Video Game / Mega Man 8-Bit Deathmatch

http://static.tvtropes.org/pmwiki/pub/images/MM8BDMScreen_7156.png

Mega Man 8-Bit Deathmatch is a Mega Man (Classic) themed multiplayer Game Mod for the Zandronum (previously Skulltag) engine, which itself is a Game Mod of Doom. It was first released in October 2010 from CutmanMike, who previously made Ghouls vs. Humans, and it fully focuses on typical multiplayer gameplay such as Deathmatch, Team Deathmatch, Capture the Flag and so on.

It takes place after Mega Man 6, when the real Mr. Xnote  hosts the second annual Robot Master tournament. With Dr. Light's consent, all robots entering must be refitted with Mega Man's powers, to ensure fair competition. However, Dr. Wily sees this as a brilliant opportunity to prove his genius, and enters all of his robots in the tournament. Mega Man, not trusting Dr. Wily in the tournament, decides to enter, but since he can't watch over every match, Dr. Light enters his robots as well. The Player Character, a generic robot by the name of Maestronote , agrees to work with Dr. Light and investigate Dr. Wily's activities in the tournament.

The game's stages, skins and weapons are based off of the first six Mega Man games on the NES, with an update in June 2011 that added content from Mega Man 7, borrowing the 8-bit graphics from the fan made Rockman 7 FC. A new update, released on December 21 2012, added aditional content from Mega Man 8, also borrowing graphics from Rockman 8 FC, while retroactively adding content from Mega Man Powered Up to the Mega Man 1 chapter. A fourth update, released on May 17, 2014, chronicles the events of Mega Man & Bass (as well as Wily Tower from the Video Game Remake, Mega Man: The Wily Wars), but unlike the previous two updates, it doesn't borrow graphics from a retraux version (as there are no "Famicomized" versions of either game), instead opting to use sprites done up from scratch. Version 5 arrived on July 29th, 2016 and covers the plot of Mega Man 9. Future expansions will focus on Mega Man 10 and Mega Man V.

It has its own single player campaign, which pits the player against computer bots. There are currently eleven chapters (the first six being the main story, and the other five using the non-NES games as a basis), and each chapter features a series of predefined deathmatches before the player faces the chapter boss, though some chapters feature boss battles after certain deathmatch stages.

It can be found here and does not require Doom.

Now has its own wiki HERE!

The vanilla game alone has examples of:

  • Actually a Doombot: Post v5, if the player fights and defeats the Wily Capsule, Wily begins to beg for mercy like usual... until his head starts bouncing around on a spring, revealing it to be a robotic fake.
  • Adaptational Badass: Quint. In Mega Man II, he's easily dispatched with a predictable pattern, and Sakurgarne is relatively useless. In 8-Bit Deathmatch, he's about as exactly what you'd really expect from a future Mega Man, taking five transitions to beat, gradually becoming more powerful over the fight, being very durable, and Sakugarne is very helpful as support to him in battle.
  • Adapted Out: In Version 5A, the plot point of Dr. Light being arrested during the events of Mega Man 9 was dropped from this game's retelling. Version 5B adds a new cutscene system to the lab, allowing this plot detail to be brought back.
  • Advancing Boss of Doom: Prior to 5b, the Guts-Dozer chases the player down an endless path while being fought. In 5b, the path is much shorter as you and Guts Man escape out of it... with the Guts-Dozer following you as well.
  • Alternate Continuity:
    • Anyone with enough info on the original series can tell you that Mr. X was Wily's Evil Mentor... except not at all, because it was really just Dr. Wily in disguise. Here, not only does Mr. X actually exist, but he's entirely benign and was more Mugged for Disguise by Wily instead. Hey, someone needed to get things going!note 
    • The Evil Energy plot doesn't remain exclusive to Mega Man 8. As revealed at the end of the Wily Tower chapter, and in The Stinger for the Mega Man 8 chapter, Dr. Wily reveals that he has retained some samples of Evil Energy, and is planning to refine it into a more controllable form, including using it to create and spread Roboenza during the climax of the Mega Man 9 chapter, setting up the stage for Mega Man 10.
    • The fact that Maestro takes over Mega Man's role as The Hero in Mega Man 7 and beyond is a plot point in the secret battle against Quint, who attempts to erase them from the timeline and restore it to how it originally was.
  • Arc Welding:
    • The Mega Man & Bass chapter does this with Mega Man 9 (with the expiration date law serving as the basis of King's rebellion) and Wily Tower.
    • The Mega Man 9 chapter, likewise, does this with Mega Man 10, with Wily spreading Evil Energy across the world, which will take the form of the Roboenza virus and infect everyone.
  • Artificial Stupidity: Unfortunately, the bots are not the best things around, due to the limited bot support in Zandronum. This leads to such incapabilities such as being unable to chase players up ladders, and running on the spot over cliff edges. Thankfully, the latter has mostly been rectified in v3a now, with bots trying to "look" for any opponents if stuck on a ledge, although unfortunately it doesn't work in certain spots.
    • Bots aren't really able to utilise weapons that aren't just "aim and shoot". Expect to see bots attempting to use melee weapons at long range or just running around dropping Mega Balls everywhere without attempting to kick them.
  • Ascended Extra:
    • Skinsnote , bots and weapons from the fan made Mega Man Powered Up expansion made it into the core game in v3.
    • In so far as one of the fortress bosses can be considered this, the Mega Mech Shark from Wily Castle 2 in Mega Man 9 makes a surprise appearance as one of the two final bosses of Version 5. It also plays a pivotal role in setting the stage for the events of Mega Man 10.
  • Awesome, but Impractical: The Time Stopper. Prior to 5b, it freezes all players except you for a few seconds, but leaves you unable to attack. As many players also dislike being frozen in place, it is the rarest weapon in the game, only appearing in three maps at the most. Before 5b, it's also automatically removed from your weapon selection after usage and the powerup for it has to regenerate after a lenghty time after it is picked up by a player. As of 5b, the Time Stopper is still like this but upon usage, it temporary freezes players around you instead of all around the stage and completely depletes all your weapon energy for it.
  • The Bad Guy Wins: V5 ends with an outbreak of Roboenza, Mega Man and Proto Man being quarantined, Dr. Light being unable to develop a definite cure, and Dr. Wily gloating over his victory.
  • Bad Vibrations: During the finale of chapter 6, Wily begins approaching the building inside Gamma. During the breaks in-between the Robot Master gauntlet, the ground periodically shakes from its approaching footsteps, getting increasingly violent the further you progress and the closer he gets, to the point that small debris starts raining down from the ceiling. Oddly enough, the vibrations pause during the actual battles.
