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Rockman2MIN

Original game : Mega Man 2

Platform : NES

Author : Tar

Release date : 27 January 2008

Category : Complete

Patch version : 1.0

Modifications : G, S, L, P

Downloads : 2398

ROM Information

Rockman 2 - Dr. Wily no Nazo (J) [!].nes - GOODNES 3.14
CRC32: 30B91650
MD5: 055FB8DC626FB1FBADC0A193010A3E3F
SHA-1: FB51875D1FF4B0DEEE97E967E6434FF514F3C2F2
SHA-256: DEB88223311ACA8CA566B99D4063CA29D389D939FEE455F83AFAEC97C6F0A5D1

Hack description

This is a ROM hack of Rockman 2, not Mega Man II.

Changes:

Music, stages, graphics, enemy movement, special weapons, etc.

Difficulty:

This hack is ridiculously hard compared to the original, only play it if you're an expert.

Screenshots

Contributions

ContributorType of contributionDescription
TarHacking

Reviews

Maybe for professional players, but...diablo6662022-03-12Version 1.0

... we are talking about the majority of players who will try it out.

From the graphical Part, the hack is pleasant. No unpleasant or annoying elements. For this - definitely a plus

The musical part is carelessly chosen. It does not fit with what is in the "stage". That's how it sounds - not really good. But let's forgive it for those years, because it was difficult to make music. But, mostly - minus

If we talk about the Levels Themselves, they are made soundly, neatly and interestingly. But I can say that it would be better not to touch the "boss rooms", otherwise it's a little unfair. But, mostly - well thought out. That's a plus.

But if we talk about the enemies as a whole, then some of them are unfairly remade. Example: a bird with eggs - now there is a fire, instead of mini birds. The fire is not destroyed by a blaster. Or a toad with frogs - now instead of frogs - there is a strange sphere that tolerates decent health. The rest are not changed, or they are slightly changed (and there are Mettaur - they shoot and jump a lot). Plus the placement of enemies varies with the stages. In general, if we draw a conclusion, then the enemies get: 50/50

About Bosses. There are honest, uninteresting ones, and there are problematic ones.

They go to the uninteresting ones: Air Man, Flash man, Heat man, СRlash man, bubble man, Guts Machine (Weakness leaf shield), "Lamps on the walls" (Weakness Bubble)

I treat them as honest: Quick man, Wily Machine

And these are dishonest: Metal Man (spikes on the floor, it is impossible to get closer, too many throwing blades); Wood Man (It is impossible to dodge attacks, without the ability - it is impossible to win); Mecha Dracon (Accelerated, shots like a leaf shield); Invisible Cubes; Alien (Not an Effective Weakness)

In most cases, bosses are unforgivably dishonest, which means I put a MINUS for this fact

The items have also changed. ITEM 1 - Has now become a regular platform, ITEM 2 - a rocket, flying down diagonally (worsened), ITEM 3 - Unchanged

In general, I didn't like the hack because of the decisions that spoiled the impression of it, although it has quite a good potential. BUT STILL: If you are a professional, you will like the hack. But I'm speaking from ordinary players.

The complexity is unevenly distributed, because of this, the hack brings torment and pain instead of pleasure. Sorry, maybe someone will like the hack, but I say NO. I DON'T recommend it

Difficult, but for many wrong reasonsDarkNeoSonic2022-03-06Version 1.0

The main thing this hack has going for it are some nice aesthetics for the stages, all of which are nice, if recycled from other games in a lot of cases, and some nice music, many of which are remixes of tunes from other games. Some of the bosses such as Metal Man and Heat Man are also treats to fight, if not all that different from their regular selves. The level design in some cases is okay, but not overly memorable either.

But that's all good I really have to say about this hack. Throughout my playthrough of this hack I was met with many questionable decisions for the levels and the bosses that, at the end of it, left me just feeling glad I was done with it more than anything else. To start off my list of problems, I'd like to start with some general grievances I had with the level design and some of the enemies in the game.

In general, I found in many stages some rather aggravating or obnoxious enemy placement. In some scenarios damage was all but unavoidable due to usually a few select reasons:

  • The enemy was placed on ground lower than Mega Man, preventing him from shooting them.
  • The enemy is a respawning one located too high or low to shoot down before another takes their place, and are directly in your path.
  • The enemy in question is a Met placed to where shooting it before it shoots you is all but impossible, and you can't simply bypass it without some item usage.

Adding onto this, some enemies, such as the frogs originally from Bubble Man's stage now fire bullets I speculate are just like the ones from the Wily Machine's 2nd phase of the original game. These bullets, like in the original, are larger than their sprites suggest and with the speed and frequency they are fired out at, they're difficult to get around in some cases. In other cases their placement means you'll get hit if you don't know they're there beforehand. This was the beginning of my woes with this game, and that only became worse with some of the bosses this hack offers.

The main offenders in this hack I have major problems with the design of are Bubble Man, Flash Man, Quick Man, the Mecha Dragon and the Alien. Starting with Bubble Man, he's the least offensive of the 5, but the inclusion of spikes at the bottom of his arena is questionable at best. Their inclusion only comes off as a way of adding fake difficulty to his fight by severely limiting your movement options during the fight beyond just having the spikes at the top of the arena. That aside, he isn't a very noteworthy boss.

