After the Lackluster Performance of Mega Man in 1987 The future of the series seemed bleak and there was no interest in Capcom to make another game in the series. The Devs however were not done with the Blue Bomber and knew that they could take the formula of the first game and expand it into an incredible game. So the development of Mega Man 2 began with the Developers not being paid to work on it. They were spending a lot of time working on Mega Man 2 in between other jobs they had at the company. Where as Mega Man was seen as a stressful game to develop, Mega Man 2 was truly a labor of love that the devs had insisted on completing. They updated the graphics, Fixed the bugs in the engine, and Expanded to 8 bosses. And when presented to capcom they decided to take the game and Release it. This is not only a review. this is the story of how the Mega Man series was almost a dead series. And how the Devs saved the series from becoming just another failed attempt at creating a viable console mascot.
Hello friends Tim here again from Super Mayhem bringing you
some absolutely mad hax bro!
It’s no secret that I enjoy a bit of game hacking action and after looking at my back catalogue of videos I could hardly believe I hadn’t covered the classic Mega Man 2 video game! So what else am I meant to do but make a video/article about it. Which this is. I guess.
After having a lot of success with the Arcades and the home ports of Arcade gems, Capcom wanted to create something that would be their own original IP for Consoles. They wanted to have a series that could rival Mario at the time. Directed by Akira Kitamura and Programmed by Nobuyuki Matsushima, Capcom had assembled a small team to work on the first game designed with console in mind. Yasuaki Kishimoto, Naoya Tomita, Keiji Inafune and Kitamura all worked on the Art for the game and Manami Matsumae Composed the Soundtrack. This was the entire team, only six people made Mega Man. Inafune says that Osamu Tezuka’s Astro Boy Influenced the design of Mega Man.