Follow TV Tropes

Following

Context YMMV / MegaMan8BitDeathmatch

Go To

1* AntiClimaxBoss: The fights against [[spoiler:[[VideoGame/SuperAdventureRockman Ra Thor and Ra Devil]]]] are surprisingly easy with the right weapon, with both of them having less HP and easier attacks than you'd expect. While [[spoiler:Ra Devil]] has some tricky attacks when it TurnsRed, it's still more manageable than most of the other v6 bosses. [[https://cutstuff.net/forum/index.php?topic=11838 According to [=CutmanMike=]]], this was intentional.
2* [[AwesomeBosses/VideoGames Awesome Bosses]]:
3** The Guts Dozer, as of [=v5B=]: [[spoiler:After the player frees Guts Man from Wily's captivity, a brief but hilarious EscapeSequence occurs with the Guts Tank trailing right behind them (complete with an [[https://youtu.be/trSFe-u1jho?t=1m44s 8-bit redux]] [[WesternAnimation/MegaManRubySpears of the]] [[MemeticMutation Gutsman's Ass riff]]), forcing them to plow through a horde of Mets before making a big leap into the boss arena, which has been upgraded to a full open-space area. The battle itself would normally be your run-of-the-mill boss fight, except you have Guts Man helping out, and he's required to stun the boss with boulders so you can get in close and attack with Napalm Bomb or Flame Sword. The post-boss scene is equally epic; Elec Man and Bomb Man join in on the destruction of the Guts Dozer, with Bomb Man carving a giant pit in the ground for the player and Guts to [[DisneyVillainDeath toss the giant tank in]] and dispose of it.]]
4** The fight with [[spoiler:Sunstar]]. At first seeming like a HopelessBossFight, once [[spoiler:Sunstar]] notices that you managed to damage him slightly, he goes all out against you in one of the most intense, fast-paced, and challenging fights in the game.
5** [[spoiler:Eclipse, a giant EldritchAbomination created when the remains of the Evil Robot fuse with both Sunstar and the Wily Star. You pilot a new and improved [[HumongousMecha Gamma]] in a ''VideoGame/PunchOut''-esque BehemothBattle. When Eclipse suddenly kills you and hope seems lost, cue some rousing words from a Duo beyond the grave, and you then [[HeroicSecondWind get back up]] and hardly take any damage from Eclipse's attacks. You finish it off by punching him all the way [[HurlItIntoTheSun into the Sun]].]]
6* SugarWiki/AwesomeMusic: The [[https://www.youtube.com/watch?v=bNRhJHJEw3Y Chapter 8 final boss theme]] introduced in v3a, which plays when you fight [[spoiler:the Evil Robot]].
7* BreatherBoss: Within the BossRush that's accessible after clearing the game, [[spoiler:Proto Man]]. He's a much simpler and easier fight than the bosses directly before or after him, and there are several free health refills if you do mess up. In the campaign, this makes sense, as [[spoiler:you have to fight either the Mega Mech Shark or the team of Fake Men immediately afterward]], but this isn't the case in Boss Attack.
8* CompleteMonster--"The Advent of the Stardroids!": [[OmnicidalManiac Terra]] is the alien leader of the Stardroids who proves to be [[AdaptationalVillainy far worse]] than [[VideoGame/MegaManV his canon counterpart]]. Terra is [[EstablishingCharacterMoment first introduced]] murdering Duo, before kidnapping Dr. Wily and forcing him to build the Wily Star for Terra's ultimate plan. Terra would send his Stardroids off to enslave various robot masters, promising a cure for the Roboenza virus. Terra would eventually come to deal with the heroes himself, blowing a hole in Dr. Cossack's ship and then kidnapping Maestro, planning to kill him and then finish off everyone on the ship. Terra's ultimate plan is to revive his master Sunstar and use him to wipe out all inferior beings in the entire galaxy. Terra's last moments are him {{laughing ma|d}}nically, thinking that his omnicidal plans are about to come to fruition and relishing in watching Maestro's despair, thinking that he won't be able to stop it.
