NEStalgia

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NES box art for Mega Man 2, the cover of NEStalgia episode 190

190 · MEGA MAN 2

▶ Game info
VerdictEssential
ReleasedJune 1989
SeasonSeason 5
DeveloperCapcom
PublisherCapcom
October 8, 2021 · 1 hr 36 min · transcript available

He's Back! And this time the evil Dr. Wily (once the supreme power in the universe) has created even more sinister robots to mount his attack. But as MegaMan, you've also grown in power and ability. Can you save mankind from the evil desires of Dr. Wily?

SHOW NOTES

Mega Man 2 Longplay

Mega Man 2 Gameboy

Mega Man 2 Tiger Electronics

MM2 NES 30th Anniversary Cart

Mega Man 1 Episode

Our verdict: Essential

Mega Man 2 is the rare sequel that keeps the formula and fixes what hurt. Sales on the first game were unimpressive, and we heard the sequel was made on the developers' own time from assets cut from Mega Man 1. It plays like Mega Man again, and that turned out to be the point.

What makes it essential

  • It learned from the first game. The soft-lock problem is gone: no more missing an item you needed and restarting. We also died less to knockback tangled up with platforming, and the game flows instead of stopping to make you think on every screen.
  • Easy mode. The English release adds a second difficulty, labeled Normal, with the original labeled Difficult. You get more health and do more damage, which let us learn the levels and then step up. Some enemies even change by mode: the stack of cans just blows up on Normal and throws pieces at you on Difficult.
  • Stages that fit their bosses. Bubble Man opens on a waterfall and then you swim. Quick Man's lasers are the best match of theme and design, and also took six or seven tries.
  • Weapons with a second job. The leaf shield wraps around you, then flies off in a direction you choose, and it was a favorite. Flash Man freezes time. The three platforming items (a hovering platform, a jet, a wall-crawler) mean power-ups are not only guns, though we barely touched the third.
  • Structure. Eight Robot Masters, then a long run of Wily stages that feels like cashing in everything you built. The Mecha Dragon and the Bulldozer guy look good enough to pass for Super Nintendo sprites.

What doesn't

  • Weapon menu. Switching means pausing, so we stuck with the plain buster. Select to cycle would have changed how we played.
  • Late ammo traps. The Crash Bomber boss and the final fight can leave you with no ammo and no way to get more, which means restarting the stage.
  • The Wily finale. He turns into an alien, only the bubble weapon hurts him, and everything else heals him to full. We argued over whether that's a great joke or a mistake, but nobody liked running out of bubbles.
  • Movement. Mega Man still is not Mario. We also decided a floatier hero would make the game too easy.

Beyond the game

Inafune joined the series here. Capcom reportedly got 8,370 boss submissions from fans in Japan, and we took the line about inspiration to mean the designs were reworked. The 2019 cartridge reissue is blue.

The bottom line

Essential. Everything we hoped for from the sequel is here, and we all voted it onto the Essential Games List. It improves on Mega Man 1 without replacing it, and Joe made that his argument for keeping both on the list, though we may take a hard look at Mega Man 1 when we get to the best of 1989. It is also friendlier than the NES-hard reputation suggests: play a level a few times and you have it.

Written from our conversation in this episode.

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