Reviews from

in the past


now this is a MUCH enjoyable game than 1! the gameplay is good, the bosses are fun, the levels are fun, and the ost is really great! definitely check it out!

Clássico do Nes, não o melhor do console mais é muito divertido e bem melhor que o 1

Un tanto mejor q el primero, pero sin llegar a superarlo, ya que tiene ciertas cosas que lo traen patras como su balance, de resto es bueno, pero no es la gran cosa que muchos creen.

A pretty good platformer. I have nothing to say about Mega Mans 3-8 so let me just use this space to say I mainly consider them less interesting versions of this game. Sorry.

its crazy how fun everything before wily castle is and then almost everything during wily castle blows


Played on the 3DS Virtual Console, the GameCube version of Mega Man Anniversary Collection, and the 3DS/Switch versions of Mega Man Legacy Collection.

Pretty good but the Crash Bomb puzzle room can suck my ass

I want to preface that I was not born during the time of Rockman's initial creation and popularity. I'll never understand what it was like being there at the time that these games were coming out. That said, I'm playing all these games for the first time in my early 20s and, in advance of writing a review of 9, I decided to go back and journal my thoughts on 2. I just thought this game was... okay? So okay that I didn't even bother writing a review when I played it.

As I write this review, this is the game leading the Street Fighter 6 Rockman popularity poll. But I want to know what kind of factors led to this one being the most popular of the original series? Is it just "right place, right time?" Is the game similarly held in high regard in Japan? My honest guess is that people just had so much fun with 2 that, as the transition from NES to SNES took place, nobody really cared to bother with more NES Rockman games when the SNES and Mega Drive were releasing.

Prior to actually playing the games for myself, this is the only one I ever saw talked about ANYWHERE, and it's lauded as one of the greatest games on the NES or something. At its best AND at its worst, this game is good. But it's not really anything more than that imo.

I genuinely believe every other Classic game that released after it outclasses it in some way or another. 3 introduced the Slide and even had the Doc Robots bring back the RM2 Robot Masters after you beat the first 8. 4/5 introduced/refined the Charge Shot. Even 7 and 8 both capitalized on the strength of the new hardware to create gorgeous graphics that still look great today, and introduced neat changes to the formula found in the NES games. 2 being the golden child, so much so that 9 decided to ditch nearly everything I liked in 3-8 and even removed the Slide/Charge Shot, just confuses me.

I'm sorry if this doesn't come off very much like a review of the game and more a review of its status? Or sounding salty that its popularity influenced a direction on the series temporarily for 9 and 10 that I disliked. I would just really like to hear from folks who grew up with this game to understand what I might not be seeing about its greatness compared to everyone else.

The stages are quick and somewhat fun. Gameplay and music is amazing as expected. However there are some ideas thrown at the end that really leave a sour taste:

Willy's stages are fine until stage 4 boss. Who thought it was a good idea? Omg that took me forever to grind napalm and not miss any shot. That's terrible design.
Last boss? You better have bubble lead otherwise you can't hurt it and it's game over.

Even with these serious considerations, an enjoyable game that really improves upon the original.

Mega Man 2, яку я тепер буду називати "Save Scumming Game", пройдено. Мій перший Мега Мен і до такого я був не готовий. Під кінець виюзав 100(!) сейв стейтів. Якийсь ад з проб та помилок, за яким ховається дійсно оригінальний платформер з нелінійним проходженням рівнів та унікальними босами, до яких потрібен свій особливий підхід і використання здібностей, арсенал яких поповнюється з кожним вбитим творінням головного лиходія. Ну і як всі вони використовуються в фінальному рівні - це окремий респект. Для свого часу мала б бути не тільки жопо-розривна, а й мозко-виносяща річ. Рекомендую тільки шизам яким подобаються страждання.

juego de platafoma divertido donde saber con que poder atacar es importante, y poder acabar con el cientifico loco.

In the year of 200X, a super robot named MegaMan was created. Dr. Light created MegaMan to stop the evil desires of Dr. Wily. However, after his defeat, Dr. Wily created eight of his own robots to counter MegaMan. Cue iconic intro music and thus begins your journey to save the world from Dr. Wily’s nefarious plans again. Dr. Wily’s attempt at taking over the world includes a new cast of robots to stop you. Once again, you must journey as MegaMan and navigate eight stages each headed off by an adversary that matches the stage’s theme, followed up by a gauntlet of obstacles as you storm Dr. Wily’s fortress. MegaMan 2 brings innovation through new powers, brilliant level design, and new obstacles to navigate.

