Reviews from

in the past


One of the first games I got for PS1. Colorful and cool.

No es realmente fácil hablar de este juego. Pero haré mi mejor intento. Aprecio el nuevo estilo visual, le da un nuevo aire, aunque no muchos estén de acuerdo. El diseño de nivel de los 4 primeros robots esta bastante bien (y toma el concepto de dividir los niveles en 2 partes, ya antes visto en x4), pero en los siguientes 4, no se, siento que empeora. En donde mas se nota esto es en el nivel de astro man, sinceramente un nivel de laberinto no le queda al estilo de un megaman, que solo consiste en correr y matar enemigos.
Eso si, se aprecia que hayan intentado cosas nuevas, como nuevas mecánicas, niveles mas extensos, poderes mas utiles, entre otros. Y me parece una porquería que no deje guardar el progreso en el castillo de wily, no siempre se va a jugar todo de una sola partida. Del doblaje y las cinematicas pues sería repetir lo que todos han dicho. En cuanto a la tienda, me parece bonito que se puedan comprar mejoras para el buster, así como otras cosas que ayudan en los niveles. Lo molesto es que los tornillos son limitados, por lo que se tiene que escoger bien las mejoras que uno necesite.
Ya para concluir con esta biblia, megaman 8 no es mal juego. Es ese típico experimento que suele ocurrir con las secuelas, agregar cosas interesantes pero que al final no son muy bien aplicadas, por esa misma razón empeoro cosas que el 7 había hecho bien. Lo recomiendo, si, pero la paciencia necesaria para completarlo es suprema.

It's not really easy to talk about this game. But I'll do my best. I appreciate the new visual style, it gives it a new look, even if not many agree. The level design of the first 4 robots is quite good (and takes the concept of dividing the levels into 2 parts, already seen before in x4), but in the next 4, I don't know, I feel it gets worse. Where this is most noticeable is at the astro man level, honestly a labyrinth level does not fit in the style of a megaman, which only consists of running and killing enemies.
Of course, it is appreciated that they have tried new things, such as new mechanics, more extensive levels, more useful powers, among others. And I think it's crap that it doesn't let you save progress in Wily's castle, you're not always going to play everything in one game. From the dubbing and the cinematics, it would be repeating what everyone has said. As for the store, I think it's nice that you can buy improvements for the buster, as well as other things that help in the levels. The annoying thing is that the screws are limited, so you have to choose the improvements you need carefully.
To conclude with this bible, megaman 8 is not a bad game. It is that typical experiment that usually happens with sequels, adding interesting things but in the end they are not very well applied, for that same reason 8 worsened things that 7 had done well. I recommend it, yes, but the patience needed to complete it is too much.

A dublagem é poggers e a gameplay é decente

Mega Man 8 is very disappointing in comparison to previous Mega Man titles. The game is filled with confusing choices and frustrating bosses/level segments. Through, despite being a large step down from the NES titles, this game is still pretty great. There's plenty to enjoy here from collecting the bolts and spending them on cool permanent upgrades to using a slew of neat weapons. Additionally, while the story is rather strange, it is pretty interesting. So, Mega Man 8 is not quite as excellent as most other Mega Man titles, but it's still worth playing.

Specifics:
- This English dub is horrible, but horrible in a funny way.
- There are plenty of great and useful weapons in this game, but plenty of them are rather situational. I got the most use out of Grenade Man, Sword Man, and Search Man's weapons, while occasionally using Tengu Man and Clown Man's weapons when they were necessary.
- Going back through the levels to collect all the secret bolts was a lot of fun, though it really dragged out the length of the playthrough as collecting them all meant a lot of replaying levels once you have the right weapons. I also like that you don't have enough to get everything in the shop. Even when you collect all the bolts you'll want to strategize and pick wisely.
- The game is structured a lot like Mega Man 7. An intro stage, 4 bosses, a middle stage, 4 bosses, Wily.
- The Robot Master fights are extremely thrilling. I found myself wanting to learn all the patterns and to fight with the Mega Buster, rather than just rushing in and spamming the weakness. I went through the refights with only the Mega Buster and really enjoyed myself.
- Most if not all of the Wily Levels were very annoying in some way. Most of the time it was because of the bosses. I do really like the Green Devil and the Bass fight though.
- Really hated the sled segments. I'd rather just have something like what Mega Man 5 did for Wave Man's stage.
- Rush confuses me. As far as I know, Rush coil and Rush jet are gone and are replaced with other abilities (which probably only appear here). I only ever used the Rush abilities sometimes. Nowhere near as useful as other iterations of Rush.
- I played through the Sega Saturn version because I heard it was the better version. I really enjoyed the version exclusive Cut Man and Wood Man fights.

