Mega Man 2

From Wikipedia, the free encyclopedia
Jump to: navigation, search
This article is about the Nintendo Entertainment System and the Famicom game. For the Game Boy game, see Mega Man II (Game Boy).
Mega Man 2
Artwork of a navy blue, vertical rectangular box. The top portion reads "Mega Man 2", while the artwork depicts a humanoid figure in a blue outfit firing a gun at a second humanoid figure in purple and red outfit.
North American box art portraying the protagonist, Mega Man, battling with rivals Quick Man and Crash Man in a futuristic setting.
Developer(s) Capcom
Publisher(s) Capcom
Director(s) Akira Kitamura
Producer(s) Tokuro Fujiwara
Programmer(s) Nobuyuki Matsushima
Artist(s) Yasuaki Kishimoto
Naoya Tomita
Keiji Inafune
Akira Kitamura
Composer(s) Takashi Tateishi
Manami Matsumae
Series Mega Man
Platform(s) NES/Famicom, PlayStation, mobile phones, Virtual Console, iOS, PlayStation Store
Release date(s)
Genre(s) Action, platform
Mode(s) Single-player
Distribution 2-megabit ROM cartridge, CD-ROM, download

Mega Man 2, known in Japan as Rockman 2: Dr. Wily no Nazo (ロックマン2 Dr.ワイリーの謎?, lit. "Rockman 2: The Mystery of Dr. Wily"), is a platform game developed and published by Capcom for the Nintendo Entertainment System. It is the second installment in the original Mega Man series. The game was released in Japan in 1988, and in North America and PAL regions the following years. Mega Man 2 continues the titular protagonist's battle against the evil Dr. Wily and his rogue robots. The game features graphical and gameplay changes from the first Mega Man game, many of which have remained throughout the series.

Although sales for Mega Man were unimpressive, Capcom allowed the Rockman team to create a sequel. They worked concurrently on other Capcom projects, using their free time to develop the game. Unused content from the previous title was integrated into Mega Man 2. Takashi Tateishi composed the soundtrack, with Yoshihiro Sakaguchi serving as a sound programmer.

With more than 1.5 million copies sold, the game is the best-selling Mega Man title. Critics praised its audio, visuals and gameplay as an improvement over the first game. Many publications rank Mega Man 2 as the best title in the series, and as one of the greatest video games of all time. The game has been re-released on several consoles and mobile phones.

Plot[edit]

Mega Man 2 takes place after the original Mega Man, which is set in an unspecified year during the 21st century (the year 200X).[9] Dr. Wily, the series' main antagonist, builds a new fortress and army of robotic henchmen, led by eight new Robot Masters of his design: Metal Man, Air Man, Bubble Man, Quick Man, Crash Man, Flash Man, Heat Man, and Wood Man. Mega Man is sent by his creator, Dr. Light, to defeat Dr. Wily and his Robot Masters.[10] Mega Man crushes the eight new Robot Masters and then challenges Wily himself.[9] In the final fight, Mega Man defeats Dr. Wily's holographic projection device. After the scientist begs for mercy, Mega Man spares Wily and returns home.

Gameplay[edit]

A square video game screenshot that depicts a character sprite standing on a red floating platform between two yellow structures near the top and bottom of the image.
Mega Man uses the floating platform items to jump to an out-of-reach ladder in the Crash Man stage.

Mega Man 2 is a platform and action game like its predecessor, Mega Man. The player controls Mega Man as he traverses eight stages to defeat the bosses, Dr. Wily's Robot Masters: Metal Man, Air Man, Bubble Man, Quick Man, Crash Man, Flash Man, Heat Man, and Wood Man. Each Robot Master features a unique weapon and a stage related to their weapon's power. For example, Air Man shoots small tornadoes and is fought in a sky-themed level, while Wood Man can use a shield of leaves and is found in a forest-themed stage.[10] After defeating a boss, their signature weapon becomes available to the player. The Robot Masters have weaknesses to the weapons of certain other Robot Masters; therefore, choosing the order in which the levels are played is a vital component of the gameplay.[9][11] After completing certain stages, Mega Man receives a special item.[11] These items create platforms that allow Mega Man to access areas that he otherwise could not.[10]

