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Changed line(s) 3,4 (click to see context) from:
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. Releasing just five months after ''VideoGame/MegaManDrWilysRevenge'', it was developed by Thinking Rabbit Inc., and was the only ''Mega Man'' game the company would ever work on, with all future Game Boy installments going back to Minakuchi Engineering, developers of the first game.
to:
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy.Platform/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. Releasing just five months after ''VideoGame/MegaManDrWilysRevenge'', it was developed by Thinking Rabbit Inc., and was the only ''Mega Man'' game the company would ever work on, with all future Game Boy installments going back to Minakuchi Engineering, developers of the first game.
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Changed line(s) 3,4 (click to see context) from:
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. Releasing just five months after ''VideoGame/MegaManDrWilysRevenge'', it was developed by Japan System House Co., and was the only ''Mega Man'' game the company would ever work on, with all future Game Boy installments going back to Minakuchi Engineering, developers of the first game.
to:
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. Releasing just five months after ''VideoGame/MegaManDrWilysRevenge'', it was developed by Japan System House Co.Thinking Rabbit Inc., and was the only ''Mega Man'' game the company would ever work on, with all future Game Boy installments going back to Minakuchi Engineering, developers of the first game.
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* DWN-013: Crash Man[[note]](called "[[SpellMyNameWithAnS Clash Man]]" in this game)[[/note]], gives [[ThrowDownTheBomblet Crash Bomber]][[note]](or "[[SpellMyNameWithAnS Clash Bomber]]")[[/note]]
to:
* DWN-013: Crash Man[[note]](called "[[SpellMyNameWithAnS "[[InconsistentSpelling Clash Man]]" in this game)[[/note]], gives [[ThrowDownTheBomblet Crash Bomber]][[note]](or "[[SpellMyNameWithAnS "[[InconsistentSpelling Clash Bomber]]")[[/note]]
* InconsistentSpelling: Crash Man's name is spelled as "Clash Man" in this game, which is actually his original Japanese name.
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* ObviousBeta: The game had less than a year (possibly even less than five months) of development, and glitchy collision detection, bland level design, a strange plot, and poor sound quality stand as proof of it. It certainly didn't help that the developer had only ever made games for the [[UsefulNotes/SegaMasterSystem Master System]] and [[UsefulNotes/GameGear Game Gear]] prior to working on this.
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* SpellMyNameWithAnS: Crash Man's name is spelled as "Clash Man" in this game, which is actually his original Japanese name.
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* UnendingEndCard: The game lingers on the "Presented by CAPCOM" screen until the Game Boy is turned off. Not even the soft reset code works.
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* OffModel:
** The Wily Machine's sprites depict Dr. Wily as much smaller than he's supposed to be, making him look much smaller than Mega Man.
** The game's U.S. and European covers both depict Quint in the background, but the artist seemingly confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX'' character.
** The Wily Machine's sprites depict Dr. Wily as much smaller than he's supposed to be, making him look much smaller than Mega Man.
** The game's U.S. and European covers both depict Quint in the background, but the artist seemingly confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX'' character.
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Added DiffLines:
* UniqueEnemy: Only one Bikky appears in the entire game, right before the boss door leading to Needle Man.
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The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game.
There's a little more of a plot compared to [[VideoGame/MegaManDrWilysRevenge the previous game]] -- this time around, Dr. Wily has used a stolen time machine to travel into the future, and brought back some rebuilt versions of the Robot Masters from the second and third NES games. Along with the Robot Masters, Wily has brought back Mega Man's own future self, who has been corrupted into an evil robot known as Quint, who is armed with the Sakugarne, a deadly cross between a jackhammer and a pogo stick. This game was released just five months after ''Dr. Wily's Revenge'' and this proved to be the only ''Mega Man'' game which the company ever worked on.
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossBonanza of the ''Mega Man 2'' Robot Masters).
There's a little more of a plot compared to [[VideoGame/MegaManDrWilysRevenge the previous game]] -- this time around, Dr. Wily has used a stolen time machine to travel into the future, and brought back some rebuilt versions of the Robot Masters from the second and third NES games. Along with the Robot Masters, Wily has brought back Mega Man's own future self, who has been corrupted into an evil robot known as Quint, who is armed with the Sakugarne, a deadly cross between a jackhammer and a pogo stick. This game was released just five months after ''Dr. Wily's Revenge'' and this proved to be the only ''Mega Man'' game which the company ever worked on.
