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History

Power Blade 2

Power Blade 2 on the NES is that exact moment when the boomerang-toting hero strides back in, and you’re on the couch again by the TV, hearing that gray cart click into place. Taito rolled out a sequel by the action-platformer playbook: faster, nastier, stacked with new tricks, and dripping with that “one more run and I’ve got this boss” itch. Folks called it all kinds of things—“Power Blade 2,” “Power Blade II,” some even remember the Japanese “Captain Saver.” Whatever the label, it’s Captain Nova saving the future and proving 8-bit classics age beautifully when they’ve got personality, momentum, and a signature boomerang. Its late-’92 arrival, right at that golden finish line, explains why collectors and nostalgics still hunt down the cart.

The plot’s just enough to spark your imagination: megacorps stirring the pot while Nova swaps combat suits—diver gear, a jet rig, a wall-clinging “sticky” suit—and pushes through trap-laced stages; chiptune synths pound, and bosses demand you learn their attack patterns. It’s that rare sequel that doesn’t just repeat—it adds: more pace, more peril, and the sweet taste of victory after a few retries. And yeah, the shades-wearing cyborg on the cover isn’t a pose—it’s a promise of fair challenge where patience and stage knowledge win the day. On the series history page you can see how Taito honed the formula from Power Blazer to the sequel, and you can dive deeper into development and release on Wikipedia. For us, it’s a return to that era of handwritten passwords, lazy weekend mornings, and muscle memory that remembers the perfect boomerang angle to pop the shield off yet another steel brute.

Gameplay

Power Blade 2

Power Blade 2 — yep, that very Power Blade II you might remember from those oddly labeled carts. It grabs you not with button mashing but with rhythm: every step is a wager. The short energy blade forces you to get in close, hit on cue, and surf the pixels. Jump, dash, slash, recoil — then push on. It’s a tight, momentum-heavy platform action game in the run-and-gun vein, but built around up-close melee where the tip of your swing decides everything. Silent corridors press in, lasers flicker, cyborgs and turrets lurk on every floor. You set the mission order, and before each boss you’ve gotta find your “inside man” — that trench-coated contact who actually unlocks the door. Nail the loop and you don’t just feel like a brawler — you feel like an 8-bit spec-ops pro.

The secret sauce is the Power Suit. Snag the right one and a stage opens up in new ways: one grants hovering and a short air dash, another lets you climb walls, a third owns the water. The pace bends to your style: blaze through like a speedrun, or sniff out secret rooms, scoop upgrades, and stock hearts for the robot bosses. Those fights are a knife-edge dance — two or three hits and you’re done, but every toppled giant is pure adrenaline. Controls are crisp, shots are readable, hitboxes are fair, so losses don’t tilt you — they beg for one more go. How to chain suits, where the detours hide, and which tricks shave seconds — we cover it all in our deep-dive gameplay breakdown.


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