If you need any indication of how deep my love for Mega Man runs, bear in mind that one of the first posts on this blog was about Mega Man X.
I’ll just wait here while you look that up…
While I don’t think I’m ready to do a protracted mega-post on the subject of the Blue Bomber, much like the one I did on Ultraman, I think it’s about time I made an attempt to scratch the surface a little.
That being said, today I’m kicking off a new post topic, specifically one that deals with the colorful roster of bosses in the Mega Man universe.
Basically, I’m gonna’ run through each of the Mega Man games in the linear series, (fuck that Gameboy and Genesis bullshit. Wily Wars my ass…) naming the one boss, or MAN, that stands out as the coolest, most bad-ass, or otherwise, most interesting.
I call this new post topic, The Best MAN!
With that, let’s get this party started with Mega Man 1.
To be honest, Mega Man 1 isn’t really my favorite game in the series.
True, it was the first in the series.
True, it was an impressive technical feat for the time.
Unfortunately, as the first game in the series, it lacks some of the polish of later games in the series.
It’s interesting to note that I never got a chance to play Mega Man 1 until much later in life.
In the original Mega Man, there were only 6 bosses instead of the now traditional 8, a hokey score keeping system that never made it past the first game, and in general, the game just needed a little bit more of a push to be considered a true classic in my book.
Honestly, if you look up “greatest leap in quality from one game to the next,” most likely you’ll find a picture of Mega Man 2.
Anyway, that’s enough shitting on Mega Man 1, let’s get down to who’s The Best MAN!
For my money, The Best MAN of the original Mega Man would have to be Cut Man.
Cut Man’s design has a lot of character to it.
His color scheme is simple but iconic.
His head has a strange and distinctive shape and form to it, looking almost like a marionette or something.
Oh yeah, did I mention he’s got fuckin’ scissors comin’ out of his head?
On top of that, his level is very well designed for the time, with the background music being one of the best pieces of music in the game.
True he was a complete pussy by the time you actually got around to fighting him, but even so, the character has a very long and distinguished legacy.
Don’t ask me why, but Mega Man’s eyebrows and pecs really pissed me off in that show.
Man, he really was in EVERYTHING in the 90’s…
While I didn’t really watch the cartoon all that much, (fuckin’ goddamn Phantom 2040 kept popping up in it’s early-ass time slot whenever I’d try to tape it) I have to admit that seeing Cut Man, alive and well, in every episode, served to add bias to my positive opinion of him.
Besides the cartoon though, Cut Man also made appearances in wide variety of other Mega Man spin-offs.
I loved cutting the goalie in half with his super-shot in Mega Man Soccer.
His redesign in Mega Man EXE was pretty good.
While you’d fight him, he’d jump around, throw blades at you, and then jump into the background and cut holes in the scenery to teleport around.
Most notable about his appearance in the arcade games, was that they gave him a voice in it.
Like Mega Man, he had a female voice actor, but unlike his voice in the cartoon, that had him sounding sort of like a cross between Frankenstein’s Igor and Ren Höek from Ren and Stimpy, it fit surprisingly well.
Cut Man’s character is slight of stature, and, when animated and rendered properly as he was in arcade games, very “cute.”
I feel silly admitting it, but whenever I’d hear Cut Man start chopping up the scenery while yelling out “Choki! Choki! Choki!,” I couldn’t help but smile a little.
“Choki,” by the way, is the Japanese onomatopoeia for “Slice” or “Cut.”
Anyway, Cut Man is The Best MAN of Mega Man 1.
If you don’t agree, tough shit.
Alright, we’re back with more Best MAN action!
Today we’re tackling what is widely regarded as the greatest of all Mega Man games, and potentially one of the greatest sequels in all of videogame history, the bombastic powerhouse that is Mega Man 2.
Mega Man 2 was a massive step up in quality from it’s predecessor.