  • Bait-and-Switch Boss: Happens at the end of Chapter 4, whether you're playing pre- or post-V5B. In the pre-V5B builds, the fight starts you off right in front of the Cockroach Twins (the third Cossack Stage boss in Mega Man 4)...before both get crushed by the real boss of Chapter 4, the Metool Daddy. In V5B and beyond, you initially start off looking like you're gonna square off against a Power Muscler before the Cossack Catcher drops down and crushes it.
    • At the end of the Robot Master gauntlet in V5B, the fake Mega Man shows up a fourth time to challenge you to one more battle with him, even speaking with you extensively before the fight like the previous three times...then Gamma punches a hole through the building and destroys him in the process before transitioning to the proper final battle.
  • Berserk Button: Buster Rod G gets offended when King calls him a filthy ape.
  • Blackout Basement: Brightman's stage, which features an "enemy" that when shot at, plunges the stage into darkness. Another "enemy" appears and lights it back up again when destroyed. The V5 update features a section of Plug Man's stage that's permanently dark.
  • Blinded by the Light: As of v3a, Flash Stopper is this. Ironically, Flash Bomb isn't, which is specially strange considering Frostman's reaction to it in Mega Man 8, although it does cause a blinding Interface Screw if you are caught in the middle of one.
  • Bonus Boss:
    • In the single player campaign, if you beat Flashman, Drillman, and Knightman's stages quick enough, you'll fight Enker, Punk and Ballade retrospectively. If you beat them, you'll keep their retrospective weapon for the rest of the chapter. Well, if you can beat them, that is. Did we mention that you only get one try against them?
    • Quint in V5, accessed through a portal in the waterfall at Dr. Light's lab after beating the MM9 chapter.
    • The Wily Capsule was the original boss for Chapter 7, but got replaced by Bass for version 5. You can still fight it if you beat both of Bass's forms without using the Super Adapter. Considering people think Bass is one of the hardest bosses in the game, that'll probably take a while.
  • Boring, but Practical: The Needle Cannon, and possibly Yamato Spear and Quick Boomerang qualifies as this. Their function is very simple when compared on most other weapons; Has better damage and better rate of fire than the default weapon. The Yamato Spear can penetrate through enemies and Quick Boomerang has a faster rate of fire, but has a low range.
  • Boss Banter: Most of the bots do this. Surprisingly, none of the actual single player bosses speak while you fight them. Some of them have Pre-Asskicking One-Liner, though.
  • Boss-Only Level: The map titled in-game as Unknown is a specially designed map where all the single player bosses are fought in "separate" areas. In fact, attempting to play a normal multiplayer game on it will automatically redirect all players to Cut Man's map. Two more Unknown maps were added in V5 to house its new bosses.
    • Has been averted more than once when people figured out they could set a variable to allow teleportation straight to the bosses.
  • Boss Rush:
    • Sorta happens near the end of single player. At the end of chapter six, before the Final Boss, you fight all the Robot Masters from Mega Man 1-6 one by one with them equipped with their own weapons.
    • A straighter example can be unlocked once Plug Man returns to the Lab and the main campaign is beaten, which takes the player through all the main bosses in single player (except for Wily's robot army and the Mega Mech Shark).
  • Bottomless Magazines: Mega Buster, Proto Buster, Bass Buster, Duo Fist, Super Rush Adaptor and Instagib Metal Blade.
    • Bots are given this ability with ANY weapon.
  • Bottomless Pits: All over the place.
  • Brick Joke: Pressing the "QUIT GAME" button from the main menu will provide a random text message before confirming whether or not you actually wanted to quit, and one possible message is "Press 'N' to unlock Splash Woman's secret outfit!" (of course, pressing N would exit the quit game screen and do nothing else). Though that message has been included in the game since early in development, in the V5 update, you can find Splash Woman in Dr. Light's lab and finally ask her about said secret outfit.
    Splash Woman: My... secret outfit?
    I'm afraid I don't know what you're talking about.
  • But Thou Must!: As of v5B, during the cutscene before the Yellow Devil fight, a mysterious silhouette offers you to join him, at which point you regain control of your character. However, an invisible wall prevents you from approaching him, meaning you can only 'back' away from his offer, so to speak.
  • The Computer Is a Cheating Bastard: Bots get infinite ammo for their weapons. This was done because bots were not programmed to pickup weapon energy, though. They can also see through certain degrees of invisibility, have a high accuracy, and can jump ultra high if close to a ledge they can jump on.
  • Call Forward:
    • It is rare, though possible, to acquire Solar Blaze from Mega Man 10 from Eddie or as a starting loadout weapon in LMS which is otherwise not present as a stationary collectable weapon as the core game only covers up to MM9. The weapon is also obtainable during the third phase of Quint's battle, where he takes the player into the near future.
    • In the aforementioned Quint boss, the battle transitions to Solar Man's stage for Phase 3, and Mega Man X's opening stage for Phase 4.
  • Classic Cheat Code: The usual cheat codes from Doom can be entered. Even then, the IDDQD cheat does not protect you from telefrags, nor the laser beams in Quickman's stage, nor Metool Daddy stomping you flat.
  • Climax Boss: Gamma, past Version 1.
  • Clown Car: The police cars in the Fake Men chase sequence not only hold the numerous Fake Men that you'll be blasting away during the fight, they also hold the motorcycles and the Bunby Catchers that carry the Fake Men.
  • Colour-Coded for Your Convenience: The players change colour to match what weapon they're currently using. In team based game modes, the players are coloured to match what side they're on instead.
  • Combination Attack: The Genesis Unit have three during their boss battle.
  • Composite Character: Duo's boss fight is how he would fight in Mega Man 8 proper (ricocheting off the walls and trying to do a close range shockwave punch), but with an added attack where he fires his hand at you (and this is how it works if his fist is acquired) much like his playable Power Fighters incarnation.
  • Crosshair Aware:
    • The Evil Robot's version of Homing Sniper tracks the player down with this.
    • You can see another player's Homing Sniper crosshair popping up if you are walking back while looking at the missiles.
  • Demoted to Extra:
    • Arguably, Mr. X. After the main campaign spanning the first six Mega Man titles is finished, he no longer serves a major role in the game's lore and effectively disappears. Metagame-wise, starting from V4, the Purple Team (changed to yellow in V5) is represented by King as opposed to Mr. X.
    • A few stage examples with MM1DW2 and MM7DW2-4 formerly being part of the campaign, but are now simply bonus content. This likely has more to do with keeping the pacing of the campaign streamlined instead of forcing players to play through three extra stages just to fight the chapter boss.
    • Likewise, the Wily Capsule boss in the Mega Man 7 chapter is replaced with Bass in v5. However, if you beat Bass without using the Super Adaptor, you'll be able to fight the Wily Capsule like in the previous versions.