7/10

How do they keep fuckin these games up


This game is good, but I don't remember much about it. I liked the weapons, but the game felt very messy. I think it looks beautiful and the bosses are super fun. The cutscenes are funny. The levels all felt like they were good, but not memorable. I still think its a good game. The menu cutscene is amazing though.

One of the best games of all time. Aesthetics, soundtrack, gameplay, level design, bosses, all really fantastic

Biased because I played during childhood

Hearing that people think of this as one of the easier games in the series makes it clear to me just how hard it is to pin down game difficulty: I had more trouble with those snowboard levels than anything in Zero. Finding out that the save prompts at the end of each Wily level did not, in fact, indicate that you could turn the game off without losing progress and realizing I'd have to play one of those sections again was agony.

The game's laden with gimmick sections like these, a lot of which are conceptually fun: there's a fully-fledged space shooter with weapon upgrades in the middle of a level! The novelty of this sort of thing, though, is spoiled by their length and their frequency. Each level has one, and as a result, each level is both extremely bloated and at the same time insubstantial: the core gameplay is almost crowded out.

It's a shame that the look of the game is as strong as it is in service to something so mediocre: I can't imagine we'll ever see a platformer this well-animated on this scale again. The music isn't quite as memorable as some of the classic series', but there's a consistent sense of style to it: the whole thing feels a lot like the slick if cold presentation of MvC2.

The dubbed robot masters give the experience so much more character than it'd otherwise have, and are probably the only reason I finished it. The best part of the game, which might be exclusive to the Saturn release, is a gallery of rejected robot master submissions, most of which are children's drawings, each accompanied by gushing commentary from Dr. Wily.

I do want to thank this game for bringing Elmer Fudd Dr. Light into the world. For some people this is not his canonical voice, but for me he is talking like that in the NES manuals.

My thoughts on this one are pretty conflicted. At some points, I was like "best in the series, truly great entry". At others, "I will kill every single person credited in this game with my bare fucking hands."

Visually, the game is definitely a step above 7, but I still think I prefer the later NES games stylistically. Music is pretty good too, very synthy and space-y.

I decided to play with the English VA for the gameplay and the Japanese VA for the cutscenes, to get a good sample of both. English definitely lives up to its reputation, but I won't lie I thought all the robot masters were charming in a G Gundam Dub type of way. Japanese is definitely easier to take seriously, though, so maybe play with that if you can, especially for the cutscenes (just make sure you also find a way to get subtitles).

But the gameplay, oh boy. So, when it comes to the regular Mega Man stuff, it's honestly very good. Jumping and shooting, great stuff. And the robot master powers are probably my favorite up to this point, I found myself actually using basically all of them pretty regularly, which is definitely a first. The fact that you can still use the Mega Buster with one equipped, and the fact that it tells you how many shots you can fire with it, are fantastic additions. It's also far more forgiving than past entries, refilling your weapon energy after a death and allowing you to come back from a game-over at a level's halfway point. There's also the bolt collectables, which let you buy permanent mechanical upgrades, and I'll be honest, I really liked hunting them all down.

The snowboard sections can go fuck themselves. Legitimately horrible, brings the whole game down a point. I hope whoever designed them is dead or suffering.

The Rush Jet shoot-em-up sections, on the other hand, are really fun, like I was genuinely disappointed there wasn't more of 'em. Probably a sign I should check out that genre at some point, actually.

Overall though, I would definitely say I enjoyed this more than 7, despite its flaws, and definitely think it's worth checking out.

JUMP. JUMP. SLIDE. SLIDE. JUMP. JUMP. SLIDE. SLIDE.

I think the most bewildered I've ever been about an average rating on this site is Mega Man 8 being .2 below Mega Man 7.

That might not seem like much but consider how vast the disparity is between these two games. One is this gorgeous, wonderful attempt at revitalizing classic Mega Man for a new generation without compromising on the key elements that made the series so beloved in the first place. The other is Mega Man 7, a game thrown together in three months that (while miraculously stable) was rendered dull and downright messy for it. At no point playing Mega Man 7 did I think Capcom was doing anything notable or worthwhile with the formula to justify it being an SNES game, not that rushing it to market would afford the team enough space to innovate anyway. Mega Man 8 has a soccer ball. You couldn't do that on old consoles!