The graphics were more colorful and better animated, the roster of bosses of expanded from 6 to the now traditional 8,
the difficulty level was tuned to perfection, and the music, good Lord the music; was simply breathtaking.
Personally, I don’t feel it’s an understatement to say that the Title Theme of Mega Man 2 is one of the most iconic tracks in all of gaming.
It has since been adopted as the closest thing to a theme music that Mega Man has ever had, even serving as his background music in the original Marvel vs. Capcom.
Mega Man 2 was a fantastic game, though I am still debating whether it truly is the best Mega Man game of all time.
Both Mega Man 2 and 3 were very special to me as a child, and I tend to regard them as equals in that sense.
Someday I’ll man up and take a side, but for today, we’re talkin’ about Mega Man 2, more specifically; who’s The Best MAN!
The answer is:
In short, Quick Man was a beast.
His stage was crazy fuckin’ hard for all the wrong reasons,
he was generally the last of the 8 robot masters players would face, and to make matters worse he could put up a legitimately good fight if you came in unprepared.
All that, and he had the nerve to have shitty music that sounded like someone pounding out a telegram message:
So why then do I honor Quick Man with The Best MAN honors for Mega Man 2?
Surely the vote should have gone to Bubble Man on account of my childhood love for/relation to him, right?
While that may be (regrettably) true, Quick Man gets the nod for truly the manliest of reasons:
Quick Man’s look and personality outside of Mega Man 2 more than make up for his somewhat shitty role in the game.
I mean look at him, he’s got the sleek and sexy design, a cocky glint in his eye, and well, uh, a fuckin’ BOOMERANG for a weapon!
Yeah that’s right, a BOOMERANG!
Quick Man = The Shit.
Don’t fuck with me pal, I know where you live…
First thing’s first, it needs to be said that Mega Man 3 has one of the best soundtracks in all of gaming.
Not only that, but it’s Title Theme is MY FAVORITE track of the NES era.
That’s right, not The Moon from Ducktales,
not the Super Mario Bros. theme,
but the Title Theme for Mega Man 3.
Give it a listen:
That business aside, Mega Man 3 was a truly awesome Mega Man game.
I mentioned yesterday that I’m still on the fence as to whether I like Mega Man 2 or 3 best, however I’ve found that as I’ve grown older I tend to favor 3 just a little bit more.
The game introduced several new features that would go on to become staples of the series.
The pair didn’t really add much in terms of gameplay, other than serving as a lame miniboss
and replacement for the numbered gadgets of the previous game respectively,
however their addition to the series canon personalized, and added character to a roster of characters that was actually pretty slim for the time.
More importantly however, Mega Man 3 gave us the slide maneuver.
While the slide has since been removed in those goddamn fuckin’ DLC games, I always found it to be a wonderful addition Mega Man’s limited repertoire of moves.
It expanded the level design by allowing you to enter narrow passages.
It sped up the pace of the gameplay due to your ability to progress faster through the stages.
It allowed the bosses patterns to be more aggressive, as you now had the ability to dodge quickly.
In all, it was a great innovation that changed Mega Man forever… Or at least until the DLC games.
That’s enough Blue Bomber cock-sucking though, let’s get down to who’s The Best MAN!
That would have to be:
This one was almost a 3-way tie.
However, by MANdate of MAN-law, there can only be one Best MAN, and that just happens to be Snake Man
As a kid, Gemini Man was my favorite, hands down.
Remember that Bubble Man helmet I had my mom make for me way back when?
Well, I also wanted her to make me a Gemini Man one.
I never got that helmet, but even so, I still loved Gemini Man.
He had great background music,
a neat fighting style, and probably the pimpest weapon in Mega Man 3: The Gemini Laser.
Next to Gemini Man, Shadow Man was a close favorite as well.
I don’t really buy into the whole “he’s awesome ’cause he’s a ninja thing,” however I find that his character, trademark shuriken weapon, and crazy stage made him standout nonetheless.
Don’t laugh at ninjas and Jesus just “because.”