  • Destination Defenestration: How the Genesis Unit dispatches King after his boss fight. He gets better.
  • Developers' Foresight:
    • In Gemini Man's map, there is a structure on the boundary of the map that Proto Man destroyed in Mega Man 3 to allow Mega Man to continue through the stage. If the player cheats to get the Proto Buster (the map doesn't have it otherwise), the structure can be destroyed with it.
    • In Wave Man's map, the Wave Bikes are destroyed when they crash into a wall. In any class-based mod, if a player with the ability to reach the ledge through jumping, double-jumping, or flight attempts to bring a Wave Bike into an interior section, the Wave Bike explodes anyway. However, if the player is teleported into the interiors, the bikes will only explode without touching the walls if they are brought through the hallways leading to the exteriors.
    • There are a few weapons that can't inflict damage or score kills. However, they still have death messages as these are (for most of the part) generated depending on your current weapon.
    • Normally you can find Splash Woman in the pond in front of Dr. Light's lab. But when it's snowing outside, you can instead find her in one of the showers in the basement.
    • When you're using the Jewel Man skin and talk to him in Dr. Light's lab, he'll say "Oh my! Who's that handsome devil?"
  • Disc One Final Boss:
    • Any of the current final bosses become one when a new expansion is released.
    • For an in-expansion example; King in Version 4.
  • Distant Finale: The first ending of the game (after the MM6 chapter) features the Player Character immortalized as a golden robot displayed at the Robot Master Museum for everything he has done.
    Technology raced ahead
    Wars were fought
    Earth was never the same

    But during Earth's darkest times, new heroes looked back to the past, to remember the one who managed to over come the greatest of challenges.

    ... The one called, Maestro.
  • Doppelgänger: Wily to Mr. X, considering their similar facial structures (and Mr. X being far nicer than Wily has ever been).
  • Dual Boss:
    • Chapter 10 ends with a battle against the entire Genesis Unit.
    • In V5B, a Metool driving the Cossack Catcher serves as the boss of Chapter 4. Halfway through, it pulls the fearsome Metool Daddy out of the scrap heap, who has a separate health bar (and, ironically, is no longer nowhere near as difficult to beat as he was in prior builds).
    • Chapter 5's boss also gets the full V5B spitshine, where after Darkman 4's health drops to a third, he summons the other three Darkmen to finish you off. Luckily, Proto Man drops in before they can do the deed, turning the fight into a hectic two-on-four affair.
  • Early-Bird Cameo: Bass shows up in the final boss area as one of the robots in attendance at the tournament's trophy presentation ceremony a chapter before you fight him. Additionally, after Gamma is destroyed, he and Treble show up to rescue Dr. Wily, and he reluctantly lets your heavily damaged character go recover from the final battle...so that he can have the pleasure of knocking you down a peg himself.
  • Early Installment Weirdness:
    • The MM7 expansion, being the game's first expansion, felt less like a continuation of the game's storyline, and more like being there for the sake of Extended Gameplay. In fact, when it was first added to the game, it was completely separate from the main campaign. Each expansion afterwards made the MM7 campaign mandatory, but it still stood out from lack of story development, as the campaign scenarios afterward are part of a continuous storyline, with V3 having a stinger promoting V4, and V4 itself revealing that Dr. Wily still has plans to utilize the Evil Energy from MM8. V5 mostly rectifies this by revamping the MM7 campaign to be more integrated into the storyline as a whole.
      • By extension, this also applies to the first six chapters. Prior to V3, the story was fairly simple and only told through Dr. Light between the completion of each chapter, the bosses had little connection to the story other than to give players a break from the usual deathmatch gameplay and were generally less complex to fight than the bosses that came later, and your character was implied to be Mega Man himself instead of a generic tournament robot. From V3 onward, the hints of a larger storyline were beginning to develop, the bosses got more complex and were better connected to the plot of each chapter and Maestro was introduced in V5 while Mega Man started to become a part of the story. V5B corrects this by completely revamping the V1 content to match the quality of everything made in V3 and beyond.
    • In the first six chapters, most of the Robot Masters' stages come in a seemingly arbitrary order. For the Robot Masters that come in the expansions, however, they always come in the numerical order usually presented in the credits of each game.
  • Easter Egg: The Hub level has a few which you can find via creative use of the Super Adaptor or through no-clipping.
    • Pre-V5, the door behind Guts Man contained a beat-up sprite of 7FC Slash Man. The same image appears in Astro Man's &Bass stage, though you need Treble Boost and an energy refill to find it.
    • V5 adds a mugshot of Shark Man from the DOS games hidden behind the mugshots on the Stage Select screen.
    • In the room where you pick weapons to test out in a training simulator, the vent in the room contains a family of Metools, the same one featured in Super Adventure Rockman.
    • The closed off section of Dr. Light's house as of v4 has the Picket Men enemies working on it. This later became a living room, a kitchen, and a small garden in v5.
    • In Dr. Light's Lab, you can find a suspicious looking refrigerator. If you use Ice Wall on it, Cold Man's head pops up for a moment.
  • Eleventh Hour Superpower: The Duo Fist in Chapter 8, right before the chapter boss.
  • The End of the World as We Know It: In the V5B stinger, Dr. Cossack theorises that Roboenza will bring an end to not just robots, but humanity as well.
  • Enemy Mine:
    • Mega Man and Bass both team up with you for the Mega Man & Bass chapter.
    • During the Mega Man 9 chapter, the player very briefly allies with Wily to stop a horde of Fakemen downtown. It even extends to the player being part of the Dr. Wily team as the round is played in Team Deathmatch.
  • Epileptic Flashing Lights: The Flash Stopper used to cause this with the flashing overlay over the victims' screens. Flash Bomb can be this if you are too close to its explosion.
  • Episode Title Card: The V5B update adds title cards for each chapter.
  • Escape Sequence: The Fakeman escape at the end of the Mega Man 9 chapter, provided you know how to trigger it instead of the standard final boss.
  • Even Evil Has Standards: Dr. Wily doesn't try to buff his own robots up during the non-boss levels to give them advantages towards the non-Wily robots, especially when considering Wily's status as Big Bad.
  • Everyone Calls Him "Barkeep": The "Evil (Energy) Robot". Out of necessity on the developer's part, as there is No Name Given to him in Mega Man 8 (though he was given the name "Trio" in Archie Comics' Mega Man).
  • Everything's Better with Spinning: Top Spin, of course. See "Took a Level in Badass".
  • Evil Is Not a Toy: The new Chapter 11 stinger added to V5B implies that Dr. Wily creating Roboenza from the Evil Energy is endangering both robots and humans.
