1070 - Mega Review 2: Mega Man II (NES)
Topic: Black Hole Reviews
Note: The review was initially written in Notepad and as such, certain formatting issues popped up when copying and pasting to the blog editor. I tried to fix it up as best as I could, but I might miss a boo-boo or two.
Expectations and hype sucks.
Mega Man II, released in 198x (88 in Japan, 89 in North America), is considered by many to be one of the best games in the classic series as well as one of the best in the NES library. At first glance, it's not hard to dispute that. After all, Mega Man II does what any good sequel does; it improves upon its predecessor's formula and introduces some elements to make the game fun. Most people live and die by this game, saying that if you have to play any game in the series, it has to be this one.
Or at least, that's what I've been told.
By the time I got my hands on Mega Man II, I had already owned Mega Man and Mega Man III. I had also dabbled a bit into Mega Man IV. So to say and hear that this sequel was better than those games when it was the earlier release peaked my interest, even at the age of fourteen.
So I sat down and I played the game. I was presented with two difficulty settings: NORMAL and DIFFICULT. Wow, difficulty select in a Mega Man game? This must be a good challenge if they went to that trouble. Being a bit of a prick, I picked NORMAL and figured I'd get to DIFFICULT later when I mastered the game. Considering how hard the original Mega Man was, it was a good idea at the time to start easy and work my way up.
Instead of starting the game, I go into another menu; this one asking me if I want to start a new game or continue via password. The password system used here is different from later Mega Man games and has more in common with the original GB Mega Man game, but that's okay. Whatever works.
So they start you off with eight bosses instead of six; another new staple that would become the norm for the series to come. I decided to pick Flash Man as my first victim. If I recall from Mega Man 3 (where you got to face Doc Robot interpretations of MM2 bosses), this guy has a time stopping ability and a gattling gun. Maybe I should have started with Air Man, who shoots little tornadoes and blow you away.
So I began Flash Man's stage... and then I ran into the first problem with this game... it's too damn easy.
Enemies didn't take as many hits to die and certain bosses (like Flash Man) would lose four points from each shot of my regular pea shooting Mega Buster... so guess the end result: I beat Flash Man... on my first try. It was at that point where all expectations and glorifications of the game were shattered and I felt that this would be a breeze.
Of course, it wouldn't be a total breeze. Those super laser things in Quick Man's stage are a headache and the disappearing blocks of doom make a return in perhaps its most vicious puzzle, but given time, patience, and the help of a special item or two, they can be beaten.
After beating the game rather easily on NORMAL difficulty, I decided to try out DIFFICULT. The game was still somewhat on the easy side, although not as much as the first run. Enemies took more hits to die, damage to bosses were more respective to those of the first (MM shots either did 1 or 2 points damage here), and a couple of enemies had extra actions such as the snail bots losing its shell after a shot or two.
USELESS TRIVIA: As I would later learn, the Japanese Rockman 2 had only one skill setting, DIFFICULT and the skill select was added in for us North Americans... because we're special or something. No other Mega Man game (that mattered or wasn't a rerelease) would have this feature.
So it looks like I'm bashing this game undeservedly and truth be told, it seems a bit unfair that I go on about the game's relative ease. But I'm not saying that it's a bad game, because it really isn't. While I don't believe this to be the Holy Grail of Mega Man games, it's still a very good game that manages to be a good sequel that improves upon the original in many ways.
Mega Man II is one of the few NES sequels to retain the gameplay elements of its original. This was during the time when major franchises would take different directions from its origins. Zelda II ditching the overhead gameplay in favor a side-scroller; Mario II ditching stomping on goombas in favor of tossing vegetables at shy guys (this was before we all knew better). So 2 was the same as before, it was easy to pick up if you played the last one, and there was nothing new to learn except what order to fight the bosses in.
USELESS TRIVIA: This game is creator Keiji Inafune's favorite game in the series.
Speaking of bosses, there're eight of them this time around and that's the way it'll be for the rest of the series...