YOU’RE LETTING THEM WIN.
Finally, we come to Snake Man.
Amongst the 3, Snake Man stands out as perhaps the most iconic design.
He’s got the crazy snake helmet, with the distinctive ponytail-like portion of the snake sticking out behind him.
He’s got a gimmicky weapon that travels across the floor and just happens to be vital to beating the game.
On top of that, his stage is wonderfully designed, with good, but not great, background music.
Also, the actual fight with Snake Man is pretty intense, largely due to the tiered nature of his arena.
In my eyes, Snake Man is the tortoise to the hares that are Shadow Man and Gemini Man.
He may not be the flashiest, he’s certainly not a ninja, but for some utterly intangible reason, he’s The Best MAN in Mega Man 3.
By the way, the best stage music in Mega Man 3 is Spark Man’s stage:
Yes, I am aware that there are in fact 10 games in the linear Mega Man series, however; as someone who has yet to play #9 or 10, I don’t feel qualified to determine who The Best MAN for those games might be.
Oh well, that still leaves 8 other games for me to work with.
Speaking of which, let’s get down to the matter at hand: Mega Man 4.
Mega Man 4 was the first game in the series to feature the Mega Buster charge shot.
This simple change in the mechanics of the gameplay would profoundly effect the Mega Man series all the way until Mega Man 8.
The charge shot allowed the player to power up their standard bullets to form a singular, larger and more powerful shot that dealt approximately 3 times as much damage as a normal shot.
While this made combating the basic enemy fodder a somewhat simpler affair, the charge shot ultimately caused the boss fights to take on a more methodical pace than was customary for the series.
In fighting the robot master bosses, Mega Man’s standard bullets were de-powered to the point in which they only did one unit of damage per hit.
In addition to this, the duration of the invincibility frames given to the bosses (and Mega Man himself) upon being struck, were increased significantly, presumably for the sake of giving the player time to charge another Mega Buster shot.
The following is an example of the horrors of invincibility frames:
In essence, the introduction of the Mega Buster forced the player to pick their shots, rather than try to overwhelm their enemies as was possible in the previous games.
Mega Man 4 also introduced a handful of new characters to the series canon.
The Russian, and therefore evil; Dr. Cossack serves as the games’ main antagonist until the latter stages of the game when it is revealed that Dr. Wily kidnapped Kalinka, thereby forcing Cossack to do his bidding.
Mega Man 4 was a pretty solid addition to the series.
The Mega Buster represented a major change in the series, one that I still can’t decide was for the better or worse.
The game was very difficult, arguably one of the more difficult entries in the NES series of Mega Man games.
The soundtrack was very good, while taking on a dramatically different sound from it’s predecessors, not in composition, but in MIDI instrumentation.
Give this remix of the iconic Mega Man 2 Title Theme a listen to see what I mean:
That’s enough about that crap though, let’s get down to who’s The Best MAN!
Well, that would have to be:
Really, was there any doubt on this one?
Mega Man 4 was by no means a perfect Mega Man game, however one thing it did better than most was the designs of it’s 8 robot masters.
Consequently, the designs for the 8 bosses were not designed by Capcom’s in-house artists, but from the results of a public mail-in contest.
Thank you creative people of Japan for giving us the awesome character designs of Mega Man 4!
Anyway, despite the general awesomeness of MOST OF the MAN designs in Mega Man 4, none can hold a candle to Pharoah Man in the looks department.
I mean fuck, look at him!
an awesome grill covering his mouth,
and his color scheme is both intricate and iconic.
Despite Pharoah Man’s landslide victory in terms of looks, it takes more than looks to be The Best MAN.
Fortunately, Pharoah Man’s got pretty much every base covered.
His stage is fun and has one of the better background tracks in the game.
His weapon is badass and is chargeable just like Mega Man’s Mega Buster.
Not only that, but he’s a tough customer and puts up one helluva’ fight when you finally get around to facing him…
Provided you don’t have the Flash Stopper.
