Mega Man II: Difference between revisions

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'''''Mega Man II'''''(released in Japan as "Rockman World 2") is the second Mega Man installment on the Game Boy. It was released in Japan on December 20, 1991 and in North America in February 1992.
[[File:Megamanii.jpg|thumb|right|Box art for Mega Man II]]
'''''Mega Man II''''' (released in Japan as "Rockman World 2") is the second Mega Man installment on the Game Boy. It was released in Japan on December 20, 1991 and in North America in February 1992.


Like its prequel, [[Mega Man: Dr. Wily's Revenge]], there are two sets of four Robot Masters, however, this time there are four from Mega Man 2 and four from Mega Man 3. Mega Man II is the also first game in the Game Boy series to have eight Robot Master stages compared to only four in Mega Man: Dr. Wily's Revenge. Mega Man's reprogrammed future self Quint (also known alternatively as Quintet in some promotional material) debuts as a major rival for Mega Man.
Like its prequel, [[Mega Man: Dr. Wily's Revenge]], there are two sets of four Robot Masters, however, this time there are four from Mega Man 2 and four from Mega Man 3. Mega Man II is the also first game in the Game Boy series to have eight Robot Master stages compared to only four in Mega Man: Dr. Wily's Revenge. Mega Man's reprogrammed future self Quint (also known alternatively as Quintet in some promotional material) debuts as a major rival for Mega Man.

Revision as of 19:55, 19 July 2021

Box art for Mega Man II

Mega Man II (released in Japan as "Rockman World 2") is the second Mega Man installment on the Game Boy. It was released in Japan on December 20, 1991 and in North America in February 1992.

Like its prequel, Mega Man: Dr. Wily's Revenge, there are two sets of four Robot Masters, however, this time there are four from Mega Man 2 and four from Mega Man 3. Mega Man II is the also first game in the Game Boy series to have eight Robot Master stages compared to only four in Mega Man: Dr. Wily's Revenge. Mega Man's reprogrammed future self Quint (also known alternatively as Quintet in some promotional material) debuts as a major rival for Mega Man.

The game is commonly criticized for its large number of glitches and design mistakes compared to most other Mega Man games.

In Mega Man Maker

As of version 1.7.5, Mega Man Maker has not implemented assets exclusive to Mega Man II. However, some modifications made to certain assets that make a reappearance in Mega Man II have been implemented into Mega Man Maker.

  • Tama's 4 HP contact damage in Mega Man Maker likely used Tama's 5 HP contact damage in Mega Man II as a benchmark, as all other Mega Man games that feature Tama have impractical contact damage values.
  • Tama has a contact damage of 0 HP in Mega Man 3 and essentially functions as if there was a giant invisible wall around the enemy, while Tama has a contact damage of 28 HP in Mega Man: The Wily Wars and will instantly defeat the player if collided with. These damage values were probably not practical to use in Mega Man Maker.
  • Hot Dog's AI behavior in Mega Man Maker where it always shoots the same number of fireballs is likely based off how Hot Dog's AI attacks the same way in Mega Man II.
  • Crazy Cannon's AI behavior in Mega Man Maker where each of the enemy's two sets of six shots are always shot at the same arced angle is likely based off how Crazy Cannon's AI shoots the same way in Mega Man II.
  • By comparison, in Mega Man 2, each shot in a set of six fired by Crazy Cannon can vary slightly in angle arc, with some shots traveling slightly farther horizontally than others. This variant of the Crazy Cannon AI is not used in Mega Man Maker.