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The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major re-release as part of ''Anniversary Collection'' for UsefulNotes/PlayStation2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability, and is part of ''Legacy Collection'' for UsefulNotes/PlayStation4, UsefulNotes/XboxOne, PC, [=3DS=], and UsefulNotes/NintendoSwitch. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in the ''Sega Genesis Mini''.

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The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major re-release as part of ''Anniversary Collection'' for UsefulNotes/PlayStation2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability, and is part of ''Legacy Collection'' for UsefulNotes/PlayStation4, UsefulNotes/XboxOne, PC, [=3DS=], and UsefulNotes/NintendoSwitch. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in the ''Sega Genesis Mini''.
Mini''. There was even a literary adaptation via the ''Literature/WorldsOfPower'' series.

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Even Better Sequel is YMMV. Fixing indentations. Deleting general examples. Hiding ZCEs. Cutting Audience Reactions. Fatal Flaw has Speculative Troping. Bubble Lead is so ineffective against most enemies I can't see it as a Lethal Joke Weapon. Deleting speculation. There are no gorillas in this game. Recycled Soundtrack is out of place here, as it refers to another game. Shout Out is not for coincidences. Solid Clouds is Not A Subversion and should not be listed. Misuse of Tank Goodness (this trope is not "tanks exist"; there is nothing good about the Guts Tank). Wake Up Call Boss is an early game boss that provides a major Difficulty Spike; given the way this game works, it's not necessary to fight Air Man early on. Weaksauce Weakness defines the vulnerability to something mundane or silly; the Bubble Lead and Metal Blades are highly advanced weapons.


In other words: ''Mega Man 2'' [[EvenBetterSequel tops the original in nearly every way imaginable]].



* AbsurdlySpaciousSewer: Heat Man's stage certainly looks like one, albeit one filled with lava. Wily Stage 3 seems to take place inside Wily Castle's plumbing as well.

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* AbsurdlySpaciousSewer: AbsurdlySpaciousSewer:
**
Heat Man's stage certainly looks like one, albeit one filled with lava. lava.
**
Wily Stage 3 seems to take takes place inside Wily Castle's plumbing as well.plumbing.



* AirborneMook: Air Man and Crash Man's stages in particular are full of these.
* AmericanKirbyIsHardcore: The US boxart features adult-sized musclemen dressed up as Mega Man, Quick Man, and Crash Man in a airbrushed futuristic setting. While cheesy, it's nowhere near as infamous as the first game's box art, mainly because it at least bears ''some'' resemblance to the actual game. And that is nothing compared to the downright nightmarish Magazine/NintendoPower [[http://www.comiccollectorlive.com/LiveData/Issue.aspx?id=589ad315-052b-455d-b013-f0de8c4196e4 cover of Mega Man 2]];while Mega Man resembles how he usually is, clay figure Dr. Wily [[AccidentalNightmareFuel looks downright]] ''[[AccidentalNightmareFuel terrifying]]''!
* AnimalMecha: A number of enemies, but most prominently the Battons and other enemies in Wood Man's stage.
* AnimeHair: Mega Man in the opening.
* AngryGuardDog: Three Frienders are fought in succession in Wood Man's stage, and they block progression due to their size (and you can't pass through them thanks to an invisible wall that disappears when they're beaten).

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* AirborneMook: Air Man and Crash Man's stages in particular are full of these.
* AmericanKirbyIsHardcore: The US boxart features adult-sized musclemen dressed up as Mega Man, Quick Man, and Crash Man in a airbrushed futuristic setting. While cheesy, it's nowhere near as infamous as the first game's box art, mainly because it at least bears ''some'' resemblance to the actual game. And that is nothing compared to the downright nightmarish Magazine/NintendoPower [[http://www.comiccollectorlive.com/LiveData/Issue.aspx?id=589ad315-052b-455d-b013-f0de8c4196e4 cover of Mega Man 2]];while Mega Man resembles how he usually is, clay figure Dr. Wily [[AccidentalNightmareFuel looks downright]] ''[[AccidentalNightmareFuel terrifying]]''!
*
setting.
%%*
AnimalMecha: A number of enemies, but most prominently the Battons and other enemies in Wood Man's stage.
* %%* AnimeHair: Mega Man in the opening.
* AngryGuardDog: Three giant robotic dogs called Frienders are fought in succession in Wood Man's stage, and they block progression due to their size (and you can't pass through them thanks to an invisible wall that disappears when they're beaten).



* AutoScrollingLevel: The final part of Wily Castle 1, which quickly becomes an AdvancingBossOfDoom when the Mecha Dragon shows up.

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* AutoScrollingLevel: The final part of Wily Castle 1, which quickly 1 becomes an AdvancingBossOfDoom when the Mecha Dragon shows up.up. Mega Man must perform a series of precise jumps, but the screen scrolls by itself to prevent the player from getting too far ahead.



** The Time Stopper is only really useful in certain situations, as it consumes ammo quickly and Mega Man can't attack or change weapons while using it.
* BattleBoomerang: The Quick Boomerang, which can also be shot continuously like a pseudo-chainsaw.
* BeneathTheEarth: Just before the [[spoiler: actual]] final boss.

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** The Time Stopper is only really useful to avoid the lasers in certain situations, Quick Man's stage, as it consumes ammo quickly and Mega Man can't attack or change weapons while using it.
* BattleBoomerang: The Quick Boomerang, which Boomerang can also be shot continuously like a pseudo-chainsaw.
* %%* BeneathTheEarth: Just before the [[spoiler: actual]] final boss.



* BlowYouAway: The main attack of Air Man, as well as the Matasaburo mooks throughout his stage.

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* BlowYouAway: The main attack of Air Man, as well as the Matasaburo mooks throughout his stage.stage, involves producing strong wings with their fans to blow Mega Man away from them.



* BootstrappedTheme: The famous title screen music is generally regarded as Mega Man's main theme song. So is the Wily Stage 1 music. ''VideoGame/SuperSmashBros'' eventually [[https://www.youtube.com/watch?v=U3VdGw0YmUc merged both of them.]]

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* BootstrappedTheme: The famous title screen music is and the Wily Stage 1 song are generally regarded as Mega Man's main theme song. So is the Wily Stage 1 music.songs. ''VideoGame/SuperSmashBros'' eventually [[https://www.youtube.com/watch?v=U3VdGw0YmUc merged both of them.]]



* BottomlessPits: All over the place -- notably in Air Man's stage and the Wily Castle stages.
* BubbleGun: The Bubble Lead, which shoots large bubbles that crawl along the ground and down walls.

