any% in 53:20 by Obdajr (MMAC, PS2)
any% in 54:41 by Nijikutsu (虹靴) (PS1) (Video will get reencoded and uploaded sometime soon--bug Yggdrizzle if it doesn't get done)
Note: timing differences between versions give PS2 an advantage
Obdajr will test soon to see the timing differences.
Boss Damage TableEdit
|Mega Man 8 Boss Damage Chart|
|Mega Buster||Mega Ball||Tornado Hold||Astro Crush||Flame Sword||Thunder Claw||Homing Sniper||Ice Wave||Flash Bomb||Water Balloon||Rush Bike||Rush Bomber|
|Bass and Treble||1:?:2||1||1:1||3||1||1||0||1||1||1||1||1|
|Wily Machine 8||1:?:2||2||1:0||4||2||1||0||1||1||2||1||0|
- Damage data values in this chart were obtained from the Sony PlayStation version of Mega Man 8 with the exception of Cut Man and Wood Man, Saturn-exclusive bosses. Damage values for the Sega Saturn version may vary.
- For Mega Buster, the first number is damage done when the weapon is fired normally; the second number is damage done when the weapon is partially-charged; third number is damage done when the weapon is charged up.
- Laser and Arrow Shots are not listed separately as a Laser Shot inflicts the same damage as a half-charged Mega Buster shot, and an Arrow Shot inflicts the same damage as a fully-charged Mega Buster shot.
- For Special Weapons that are capable of inflicting multiple hits on a target such as Tornado Hold or Flash Bomb, the values listed is the amount of damage done per hit, not the total amount inflicted.
- An exception to this rule is Astro Crush, which values are listed as the total amount, because the Weapon strikes multiple times on the entire screen regardless of the current position of the enemy.
- For Tornado Hold, the first number is damage inflicted from hitting the boss with the fan; the second number is damage dealt from the tornado it creates.
- Interestingly, the first damage value for Tornado Hold matches the amount of damage inflicted from that of an uncharged Mega Buster shot.
- For Grenade Man, hitting him with his own Flash Bombs by deflecting them back with Thunder Claw inflicts the same amount of damage as hitting him directly with it.
- For Atetemino, Mega Ball and Ice Wave are the only two Special Weapons capable of inflicting damage to it under normal circumstances. However, the player can still damage it with most other Special Weapons by firing Tornado Hold underneath it, allowing Mega Man to take damage from contacting Atetemino from below as he rises upwards, using the temporary invincibility to pass through the boss and giving the player an opportunity to fire the desired Special Weapon or even the Mega Buster at the boss's head as Mega Man makes his way down. This method is not recommended however, as most other Special Weapons inflict minimal damage against it.
- Alternatively, it is possible to damage Atetemino with the Mega Buster if the Arrow Shot is bought and activated. By shooting a Charge Shot at one of the crates when lined up with Atetemino and is on the ground, it is possible for the subsequent shots to hit Atetemino for two units of damage.
- For Bliking, it is the only boss in the game to take different amounts of damage from each strike from the same Special Weapon (i.e., Flame Sword inflicts 3 units of damage, 2 the next, 3, etc.), hence most data values are listed in fractions.
- For damage values from Mega Man's helpers, Rush's cannon shots will inflict 1½ units of damage against Bliking; Eddie's bombs will inflict 2; Auto's missiles will inflict 2, and Beat will inflict 1½.
- Bass is the only boss in the game which Astro Crush can strike three times against (as opposed to two).
- Credit goes to Twilight Man from MMKB for damage values.
- Grenade Man
- Frost Man
- Tengu Man
- Clown Man
- Astro Man
- Aqua Man
- Sword Man
- Search Man
Grenade Man: Beginning of second half. Jump off at last exploding platforms to elevate up to platform with fire Mettaur.
Frost Man: Beginning of second half. Jump off when you have to start going up.
Clown Man: Beginning of first half. Go as far as you can until Rush retreats. (forced retreat after train section)
Search Man: Beginning of first half. Go the lower route in the fourth area until you encounter a bunch of electric spiky blockades. Jump off Rush Bike and use Mega Ball to go over those.
Possible second spot was the area right before the boss room. However, time trials with and without Rush Bike on Anniversary Collection show this to be slower due to the long amount of time it takes to pause and unpause the game. Not confirmed on PSX and Saturn versions.
Astro Man: Beginning of first half. Go until you reach the first ladder in the second area.
Wherever you can go up faster than by climbing a ladder or jumping over obstacles normally out of reach with a regular jump. To do the Mega Ball jump, you will want to hold down the jump button as you make contact with the Mega Ball, whether on the ground or in midair.
Some notable ones are as follows:
Frost Man: On the snowboarding segments, you can use Mega Ball jump to get an extra boost on some of the harder jumps, specifically the last jump in the second Snowboarding segment.
Also, upon leaving Rush Bike in the second half, you can immediately use Mega Ball jumps to start your ascent.
Tengu Man: The floating spikes rooms where you normally use the bubble to climb. You will likely take damage, but you can still use Mega Ball jumps to climb even after getting hit.
NOTE: When you reach the exit at the top, come out either at the left or right edge of the exit. If you come out the center exit, you will be unable to turn and will subsequently fall and die. There is a chance that if you die here you will be respawned shortly after (if you have enough lives).
Clown Man: Two areas before the boss room, there is an ascent involving bell ringers and teleporting platforms. You can use Mega Ball to skip all of this. If you want to avoid losing progress or time by hitting a warp platform, hit an X or O platform.
Sword Man: At the beginning of the second half, use Mega Ball jumps (about 5) back to back to skip using the lava platform to climb. Since they need to be back to back, you can hold down the jump button while shooting out Mega Balls near the peak of each jump, and that should give you enough height to clear the lava pillar.
Do the same on the second lava platform area a few areas into the second half. You will want to move the platform a little to the right before using Mega Ball jumps.
Astro Man: Use Mega Ball jumps to travel and skip around the second area in both the first and second halves (the area where you have to press switches to move platforms). Also use Mega Ball jumps in the first area of the second half. This part is a little bit trickier. Use speed run videos for reference.
Aqua Man: Upon exiting the water at some points in both the first half and the second half, you can use Mega Balls to ascend faster than ladders will allow.
Wily Stage 1: Use Mega Balls to cross gaps if Thunder Claw seems inconvenient to use.
Wily Stage 3: When you get to the first vertical section of the stage, use Mega Balls primarily on the right side to climb faster and past many of the bomb timer platforms. Mega Ball jumps are also used on the horizontal section after that to cross faster and reach the ladder (rather than waiting for the robot to throw the giant rock to jump on).
Mega Man Anniversary CollectionEdit
MMAC takes out the loading screens that are present in the PSX version. However, the pause menu and level transitions are slower than the PSX version due to a longer graphical transition. In some cases, this makes accessing the Rush Bike faster than regular movement.
Between different consoles on MMAC, PS2 appears to be the fastest of the three consoles. Some lag is noticeable compared to the original PSX, but it is much less in the PS2 version than the GCN or XBOX versions.