Other
Items
Mega Man 8 had a whole
slew of its own special items, each of them having to be acquired at
Mega Man's home using bolts. Mega Man and Bass shared many of
those same items—but it had some unique
items for Bass as well. Below are those items. Descriptions of what
they did in both games will be combined into one.
Color Key:
[Blue
= Mega Man] [Gray = Bass] [Red
= both]
Quint Blast- Allows Mega Man to shoot 5 Mega-buster
shots at once.
Laser Charge- When Mega Man charges up the Mega-buster,
it shoots out a piercing laser instead of a normal blast.
Arrow Charge- When Mega Man charges up the Mega-buster,
it shoots out an arrow instead of a normal blast.
Energy Convertor- If Mega Man's meter is full
when he collects energy, it transfers over, becoming weapon energy for
the weapon that needs it most.
Auto Charge- Allows Mega Man to charge his Mega-buster
without holding down the button.
Super Auto Charge- Mega Man's energy will restore
as he stands still.
Beat- Beat will fly overhead and drop down a protective
forcefield for Mega Man to use.
CD- Contains information on all of the robot bosses
Wily and Light have created over time.
CD Finder- At the beginning of a stage, it maps
out where all the CDs are hidden.
Roll Contactor- Contacts roll for some advice
or other information.
Crisis Boost- When Mega Man's energy is low, his
Mega-buster power increases as he enters survival mode.
Flip Top- Eddie will transport in and give Mega
Man a power-up.
Power Generate- Decreases the amount of energy
that weapons use.
Quick Charge- Allows Mega Man to charge up his Mega-buster faster.
Search Light- Tells you how many CDs remain hidden
on a given stage.
Recovery- Doubles the amount of energy received
by collecting energy pellets.
Rush Search- Rush will transport in and help in
either pointing out where a hidden item is located or by digging up
some treasure.
Shield Item- Reduces the damage Mega Man takes
from getting hit, or it stops Mega Man from being knocked back when
hit.
Spike Walk- Allows Mega Man to fall into spikes
once without dying.
Surprise- Makes a surprise shell appear.
Damage Transfer- When hit, this item will allow
the damage caused to generate into weapon energy for Mega Man.
Weakness Communication- Roll will assist by pointing
out robot bosses' weaknesses.
Charge Power- Increases both the size and strength
of Bass' Bass-buster shots; for Mega Man, fires 3 Mega-buster shots
at once.
Climb Boost- Allows Bass and Mega Man to climb
up ladders faster.
Power Dash- Allows Mega Man and Bass to dash farther
than usual.
Sonic Shot- Allows Bass to fire through walls.
Combine Attack- Treble transports in and combines
his power with Bass', allowing him to fly.
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