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Mega Man 2: No Skid

Original game : Mega Man 2

Platform : NES

Author : FateForWindows

Release date : 14 January 2019

Category : Improvement

Patch version : 1.0

Modifications : P

Downloads : 1474

ROM Information

No-Intro Name: Mega Man 2 (USA)
(No-Intro version 20130731-235630)
File SHA-1: 2290D8D839A303219E9327EA1451C5EEA430F53D
ROM SHA-1: 2EC08F9341003DED125458DF8697CA5EF09D2209
-
No-Intro Name: Rockman 2 - Dr. Wily no Nazo (Japan)
(No-Intro version 20130731-235630)
File SHA-1: FB51875D1FF4B0DEEE97E967E6434FF514F3C2F2
ROM SHA-1: 3E9DC769E1B63E73834786EC7FE9EDE7E706C72F

Hack description

This hack simply disables Mega Man's deceleration animation, making him instantly stop in place similarly to Mega Man 3 and onward. His acceleration is unchanged.

The IPS patch has been tested to work with any region Mega Man 2 ROM, including Rockman 2 as well as the European release. The BPS patches are only compatible with their respective version; European users must use the IPS patch.

This can also be applied alongside most other hacks, though you must apply this patch first. It is not compatible with Rockman/Mega Man CX.

Screenshots

Contributions

ContributorType of contributionDescription
FateForWindowsHacking

Reviews

Essential for tightening up movementSupergamerguy2023-01-28Version 1.0

This patch might make a subtle change, but it's one that comes in handy throughout the whole game. Stopping on a dime can help save you from instant-death pits or unintentionally falling on an enemy. Though slipping off ledges may not happen *as* often in Mega Man 2 as in Mega Man 1, it (unfortunately) still pops up from time to time. This patch fixes that issue and should be used by any fans of Mega Man 2 going forward. It's simply helpful, and that's that.

Not As Significant As The First But Still GoodEldrethor2019-01-21Version 1.0

When FateForWindows released his no-slide hack for the first Megaman game, it made a surprisingly big difference in the overall feel of the game, and it became one of those hacks where the base game just doesn't feel complete without it. So therefore, by extension, one would assume that this significance should also carry over to its sequel, but surprisingly, it doesn't make as big of an impact as in the first game.

Just as with the first game, Megaman goes through a deceleration period when you stop running, and this causes him to slide forward ever so slightly but just enough to make narrow jumps that much trickier. This hack removes that deceleration period entirely, so he stops in place as soon as you stop moving. The end result is that you have much tighter control over the Blue Bomber's movements, but to my surprise, I seldom found myself in situations where I really felt the difference. In fact, it didn't really become apparent until you reach the dragon boss in Wily Stage 1, where you must hop across several tiny platforms with little to no room for mistakes.

I suspect that the hack's effectiveness is made less by the overall fine-tuning in the level designs. Each of the eight robot master levels have platform clearances that are much more forgiving than in the previous game, and there are strategies for clearing the more demanding sections, like using Item-2 in Heat Man's stage to skip an entire stretch of disappearing blocks across lava.

While the game is perfectly fine without the hack, it's still nice to have tighter control over Megaman's movements. Not a game-changer by any means but it's worth a try.

If it's not broken, don't fix itPOWCo-op2019-01-17Version 1.0

I can see the point in making a vision hack like Super Turrican Plus, which is really great. But this hack reduces the amount of skill you need to win. If you have to slide, you also have to time your jumps better. So I wish that the people who made this hack would focus on improvements and bug fixes. This seems like a completionist patch that wasn't needed.