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* BottomlessPits: All over the place -- notably in Air Man's stage and the Wily Castle stages.
* BubbleGun: The Bubble Lead, which Lead shoots large bubbles that crawl along the ground and down walls.



* CollisionDamage: But of course. Colliding with enemies is generally more painful than getting struck by their projectiles, especially the Mecha Dragon, which is an outright OneHitKill.

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* CollisionDamage: But of course. Colliding with enemies is generally more painful than getting struck by their projectiles, especially the Mecha Dragon, which is an outright OneHitKill.



* ConvectionSchmonvection: Heat Man's level, naturally, but also the fact that you can run ''under'' a ceiling full of lava, which [[BeyondTheImpossible defies other laws of physics, too...]]
* CoresAndTurretsBoss: The boss of Wily Castle 4, the Boobeam Trap.

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* ConvectionSchmonvection: Heat Man's level, naturally, but also the fact level is covered in lava that you can run ''under'' a ceiling full of lava, which [[BeyondTheImpossible defies other laws of physics, too...]]
*
instantly kills Mega Man. However, using Item 2 to fly above it does no damage at all.
%%*
CoresAndTurretsBoss: The boss of Wily Castle 4, the Boobeam Trap.



* DeadlyDisc: Metal Man's weapon of choice, a series of flying buzzsaws.
* DenialOfDiagonalAttack: Every weapon that isn't the Metal Blade or (to some extent) the Quick Boomerang.

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* DeadlyDisc: Metal Man's weapon of choice, choice are a series of flying buzzsaws.
* DenialOfDiagonalAttack: Every weapon that isn't the Metal Blade or (to some extent) the Quick Boomerang.
buzzsaws.



* DiscOneFinalBoss: [[spoiler: Wily Machine 2.]]



** The Metal Blade is the most powerful weapon in the game -- and one of the most powerful in the entire series. It delivers high damage, cuts through multiple mooks at a time, has a machine gun rate of fire, travels fast and long, can be shot in eight directions, has [[RuleOfCool a cool appearance]], and comes with an ammo capacity so large (112 shots) that it takes a conscious effort to deplete it. On top of all that, besides Metal Man being very easy to beat (meaning you can get the weapon right at the start of the game), the Metal Blade is a major weakness for four of the robot masters, the second-to-last boss, and ''[[DeathByIrony Metal Man]] [[OneHitKill himself]]''. If it weren't for several enemies and some of the bosses being immune to the Metal Blade [[note]] Air Man, Crash Man, Quick Man, Mecha Dragon, Guts Tank, Boobeam Trap and the Alien [[/note]], it would make the Mega Buster all but obsolete.

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** The Metal Blade is the most powerful weapon in the game -- and one of the most powerful in the entire series. It delivers high damage, cuts through multiple mooks at a time, has a machine gun rate of fire, travels fast and long, can be shot in eight directions, has [[RuleOfCool a cool appearance]], and comes with an ammo capacity so large (112 shots) that it takes a conscious effort to deplete it. On top of all that, besides Metal Man being very easy to beat (meaning you can get the weapon right at the start of the game), the Metal Blade is a major weakness for four of the robot masters, the second-to-last boss, and ''[[DeathByIrony Metal Man]] [[OneHitKill Man himself]]''. If it weren't for several enemies and some of the bosses being immune to the Metal Blade [[note]] Air Man, Crash Man, Quick Man, Mecha Dragon, Guts Tank, Boobeam Trap and the Alien [[/note]], it would make the Mega Buster all but obsolete.



* DramaticThunder: On the Wily Castle map screen, though it's just flashing with no sound effects.
* DramaticWind: Mega Man on the title screen without a helmet.

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* %%* DramaticThunder: On the Wily Castle map screen, though it's just flashing with no sound effects.
* %%* DramaticWind: Mega Man on the title screen without a helmet.



* DungeonBypass: The numbered items. Item-2 in particular can be used to bypass several tricky obstacles. The Time Stopper can also function as one, as it can (among other things) be used to freeze the lasers in Quick Man's stage and skip some of the Frienders in Wood Man's stage.

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* DungeonBypass: The numbered items. DungeonBypass:
**
Item-2 in particular creates a platform that flies forward at high speed, which can be used to bypass several tricky obstacles. ** The Time Stopper can also function as one, as it can (among other things) be used to freeze the lasers in Quick Man's stage and skip some of the Frienders in Wood Man's stage.



* ElementalBarrier: Wood Man's Leaf Shield.

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* %%* ElementalBarrier: Wood Man's Leaf Shield.



* EverythingsBetterWithMonkeys: The Monking robots from Wood Man's stage.
* ExtyYearsFromNow: As mentioned into the intro.



* FatalFlaw: Why does Quick Man keep running into the wall? His sight sensors can't keep up with his speed.
*** Why does the Time Stopper hurt him? All of Wily's robots have devices that protect them from it... But Quick Man's is faulty.
** Apparently the reason why Metal Man is allergic to his own weapon is that he's lightly armored.
* FlashOfPain: The minor enemies briefly flash white when being hit. The Robot Masters and Mega Man himself also blink in and out during MercyInvincibility. See also EpilepticFlashingLights above.

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* FatalFlaw: Why does Quick Man keep running into the wall? His sight sensors can't keep up with his speed.
*** Why does the Time Stopper hurt him? All of Wily's robots have devices that protect them from it... But Quick Man's is faulty.
FlashOfPain:
** Apparently the reason why Metal Man is allergic to his own weapon is that he's lightly armored.
* FlashOfPain:
The minor enemies briefly flash white when being hit. hit.
**
The Robot Masters and Mega Man himself also blink in and out during MercyInvincibility. See also EpilepticFlashingLights above.MercyInvincibility.



* TheFourthWallWillNotProtectYou: Quick Man's boomerang pokes out of his mugshot frame on the stage select. He's also one of the hardest Robot Masters in the game.
* FragileSpeedster: Quick Man takes double damage from the Mega Buster.

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* TheFourthWallWillNotProtectYou: Quick Man's boomerang pokes out of his mugshot frame on the stage select. He's also This is meant to make him look more menacing, as he was deliberately programmed to be one of the hardest Robot Masters in the game.
* FragileSpeedster: Quick Man moves really fast, but takes double damage from the Mega Buster.



* HairRaisingHare: The Robbits from Wood Man's stage, although their only means of attack is shooting carrots at you.

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* HairRaisingHare: The Robbits from Wood Man's stage, although their only means of stage are robotic rabbits tha attack is by shooting carrots at you.