You use the Flash Stopper and he’s just a pussy like everyone else.
Seriously, he can’t even move if you Flash Stopper his ass.
For real, any fool could whoop him like a little bitch if they used the Flash Stopper.
We’ll just forget about that for now though and honor Pharoah Man as The Best MAN that he is.
Seriously though: LIKE A LITTLE BITCH.
After the hootenanny of character design awesomeness that was Mega Man 4, most of us were left thinking, “what the fuck kind of crazy awesomeness can the guys over at Capcom possibly follow this up with?”
The answer, unfortunately, was about 2 thirds crazy, and 1 third awesome.
Ladies and gentleman, it’s time to tangle with the odd bird that is Mega Man 5.
Mega Man 5 is a really fuckin’ weird game.
The story was some hackneyed bullshit wherein Proto Man was set-up as the main villain, only to have it revealed later that he is in fact innocent, and, guess what, Dr. Wily was the actual mastermind.
In terms of graphics and sound, it was a significant step up from it’s predecessors, and even the gameplay was pretty solid as well.
It was the design of the game that hurt it.
For the first time in Mega Man history, the player was faced with issue that there were one too many features.
While Mega Man 5 was far from innovative, in fact it was one of the more “phoned-in” games in the series, what little it added was the straw that broke the camels back, the last block pulled from the Jenga tower.
Some of the (few) features that Mega Man 5 brought to the table were more intricate level designs, a new weapon called the Super Arrow, and Beat, the fighting bird that could be earned after collecting letters in all 8 of the robot master stages to form the phrase “M-E-G-A-M-A-N-V.”
By the way, despite the level of dedication required to activate Beat, he’s pretty much useless.
The best thing Zero did in X3 was get his ass kicked for me so I could jack his beam saber.
Everybody and their mother thinks he’s the bees knees, suckin’ his cock left and right, but if ever you ask them “why?” they can’t come with anything close to an answer.
It’s gotta’ be the hair or some shit, I swear…
Anyway, bullshit tangents aside, like I said, while it wasn’t a horrible game by any means, Mega Man 5 was kind of a lazy effort by Capcom, and was also the first in the series to begin to feel over-saturated.
Oh yeah, and did I mention that the character designs were some of the weirdest in series history up until the fuck-sandwich that is Sheep Man?
Good thing “weird” doesn’t necessarily mean “bad,” (it does when you’re talking about sack-donkeys like Sheep Man) ’cause it’s about time we got down to deciding who’s The Best MAN!
Well, among the side-show freaks and fuck-tards that are the cast of Mega Man 5, The Best MAN would have to be…
Like Mega Man 3, this one was a toughy.
Unlike that game however, I had no real attachment to any of the robot masters in Mega Man 5.
I mean shit, look at ’em:
Mega Man 5’s cast of robot masters was unique, I’ll give it that.
Even as a kid, I seriously didn’t think they’d actually make a “Star Man,” but hey, I’m not a videogame designer, what do I know…
The real difficulty in choosing who was The Best MAN in Mega Man 5 sprung from 1 simple personal debate:
Crystal Man or Gyro Man?
Really, that’s all it came down to, but I have to admit it gave me some issues.
Pretty much every other robot master in the game is ass-faced failure, to the point in which I was left with only 2 guys I really had any sort of appreciation for.
You wanna’ know how I made my decision?
Well, I started, of course, by looking at their designs.
I liked both, but to be honest I felt I liked Crystal Man just a little bit more.
Something about his color scheme and strong body shape just “did it” for me.
Next, I moved on to their stage music.
No contest here.
Point, Gyro Man.
Normally I’d insert a comment here about who was the tougher challenge, but seeing as both guys were pussies, I’m left with nothing more to say other than, well, they were pussies.
The final deciding factor ended up being my (fragmented) memories of that goddamn Mega Man cartoon.