AIR MAN's weapon is the creatively-named AIR SHOOTER, which allows you to shoot tornadoes... yay. Amazingly, this is possibly the best weapon in the game, especially when you want to kill Sniper Joes and their stupid walker things quickly.
CRASH MAN's weapon is the CRASH BOMB, which clings to walls and explode. You can use these to destroy certain barriers in the game and they are a necessary weapon to beat one of the later bosses in the game. The only major drawback is that this consumes a lot of weapon energy, so if you need it for something, make your shot count.
FLASH MAN's weapon is the TIME STOPPER, which... stops time. This weapon is a disappointment... seriously, it is. All it does is freeze everything in place and continues to do so until your weapon energy expires. During this time, YOU HAVE NO MEANS TO DEFEND YOURSELF. No pea shooter, no gatling buster gun, not even a punch attack. Freeze time and hope that you don't have to take damage passing through some enemy frozen in place blocking your only means of escape... thank god Mega Man 4 gave us a better version of this same weapon... but that's for another time.
QUICK MAN's weapon is the QUICK BOOMERANG. Nothing special, really. You shoot a bunch of boomerangs and they have a short range. On the bright side, this weapon expends the least amount of energy and can damage more enemies than your regular buster could too.
METAL MAN's weapon is the METAL BLADE, which shoots a blade out. This weapon is especially versatile and useful because you can shoot in any direction, leaving no enemy safe from your deadly attacks. Chances are this will be the most commonly used weapon.
BUBBLE MAN's weapon is the BUBBLE LEAD, which shoots a bubble that follows along the ground until it hits a wall. I never really found much use for this weapon other than for a couple points in the game, but it's still a handy little toy, particularly for hitting enemies that your Buster can't reach unless you're at a lower point. This weapon is also required to defeat a later boss.
HEAT MAN's weapon is the ATOMIC FIRE, which is curiously NOT a trio of fireballs turning into firesticks. Instead, this becomes Mega Man's first chargeable weapon. The longer you hold the button, the stronger the charge, the more energy it costs. At a full meter, you could probably manage two full charge shots and a medium shot before you expire and are stuck with little fireballs.
WOOD MAN's weapon is the LEAF SHIELD. Basically, a shield of leaves surrounds you and protects against weak enemies... until you move, at which point the shield flies away in the direction you press on the D-Pad. Never found much use for it except for a couple points and to be honest, this could have benefited from a timed release (as in, shoots when I tell it to shoot and not when I move). I guess they haven't worked out the kinks of that mechanic. Oh well...
In addition to these wonderful (and not so wonderful) weapons, you get three items creatively titled ITEM-1 (a rising platform for reaching high places), ITEM-2 (a jet sled that speeds across the level until it hits a wall), and ITEM-3 (a wall-crawling platform, for when ITEM-1 isn't convenient). Also, this is the first game where Mega Man can collect life-restoring Energy Tanks, although in this game he can only hold four as opposed to nine in the other NES titles.
The graphics in Mega Man II are similar in style to Mega Man I. The main player sprite remains the same as before, but are complemented with new enemies, bosses, and stages that look somewhat more impressive than its prequel. The original Yellow Devil rock man was somewhat neat, but that green dragon still has one of the best intros of any Mega Man boss in any Mega Man game. And the final boss, the first time you saw him back in the day before all this high technology, was really a neat twist killed by the ending... so the game does have plenty to enjoy.
USELESS TRIVIA: The soundtrack in this game also kicks ass. In fact, most people find this game to have more memorable tunes than any other Mega Man game in the series. Neat-o.
So the gameplay is great, the soundtrack is great, the graphics are top-notch, and there's enough of an improvement and refinement over the original game that it isn't considered to be a mere rehash. However, the relative ease of the difficulty does take the whole package down a bit, but it still ranks up there as the one of the best in Classic Mega Man. The absolute best, however? I don't think so.
If you haven't played the game yet... why not? It's awesome.
STORY: 6
GRAPHICS: 9
SOUND: 10
GAMEPLAY: 9
CHALLENGE: 6
OVERALL: 9
Posted by dtm666
at 8:36 AM EST