* HollywoodAcid: Presumably what is dripping from the ceiling in the very final level, judging by the high damage it inflicts on Mega Man.



* HumongousMecha: The Guts Tank in Wily Stage 3.
* IcePalace: Although it's not ice ''per se'', Flash Man's stage certainly has the FrictionlessIce trapping to it.

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* %%* HumongousMecha: The Guts Tank in Wily Stage 3.
* IcePalace: Although it's not ice ''per se'', Flash Man's stage certainly has the FrictionlessIce trapping to it.
3.



* InconvenientlyPlacedConveyorBelt: All throughout Metal Man's stage, AND in his boss room. When refighting him, however, it's not there, making it an Inconveniently ''Mis''placed Conveyor Belt for him.
* InstantAwesomeJustAddDragons: The boss of the first Wily Stage, the Mecha Dragon.
* InvincibleMinorMinion: Mets and Springers. Unless you use certain weapons on said Springers.

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* InconvenientlyPlacedConveyorBelt: All throughout The main obstacle in Metal Man's stage, AND stage are conveyor belts that are designed to send Mega Man into a bottomless pit or towards enemies. They also show up in his boss room. When refighting him, however, it's not there, making it an Inconveniently ''Mis''placed Conveyor Belt for room, but only during the first battle against him.
* InstantAwesomeJustAddDragons: The boss of the first Wily Stage, Stage is the Mecha Dragon.
* InvincibleMinorMinion: Mets
Dragon, which has no impact on the story, but looks more imposing and Springers. Unless you use certain weapons on said Springers.is far more dangerous than every previous enemy.



* KillItWithWater: Heat Man's weakness, as well as the weakness of the [[spoiler: actual]] final boss.

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* KillItWithWater: Bubble Lead is Heat Man's weakness, as well as the weakness of the [[spoiler: actual]] final boss.



* LavaPit: In Heat Man's stage, although that may actually be super heated water, due to the setting being a sewer.
* LethalJokeWeapon: Truth be told, the Bubble Lead isn't a terrible weapon. It's useful for hitting enemies below the Mega Buster's line of fire and is a strong weapon in its own right. It just suffers from the same issues that most of the weapons in ''2'' do: Whatever it can do, the Metal Blade can usually do better.



* MisplacedWildlife: Gorilla robots in what looks like a deciduous forest?



* NoWaterproofingInTheFuture: How Mega Man is able to defeat [[spoiler: the Alien (which is really just a hologram projector)]].
* NotEvenHuman: The final boss reveals that [[spoiler: Wily was an alien the whole time! Or not, since it was just a hologram]].
* NothingIsScarier: The very final level has no music, and the only objects prior to the final boss are the echoing drips of acid from the ceiling...

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* NoWaterproofingInTheFuture: How Mega Man is able to defeat [[spoiler: the Alien (which is really just a hologram projector)]].
projector)]] by short-circuiting it with his bubble gun.
* NotEvenHuman: The Subverted. Before the final boss reveals that battle, [[spoiler: Wily was transforms into an alien alien. However, defeating him reveals that the whole time! Or not, since it creature was just a hologram]].
hologram being controlled by the real Wily]].
* NothingIsScarier: The very final level has no music, and the only objects prior to the final boss are the echoing drips of acid from the ceiling...ceiling.



** The spikes as usual. The lasers in Quick Man's stage will do this to you.

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** The spikes as usual. The Spikes and the lasers in from Quick Man's stage will do this to you.kill Mega Man regardless of how much life points he has left.



* PetalPower: Wood Man's Leaf Shield.
* PlatformBattle: The fight against the Mecha Dragon in Wily Castle 1.
* PlayingWithFire: Heat Man, and Mega Man himself when [[PowerCopying he gets his weapon]].

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* PetalPower: Wood Man's Leaf Shield.
*
%%* PlatformBattle: The fight against the Mecha Dragon in Wily Castle 1.
* PlayingWithFire: Heat Man, Man fights by shooting fire pellets that ignite the ground, and Mega Man can also surround himself when in flames for a charging tackle. Upon obtaining [[PowerCopying he gets his weapon]].weapon]], Mega Man gains the ability to charge his shot to unleash a highly damaging fireball forward.



* PunnyName:
** The giant, fire-breathing dog robots in Wood Man's stage are called Hot Dogs in the North American manual.
** Several of the enemy names have this (Robbit, Boobeam Trap etc.).

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* PunnyName:
**
PunnyName: The giant, fire-breathing dog robots in Wood Man's stage are called Hot Dogs in the North American manual.
** Several of the enemy names have this (Robbit, Boobeam Trap etc.).
manual.



* RecycledSoundtrack: ''9'' would later recycle six songs directly from this game, including [[RecurringRiff the stage opening theme]].



* RubberForeheadAliens: [[spoiler: Wily's OneWingedAngel in the final battle]].
* SchizophrenicDifficulty: Similar to the boss situation, certain stages are either brutally difficult or utterly trivial depending on whether you have the right weapon or item on hand (i.e. Time Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.) Though in Quick Man's case, having Time Stopper on hand gives you a choice whether you want to have a hard time with the stage or a hard time with the boss.

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* %%* RubberForeheadAliens: [[spoiler: Wily's OneWingedAngel in the final battle]].
* SchizophrenicDifficulty: Similar to the boss situation, certain Certain stages are either brutally difficult or utterly trivial depending on whether you have the right weapon or item on hand (i.e. Time Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.) Though in Quick Man's case, having Time Stopper on hand gives you a choice whether you want to have a hard time with the stage or a hard time with the boss.



** There are a batch of enemies (the M-445) in Bubble Man's stage that look uncannily similar to Franchise/{{Metroid}}s. Though it was most likely a coincidence, as they're supposed to be [[{{Expy}} Expies]] of the CWU-01P boss from the first game.
** In Wood Man's stage, you fight a giant blue robot wolf / dog that breathes fire. Its name? [[Anime/NeoHumanCasshern Friender]].

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** There are a batch of enemies (the M-445) in Bubble Man's stage that look uncannily similar to Franchise/{{Metroid}}s. Though it was most likely a coincidence, as they're supposed to be [[{{Expy}} Expies]] of the CWU-01P boss from the first game.
** In Wood Man's stage, you fight a giant blue robot wolf / dog that breathes fire. Its name? [[Anime/NeoHumanCasshern Friender]].name is Friender, much like ''Anime/NeoHumanCasshern '''s sidekick, who is visually identical and possesses the same ability.



* SolidClouds: Kaminari Goros ride solid clouds in Air Man's stage. Subverted because you can blatantly see a propeller under it and there is a solid platform one layer behind it.