While Gyro Man’s appearance in the show WAS RETARDED AS FUCK, at least it wasn’t as bad as Crystal Man’s.
If I remember correctly, Crystal Man fought Mega Man on the moon, got his chest bulb shot out, and generally just got shat on for the entire half hour.
Get your shit kickin’ boots on folks, ’cause today’s gonna’ be a real slobber-knocker!
That’s right kids, today we’re gonna’ be talkin’ about Mega Man 6!
More specifically, we’re gonna’ be deciding just who’s The Best MAN in Mega Man 6.
Mega Man 6 holds a special place in my heart.
Me being me though, I was very thankful to my parents, and went to great lengths to play the shit out of my new Mega gifts.
At this point in time I had yet to play, let alone of hear of a Mega Man beyond #4, making 5 and 6 a special treat for me.
Based on some of my harsh words regarding Mega Man 5 yesterday, I’m sure many of you can deduce how I felt about that game as a kid.
Well, despite Mega Man 5 sucking a monster of a Blackanese cock, I really enjoyed Mega Man 6.
In fact, of the 3 games gifted to me, 6 was the only one I beat on it’s original cartridge.
The basic plot of Mega Man 6 involved yet another scenario wherein Dr. Wily is not the villain from the get-go.
This time around, a mysterious man named Mr. X hosts a global exhibition of robot engineering, only to use this event as a means to steal 8 of the world’s most powerful robots to use for his evil machinations.
Long story short, Mega Man sets out to battle Mr. X, only to later find that Mr. X is actually Dr. Wily in disguise (no fucking duh).
Mega Man 6 added a decent amount of new stuff to the series.
While this once again served to over-complicate much of the gameplay, unlike #5, many of the additions were actual attempts to try something different.
The “Jet” adapter, shown on the box cover, allowed the player to fly to a certain extent by holding the jump button in mid-air.
The “Power” adapter, or “Mega Man Football Pads” as I referred to them as a kid, allowed the player to shoot powerful short range blasts, as well as use charge shots to blow up cracked blocks.
Both of these adapters, while causing Mega Man to become incapable of sliding; served to expand the gameplay by affording the player new options in how to approach each stage.
Consequently, the level design featured numerous branching paths for each stage that often required the player to use these Rush adapters to traverse or reach.
While none of these alternate routes were required to beat the game, clearing 4 out of 8 of the robot master stages via these routes would reward the player with that useless fucking bird, Beat.
The Energy Balancer allowed the player to pick up weapon power items and have that energy allocated to the weapons that need it most, automatically.
This was a huge time saver, and should’ve been in the series from day one, however Mega Man 6 was the first game to have this feature.
Subsequent titles in the series have since made this a standard feature of gameplay, albeit one that still needs to be purchased or discovered in-game.
Even of this hippie-dippy-gobbledy-gook though, let’s get down to who’s The Best MAN!
Well, that’d have to be…
While pretty much all of the designs in Mega Man 6 are excellent, determining which was The Best MAN was a fairly simple matter.
Let me walk you through the process:
You see, the prime issue is that they lack the MAN factor that is implied when searching for The Best MAN.
While a decent enough MAN, Flame Man was always the first guy that I would take on, (either that or Plant Man) so, like Metal Man in Mega Man 2, even though I like his design a lot, he’s too much of a wimp to be true MAN material.
That leaves us with 3 MEN to work with: Knight Man, Tomahawk Man, and Yamato Man.
While all 3 have great background music and cool weapons, Knight Man was the first cut due to being a truly pathetic challenge when you finally get around to fighting him.
Tomahawk Man had my favorite background music in the game:
Despite this, my decision ultimately boiled down to who was the most fun/hardest to fight, and that, for the 11 year old Azn Badger; was always Yamato Man.
Both guys only had 2 attacks, but 1 of Yamato Man’s involved him shooting his spear head at you, and then dashing across the room to retrieve it.
Tomahawk Man’s moves were both horizontal projectiles that were relatively easy to jump over.
