Wikia

MMKB

Mega Man 2

Talk14
3,724pages on
this wiki
Mega Man 2
Mm2jp
Japanese promo art of Mega Man 2.
This article is about the NES game. For the Game Boy game, see Mega Man II.
"In the year 200X, a super robot named Mega Man was created. Dr. Light created Mega Man to stop the evil desires of Dr. Wily. However, after his defeat, Dr. Wily created eight of his own robots to counter Mega Man."
―Intro for Mega Man 2

Mega Man 2, known as Rockman 2: Dr. Wily no Nazo (ロックマン 2: Dr.ワイリーの謎 Rokkuman 2: Dr. Wairī no Nazo?, which means Rockman 2: Mystery of Dr. Wily, or alternatively, Dr. Wily's Enigma/Secret) in Japan, is the second game of the Mega Man series. The game was released in Japan on December 24, 1988, and in North America and PAL regions the following years.

Story

In the year 200X (the first decade of the 21st century), a super robot named Mega Man was created by Dr. Light to stop the mysterious evil genius Dr. Wily's ambition to conquer the world in Mega Man. However, one year[1] after his defeat, Dr. Wily returns on June 9[2] with eight of his own combat robots to challenge Mega Man.

Mega Man, learning this, set out to defeat the eight Robot Masters which Dr. Wily had created, having to traverse their respective stages first. After Mega Man defeated these robots, Dr. Wily fled in his flying saucer to his fortress, the Wily Castle. Eventually, Mega Man made his way to the heart of the castle, where he once again fought the eight Robot Masters as well as the Wily Machine 2.

Dr. Wily fled Mega Man once again, this time escaping to a dank, moldy cave underneath his castle. Here, when Mega Man confronted him, Dr. Wily seemingly turned into an alien. After a fierce battle between Mega Man and the Alien, it is revealed that the "Alien" was actually a hologram being controlled by none other than Dr. Wily. The evil doctor, having no means of escape, begs Mega Man for mercy, and the world was rid of evil once again.

Bosses

Robot Masters

Model No. Name Weapon Weakness
DWN. 009 Metal Man Metal Blade Quick Boomerang/Metal Blade
DWN. 010 Air Man Air Shooter Leaf Shield
DWN. 011 Bubble Man Bubble Lead Metal Blade
DWN. 012 Quick Man Quick Boomerang Time Stopper/Crash Bomber
DWN. 013 Crash Man Crash Bomber Air Shooter
DWN. 014 Flash Man Time Stopper Crash Bomber/Metal Blade
DWN. 015 Heat Man Atomic Fire Bubble Lead
DWN. 016 Wood Man Leaf Shield Atomic Fire/Air Shooter

Fortress Bosses

Stage Name Weakness
1 Mecha Dragon Atomic Fire/Quick Boomerang
2 Picopico-kun Bubble Lead/Metal Blade
3 Guts Tank Quick Boomerang/Atomic Fire
4 Boobeam Trap Crash Bomber
5 Boss rematches Varies (See Robot Masters for weaknesses)
5 Wily Machine 2 Form 1: Atomic Fire; Form 2: Crash Bomber
6 Alien Bubble Lead

Development and reception

Making a sequel wasn't a corporate decision, but the team decided to work on it. Character designer Keiji Inafune feels that this game is the most memorable for him, both in that it was the most fun to develop and the most stressful.[3] This is the first Mega Man game to have kids submit their own boss ideas to appear in this game. In addition, the boss character contest had 8,370 submissions in total.

While the first Mega Man had relatively low sales, Mega Man 2 is the game that caused the Mega Man franchise to become popular. Mega Man 2 sold over 1.5 million units since its release in 1988, being the highest selling game in the Mega Man series and Capcom's 33rd highest selling title.[4] In the last issue of the gaming magazine Nintendo Power, released on December 2012, Mega Man 2 was ranked the 6th-best game released on a Nintendo platform.[5]