Alright, I'm being somewhat facetious, but I'm not kidding when I say Mega Man 7 and Mega Man 8 represent the classic series at its wort and best, respectively. Not that I always felt that way. When I first played this game on the Mega Man Anniversary Collection way back in 2004, I hated it. I was filtered out by "jump jump, slide slide" and am adult enough now to admit it, but I was also one of those people who was very dismissive over the game due to its cutscenes. I was 16 and stuck in a sad state of mind where all the media I enjoyed - including Mega Man - had to be treated with enough self-seriousness as to not embarrass me by proxy. It's taken me almost 20 years, but I now find stuff like "doctah whywee" to be very silly and fun and part of the appeal of Mega Man 8, and to correct that with a more competent dub would be akin to stealing Mega Man's soul.

Even if you still hold some animosity towards the goofy cutscenes or the jump/slide levels (which I beat first try on four hours of sleep and energized by a single can of NOS, which means they can't be that bad), I still feel that the rest of the game is a brilliant refinement of what Mega Man was up to that point. Everything just feels better than it ever has here. You have more control over Mega Man, levels are intricate and their aesthetic design is vibrant and imaginative, and robot masters are at their peak both in terms of visual and mechanical design.

I think weapon powers in Mega Man games are at their best when they also provide distinct utility for navigation, and that basically describes every weapon in Mega Man 8. Flash Bombs can light up dark areas, Tornado Hold effectively replaces R. Coil, Thunder Claw can be used as a grappling hook, and Astro Crush serves as a powerful screen-clearer, to name a few. I paid some lip to it earlier, but I also love the soccer ball power-up. For the most part it's not terribly useful, which is kind of appropriate considering how soon you get it, but it's fun kicking that thing around and watching it ricochet all over a room and take out smaller enemies. In general, I think the weapon powers just feel really good to use against enemies, especially bosses. Tangling Clown Man up with his own limbs thanks to a well-timed Tornado Hold, or annihilating Dr.Wily's Dr. Whywee's ship with a cluster of Flash Bombs results in some pretty good feedback.

My only real complaint is with the item shop, and it's barely a complaint so much as it's a matter of personal preference. You can buy items between levels using bolts, which are few and far between and generally require some ingenuity to obtain, meaning you'll likely only be able to afford so much. Some of the ways you can augment your arm cannon are cool and upgrades to the amount of weapon energy and health you're able to recover are invaluable, but I find scouring levels for bolts to be less engaging than Mega Man X's system of locating armor parts. Not only do I feel Mega Man X is better about incentivizing exploration, but having the armor pieces reflect Mega Man's growth is more interesting visually than dropping a new icon on the second page of the inventory screen.

Honorable mention to the robot master contest submissions being shown during the end credits. It's really cute and something I wish was present in the other games, though hardware limitations understandably made that impossible or at least too difficult/compromised to be worth it. It's neat seeing them side-by-side with their final designs, which of course had to drop certain elements in order to achieve a more unified design, but they're still undeniably the same characters, and I can't imagine how cool it must've been for these kids to see their robot masters in the actual game. At the risk of treading old ground, I think it's such a shame you could never do a contest like this again.

My journey back through the classic Mega Man series is nearly over. I'm going to take a brief detour into the two fighting games included in the Anniversary collection and then wrap up with Mega Man 11, and I might give the Sega Saturn version of Mega Man 8 a shot at some point in the near future, too. I hear Tengu Man's stage is totally different and it adds two previous robot masters, and I just plain like MM8 enough to do a second playthrough just to experience those small changes.

Great game. Better than Mega Man 7. Shouldn't even be up for debate. I want to confiscate and immolate every copy of that game in existence and then subject everyone to the Mega Man 8 draft and force them to play this until they like it, and if they don't then it's straight to prison!

