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Video Game: Mega Man 8
Mega Man and Rush, with Duo in the back.

Mega Man 8 is a PlayStation and Sega Saturn video game, released in 1997. It was made to celebrate the 10th Anniversary of the series, as well as give the old school formula a new coat of 32-bit paint.

The plot begins when a duo of fighting alien robots crash-land into Dr. Wily's island base. Mega Man promptly arrives in time to save one of them, while Wily steals a strange source of energy from the wreckage of the other robot. After mowing down four of Wily's latest Robot Masters, Dr. Light finishes repairing the alien robot, named Duo, who soon after escapes, leading Mega Man in chase, only for him to nearly be killed by one of Wily's mecha, although Duo saves him in time. Duo reveals that Wily has been using "Evil Energy," a corrupting source of energy that he acquired from the robot Duo was fighting earlier, and that it must be destroyed lest it corrupt the earth in its entirety.

Robot Masters:
  • DWN-057: Tengu Man, weak to Ice Wave, gives Tornado Hold
  • DWN-058: Astro Man, weak to Homing Sniper, gives Astro Crush
  • DWN-059: Sword Man, weak to Water Balloon, gives Flame Sword
  • DWN-060: Clown Man, weak to Tornado Hold, gives Thunder Claw
  • DWN-061: Search Man, weak to Flame Sword, gives Homing Sniper
  • DWN-062: Frost Man, weak to Flash Bomb, gives Ice Wave
  • DWN-063: Grenade Man, weak to Thunder Claw, gives the Flash Bomb
  • DWN-064: Aqua Man, weak to Astro Crush, gives the Water Balloon

All in all, the game was a modest hit in both critical and commercial success, although it didn't get the same attention as the hit Mega Man X4. Regardless, it would be many, many years before a true Classic Mega Man continuation, Mega Man 9, would pop up.

It would later receive a SNES spin-off called Mega Man & Bass in 1998.

A fan-made 8-bit remake of this game also exists, and can be found online.

Not to be confused with Mega Man 8 Bit Deathmatch.

Tropes:

