Чит коды на Megaman X2 (NES)

Select a starting level, press Start, then immediately hold A + B and press the D-pad in the direction of the displayed Boss. The stars in the background will change into birds.

Longer jumps
Rapidly tap Start when jumping to remain in the air longer.

Super password
Enter A5 B2 B4 C1 C3 C5 D4 D5 E2 as a password for all weapons, items, and four energy tanks.

Quick Boomerang
Enter A1 E1 D2 C3 B4 B5 E2 E4 D5 as a password to obtain the energy efficient Quick Boomerang. The letters "P" and "Q" should appear to the right of the password. Information in this section was contributed by James Jackson.

Level Password
Airman A1 B5 C3 C4 C5 E1 E2 E3 E4
Bubbleman A1 B2 B5 C3 C4 E1 E2 E3 E4
Quickman A1 B2 B5 C3 C4 E2 E3 E4 E5
Heatman A1 B2 C3 C4 D3 E2 E3 E4 E5
Woodman A1 B2 C4 D1 D3 E2 E3 E4 E5
Metalman A2 B1 B3 C1 C4 C5 E3 E4 E5
Flashman A1 B2 B4 C1 D1 D3 E2 E3 E5
Clashman A1 B2 B4 C1 D1 D3 E2 E3 E5
Dr Willy A1 B2 B4 C1 C5 D1 E3 E5

Hint: Quickman's flaw:
The enemy robot clones operate on flat, uninterrupted rooms in the fifth Skull Castle Stage. Quick Man was specifically programmed for this room. His room in his own stage has two 2-stage rises. Due to this, he seems to run in place for about three seconds on the upside of a step or wall. Use this as an opportunity to deliver a few well-placed Arm Cannon shots. Information in this section was contributed by James Jackson.

Hint: Robot Masters' weaknesses:
As with all Megaman games, each Robot Master can take a certain number of hits from each weapon. Some are impervious to other weapons (bullet, missile, Atomic Fire). In the fifth Skull Castle stage (or throughout the game), learn what weapons do the best damage to a specific Boss.

Metalman can be defeated with one hit from his own Metal Blades (which only use half of an energy unit each). Metalman is also easily defeated by about six to fourteen Quick Boomerangs.

Crashman can be defeated by running in an infinity symbol pattern (an elongated sideways figure 8) and shooting him with either an Arm Cannon or Quick Boomerang shot fourteen times or the Air Shooter twice.

Airman can only take two to three Leaf Shields into his intake valves. Wait until he fires his salvo of 3 Air Shooter attacks. He then jumps to the other side of the room to continue his assault. Hit him from behind. His tornadoes are bulletproof.

Flashman can be fooled into walking into a Crash Bomb placed into the left wall. Wait on the upside the until he reaches you. Place the bomb when he is two thirds of the way there. If he reaches you, stay there. Even with the Time Stopper on, the damage you do to him will more than make up for what he does to you. If it works on time, it will only take one Bomb. Otherwise, It may take two or three attempts.

If you make a direct hit with Crash Bombs on Woodman's orbiting Leaf Shield, you will take him out faster than you would with the Metal Blades. One to two hits on the shield itself will defeat him. If you hit him through the leaves, it will take more hits and weapon energy. If you use Metal Blades, it will take more than two weapon units worth to blast an unshielded Wood Man.

If you do not mind being birthday cake pink, Quick Boomerangs will easily take out Metal Man and Bubbleman. Bubbleman can also be taken out by Metal Blades as he descends from his swim.

Heatman (the giant yellow flip-top lighter) can be cooled off with the Air Shooter, Arm Cannon (P), or Bubble Lead. Use him as a toreador or matador uses a bull. After a direct hit, he flames up and turns into a three-stage fire missile, aimed at your last spot before his conversion. Leap over him and counter his attack with an immediate direct hit, which forces him to perform the same feat again. Continue this bullfighting technique until this "heat wave" dies down.

Quickman can be defeated by using his weakness (see "Quickman's Flaw") against him and/or using the Time Stopper (F) in the room. It hurts him to be slowed down or have his program halted.
If you can successfully "super-charge" up (hold B until the flashing weapons meter changes from a yellow flash, to a light blue flash, to an intense white flash) the Atomic Fire (H) and hit Quick Man with it, he can be defeated in two hits, removing eight units of white-hot weapons energy each. Do not worry, as you have twenty-eight energy units in all. Information in this section was contributed by James Jackson.

Recommended order:
The other NES Megaman games have a easiest order in which to defeat the marauding robots. This one is no exception. The order is as follows:
Information in this section was contributed by James Jackson.

Flashman: With two to three Bubble Lead (B) hits.
Quickman: With all of the Time Stopper (F) and approximately seven Arm Cannon (P) shots.
Metalman: With approximately seven or so Quick Boomerangs (Q).
Woodman: With approximately seven Metal Blades (M).
Airman: With two to three Launchable Leaf Shields (W).
Crashman: With two direct Air Shooter (A) hits.
Heatman: With about four to seven Bubble Lead (B) hits or four Air Shooter (A) hits.

Alternate versions:
There are two versions of Mega Man 2: Version 1.0 and Version 1.1. Version 1.0 features Crashman in the stage selection screen but erroneously refers to Clashman in the instruction booklet.
There is a flaw in Japanese-English translations where Japan has no equivalent for "R" or "V", forcing them to occasionally use "L" or "B" as replacements. This is why in Version 1.1 Crashman, who wears a crash helmet and whose stage consists of crash stunt-oriented robots, is referred to as Clashman. This mistake is also made in Mega Man 2 for the Game Boy.
Information in this section was contributed by James Jackson.
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