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossBonanza of the ''Mega Man 2'' Robot Masters).
to:
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. Releasing just five months after ''VideoGame/MegaManDrWilysRevenge'', it was developed by Japan System House Co., and was the only ''Mega Man'' game the company would ever work on, with all future Game Boy installments going back to Minakuchi Engineering, developers of the first game.
There's a little more of a plot compared to [[VideoGame/MegaManDrWilysRevenge the previous game]] -- this time around, Dr. Wily has used a stolen time machine to travel into the future, and brought back some rebuilt versions of the Robot Masters from the second and third NES games. Along with the Robot Masters, Wily has brought back Mega Man's own future self, who has been corrupted into an evil robot known as Quint, who is armed with the Sakugarne, a deadly cross between a jackhammer and a pogo stick. This game was released just five months after ''Dr. Wily's Revenge'' and this proved to be the only ''Mega Man'' game which the company ever worked on.
Aside from all that, thestick.
The gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition, itdid introduce introduced what would become the standard format for the three following games, which consists rest of the Game Boy installments, with an additional set of four full Robot Master levels and fights, followed by another four Robot Master levels and fights following the first set (as opposed to the previous game, which just gave you four where the second set of Robot Masters from ''Mega Man'' with corresponding stages, followed by are all fought in a BossBonanza of the ''Mega Man 2'' Robot Masters).
with no additional stages).
Aside from all that, the
The gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition, it
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* ChickenWalker: The first form of the Wily Machine is Wily's spaceship attached to a pair of backwards bending legs. In this form, it can jump toward Mega Man.
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* EarlyInstallmentWeirdness: Considering all the later installments that take place across the coming centuries, it's pretty bizarre to see Wily just casually going to the future and back.
to:
* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
** Consideringall the later installments ''Mega Man'' sequel series that take place across the coming centuries, it's pretty bizarre to see Wily just casually going to the future and back.back.
** This is the first Game Boy game where the second set of Robot Masters have dedicated stages, but they are accessed through a teleporter room instead of a level select, with no indicator of which Robot Master is in each teleporter.
* EnemyRollCall: After the game is completed, Mega Man looks out into space, while all of the enemies and Robot Masters in the game fly by with their names displayed.
** Considering
** This is the first Game Boy game where the second set of Robot Masters have dedicated stages, but they are accessed through a teleporter room instead of a level select, with no indicator of which Robot Master is in each teleporter.
* EnemyRollCall: After the game is completed, Mega Man looks out into space, while all of the enemies and Robot Masters in the game fly by with their names displayed.
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* HitboxDissonance: The game's hit detection is notoriously spotty in both directions, meaning that enemies can damage Mega Man despite his not appearing to touch them, while Mega Man's own shots can either no do any damage despite making contact, or destroy an enemy even when his aim seems slightly out. That said, the easy difficulty means this is more of a minor inconvenience than anything else; it only really becomes a problem in the final level (and Crash Man's to a lesser extent), where shooting enemies while on ladders can be difficult.
** Then there's Quint, who can be damaged by firing at the area ''above his head'' for a few early hits before he even calls his Sakugarne in and starts attacking.
* MyFutureSelfAndMe: Quint is this to Mega Man. Wily gets in on the action too, with the Japanese manual saying he collaborated with his (apparently reformed) future self to abduct the future Mega Man.
** Then there's Quint, who can be damaged by firing at the area ''above his head'' for a few early hits before he even calls his Sakugarne in and starts attacking.
* MyFutureSelfAndMe: Quint is this to Mega Man. Wily gets in on the action too, with the Japanese manual saying he collaborated with his (apparently reformed) future self to abduct the future Mega Man.
to:
* HitboxDissonance: HitboxDissonance:
** The game's hit detection is notoriously spotty in both directions, meaning that enemies can damage Mega Man despite his not appearing to touch them, while Mega Man's own shots can either no do any damage despite making contact, or destroy an enemy even when his aim seems slightly out. That said, the easy difficulty means this is more of a minor inconvenience than anything else; it only really becomes a problem in the final level (and Crash Man's to a lesser extent), where shooting enemies while on ladders can be difficult.