The presentation of the game remains largely the same. The innovation lies within level design and the various abilities MegaMan obtains. Each level has a distinct set of themes with a matching robot boss at the end. Levels range from a factory setting to traversing the skies. These levels contain a collection of enemies waiting to stop you from progressing forward. With fewer hazards flying through the air, it’s easier to identify an enemy and work towards a solution given the environment. Some enemies are skippable while others demand you destroy them first. Certain enemies are reminiscent of their origin and give you an unnecessarily hard time. Still, overall the game is much less hostile towards the player and is more encouraging to approach.

The bosses you face off against at the end of each level are fun and engaging. I faced off against MetalMan and his saw blades to begin the gauntlet and was not disappointed. With MegaMan’s copy ability returning, gaining MetalMan’s power was the most useful ability in the kit. The saw blades deal heavy damage to three of the other robots. Other powers available are unique and offer distinct advantages over other robots and can influence the different stages too. What’s more, the additional abilities you obtain outside of defeating your adversaries are automatically obtained after clearing specific stages. No more searching for missing abilities after reaching an obstacle you are ill-equipped to handle. All of this adds up to a unique experience with banger soundtracks to accompany.

The music of MegaMan 2 is worth noting as it includes some of the most well-known tracks in the series. Each stage has a tune that is unique and fits the present theme. Dr. Wily’s stage theme and the intro themes are easily the most recognizable tracks you will experience. The themes that stick out for me are CrashMan and AirMan. Each track is memorable and will worm its way into your head like it did for me. I believe a lot of soundtracks go unnoticed as they usually do exactly what they need to do to accompany the game (and that’s a good thing!) but it’s always worth mentioning when a soundtrack goes above and beyond that and I firmly believe that MegaMan 2 accomplishes this.

MegaMan 2 is the follow-up you hope to play in a series like the MegaMan. Building off the foundation of core ideas and propelling the series forward with innovation and intrigue was likely to be one of the more gratifying moments for the developers working at Capcom at the time. MegaMan 2 retains its visual and musical aesthetics while giving you a dozen new stages that benefit from greater design and a fantastic soundtrack. Navigation of these stages is improved by great margins and engaging with the bosses provides a thrilling experience. The theming of these levels and bosses work remarkably well with each other. If any game should be used as an example of what it means to make an outstanding sequel, it’s MegaMan 2.

Vast improvement over the OG.

Full of NES era horseshit but with using the Legacy Collection emulator features it wasn’t a bad time.

i remember starting on crash man as a kid and getting pissed at the birds

i got filtered by air man,,,,,,, no pun intended,,,,,,,

So, I guess I'll just walk through my thoughts on the stages and such.
Metal Man Stage: I heard Metal Blade was a good weapon, so I started here. I think this was probably the best decision I could've made; Metal Blade is fucking BUSTED apparently. As for the stage itself, not the biggest fan of the conveyor belts in the ceiling spikes section and that weirdly tight jump after, but it's pretty much inoffensive otherwise. Metal Man himself is also pretty simple, so I beat him first try.
Bubble Man Stage: Metal Blade kind of trivialized every enemy I had to fight, so all I can mention is the stage design, which is solid enough. Water physics surprisingly are fun to play around in this game and while I do think spikes instakilling you are kind of brutal, they're not too bad... yet.
Heat Man Stage: So, uh, I didn't know that Item-2 was tied to Air Man, so I just went ahead and played this stage without it. As it turns out, I am a fucking gamer because I managed to clear that long stretch of memory blocks based on purely intuition and reflexes first try. Definitely one of the more memorable experiences I had with this game, and probably my proudest? As for Heat Man himself, he was kind of a pushover, I just bubbled him to death and that was that.
Wood Man Stage: Not much of note, Metal Blade killed everything in my path (it helped a ton against those fuckass birds) and Wood Man was kind of a pushover.
Air Man Stage: This was probably my least favorite section of the game... The Air Man platforms are just kind of tedious with the enemy spam and having to wait for the drills. It's iconic and all but still...
Oh, and then I got filtered by Air Man kind of hard, as I said earlier. I could NOT for the life of me figure out how I was supposed to dodge some attack patterns. I tried using Item-1 and it froze the tornadoes in place? I have no clue what happened there.
I ended up brute forcing it with charged Atomic Fires and finishing him off with the Buster, but I still have no idea how you're intended to beat him.
Crash Man Stage: A much better change of pace. This one was probably my favorite normal Robot Master stage? The platform gimmick is pretty fun and it's not super punishing. Crash Man died in like 2 hits from Air Shooter and that was that.
Flash Man Stage: Weird floor physics in a platformer,,,,,,,, I do like how near the end, the level rewards you for taking the difficult paths forward by letting you skip some enemies. As for Flash Man, I have no idea what he does because he died to like 4 Metal Blades. I still don't know what he does.
Quick Man Stage: Here's a fun stage gimmick. I ended up doing most of the timed sections without Time Stopper and it was pretty fun. It's kind of weird how Quick Man has the pitch black sections instead of Heat Man though. Anyhow, Quick Man put up a good fight since I was out of Time Stopper by the time I got to him. Unfortunately for him, he's also weak to Crash Bomber, so he exploded in a couple of easy hits.

