Mega Man 2/YMMV: Difference between revisions

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* [[Signature Scene]]: The opening is this, to the point where ''anything'' that pays homage to the 8-bit era has a high chance of beginning with an ascending shot of a building with the hero at the top. Even the promotional video for the ''Mighty No. 9'' Kickstarter alludes to it.
* [[So Cool Its Awesome]]: It built on the foundation of the first Mega Man game and improved its flaws every which way. The awesome music, the fact it averted the "second in the series is the [[Oddball In The Family]]" trend that ''[[Super Mario Bros.|Super Mario Bros. 2]]'' (not counting the Japanese/real ''[[SMB 2]]'', as [[No Export for You|wasn't released in the United States until]] 1993), ''[[Zelda II: The Adventure of Link]]'' and ''[[Final Fantasy II]]'' "started" and the fact it has a password option for players to continue playing. Which was something the first game sorely lacked.
* [[That One Boss]]:
* [[That One Boss]]:* [[Memetic Badass|Air Man]], at least in the games hard mode thanks to having a tornado pattern that can't be dodged.
** Quick Man is even worse. Not only does he live up to his name, but he is an unpredictable spaz who deals a disgusting amount of collision damage while you try your best to dodge both him and his Quick Boomerangs. It's very easy to run right into him, even moreso in his home stage where you're forced to jump around thanks to an uneven floor.
** Without the Atomic Fire or Metal Blades, Wood Man. His shield isn't too tricky to dodge, but trying to avoid it while staying away from his falling leaves can be frustrating, especially since the leaves require pixel-perfect dodging.
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*** Not to mention the only way to refill Crash Bomb energy if you run out, would be to shoot hundreds of impossibly placed Tellys and a bunch of Sniper Joes in narrow hallways, in the hope of getting those desperately needed energy capsules... yeah, you're better off [[Driven to Suicide|killing yourself to restart the stage]].
** Wily Machine 2 has an incredibly easy first stage... but an incredibly irritating second due to using attacks with ridiculously disjointed hitboxes, as well as shot patterns that are flat-out ''impossible'' to dodge.
* [[That One Level]]:
* [[That One Level]]: Quick Man's stage is notoriously irritating without the Time Stopper, and Heat Man's stage becomes this during the Yoku Block segment, unless you happen to have Item 2 on hand.
** Quick Man's stage is notoriously irritating without the Time Stopper. There are two segments where you have to outrun a batch of instant kill lasers coming out of the wall, and you have very little room for error — especially with the second set. If you do manage to pass through the second set, you have a few respawning Sniper Joes in walkers waiting for you.
** Heat Man's stage becomes this during the disappearing blocks segment (unless you happen to have Item 2 on hand). Until you memorize the three tricky jumps (which isn't easy because it's somewhere around 30 blocks long) you need split second reflexes. One slip up will send you to your death. This segment makes the Ice Man and Guts Man stages from ''Mega Man 1'' look ''easy''. Much of this can be attributed to the fact the rhythm the blocks follow is very awkward, unlike anything else in the entire ''franchise''.
** Among the Wily Castle stages, stage 4 easily qualifies due to its tedious string of fall-through floors and line-guided platforms. The fact that you have the Buebeam Trap waiting for you at the end does little to alleviate the pain of playing through this stage.
** Crash Man's stage is about near constant upward movement and is filled to the brim with enemies attacking you from above or below, usually while you're either on small mobile platforms or on ladders, meaning guaranteed lost progress whenever you get hit. Fortunately, if you have Leaf Shield, it renders the majority of these threats rather trivial.
 
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[[Category:Mega Man 2]]