* SpreadShot: Air Man's weapon, the Air Shooter. Flash Man fires out a Spray Burst variant after using the Time Stopper.
* [[SittingOnTheRoof Standing on the Roof]]: Mega Man, in the opening.
* SupervillainLair: Wily Castle, which makes its debut here (Wily's base in the first game was a factory with no skull motif anywhere).
* TankGoodness: The Guts Tank, though the only thing clearly tank-y about it are its treads.

to:

* SpreadShot: SpreadShot:
**
Air Man's weapon, the Air Shooter. Shooter, fires three cyclones that spread out as they fly upwards.
**
Flash Man fires out a Spray Burst variant spray of energy pellets after using the Time Stopper.
* [[SittingOnTheRoof Standing on the Roof]]: Mega Man, in the opening.
*
SupervillainLair: Wily Castle, which Castle makes its debut here (Wily's base in the first game was a factory with no skull motif anywhere).
* TankGoodness: The Guts Tank, though the only thing clearly tank-y about it are its treads.
anywhere).



** The Mole enemies that pop up in Metal Man's stage, and later Wily Castle 2.
** Crash Man also has drills on the end of his Crash Bombs (absent on Mega Man's version).

to:

** The Mole enemies that pop up in Metal Man's stage, stage and later Wily Castle 2.
2 are living drills that emerge from the floor and ceiling to attack Mega Man.
** Crash Man also has drills on the end of his Crash Bombs (absent on Mega Man's version).



* ThrowingYourShieldAlwaysWorks: Wood Man's weapon of choice -- the shields in question are ''leaves''.

to:

* ThrowingYourShieldAlwaysWorks: Wood Man's weapon of choice -- the shields in question are ''leaves''.is a leaf shield that he hurls forward to damage Mega Man with.



* TheVeryDefinitelyFinalDungeon: Wily Castle, in particular the underground cavern beneath it.
* VillainsWantMercy: Wily in the ending.
* WakeUpCallBoss: Air Man is considered one of the hardest bosses in the series. Basically, don't fight this guy without his weakness weapon; He jumps from one side of the field to the other, shooting near impossible to dodge tornado projectiles. However, if you abuse weakness frames you can down Air Man relatively quickly, faster than he can drain your life.

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* TheVeryDefinitelyFinalDungeon: The climax of the game takes place at Wily Castle, in particular the underground cavern beneath it.
*
which Mega Man journeys to after defeating all eight Robot Masters.
%%*
VillainsWantMercy: Wily in the ending.
* WakeUpCallBoss: Air Man is considered one of the hardest bosses in the series. Basically, don't fight this guy without his weakness weapon; He jumps from one side of the field to the other, shooting near impossible to dodge tornado projectiles. However, if you abuse weakness frames you can down Air Man relatively quickly, faster than he can drain your life.
ending.



* WeaksauceWeakness:
** The [[spoiler: Alien]] can only be harmed by the Bubble Lead.
** Metal Man can be killed in only a few shots ''by his own weapon''.



* ZergRush: The Tellys in Crash Man's stage and Wily Castle. The Copipis released from a Pipi's egg also use this tactic.

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* %%* ZergRush: The Tellys in Crash Man's stage and Wily Castle. The Copipis released from a Pipi's egg also use this tactic.
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* DarkerAndEdgier: Though not by much. The more upbeat melodies of the previous game are largely replaced by more serious and intense ones. Plotwise, Dr. Wily is now actively carrying out war against Megaman in particular, and of course unlike the game's upbeat ending, this one ends with the realization Megaman might be doing this ''for a long time''

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapon: Quick Man's stage has several vertical corridors where you have to outrun giant laser beams that insta-kill Mega Man if they touch him.



* FrickinLaserBeams: Quick Man's stage has several vertical corridors where you have to outrun giant laser beams that insta-kill Mega Man if they touch him.
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ymmv per TRS


* SequelDifficultyDrop: Due to the addition of more utility items, [[EmergencyEnergyTank Energy Tanks]], and a password save system; plus an actual Easy Mode in the North American version (there called "Normal", but the "Difficult" mode is actually the original difficulty). Mind you, it's still {{Nintendo Hard}}, just not so much as the first game.
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* BewareTheSkullBase: Dr. Wily's fortress features a giant skull.
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** The Mega Buster, due in part to its quick firing, infinite ammo and being able to kill some enemies that are immune to the Metal Blade.
** The Bubble Lead isn't the best weapon in the game, but it can be used to detect fake floors.
** The 3 Items aren't very fancy -- a floating platform, a jet platform, and a wall-climbing platform -- but all of them are very useful and are essential for beating the game.

to:

** The Mega Buster, due in part to its quick firing, infinite ammo and being able to kill some enemies that are immune to the Metal Blade.
Robot Master weapons.
** The Bubble Lead isn't the best weapon in the game, but it can be used to detect fake floors.
floors and do damage to ground-hugging enemies (providing they don't deflect it).
** The 3 three Items aren't very fancy -- a floating platform, a jet platform, and a wall-climbing platform -- but all of them are very useful and are essential for traversing through the final stages and beating the game.



* JokeWeapon: The Bubble Lead, which is only useful for beating Heat Man, one of the Wily Castle bosses, and the [[spoiler: final,]] final boss. It's also useful in detecting the fake floor traps in Wily Stage 4.

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* JokeWeapon: The Bubble Lead, which besides a limited pool of enemies is only useful for beating Heat Man, one of the Wily Castle bosses, and the [[spoiler: final,]] final boss. It's also useful in detecting the fake floor traps in Wily Stage 4.
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* LogicalWeakness: Wood Man, despite being a robot, is made of wood and is weak to Heat Man's weapon. Heat Man, however, is naturally weak to Bubble Man's weapon. Bubble Man's weakness to the Metal Blades also makes sense as bubbles do not react well to sharp stuff. Quick Man, meanwhile, is weak against the Time Stopper. This even extents to the enemies -- the fire-y Changkey Makers are destroyed in one shot by the Bubble Lead and Air Shooter.