  • Extended Gameplay: The Mega Man 6 section was supposed to bring the single player campaign to a close, ending with a climatic battle against the Final Boss, Gamma. However, as of the v5 update, completing it unlocks the Mega Man 7 campaign, which then unlocks the Mega Man 8 chapter afterwards, which leads to the Mega Man & Bass and Wily Tower stages upon clearing that, which are followed by the Mega Man 9 storyline. V6 is planned to add stages from Mega Man 10, and V7 is planned to finally end the game proper with Mega Man V.
  • Face–Heel Turn:
    • The fate of the Cossack Numbers. Since Cossack was forced into working for the government because of the rampage his Robot Masters caused, they saw no potential in their future and were approached by Wily, who accepted them. Ring Man reluctantly reveals this story at the end of Chapter 4, but has no desire to get a second chance and promptly knocks the player into the Cossack Castle's trash compactor.
    • Happens briefly during the climax of the MM6 chapter. Gutsman suddenly reveals that he was reprogrammed by Wily and holds Mega Man hostage, threatening his destruction if the MM1 and MM6 numbers don't join Wily. Seeing no other choice, they allow themselves to be reprogrammed and join the 2, 3, 4, and 5 Robot Masters in the boss rush through Mr. X's castle.
  • Fake-Out Fade-Out: Version 5B adds a seemingly superfluous cutscene to the beginning of Freeze Man's stage (the start of the Mega Man 7 chapter), where Freeze Man plots to destroy Maestro in order to become honored by Dr. Wily. The scene starts to fade out, but then it immediately snaps back when the real purpose of the cutscene is revealed — to explain why the various Robot Masters are still fighting each other despite the Tournament Arc being over. The cutscene seamlessly transfers into the gameplay as Freeze Man, Flash Man, and Naplam Man run off to compete against each other in destroying Maestro.
  • Featureless Protagonist: Canonically, the Player Character is not actually Mega Man himself, just a tournament robot. Up until V5, the default base skin just happens to be Mega Man himself. He has since been given a new default skin inspired by the NormNavis in the Mega Man Battle Network series, as well as the Canon Name of Maestro.
  • Fighting Your Friend: Towards the end of the MM9, you end up fighting Proto Man, who has gone berserk thanks to a virus, very likely Roboenza.
  • Final Boss: Notably, V5 has two of them, depending on the video mode settings. If the renderer has been set to software (indicated by the Mega Mech Shark appearing as a flat texture when it flies by after the Proto Man battle), then Mega Man goes after the Mega Mech Shark while you escort Proto Man back to Dr. Light's laboratory, culminating with a one-on-one showdown against Fake Man. If OpenGL is used, however, then Mega Man will take Proto Man back to the lab himself while you take on the Mega Mech Shark (though you could still access the alternate sequence after beating the game, by startling the Fake Man at the open doorway before fighting Proto Man).
  • Flash of Pain: In versions prior to v5b, the Guts-Dozer and Metool Daddy flash white when they take damage. Averted with their redesigned battles in v5b onwards, though.
  • Flying Seafood Special: As a playable skin, Splash Woman hovers above the ground, bound to the gravity of the other Robots and jumping just like them.
  • Foreshadowing:
    • The ending of V5 implies that the Roboenza epidemic from Mega Man 10 is the result of an Evil Energy outbreak.
    • In Dr. Light's lab, Galaxy Man crosses this with Tempting Fate:
    Galaxy Man: Duo and that Evil Robot both came from the depths of space to bring their war to us...
    (beat)
    Galaxy Man: Oh well, I'm sure there won't be any more!
  • Freeze-Frame Bonus: In the official trailer for V5, when the full title of the game appears at the two-minute mark, the background behind it flashes white in transition to gameplay footage of Magma Man's stage. Within the flash, one can make out the faint image of Quint's face. This is notable as Quint has been a part of the game from the beginning as a player skin, although he had made no appearances in any of the campaigns up until now. Upon release, it was revealed that he is a Bonus Boss.
  • Frickin' Laser Beams:
    • Quick Man's stage has these. Like always, they kill instantly if touched, including cheating players with God Mode on.
  • Gameplay and Story Segregation:
    • Whenever a new expansion is released, older maps are updated to feature the newer characters and weapons, even though the first six chapters in particular were supposed to take place one year after Mega Man 6 happened, and the subsequent chapters are adaptations of the other games' plots, therefore giving us out-of-place things like Grenade Man attacking opponents with Jewel Satellite in Bomb Man's stage, which storywise took place during the second tournament despite neither Grenade Man or Jewel Satellite technically in existence yet. Bass in particular shows up in the Needle Man, Skull Man, and Knight Man stages, even though he doesn't "officially" meet the player until the MM7 finale stage. Averted with the MM9 Robot Masters, as they do not appear in earlier stages outside of their home chapter for, as Word of God described it- "story reasons".
    • During the botmatches, the enemy Robot Masters change colors based on their weapons like normal, but in Dr. Light's Lab and other cutscenes, they appear in their canon coloring. This is especially apparent in the final botmatch of the Mega Man 8 chapter, which involves all 8 of the Mega Man 8 Robot Masters as your opponents; once you approach the apparent frag limit, the match is suddenly and abruptly stopped by the Evil Robot breaking in, at which point the Robot Masters suddenly use their original coloring. This is averted in the gauntlet portion of the Chapter 6 boss stage in V5B, where the Robot Masters retain their original colors in spite of the battles being botmatches.
  • Gang Up on the Human:
    • Happens in the Mega Man and Bass chapter, where you are pitted against the entire team of King's robot masters alone thanks to Mega Man and Bass running ahead to fight King (which ends badly for the two).
    • In Chapter 11, the player must play a round of Team Deathmatch, with them on the Red (Wily) team and several Fake Men on the blue (Light) team.
  • Giant Space Flea from Nowhere:
    • At the end of the Mega Man 8 expansion campaign, the final botmatch against all eight Robot Masters is abrubtly stopped by the unnamed Evil Robot from 8's opening cutscene.
    • Averted with the V1 bosses as of V5B; before then, they were mostly there to give players something else to shoot at other than bots. V5B gives them more relevance to the story by giving them all a reason for being fought other than "just because".
  • Grappling-Hook Pistol: The V5b update reworks the Wire Adaptor to function like this.
  • Grand Finale: The current plan is to end the Campaign expansions at Mega Man V, which introduced the Stardroids, some of Mega Man's most powerful enemies in the series.
  • Hijacked by Ganon: True to form, King ends up getting bumped off the Big Bad card towards the end of the Mega Man and Bass expansion by Wily (big shock). Unlike Mega Man and Bass however, King comes to understand the error of his ways instead of being brainwashed further and gets unceremoniously dumped by the Genesis Unit. Additionally, while Wily does take center stage as the Big Bad, he's not the de facto final boss, just a Zero Effort Post-Final Boss.
