“This wasn’t something Capcom forced me to do” Mega Man 2 creator talks about why the game was made in only three months

Akira Kitamura sheds light on the super-short development of Mega Man 2, giving insight into the young Capcom team's aims and inspirations.

Releasing on the Nintendo Entertainment System (NES) in 1988, Mega Man 2 came out mere months after 1987’s Mega Man, the first game in Capcom’s iconic series. One of the key creators of Mega Man 2, Akira Kitamura, recently revealed exactly why this game had a staggeringly short development time of 3 months. 

Quite a lot of games that are considered classics were developed surprisingly quickly, including Final Fantasy VI (12 months), GTA: Vice City (9 months), and The Legend of Zelda: Majora’s Mask (12 months) (Source: GameRant). This is often due to the game’s system being based upon a previous title and/or because they reuse existing character assets. However, a super short development time like Mega Man 2’s three months can raise alarm bells among fans, even prompting concerns that the devs were unfairly pressured by the company. 

Mega Man 2 Title

Taking to X last week, Akira Kitamura dismissed fans’ worries about pressure from Capcom and revealed why Mega Man 2 was made so speedily. He explains that sales for the first Mega Man game were not good, and the decision had been made to end the series there. At the time, arcade games were Capcom’s main focus and many of their console games were ports of arcade titles. As a brand-new IP on a console created by a team of 6, including Keiji Inafune, Mega Man did not have this existing name recognition behind it. 

Mega Man 2 final stage

In order to prevent Capcom from ending Mega Man after one game, Kitamura and the team immediately set out to make Mega Man 2 in between working on other projects. “This was not something the company forced me to do,” says Kitamura, reiterating that “We weren’t told to make [Mega Man 2] by the company, rather it was something I wanted to do.”  

Mega Man 2

Kitamura thus describes Mega Man 2 as giving the game’s small team of young devs the chance to redo and rework the first game. “Although I created the gameplay system myself, I couldn’t explore its depths [with Mega Man 1], so many parts had to be redone,” Kitamura explains. Although Mega Man 2’s appeal lies in how it expanded upon the first game by adding new elements, Kitamura says that they prioritized perfecting it. “That’s why we did the level design first- not just the appearance of each stage, but also things like gimmicks and enemy placement.” 

Mega Man 2 gameplay

However, part of the motivation to finish making Mega Man 2 came from the players. “I got all the postcards sent to us by children and read them out to the team,” Kitamura recalls. “Even now, I still remember this moving episode. It was a moment when we felt that we were doing a very important job and became aware of our responsibilities.” This helped the young team to remain focused and not get bogged down in making things overly complex. “Thanks to this, we were able to create a very high-quality game in a short period of time.” 

On X, Akira Kitamura often provides answers to fans’ questions and behind-the-scenes insight, especially on the early Mega Man games, which he seems to get asked about a lot. If you have a burning question about the titles that he has worked on, you may be lucky enough to get an answer.

Verity Townsend
Verity Townsend

Automaton West Editor and translator. She has a soft spot for old-school Sierra adventure games and Final Fantasy VIII (yes, 8!). Can often be found hunting down weird forgotten games and finding out everything about them. Frequently muses about characters and lines from Metal Gear Solid and Disco Elysium. Aims to keep Automaton fresh and interesting with a wide variety of articles.

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