With the main robot masters out of the way...
Wily Castle Stage 1: I am disappointed you can't blow up the building walls with Crash Bomber. Huge missed opportunity in my opinion. Anyway, the stage is pretty inoffensive. I ended up getting oneshot by the dragon because I didn't see him coming, but I ended up beating him around my third try. I really don't like how the screen decides to have a seizure everytime you hit the dragon, this isn't the Atari 2600 anymore.
Wily Castle Stage 2: I don't think this stage has anything too memorable except the big Mole Tunnel with the guys from Metal Man's stage. I don't mind it since it helped to refill all my weapons and HP. The boss is kind of weird but I dig it, I beat it on my second attempt.
And onto Stage 3–
MY GAME CRASHED
So I had to redo both Stage 1 and Stage 2 from the start. Thanks Capcom.
While we're at it, holy shit the Wily Castle music is phenomenal for the NES. Really surprised at how good it sounds.
Wily Castle Stage 3: This stage wasn't too memorable aside from the random drop with spikes you couldn't have known were there. Great game design. Guts Man coming back as the boss is cool, but I still have yet to play Megaman 1.
Wily Castle Stage 4: Probably my favorite Wily Castle Stage barring the "boss". The Crash Man platforms return and you get to use the Items in more creative ways. Pretty fun all around tbh. Then I got softlocked at the boss. And I had just made a savestate when I entered.
So I had to load an older savestate and fight Guts Man from Stage 3. THANKS CAPCOM
Wily Castle Stage 5: It's just the robot master rematches. Kind of funny how Metal Man instadies to his own weapon. I used the same strategies for every boss, so nothing new. As for Wily... It took me a bit to figure out how to dodge the balls, but I figured it out and it was just a test of patience (and my E Tanks)
Wily Castle Stage 6: Really fucking cool thematically. You think it's all over and then all of a sudden there's another stage and you drop down what feels like forever only to see you're in a cave and there's no music. It's super eerie and I could totally see some kid making a creepypasta about it. The boss in this Stage is also pretty cool, you just have to be patient and land the Bubbles while guiding his shots away.

So, that was Megaman 2. Is it a masterpiece? At the time, it probably was, but it's a little dated due to the usual Megaman shenanigans. That said, I definitely don't regret playing this game.

Colorblindness Rating: B+
I think the color of the armor can mix someone up if they don't know what the letters stand for. It's a bit of a nitpick, but it's not going to ruin the experience honestly; and I can excuse it because it's a game on the NES.

Una excelente secuela que supo mejorar todo lo malo de su antecesor. Aunque eso si, no se salva de tener algunos errores aqui y por alla.

Way better than its prequel, but it still is kinda meh and it gets very frustrating at times

Mil vezes melhor que o primeiro, mas o boss do stage 5 da Wily's Fortress e a primeira parte da fase do Bubble Man quase me deram um aneurisma (por motivos diferentes).


This is one I've played a lot over the years, between having it on my Wii Virtual Console as a kid and then having easy access to it on my NES Classic and Famicom Mini, but I wanted to review it properly here particularly because I finally beat it on Difficult mode. That was always something I saw as "just too unreasonable" simply out of its reputation, but I finally tackled and conquered it recently, and it really brought a lot of perspective about the game's design to me. I beat the game on Normal and Difficult mode, and it took me a little over an hour to beat it on each.

