placing the bombs, you are required to use all seven of your extremely limited supply of bombs correctly. If you waste even a single one of them, you're screwed.
  • That One Level:
    • Quick Man's stage is notoriously irritating and most players will urge you not to attempt it 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. Not only that, but while most of the time, a "disappearing blocks" section will make it possible to see the whole pattern from a single point, the Heat Man blocks section has a massive portion of it happening over a pit of lava.
    • Crash Man's stage is about near constant upward movement and is filled to the brim with enemies attacking you from above or below, usually while you're either on small mobile platforms or on ladders, meaning guaranteed lost progress whenever you get hit. Fortunately, if you have Leaf Shield it renders the majority of these threats rather trivial, and you can even use it to farm the endlessly respawning Pipi enemies for health pickups and the rare extra life.
    • 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 Buebeam Trap at the end.


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