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Mega Man 2: The Power Fighters | |
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Developer(s) | Capcom |
Publisher(s) | Capcom |
Producer(s) | Noritaka Funamizu |
Designer(s) | Koji Ohkohara |
Composer(s) | Setsuo Yamamoto Hideki Okugawa |
Series | Mega Man |
Platform(s) | Arcade, GameTap, PlayStation 2, GameCube, Xbox |
Release | Arcade
GameTap |
Genre(s) | Fighting |
Mode(s) | Single-player, multiplayer |
Arcade system | CP System II |
Mega Man 2: The Power Fighters [a] is a fighting game in the Mega Man series released as an arcade video game in Japan in 1996 . It is the direct sequel to Mega Man: The Power Battle released the previous year. Both games were ported to home consoles in North America in 2004 as part of the Mega Man Anniversary Collection for PlayStation 2, Xbox, and GameCube and in Japan during the same year as part of two game compilation titled Rockman: Power Battle Fighters (ロックマン パワーバトルファイターズ), also for the PlayStation 2. [4] [5] [6] An adaptation of both games for the Neo Geo Pocket Color, titled Rockman Battle & Fighters (ロックマン バトル&ファイターズ), was also made. [7] Both games were later re-released as part of the Capcom Arcade 2nd Stadium compilation in 2022.
Like The Power Battle, each character has an epilogue once the player beats the game. However, in The Power Fighters, each combination of two characters in co-op play also has their own unique epilogue. The epilogues are more detailed than those of its predecessor and have more to do with past and future Mega Man games, providing vague explanations regarding characters and canon, most notably the Evil Energy incident from Mega Man 8 and how Dr. Wily created Zero from the Mega Man X series.
The gameplay is roughly the same as in Mega Man: The Power Battle, as it keeps the controls, stages, and weapon-copying. There are, however, several new additions. The playable characters are Mega Man, Proto Man, Bass, and Duo, with Duo being a new addition to the cast. The four characters feature different attributes and abilities.
As in The Power Battle, there are three "stories" to choose from after: finding Dr. Wily, saving Roll, and recovering the stolen parts. All of the stories have different Robot Masters to fight, and halfway through the player is given a different power-up. Unlike the previous game, The Power Fighters lets the player choose freely between Robot Master stages, and is given some hints on what the Robot Masters weaknesses are. Each of the characters can perform a special attack, which is executed by releasing a full buster charge while holding the joystick up. Mega Man's special move, the "Mega Upper," is a jumping uppercut (like the Shoryuken); Proto Man's special move, the "Proto Strike," allows him to shoot a short-ranged, massive burst of energy; Bass' special move, the "Crescent Kick," (similar to the Flash Kick, another special move from the Street Fighter series), lets him perform a somersaulting kick; Duo's special move, the "Giant Knuckle," is a standing uppercut that flings the enemy upwards (if the attack button is pressed again after the uppercut, Duo will jump up and slam the enemy down to the ground).
As the player damages the Robot Masters, various energy pellets come out of them. Some of these are for points, while others will restore health, weapon energy, or both. When the Robot Master is defeated, a multitude of these pellets are released, as well as a capsule (similar to those seen in Mega Man 8) containing the boss's special weapon. During a two-player game, only the player who picks up the capsule will get the special weapon. One of the items that can appear during battle will summon a robot helper. Mega Man summons Rush, who will do a dash attack towards the enemy when Mega Man fires a charged shot, and can be bounced from using the Rush Coil. Bass summons Treble, who will fire plasma shots each time Bass fires his buster, and perform a dash attack similar to Rush's when Bass fires a charged shot. Proto Man and Duo both summon Beat, who will give them an energy shield that makes them completely invincible for a short time. These summoning abilities will last until their energy runs out, and they cannot be cancelled. While a helper or their effect is active, special weapons cannot be used. Lastly, each Robot Master now has an Overdrive mode; after a Robot Master loses half or more of their health, the screen will go dark, they will flash, and their attack patterns will change. Some Robot Masters will gain new moves, some will gain new weapons, and others will become more difficult to hit.