After defeating the eight Robot Masters, the player proceeds to Dr. Wily's fortress, which consists of six levels that are played linearly.[10] As in the first title, the player is required to fight each Robot Master a second time in Dr. Wily's fortress. However, these battles take place in a single room rather than a series of linearly connected rooms. The room contains teleportation devices that lead to each Robot Master. The devices can be entered in any order, but are not labeled. Once the bosses are defeated again, the player must fight Dr. Wily.

Mega Man 2 features a few gameplay changes from the original Mega Man.[9] A new item, the Energy Tank, allows a player to refill Mega Man’s health at any time.[11] Also introduced is a password system.[10] After defeating each Robot Master a password is displayed, allowing the player to return to that particular point in the game after restarting the system.[11] The password stores the particular list of completed Robot Masters, as well as the number of accumulated Energy Tanks. Unlike the first game, Mega Man 2 does not feature a score counter, and the player is unable to return to Robot Master levels once completed.

Development[edit]

So we, of our own accord, got together, spent our own time, we worked really, really hard, you know, just 20-hour days to complete this, because we were making something we wanted to make. Probably in all my years of actually being in a video game company, that was the best time of my working at Capcom, because we were actually working toward a goal, we were laying it all on the line, we were doing what we wanted to do. And it really showed in the game, because it’s a game, once again, that we put all our time and effort and love, so to speak, into it, designing it.

Keiji Inafune, April 2004[12]

Mega Man 2 was developed and published by Capcom. In retrospect, series producer Keiji Inafune, who was credited as Inafking, described the game's development as a "rogue effort". The first Mega Man game—released in 1987—was not successful enough to justify the immediate development of a sequel.[13] Capcom allowed the development team to create a sequel on the condition that they work concurrently on other projects as well.[12][14][15] The staff spent their own time on the project to improve upon the original by adding more levels and weapons, as well as improving the graphics.[13] The project supervisor of the first Mega Man invited Inafune to the sequel's development crew; Inafune was working on a separate game at the time.[1] In the previous title, Inafune worked as an artist and character designer, but became more involved in the production process of the sequel.[16] "Working on [Mega Man 2] marked my second year at this, and I even got to mentor a 'new kid', which opened up a whole new world of stress for me," Inafune recounted. The development time for the game was only three to four months.[1][17]

Due to the limited amount of cartridge space available for the first game, content was omitted from the final product. The unused elements were later transferred to Mega Man 2.[18] The team was limited by the graphical capabilities of the console, and designed characters as pixel art to maintain consistency between the designs and final product; some design elements, however, were lost in the transition.[16] The gameplay system from the original game was kept for Mega Man 2, but the team included more traps for the player to navigate. The game's three support items were added to aid the player because of complaints from consumers and Capcom's marketing department regarding the original game's high difficulty.[1] Inafune's supervisor was "especially unsure" about the usefulness of the Energy Tanks.[1] The developers allowed input from the public by including boss designs created by fans.[19] Capcom received 8,370 boss submissions for the game, although even the designs for the final eight Robot Masters were "tweaked".[1][20] Inafune intended his artwork for Mega Man 2 to be more "anime-ish" than in the first game.[1] A second difficulty setting was added for the North American release. The original version was labeled "difficult", and a "normal" setting was created that made the enemies weaker.[21]