  • Affably Evil/Noble Demon: Sword Man. Right off the bat, he tells Mega Man that's there nothing personal between him and the Blue Bomber (he's simply following orders from Wily), that he's not going to hold anything back in battle, and that he expects a fair fight. In battle, he even takes his time to commend Mega Man. On top of this, he plants his blade into the ground and leans upon it as if it were a cane, and, if that weren't enough, the dub tries to reinforce this image by giving Sword Man a polite and sophisticated British accent.
    (if Mega Man successfully dodges Fire Slash) "Impressive."
    (upon defeat) "Nice shot."
  • The Ahnold: Frost Man evokes this one in the dub due to his accent.
  • Alternative Foreign Theme Song: The game uses very different instrumental opening and closing themes in the English version. Compare to the original Japanese themes, "Electrical Communication" and "Brand New Way."
  • Assist Character: The Rush Jet levels, where power-ups can summon Eddie, Beat, and (for the first, and so far only, time he's ever went out into battle) Auto to your side.
  • Beneath the Earth: Where Wily's latest Skull Castle resides.
  • BFS: The sword outfitted on Sword Man was stolen from an ancient museum in a heist by Wily. However, it was so heavy that Wily had to implement an anti-gravity device on Sword Man's upper half, allowing both parts of his body to function separately of one another. This is how he is able to perform Fire Slash.
  • Big Damn Heroes: Duo saves Mega Man twice from getting killed by Wily.
  • Big "WHAT?!": Bass lets one of these out every time he takes damage in his battle against Mega Man in Wily Tower 3.
  • Blade Below the Shoulder: Sword Man.
  • Bonus Boss: Cut Man and Wood Man both appear as mini-bosses in the Sega Saturn version of the game.
  • Boss Banter: Good Lord. Easily the chattiest bunch of Robot Masters around (then again, none of the other main titles in the Classic series had voice acting...), they're also good contenders for the noisiest Mega Man bosses in series' history.
  • Boss Rush: Pops up in Wily Tower near its end, as per usual. The BGM for the stage is even a remix of the Robot Master pre-fight theme.
  • Bubbly Clouds: Tengu Man's stage.
  • Calling Your Attacks: The Robot Masters do so in this one. In a half-subversion, Mega Man will sometimes yell "Power Shot!" when firing off a Charge Shot. Other bosses like Duo and Bass, while not name dropping any of their attacks, will utter phrases to signify their next move.
  • Camp Gay: Aqua Man, but you can call him "Handsome Guy!!" And this is after striking a pose and shooting a geyser of water out from his head that spells his name out with the resulting rainbow. Subtlety was never this guy's strong suit.
    • Clown Man, too. "See you in my dreams!"
  • Cold Sniper/Friendly Sniper: Search Man. It's a bit hard to tell.
  • Colony Drop: Astro Man's Astro Crush, which summons a swarm of meteors to annihilate everything on screen.
  • Continuity Cameo: See Shout-Out below.
  • Continuity Nod: Cut Man and Wood Man, who appear in the Saturn version as additional bosses, are believed to be the other Robot Masters stolen from the Robot Museum alongside Guts Man in Mega Man 7.
  • Cool Bike: For the first time, Rush is able to assume the form of one.
  • The Corruption: The "Evil Energy."
  • Curb-Stomp Battle: Mega Man is powerless against Wily's Gorilla mecha, but Duo effortlessly mows him down.
  • Cutscene Boss: See above.
  • Demoted to Extra: Bass. Mega Man fights him briefly during the opening cutscene, but he's not seen again until near the end of the game, showing up as a mini-boss of the third Wily level, after which he disappears from the game entirely. This gets stranger when you remember that Bass used a container of Evil Energy—which Duo came to Earth to eradicate—to augment his Treble Boost.
  • Desperation Attack: Most, but not all of the Robot Masters have overdrive attacks they initiate when they're low on health.
  • Deus Exit Machina: Duo isn't really allowed to do much in the story despite being shown as one of the strongest robots to date in the Classic series. He spends the first half of the game out of commission, can't do much more than track down Evil Energy in the second due to barriers around Wily's fortress that Mega Man must disable, and only appears at the finale to save Mega Man's life twice.
  • Disney Death: Rush.
  • Down the Drain: In an optional sidepath in the intro stage. You'll find two bolts hidden here if you bother to traverse it.
  • Dub Name Change: Tengu Man's "Yama Arashi" move (or "Kamaitachi", see Gratuitous Japanese below) is actually named "Kamikaze" ("godly/divine wind"). The change might have been made to avoid confusion or Unfortunate Implications.
  • Dumb Muscle: Frost Man makes Guts Man look intelligent.
  • Early-Bird Cameo: Contrary to popular belief, Duo did not debut in this game, but first popped up in the arcade game Mega Man 2: The Power Fighters, which pulled a Remember the New Guy to generate buzz for his chronological debut here.
  • Electric Torture: Wily's Gorilla mecha uses this to try and kill Mega Man.
  • Elmuh Fudd Syndwome: Dr. Light suffers from this in the English dub.
  • Eternal Engine: Grenade Man's stage.
  • Evil Counterpart: The unnamed robot from which the Evil Energy originated mirrors Duo's original body in appearance, right down to sporting The Right Hand of Doom as opposed to Duo's giant left arm.
  • Evil Is Not a Toy: The Evil Energy possessing Mega Man in the finale wasn't a part of Wily's schemes; in fact, you could argue that he was genuinely surprised when it happened.
  • Fanfare: The classic "Boss Selected" music pops up again, as does the victory jingle.
  • Fighting Clown: Clown Man is a literal example.
  • Fire, Ice, Lightning: Sword Man, Frost Man, Clown Man; respectively.
  • Flaming Sword: The Flame Sword, natch.