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* LogicalWeakness: Wood Man, despite being a robot, is made of wood and is weak to Heat Man's weapon. Heat Man, however, is naturally weak to Bubble Man's weapon. Bubble Man's weakness to the Metal Blades also makes sense as bubbles do not react well to sharp stuff. Quick Man, meanwhile, is weak against the Time Stopper. This even extents to the enemies -- the fire-y fiery Changkey Makers are destroyed in one shot by the Bubble Lead and Air Shooter.
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* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it[[labelnote:*]]The Crash Bomb has seven shots. It takes one shot each to destroy the five turrets that compose the boss, and one additional shot apiece to destroy the two walls which block access to turrets. The three additional breakable walls are {{Schmuck Bait}}.[[/labelnote]] Adding to this, it's possible to defeat it and keep one more shot in reserve[[labelnote:*]]which can destroy Wily Machine 2's second form all by itself if fired below the cockpit while he's driving backwards into the explosion[[/labelnote]], but this requires very careful placement of one particular shot. If you're willing to sacrifice a life, you can blow up all the walls, die, refill your Crash Bombs and when you come back the walls will not have reappeared, allowing you to make it out of the fight with two shots remaining.

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* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it[[labelnote:*]]The it.[[labelnote:*]]The Crash Bomb has seven shots. It takes one shot each to destroy the five turrets that compose the boss, and one additional shot apiece to destroy the two walls which block access to turrets. The three additional breakable walls are {{Schmuck Bait}}.[[/labelnote]] Adding to this, it's possible to defeat it and keep one more shot in reserve[[labelnote:*]]which can destroy Wily Machine 2's second form all by itself if fired below the cockpit while he's driving backwards into the explosion[[/labelnote]], but this requires very careful placement of one particular shot. If you're willing to sacrifice a life, you can blow up all the walls, die, refill your Crash Bombs and when you come back the walls will not have reappeared, allowing you to make it out of the fight with two shots remaining.
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* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it. Adding to this, it's possible to defeat it and keep one more shot in reserve[[labelnote:*]]which can destroy Wily Machine 2's second form all by itself if fired below the cockpit while he's driving backwards into the explosion[[/labelnote]], but this requires very careful placement of one particular shot. If you're willing to sacrifice a life, you can blow up all the walls, die, refill your Crash Bombs and come back, allowing you to make it out of the fight with two shots remaining.

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* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it. it[[labelnote:*]]The Crash Bomb has seven shots. It takes one shot each to destroy the five turrets that compose the boss, and one additional shot apiece to destroy the two walls which block access to turrets. The three additional breakable walls are {{Schmuck Bait}}.[[/labelnote]] Adding to this, it's possible to defeat it and keep one more shot in reserve[[labelnote:*]]which can destroy Wily Machine 2's second form all by itself if fired below the cockpit while he's driving backwards into the explosion[[/labelnote]], but this requires very careful placement of one particular shot. If you're willing to sacrifice a life, you can blow up all the walls, die, refill your Crash Bombs and when you come back, back the walls will not have reappeared, allowing you to make it out of the fight with two shots remaining.
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* NoSell: Quick Man will stop to block quite a few weapons fired at him without them harming him, including the Metal Blade.

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* NoSell: Quick Man will stop to block quite a few weapons fired at him without them harming him, including the Metal Blade. He does stop moving briefly when he does so, though, allowing you to quickly switch weapons and hit him.



** When using the Crash Bomber against Flash Man (who is obstensively weak to the weapon), ideally the shots should be pinned to walls and timed so they go off when Flash Man uses the Time Stopper and stands still in the bomb's explosion. Said tactic also works well against Quick Man.
** Destroying all the walls in the Boobeam Trap room, dying, refilling the Crash Bomber, and returning will result in the walls not returning (so long as the player didn't get a game over), making it significantly easier.

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** When using the Crash Bomber against Flash Man (who is obstensively ostensively weak to the weapon), ideally the shots should be pinned to walls and timed so they go off when Flash Man uses the Time Stopper and stands still in the bomb's explosion. Said tactic also works well against Quick Man.
** Destroying all the walls in the Boobeam Trap room, dying, refilling the Crash Bomber, and returning will result in the walls not returning (so long as the player didn't get a game over), making it significantly easier. The designers were even kind enough to start you back just before an excellent spot for farming weapon capsules after your death.



* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it. Adding to this, it's possible to defeat it and keep one more shot in reserve[[labelnote:*]]which can destroy Wily Machine 2's second form all by itself if fired below the cockpit while he's driving backwards into the explosion[[/labelnote]], but this requires very careful placement of one particular shot.

to:

* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it. Adding to this, it's possible to defeat it and keep one more shot in reserve[[labelnote:*]]which can destroy Wily Machine 2's second form all by itself if fired below the cockpit while he's driving backwards into the explosion[[/labelnote]], but this requires very careful placement of one particular shot. If you're willing to sacrifice a life, you can blow up all the walls, die, refill your Crash Bombs and come back, allowing you to make it out of the fight with two shots remaining.



* SequelDifficultyDrop: Due to the addition of more utility items, [[EmergencyEnergyTank Energy Tanks]], and a password save system; plus an actual Easy Mode in the North American version (there called "Normal", but the "Difficult" mode is actually the original difficulty).

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* SequelDifficultyDrop: Due to the addition of more utility items, [[EmergencyEnergyTank Energy Tanks]], and a password save system; plus an actual Easy Mode in the North American version (there called "Normal", but the "Difficult" mode is actually the original difficulty). Mind you, it's still {{Nintendo Hard}}, just not so much as the first game.



* SmashingHallwayTrapsOfDoom: Presses, found in Metal Man's stage and Wily Castle 2.

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* SmashingHallwayTrapsOfDoom: Presses, found in Metal Man's stage and Wily Castle 2. Somewhat surprisingly, they're *not* instant death if they hit you, though they do deal quite a bit of damage. Two of them in the Wily Castle have barely enough space between them for Mega Man to fit-- if you don't place yourself *just* right, you'll take damage (unless you used the Time Stopper to freeze them).



** Wily Castle 4, by virtue of its invisible pits (though they're mainly an inconvenience, and confined to the first half of the stage). More prominently, a first-timer likely won't know that they're supposed to conserve most (if not all) of the Crash Bomber's energy before facing the Boobeam Trap at the end.

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** Wily Castle 4, by virtue of its invisible pits (though they're mainly an inconvenience, can be revealed in advance with the Bubble Lead, and are confined to the first half of the stage). More prominently, a first-timer likely won't know that they're supposed to conserve most (if not all) of the Crash Bomber's energy before facing the Boobeam Trap at the end.



** The Boobeam Trap can't be damaged by anything other than the limited-use Crash Bomber. There's no way to restore ammo during the fight, so if you waste even one shot (or come in with less than a full stack), you've already doomed yourself. Fortunately, you aren't truly ''stuck'', but you will need to sacrifice a life and fight enemies in the hopes of squeezing ammo from them.