The soundtrack for Mega Man 2 was composed mainly by Takashi Tateishi, credited as Ogeretsu Kun (a nickname implying rudeness, geretsu (下劣) meaning rudeness or depraved in Japanese). Ippo Yamada, a sound designer for Mega Man 7, explained that even in 1995 "Capcom... was just beginning to transition from crediting staff members by aliases to their full names."[22] Manami Matsumae, who had composed the music for the first Mega Man (and would later join Yamada for Mega Man 10), also made some contributions to the soundtrack of this game, in particular the title screen overture (which she had previously written for the first game's ending) and the music for Air Man's level. She was credited as Manami Ietel after her constant saying of "Sore, ietemasune!", or "exactly!" to her bosses.[23] As with the previous game, the sound programming was handled by Yoshihiro Sakaguchi, credited as Yuukichan's Papa.[24]

Veteran video game cover illustrator Marc Ericksen painted the North American box art, which included Mega Man firing a pistol instead of his trademark Mega Buster. Ericksen explained, "I didn't know anything about Mega Man, and [after looking at the character in action] I said to the art director, 'What is he shooting with?' ... He said, 'Well, he must have a pistol, because I don't see a rifle.' ... I said, 'So, a pistol? Do you want me to do a pistol?' And he said, 'Yeah, let's put a pistol in there.' So I did what I was told and I put the pistol in there. Add to the fact that they only had, like, a day and a half for me to do the painting and what you wound up with was not the greatest result. But certainly a result that was not my fault. I mean, they told me to put the pistol in his hand!"[25]

Reception[edit]

Reception
Review scores
Publication Score
Electronic Gaming Monthly 8 out of 10[26]
Famitsu 28 out of 40[27]
IGN 9.5 out of 10[28]
Mean Machines 95%[2]
Total! 83%[29]

Though the first Mega Man game had relatively low sales, Mega Man 2 was a huge success. Since its 1988 release, Mega Man 2 has sold over 1.5 million copies worldwide. The game is the highest selling in the Mega Man series and is Capcom's 30th highest selling title.[30] Mega Man 2 was well received by critics. Electronic Gaming Monthly '​s four reviewers—Steve Harris, Ed Semrad, Donn Nauert, and Jim Allee—rated the game favorably. They stated that it was better than the first Mega Man, citing the improved audio-visuals, new power-ups, and password system. Nauert and Allee, however, expressed disappointment that the game was less difficult than the first game.[26] Nadia Oxford of 1UP.com complimented its aesthetics and gameplay. She further stated that Mega Man 2 improved the gameplay of its predecessor by removing excessively difficult elements.[15] Mean Machines '​ two reviewers, Julian Rignall and Matt Regan, praised several aspects of the game. Rignall lauded the gameplay, citing its addictiveness and the puzzles. Regan praised the difficulty and called the gameplay balanced. Both reviewers complimented the graphics, calling them detailed and stunning, and described it as a great platform game.[2] Retro Gamer editor Richard Burton described it as a "must-have" title for the system, comments echoed by two of Electronic Gaming Monthly '​s reviewers.[26][31] Zach Miller writing for Game Informer attributed the success of the game to the players' option to defeat the stages in the order of their choosing. He praised the simple control scheme and variety of weapons and items.[32] GamesRadar ranked it the third best NES game ever made. The staff called it the "pinnacle" of the 8-bit Mega Man games.[33]

The game's soundtrack has been well received by critics. Joey Becht of IGN listed three stage themes from Mega Man 2 along with the main title song among the best in the series.[34] In 2008, Game Informer listed Mega Man 2 '​s introduction sequence as the fifth-best video game opening, citing the build up of excitement that the music and appearance of the character instills.[35] The "Doctor Wily Stage Theme" was ranked second in ScrewAttack's "Top 10 Video Game Themes Ever" video.[36] Nintendo Power '​ editorial staff praised the music in 2008, stating it is among the best on the platform.[37] In 2009, Gamasutra's Brandon Sheffield describe the music as easily recognizable, and lamented that contemporary video game music lacked that trait.[38]

