X-Men 2 The Clone Wars

$27.99
Regular price
$32.99
Sale price
$27.99

In stock·1 available

Collector Grade

Game only

The cartridge or disc on its own, cleaned and tested — no box or manual. Game condition guide →

this is just a warning

Ships in 1–2 business days·Tracking on every order·Signature required on orders $250+

Item Condition

Game only: the cartridge in a protective holder, no box or manual. For the specifics, look to the photos — they're of this exact cartridge. Every cartridge's shell, label and board are checked for authenticity when it comes into the store, and it's tested before it's listed. It ships in a collector's bag or a hard plastic case.

Item Description

Most Genesis games wait for you to press Start. X-Men 2: Clone Wars skips the formalities: switch the console on and there is no title screen waiting, just an X-Man under your control and enemies already closing in. It is a cheeky way to open a game, and it tells you exactly what HeadGames was going for with this 1995 sequel. Sega's first X-Men game on the Genesis had its moments, but Clone Wars is faster, sharper and far more generous with its heroes.

The roster runs deep: Wolverine, Cyclops, Gambit, Beast, Nightcrawler and Psylocke, each with a move set built around the powers fans know from the comics. Wolverine slashes in close with his claws, Cyclops cuts enemies down at range with his optic blasts, Gambit hurls charged playing cards, and the rest bring their own movement and attack styles, so picking a character for each stage is a real decision rather than a cosmetic one. Better still, Magneto himself eventually becomes playable, a twist that feels like a proper reward when it arrives. A second player can join in at the same time, and tearing through a level as Gambit and Wolverine side by side is exactly the kind of couch co-op the Genesis did best.

The threat this time is the Phalanx, the techno-organic alien collective from the mid-1990s X-Men comics that absorbs everything it touches. It is a smart villain for a side-scrolling action game, giving the team an endless supply of cold, mechanical enemies to cut through and lending the adventure an alien atmosphere quite different from the usual mutant-versus-mutant feuds. It is also a tough game. The platforming asks for precision, enemies hit hard, and learning which X-Man suits which stretch of a level is a big part of surviving it.

Clone Wars landed while Super Nintendo owners had Capcom's X-Men: Mutant Apocalypse, and it gave the Genesis a superhero game every bit as committed to its source material. If you grew up with the animated series on Saturday mornings and a Genesis under the television, this is the X-Men game that finally lets the whole team, and their greatest enemy, fight on the same side.

Fast factsgame data via IGDB
Released
1995
Publisher
Sega of America
Developer
HeadGames
Players
Single player, Multiplayer
About the game

Released in 1995, X-Men 2: Clone Wars is a platform game created by Headgames and published by Sega of America for the Mega Drive/Genesis. Serving as a sequel to 1993's X-Men, the game is inspired by the Marvel Comics superhero team, the X-Men. This marks Sega's second X-Men game for the Genesis. In this instalment, an extraterrestrial entity called the Phalanx aims to take control of the Earth, and the X-Men emerge as humanity's last line of defence against this impending threat. The gameplay closely resembles the side-scrolling action of its predecessor. Notably, there is an expanded roster of playable characters, including Beast, Gambit, Nightcrawler, Psylocke, Wolverine, Cyclops, and Magneto.

Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.

Ships in 1–2 business days (Monday–Friday, excluding major U.S. holidays). During the holidays and big sales, allow one extra business day.

  • Live USPS and UPS rates at checkout. Every order ships with tracking.
  • We ship to all 50 states, U.S. military addresses (APO/FPO/DPO), and Canada. Canadian orders may owe duties and taxes on delivery.
  • Orders of $250 or more ship with signature confirmation.
  • Delivery dates shown at checkout are estimates, not guarantees.

Read the full Shipping Policy, including holiday order-by dates.

Most of what we sell is one of a kind, so all sales are final unless something goes wrong on our end.

Contact us within 14 days of delivery if your item doesn’t work, arrived damaged, is the wrong item, or isn’t as described. We’ll send a prepaid return label and make it right with a replacement or a refund. Orders placed November 1–December 24 can be reported through January 15.

Not covered: change of mind, compatibility issues, and opened sealed trading-card products.

Email support@coolection.com with your order number. Read the full Refund Policy.

Customer Reviews

Be the first to write a review
0%
(0)
0%
(0)
0%
(0)
0%
(0)
0%
(0)