Mega Man 8 Playthrough (w/Commentary) Part 1/8: Eighth Lesson - The Ancient Art of Bōrujanpu-hō
NOTE: PLEASE READ THE DESCRIPTIONS BEFORE VIEWING
Or "ball jumping technique," technically speaking.
Today, folks, I'm beginning my playthrough of the eight installment of the classic Mega Man series, aptly called Mega Man 8. It's been quite sometime since I played this game, so this will be one hell of an experience. Not to mention that I fool around with a technique that is common knowledge, but something I've really never tried before.
As for the story of Mega Man 8, it basically goes as such: "Two mysterious robots battle in space in a classic good (blue bot) vs. evil (purple bot) deathmatch. After a heated exchange, the purple bot gets severely damage and, with the blue bot giving chase, head directly to Earth.
Meanwhile, actually IN Earth, Bass and Megaman fight to "settle things," but Mega Man gets a call from Dr. Light as Megaman gets the upper hand on Bass yet again. Dr. Light just so happened to catch glimpse of a "metor" that falls to Earth on a lone island and wants Mega Man to investigate. After the investigation, Mega Man catches Wily with a mysterious container in which he claims is more powerful than anything he had on hand, and he eventually escapes with said container. Upon Mega Man's departure, he discovers a robot, the blue one, lying down in the dirt at the point of impact and requests him to be rescued and repaired.
What is the purpose for this blue robot's arrival? What is the true threat that was in the container that Wily picked up? What is the history that connects the blue robot and the container, and what importance do they have for Mega Man? Find out as we go along with the playthrough of Mega Man 8."
Now, on to my opinion of Mega Man 8: Personally, I think it is an average entry in the series, but not the worst as some (or most) may say. The graphics are well done for being a 2D-styled game for the 32-bit era. Movement can be a bit sluggish with one hell of a long charge time for the Mega Buster, but some of that can be fixed with enhancements as you play along. As for the music, I liked it while others call it the weakest collection of themes of the classic franchise. All in all, it's an average game; not good, but not bad, either.
Finally, this playthrough series will include my own special brand of fail that is called, "commentary." Yes, you must relive the nightmare yet again. [insert generic evil laugh here] So, as per the usual protocol, expect no stage notes due to the commentary. With that all said, enjoy the "crap," er, "torture," uh... just watch the playthrough. And yes, that is what is called in Japanese; I've done my research. So yeah.
This part of the playthrough contains the Intro Stage and Tengu Man's stage... as well as some "epic" cutscenes! (Note: Sorry if I don't sound all that into it. It's been a long day, and I dragged it along as best as I could. I'll try to improve on that in the next part.)
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