Mega Man 2's story is pretty bog simple, with it basically just being that Dr. Wily is back and more determined to conquer the world this time! This time instead of just six robot masters, he's brought along eight of them! The stages here, particularly Wily's Fortress stages, are overall longer and more polished than the first game's. Mega Man 2 sets the trend for the rest of the series in taking what came before and making it generally "more" and "better polished". Though not every entry in the series could hold up to that standard, Mega Man 2 is a strong first step forward.

The stage design in Mega Man 2 is very highly improved from the first game. First and most importantly is the fact that Mega Man's movement has been tightened up a LOT. He's still a little slippy, but he controls way more precisely and intuitively than the first game, and it raises the quality of the platforming of the game as a whole significantly. Secondly is that you now get several "Items" for defeating a few bosses instead of just their signature weapons. These Item weapons allow you to skip or make easier certain platforming challenges, although they are required for several sections of Wily's stages. The gimmicks are generally more interesting and fair compared to the first game, and it feels like the game isn't trying to mulch you quite as often. There are still some rough stages, as I think the instant-kill lasers in Quick Man's stage make it a pretty strong contender for one of the worst stages in the NES series, but overall the stages feel fair and fun to go through.

The bosses have been improved for the most part from the first game as well. On Normal mode I find them a little too easy at times, as some die absurdly fast to your normal mega buster weapon, but the last few bosses feel a bit too hard on Difficult mode. I think there's a happy medium possible between the two, but overall each difficulty mode gives you a nice modicum of control over just how hard you want bosses and normal enemies to be (and that's especially true given that this game finally adds E-tanks you can use for mid-fight health refills). Their patterns are more often consistent and readable, with bosses like Bubble Man and Heat Man being super fun fights. However you have some bosses that are just a bit too fast and frustrating to be much fun to kill with anything but their weaknesses, like Crash Man or Quick Man. The final Dr. Wily fights are overall pretty fun, but the fortress bosses are pretty bad. They're either really easy like the Guts Man Tank, or cheap and needlessly difficult feeling like Picopico-kun (the one that is composed from platforms) or the Boobeam Trap (which is easily one of the worst bosses in the entire series). They're a mixed bag of quality, to be sure, but they're ultimately a meaningful step forward for the series.

The presentation of Mega Man 2 is definitely one of the highlights of the series. You have the colorful, quality enemy and boss designs, sure, but the music really stands out here. Damn near every track is one of the best in the series, with the famous first song of Dr. Wily's stages being a well-deserved classic of 8-bit tunes.


Verdict: Highly Recommended. It's not my favorite in the series, and it's honestly not even close, but it's still a game I really like a very good action platformer on the NES. Probably one of the biggest things that would make me recommend it as the first game someone plays in the genre is how easy it is compared to most of the others (although I still wouldn't say it's "easy", just "easier" XD). It's certainly outshined by several of its NES brethren, but I think it's damn impressive just how steep an improvement Mega Man 2 is compared to where the series started.

significant improvement over the previous entry in every way; far less annoying enemies and other obstacles (some notable exceptions), far more consistent behavior where it matters, much better sprite work and overall aesthetics, much better music, etc. just holistically far more pleasant.

the first game had an issue a lot of games of this generation had wherein many enemy and especially boss encounters are either trivial or absurd because you can't realistically dodge their attacks. due to that, the dominant strategy -- at least given the limitations of most human beings -- is just tanking damage and shooting the enemy hoping you win. most of the bosses in Mega Man 1 require this "strategy"; some still do in 2, but it's much less. enemy behavior overall is also less buggier and more predictable, which in a similar vein allows for more neuron-activating tactical decision-making instead of mindless spam. these are all sort of "platformer 101" elements, so it's hardly high praise and compared to contemporary offerings this game still isn't very special, but given the quality of 1 noting these improvements is relevant.

also weirdly... profound? the [famous] intro, some of the levels, combined with the [famous] ending, are all very emotional and evocative for what this otherwise is. i presume that's mostly the music working its magic; actually, the music in general is very good, able to capture a lot of tones (i.e. "vibes", not musical tone) in ways that contemporaneous games don't come close to. with this game one can start to see what people see in this series.