Mega Man 2 is a favorite among Mega Man fans, with many calling it the best in the series.[28][39][40] Critics have also referred to the game as the series' best title. Oxford considered it one of the most memorable titles in the series, and Burton called the game the best in the series.[15][31] IGN's Levi Buchanan listed three of the game's bosses among the "Top 10 Mega Man Robot Masters".[41] Several publications consider the game a critical success and have listed it high on "top game" lists. At the end of 1989, it was the top ranked game on Nintendo Power '​s Top 30 list.[42] In August 2008, Nintendo Power listed Mega Man 2 as the third best Nintendo Entertainment System video game. The editorial staff praised the polished improvements over the previous game.[37] GameSpot named Mega Man 2 as one of "The Greatest Games of All Time".[43] It ranked number 33 in Nintendo Power '​s "Top 200 Nintendo Games Ever" list and number 60 in Official Nintendo Magazine '​s "100 Best Nintendo Games" list.[44][45] Miller considered it one of the greatest games of all time.[32] In 2007, IGN's three editorial offices—United States, United Kingdom, and Australia—compiled a list of top 100 games. They listed Mega Man 2 as number 67, citing the action and strategic elements along with the impact it had on the series.[21] Mega Man 2 was placed 4th on IGN's list of the Top 100 NES Games.[46]

Legacy[edit]

Keiji Inafune claims the success of Mega Man 2 is what made the Mega Man series a hit that continues to spawn sequels.[13] 1UP.com commented that the game helped establish the series as a prominent and commercially successful video game franchise.[40] IGN cited Mega Man 2 as a title that helped define the action-platforming genre.[21] Retro Gamer credited it with helping the series obtain the global presence that allowed spin-offs and more sequels to be created.[9] Many of the conventions of the original Mega Man series were defined by the first title, but Mega Man 2 added conventions that were retained.[9][28] The traditional number of Robot Masters for the series is eight as used in Mega Man 2, rather than the six used in the original.[16][21][28] It was the first in the series to include an opening cinematic.[34] Mega Man 2 also introduced the Energy Tank item, special movement items, teleporter room, and password system, which became staples in future titles.[21][28] The Energy Tank became the series' iconic health refill item and later served as inspiration for a promotional "Rockman E-Can" drink.[47] In developing Mega Man 9, producer Inafune and Hironobu Takeshita looked to the first two games in the series for inspiration, with Mega Man 2 serving as a standard to surpass in order to meet fans' expectations.[16][39] Mega Man Universe was to feature a remake of Mega Man 2 '​s story campaign, as well as feature customizable characters and levels.[48] However, Capcom has officially announced the game's cancellation due to "various circumstances." [49] In Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, Wily Castle, as depicted in Mega Man 2, appears as a selectable stage in both versions of the game.

Rereleases and novelization[edit]

Tiger Electronics released an LCD version of the game.

Tiger Electronics produced[when?] a handheld electronic version with abridged gameplay.[50] In 1999, Mega Man 2 was rereleased for the Sony PlayStation as the second of six Rockman Complete Works discs, though only in Japan and under the original title Rockman 2.[3] It is largely identical to the original NES release, but had a number of bonuses, such as a "navi mode" for beginners that presents the player with a slightly re-made version of the game, detailed encyclopedic content, image galleries, and remixed music.[51] Mega Man 2 was included with nine other games in the series in Mega Man Anniversary Collection for the Sony PlayStation 2, Nintendo GameCube, and Microsoft's Xbox, released between 2004 and 2005. The game's emulation is identical to the rerelease contained in Rockman Complete Works.[52] Also in 2005, Mega Man 2 was released alongside other Capcom games as part of a "Plug It In & Play TV Games" peripheral by Jakks Pacific.[53] Mega Man 2 made its way to mobile phones in 2007.[54] The game was added as a part of the Wii Virtual Console service in PAL regions on December 14, 2007.[5] In celebration of the ninth title's release in September 2008, Capcom Japan released the game in Japan on August 26, 2008 and a North American release on September 15, 2008.[6][7] In March 2009, Capcom released the game for iOS, while in September of the same year the Complete Works version of Mega Man 2 was released on the Japanese PlayStation Store, making it available for download on the PlayStation 3 and PlayStation Portable.[8][55] Inafune expressed a desire to remake Mega Man 2, similar to Mega Man Powered Up, but stated that such a project was dependent on the commercial success of the latter.[56] A tech demo for the Nintendo 3DS called Classic Games was shown at E3 2010, displaying more than a dozen classic games, including Mega Man 2, using 3D effects. Reggie Fils-Aime announced that the titles were slated for release on the 3DS and would possibly use the 3DS' features, such as 3D effects, analog control, or camera support.[57] The game was released on the 3DS via the Virtual Console in Japan on August 8, 2012[58] and was released in Europe and North America on February 7, 2013.