**Then there's Quint, who Quint can be damaged by firing at the area ''above above his head'' head for a few early hits before he even calls his Sakugarne in and starts attacking.
** Needle Man's hammer attack has a smaller hitbox than its animation would suggest, so it often appears to go right through Mega Man without dealing damage.
*MyFutureSelfAndMe: ImprobableWeaponUser: Quint's signature weapon is the Sakugarne, a robot resembling a jackhammer crossed with a pogo stick that he uses to jump around and spread debris.
* MyFutureSelfAndMe:
** Quint isthis to Mega Man. Man from the future, whom Wily gets brings back in on the action too, with the time to fight his past self.
** The Japanese manualsaying he says that Wily collaborated with his (apparently reformed) future self to abduct the future Mega Man.
** The game's hit detection is notoriously spotty in both directions, meaning that enemies can damage Mega Man despite his not appearing to touch them, while Mega Man's own shots can either no do any damage despite making contact, or destroy an enemy even when his aim seems slightly out. That said, the easy difficulty means this is more of a minor inconvenience than anything else; it only really becomes a problem in the final level (and Crash Man's to a lesser extent), where shooting enemies while on ladders can be difficult.
**
** Needle Man's hammer attack has a smaller hitbox than its animation would suggest, so it often appears to go right through Mega Man without dealing damage.
*
* MyFutureSelfAndMe:
** Quint is
** The Japanese manual
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* SequentialBoss: The Wily Machine has three forms. After each form is destroyed, Wily's spaceship will detach from the previous form before flying away and coming back with a new attachment. The first form has his ship attached to a pair of legs, the second is attached to tank treads, and the final form is a dinosaur-like robot.
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I think that's a jab too, so I removed it.
Changed line(s) 3,4 (click to see context) from:
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. '''Boy''', is it different...
to:
The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. '''Boy''', is it different...
game.
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I tried to remove complaining.
Changed line(s) 5,10 (click to see context) from:
There's a little more of a plot compared to [[VideoGame/MegaManDrWilysRevenge the previous game]] -- this time around, Dr. Wily has used a stolen time machine to travel into the future, and brought back some rebuilt versions of the Robot Masters from the second and third NES games. Along with the Robot Masters, Wily has brought back Mega Man's own future self, who has been corrupted into an evil robot known as Quint, who is armed with the Sakugarne, a deadly cross between a jackhammer and a pogo stick. Yes, really.
This game was released just five months after ''Dr. Wily's Revenge'', and both the rushed development schedule and developer Biox's unfamiliarity with the series are rather apparent in the rather odd storyline and various aspects of the gameplay. Unsurprisingly, this proved to be the only ''Mega Man'' game which the company ever worked on.
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition, despite the game's numerous other flaws, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossBonanza of the ''Mega Man 2'' Robot Masters).
This game was released just five months after ''Dr. Wily's Revenge'', and both the rushed development schedule and developer Biox's unfamiliarity with the series are rather apparent in the rather odd storyline and various aspects of the gameplay. Unsurprisingly, this proved to be the only ''Mega Man'' game which the company ever worked on.
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition, despite the game's numerous other flaws, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossBonanza of the ''Mega Man 2'' Robot Masters).
to:
There's a little more of a plot compared to [[VideoGame/MegaManDrWilysRevenge the previous game]] -- this time around, Dr. Wily has used a stolen time machine to travel into the future, and brought back some rebuilt versions of the Robot Masters from the second and third NES games. Along with the Robot Masters, Wily has brought back Mega Man's own future self, who has been corrupted into an evil robot known as Quint, who is armed with the Sakugarne, a deadly cross between a jackhammer and a pogo stick. Yes, really.
This game was released just five months after ''Dr. Wily's Revenge'', Revenge'' and both the rushed development schedule and developer Biox's unfamiliarity with the series are rather apparent in the rather odd storyline and various aspects of the gameplay. Unsurprisingly, this proved to be the only ''Mega Man'' game which the company ever worked on.
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition,despite the game's numerous other flaws, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossBonanza of the ''Mega Man 2'' Robot Masters).