  • Hitbox Dissonance: All the players have the same hitbox, regardless of whatever skin they're using. Which means that if someone is playing as Hard Man, Stone Man, or Frost Man, your shots can clip through parts of their bodies. Thankfully, the client allows you to disable skins, but that will mean that everyone will appear as Maestro (or Mega Man in pre-V5 releases of the game). Brought Up to Eleven with some of the custom usermade skins, such as Gamma or the entirety of the Wily Castle from Mega Man 10, although you can avoid downloading them.
  • Hot Pursuit: Auto and the player character finds themselves thrown into this situation while trying to get a comatose Proto Man back to Light Labs if the player plays in Software or tries to enter the previously closed blue door in the building in Open GL before you fight Proto Man on a second playthrough.
  • Humongous Mecha: The Final Boss of the single player campaign (at least until the expansion chapters arrived) is none other than Gamma from Mega Man 3. Not only that, but it's also fully functional.
  • Instant Death Radius: The Metool Daddy and Gamma. Not even normal God Mode prevents you from getting crushed beneath them.
  • Interface Screw:
  • Jump Scare: Done by the Evil Robot right before his battle.
  • Just for Pun: Most of the bots. Even the death messages for most of the weapons do this as well.
    Crashman did not see Napalmman's Crystal Eye.
  • Killed Off for Real: The fake Mega Man from Mega Man Powered Up is a Recurring Boss throughout the first five chapters, with him teleporting away the first two times and then Faking the Dead after the third time. However, near the end of the sixth chapter, he appears once more and attempts to fight you again... only for Gamma's fist to suddenly come crashing in and completely and utterly pulverize him. He's notably absent from every chapter that comes afterward.
  • Late-Arrival Spoiler: The official trailer for v3a briefly features Gamma towards the end, while the official V5 trailer shows the final Genesis Unit battle during the brief version recap at the beginning.
  • Loads and Loads of Characters: The amount of skins and their corresponding bots is staggering; in addition to Maestro, there's Mega Man, Proto Man, Bassnote , Duonote , Rollnote , Autonote , a Sniper Joenote , Dr. Wily in his armor from Mega Man's Soccer, the Alien hologram, and even Bad Box Art Mega Man, and then there's all the Robot Masters from the first 9 games as well as Mega Man & Bassnote , including Mega Man's evil doppelganger, Doc Robot, the four Dark Man robots, the three Mega Man Killersnote , the Evil Robot who fought Duo in 8's opening cutscene, King, the Genesis Unit, and finally Fake Man. Oh, and Quint.
  • Macross Missile Massacre:
    • A fully charged Homing Sniper shot does this.
    • Evil Robot's Hyper Homing Sniper that makes Macross Missile Barrage look like nerf darts!
  • Meaningful Background Event: During V5B's final V1 stage, between battles in the Robot Master Gauntlet, Gamma can be seen in the background. At first, he's seen far into the distance, but after each subsequent wave, he gets closer to the building.
  • More Dakka: How you use rapid firing weapons.
  • Multi-Stage Battle:
    • As of 5b, the Robot Master Gauntlet is this as you go all around Mr. X's castle to fight all the robot masters from MM1 to MM6 with each set of Robot Masters having their own area to fight in.
    • In addition, Quint's secret boss battle begins in a barren time void before moving on to Earth circa pre-history, followed by Solar Man's stage from Mega Man 10, then the opening highway stage from Mega Man X, and culminates with a return to the first area.
  • My Name Is ???:
    • Duo, when he appears in the single player campaign, at least until towards the end when he introduces himself properly and forgives the player for his earlier actions. Also, the Evil Robot.
    • In addition, there's also a character you can choose from in the bot selection screen simply titled ???. It's Auto.
  • Mythology Gag:
    • While the Mega Man 8 chapter is unlocked, if you talk to Dr. Light at the lab, he'll mention that he sent a mysterious crashed robot (who turns out to be Duo) to Dr. Cossack for repairs. This is an allusion to the original concept of Duo being a Cossack robot. Cossack is also seen repairing Duo in the post-credits stinger added in Version 5B.
    • When using the Laser and Arrow Busters from Mega Man 8, the palette cycle for charging both weapons are different. The Laser Buster uses the cycle from Mega Man 4, while the Arrow Buster uses the cycle from Mega Man 5 and Mega Man 6.
    • The second phase of Bass's new boss fight in the Mega Man 7 chapter uses an unused song from the original game.
    • From V5b onward, the animation for Time Stopper resembles Flash Man's pose when he used it in Mega Man 2.
    • In Mega Man & Bass's Robot Museum map, you may find several odd-looking robots contained within the glass domes. Those are actually the robot masters (er, uh, "Dimensions") from the other Mega Man and Bass game.
    • The design of Gamma is based on this poster by the in-house artists of Nintendo Power.
    • A reference to the base game instead of Mega Man: Skull Man's stage layout is a blockier version of MAP01 from the Dwango5 Doom II WAD, which in turn was based off of Doom II's MAP01. Likewise, the initial lobby area you end up in just before being crowned champion is based off of a portion of the original Doom's E1M1.
  • Never Trust a Trailer: In the v5 trailer, one shot shows the player standing in front of Dr. Wily with his waggling eyebrows, with a darkened Wily Machine looming in the background. In the actual game, however, this scene is completely different. When the player reaches Wily, they catch Wily off-guard making dinner while the Wily Machine is still unfinished.
  • Nintendo Hard: The single player campaign, in particular. You have to win each match in first place to progress, and against bots that have infinite ammo, which means they can endlessly spam high damage weapons such as Hyper Bomb, or area effecting effects such as Centaur Flash, all they want. And then there's some of the bosses, where if you die, you have to start the fight over with all their health restored.
    • In 5b, an easy mode has been added to the main campaign, making this somewhat easier.
  • Non Sequitur: In the Mega Man 8 chapter, when the Evil Robot shows up, the ''MM8'' Robot Masters wonder where he came from and threaten to beat him up. Frost Man is the last of the group to speak, and he just exclaims, "Popsicle!"
  • No One Could Survive That!:
    Drill Man: "That hole leads straight to the trash compactor... no robot could survive that."
  • Nostalgia Level: V5B brings back Fire Man's pre-V4 map visually revamped as the first Dr. Wily stage in Mega Man 4. This is doubly notable as up until this point, the Dr. Wily stages in fourth, fifth, and sixth games weren't represented in 8-Bit Deathmatch.
  • One-Hit Kill:
    • A fully charged Atomic Fire shot is strong enough to kill someone at full health.
    • The Metool Daddy and Gamma can also instantly squish the player flat.