9* CreepyAwesome: [[spoiler:The Evil Robot, who is reinterpreted as essentially [[MadeOfEvil an avatar for Evil Energy]] itself, with little-to-no dialogue except as a multiplayer bot and a hallucination, which left an impression on players due to said interpretation along with his [[SignatureScene highly memorable]] boss fights.]]
10* DemonicSpiders: Bots infected with Roboenza are annoying to fight in general, but the worst of them are:
11** Type-A Roboenza bolsters the bot's damage significantly, making them much deadlier to fight. It's especially bad if the bot spontaneously contracts it in the middle of a fight, turning the tide of battle.
12** Type-W Roboenza makes all of the bot's attacks a SpreadShot with three projectiles, making it really tough to effectively dodge them. If the bot's attack is already a SpreadShot to begin with, then ''it triples the amount of projectiles anyway.'' [[OhCrap Hope you like taking nine Triple Blades to the face!]]
13** Type-I Roboenza gives the bot partial invisibility, letting them sneak up on you very easily.
14* EnsembleDarkhorse: During the early days of V5, Fakeman quickly grew a following in the active player base with many players renaming themselves after police and law-themed names and using his skin, especially when [=MM9FAK=] is being played. [[spoiler:It also helps that Fake Man himself plays a far bigger role than he did in ''Mega Man 9'', being one of the two final bosses the player can face.]]
15* {{Fanon}}: From the OptionalBoss of Chapter 13, one running piece of this is the idea that [[spoiler:[[LukeIAmYourFather Maestro was made by]] [[VideoGame/SuperAdventureRockman the alien supercomputer Ra Moon,]] [[TomatoSurprise or is otherwise connected to it.]] Maestro is extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, also knows Ra Moon's name without ever being told whereas [[MyNameIsQuestionMarks they've always needed telling in every other context]], Ra Moon's fight is said by it to be some sort of test rather than an attack which it remarks as ''successful'' in Maestro's victory, and to top it all off, the trophy earned for this victory is called "Origin"]].
16** Building off of this, some conclude that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in them for the tournament]], [[spoiler:and this is actually supported by the fact that the code controlling what weapons bots get in [[GimmickLevel Chapter 13]] contains a line [[EasterEgg that will give any bot named "Maestro"]] the Dawn Breaker.]]
17** Further supported that [[spoiler:when playing any Chapter 13 map, the player character's default weapon is always Dawn Breaker rather then the base Mega buster.]]
18* FridgeBrilliance:
19** [[PlayerCharacter Maestro's]] appearance, in how it both gives a nod to the "generic character" angle while at the same time cleverly using a trick from the franchise to make it work within a canonical context of the Classic series. There is no such generic robot in the Classic series proper, but there ''is'' in the ''Battle Network'' series, an alternate timeline to the Classic series that makes up its cast by porting over Robot Masters into [=NetNavis=]: the [=NormalNavi=]. All it takes is a reversing of this process, to take the "featureless placeholder" and ''create'' the robotic counterpart for it in the Classic series universe, instead!
20** In Version 6, Duo explains that robots from Earth are usually unable to handle his energy due to its alien nature, but [[PlayerCharacter Maestro]] is special in that they're perfectly compatible with it. [[spoiler:Considering that the V6 OptionalBoss implies that Maestro is a creation of or is somehow linked to ''Ra Moon'', it's no wonder they can handle alien energies so well.]]
21* SugarWiki/FunnyMoments: [[Funny/MegaMan8BitDeathmatch Has its own page]].
22* GameBreaker: [[GameBreaker/MegaMan8BitDeathmatch Has its own page as well]].
23* GoddamnedBats: Roboenza Type-O infected robots screw with your movement by constantly pulling you close to them, making them tricky to deal with, especially if you prefer to use weapons that rely on careful positioning like Chill Spike or Rolling Cutter.
24* GrowingTheBeard: Around v3 or v4 is where the game really begins to pick up on quality: the former for having a more-or-less original boss, the latter for using a slew of completely new sprites[[note]]there isn't a ''VideoGame/MegaManAndBass'' FC to rip sprites from[[/note]] and introducing a story exclusive to [=8BDM=] that isn't an ExcusePlot.