Flash Man I consider as the next worst boss of the list for two specific reasons. One is his arena, which is utterly coated in spikes, even moreso than Bubble Man. The spikes, again, are a needless addition to his fight that only serve to make it hard for the wrong reasons, and effectively guarantees he will run into you at some point without his weakness. He also seems to spam his Time Stopper to the point where he simply uses it to waste any time your mercy invincibility might give you.

Next up is Quick Man, who, were he as he was without his arena, I'd consider an okay boss. But in addition to taking normal damage from the buster, also has a bunch of conveyor belts shoving you around during the whole fight. That alone makes this fight far more frustrating than it needs to be.

Following Quick Man is the Mecha Dragon, for which there are two issues with its design that I have problems with. The first being the size and sudden nature of its attacks; unlike the original it fires projectiles roughly the size of Wood Man's Leaf Shield that can reflect your shots. It's free to spam these attacks when in line with you, and can easily knock you into the pit if those huge shots connect. Adding to that frustration is the speed at which the dragon moves, which has been heavily increased from the original. That wouldn't be so bad if contact damage with the dragon itself wasn't instant death, and that it wasn't so keen to move right into the blocks you can stand on. Both of these issues go on to make the fight extremely frustrating. The following fortress bosses, the Piko Piko Master and the Buebeam Trap have their own issues; the Piko Piko Master robots are effectively invisible while the Buebeam Trap requires two separate weapons to defeat it and now has a pit in the arena for no real reason.

The Alien however, has just one problem with it. But this issue is a choice I can't see any justification for. Like the original game, the Alien is only vulnerable to one weapon, that being the Crash Bombs here. But, in this case you only have 28 shots of it to use on it, and each one only does one damage to the boss. To defeat it, you literally can't afford to miss a single shot or you lose the fight right there and then and need to refill the weapon through either any spare energy in the level or being forced to get a game over.

You should not be forced to fight a boss that is immune to your buster AND also requires you to not miss a single shot of the ONLY weapon it is vulnerable to. This horrendous design choice is what ultimately led me to say that this game, while not technically horrible, is something I cannot recommend despite some of this hacks strengths.

Overall, this hack has some okay aesthetics and music, and some fun bosses. But many of its other design choices and ways of implementing difficulty come off as just bad or cheap, and make the game not worth playing in the end for me.

Difficult, but a good remixSosuko2021-01-10Version 1.0

Overall, this hack left a pretty good impression on me as a slight remix to the original Megaman 2. The level design is significantly harder throughout, with tons of spike jumps, fast spawning enemies, and supped up enemies, but you do get tools to deal with them (e.g. many of the tricky spike sections have enemies near by you can damage off of to abuse the invincibility through). Since the robot master weapons haven't changed too much, getting Metal Blade does make the game significantly easier, but there are still several sections that will just require some dedication and practice. Boss patterns and weaknesses have been changed, with that common theme being that all move and attack much faster. Several are also "semi-weak" to the buster, which fortunately provides you some more freedom in what order you take on the stages. Stages themselves feature some unique (Kirby) tilesets and some lesser known music choices, which was kinda cool to see.

Once you get to the Wily stages, the actual stages themselves are pretty easily dealt with using all the weapons and items, but 2 of the bosses are very brutal. For my own patience, I used save states immediately before the boss since the stages themselves were so short and boring to play through repetitively. Weirdly enough, the final boss rush and bosses are significantly easier, really only requiring a single continue for me to figure out.

The difficulty spikes could definitely be a turn off for some, but this hack is definitely of a high enough quality to be worth a play for any Megaman 2 fan.

Rockman 2 MIN - GOODDobu_GM2019-04-23Version 1.0

Rockman 2 MIN

Levels: Good

Graphics: Good

Music: Good

Enemies: Good

Bosses: Good

Weapons: Eh (Few Changes)

Castle: Okay (Platforming Heavy)

Difficulty: MEDIUM-HARD

Comments: A great hack with a smart blend of old and new. The levels have strong themes (so long as you don't mind the Kirby influences) and the bosses are fairly well done—Alien Wily in particular is one of the absolute best you'll ever fight. Perhaps the only major downside to the hack is that the weapons don't feel different enough, as you'll find yourself leaning on the typical MM2 arsenal. That, and levels can vary from easy & simple to crushingly difficult. Overall, it's a well-made hack that'll deliver a tough but charming experience.

it's very good! Just needs adjustments!Kallisto2017-03-26Version 1.0

1) The enemies were well thought out in most places, but there was times I thought the enemies were too overwhelming to deal with properly when trying to get around traps.

2) The Bosses have not changed too much, but they a few new strategies that can be easily over come, but I find a couple of the Wily Bosses & Quick Man to be problematic.

3) Most of the stages are pretty decent, but sometimes there is a few high difficulty spikes that would frustrate players, but not overly impossible to deal with.

4) There will be only a few times you'll have to use save states if you're not a expert player.

Overall this romhack was pretty good, I can definitely recommend this to normal & expert players.