    • See Took a Level in Badass' first entry.
    • Slash Claw used to do this before the Mega Man 8 update, but now it received massive nerfs.
    • Mega Man 8-Bit Deathmatch supports the instagib features of Zandronum. Everyone is given a special version of Metal Blades that travel very fast and, of course, kills in one hit.
  • Orwellian Retcon: Many.
    • Most notable is the stages and how certain weapons work between earlier and later versions of the game. And these aren't just balance patches, the changes practically make them brand new weapons and maps!
      • Lampshaded by the Robot Masters (mostly Cut Man) in the hub.
    Cutman: Huh? How long has Plant Barrier functioned this way?
    I swear Mr. X's new revisions to the tournament have changed a lot of my play styles.
    Cutman: I went out to mow the lawn in Plant Man's stage again, and it looked completely different!
    Of course, by the time I got back, Dr. Light's lawn needed mowing as well. *sigh*
    Cutman: My stage got updated! But it didn't get the giant pit.
    Gutsman: We took out the Boss Endurance chamber for a patio.
    Fireman: Keep ice away from the fire pillars of my new stage. Don't like them getting frozen.
    Roll: Good news Blizzard Man, there's slopes in this game now!
    • Slash Man's default skin used to be the Rockman 7 FC version, with the Mega Man 10 version being the bonus skin. Newer versions switch the two, as Mega Man 10 Slash Man is seen as canon to the Main series.
    • Chapter 7 used to use all 4 Mega Man 7 Wily Stages, while newer builds cut the last three from the campaign's line-up, leaving them simply as bonus content.
    • v5 gives the Tournament Robot a new default look, replacing Mega Man as the base skin.
    • v5 makes Chapter 7 more relevant to the plot rather than merely a Mission Pack to the previous 6 chapters, including a new boss fight against Bass.
    • V5b updates the entire campaign to the standards set by later expansions, such as a more developed storyline. It also gives Auto's training simulator its own map with new features.
  • Outside-Context Problem: The MM9 expansion mostly plays out like in the original game — Dr. Light's robots revolt over being scrapped, and it is discovered that Dr. Wily had been tampering with them. However, when Maestro invades Dr. Wily's fortress and confronts him over the matter, Wily reveals a more dire crisis in progress: hundreds of robots have started malfunctioning and attacking everything in sight, Proto Man especially. Maestro has no choice but to ally with Wily and investigate this.
  • Perfect Run Final Boss: In V5, the Wily Capsule in the MM7 chapter has been replaced with Bass. However, it can still be fought by defeating Bass without the help of the Super Adaptor.
  • Plot Hole: During Chapter 6, talking to Dr. Light while at the lab reveals that Dr. Wily had been found and arrested. However, at the end of the chapter, Wily shows up without explanation.
  • Power Copying: Except now you pick up the weapons like ammo. And some weapons are upgraded and improved for the 3D setting. Go on, have your fun.
  • Pragmatic Adaptation:
    • Many of the shield-based weapons have been changed from the original, so as to prevent redundancy. Leaf Shield is an offensive shield that spews a fury of leaves forwards when the user is attacked, Skull Barrier protects the player from one hit, Star Crash provides no protective utility but allows the user to deal damage via Collision Damage, Plant Barrier slowly heals the user while it's active, Junk Shield provides armor and deals lesser Collision Damage, and Jewel Satellite reflects some projectiles that hit the user (negating damage on certain weapons).
    • Plug Ball has been modified to bounce off walls instead of climb them, to separate it from Search Snake. Frost Spike doesn't get the similar treatment since it can't be jumped over (while Search Snake can).
    • Most of the Area-of-Effect weapons were changed to diffentiate from each other. In the Classic series, Time Stopper, Flash Stopper, and Centaur Flash all had the same effect of stopping time. Here though, Flash Stopper blinds nearby enemies (like it was said to do in Mega Man 4), while Centaur Flash hits nearby enemies for weak damage and makes the user invisible for a brief moment (like what Centaur Man does during his boss fight).
      • Similarly, Gravity Hold and Lightning Bolt have been changed. Both were originally screen-clearing attacks, but they're made separate: Gravity Hold deals extra damage based on how elevated enemies are to the wielder, and Lightning Bolt deals extra damage based on how close they are.
    • Certain bosses are either changed or added to the game, likely to diversify the experience. Gamma has a much wider range of attacks and movement, and the Evil Robot instead functions as the Final Boss of the Mega Man 8 campaign rather than Wily or one of his machines.
  • Pre-Mortem One-Liner: Delivered by Hyper Storm H, of all characters.
    King: Ugh! Unhand me!... I'm... the king!
    Hyper Storm H: Now you're king of the dead! (throws King out the window)
    Buster Rod G: Wow, such wit Storm! I didn't know you had it in ya!
    Hyper Storm H: Hehe.
  • Puzzle Boss: Gamma.
    • Guide Dang It: If you haven't fought him in Mega Man 3, you won't know that Hard Knuckle is one of the only weapons aside from fully charged Atomic Fire shots and Ballade Cracker that can damage him, outside of a few vague hints from Proto Man. Additionally, you aren't told that Top Spin is needed to finish him off after downing him, although Proto Man does say you need to Rush Coil up to Wily's cockpit and use a close range weapon.
      • However, as of v3a, if you manage to obtain the Mega Ball in the secret room prior to the Robot Master gauntlet and then survive all the way to the end without dying once, the Mega Ball will instantly down Gamma if you aim well enough, and then another one can be used to finish him off without having to do the Rush Coil + Top Spin maneuver.
    • This is significantly lessened in V5B, as Gamma can now be hit with every weapon in your arsenal (and not just Hard Knuckle, Atomic Fire or Ballade Cracker) and to finish him off, Proto Man gives the player an infinite-use Wire Adaptor to propel yourself up to Gamma's head and attack with Top Spin or Charge Kick. Proto Man's hint of using close-range melee weapons as he gives the player the Wire Adaptor is also much more descriptive than before.
  • Recurring Boss: The fake Mega Man from Mega Man Powered Up is fought no less than three times. He attempts to fight you a fourth time, but Wily has other plans.
  • Recurring Element: In the campaign, Bubble Man is present on every aquatic-based Robot Master's stage.
  • Rise from Your Grave: V5's intro shows the Mega Man 9 Robot Masters rising from a large chunk of scrap metal in a junkyard.
  • Sequel Hook:
    Dr. Wily: Phase 1 may have been ruined, but we haven't lost yet! We're going into Phase 2. And this time, no one will stop me! Wahahahahahahahahaaaa!