25* SugarWiki/HeartwarmingMoments: In the OptionalBoss of v5, one thing that became abundantly clear was that [[spoiler:you as Maestro had stolen Mega Man's life from him, whether you intended to or not, and that might well have him on the path to becoming a new Quint, desperate to try and save what he'd lost.]] However, in the climax of v6, [[spoiler:a cured Mega Man has a private talk with Maestro, and reveals that this revelation had ''already'' come for him -- but he'd managed to push those feelings down. [[TrueCompanions He considers you a friend and hero]], and [[HumbleHero so long as the world remains safe, it doesn't matter who the one doing it is]]. Hell, he manages to spin those feelings of budding resentment into a ''positive'', contemplating how incredible it is that they can be so human-like to experience such emotions.]]
26* HilariousInHindsight: In the single player campaign, just before fighting [[spoiler:Gamma]], Dr. Wily makes you fight through all of the Robot Masters of ''Mega Man 1-6'' one by one. In ''Mega Man Legacy Collection'', one of the challenges is a huge BossRush against every Robot Master from those six games one by one.
27* ItsHardSoItSucks: This has been the general reaction to the post-v4 bosses. It says a lot that '''nearly every single boss''' from v4 and v5 are covered in ThatOneBoss. Their attacks come out too fast to effectively dodge, [[DamageSpongeBoss they take tons of punishment]], and if you're fighting one of the two {{Marathon Boss}}es introduced in v5, you have to start the ''whole fight from the beginning if you die''. That's not even getting into the re-introduced BossRush mode, where if you die once, it's all over. All up against many, ''many'' bosses with OneHitKill capabilities. v5B attempts to rectify most of this by adding an Easy difficulty setting, which slows bots down and reduces damage you take from the bosses, as well as altering the BossRush by giving the player three lives for it and removing the sub-bosses.
28* MemeticMutation:
29** [=NoBass=] [[labelnote:Explanation]]After a player named [=BxR=] (standing for Bass X Roll) got banned from TSPG for harassment, many jokes arose around that shipping, as well as Bass in general, usually accompanied by a sprite of Bass behind a “no” sign.[[/labelnote]]
30** Yay, I scratched [[spoiler:Sunstar]]! [[OhCrap ...oh no,]] ''I scratched [[spoiler:Sunstar]].'' [[labelnote:Explanation, heavy spoilers]]Sunstar starts off his boss fight mostly just walking towards you menacingly and attacking every so often. Then you damage him enough that he notes that he's sustained a ''scratch''. And ''then he starts taking you seriously.'' Needless to say, the resulting reaction of relief that his first phase is over followed by panic over Sunstar no longer screwing around is fairly common amongst players fighting him for the first time.[[/labelnote]]
31* NightmareFuel: [[NightmareFuel/MegaMan8BitDeathmatch Has its own page]].
32* RescuedFromTheScrappyHeap:
33** Many of the original series' ScrappyWeapon[=s=] were completely refurbished and improved on in this game. The Hyper Bomb, Leaf Shield, Top Spin, and Power Stone are good examples.
34** Quint was largely hated in ''VideoGame/MegaManII'' due to being [[AntiClimaxBoss underwhelming]] as a boss encounter, [[TheyWastedAPerfectlyGoodPlot wasting]] the idea of a time-displaced Mega Man as a boss fight, and the weapon you get not being worth the effort. His reinterpretation in ''8-Bit Deathmatch'', however, is well-liked, [[spoiler:not only doing the concept of fighting a [[FutureBadass future Mega Man]] justice, with a five phase fight, but also for managing to make the character [[TheWoobie tragic and pitiable]], and tweaking Sakugarne to work better.]]
35* ScrappyMechanic: The wave bikes in Wave Man's stage. They travel very fast, and when you crash into a wall, you can sometimes ''die instantly'' instead of being thrown up into the air first because of server lag.