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that E Tanks, the slide move, and Rush are introduced for this entry. In addition,
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None
Changed line(s) 36 (click to see context) from:
* AstralFinale: Like before, the final stage takes place in outer space, onboard the Wily Station.
to:
* AstralFinale: Like before, in ''Dr. Wily's Revenge'', the final stage takes place in outer space, onboard the Wily Station.
Changed line(s) 45 (click to see context) from:
* ObviousBeta: The game had less than a year (possibly even less than ''five months'') of development, and glitchy collision detection, bland level design, a strange plot, and poor sound quality stand as proof of it. It certainly didn't help that the developer had only ever made games for the [[UsefulNotes/SegaMasterSystem Master System]] and [[UsefulNotes/GameGear Game Gear]] prior to working on this.
to:
* ObviousBeta: The game had less than a year (possibly even less than ''five months'') five months) of development, and glitchy collision detection, bland level design, a strange plot, and poor sound quality stand as proof of it. It certainly didn't help that the developer had only ever made games for the [[UsefulNotes/SegaMasterSystem Master System]] and [[UsefulNotes/GameGear Game Gear]] prior to working on this.
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** The Wily Machine's sprites depict Dr. Wily as much smaller than he's supposed to be, with him looking like a midget next to Mega Man.
** The game's U.S. and European covers both depict Quint in the background. Unfortunately, the artist apparently screwed up and confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX'' character.
** The game's U.S. and European covers both depict Quint in the background. Unfortunately, the artist apparently screwed up and confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX'' character.
to:
** The Wily Machine's sprites depict Dr. Wily as much smaller than he's supposed to be, with making him looking like a midget next to look much smaller than Mega Man.
** The game's U.S. and European covers both depict Quint in thebackground. Unfortunately, background, but the artist apparently screwed up and seemingly confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX'' character.
** The game's U.S. and European covers both depict Quint in the
Changed line(s) 53 (click to see context) from:
* SequelEscalation: For the game's ''many'' faults, it does at least manage to be larger in scope than ''Dr. Wily's Revenge'', thanks to introducing a second set of Robot Master levels along with Rush and the Slide maneuver from ''Mega Man 3''.
to:
* SequelEscalation: For the game's ''many'' faults, it does at least manage to be This game is larger in scope than ''Dr. Wily's Revenge'', thanks to introducing a second set of Robot Master levels along with Rush and the Slide maneuver from ''Mega Man 3''.
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* YourSizeMayVary: Dr. Wily especially suffers from this in the final battle, which, on top of having his Wily Machine being smaller than usual, depicts him as smaller than ''Mega Man himself''.
to:
* YourSizeMayVary: While Dr. Wily especially suffers from this appears in his normal size while outside of the Wily Machine, during the final battle, which, on top of having his Wily Machine being is smaller than usual, depicts him which has the added effect of Wily being depicted as smaller than ''Mega Mega Man himself''.himself.
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Changed line(s) 41 (click to see context) from:
* GuideDangIt: Like ''VideoGame/MegaManDrWilysRevenge'', the second set of Robot Masters are accessed from identical teleporters. However, there's no way to tell which teleporter leads where until they're used, making it almost impossible to follow their weakness loop without a guide.
to:
* GuideDangIt: Like ''VideoGame/MegaManDrWilysRevenge'', the second set of Robot Masters are accessed from identical teleporters. However, there's no way to tell which teleporter leads where until they're used, making it almost impossible to follow their weakness loop without a guide. The only saving grace is you're given a level to play through to get yourself a chance to heal up, stock up on weapon energy, and earn bonuses before the boss.
Changed line(s) 44 (click to see context) from:
* MyFutureSelfAndMe: Quint is this to Mega Man. Wily gets in on the action too, with the Japanese manual saying he collaborated with his (apparantly reformed) future self to abduct the future Mega Man.
to:
* MyFutureSelfAndMe: Quint is this to Mega Man. Wily gets in on the action too, with the Japanese manual saying he collaborated with his (apparantly (apparently reformed) future self to abduct the future Mega Man.