great game but it's just soulless for me

yo cuando jump jump slide slide jump slide slide jump jide slump

Tbh didn't really enjoy this game, but before getting into that I'll say the things I did like. I like the stage select, finally changes it up from the standard grid, a lot like the last 2 GB games. I like the concept of having certain amount of power up slots and being able to customize your build (more on this in the next part). I really like the special weapons being a different button then the buster, so you can still use normal shots while a weapon is equipped. I also liked that the stage layouts encourage using the different weapons (mainly Thunder Claw and Tornado Hold) to traverse the stages. And I did actually like the sky battle sections, they weren't obnoxiously long and difficult like a certain other gimmick.
The snowboarding levels were terrible, they could have been a fun gimmick in concept but they were executed so poorly, the "jump", "slide" and Rocks scream as he falls to his death are going to haunt me for a long time lmao.
I liked the collectables in previous games but it was ridiculous here. Bolts should NOT be the collectables and there should not be a limited amount of them. Yeah I get that the point is to limit how many power ups you can get, but the game already only lets you equip up to 8 with only 1 buster upgrade you can switch out of 4. They could have just had you be able to get bolts from enemy drops like normal, be able to buy and/or find the power ups in stages and only let you equip 8 at a time so you can still customize your build. But also the levels are way too long for this, revisiting stages for collectables would have been better if you could choose to start in the middle after the continue point.
I also hate that they removed E-tanks and that you can't buy normal things from the store. The games previously were really generous with items so I never really had to buy them (besides a few W-tanks) but the option would have been nice. But still so strange E-tanks or just any tank items in general were just nonexistent.
The animated cutscenes were neat but tbh they did kinda take me out of the game, I think in game cutscenes work better for these games. Not really going to hate on it too hard but yea the voice acting was also not good, some scenes would have benefited from subtitles so you can know what they're saying.

EDIT: I just remember the Rush abilities exist, and there is a Rush heal. That might be an ok substitute for Tank items but I have no idea cause I never used them, which is my bad.

Easily the BEST MM classic for me.
It doesn't get many new features besides the fact that now we can SWIM with MegaMan, but its new "features" are now mostly present in the diverse boss stages' design.
The story is the most different and somewhat ambitious from the other ones, if I should say. We now have the "confirmation" that there are aliens in the MM universe and the story of this one revolves around Duo and an "evil energy" that he must extinguish for the sake of whatnot. Well, whatever, in the entire franchise there isn't at least one mention to Duo or the story of this game, so all that happens here is basically filler(?).
Anyway, this game is beautiful and I can easily ignore the lack of difficulty for the sake of the graphics 🥰 (btw the english dubbing sucks)

One of the weaker Mega Man titles. While the animations and stage visuals are nice to look at, almost everything else is pretty mediocre.

Poor stage design, unmemorable music, infamously bad voice acting and probably the worst implementation of the bolt system in any MM makes it a very forgettable game.

The sprites in this game are GORGEOUS

Underrated MM game. It isn't as bad as some people say. All the stages have unique gimmicks that are fun for the most part (except the boxes in clown man's stage)
Also I like the bolt system in this game the best. You don't have to grind for them instead they are hidden in the stages. Thats coooool

Same old Mega Man, lame dumb story but good gameplay.
Bosses are not memorable but levels are quite good.

First of all, the sprite work is amazing and animated to the minimun of details. So good. The animated cutscenes are a nice addition, but don't blend too well with Mega Man style of narrative as a whole. It could've been just made off sprites an text boxes with VA. But they needed to fill and use the megabytes of that CD, isn't it?

Second, this game isn't that great. The level design can strech too much for it's own good and it's for the most part flat. Mega Man itself can be very annoying with it's voice. I seriously doubt anyone in the team wanted it to make this way. It follows the childish vibe from Mega Man 7, it's annoying.

Nothing remarkable outside of that. It's still, more Mega Man. Duo was a nice addition while it lasted.

This game is really fun and entertaining throughout. Everyone knows the voice acting is funny, but the gameplay is also really fun!

The levels can feel a little long sometimes and some of the upgrades are kinda dumb (the ball is kinda dumb but also surprisingly useful out of nowhere).

Difficulty balancing feels a lot better compared to 7 as well.

This probably has the worst level design of every classic Mega Man game but the presentation is just so pretty and charming who even cares? More games that look and sound like this please.


Capturing the best elements of the previous generation elevating them in it's 32-bit glory. Well thought out stage designs, weapon upgrade shop system that have you re-visit completed stages collecting currency. Beautifully drawn animated cut scenes in the beginning and end of the game. Easter eggs throughout from the bonus artwork, characters cameos and more. Above average entry in the series.

JUMP, JUMP, SLIDE, SLIDE, DIE, DIE

I HATE THIS GAME SO MUCH, but I still weirdly enjoy it while playing. it's kinda like chicken little I guess.

I wanted to give it two stars, but the funniest voice acting in the world elevates this game's entertainment value.

I don't think the game is too bad, but it's way too gimmicky for a Mega Man title. And while I think the graphics are better than 7's, they're still not what I'd call "good", and I can't remember a single track from this installment.