Sweet ending! Too bad this is the last we’ll ever hear of this little blue robot boy. I rather liked the cut of his jib.
I never dreamed I’d find myself defending Mega Man 2. Why would I need to? It’s still the best-selling entry in the entire 100+ chapter series and widely hailed as not just one of the best games available for the NES, but one of the best ever made. It’s a pure triumph of the form, an unimpeachable masterpiece. Right? Look around online, though, you may well get the impression that any aspiring gaming hipster worth his artisanal beard wax is practically required to cite a Mega Man other than this one as the series high point. All the better if he can throw some shade Mega Man 2’s way for being “too easy” or “unbalanced” while he’s at it.
As it turns out, being the franchise’s golden boy has its dangers in a social media saturated world where everybody seems to be striving to deliver the next attention-getting hot take. Whatever it is you happen to love, there’s someone ready, willing, and able to explain to you in great detail how it’s both overhyped and overrated. Welcome to the future! No refunds.
Okay, okay. No more hyperbole from me. I know full well that not everyone who hesitates to kneel at the altar of Mega Man 2 is some cynical troll or vacuous poser stereotype. Even so, the pushback against it is very real and that’s what inspired me to give it another look. It’s been several years since my last playthrough, after all. I’ve experienced a great many other games over that period (including other Mega Man ones) for the first time. Looking at Mega Man 2 with fresh eyes here on the eve of its thirtieth anniversary, does it still hold up or do its detractors have stronger arguments than I anticipated?
What’s most amazing to me in hindsight is that there very nearly wasn’t a Mega Man 2 at all. Director Akira Kitamura and his team very much wanted to do a sequel, but the original hadn’t sold well enough for the producers at Capcom to approve any funding for such a project. They eventually agreed that they’d release the game only if Kitamura and company worked on it pro bono in their free time. Four months of twenty hour days later and Rockman 2: Dr. Wily no Nazo (“The Mystery of Dr. Wily”) was complete. Despite this insane and largely uncompensated workload, artist and character designer Keiji Inafune recalls it as the best time he spent with the company. No matter your opinion on the final result, it’s certainly remarkable that a team of around eight people working in their spare time were able to deliver one of the most critically acclaimed games of all time in a mere four months.
Like every other main series installment, Mega Man 2 centers on mad scientist Dr. Wily attempting to take over the world with an army of destructive robots. In response, his good counterpart Dr. Light dispatches his own creation, Mega Man, to put a stop to Wily’s schemes. Later sequels would often throw in bit of token misdirection at the onset meant to imply that Dr. Wily wasn’t the one responsible for the conflict that time around, but long-time fans know better. It’s always Wily. Apart from that, the first game’s ending really said it all: “Fight, Mega Man! For everlasting peace!”
The gameplay formula over the course of the series is as simple and dependable as the plots. The child-like Mega Man doesn’t seem like much at the outset, with just a basic arm cannon weapon available. He doesn’t stay this limited for long, however, as every time he defeats one of Wily’s lieutenants (which typically number eight in total and are dubbed “robot masters”), he permanently gains access to that robot master’s special weapon. Crucially, players are free to choose the order in which they take on the robot masters and their corresponding stages. This choice is more than just a minor novelty because each master has a crippling weakness to one specific special weapon. This means that players have a sort of ad hoc difficulty selection at their fingertips predicated on whether or not they choose to play through the stages in the optimal order dictated by the boss weakness chain or not. Once all the robot masters are defeated and Mega Man himself is fully powered-up, it’s a time for the climactic final assault on Wily’s stronghold.
Anyone that comes to Mega Man 2 after experiencing the first game will notice some striking differences right away. The art style itself remains very much the same, as it would in all six Mega Man NES releases and the much later, deliberately retro styled Mega Man 9 and 10. Even so, the doubling in cartridge memory allows for numerous enhancements to the overall presentation. These include a fancy intro sequence, detailed and frequently animated backgrounds that put the original’s solid color ones to shame, and the first appearance of the colorful map screens displayed between Wily fortress stages.
Beyond the purely cosmetic, Mega Man 2 introduces the now-standard compliment of eight robot masters in place of the original’s six, as well as a handy password feature that complements this added length. Its platforming mechanics have been tweaked, too. Mega Man feels a bit less slippery here and new physics have been implemented that affect how he controls in underwater sections. The stages themselves are more varied and complex, with many sporting elaborate hazards like the gauntlet of fatal laser beams that rapidly close in from off-screen in Quick Man’s lair. Mega Man 2 also marks the first appearance of fan favorite item the energy tank. These can be hard to come by, but allow for full health refills on demand, making them invaluable for tough boss fights. You know they have to be good when they have their own line of real world energy drinks named after them.
Of course, no discussion of the advancements Mega Man 2 brought to the series would be complete without a mention of Takashi Tateishi’s immortal score; a Murderers’ Row of funky, driving techno-rock earworms which some have collectively dubbed the greatest 8-bit soundtrack ever created. Is it? Quite possibly, after a fashion. For one thing, it’s remarkably consistent. Other favorite composers of mine like Naoki Kodaka, Junko Tamiya, and Tim Follin have certainly crafted equally superb tunes for the same hardware, but virtually every single beat and melody in Mega Man 2 is a beast. It really is all killer, no filler here. Another point in its favor would be that most of these other amazing chiptunes I alluded to above date from after 1988. Timing matters, and for an entire generation of NES kids, the ubiquitous Mega Man 2 was probably more likely than any other single title to be their first exposure to genuinely great video game music. In terms of quality, consistency, and impact on both gaming fans and the industry itself, it’s tough to point to any other soundtrack on the system that can outshine this one. Damn tough.