Changed line(s) 53 (click to see context) from:
* SequelEscalation: For the game's ''many'' faults, it does at least manage to be larger in scope than ''Dr. Wily's Revenge'', thanks to introducing a second set of Robot Master levels, along with Rush and various other gameplay mechanics.
to:
* SequelEscalation: For the game's ''many'' faults, it does at least manage to be larger in scope than ''Dr. Wily's Revenge'', thanks to introducing a second set of Robot Master levels, levels along with Rush and various other gameplay mechanics.the Slide maneuver from ''Mega Man 3''.
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None
Deleted line(s) 37 (click to see context) :
* ChainReactionDestruction: At the end of the game, you shoot down Dr. Wily's escape pod with a giant missile. Wily then explodes repeatedly and crash-lands on Earth in a massive skull-shaped explosion.
Added DiffLines:
* PostDefeatExplosionChain: At the end of the game, you shoot down Dr. Wily's escape pod with a giant missile. Wily then explodes repeatedly and crash-lands on Earth in a massive skull-shaped explosion.
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Changed line(s) 2 (click to see context) from:
[[caption-width-right:270:The Rock goes portable... again.]]
to:
[[caption-width-right:270:The Rock goes portable... again.]]
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Added DiffLines:
* EarlyInstallmentWeirdness: Considering all the later installments that take place across the coming centuries, it's pretty bizarre to see Wily just casually going to the future and back.
Is there an issue? Send a MessageReason:
Anyone know about this
Added DiffLines:
** Then there's Quint, who can be damaged by firing at the area ''above his head'' for a few early hits before he even calls his Sakugarne in and starts attacking.
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ymmv per TRS
Deleted line(s) 51 (click to see context) :
* SequelDifficultyDrop: Put it this way -- it's like the developers only played ''[[VideoGame/MegaMan2 Rockman 2]]'' and found it way too difficult, so they imported the ''Mega Man 2'' version just so they could [[DifficultyByRegion play it on its easy mode]]... and then decided ''that'' was way too difficult! Even without the decidedly easy level designs though, the introduction of Energy Tanks and Rush makes the challenge much more reasonable than in the previous game.
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None
Changed line(s) 9,10 (click to see context) from:
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that energy tanks, the slide move and Rush are introduced for this entry. In addition, despite the game's numerous other flaws, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossBonanza of the ''Mega Man 2'' Robot Masters).
to:
Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that energy tanks, E Tanks, the slide move move, and Rush are introduced for this entry. In addition, despite the game's numerous other flaws, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossBonanza of the ''Mega Man 2'' Robot Masters).
Changed line(s) 12 (click to see context) from:
* DWN-009: Metal Man, gives [[ExtraOreDinary Metal]] [[DeadlyDisc Blade]]
to:
* DWN-009: Metal Man, gives [[ExtraOreDinary Metal]] [[DeadlyDisc Metal Blade]]
Changed line(s) 14,16 (click to see context) from:
* DWN-013: Crash Man[[note]](called "[[SpellMyNameWithAnS Clash Man]]" in this game)[[/note]], gives [[ThrowDownTheBomblet Crash Bombs]]
* DWN-016: Wood Man, gives the [[GreenThumb Leaf]] [[ThrowingYourShieldAlwaysWorks Shield]]
* DWN-016: Wood Man, gives the [[GreenThumb Leaf]] [[ThrowingYourShieldAlwaysWorks Shield]]
to:
* DWN-013: Crash Man[[note]](called "[[SpellMyNameWithAnS Clash Man]]" in this game)[[/note]], gives [[ThrowDownTheBomblet Crash Bombs]]
Bomber]][[note]](or "[[SpellMyNameWithAnS Clash Bomber]]")[[/note]]
* DWN-016: Wood Man, gives the [[GreenThumbLeaf]] [[ThrowingYourShieldAlwaysWorks Leaf Shield]]
* DWN-016: Wood Man, gives the [[GreenThumb
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* DLN-001: Quint, gives [[JokeWeapon Sakugarne]]
to:
* DLN-001: ???-???: Quint, gives [[JokeWeapon [[PowerUpMount Sakugarne]]
* EleventhHourSuperpower: The Sakugarne is only obtained before the final Wily stage and can't be used anywhere else, but is the weakness of the Wily Machine's final form. However, unlike [[VideoGame/MegaManDrWilysRevenge the previous game]], it's not necessary to win.