Before we delve into the utterly vanilla experience that is Mega Man 7, I feel it important to address one simple issue surrounding the stigma that seems to have arose in regards to this game.
Case in point:
Now, I can’t claim that this video’s (clever) views on the Mega Man series are at all that of the general public, however I feel that it should be said that Mega Man 7 is far from the worst of the Mega Man series.
*Ahem!* By now it should be obvious that that honor belongs to Mega Man 5…
Anyway, despite Mega Man 7’s apparent reputation for being a shit-fest of epic proportions, the game actually had a decent story.
Not that that counts for anything in a franchise that puts zero emphasis on story.
In short, after Dr. Wily is thrown in jail at the conclusion of Mega Man 6, exactly 6 months later, 4 robots he had hidden in an underground laboratory wake up and blow the shit out of the city to free him.
Coincidence? I think not!
Nah, I’m just Joshing yah’, it probably was a coincidence.
Anyway, like any Mega Man game, the changes to the gameplay made in 7 were small, but fairly impactful.
Just not as much as in most other games in the series…
Several new characters were introduced, including Auto, Mega Man’s burly mechanic buddy:
While Auto served as little more than window dressing, Bass and Treble engaged the player at several points in the game, initially pretending to be all baby-faced n’shit, only to turn heel and bash Mega Man over the head with a steel chair.
Gameplay additions to Mega Man 7 included a new equipment store run by Eddie, wherein the player could purchase new items and abilities, and a brand new Rush adapter called “Super Mega Man” that combined the flight and power functions of the adapters from Mega Man 6.
It was also the first game in the linear series to allow the player to “charge” the weapons of all of the robot masters.
In addition to this, the game also adopted the “Intro Stage before Stage Select” mechanic that had been pioneered in the Mega Man X series, as well as set it’s own precedent by introducing the “Intermission” stage, that is; an unskippable level forced on the player after defeating 4 of the 8 robot masters.
As you can already tell, outside of 16-bit graphics and sound, Mega Man 7 didn’t really bring much to the table in terms of innovation.
In fact, despite the larger sprites and more detailed animations, the games’ musical compositions were actually somewhat weak for the series.
Even so, there were exceptions:
Just goes to show you that technical advancements don’t always mean much in regards to gameplay.
Mega Man 7 was not a horrible game, nor was it the worst Mega Man game, however; due to the hype and expectations surrounding it, the first 16-bit Mega Man game; it ended up being a pretty big letdown.
Even so, the games’ biggest shame is the fact that it is utterly average, serving as nothing more than a mere hiccup in the vast legacy of the Mega Man franchise.
Enough dour bullshit, let’s get down to who’s The Best MAN!
Well kiddo’, that’d have to be…
This one hurt me.
Seriously, Mega Man 7 has a decent roster of robot masters, but I really only like 2 of them.
So why the fuck aren’t either of them The Best MAN in Mega Man 7!?
Well, shut up and I’ll tell you.
Junk Man is the first guy I’d always kill, and c’mon; he’s fuckin’ Junk Man.
Cloud Man is a fattie.
I actually had to look up Burst Man just to figure out what the fuck his gimmick was.
Note: I still don’t know what it is…
That leaves us with Turbo Man and Freeze Man, the only 2 MEN that I actually like in Mega Man 7.
Both are my favorite designs in the game, they have pretty cool weapons, pretty fun stages, and are tough cookies when you finally get down to stompin’ a mudhole on their asses.
Despite Shade Man’s relatively crappy design, he trumps both of my boys in every other category, hands down.
He’s got a pimp-ass weapon, he’s tough to fight, and if you hold “B” before selecting his stage, you can play a through his stage with the Ghosts ‘N Gobins intro stage music playing as the stage background music!
Not only that, but his is the only robot master stage that includes a brief story sequence wherein Mega Man runs across an injured Bass and Treble just after they fought, and lost to Shade Man.
