Hack Showcase: Mega Man 2 Megamix

Hack Showcases and RPG Hack Showcases are a series where I show off various game and rpg hacks. I try to stick with hacks that improve gameplay or add quality of life features, completely or partially change the plot and characters, along with dialogue, graphical and sound improvements. I try to stick with games that have enough changes in the beginning to show off, and when I can, try to show parts later in titles. Some of these i may stream or play on my own.

The Mega Man 2 Megamix hack is a suite of 4 different hacks put together along with other changes by DannyPlaysSomeGames. This is very well done and adds a lot to MM2 in terms of changing your usual stretegies when you would play, along with making some things easier and bringing a few features in line with the later NES titles. The hack features and other changes include:

SO HOW IS IT? Seeing this is essentially a suite of 4 different hacks put together, along with other changes done by the author, this is very well done and I didn’t find any problems with the hacks working together. Right from the start you’ll see the difficulty level names were changed, and you’ll notice no mention of passwords. Energy tanks, bosses defeated and special items are saved by the SRAM after each completed level or game over, and like the original, you can go back and try again or choose a different stage. Going back to the title screen you can even change your difficulty level and go back, even after defeated previous bosses! Going back to finished stages to farm items like energy tanks or lives is great for this like in later games, and bringing Energy Tank totals up to 9 puts this with MM3 and beyond. Revisiting stages you will have to refight the Robot master, unlike later games where you just teleport out when you get to his chamber. I did discover your best bet is to farm prior to defeating the last Robot Master since the 8th’s defeat triggers going to Wily’s Castle and you can’t escape until a game over. Going back to the stage select after a game over in Wily’s let’s you return to any stage once, then back to Wily from the start even if you were deep in his fortress before. I know that’s likely a result of the programming, but still a bit of a shock, MM4 was the first one to let you revisit stages and choose when to fight Dr. Cossack.

The weapons were either buffed or some nerfed, which will change your strategy going forward through stages and fighting bosses, especially in Wily’s Castle and fighting Wily himself after the boss rush. The energy balancer will recharge any weapon that’s the weakest if you pick up an energy powerup, which is like the energy balancer in some of the later classic titles. Weapons I’ve found that were changed up included the Wood Shield, Metal Blades, Crash Bombs, and Time Stopper. The higher energy consumption with the Metal Blades meant I couldn’t always use them as my all-purpose weapon so I had to keep looking for energy, which especially would become an issue at the boss rush and Wily’s himself. Discovering by accident I could use the Blades to knock down the Crash Bomb walls was a welcome surprise! The Time Stopper doesn’t drain your entire energy but works for a few seconds, then turns off, which again would change your strategy especially in Quick Man’s stage or using it to get by obstacles. I did kinda like turning it on and off fighting Quick Man. Reminded me of Dio’s Stand The World in Jojo’s Bizarre Adventure. ^_^

The faster scrolling texts when you obtain an item or new weapon is a welcome quality of life change, as well as your weapon and energy recharging faster when you get a powerup too. The new checkpoints in stages, especially Wily’s Castle are much needed, I was very thankful for the new checkpoint before jumping the floating blocks to the Mecha Dragon in Wily’s Stage 1 so I wouldn’t have to climb up the tower and go through that section I needed Item 1 to get to the next ladder over and over again if I lost to the Mecha Dragon or if I fell off the floating blocks.




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