Changed line(s) 34,35 (click to see context) from:
* AllThereInTheManual: As with the previous (and following) game, the only way to understand the plot is to read the manual.
** [[http://kobun20.interordi.com/2011/03/14/its-quintn-time/ The Japanese manual]] gives more backstory than the localized American one. Wily originally intended to use the stolen time machine to [[WhyDontYouJustShootHim go back in time to before the events of the first game and launch a secret attack]]. However, the time machine was seriously flawed, and even with his modifications, it could only travel to the future and back.
** [[http://kobun20.interordi.com/2011/03/14/its-quintn-time/ The Japanese manual]] gives more backstory than the localized American one. Wily originally intended to use the stolen time machine to [[WhyDontYouJustShootHim go back in time to before the events of the first game and launch a secret attack]]. However, the time machine was seriously flawed, and even with his modifications, it could only travel to the future and back.
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* AllThereInTheManual: As with the previous (and following) game, the only way to understand the plot is to read the manual.
**manual. [[http://kobun20.interordi.com/2011/03/14/its-quintn-time/ The Japanese manual]] gives more backstory than the localized American one. Western one; Wily originally intended to use the stolen time machine to [[WhyDontYouJustShootHim go back in time to before the events of the first game and launch a secret attack]]. However, the time machine was seriously flawed, and even with his modifications, it could only travel to the future and back.back.
* AstralFinale: Like before, the final stage takes place in outer space, onboard the Wily Station.
**
* AstralFinale: Like before, the final stage takes place in outer space, onboard the Wily Station.
* GoombaStomp: The Sakugarne allows Mega Man to damage enemies by jumping onto them. However, he will still take damage if an enemy survives a hit.
* GuideDangIt: Like ''VideoGame/MegaManDrWilysRevenge'', the second set of Robot Masters are accessed from identical teleporters. However, there's no way to tell which teleporter leads where until they're used, making it almost impossible to follow their weakness loop without a guide.
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* MyFutureSelfAndMe: Quint is apparently this to Mega Man.
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* MyFutureSelfAndMe: Quint is apparently this to Mega Man. Wily gets in on the action too, with the Japanese manual saying he collaborated with his (apparantly reformed) future self to abduct the future Mega Man.
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* OffModel: The game's U.S. and European covers both depict Quint in the background. Unfortunately, the artist apparently screwed up and confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX'' character.
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* OffModel: OffModel:
** The Wily Machine's sprites depict Dr. Wily as much smaller than he's supposed to be, with him looking like a midget next to Mega Man.
** The game's U.S. and European covers both depict Quint in the background. Unfortunately, the artist apparently screwed up and confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX''character.character.
* PowerUpMount: To use the Sakugarne, Mega Man must first summon it and then jump onto it. With it, he can GoombaStomp enemies and is immune to spikes.
** The Wily Machine's sprites depict Dr. Wily as much smaller than he's supposed to be, with him looking like a midget next to Mega Man.
** The game's U.S. and European covers both depict Quint in the background. Unfortunately, the artist apparently screwed up and confused him with Proto Man, resulting in him having red-and-white armor instead of the green armor of his official character art, along with slightly odd proportions that make him look more like a ''VideoGame/MegaManX''
* PowerUpMount: To use the Sakugarne, Mega Man must first summon it and then jump onto it. With it, he can GoombaStomp enemies and is immune to spikes.
* ShoutOut: The Wily Station's background features several melting clocks, as seen in the works of Creator/SalvadorDali.
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* WhatHappenedToTheMouse: Quint just teleports out after you battle him, and is never seen or mentioned again. Presumably with Wily's plot foiled, the timeline which led to Quint's creation ceased to exist.
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* TimeForPlanB: The [[AllThereInTheManual Japanese manual]] states Wily initially planned to go back in time to before Mega Man's creation, and launch a surprise attack. When the flawed time machine could only go to the future and back, however, he settled for abducting the future Mega Man and remodeling him into Quint.
* WhatHappenedToTheMouse: Quint just teleports out after you battle him, and is never seen or mentioned again. Presumably with Wily's plot foiled, either the timeline which led to Quint's creation ceased toexist.exist, or he was changed back to Rock and returned to his own time.