Version differences

  • There is no difficulty select in the Japanese version of the game. There is a Normal mode and a Difficult mode in the English versions, in which Difficult is the original Japanese mode and Normal is an easier mode in which Mega Man's attacks cause twice the damage against bosses and enemies' HP amounts are halved. The difficulty select is only available in the American, European, and Australian NES and mobile phone ports of the game.
  • In the Mega Man Anniversary Collection version, the "Normal" difficulty is treated like the Difficult mode of the original English version. The "Easy" difficulty, however, is not the same as the Normal mode of the original English version. Differences in the Easy difficulty of Mega Man Anniversary Collection's version include halved damage taken, enemies being removed from stages, and less hits required to kill enemies than the Difficult mode of the original version (although more hits are required to kill enemies than the Normal mode of the original version).
  • There is an iOS version of the game made by Capcom Mobile. The game on the iOS is fairly faithful to the NES original. However, unlike the original game, the player can now replay levels at any time, including Wily Castle levels, and when replaying a level, the boss also reappears at the end like in the first Mega Man game. There is also an "EXIT LEVEL" feature in the submenu - when the player selects it, they are sent out of the level and can select another one, while retaining the energy tanks and extra lives obtained in the level they exited. Also added is also an Easy Mode for newcomers to the series, in which the bosses and enemies die quicker and the player takes less damage. There are some problems, including the boss health meter sound being much shorter and the stage music stopping to start again, and the credits being removed from the end of the game.
  • Mega Man 2 was made into an incredibly stripped-down handheld electronic game by Tiger Electronics.
    • Every level is, in essence, the same; Mega Man must run to the right a specific distance while attacking or avoiding two differing enemies and leaping on two occasionally disappearing platforms until he reaches the area's boss. However, the player can still select any Robot Master level in any order.
    • This version had only six of the original eight bosses (Wood Man and Crash Man are not present) and the graphics art for Mega Man borrows from the cover art as well as the original graphic (he attacks with a pistol instead of an arm cannon which, strangely, has a limited amount of weapons energy). The bosses that exist also bear little resemblance to their NES counterparts.
      • Of the eight bosses to fight, only Quick Man, Heat Man, Bubble Man and Metal Man have their regular sub-weapons in check; Air Man and Flash Man fire out bullets similar to Mega Man's gun that can actually counter each other out. As a result, their sub-weapons are another batch of regular bullets.
      • The bosses do not possess any energy bars and can be destroyed by either fifteen shots with the regular shots or three hits with their specific weakness.
      • Once all six are destroyed, Mega Man then chases after Dr. Wily in his escape pod until he reaches the end of the level. However, like the original version, Bubble Lead is still his weakness, as no other weapon will damage him in the ensuing fight.

Gallery

Cover Art

Screenshots

Videos

Trivia

  • In the stage select, Dr. Wily's stage is made as selectable but it can't actually be selected, the player automatically goes to it after defeating the eight bosses.
  • Bosses have a short invulnerability period after receiving damage, allowing the player to quickly deplete their health with the Mega Buster. However, many can't be hit multiple times due to the way they act.
  • This is the first Mega Man game to:
    • Include a Wily Castle.
    • Have Dr. Wily create his own set of Robot Masters, instead of using someone else's.
    • Feature the standard eight robot masters instead of six from the first game.
    • Use Robot Master mugshots instead of their sprites.
    • Have the "Teleport System" when encountering the Robot Masters.
    • Have Energy Tanks, although the player could only carry four, instead of nine as in later NES (and NES-style) games.
  • Many ideas that were not used in the original Mega Man game, due to cart size limitations, were recycled for Mega Man 2.
  • Despite the original Mega Man having an alternate music track for fortress bosses, Mega Man 2 lacks this feature, something not repeated for Mega Man 3 but brought back for Mega Man 4-6 and 8-10.
  • Like the first game, using a Game Genie on Mega Man 2 will cause the music to be riddled with quirks and odd sounds.
  • In the stage select screen, if the player holds the A button and chooses a stage, the stars that sit behind the presentation of the boss will turn into Pipis.
  • At Wily Stage 5's boss rematches, if the player defeats a boss while not moving from the spot when teleported in, a glitch will occur and the boss' life meter will freeze and turn green momentarily and then lets the player go. It's the easiest doing this glitch with Flash Man or Metal Man.
  • This game was the first one to have more than 4 Wily Stages. Mega Man 3, 6, and 10 would somewhat repeat this later on.
  • A player can warp to a glitched version of the Wily Stages via the boss room of four Robot Masters in order of level. They are (In order in which stage the level shares data): Heat Man (Wily Stage 1), Air Man (Wily Stage 2), Wood Man (Wily Stage 3), and Bubble Man (Wily Stage 4). All except Heat Man require the Item-1 to perform the glitch.
  • Mega Man 2 is one of the video games that appear in the film The Wizard.
  • At the end of Crash Man's stage, before the shutter, there is a pattern of stars in the background that resemble the constellation Big Dipper.

See also

References

  1. The Reploid Research Lavatory: Like A Boss
  2. Rockman Character Collection. Retrieved from The Reploid Research Lavatory: From the Journal of Thomas Right
  3. "I think '2' is the most memorable for me, both in that it was the most fun and the most stress. I was actually working on a different project at the time, but our fearless leader from '1' approached me one day to ask me if I was willing to join them again. Making a sequel wasn't a corporate decision, it was more like the team just kind of saying 'Let's do it!' Seeing as how it would be my first time working on two projects simultaneously, I was rather intrigued. I asked him what timeframe they were aiming for, and his reply was, 'Including the checks? Three months.' I was like, 'Whaaat?' (laughs) So yeah, that's how '2' began." - Mega Man Official Complete Works, UDON Entertainment Corp. 2009. pg.11. Retrieved on September 5, 2011.
  4. Capcom IR - Platinum Titles
  5. Nintendo Everything: Nintendo Power ranks the top 285 Nintendo games of all time

External links


Around Wikia's network

Random Wiki