Mega Man II

released on Dec 20, 1991

The second handheld installment of the Mega Man series has him (along with his dog, Rush) defeating eight more revived Robot Masters (from Mega Man 2 and Mega Man 3), while finding the whereabouts of Dr. Wily (who has traveled into the future to steal a weapon to counter Mega Man).


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Improvement over the first GB Mega Man. Runs great for a Gameboy title but the music is horrendous.

A solid Mega Man game on the go. Like the other Game Boy Mega Man games, it plays solid and resembles that of the original NES games, only with a smaller viewport. There's challenge, but not too overly difficult.

Playing on the 3DS Virtual Console, cleared the game multiple times. Despite the game being far less polished than Minakuchi Engineering's outings, the game is not very difficult, and thus makes for quick and easy replays. I will reserve future replays for mGBA on my modded Wii.


This was the only one in the series that was a replay for me. These games (as I'm sure many reading this are aware) are quite a bit harder to find in the States, and they go for quite a heftier price tag over there as well, so this was all I had for GB-based Mega Man when I was younger. I remembered it being fairly easy, which is why the difficulty of the first entry in the series had caught me a bit off guard in how difficult it was, but after all that other Mega Man, it was quite jarring to go back to something quite so easy as this. It took me around an hour and a half to beat the Japanese version of the game.

Most of these GameBoy Mega Man games don't really have much of a story beyond "Wily is back, go beat him", and despite the fact that it wasn't made by the same company as the first GB Mega Man game, this one is no exception. Like in the first Rock Man World game, Wily is back and he's brought four robot masters from the NES game that this shares a number with, and four from the next one. In this case, that means four robot masters from Mega Man 2 (the four who weren't in the last game), and four from Mega Man 3. However, unlike the first GB game, the second group of four robot masters actually have their own stages instead of just filling the void of the boss rush. That makes for eight robot masters stages, one big Wily stage, and a special boss unique to this game: Quint.

This game isn't just easy, it's way too easy. And not in the way that NES Mega Man 2's normal mode is quite easy compared to a lot of the other NES games, but it's so easy it's often downright boring. It has the same "Mega Man is just too big" stage design as the first GB game, but things just mostly feel a bit too empty and slow as a result. The gameplay isn't terribly snappy because there just isn't much to fear for your death other than falling into the pits littered about the place. But those slow stages give way to very simple boss fights that are for the most part pretty easy with the mega buster and comically simple with the boss's weakness. Even Quint is a pretty underwhelming boss fight. Add in that you also have the slide dash from Mega Man 3 and E-tanks from Mega Man 2 and you have a game that is super duper forgiving to the point that it really fails to make much of an impression at all.

The presentation is fine, but really not that memorable in any particular way. It's a good recreation of the sprites they're going for, but it still feels very simplified and "NES Lite" in its presentation. That extends to the music as well, which delivers a few less than inspired new tracks as well as just adequate iterations of the included robot masters' themes.


Verdict: Hesitantly Recommended. If you're in the mood for an easier Mega Man game, this will certainly fit the bill. I don't really have much all to say about this game other than that it's too easy for its own good. That isn't inherently a flaw, but for a series like Mega Man, it means that a lot of veterans will likely come away from this game not feeling terribly satisfied. Rock Man World 2 succeeds in being a competent action platformer, but it fails in delivering what most fans would probably want from their 8-bit Mega Man.

Barring the grating, off-key tracks in this game, this game plays a lot smoother than Rockman World 1 and your Rock Buster pellets shoot a lot faster too. This does a lot to make this experience more bearable than its predecessor. But where RMW1 was exceedingly difficult (for better and worse), RMW2 its exceedingly EASY. I got to max lives by the second level not even trying to grind for drops, lives were simply that abundant in the drop rates of enemies (unless I just got REALLY lucky?) Even after I quit the game for a few hours to play other games with my friends, I came back and got back to 9 lives and no game overs by the end of Wily Castle.

The game benefits the most from the addition of the Slide and Rush powerups. It's the most satisfying thing ever to finally be able to slide underneath Air Man's tornadoes lol. In some ways, I like this game more than its console counterpart for this reason.

Like with Enker, you get a pretty cool weapon from beating Quint in Wily Castle: Sakugarne. And similarly, you really don't get to utilize it that much, unfortunately. It's Wily's weakness, but you take contact damage from using it against him in a three-phase fight, so it's not a very fair tradeoff. And any situation you might want to use Sakugarne in, Rush Coil is just better.

Also I thought it was cool that Quint is apparently Rockman from the future. I'm curious how Quint fits into the storyline if he's from 32,000~ years in the future with a Rock that's reverted back to a house-keeping robot when the Rockman X series shows that Rock is nowhere to be found only 100 years into the future. I've been told that the World games are all canon somehow, and that I should play them before 10, so I'm curious to know if Quint ever makes/will make a reappearance in future games to explain this.

I ran into a funny glitch that, because the game doesn't pause to refill Health or Weapon Energy, if you pause and switch weapons while Weapon Energy is refilling, your other weapon will stop filling up and the new one will continue filling up from where the other one stopped.

I loved the Wily Station level with the Salvadore Dali background. I can only imagine how great this would look in full color (really wishing Mega Man Mania wasn't cancelled).

Overall, if I was a kid with a Game Boy dying to play Rockman on the go, I think I'd be happy to own both Rockman World titles I've played so far for theoretical car trips in the 90s. They're not spectacular, but they're serviceable.