Even though it is later revealed that Bass and Treble were in fact working for Dr. Wily, it’s worth noting that Shade Man was considered powerful enough to have believably defeated them.
That’s street cred son, you can’t buy that.
While I don’t really care much for the whole vampire schtick of Shade Man, from a gameplay standpoint, he was a very creative and unique addition to the series.
He had more attacks than most bosses, including a life draining bite and Medusa-like stone gaze.
More importantly, his weapon, the Noise Crush, was truly awesome, as it would bounce off of walls, growing more powerful as it ricocheted.
Like I said, the thought of declaring Shade Man the best, well, anything, makes me violently ill, however I feel I’d be lying to myself if I elected one of my favorites in his stead.
Just goes to show you, that which you like isn’t necessarily what’s best.
Well folks, after a week straight of nothing but Mega Man related blogging, we’ve made it to the big finale.
That being said, let’s dive into Mega Man 8!
At the time of it’s release, Full Motion Video (FMV) was already old hat, however after the release of the Amiga 32CD, Sega CD, 3DO, and other such CD based consoles, many game developers saw fit to include FMV in their games, resulting in the technology being en vogue for much of the 90’s.
Mega Man 8’s FMV sequences were fairly entertaining, and decently well-animated, however the English voice acting was absolutely atrocious.
He also stutters.
Like a fattie.
The end result was a series of fairly entertaining, but often times, all too tempting to skip, cutscenes.
There was 1 scene in particular though that I remember keeping an extra save file (it was a Playstation game, of course you could save!) for just so I could watch it over and over again:
It seems kind of lame now, but when I was 10, that was the coolest thing ever. Even though my Playstation would freeze during it just about 90% of the time…
Anyway, the story of Mega Man 8 is based around a capsule of “evil energy” that falls to Earth.
This energy grants it’s wielder great power, and multiplies by feeding off of it’s host’s evil intent.
Dr. Wily of course gets his hands on this evil energy and uses it to power his latest creations to tangle with Mega Man.
In the meantime however, an intrinsically “good” robot from outer space named Duo (the big dude in Dr. Light’s lab during the video) crash lands on Earth, only to awaken halfway through the game to serve as an ally to Mega Man.
Basically, Vejita, I mean Bass; has an inferiority complex, which results in him attempting to use the evil energy to grant him the power to defeat Mega Man.
I like Bass, really, I do; but he’s a total pussy in Mega Man 8.
Mega Man 8 was vastly different from any Mega Man that came before it.
From a presentation standpoint, it was easily the most graphically intense iteration of the series, well, pretty much, ever.
The animations were silky smooth, and the music was excellent all-around, with most of the tracks being quite memorable.
Although from a cosmetic standpoint Mega Man 8 was a drastic departure from the norm, and undeniably, an improvement, the gameplay was merely different, and not necessarily for the better.
One of the comments I received on my Mega Man 7 post from yesterday made note of the fact that the game was slower than the NES games in the series.
I failed to address this in my post, and for that I apologize, however it is an incontrovertible fact.
Mega Man 7 was a much slower-paced game than it’s predecessors, and Mega Man 8 followed suit by being even slower.
The sprites in Mega Man 7 were very large, excessively so, and thankfully 8 addressed this by increasing the screen resolution, while at once one-upping their level of detail.
Despite being a sidescroller like every other Mega Man game, 8 was a much more vertically oriented game.
The screen orientation was “taller,” and Mega Man’s jump controls were changed so that he jumped higher than normal, however, due to his much slower walking speed, his horizontal jumping distance was toned down a bit.
While definitely a much slower-paced, and in-fact, much easier game than it’s predecessors, Mega Man 8 was still quite fun.
New gameplay features in Mega Man 8 were plentiful (for a change).
The shop from Mega Man 7 made a return, though this time around it was run by Mega Man’s sister, Roll, and the currency used there consisted of an extremely finite, and difficult to acquire, supply of bolts scattered throughout the robot master stages.