    • Chapter 11 has Wily launch an Evil Energy-filled Mega Mech Shark onto the city, which the player or Mega Man destroys, causing Evil Energy to seep out at an alarmingly fast rate when it crash-lands. Dialogue of characters getting "sick" around the time of the battleship's attack suggest that it's being used to create and start the Roboenza scenario Mega Man 10 focused on, which will be the main subject for Version 6.
    • And V5B replaces the above with Dr. Cossack seen repairing Duo in his lab, showing great concern about the Roboneza outbreak Wily has unleashed upon the world while King shows up and offers to assist in battling Dr. Wily, seemingly setting up a huge case of The Bus Came Back for all three characters in the later chapters.
  • Shout-Out:
    • The title screen, after the opening story, is a direct homage to Mega Man 2.
    • The bots drop a lot of refrences in their BOTCHAT dialogues:
    Star Man: Wish upon me, see what happens!
    Slash Man: Let's go, bub!
    Bad Box Art Mega Man: This is my destiny!
    Magic Man: AVADA KEDAVRA! Whoops, wrong magic.
    Pirate Man: Arrr! What's so special about Shadow Man anyhow?
    Buster Rod G: I've journeyed to the west for this fight.
    Elec Man: Don't you go hugging me... It's hard to be cool when you're hugging me.
    Bad Box Art Mega Man: MegaMan Legends 3? I'm the only legend you need!
    Bad Box Art Mega Man: MegaMan Universe? I am your universe, baby!
    • Shade Man takes the cake, though:
    • Wily gives you one hell of a familiar-sounding sick burn when he guesses you were expecting his castle to have the remaining deposits of Evil Energy left over from the Evil Energy Robot.
    Dr. Wily: My samples are in another castle!
  • Shut Up, Hannibal!: The player can do this to Wily after beating the Genesis Unit.
  • Sigil Spam: Most of the maps based from Mega Man 2 and Mega Man 8 are covered with Wily's infamous "Dr. W" signs. Likewise, the Mega Man 9-themed maps have Light's "Dr. L" signs.
  • SNK Boss: Non-fighting game example: Darkman 4 at the end of Chapter 5 may count. He has a large amount of health, powerful attacks, and a health bar, but the game still counts him as a bot, unlike the other bosses, who are regular monsters by Doom engine standards.
  • Spikes of Doom:
    • Rather surprisingly, they appear rarely compared to their abundant appearance in the actual games.
    • Once he's at Dr. Light's lab, Hornet Man's head (adorned with a spike) will instantly kill you if you step on it.
  • Springs, Springs Everywhere: Burstman and Springman's stages features large bubbles/springs players can bounce on. Plantman's stage once lacked these despite being present in his actual stage from Mega Man 6, though they were since added when Plant Man's stage got an overhaul.
  • The Stinger:
    • Virtually every expansion since Version 3 has featured one in each ending, usually with Wily.
    • After completing the Wily Tower chapter, waiting until after the credits will give you a scene with King, having survived his fall from his tower, speaking with Dr. Light about what he's going to do now that the rebellion is over.
    • The Mega Man 9 chapter has Dr. Light lamenting that his attempts at curing the Roboenza virus are not working, while Galaxy Man picks up a space-time anomaly...
    • ...which was replaced by an even bigger stinger in V5B, showing us the surprising return of Dr. Cossack, Duo and King, which seems to hint that they will become involved in the last two chapters in some capacity.
  • Story Breadcrumbs: Pre-V5B, story development was minimal during earlier chapters, with most of it coming from Dr. Light's dialog changing after each chapter is completed. With an increased focus on storytelling on each successive expansion, the development team eventually decided that the storyline as a whole needed to be brought up to the new standards.
  • Take That!:
    • In a botmatch, Shade Man may throw one towards Twilight if you frag him.
    Shade Man: I may have burst into flames but at least I didn't sparkle!
    • In Dr. Light's Lab, Plug Man also makes a jab at Mighty No. 9.
    Plug Man: I'll have you know that I haven't cried on prom night once!
    Though, robots don't really HAVE a prom night...
    • Also in Dr. Light's lab, Ice Man may occasionally say something about his Mega Man Powered Up personality.
    Ice Man: Soldier, what are you still doing here? You should be training for your next match!
    Ow, sorry. I thought Dr. Light fixed that AI bug.
  • Taking You with Me
    • Rarest case of Last Man Standing. What are the chances of getting a "Draw Game" and replaying the level?
  • Telefrag: As usual in a first-person shooter setting, it is possible to kill someone by doing this.
  • Title Theme Drop: Happens twice in the game as of V5B — once during the Chapter 6 finale (when Mega Man expresses his belief in the player character), and again during the beginning of chapter 7 (when Dr. Light asks you to help Mega Man fight for peace).
  • To Be Continued: Every version since Version 3 has featured this in each ending. Notably, in the original release of the Mega Man 8 campaign, the phrase was followed by the words "In MM8BDM Version 4", which is of course removed in the actual V4.
  • Took a Level in Badass: Lots of it here.
    • Top Spin gets a completely insane upgrade: It's a one hit K.O. almost every time it makes contact, is amazing for sneak attacks and traps, and is totally necessary for the battle against Gamma. In Mega Man 3, it was the absolute worst weapon, so you should see what it means.
    • Quint's pogostick, the Sakugarne, was such a poor choice of weapon in Mega Man II that he was quite possibly the easiest boss in the Game Boy series. Not the case in Mega Man 8-Bit Deathmatch; the Sakugarne is terrifying in the right hands, dealing significant explosive damage to anyone near it with each landing.
    • Speaking of Quint, Quint himself puts up a much better fight against you during his boss fight than he did in his debut game, to the point he even goes back in time to assist his past self in the last phase.
    • Gamma. He has full movement capabilities as well as some significantly more powerful attacks compared to his appearance in Mega Man 3.
    • In Mega Man 5, the Power Stone was quite possibly the worst weapon of that game, as it didn't do too much damage and was nearly impossible to aim. In this game, it becomes a decent close-range weapon, where you can run into a crowd, activate it, and do quite a bit of damage.
  • Turns Red: When the Evil Robot reaches critical health, he starts attacking twice in a row before charging at the player, and he charges towards them much faster as well. In v5, the music also changes when he reaches this stage.
  • Unexpected SHMUP Level: The main boss of Chapter 9: The Mega Mech Shark from the second Wily Castle stage of Mega Man 9, which the player or Mega Man ambushes on Rush Jet.
  • The Unfought: Wily Machine 9, mainly because Dr. Wily thought the heroes would be more concerned with Proto Man's rampage than the reprogrammed Robot Masters, thus he didn't prepare for any possible confrontation.
  • Unexplained Recovery:
    • Prior to v5b, near the end of the eighth chapter of the single player campaign, when the player fights Duo, he dies and explodes after being defeated. However, he later shows up completely fine, although weak. It's probably because he respawned, though. Averted in v5b, where he simply teleports away instead when you defeat him.