Mega Man 2 was novelized in the Worlds of Power series published by Scholastic in 1990. The novel mostly follows the game, even offering game hints at the end of some chapters.[59] Besides the added dialogue, the one major variation in the novel is that Dr. Light fears Mega Man's chances against Dr. Wily's more powerful new robots and while attempting to duplicate him, accidentally turns him into a human being, a difficulty Mega Man must endure throughout the story.[59] The book's cover also lacks the gun depicted on the North American boxart of the game, due to a "no weapons" policy that Worlds of Power writers had to abide by.[60] In Street Fighter: Assassin's Fist tenth episode "Raging Demon", Ryu and Ken were seen playing the game from a gift from Ken's father.

See also[edit]

References[edit]

  1. ^ a b c d e f g Mega Man: Official Complete Works. Udon Entertainment. January 6, 2010. pp. 10–5. ISBN 978-1-897376-79-9. 
  2. ^ a b c Rignall, Julian; Matt Regan (January 1991). "Mega Man II Review". Mean Machines (EMAP) (4): pp. 16–19. ISSN 0960-4952. 
  3. ^ a b Mega Man: Official Complete Works. Udon Entertainment. January 6, 2010. pp. 96–7. ISBN 978-1-897376-79-9. 
  4. ^ Vasconcellos, Eduardo (June 26, 2007). "Mega Man II Review". IGN. Retrieved January 26, 2009. 
  5. ^ a b Nintendo staff (December 14, 2007). "Now on Virtual Console". Nintendo. Retrieved May 25, 2010. 
  6. ^ a b Capcom staff. "Capcom News". Capcom. Archived from the original on August 22, 2008. Retrieved October 12, 2008. 
  7. ^ a b "Mega Man 2 for Wii". GameSpot. CBS Interactive. Retrieved July 1, 2009. [dead link]
  8. ^ a b Buchanan, Levi (March 26, 2009). "Mega Man II on App Store". IGN. Retrieved March 27, 2009. 
  9. ^ a b c d e f Retro Gamer Staff (May 2008). "The Classic Game: Mega Man II". Retro Gamer (Imagine Publishing) (49): pp. 36–7. ISSN 1742-3155. 
  10. ^ a b c d e Nintendo Power Staff (July–August 1989). "Mega Man II". Nintendo Power (Nintendo of America) (7 issn=1041-9551): pp. 8–23. 
  11. ^ a b c d Capcom, ed. (July 1989). Mega Man 2 Instruction Booklet. Capcom. pp. 6–9. 
  12. ^ a b Hoffman, Chris (April 2004). "The Best Damn Mega Man Feature Period". Play (Imagine Publishing issn=1747-7859) 3 (4). 
  13. ^ a b c Hoffman, Chris (September 2007). "Playback: Mega Man 2". Nintendo Power (Nintendo of America) (219): p. 82. ISSN 1041-9551. 
  14. ^ IGN Staff. "Top 100 Game Creators of All Time: Keiji Inafune". IGN. Retrieved July 27, 2009. 
  15. ^ a b c Oxford, Nadia (May 10, 2007). "Mega Man Retrospective: Getting Equipped With 20 Years". 1UP.com. Ziff Davis. Retrieved August 10, 2007. 
  16. ^ a b c d Elston, Brett (July 23, 2008). "Mega Man 9 - exclusive interview with the mind behind the machines". GamesRadar. Future plc. Retrieved July 27, 2009. 
