Mega Man 2
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- Year
- 1988
- Developer
- Capcom
- Publisher
- Capcom
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Action Platformer
- Players
- 1 player
- Controls
- D-pad + A (jump) / B (fire), hold B to charge
- Series
- Mega Man (Classic) series

Gameplay Screenshots




About This Game
Widely considered the best of the classic NES Mega Man games, Mega Man 2 sends the blue bomber against eight new Robot Masters â Metal Man, Air Man, Crash Man, Flash Man, Quick Man, Bubble Man, Wood Man and Heat Man â before the fortress stages and Dr. Wily himself.
Its innovations still define the series: a stage-select screen that lets you attempt the eight stages in any order, a weapon-copying system where each boss yields a power that trivialises another stage, and the Charge Shot from the sequel onwards never existed here â instead you get Energy Tanks that store spare health, and a difficulty select that genuinely changes enemy behaviour.
- Free stage-select order across eight Robot Master stages
- Weapon-copy system with boss weaknesses to exploit
- Energy Tanks that store health for later stages
- Password system so progress can be resumed without a save battery
Version History
- Famicom (Japan)1988-12-24
Original release as Rockman 2.
- NES (North America)1989-06
Mega Man 2; the version this page's screenshots come from.
- Mega Man Legacy Collection2015
Capcom's official modern re-release with Museum extras.
Tips & Strategy
Start with Metal Man
Metal Man's stage is one of the more forgiving openers and his Metal Blade tears through several bosses, including the notoriously slippery Wood Man and Bubble Man. Taking him first makes the rest of the stage-select loop considerably easier.
Quick Man: get Flash Man's weapon first
Quick Man's stage is a memorisation gauntlet of instant-death laser beams. Beating Flash Man first gives you Time Stopper, which freezes the beams long enough to run the corridor safely.
Learn the Item-1 and Item-2 uses
The numbered transport items turn the fortress stages from endurance tests into puzzles â Item-1 lets you climb vertical shafts, Item-2 carries you across spike floors. Practise switching between them mid-jump; it is the difference between a clean run and a dozen deaths.
Do not burn Energy Tanks early
Tanks are stored heals and they persist across a session. Save them for the Wily fortress, where the boss rush plus the final two forms is the actual difficulty of the game.
Download Resources
Resource packs for this game are provided through the button below.
âŦ Coming soon