Items in the shop consisted of equipment to dampen the “knock-back” effects of getting hit, decrease the charge time for a Mega Buster shot, change the function of Mega Buster, and a variety of other things.
Part of the fun of the shop was the fact that not all of the items were all that useful, such as the one that increases your climbing speed, or the one that disables your Mega Buster!
I greatly preferred this shop system, as unlike 7, where all you had to do was “farm” for money by killing enemies, purchases in 8 felt much more strategic.
In addition to the shop items, there were also a total of 4 Rush items, all granted to the player after defeating minibosses during the robot master stages.
While virtually all of the Rush items were nothing more than novelty items that could net you a nice item or two here and there, I always thought it was a neat idea to turn Rush into a motorcycle and ride him into battle.
But, that’s just me.
In addition to the changes made to the overall pace of the game, Mega Man 8 also featured some truly inspired level designs.
No longer consisting purely of platforming action, 8 contained a several vehicle segments and a few maze-like stages that couldn’t be completed linearly.
Mega Man 8 took this concept and greatly expanded on it.
Frost Man and Dr. Wily’s tower both featured perilous snowboarding sequences wherein the player would have to alternately jump or slide to survive the course.
Tengu Man’s stage featured an extensive on-rails shooting sequence in the skies.
This sequence was one of my favorites in the game, as it had you riding Rush while shooting numerous enemies, all while gradually recruiting a huge DEATH SQUAD of Mega Man’s buddies to help you out.
While Sword Man’s stage was not really a maze, but rather a series of trials that had to be completed while making use of specific robot master weapons, Astro Man’s stage was one mother of a maze.
Seriously, I fucking hated Astro Man’s stage…
Well, I think I’ve said more than enough about Mega Man 8, it’s time we got down to deciding who’s The Best MAN, for the very last time.
The Best MAN of Mega Man 8 is…
Didn’t see that comin’ didja’?
You know why Frost Man’s The Best MAN?
‘Cause Mega Man 8 was the first game in the series to give it’s robot master voices, that’s why.
Okay, okay, that’s not the only reason I picked him, but it had a lot to do with it.
You see, Frost Man’s voice made me laugh as a kid.
His character was supposed to be that of a huge, powerful, dopey idiot, and his voice reflected this very well.
Seriously, when the biggest fuckin’ robot master in the fuckin’ series leaps into the arena, smashing a bunch of Mega Man ice sculptures to show off his strength, only to yell out something retarded like:
“I’m gonna’, crush you! I will…… Beat, you!”
I just can’t help but smile.
Tune to 4:45 for example:
Seriously though, Frost Man has a lot going for him.
His “walking igloo” design is inspired and truly a sight to behold in-game with it’s vivid animations, his weapon, the Ice Wave is fun to use, (although much cooler looking when he uses it) and his stage is lots of fun to play with one of the better background tracks in the game:
Seriously, I actually had to rewrite a big portion of this post on account of me changing my mind about Search Man at the last minute.
The problem with Search Man is that, while he’s got personality up the ying-yang, and a cool weapon to boot, I didn’t care much for his stage.
You see, like Mega Man 7, 8 split up it’s robot masters into 2 groups of 4.
Because I rarely finished the game as a kid, the second group of robot masters were one’s I didn’t end up seeing all that much of.
On top of that, I’ve never actually fought Search Man without having the Flame Sword to pwn his ass with, so I’ve never really gotten to experience a real fight with him firsthand.
Clown Man on the other hand, while one of my favorite designs in any Mega Man game, suffered for exactly the same reason Frost Man was promoted.
His voice annoyed the piss out of me.
He had an extensive repertoire of interesting attacks, his stage was cutesy fun, and his weapon was not all that bad, but his voice was just painful to listen to.
Oh yeah, that and he was WAY too fucking easy…
Well folks, we’ve named our last Best MAN.
Hopefully everyone had fun along the way, I know I did.