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** The Boobeam Trap can't be damaged by anything other than the limited-use Crash Bomber. There's no way to restore ammo during the fight, so if you waste even one shot (or come in with less than a full stack), you've already doomed yourself.yourself[[labelnote:*]]Technically you can waste one shot and still have enough ammo, but this requires making a very tricky shot while falling to catch both a turret and a wall in the same blast.[[/labelnote]]. Fortunately, you aren't truly ''stuck'', but you will need to sacrifice a life and fight enemies in the hopes of squeezing ammo from them. Thankfully, your respawn point is right before a prime ammo-farming spot.

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* DiscOneNuke: The Metal Blade is the most powerful weapon in the game -- and one of the most powerful in the entire series. It delivers high damage, cuts through multiple mooks at a time, has a machine gun rate of fire, travels fast and long, can be shot in eight directions, has [[RuleOfCool a cool appearance]], and comes with an ammo capacity so large (112 shots) that it takes a conscious effort to deplete it. On top of all that, besides Metal Man being very easy to beat (meaning you can get the weapon right at the start of the game), the Metal Blade is a major weakness for four of the robot masters, the second-to-last boss, and ''[[DeathByIrony Metal Man]] [[OneHitKill himself]]''. If it weren't for several enemies and some of the bosses being immune to the Metal Blade [[note]] Air Man, Crash Man, Quick Man, Mecha Dragon, Guts Tank, Boobeam Trap and the Alien [[/note]], it would make the Mega Buster all but obsolete.
** The Quick Boomerang isn't as impressive as the Metal Blade, but it isn't a bad substitute: It also has a ton of ammo and travels in an arc that makes hitting things above and below the level of the Mega Buster much easier. (It doesn't have the range of the Metal Blade, though.) The original release of the game also gave Quick Boomerangs an extra bit of utility thanks to a bug that was not caught before it shipped: The weapon would damage ''any'' stage enemy (but not necessarily the bosses) without fail -- including some enemies that are otherwise invincible. (Capcom fixed that bug in ''Wily Wars''.)

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* DiscOneNuke: DiscOneNuke:
**
The Metal Blade is the most powerful weapon in the game -- and one of the most powerful in the entire series. It delivers high damage, cuts through multiple mooks at a time, has a machine gun rate of fire, travels fast and long, can be shot in eight directions, has [[RuleOfCool a cool appearance]], and comes with an ammo capacity so large (112 shots) that it takes a conscious effort to deplete it. On top of all that, besides Metal Man being very easy to beat (meaning you can get the weapon right at the start of the game), the Metal Blade is a major weakness for four of the robot masters, the second-to-last boss, and ''[[DeathByIrony Metal Man]] [[OneHitKill himself]]''. If it weren't for several enemies and some of the bosses being immune to the Metal Blade [[note]] Air Man, Crash Man, Quick Man, Mecha Dragon, Guts Tank, Boobeam Trap and the Alien [[/note]], it would make the Mega Buster all but obsolete.
** The Quick Boomerang isn't as impressive as the Metal Blade, but it isn't a bad substitute: It also has a ton of ammo and travels in an arc that makes hitting things above and below the level of the Mega Buster much easier. (It doesn't have the range of the Metal Blade, though.) The original release of the game also gave Quick Boomerangs an extra bit of utility thanks to a bug that was not caught before it shipped: The weapon would damage ''any'' stage enemy (but not necessarily the bosses) without fail -- including some enemies that are otherwise invincible. (Capcom fixed that bug in ''Wily Wars''.Wars'' -- which surprised some folks, since they thought that the [=QBs=] being so good was a reward for getting through the [[BraggingRightsReward brutally difficult Quick Man stage]].)
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** A fully charged Atomic Fire, as well as the Leaf Shield will beat the Hot Dog/Friender mini-boss in Wood Man's stage in a single hit on either difficuly.
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** The Wily Castle stages are a particular standout. Heat Man's stage also has this with its [[MemeticMutation infa]][[EarWorm mous]] row of disappearing blocks.

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** The Wily Castle stages are a particular standout. Heat Man's stage also has this with its [[MemeticMutation infa]][[EarWorm mous]] infamous row of disappearing blocks.
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* AmericanKirbyIsHardcore: The US boxart features adult-sized musclemen dressed up as Mega Man, Quick Man, and Crash Man in a airbrushed futuristic setting. While cheesy, it's nowhere near as infamous as the first game's box art, mainly because it at least bears ''some'' resemblance to the actual game. And that is nothing compared to the downright nightmarish Magazine/NintendoPower [[http://www.comiccollectorlive.com/LiveData/Issue.aspx?id=589ad315-052b-455d-b013-f0de8c4196e4 cover of Mega Man 2]]; clay figure Dr. Wily looks downright ''terrifying''!

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* AmericanKirbyIsHardcore: The US boxart features adult-sized musclemen dressed up as Mega Man, Quick Man, and Crash Man in a airbrushed futuristic setting. While cheesy, it's nowhere near as infamous as the first game's box art, mainly because it at least bears ''some'' resemblance to the actual game. And that is nothing compared to the downright nightmarish Magazine/NintendoPower [[http://www.comiccollectorlive.com/LiveData/Issue.aspx?id=589ad315-052b-455d-b013-f0de8c4196e4 cover of Mega Man 2]]; 2]];while Mega Man resembles how he usually is, clay figure Dr. Wily [[AccidentalNightmareFuel looks downright ''terrifying''!downright]] ''[[AccidentalNightmareFuel terrifying]]''!
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* SigilSpam: Dr. Wily's "Dr. W" logo makes its debut in this game, and it appears over every Robot Master's door, on Wily Castle's skull, the barricades in Wily Stage 1, and even Wily Machine 2.
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The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major re-release as part of ''Anniversary Collection'' for UsefulNotes/PlayStation2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability, and is part of ''Legacy Collection'' for UsefulNotes/PlayStation4, UsefulNotes/XboxOne, PC, [=3DS=], and UsefulNotes/NintendoSwitch. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in a portable UsefulNotes/SegaGenesis re-release (the ''Sega Genesis Ultimate Portable Game Player'' -- [[BadExportForYou but without the save feature and extra Wily Tower game]]).

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The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major re-release as part of ''Anniversary Collection'' for UsefulNotes/PlayStation2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability, and is part of ''Legacy Collection'' for UsefulNotes/PlayStation4, UsefulNotes/XboxOne, PC, [=3DS=], and UsefulNotes/NintendoSwitch. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in a portable UsefulNotes/SegaGenesis re-release (the the ''Sega Genesis Ultimate Portable Game Player'' -- [[BadExportForYou but without the save feature and extra Wily Tower game]]).
Mini''.
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* DramaticWind: Mega Man on the title screen without a helmet.
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** Wood Man, in universe. What seems like a hilariously awful idea on paper turns out to be surprisingly formidable foe, so much so that Dr. Wily considers him one of his favorites.

