Uploaded October 2025 | Updated September 2026, 2 weeks ago
Done with Mega Man's Java Mobile versions, now onto Mega Man 2! This, I'm guessing the 1st version of Mega Man 2 on Java, was released by Glu Mobile back in 2007. And yeah, I'm just guessing, because China also ended up getting their own version of Mega Man 2 on Java (and spoiler alert, it's much better).
I'm gonna be honest, this is probably the Sonic Genesis GBA of Mega Man 2 ports... well okay, maybe not as bad as that abysmal port, but it still feels like a rushed attempt at making a Mega Man 2 port.
But I might as well start off with the positives: Well, the graphics are good for the most part, as they maintain the sprite size seen in the original NES game. The music, while not on the same level as Living Mobile or MoJoy's attempts at making Mega Man music in MIDI form, is still fine to listen to. And the controls, while a little clunky, usually gets the job done. Plus, all of the bosses here are ported over, which is pretty neat to see in this Java port.
But that's where the positives stop, since man, there's many negatives compared to positives here: Remember when I said the graphics were mostly on par to the NES game? Well, in this port there's also inaccurate & missing sprites, the primary one being Mega Man not having the right sprites when his bullets shoot out. I mean, what happened? Why are they red & circular instead of yellow & pill shaped? But it's not just that, since Heat Man is missing sprites when he gets hit and starts moving towards you!
There's probably more inaccurate sprites I didn't point out too, but heck, even entire backgrounds are missing, since Fire Man's background, along with the holes those flying enemies pop out of, are completely gone! I mean seriously, what happened when they made this port? And while I said the music was good, the music just randomly fading out just seems unnecessary, since there are better ways to loop the MIDI music properly.
But I think one of the worst negatives here, is that whenever you move up or down a screen, the game takes a long time to load in the next screen. I mean, I get that it's a Java port, and Java phones aren't that capable of being the best hardware, but come on! The Mega Man 1 ports for Java and even the Mega Man 2 port done by MoJoy didn't have the issue of the screens taking a long time to load, so what's this port's excuse of taking so long?
After finding out that the 2nd Wily stage used Metal Blade as it's weakness instead of Bubble Lead, and getting through the rest of the bosses, the ending was definitely somewhat worth it. The Ending here remains somewhat the same as the original NES version, except Mega Man's sprite is small, and he's actually in the background of the changing seasons with his helmet on the ground, rather than him walking on the right in the original. Though unfortunately, it reuses the 1st part of the Title theme with plain white text as the end, so it ain't even 100% worth it.
So yeah, this was probably one of the worst Mega Man 2 ports I've played, and to think a few workers over at Capcom or Glu Mobile were behind this! I mean seriously, how can you mess up a Mega Man 2 port this badly? Though, for being back in 2007 as probably the only way Americans could experience Mega Man 2 on their flip phones, it's still not that bad honestly. Like, despite everything I complained about, this would probably be a decent experience, and heck, even I thought it was a decent experience despite being a bad port. If you're a Mega Man fan, I might recommend checking this out just for the heck of it, but for general gamers out there, I'd stick to playing the NES version, or even a better official port instead.
Download Kahvibreak: bluemaxima.org/kahvibreak
Done with Mega Man's Java Mobile versions, now onto Mega Man 2! This, I'm guessing the 1st version of Mega Man 2 on Java, was released by Glu Mobile back in 2007. And yeah, I'm just guessing, because China also ended up getting their own version of Mega Man 2 on Java (and spoiler alert, it's much better).
I'm gonna be honest, this is probably the Sonic Genesis GBA of Mega Man 2 ports... well okay, maybe not as bad as that abysmal port, but it still feels like a rushed attempt at making a Mega Man 2 port.
But I might as well start off with the positives: Well, the graphics are good for the most part, as they maintain the sprite size seen in the original NES game. The music, while not on the same level as Living Mobile or MoJoy's attempts at making Mega Man music in MIDI form, is still fine to listen to. And the controls, while a little clunky, usually gets the job done. Plus, all of the bosses here are ported over, which is pretty neat to see in this Java port.
But that's where the positives stop, since man, there's many negatives compared to positives here: Remember when I said the graphics were mostly on par to the NES game? Well, in this port there's also inaccurate & missing sprites, the primary one being Mega Man not having the right sprites when his bullets shoot out. I mean, what happened? Why are they red & circular instead of yellow & pill shaped? But it's not just that, since Heat Man is missing sprites when he gets hit and starts moving towards you!
There's probably more inaccurate sprites I didn't point out too, but heck, even entire backgrounds are missing, since Fire Man's background, along with the holes those flying enemies pop out of, are completely gone! I mean seriously, what happened when they made this port? And while I said the music was good, the music just randomly fading out just seems unnecessary, since there are better ways to loop the MIDI music properly.
But I think one of the worst negatives here, is that whenever you move up or down a screen, the game takes a long time to load in the next screen. I mean, I get that it's a Java port, and Java phones aren't that capable of being the best hardware, but come on! The Mega Man 1 ports for Java and even the Mega Man 2 port done by MoJoy didn't have the issue of the screens taking a long time to load, so what's this port's excuse of taking so long?
After finding out that the 2nd Wily stage used Metal Blade as it's weakness instead of Bubble Lead, and getting through the rest of the bosses, the ending was definitely somewhat worth it. The Ending here remains somewhat the same as the original NES version, except Mega Man's sprite is small, and he's actually in the background of the changing seasons with his helmet on the ground, rather than him walking on the right in the original. Though unfortunately, it reuses the 1st part of the Title theme with plain white text as the end, so it ain't even 100% worth it.
So yeah, this was probably one of the worst Mega Man 2 ports I've played, and to think a few workers over at Capcom or Glu Mobile were behind this! I mean seriously, how can you mess up a Mega Man 2 port this badly? Though, for being back in 2007 as probably the only way Americans could experience Mega Man 2 on their flip phones, it's still not that bad honestly. Like, despite everything I complained about, this would probably be a decent experience, and heck, even I thought it was a decent experience despite being a bad port. If you're a Mega Man fan, I might recommend checking this out just for the heck of it, but for general gamers out there, I'd stick to playing the NES version, or even a better official port instead.
Download Kahvibreak: bluemaxima.org/kahvibreak