36* ShockingMoments:
37** The appearance of the [[spoiler:Evil Robot]] in the ''Mega Man 8'' chapter is probably the original SignatureScene and GrowingTheBeard moment of 8 Bit Deathmatch, to the point of it being well-known in most fangame circles and the likely origin of [[spoiler:[[NamedByTheAdaptation Trio's]]]] [[EnsembleDarkhorse fan popularity]].
38** The moody ambience is strong in the ''Mega Man 10'' Wily Castle level, with the rain pouring, the Silent Rain track playing, and the only other opponent visible in the map being a solitary Sniper Joe. Once you frag him, however, the much more energetic Abandoned Memory kicks in and six opponents join the fray... and then ''all of them'' contract Roboenza simultaneously, when it's usually one at a time.
39** The final boss fought at the end of Chapter 12 might be unexpected, as [[spoiler:it is a Game Boy final boss in a chapter for ''Mega Man 10'']]. What propels it into shocking territory is the second phase, where [[spoiler:Duo and King team up with you to try to take Wily down once and for all]]. The cutscene after it qualifies as well, since [[spoiler:Terra establishes his immediate, ''Anime/DragonBallZ''-esque dangerousness by killing Duo with little effort]].
40** The duel with [[spoiler:Sunstar]] firmly establishes how incredibly powerful he is, and that nothing will ever surpass his strength. [[spoiler:And then, in the post-fight cutscene where the Game Boy games give him his RedemptionEqualsDeath moment, expectations are subverted when the remains of the Evil Robot latch onto Sunstar's head, force a DemonicPosession, and then readies up to fight you again, bringing down the entire Wily Star once outlasted as well.]]
41* ThatOneAttack:
42** For the Genesis Unit, their Attack Pattern Delta (or [[BuffySpeak "Delta attack thingie"]], as Hyper Storm H calls it). Buster Rod G jumps back and forth and constantly creates clones of himself that move towards the other side of the room, while Hyper Storm H vacuums you towards him. It'd already be hard enough to dodge the clones with the vacuum effect in play, but Mega Water S also constantly creates water spouts near your position, forcing you to stay on the move and dodge them as well.
43** [[spoiler:Sunstar]] has tons of these, but special mention goes to ''Nova Beam'', his WaveMotionGun attack. He'll charge up for a bit, then fire a huge laser at you that will lop off over half your health if it lands a direct hit. It's tricky to jump out of the way in time, and later in the fight, he'll start turning from side to side while firing it, so you'll have to jump over it many times in succession.
44* ThatOneBoss: [[ThatOneBoss/MegaMan8BitDeathmatch Has its own page here]].
45* ThatOneLevel:
46** Until their eventual revamps, both Cut Man and Spring Man's maps got this treatment. The former due to its small, compressed size due to its role as an intro map and the latter because of the sheer volume of springs present with very little stable ground.
47** The team deathmatch levels for the ''VideoGame/MegaManAndBass'' and ''VideoGame/MegaManTheWilyWars'' chapters, for the most part, can be fairly challenging due to the enemy team outnumbering yours, and your allies have the same tendency to suffer from ArtificialStupidity as the enemy. Unless you get weapons suited for group fights, some of these levels can be brutal.
48** [[spoiler:The Fakemen chase sequence in the final boss stage that occurs only if you attempt to enter the blue door with the Fakeman inside of it on any playthrough beyond the first (or change your graphics settings to Software instead of MediaNotes/OpenGL). You're being chased and fired upon by four Fakemen in police cruisers that are capable of spawning small groups of Fakemen on police bikes and flying Fakemen. You're on the back of Auto's truck, which is fairly small (even when he extends the truck's platforms to give you more moving room), making dodging all of the bullets fairly difficult even if you're trying your damnedest to not get shot. Auto will also periodically throw out weapons, health and weapon energy to give you a fighting chance. The problem with that is that the weapons he ''does'' give you aren't a whole lot of help in fighting off the Fakemen (aside from the Ballade Cracker), the health and weapon energy tends to come out in small doses when you're probably using more than what the small capsules give back, and at one point he accidentally throws four useful weapons (Remote Mine, Gyro Attack, Hard Knuckle and Super Arm) out too far and end up giving two of the Fakemen the weapons instead (while the latter two weapons completely miss the truck and the Fakemen entirely, effectively wasting them), and given that robot master weapons tend to do much more damage than the standard buster shots, it makes an already difficult escape sequence even more difficult to survive. To top it all off, if you die at '''any''' point in the chase (even if you're literally just a few moments away from the end of it), ''[[CheckpointStarvation you have to start the entire chase all over again.]]'']]
