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  • Author's Saving Throw:
    • Possibly in response to the Darker and Edgier ending of Mega Man 7, 8 seemed to be made to be a Lighter and Softer installment to try and reinforce Mega Man's Incorruptible Pure Pureness. For some, doing so while having an Evil Energy plot came across as a little awkward, but Duo makes it clear during the ending that Mega Man's noble soul is partially responsible for his resistance to the Evil Energy's corrupting effects when it attempts to possess him following the battle with Wily.
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    • Some have also likened the Wily Capsule from this game to a significantly nerfed version of the notoriously difficult Wily Capsule at the end of Mega Man 7.
  • Awesome Art: The art style, designs, animation, and backgrounds are all amazing, and generally considered to be the best in the franchise.
  • Evil Is Sexy: Bass. Just listen to that voice. Especially during the Inner Monologue in the opening cutscene. Having a battle theme that's considered one of the best songs in the game, along with the music from the stage where he is fought, probably helps this quite a bit.
  • Game-Breaker:
    • The Arrow Shot upgrade will essentially one-shot every regular mook in the game. Including Sniper Joes that have their shields up.
    • The Mega Beam charge shot upgrade is no slouch either, being a long shot that pierces everything. The only reason it's not thought of as much is that its game-breakingness is outclassed by the Arrow Shot above (the beam only two-shots Joes with their shields up). It can take out a row of weaker enemies in one shot where the arrow shot can't, but a string of regular shots is an easy enough alternative.
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    • The Rock Ball/Mega Ball, which the player gets at the beginning of the game, actually allows players to speed through a lot of the game using a technique called ball jumping.
  • Harsher in Hindsight: The stage select is accompanied with a globe of the earth, with Dr. Light's Lab being in Denver, CO. Note the position in the 2nd select screen of Wily Tower... then note that this was made before September 11th, 2001.
  • It's Easy, So It Sucks!: Downplayed, this is a major point of criticism by many longtime Classic series fans. But it somewhat counterbalances this by removing E-Tanks, replacing them with Rush Charger. Even then, it's only easy by Mega Man standards — and there are still a few specific bits that'll make you tear your hair out.
  • Memetic Molester: Clown Man likes to use his long hands to grab Mega Man from below... Yikes. And then there's his death quote...
    Clown Man: "See you in my dreams..."
  • Memetic Mutation:
  • Narm:
    • A lot of the voice acting, but Mega Man, Dr. Light, and Bass stand out.
    • Even Rush somehow manages to get in on this, despite "speaking" in barks and growls.
  • Narm Charm: A lot of the voice acting, for pretty much the same reasons as above. The corny acting gives it another layer of light-hearted enjoyment, regardless if it was intentional or not.
  • Polished Port: The Sega Saturn version, for adding some new content such as a Bonus Mode (featuring some exclusive artwork), PCM encoded audio replacing the internal MIDI system (with a completely different Tengu Man theme to boot), and Cut Man and Wood Man being fought for two bolts that were previously just laying around. Mega Man Anniversary Collection and Mega Man Legacy Collection 2 do not use this version; presumably, the former is due to the PlayStation version is far easier for Atomic Planet to port, while the latter is due to following the Digital Eclipse philosophy of Mega Man Legacy Collection being faithful to the original release version.
  • Porting Disaster:
    • The Anniversary Collection ports all around. In particular, the GameCube version, which has numerous issues with sound emulation, such as skipping through parts of music tracks, and bosses' voices inexplicably speeding up; not to mention there were bouts of slowdown that were certainly not in the original game. Similarly, the PS2 version has input lag EXTREMELY NOTICEABLE in Frost Man's stage and the beginning of Wily Tower 1, which could hinder game progress significantly in those stages. Additionally, the Xbox version of Anniversary Collection is also quite blurry compared to the original game.
    • A pirate version by Makon Soft called Rockman 8 attempts to port the game to Game Boy, but falls flat. Mega Man's gameplay is broken, the stage graphics are mismatched, the music is horrible, and the bosses are not the actual bosses from the original name. While the graphics themselves are not bad, the graphics are in 2½D even if Mega Man treats them as 2D graphics.
  • Replacement Scrappy: When it comes down to restoring energy on a whim, Rush Charger takes the place of Energy Tanks, except it's not as reliable.
  • The Scrappy: Aqua Man tends to be hated, owing to his surprisingly difficult boss battle (if you lack the Astro Crush)—which nets the a player a rather inefficient special weapon to boot—and juvenile personality. There are also circles that perceive him as a homophobic shot at DC Comics' Aquaman, a debate that will not be covered here.
  • Scrappy Mechanic: The lack of weapon weaknesses for regular enemies is often criticized. Despite a lot of the weapons having potentially interesting utilities, this makes a lot of them rather unimpressive outside of their gimmicks, since a charged Buster shot always does the same damage or better (the major exception being the Flash Bomb, which has a Damage Over Time mechanic that lets it outdamage the Buster against certain targets). While this doesn't render them useless, and Mega Man 8 isn't the only game in the series to do this, it's rarely seen as a point in the game's favor.
  • Scrappy Weapon: While 8's weapon roster is seen as somewhat controversial as a whole, the one weapon that seemingly everyone can agree is useless is the Water Balloon. On top of the rather silly name and concept, it stands out for having no utility features or interaction with stage gimmicks, its hitbox is barely any different from the Mega Buster, and its shots do the same damage. Outside of the handful of bosses that are weak to it, you would pretty much always get the same results or better by simply rapid-firing the Buster. And this is without getting into the various Game-Breaker upgrades for the Charge Shot mentioned above.
  • So Bad, It's Good:
    • The voice acting. Half of the characters are miscast, and most of the acting is very wooden and sometimes downright sloppy — both cutscene and in-game voice clips are full of trips, stutters, and miscues. It gets even funnier when you realize that Roll sounds manlier than Mega Man himself! Dr. Light seems to have issues with his accent and even stumbles over his lines (most noticeably in the scene where he and Mega are watching over Duo), and Duo has no emotion at all. Bass's name is mispronounced as if he were a fish.
    • Grenade Man's "Say hello to my cute bombs!" sounds like they hurriedly threw out a Scarface joke. Doesn't necessarily prevent it from being amusing.
  • That One Boss:
    • Atetemino, the first Wily Boss. It can only be hit by the Mega Ball, and even aiming it correctly means you still have to deal with the other things hanging from the ceiling, which will all drop after a few seconds. His decoys later in the fight won't drop, unless you accidentally hit them, in which case they'll release high damage shockwaves. And God help you if he keeps spawning in the middle (where your aim must be that much more precise to score a hit).
    • Aqua Man, if the player faces him without the Astro Crush; you can expect no more than a third of the screen to be safe most of the time, and he moves around fast when he isn't shooting out water, so you'll have to react quickly and avoid getting caught in a geyser.
  • That One Level: Frost Man's stage and, much worse, Dr. Wily Stage 1. Jump! Jump! Slide! Slide!

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