Reviews from

in the past


One of my favorite games of all time. Although it may not be my favorite Mega Man game, the nostalgia I feel for the game, and the fact it was one of the first games I ever played, makes it truly worthy to be one of my favorites. 6 Trons

The only Mega Man I was able to play to the end, and it was well worth it. This game is well worth a playthrough, it doesn't take long, and keeps you trying with it's challenging, but fair platforming. Of course this game has a it's clunkiness, but I can see why this one is regarded as the best one of the NES entries.

its good but it aint the best

most overrated one, but that doesnt mean its bad at all

Mega Man deleted the concept of a smooth difficulty curve from his memory banks so he could fit more catchy tunes into his robot brain.


Overrated and everyone knows it

slighty better doodoo batter

Hace 30 años

Mi primer juego de NES y el mejor en mi opinion de la misma consola, quizas compitiendo con el 3 aunque esta un peldaño por debajo de este en cuanto a carisma y pantallas.

Fun times. Good way to start cool stuff for the series.

Mega Man is Bad and Always Has Been

Had a lot of fun with this one. I can see why its most peoples favorite classic game.

Dr Wily Stage = Insta Felicidade

A classic franchise I encountered for the first time. Honestly had never played a Mega Man game before.

Definitely not a bad game, but not really my cup of tea. Played this for the Retro Handheld's community GoTM.

This game offers a lot of variety and enemy mechanics. Some of it can be incredibly frustrating, but overall rewarding when you figure it out. The platforming can be really satisfying, but some (like the blocks that disappear and reappear) force you to die and replay parts of the level. The game rewards attention to detail and screams for you to replay it to "master". The bosses felt unique and challenging, and definitely required you pay attention. Although, I was not expecting the "last" level to be 6 separate levels. lol.

If you haven't played Mega Man before it's definitely worth it for some good video game history or if you like the style of platforming and boss encounters this game has.

Fuck this game. Horrible Wily stages and stupid e-tank mechanic.

Another game I absolutely love. My record completion time is 37 minutes (glitchless) I love to speedrun this game!

One of the best in the series.

Holds up pretty well. This feels like the first real game in the franchise. It improves the controls, colors, and variety from the first while removing the (imo) arbitrary scoring system.

The new robot masters are cool and powers are all fun to use. Metal Man is dope but holy shit his ability really trivializes the whole game. In general levels are shorter, (way) easier, and ultimately less complex (and less bullshit) for better or worse. Also whoever thought of the Boobeam Trap should be locked in a basement. Legendary OST once again, especially Flash Man's stage and the normal boss theme which may be my favorite of the series.

That being said about Mega Man 1, I do prefer Mega Man 2.

slight upgrade. this is where megaman starts

Much like it`s predecessor, now with better controls and a more bareable level design, it`s still incredably cheap and trying to beat some of the bosses without their weakness can be a nightmare, a superior game in all acords compared to the first one but still not as good as megaman can be.

bro i died 47 times on the final stage

The main Mega Man series is one that's never been particularly interested in reinventing itself or taking particularly massive strides from game to game. Instead of this, it looks to the option of adding safer, less intrusive changes from game to game hoping to gradually improve the formula in a way that never alienates the player. With this said, Mega Man 2 is the game that feels as if it made some of the more dramatic changes in the series for a little while, which makes sense given how simplistic and in many ways, flawed the first game could be. That said, despite some changes, advancements and improvements, I'd hesitate to call this a outright better or even more enjoyable game compared to the first in my eyes, as for the amount of polish more areas had, it still often could suffer from the same design issues as the first game, sometimes to an even greater extent.

I'll start this off with a couple of positive points however, as there are definitely some extremely cool things the game does that I love. The change in formula from 6 to 8 robot masters you need to fight really makes the game feel more rounded and interesting, especially when combined with the more complex, varied stages and diverse weapons that you get given. It really feels like they took the ideas from Mega Man 1, but instead of the stages centring around a single gimmick, things feel as if they progress far more here, with multiple different mechanics often unique to that particular stage working in tandem to make for a collection of highly distinct, engaging stages. This makes for some great gameplay variety, constantly throwing the player into new scenarios they have to come to grips with, one moment standing on moving platforms while dodging enemies, the next climbing ladders and having to figure out how to avoid falling down as swarm after swarm of birds fly at you.