* WhatHappenedToTheMouse: Quint just teleports out after you battle him, and is never seen or mentioned again. Presumably with Wily's plot foiled, either the timeline which led to Quint's creation ceased to
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* DLN-001: Quint, gives [[PileBunker Sakugarne]]
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* DLN-001: Quint, gives [[PileBunker [[JokeWeapon Sakugarne]]
* EasyLevelsHardBosses: Unusually for a Mega Man game (which usually fall under [[HardLevelsEasyBosses the opposite trope]]), the bosses are the only part of the game to present any real challenge.
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* RearrangeTheSong: Almost all the music in this game is new, though for some reason the "Got a new weapon" theme is a slightly rearranged version of the one from ''3'' NES.
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* RearrangeTheSong: Zig-zagged. Almost all the music in this game is new, though for some reason but the "Got a new weapon" theme is a slightly rearranged version of the one from ''3'' NES.
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Joke Item is for weapons that are deliberately poorly designed. The Sakugarne may be near-useless, but I'm pretty sure it wasn't intentionally made that way.
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* DLN-001: Quint, gives [[JokeItem Sakugarne]]
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* DLN-001: Quint, gives [[JokeItem [[PileBunker Sakugarne]]
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The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. '''Boy''', is it different...
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The second of the five ''[[VideoGame/MegaManClassic Mega Man]]'' games to be released on the GameBoy.UsefulNotes/GameBoy. ''Mega Man II'' (aka ''Rockman World 2'') may have almost the same name as ''VideoGame/MegaMan2'', but it's a very different game. '''Boy''', is it different...
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* ChainReactionDestruction: At the end of the game, you shoot down Dr. Wily's escape pod with a giant missile. Wily then explodes repeatedly and crash-lands on Earth in a massive skull-shaped explosion.
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Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that energy tanks, the slide move and Rush are introduced for this entry. In addition, despite the game's numerous other flaws, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossRush of the ''Mega Man 2'' Robot Masters).
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Aside from all that, the gameplay is much the same as in the NES ''VideoGame/MegaMan3'', meaning that energy tanks, the slide move and Rush are introduced for this entry. In addition, despite the game's numerous other flaws, it did introduce what would become the standard format for the three following games, which consists of four full Robot Master levels and fights, followed by another four Robot Master levels and fights (as opposed to the previous game, which just gave you four Robot Masters from ''Mega Man'' with corresponding stages, followed by a BossRush BossBonanza of the ''Mega Man 2'' Robot Masters).
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* DLN-00X: Quint, gives [[JokeItem Sakugarne]]
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* DLN-00X: DLN-001: Quint, gives [[JokeItem Sakugarne]]
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* AfterBossRecovery: Starting with the ''3'' NES Robot Masters, while you'll still get health refills after defeating each Robot Master (and Quint), you'll no longer get weapon energy refills and will have to rely on item drops from the enemies. Many fans actually appreciated this, feeling that it added an element of strategy to a ridiculously easy game and forced careful management of weapon energy during the second half, and this mechanic would later reappear in ''VideoGame/MegaManIV'' and ''VideoGame/MegaManV''.
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* AfterBossRecovery: Starting with the ''3'' NES Robot Masters, while you'll still get health refills after defeating each Robot Master (and Quint), you'll no longer get weapon energy refills and will have to rely on item drops from the enemies. Many fans actually appreciated this, feeling that it added an element of strategy to a an otherwise ridiculously easy game and forced careful management of weapon energy during the second half, and this mechanic would later reappear in ''VideoGame/MegaManIV'' and ''VideoGame/MegaManV''.
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* ObviousBeta: The game had less than a year (possibly even less than ''five months'') of development, and glitchy collision detection, bland level design, poor sound quality stand as proof of it. It certainly didn't help that the developer had only ever made games for the [[UsefulNotes/SegaMasterSystem Master System]] and UsefulNotes/GameGear prior to working on this.
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* ObviousBeta: The game had less than a year (possibly even less than ''five months'') of development, and glitchy collision detection, bland level design, a strange plot, and poor sound quality stand as proof of it. It certainly didn't help that the developer had only ever made games for the [[UsefulNotes/SegaMasterSystem Master System]] and UsefulNotes/GameGear [[UsefulNotes/GameGear Game Gear]] prior to working on this.