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** * LethalJokeCharacter: Wood Man, in universe. What seems like a hilariously awful idea on paper turns out to be surprisingly formidable foe, so much so that Dr. Wily considers him one of his favorites.
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** Wood Man, in universe. What seems like a hilariously awful idea on paper turns out to be surprisingly formidable foe, so much so that Dr. Wily considers him one of his favorites.
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* MercyInvincibility: Mega Man and the Robot Masters have this, but the Wily Castle bosses noticeably don't, allowing a single Crash Bomb explosion to hit them multiple times.

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* MercyInvincibility: Mega Man and the Robot Masters have this, but the Wily Castle bosses noticeably don't, allowing a single Crash Bomb explosion to hit them multiple times.times, although making that happen is easier said than done.
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The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major re-release as part of ''Anniversary Collection'' for UsefulNotes/PlayStation2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in a portable UsefulNotes/SegaGenesis re-release (the ''Sega Genesis Ultimate Portable Game Player'' -- [[BadExportForYou but without the save feature and extra Wily Tower game]]).

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The game later received a [[UpdatedRerelease 16-bit upgrade]] for the UsefulNotes/SegaGenesis as part of the [[NoExportForYou Europe and Japan only]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge (as well as the Japan-only ''Rockman 2: Complete Works'' [=PS1=] port). The game eventually saw a major re-release as part of ''Anniversary Collection'' for UsefulNotes/PlayStation2, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}. The NES version has received a UsefulNotes/VirtualConsole re-release on the UsefulNotes/{{Wii}}, UsefulNotes/Nintendo3DS, and UsefulNotes/WiiU, with the latter two versions including a [[SaveScumming save state]] ability.ability, and is part of ''Legacy Collection'' for UsefulNotes/PlayStation4, UsefulNotes/XboxOne, PC, [=3DS=], and UsefulNotes/NintendoSwitch. The ''Wily Wars'' port eventually saw a US release, first as part of the old "Sega Channel" service, then as part of a bundle with many other games in a portable UsefulNotes/SegaGenesis re-release (the ''Sega Genesis Ultimate Portable Game Player'' -- [[BadExportForYou but without the save feature and extra Wily Tower game]]).



* SchizophrenicDifficulty: Similar to the boss situation, certain stages are either brutally difficult or utterly trivial depending on whether you have the right weapon or item on hand (i.e. Flash Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.) Though in Quick Man's case, having Flash Stopper on hand gives you a choice whether you want to have a hard time with the stage or a hard time with the boss.

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* SchizophrenicDifficulty: Similar to the boss situation, certain stages are either brutally difficult or utterly trivial depending on whether you have the right weapon or item on hand (i.e. Flash Time Stopper for Quick Man's stage, Leaf Shield for Crash Man's stage, and Item-2 for Heat Man's stage.) Though in Quick Man's case, having Flash Time Stopper on hand gives you a choice whether you want to have a hard time with the stage or a hard time with the boss.



* SpikesOfDoom: Particularly in parts of Bubble Man's stage (and his boss room, where they're attached to the ceiling) and Wily Stage 3 (which has a 5-screen long pit lined with the same kind of spikes, with the water physics the only thing that can help you).

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* SpikesOfDoom: Particularly in parts of Bubble Man's stage (and his boss room, where they're attached to the ceiling) and Wily Stage 3 (which has a 5-screen long pit lined with the same kind of spikes, with the water physics the only thing that can help you).you [[note]][[GoodBadBugs you can reset Mega Man's falling speed by pausing to go through the pit easier, however]][[/note]]).



* WakeUpCallBoss:
** Air Man is considered one of the hardest bosses in the series. Basically, don't fight this guy without his weakness weapon; He jumps from one side of the field to the other, shooting near impossible to dodge tornado projectiles. However, if you abuse weakness frames you can down Air Man relatively quickly, faster than he can drain your life.

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* WakeUpCallBoss:
**
WakeUpCallBoss: Air Man is considered one of the hardest bosses in the series. Basically, don't fight this guy without his weakness weapon; He jumps from one side of the field to the other, shooting near impossible to dodge tornado projectiles. However, if you abuse weakness frames you can down Air Man relatively quickly, faster than he can drain your life.
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->''[[TwentyMinutesIntoTheFuture In The Year Of]] [[ExtyYearsFromNow 200X]], a super robot named Mega Man was created. [[BigGood Dr. Light]] created Mega Man to stop the evil desires of [[BigBad Dr. Wily]]. However, after his defeat, Dr. Wily created eight of his own robots to counter Mega Man.''

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->''[[TwentyMinutesIntoTheFuture In The Year Of]] [[ExtyYearsFromNow the year of]] [[YearX 200X]], a super robot named Mega Man was created. [[BigGood Dr. Light]] created Mega Man to stop the evil desires of [[BigBad Dr. Wily]]. However, after his defeat, Dr. Wily created eight of his own robots to counter Mega Man.''
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[[caption-width-right:335: ''[[Music/TheMegas "My name is Mega Man, and I'll do all I can to save mankind".]]'' [[note]] From left to right, [[BlowYouAway Air Man]], [[ExtraOreDinary Metal Man]], [[MakingASplash Bubble Man]], [[SuperSpeed Quick Man]], [[GreenThumb Wood Man]], [[HavingABlast Crash Man]], [[TimeStandsStill Flash Man]] and [[PlayingWithFire Heat Man]]. [[/note]]]]

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[[caption-width-right:335: ''[[Music/TheMegas [[caption-width-right:350:''[[Music/TheMegas "My name is Mega Man, and I'll do all I can to save mankind".]]'' [[note]] From left to right, [[BlowYouAway Air Man]], [[ExtraOreDinary Metal Man]], [[MakingASplash Bubble Man]], [[SuperSpeed Quick Man]], [[GreenThumb Wood Man]], [[HavingABlast Crash Man]], [[TimeStandsStill Flash Man]] and [[PlayingWithFire Heat Man]]. [[/note]]]]

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* ExcusePlot: Dr. Wily is back for revenge with a batch of his own robots to counter Mega Man. Go at it!