49** In the ''VideoGame/MegaManV'' campaign, Mars’s stage. It’s a cramped environment with little space to maneuver and plenty of opportunities to get cornered, and the enemy robots, especially Crash Man, are packing powerful weapons. Additionally, your AI ally, Skull Man, is pretty useless compared to most others. Fortunately, Mars himself is a fairly easy fight once the level is done.
50** Another ''V'' example: Saturn's stage. The only area that isn't a tight corridor is a central room with lots of low-gravity environments... which turns Gravity Man's chip damage attacks into a lethal MeteorMove. Besides him, your opponents are Charge Man (who Charge Kicks and gets into your face really fast), Napalm Man (deals tons of damage and creates an unsafe area to move in from his grenades), and Flame Man (same as Napalm Man, but with Flame Blast). Thankfully, like Mars above, Saturn is easily defeated once the other robots are dealt with.
51** One more ''Mega Man V'' example, [[spoiler:the third Wily Star level, themed after Ballade. It has yet another tight environment, and your opponents are once again very lethal: Astro Man will deal a ton of damage if you get anywhere near him, Grenade Man's explosives deal lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb explosion. Also, unlike the above two stages, you'll still have to take down Enker, Punk, and Ballade one last time once you beat the others. It gets even worse if you're trying to get the Ballade Cracker weapon, as now you have to [[EscortMission keep Bass alive]] through all this in order to unlock it.]]
52* ThatOneSidequest:
53** Collecting all of the weapons in chapter 13. While farming enough bolts to get most of them isn't that bad, getting the Mega Man Killers' weapons is a big challenge; [[spoiler:you have to [[EscortMission keep your AI allies alive]] in the three Wily Star levels]]. Even once you have those and [[spoiler:the Dawn Breaker]], you'll still be missing two weapons. [[spoiler:Sakugarne can be found in one Wily Star level in a location that's not too hard to get to, but the Mega Ball is a massive example of GuideDangIt, being found on a random ledge in Jupiter's stage.]]
54** Getting [[spoiler:the strange artifact in Snake Man's stage]] is frustrating for the same reason getting Ground Man's CD in ''VideoGame/MegaManAndBass'' is frustrating: you have to summon Rush in a small area that's vulnerable to enemy fire, then protect him while he finishes his long burrowing animation and the other bots try their best to gun him down.
55* UnexpectedCharacter:
56** [[spoiler:The Evil Robot]] from ''VideoGame/MegaMan8'' is the FinalBoss of the ''8'' arc. Especially since he [[GiantSpaceFleaFromNowhere comes in with little-to-no foreshadowing]]. [[spoiler:A double-whammy, too, as he makes an equally-unexpected reappearance in the ''V'' chapter despite seemingly dying last time he appeared.]]
57** The cast of ''VideoGame/MegaManAndBass'', due to the fact the game had used fangame versions of ''7'' and ''8'''s casts up to that point (meaning that all of the characters that show up in that arc are completely made from scratch), along with an appearance by [[spoiler:the Genesis Unit, from ''The Wily Wars'']].
58** The cast of ''VideoGame/MegaManV'' in Version 6, due them being initially planned for Version 7 before Capcom announced ''VideoGame/MegaMan11'', and the ''8BDM'' developers not revealing how they would handle it until the 10th anniversary of the game.
59* SugarWiki/VisualEffectsOfAwesome: While Gamma looked neat, his being a flat sprite made him look more like a well-drawn advancing billboard. On the other hand, Chapter 12's boss, [[spoiler:the Wily Iron Golem]], is an incredibly convincing 3D rendition of the original boss done solely through layers of sprites in front of each other.

Top