    • The same deal with King. He's last seen being tossed out of a window by the Genesis Unit after defeating him in battle, but in the stinger after the credits roll, he's seen perfectly fine talking to Dr. Light with no apparent damage. Possibly like the above example, it could be because he respawned from death.
  • Unflinching Walk: Your character does this after beating the Mega Man 7 chapter, mimicking the credits sequence from that game.
  • Unwanted Assistance: Auto's attempts to help you out during the escape from the Fakemen results in him tossing a few otherwise useful weapons a bit too far out into the incoming horde of Fakemen and ends up wasting Super Arm and Hard Knuckle, as well as giving two of the Fakemen Remote Mine and Gyro Attack. All four were weapons that actually would've been a tremendous help in keeping the Fakemen at bay.
  • Warm-Up Boss: The Mega Man imposter, after clearing Fire Man map in the campaign. His attacks are fairly easy to dodge, and there's two weapons to help you. He's not as much of a pushover in the later encounters against him, however.
  • The Worf Effect: Mega Man and Bass end up incapacitated right before the final confrontation with King. During the following chapter, they are still in recovery, leaving Maestro to instead team up with the MM1 and Powered Up Robot Masters, Proto Man, and Auto.
  • Zero-Effort Boss: Dr. Wily in his skull suit at the very end of the Wily Tower chapter, after beating the Genesis Unit. All he does is stand there and taunt you, and he goes down in a single Mega Buster shot.

The various Game Mods also provide the following tropes:

  • Actually a Doombot: In Classes-Based Modification (aka YD Classes), the Dr. Wily class turns out to be a robotic fake every time he's killed, much like his initial defeat in Mega Man 3.
  • Bait-and-Switch Boss: In Unholy Bosses, Abe Penny makes his entrance by one-shotting the current boss (or in the case of a Dual Boss, the "main" boss) and replacing them in battle. He can even do this to the Hellbots.
  • Bonus Boss: Both Saxton Hale and Unholy Bosses have a few of these running about. Hale has Pissed Off Roll, NeoDS, Gamma's Feet, and Gouki/Akuma. Unholy has Eyelento Major, Higlur, Zankokuna Hellbot, and Sampi.note 
  • Damage-Sponge Boss/Marathon Boss: Because of it's higher health levels and damage output (which are ten times greater than a typical mod, classes having 1,000 HP on average), certain bosses in Unholy Bosses can start with up to 10,000+ HP if there's enough players. Two of the Bonus Bosses have starting HP of 30,000.
  • Difficult but Awesome: Class mods tend to include at least a few playable classes that fall under this trope and may require a bit of skill to effectively use.
  • Disc One Nuke:
    • Fake Man's Heat Man weapon, the Atomic Chain, in Mission Mode: Strength in Numbers, with a good number of rounds and being able to kill most enemies in one hit and deals massive damage to mini bosses and Bosses in Mook Clothing. It making almost instant contact makes it more worthwhile, and the trail of fire it leaves behind will damage anything that runs into it.
    • Aurora Cannon had a Charged Attack that unleashed a huge beam. And then, he learned to make a beam appear in a flash, from point A to B.
  • Gang Up on the Human: Played with in the third Wily Castle stage in the Rockman No Constancy mini expansion's campaign; the match is played as Team Deathmatch rather than the free for all matches in all the other stages. The player is placed all alone on the blue team.
  • Hailfire Peaks: Many user-made maps combine the stage environments of two Robot Masters into a single map.
  • Hero Shooter: Class mods turn the game into this, giving each individual character different weapons and abilities (some retaining the ability to collect weapons while many others are stuck with one loadout).
  • Number of the Beast: ???/Hellbot has 6,666 HP.
  • Our Zombies Are Different:
    • Roboenza Mode has the "infected", who can climb walls and automatically die after a certain amount of time. Then came a version (Roboenza Swarm) that worked similarly to the Infection (later Flood) gametype in the Halo series.
    • One effect in Chaos Generator Upgraded has more traditional zombies that quickly swarm the stage.
  • Platform Hell: Lobster's Obstacle Course and it's successor Ragestacle Course. Nearly every map has precession-jumping over very tiny, sometimes hair-thin platforms (with said jumps only possible with strafe-jumping), while others are Marathon Levels with a plethora of One-Hit Kill traps, Bottomless Pits galore, a severe case of Checkpoint Starvation, and sometimes making use of absurd and sometimes problematic progression via weapons such as Thunder Claw, Mega Ball, and Ice Wall. The slippery physics of Doom's walking and delay in-between jumps also contributes to the mod's difficulty. One map (OC14) suggested that its difficulty, abundance of parkour in maps and Trial-and-Error Gameplay is comparable to the harder levels in Super Monkey Ball and I Wanna Be the Guy.
  • Rocket Tag Gameplay: In class mods that have weakness systems, there are indeed times where two players are weak to each other's weapons. (Such as Fire Man vs. Blizzard Man in YD Classes, or even Metal Man duels!)
  • The Medic: In Mission Mode and Saxton Hale, Roll plays this role by shooting at targets with a special beam. In Unholy Bosses, the support unit Amber is capable of healing players by dropping bandages or health capsules from the sky.
  • Time-Limit Boss: In Unholy Bosses, matches are coded to end automatically after 10 minutes via killing every survivor on the map or forcing a Super GUHU onto everyone once those ten minutes pass.
  • Turns Red:
    • In Mission Mode, the Robot Masters become this when half of their health is depleted. Toad Man floods his room with water, completely changing his attack strategy, while the other Robot Masters gain a Desperation Attack.
    • In Saxton Hale, Super Macho Man and Gutsman G have desperation modes if they get up twice or wait out the timer respectively. As Gutsman G, this is particularly the only way he can win, as he's a "Get Back Here!" Boss otherwise.
    • Certain bosses in Unholy Bosses will enter a Desperation Mode once their health gets knocked down to a certain point, usually 1,500 health. For example, True Buster Expert gets a faster firerate and an increase in power (along with causing a Background Music Override). Shin Negaman heals himself with Nega Skull Barrier (becoming invincible while healing up) and gains access to more powerful attacks used via the item slot (including the all-powerful Nega Astro Crush), and Sinful Buster Expert acquires the Hellbot attack, his strongest attack that erupts explosive crackers everywhere.
  • Zerg Rush: Demoneye parades in Unholy Bosses; One survivor (labeled as the "Faggot") is their class of choice while everyone else becomes a Demoneye and attempts to kill the survivor with Armor-Piercing Slaps. It is very unlikely that the survivor will come out on top.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MegaMan8BitDeathmatch