Reviews from

in the past


Second game of the best NES series, very close to perfection. Absolutely phenomenal how they made this game such a step up from the original.

Fantastic Mega Man game! I can understand the hype: the music is catchy, the level design is a huge improvement from the first game, and the powerups are fun. I basically binged Dr. Wily's fortress; after passing the boobeam trap, I knew I couldn't quit (which was hell to get through by the way). Can't wait to see the other Mega Man games and see how they are compared to this one.

Best Parts:
• Quick Man's stage (and music)
• Metal Man's stage
• Air Man's stage (but not the boss, he's a pain in the ass)
• Dr. Wily's Fortress' red acid drops

Replay It? - Maybe

It's pretty good. Not much else to say about it.

slighty better doodoo batter


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.

(Also played via Legacy Collection)
Much like Sonic 2, Mega Man 2 is an improvement from the original in every way possible.
It adds E-Tanks, the amount of health and ammo that the enemies drop is pretty generous, the level design is pretty great, the soundtrack is an absolute classic, the Robot Masters' weaknesses still make sense, and some of the weapons are godlike. The Metal Blade is the best Robot Master weapon in any Mega Man game, it's incredibly useful given its ability to throw the blades in eight different directions, and it honestly makes the standard Mega Buster nearly obsolete given how generous the game is with its health and ammo like I said before. That makes it sound like the game is too easy, but no... I mean it is the easiest classic Mega Man game, but it did kick my ass sometimes. It's still challenging but it's a level of difficulty that is very enjoyable, unlike the first game which had a lot of unfair bullshit.
But when you reach the Wily Stages the game drops in quality I must say. The stages themselves are okay, but the bosses are mostly pretty awful, especially the Boobeam Trap, one of the worst Mega Man bosses, it sucks ass.
Overall it's pretty awesome, one of my favorite NES games and one I can replay anytime.

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.

Honestly I was really disappointed by this one
Played it on difficult (which from what I can gather is the intended difficulty) and it felt like a good game buried underneath a ton of needlessly frustrating and frankly unfair level design choices

The second entry in the classic megaman series is a massive step-up from its predecessor and it shows it with better level design, more robot masters, more fun weapons and the addition of what would later be rush items. The game isn't without its faults as on normal difficulty the game simply showers you with health refills on top of having the most OP weapon in the whole series. The later stages can also have some bland design with obstacles that range from unfair to boring. The game is still very good and worth the try.

The first Mega Man game I remember enjoying a lot.

I really like the touches of pacing and framing this one has. The opening is, of course, well regarded, but the final boss gag and the final cutscene have a real poetry and rhythm to them. The levels also have a real suggestive power. They are just as abstract as the first game, but feel a bit more themed, more lived in. In its sparseness, this feels like a game with characters and places in it. It's lovely.

We are still figuring stuff out, but I feel like here we are starting to better refine the look and feel of things

Good video games did not exist prior to 1990

I feel like the Nintendo Hard stigma only exists because people sucked at video games as 9 year olds and haven't played them in 35 years. Funnish game though.

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.

fuck yeah megaman 2 fuck yeah

Should be called megaman poo

This was the last game I played on my NES before it developed that blinking power light issue everyone eventually had.


It's awesome. One of the best video game soundtracks of all time, difficulty options for newcomers, great replayability. It also introduces energy tanks, which can make challenging encounters even easier for those who are bad at the game.

There is some annoying stuff in this game (Heat Man's stage, Quick Man's stage, the Boobeam Trap), but I would be lying if I said I did not enjoy my replay of Mega Man 2.

Good, consistent difficulty platforming followed by challenging, but fair, bosses. The Wily castles are unforgiving but doable.