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* ExcusePlot: ExcusePlot:
**
Dr. Wily is back for revenge with a batch of his own robots to counter Mega Man. Go at it!it!
** The ''Wily Wars'' port plot is centered on Dr. Wily creating a time-travelling Wily Machine and trying to take down Mega Man in the past, prompting Dr. Light to send Mega Man back in time to fight him while reliving his second adventure. Of course, that plot point is exclusive to the manual -- the in-game plot is as bare bones as ever.
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* MisplacedWildlife: Gorilla robots in what looks like a mid-western forest?

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* MisplacedWildlife: Gorilla robots in what looks like a mid-western deciduous forest?

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* MoodWhiplash: Present in the ending; after defeating Dr. Wily with a triumphant fanfare, a scene (set to oddly somber music) of Mega Man walking through the seasons before leaving his helmet on a hillside plays. And before you can wrap your head around what ''that'' all means, the credits play with a reprise of the upbeat, energetic title theme.



* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it.

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* PuzzleBoss: The Boobeam Trap requires strategy to defeat, given how the one weapon that can harm it is limited in quantity and has only just enough ammo to defeat it. Adding to this, it's possible to defeat it and keep one more shot in reserve[[labelnote:*]]which can destroy Wily Machine 2's second form all by itself if fired below the cockpit while he's driving backwards into the explosion[[/labelnote]], but this requires very careful placement of one particular shot.



* TemporaryPlatform: Both malevolent and benevolent, both of the "timed" variety. Heat Man's stage brings back the infamous Appearing Blocks. The three Items you get in the game serve as helpful platforms. Can be also considered as NoobBridge, as most people find this long section of Appearing Blocks very difficult, and often chooses to use Item 2 to get through. It doesn't help that an extra life is teasing you midway through it. This is also the point where people get stuck in a loop: To get past the Appearing Blocks they need to get Item 2 from Air Man, Air Man is painfully difficult to fight because he blocks your shots with an Air Shot wall that he sends at you (Some patterns being utterly unavoidable), Air Man's weakness is the Leaf Shield you get from Wood Man, Wood Man is nearly as painful as Air Man, Wood Man's weakness is Atomic Fire from Heat Man, Heat Man's stage has that Appearing Blocks section that needs Item 2 to get through easily. So, unless you can beat Air Man, Wood Man or Heat Man, you will find yourself stuck in a loop. ''Airman ga Taosenai''[[note]]"I Can't Defeat [=AirMan=]", for those who don't know Japanese[[/note]] sums up this dilemma. [[TakeAThirdOption Of course, Wood Man is ALSO weak to the Metal Blade...]]

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* TemporaryPlatform: Both malevolent and benevolent, both of the "timed" variety. variety; while Heat Man's stage (and only his stage) brings back the infamous Appearing Blocks. The Blocks, the three Items you get in the game serve as helpful platforms. Can be also considered as NoobBridge, as most people find this long section of Appearing Blocks very difficult, and often chooses to use Item 2 to get through. It doesn't help that an extra life is teasing you midway through it. This is also the point where people get stuck in a loop: To get past the Appearing Blocks they need to get Item 2 from Air Man, Air Man is painfully difficult to fight because he blocks your shots with an Air Shot wall that he sends at you (Some patterns being utterly unavoidable), Air Man's weakness is the Leaf Shield you get from Wood Man, Wood Man is nearly as painful as Air Man, Wood Man's weakness is Atomic Fire from Heat Man, Heat Man's stage has that Appearing Blocks section that needs Item 2 to get through easily. So, unless you can beat Air Man, Wood Man or Heat Man, you will find yourself stuck in a loop. ''Airman ga Taosenai''[[note]]"I Can't Defeat [=AirMan=]", for those who don't know Japanese[[/note]] sums up this dilemma. [[TakeAThirdOption Of course, Wood Man is ALSO weak to the Metal Blade...]]platforms.



* TrialAndErrorGameplay: Quick Man's stage. Wily Castle 4, by virtue of its invisible pits, as well as the Boobeam Trap boss, also has this.

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* TrialAndErrorGameplay: TrialAndErrorGameplay:
**
Quick Man's stage. stage, as without the Time Stopper, knowing the room layout and positions of each laser before entering is key to getting out of the latter's way in time.
**
Wily Castle 4, by virtue of its invisible pits, as well as pits (though they're mainly an inconvenience, and confined to the first half of the stage). More prominently, a first-timer likely won't know that they're supposed to conserve most (if not all) of the Crash Bomber's energy before facing the Boobeam Trap boss, also has this.at the end.

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* NintendoHard:
** While the game's difficulty is much more forgiving than the original game, some parts are still very challenging, especially if you try to proceed without the most helpful item or weapon. Difficult mode only ramps up the challenge even more. This was unarguably a part of this game's appeal.
** The Wily Wars remake ramps things up. Although it allows you to keep your E-Tanks after a Game Over, this is counter-balanced by the removal of the normal difficulty setting and several robot masters taking even less damage from your attacks then they did in Difficult mode from the NES version. Wood Man is also a significantly more difficult fight due to his leaf shield projectile having a larger hitbox that is much more difficult to jump over.

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* NintendoHard:
**
NintendoHard: While the game's difficulty is much more forgiving than the original game, some parts are still very challenging, especially if you try to proceed without the most helpful item or weapon. Difficult mode only ramps up the challenge even more. This was unarguably a part of this game's appeal.
**
appeal. The Wily Wars remake ramps things up. Although it allows you to keep your E-Tanks after a Game Over, this is counter-balanced by the removal of the normal difficulty setting and several robot masters taking even less damage from your attacks then they did in Difficult mode from the NES version. Wood Man is also a significantly more difficult fight due to his leaf shield projectile having a larger hitbox that is much more difficult to jump over.
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Although [[BigBad Dr. Wily's]] ambitions of [[TakeOverTheWorld world conquest]] were [[VideoGame/MegaMan1 previously]] thwarted by Mega Man, the mad scientist refuses to give up on them, and one year on he tries again -- this time, though, his robot army is led by eight new Robot Masters of his own creation. Unlike Dr. Light's industrial robots, these are designed to withstand and outmatch Mega Man -- who, hero that he is, must defeat them and put down Dr. Wily's plans for revenge.

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Although [[BigBad Dr. Wily's]] Wily]]'s ambitions of [[TakeOverTheWorld world conquest]] were [[VideoGame/MegaMan1 previously]] thwarted by Mega Man, the mad scientist refuses to give up on them, and one year on he tries again -- this time, though, his robot army is led by eight new Robot Masters of his own creation. Unlike Dr. Light's industrial robots, these are designed to withstand and outmatch Mega Man -- who, hero that he is, must defeat them and put down Dr. Wily's plans for revenge.

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