  17. ^ Inafune, Keiji (1997). "Rockman 10th Anniversary Celebration Plans". CFC Style Fan-Book (in Japanese) (Capcom) 3: p. 24. 
  18. ^ Interviewee: Keiji Inafune (November 20, 2003). "Mega Man". Game Makers. Season 2. Episode 19. G4 (TV channel). http://g4tv.com/gamemakers/episodes/1152/Mega_Man.html.
  19. ^ Niizumi, Hirohiko (September 23, 2007). "TGS '07: Mega Man celebrates 20th anniversary". GameSpot. CBS Interactive. Retrieved May 25, 2010. 
  20. ^ Mega Man: Official Complete Works. Udon Entertainment. January 6, 2010. pp. 118–9. ISBN 978-1-897376-79-9. 
  21. ^ a b c d e IGN Staff (2007). "IGN Top 100 Games 2007: 67 Mega Man 2". IGN. Retrieved July 3, 2009. 
  22. ^ Jeriaska (October 4, 2008). "Mega Man 9 music interview with Inti Creates’ Ippo Yamada". Siliconera. Retrieved March 29, 2010. 
  23. ^ http://www.vgmpf.com/Wiki/index.php?title=Manami_Matsumae
  24. ^ Greening, Chris. "Interview with the Mega Man 1 & 2 Sound Team: Reunited 20 Years On". Square Enix Music Online. Retrieved February 19, 2011. 
  25. ^ Ericksen, Marc. "MegaMan 2, What's with the pistol??!!". Retrieved June 16, 2013. 
  26. ^ a b c Harris, Stever; Ed Semrad; Donn Nauert; Jim Allee (July 1989). "Electronic Gaming Review Crew". Electronic Gaming Monthly (Ziff Davis) (2): p. 11. ISSN 1058-918X. 
  27. ^ Famitsu staff (January 6, 1989). クロスレビュー [Cross Review]. Weekly Famitsu (in Japanese) (Enterbrain) (65): p. 19. 
  28. ^ a b c d e Thomas, Lucas M. (September 16, 2008). "Mega Man 2 Review". IGN. Retrieved July 4, 2009. 
  29. ^ Andy (June 1992). "Life, the Universe and Nintendo Games". Total! (Future Publishing). ISSN 0964-9352. 
  30. ^ Capcom staff. "Capcom Platinum Titles". Capcom. Retrieved July 22, 2010. 
  31. ^ a b Burton, Richard (September 2008). "Back to the Nineties: The Latest News from January 1991". Retro Gamer (Imagine Publishing) (54): p. 22. ISSN 1742-3155. 
  32. ^ a b Miller, Zach (January 2007). "Greatest Game of All Time". Game Informer (GameStop) (165): p. 121. ISSN 1067-6392. 
  33. ^ "Best NES Games of all time". GamesRadar. 2012-04-16. Retrieved 2013-12-05. 
  34. ^ a b Becht, Joey (October 31, 2008). "Top 10 Mega Man Musical Moments". IGN. Retrieved July 3, 2009. 
  35. ^ Game Informer Staff (November 2008). "The Top Ten Video Game Openings". Game Informer (GameStop) (187): p. 38. ISSN 1067-6392. 
  36. ^ ScrewAttack staff (2008). "Top 10 Video Game Themes Ever". ScrewAttack. GameTrailers. Retrieved November 11, 2008. 
  37. ^ a b Nintendo Power staff (August 2008). "Nintendo Power: The 20th Anniversary Issue!". Nintendo Power (Future US) (231): p. 71. ISSN 1041-9551. 
  38. ^ Sheffield, Brandon (May 1, 2009). "Opinion: What's Wrong With Game Music?". Gamasutra. UBM plc. Retrieved July 4, 2009. 
  39. ^ a b Nutt, Christian (August 4, 2008). "He Is 8-Bit: Capcom's Hironobu Takeshita Speaks". Gamasutra. UBM plc. Retrieved July 4, 2009. 