Rockman 2: The Power Fighters | ||||
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Soundtrack album by Capcom Sound Team | ||||
Released | September 21, 1996 (VICL-2173) | |||
Length | 59:58 | |||
Language | Japanese | |||
Label | Victor Entertainment | |||
Mega Man Arcade soundtrack chronology | ||||
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Rockman 2: The Power Fighters was created by the Capcom Sound Team. It was released by Victor Entertainment on September 21, 1996, in Japan only. The soundtrack contains pieces arrange from previous Mega Man games written by Yuki Iwai, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Hideki Okugawa, Masato Koda, and Tatsuro Suzuki.
No. | Title | Length |
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1. | "Opening" | |
2. | "Player Select" | |
3. | "Course Select (コースセレクト, Kōsu serekuto)" | |
4. | "Vs.–Stage Start (VS.~ステージスタート, VS.~Sutēji sutāto)" | |
5. | "Plant Man (プラントマン, Purantoman)" | |
6. | "Bubble Man (バブルマン, Baburuman)" | |
7. | "Heat Man (ヒートマン, Hītoman)" | |
8. | "Gyro Man (ジャイロマン, Jairoman)" | |
9. | "Centaur Man (ケンタウロスマン, Kentaurosuman)" | |
10. | "Shadow Man (シャドウマン, Shadōman)" | |
11. | "Stage Clear (ステージクリア, Sutēji kuria)" | |
12. | "Get Weapon (武器ゲット, Buki getto)" | |
13. | "Cut Man (カットマン, Kattoman)" | |
14. | "Dive Man (ダイブマン, Daibuman)" | |
15. | "Stone Man (ストーンマン, Sutōnman)" | |
16. | "Roll Rescue (ロール救出, Rōru kyūshutsu)" | |
17. | "Elec Man (エレキマン, Elekiman)" | |
18. | "Shade Man (シェードマン, Shēdoman)" | |
19. | "Slash Man (スラッシュマン, Surasshuman)" | |
20. | "Ranking (ランキング, Rankingu)" | |
21. | "Napalm Man (ナパームマン, Napāmuman)" | |
22. | "Gemini Man (ジェミニマン, Jeminiman)" | |
23. | "Guts Man (ガッツマン, Gattsuman)" | |
24. | "Reclaiming of the Neo Parts (ネオパーツ奪取, Neopātsu dasshu)" | |
25. | "Air Man (エアーマン, Eāman)" | |
26. | "Quick Man (クイックマン, Kuikkuman)" | |
27. | "Pharaoh Man (ファラオマン, Faraoman)" | |
28. | "Vs.–Wily (VS.~ワイリー, VS.~Wairī)" | |
29. | "Mad Grinder (マッドグラインダー, Maddoguraindā)" | |
30. | "Yellow Devil (イエローデヴィル, Ierōdeviru)" | |
31. | "Mecha Dragon (メカドラゴン, Mekadoragon)" | |
32. | "Wily Machine (ワイリーマシン, Wairīmashin)" | |
33. | "Wily Capsule (ワイリーカプセル, Wairīkapuseru)" | |
34. | "Continue (コンティニュー, Kontinyū)" | |
35. | "Game Over (ゲームオーヴァー, Gēmuōvā)" | |
36. | "Escape (脱出, Dasshutsu)" | |
37. | "Rockman: Ending 1 (ロックマン・エンディング1, Rokkuman endingu 1)" | |
38. | "Rockman: Ending 2 (ロックマン・エンディング2, Rokkuman endingu 2)" | |
39. | "Blues: Ending (ブルース・エンディング, Burūsu endingu)" | |
40. | "Forte: Ending 1 (フォルテ・エンディング1, Forute endingu 1)" | |
41. | "Forte: Ending 2 (フォルテ・エンディング2, Forute endingu 2)" | |
42. | "Duo: Ending 1 (デューオ・エンディング1, Dyūo endingu 1)" | |
43. | "Duo: Ending 2 (デューオ・エンディング2, Dyūo endingu 2)" | |
44. | "S.E. Collection (S.E.コレクション, S.E. korekushon)" |
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