It also feels like some serious improvements were made to the boss designs in general most of them having multiple attacks rather than being based around only needing to learn how to deal with a single thing, making them generally more engaging and challenging. The weapons are largely more interesting as well, giving the player a variety of options, each one being capable in certain niche scenarios, making experimentation during more difficult sections often greatly rewarding once the player is able to figure out the optimal way to approach a situation. This is also where greater emphasis on mobility items was implemented, with each type allowing the player to get to additional pickups or even skip certain tricky sections if utilised correctly, and gives an additional layer of complexity to the platforming aspect of the game.

Unfortunately, most of the positives for the game some with something negative to balance them out. With stages, while the greater variety and amount of levels to the game largely contributes to a more diverse, engaging gameplay experience, the bad stages feel considerably worse conceived here. The trial and error unfair difficulty of the NES comes in full force in a couple of stages, one being Quick Man's which while undoubtedly a fast paced, fun and exhilarating level from my perspective, is impossible to ignore for the fact that giving the player such little time to dodge through all the obstacles lest they're instantly killed is quite unfair. With this said, Heat Man's stage full of disappearing platforms over death chasms feels even worse when combined with timing and positioning of these disappearing blocks that feels as if it intentionally is attempting to throw the player off and just require a lot of death's until they've memorised everything. The issue with these is the fact that rather than testing the finer aspects of a player's skill and execution to create a satisfying, fulfilling experience to play through, it instead relies entirely on rote learning, making the point in which a player finally get through feel less exciting, and more just having them thinking that thank god it's over.

Similarly, while the boss design has been made more complex and often engaging, it's balanced by some more fights that feel as if they were entirely not suited to be fought without their weakness in mind. Of the robot masters, the main 3 are Crash Man, designed to respond to attacks in such a way that it's frustrating to even hit him, Quick Man, for his erratic movement and almost complete lack of pattern, instead going for the approach of hopping around wildly and throwing projectiles whenever he feels, and Air Man, who often throws out attacks that are genuinely impossible to dodge. While I appreciate further encouraging the player to utilise their entire arsenal, it simultaneously feels counterintuitive to allowing the player to choose stages in whatever order they desire when some are borderline impossible to complete without having beaten other stages first. While having an optimal route is cool and contributes to replayability and is conducive to experimentation, going as far as to make large portions of it to be almost required makes this idea feel closer to artificial lengthening of play time, an approach that makes sense given that NES games often did this to get the most from limited hardware, but nonetheless works to the detriment of the majority of them.

While the majority of weapons have their own niche uses to allow the player to handle most situations, a lot of this admittedly feels a bit pointless with the metal blade that's so powerful that it makes most options obsolete by being powerful, extremely versatile, and cheap to use, essentially having 0 downsides other than trivialising a lot of the game. With this said, there is one glaring issue in relation to weapon costs, that being that weapon energy doesn't refill between deaths, making grinding sometimes necessary if you don't have enough to use one that's required for a particular section. This is particularly problematic in the infamous boss fight that requires the player to use literally all of a particular weapon to defeat it, with nothing else working, and death meaning that it's impossible to beat them without grinding back up to full weapon power, poorly designed and tedious in a number of ways.

Despite all the negativity I've had, it's still near-impossible to deny how much fun and charming this game is, and how well put-together it is for the console it was on. Mega Man truly is one of the leading examples of early game philosophies being overcome in certain respects, with more emphasis being put on naturally guiding the player through a lot of it without requiring them to tirelessly exhaust all possible combinations to potentially come across the answer, with even some of the more difficult situations in the game being intuitively designed to teach the player long before they're taken to the deep end. Despite the fact that this sometimes falls through and gives way to all the annoying tropes of the system, this is still a very good game in a lot of respects that I enjoy about as much as the first entry in the series, and can see why it's often regarded as one of the cornerstones of the NES.

It's a great game, but for some reason the Final Boss was kicking my ass and I had to use the Legacy Collection's rewind feature. I'm not proud of it, but that's just modern collections for you, and also the only way I'd ever play the first Mega Man.

This game is great. Probably my favorite Megaman game. All the songs bang and the game doesn't feel outdated at all.


A competent attempt to improve on the original game for sure, but time constraints really held this game back from reaching its fullest potential. It’s especially obvious with certain weapons like the Metal Blade, and how the Wily Stages are designed, like the 4th one. This is kind of a one step forward one step back situation. At least the music is top notch stuff.

Clássico, melhora tudo que tem do primeiro e é um jogo divertido até o fim.