  • Grappling-Hook Pistol: Aside of attacking/stunning enemies and reflecting Grenade Man's Flash Bombs back at him, Thunder Claw allows Mega Man to swing across chasms using designated grapple points.
  • Gratuitous Japanese: One of Tengu Man's attacks, the Kamaitachi (a ball of razor wind), is called out in Japanese. This might sound like gibberish at first, but it's actually a Bilingual Bonus: the kamaitachi is a weasel-like yokai from Japanese folkore (much like the tengu) capable of producing winds that were strong enough to cut.
  • Guide Dang It: You can actually kick the Mega Ball at a higher angle if you hold up while kicking it. The game never tells you this, and it makes fighting the first Wily boss a whole lot easier (if he shows up on one of the inner two parts, standing in the middle and kicking it upwards will hit him every time, as opposed to trying to get it to ricochet the right way).
  • Homing Projectile: Homing Sniper, natch. It is one of the few Special Weapons in the original series that can be charged, although this simply allows Mega Man to lock-on to more targets.
  • Humongous Mecha: Wily's Gorilla mecha midway through the game.
  • Hypocritical Humor: Sword Man's CD file in Mega Man & Bass states that he hates faulty swords. Sword Man's sword has no edges.
  • I'm a Humanitarian: Robot example in Frost Man. Upon facing Mega Man, he claims that he's going to turn the Blue Bomber into a popsicle (kakigori in the Japanese version).
  • Jungle Japes: Search Man's stage.
  • Lovable Coward/Lover, Not a Fighter/Shrinking Violet: While he was modified for combat, the easily-flustered Astro Man is still not the most reliable of units. He spends his battle suffering from an anxiety attack, whining as you whittle away his health, and, finally, exasperatedly proclaims "Good grief!" upon his demise.
  • Mad Bomber: Grenade Man, full stop. He cackles like a loon throughout the fight, he blows up the floor at one point, and he actually seems to enjoy being hit by his own bombs! Never mind him belting out "THAT FELT GOOD!" as he explodes.
  • Made of Evil: The Evil Energy.
  • Milestone Celebration
  • Multiple Head Case: Search Man.
  • Oh, Crap: Astro Man's reaction when you lock on to him with the Homing Sniper.
  • Oddball in the Series: For many gameplay reasons, and for being the only core original series game not to debut on a Nintendo system.
  • Power Glows: Duo glows blue. His opposite number and those who draw upon Evil Energy (most notably, Bass) glow purple/fuchsia.
  • Press X to Not Die: The "Jump, Jump, Slide Slide!" segments of Frost Man's stage, and later Wily Tower 1.
  • Rise to the Challenge: In a section of Astro Man's level, Mega Man has to ascended a collapsing tower steadily sinking into the sand.
  • Rolling Attack: Clown Man's Thunder Carnival.
  • Shout-Out:
  • Shows Damage: Downplayed; like in 7, all Robot Masters barring Grenade Man will react negatively to their weaknesses, momentarily leaving them incapacitated. note  A lot of this falls under Logical Weakness, but not every case is readily apparent at first.
  • Smug Super: Tengu Man, full stop. In his two of his four pre-fight quotes, he writes off Mega Man with either "It's just a kid. Don't make me laugh" or "Kid, you're almost not worth the effort" (despite the fact that Mega Man is the second-oldest Robot Master in existence and Tengu Man is part of the sixth batch of eight Robot Masters created by Wily). One of his taunts during battle is "Feel my power!" and his death cry is a mere "It's regrettable." In fact, he's so boastful of his power that he comes back in the next game (alongside Astro Man, oddly enough) to settle the score. The only other Robot Masters who match him in terms of arrogance are Bass (lampshaded here) and Ballade.
    • Justified on the grounds that Tengu Man is, well, a tengu, which are known for their incredible martial arts skills and their excessive pride.
  • Speed Echoes: One of Grenade Man's attacks is a dashing tackle that gives off this effect.
  • Spell My Name with an "S": With Gratuitous Japanese above, be it Tengu Man's move "Kamaitachi" or "Yama Arashi" is left to the viewer. "Yama Arashi" is loosely translated as "Wind/Tornado descending from the Mountain." It is even used as a name of Judo Technique by legendary Judo-ka Sanshiro Sugata.
  • Spin to Deflect Stuff: Tornado Hold can be used as a makeshift barrier against certain attacks.
  • Temple of Doom: Sword Man's stage, combined with Lethal Lava Land.
  • Tornado Move: Tengu Man has Tornado Hold, which throws a spinning blade that generates a tornado. If this gets Mega Man, it traps him and allows Tengu Man to follow up with a Meteor Move.
  • Unexpected Gameplay Change: The snowboard segments in Frost Man's level (both parts) and Wily Fortress 1. If Mega Man 8 is notorious for anything, it is these four words: JUMP JUMP! SLIDE SLIDE!!
  • Unexpected SHMUP Level: The Rush Jet sections in Tengu Man's level as well as the second Fortress level.
  • Updated Re-release: The Sega Saturn version, released shortly after the PlayStation version, added Cut Man as a Bonus Boss in the intermission stage and Wood Man as a Mini-Boss in Search Man's stage, and also added several bonus galleries.
  • Utility Weapon: The Tornado Hold can be used to lift Mega Man up to a higher platform. The Thunder Claw can be used to grab onto bars. The Astro Crush can be used to destroy a section of Aqua Man's stage, causing water to fill the area.
  • Villainous Harlequin: Clown Man.
  • Walk, Don't Swim: The only (official note ) game that averts this by having Mega Man actually swim.
  • What Happened to the Mouse?: The Evil Robot that Duo fights at the beginning of the game never appears in the plot again. It appears to have burned up in the atmosphere (unlike Duo, who was heavily damaged), but its presence can be felt in that of the Evil Energy.

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