  40. ^ a b Bailey, Kat. "Top 5 Overlooked Prequels". 1UP.com. Ziff Davis. Retrieved July 4, 2009. 
  41. ^ Buchanan, Levi (July 1, 2008). "Top 10 Mega Man Robot Masters". IGN. Retrieved July 3, 2009. 
  42. ^ Nintendo Power Staff (September–October 1989). "Nintendo Power Top 30". Nintendo Power (Nintendo of America) (9): p. 80. ISSN 1041-9551. 
  43. ^ GameSpot Staff (October 24, 2003). "The Greatest Games of All Time". GameSpot. CBS Interactive. Retrieved June 11, 2006. 
  44. ^ Nintendo Power staff (February 2006). "NP Top 200". Nintendo Power (Nintendo of America) (200): p. 59. ISSN 1041-9551. 
  45. ^ East, Tom (February 23, 2009). "100 Best Nintendo Games: Part 3". Official Nintendo Magazine. Future plc. Retrieved November 29, 2009. 
  46. ^ IGN Staff (2011). "Top 100 NES Games - #4 Mega Man 2". IGN. Retrieved February 4, 2013. 
  47. ^ Kohler, Chris (August 15, 2008). "Guzzle Some Mega Man E-Tank Drinks". Wired (Condé Nast Publications). Retrieved August 25, 2008. 
  48. ^ Dutton, Fred (September 18, 2010). "Mega Man Universe based on Mega Man 2 News". Eurogamer. Retrieved January 21, 2011. 
  49. ^ Ashcraft, Brian (March 31, 2011). "Mega Man Universe Is Totally Canceled". Kotaku. Gawker Media. Retrieved March 10, 2012. 
  50. ^ Tiger Electronics, ed. (1990). Electronic Mega Man 2 LCD Game. Tiger Electronics. Model 7-811. 
  51. ^ author=Nutt, Christian and Speer, Justin. "The History of Mega Man". GameSpot. CBS Interactive. Retrieved August 20, 2007. 
  52. ^ Parish, Jeremy (June 22, 2004). "Mega Man Anniversary Collection (PS2)". 1UP.com. Ziff Davis. Retrieved August 20, 2007. 
  53. ^ "JAKKS Pacific Offers TV Games GameKey For Classic Capcom Games". Toy News International. March 9, 2005. Retrieved January 7, 2011. 
  54. ^ Stern, Zack (April 13, 2007). "Street Fighter, Mega Man on mobile phones". Joystiq. AOL. Retrieved August 15, 2007. 
  55. ^ Spencer (September 9, 2009). "Mega Man 2 Brings Robot Fish To PS3, PSP". Siliconera. Retrieved September 9, 2009. 
  56. ^ Theobald, Phil (September 17, 2005). "Mega Man on PSP -- Keiji Inafune and Tatsuya Kitabayashi Interview". GameSpy. IGN. Retrieved July 27, 2009. 
  57. ^ Jackson, Mike (June 20, 2010). "SNES, NES classics set for 3DS return". Computer and Video Games. Future plc. Retrieved June 21, 2010. 
  58. ^ Ishaan (August 3, 2012). "Mega Man 2 Blasts To 3DS Virtual Console In Japan Next Week". Siliconera. Retrieved August 5, 2012. 
  59. ^ a b Miles, Ellen (1990). Mega Man 2. New York, NY: Scholastic, Inc. pp. 4–6, 16, 23, 36, 39, 50, 57, 61, 66, 71. ISBN 0-590-43772-0. 
  60. ^ Struck, Shawn; Scott Sharkey (August 3, 2006). "8-Bit Lit: Behind the NES' Worlds of Power Series". 1UP.com. Ziff Davis. Retrieved August 9, 2007. 

External links[edit]