So far, what I’ve outlined is an all-around bigger, shinier, more complete take on an already groundbreaking action classic. What could there possibly be to complain about? Well, it all seems to boil down to three primarily factors: The lack of difficulty, the supposedly poor balancing of the robot master weapons, and the relative simplicity of Mega Man’s core move set when compared to some of the later series entries.
This is certainly not a particularly punishing game by the standards of the time period and genre. When compared to the first Mega Man, for example, Mega Man 2’s platforming hazards and boss encounters have been toned down significantly. This is true even before you factor in the presence of the new energy tank items and, in the international release, the addition of a new, easier difficulty mode (somewhat misleadingly termed “Normal”) accessible from the title screen.
Closely tied to the difficulty issue is the question of weapon balance. Mention Mega Man 2 to almost any current or former NES enthusiast and it won’t be long before the conversation turns to the almighty Metal Blade. No other weapon in the series’ long history has made so strong an impression on players, for better or worse. It can be rapid fired in every direction, inflicts massive damage on almost all targets, pierces multiple enemies with a single shot, and has effectively unlimited ammunition. The rest of your arsenal just can’t compete. Metal Blade is essentially an additional easy mode on top of the already existing one in a game that really needed neither. Plus, how ironic is it that the ultimate destructive force in a world of futuristic laser-shooting sentient robots would be a hand-tossed circular saw blade straight out of Home Depot?
Finally, some fans of later Mega Man releases love to point out that the titular hero here lacks some default abilities present in those installments. Specifically, he can’t slide along the ground or hold down the fire button to charge his arm cannon for extra damage. With much of the stage design and enemy encounters in those sequels being designed around the new abilities, it can understandably be jarring to revisit Mega Man 2’s simpler movement and combat.
These are substantial, well-reasoned critiques to be sure and I wanted to do my best to acknowledge them in a fair and respectful manner. Having hopefully accomplished that, I’m now going to explain why none of them amount to much.
Yes, Mega Man 2 is easy, even on the so-called Difficult setting. That is to say it’s easy for me as a die-hard that’s been playing these games since they debuted. I’m so steeped in 2D action-platforming at this point that there’s no Mega Man game I can’t waltz through in single play session if I buckle down and focus, not even one completely new to me. But is it reasonable for me to come down on Capcom for not designing this game around my skill set? Hardly. I can sleepwalk through Mega Man 2 now. Thirty years ago, not so much. Everyone has to start somewhere and Mega Man 2 is (and likely always will be) the ideal entry point to the series for players new to the character or to the genre in general. That’s a vitally important niche to fill, despite what some über hardcore types would have you believe. Besides, if the game really is too easy for you, this is where the modular nature of a Mega Man game’s difficulty can be put to best use. Try playing through the game without using energy tanks, or without the Metal Blade, or with only the default buster cannon, or even with limited lives. There’s likely more potential challenge lurking here than you might think.
How about the Metal Blade? Is it unbalanced? Potentially game-breaking, even? Hell, yeah, it is! Here’s a little secret I’m going to let you in on, though: Balance, in non-competitive gaming at least, isn’t necessarily all that important and can sometimes even be a detriment when it results in an generally unexciting assortment of options. Know what else isn’t at all balanced? The spread gun in Contra. Not to mention the sword (also known as the dagger or knife) in Ghosts ‘n Goblins. These are famously the only weapons you want in their respective games and are inseparable in the minds of gamers from the series that introduced them. In that respect, they’re legitimately iconic. People have the Contra spread gun icon hanging on their walls! This gambit doesn’t always pay off, naturally. I criticized the otherwise excellent NES Bionic Commando for having only one great gun. The difference is that nobody starts raving about how awesome the rocket launcher in Bionic Commando was the second the game comes up in conversation. It’s overpowered, but not unforgettably so. The Metal Blade, like the spread gun, is both. It’s the definitive special weapon of the series and Mega Man 2 is more memorable, indeed better for its inclusion. Oh, and using it is completely optional. Almost forgot that bit.
The preference for the slide and charge shot maneuvers is understandable, as these mechanics can be a lot of fun in the games in which they’re present. That said, there’s also a certain elegant simplicity to Mega Man in his original “jump and shoot man” form, particularly for those same new players I mentioned above. In any case, the fact that this game wasn’t designed with these abilities in mind obviously means that they’re in no way necessary to tackle the challenges here and their absence detracts not one bit from enjoying what’s present. In a game built around them, they’re fine. In Mega Man 2, they’re frankly neither here nor there.
Whew! Enough apologetics, already! Look, whether or not this is the best Mega Man game ever made is ultimately down to the individual player. With virtually every main line entry being a world class action-platformer in its own right, there just aren’t many wrong opinions to go around. What I do maintain is that Mega Man 2 is the greatest Mega Man game ever made, both from an artistic standpoint (befitting its status as a passion project) and in terms of the sheer magnitude of its influence on the hobby. The original was laden with potential, if also rough around the edges. As the first fully-fledged entry in the franchise, Mega Man 2 is pure promise fulfilled; a landmark release that can never be truly replicated. The remainder of the series is fundamentally iterative. If Mega Man 1 is the video game equivalent of John Glenn orbiting the earth, Mega Man 2 is Neil Armstrong walking on the moon: One small step for a (Mega) Man, one giant leap for gamerkind. The later titles? Well, they’re more along the lines of Alan Shepard golfing on the moon: Still remarkable achievements and well worth your attention, but you can’t convince me the same degree of magic is still present.
So, while the whole “everlasting peace” thing may not have panned-out, Mega Man 2 has achieved something almost as impressive: Everlasting relevance.