This was such a rush. It showed me how much I've improved as a gamer and a was a truly enjoyable experience. I'm now hooked on Mega Man.

established the remaining series staples, is one of the best and most recognizable games of the NES, was a success story of the developers getting another chance at their passion project, stayed the best selling mega man game for decades afterwards, this is all true. but… is it weird to say i like the first one better? i can concede it’s probably entirely bias from this being the most talked about of the series, but its flaws just irritate me more and its high points feel overplayed. it’d be foolish to hold that against the game too much though, and i can’t ignore that it was my first mega man, too. overall, yes it’s good, but expand your palette beyond it if you’re truly interested in mega man.


It isn't Rewind Time...?

Mega Man 2 felt a lot better to play than the original game, but it also came with its own set of glaring issues. The new stages look pretty (for NES standards) and the toned down difficulty compared to MM1 definitely helped my enjoyment too, as I no longer had to rely on the Legacy Collection's rewind feature as much to progress through the game at a normal pace. However this is still a Mega Man game at its core, which means you can't just have a good time like that.

In the case of Mega Man 2, my main complaints come from two stages, two bosses and the insane amount of flashing lights thrown into your face whenever you beat a boss. Heat Man's stage revolves around a gimmick forcing you to guess where an invisible block will pop up next, causing you to proceed with trial and error until you eventually manage to land on such a block, just to repeat it over and over. Not a problem with the rewind feature as you can just "know" where the next block will pop up, but this was NOT the case for the players in 1989. A pretty frustrating trial-and-error experience in theory, even if it didn't affect me badly because of my ability to rewind. Next stage complaint, Quick Man's stage has a cool concept with the level closing in on you over time, so you're supposed to rush through the level. While it does sound cool at first, Capcom's vision for this idea were insta-kill lasers, so now instead of shifting the focus on the speed of the level, it's now all about how precise you're about to control through these lasers (and the timing for some of these falls are really relentless).

Okay, so these two stages have some trial-and-error, but did you know there are also actual roadblocks in Mega Man 2 if you don't meet certain conditions? I'm talking about the Stage 4 boss of Wily's Castle and the final phase of Wily himself. The boss on Stage 4 is a glorified puzzle, you need to use the Crash Bombs at specific locations in order to take down multiple turrets in the boss room. The thing is, if your Crash meter isn't full enough, you won't be able to beat this fight - every other weapon gets deflected from the turrets and some are guarded by walls. As for Wily in his final phase, for some reason he's completely immune to all weapons except Bubble Man's bubbles. Same issue as with the Stage 4 boss, if your meter is empty you can't win the fight. I feel really bad for everyone who played this back then, got to the final boss and couldn't beat him because of this laughable restriction.

Nonetheless I did have a somewhat good time with Mega Man 2, as most levels are big improvements over the ones in MM1 in terms of gameplay and design, but the aforementioned issues make it hard for me to give this game a higher score. Atleast I have heard many good things about Mega Man 3, so I'm looking forward to playing that one in the upcoming days!

Thought of playing Megaman: :D
Reality of playing Megaman: :(

This game was actually one of the worst popular games I’ve ever played. All of the boss fights have way too much randomness in their attacks, making it almost impossible to dodge most of them. They all also have arbitrary restrictions on which weapons you can use against them.

What’s that? You can only use a certain weapon against a boss and you ran out of power for that weapon? Better kill yourself so you can go back and farm for more power by killing enemies. Just ignore the fact that enemies barely drop any power on death and you’re more likely to get hurt a lot and lose health while doing this, making the boss fight that you’re trying to be able to beat no easier.

The level designs are no better. Enemies will spam attacks and will instantly respawn if you walk too far away from their spawn point, making some parts unnecessarily difficult and full of enemies. The platforming sucks. If you get hit by an enemy, you take so much knockback that you fall of the platforms anyway, most of the time into spikes or a pit.

I could complain about this game forever since its so bad and actually unfair.

This one was a bit easier than the first one, with the plus that I recieved some extra help from someone, because I probably wouldn't have been able to figure some of the puzzles.

I actually enjoyed this one a whole lot.

THAT FUCKING BIRD THAT I HATE

Unos escalones por encima del primero, tanto a nivel jugable como sonoro. Literal unos cheaptunes legendarios e inolvidables. Uno de los mejores plataformas que jugué sinceramente.