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. X 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 game's stages, skins and weapons are based off of thefirstsixMegaMangames 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.It has it's own single player campaign, which pits the player against computer bots. There are six chapters including two bonus scenarios from Mega Man 7 and Mega Man 8, retrospectively, and each chapter features a series of predefined deathmatches before the player faces the chapter boss.It can be found here and does not require Doom.Now has its own wikiHERE!
Artificial Stupidity: Unfortunatly, 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.
Ascended Extra: Skinsnote except for the many Roll costume skins, bots and weapons from the fan made Mega Man Powered Up expansion made it into the core game in v3, although Oil Man and Time Man's maps and Time Slow are different in the core from the fan made expansion, and the custom bosses weren't included either.
Awesome, but Impractical: The Time Stopper. 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.
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.
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 youcanbeat them, that is. Did we mention you only get one try against them?
Boss Banter: Most of the bots do this. Surprisingly, none of the actual single player bosses speak while you fight them.
Boss-Only Level: The map titled ingame as Unknown is a specially designed map where all the single player bosses are fought in "seperate" areas. In fact, attempting to play a normal multiplayer game on it will automaticly redirect all players to Cut Man's map.
Has been averted more than once when people figured out they could set a variable to allow teleportation straight to the bosses.
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 equiped with their own weapons.
Before v3a, there was also a more traditional Boss Rush mode unlocked by completing the final story chapter where you fight all the chapter bosses except Wily Capsule nor the Mega Man Killers in quick succession. However, since the v3a update, as the player can now freely jump to any chapter boss after reaching them, this feature was removed.
Gutsman: We took out the Boss Endurance chamber for a patio.
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.
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.
It is very rare, but you can see another player's Homing Sniper crosshair popping up if you are walking back while looking at the missiles.
Bots are crosshair aware. No, not only the "buckshot behavior" they are always stuck into, but the single fact that they have an attribute that is defined in their behavior that allows them to twitch off your line of fire more or less often, depending on how high or low this value is.
In Gemini Man's map, there is a structure on the boundry 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... which then releases Time Stopper.
In Wave Man's map, the Wave Bikes are destroyed when they crash into a wall. In the Classes or Chaos Generator Game Mods, if a player with a flight ability attempts to bring a Wave Bike into an interior section, the Wave Bike explodes anyway.
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.
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.
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 upcoming v4 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 stages upon clearing that.
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 Mega Man. Brought Up to Eleven with some of the custom usermade skins, such as Gamma or the entirety of Wily Castle from Mega Man 10, although you can avoid downloading them.
Projectiles. Seriously, nothing has more hitbox dissonance than those. Protobuster being one of the worst cases, because it is almost as wide as a player, where the back/front sprites is slightly bigger than a buster shot.
There is Super God Modenote type in "give lmsinvincible" at the console to activate, although using Skull Barrier overrides it afterwards, thankfully. And also the flying cheat, so you can stay high above Gamma's arena and not worry about the spikes. You will still need to dive for weapon refills, however.
Kill Screen: If you are using Software Rendering, if something desynchs in a server-client communication, if a bad code happens, you will always, ALWAYS see that damned, hell-sent Zandronum encountered a Very Fatal Error window that provides nearly no useful information.
Averted if the error was in Decorate, as it simply closes the game without displaying any error.
Loads and Loads of Characters: The amount of skins and their corresponding bots is staggering; there's Mega Man, Proto Man, Bassnote some of whom have alternative forms, such as helmetless Mega Man, Proto Man in his Break Man form, Bass's Rockman 7 FC sprites as well as a custom made one for the SGC Demo, Duonote both the form he was repaired in and his original form from 8's opening cutscene, Roll, Auto, a Sniper Joe, Dr. Wily in a special battle suit, the Alien hologram, and then there's all the Robot Masters from the first 8 gamesnote including two forms of Slash Man, one using his Rockman 7 FC sprites and one based off of his single Mega Man 10 sprite, including Doc Robot, the four Dark Man robots, the three Mega Man Killersnote as well as Ballade's alternitive form and the Evil Robot who fought Duo in 8's opening cutscene. And Quint.
My Name Is ???: Duo, when he appears in the single player campagin, at least until towards the end when he introduces himself properly and forgives the player for his earlier actions. Also, the Evil Robot.
Nerf: What happens all over the game and in almost every single release. One weapon gets one/two shots kills? Be ready to see it nerfed!
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.
Pragmatic Adaptation: Many of the shield-based weapons have been changed from the original, so as to prevent similar weapons. Leaf Shield does damage and blocks most shots. Skull Barrier makes the player invincible until it wears off, but doesn't damage. Star Crash is offense-based and doesn't block shots. Plant Barrier now lets the player Heal Thyself instead of blocking or damaging.
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.
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.
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. They appear in Bubbleman, Topman and Dr. Cossack's stages.
Springs Springs Everywhere: Burstman and Springman's stages features large bubbles/springs players can bounce on. Plantman's stage lacks these despite being present in his actual stage from Mega Man 6.
The Stinger: After beating the Mega Man 8 chapter, waiting until the end of the credits will give you a scene between Dr. Wily and Bass.
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 and instantly killing anyone it lands ON.
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 in the entire series, 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.
Again with Gamma. If you manage not to realize you need to Rush Coil to Wily and then use Top Spin (mainly because Protoman sucks at hints) said boss simply regains a good amount of its health and goes back on its rampage.
Unflinching Walk: Your character does this after beating the bonus Mega Man 7 single player chapter, mimicking the credits sequence from that game.
Victory Fakeout: After beating the final botmatch at the end of the sixth chapter, a triumphant theme plays and the message CONGRATULATIONS! appears instead of the message A NEW CHALLENGER! that usualy heralds the chapter boss. It turns out it was a trap and now you have to fight all the Robot Masters fromMega Man 1-6one by one. After going through that, the same triumphant theme from before plays but thenDr. Wily himself comes at you inside Gamma.
Development Hell: Some of the third party expansions, such as Mega Man & Bass, Mega Man V, and the Mega Man DOS games are taking a very long time to complete. The Rockman No Constancy expansion was completed nearly over 1 year after the project thread was first created.
Project Jitterskull (Ghouls Vs HumansMM8BDM Edition) was stuck in a digital limbo, until a stable release was finally made. Now it is back in Hell for the update.
The two Touhou mods. One was stuck in development hell with only 4 character weapons coded and no sprite skin nor anything special, the other had something around six characters. Where they are? Who knows, who cares. At least the creator of the former one has shown something that might be linked to his next project. No, it is not. He is just messing around with sprites. But that doesn't stop anyone from using the resources he kindly made available for everyone
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. Considering the mode's incomplete, it's unknown as to how the Atomic Chain will fare in future updates.
It making almost instant contact makes it more worthwhile, and the trail of fire it leaves behind will damage anything that runs into it.
In Chaos Generator, one effect called "Random Force Beams" dots the current stage with large holes that shoot the same instakill lasers from Quickman's stage. Oh, and there's no warning markers this time round.
Most of the Chaos Generator effects do this, especially in Chaos Generator Upgraded. One effect, called "Earthquake", constantly knocks players around in random directions. There's also a more traditional "Reversed Controls" effect, too.
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.
Jump Scare: Project Jitterskull, Yurei and Creeper. It's 8-bits images from various games, right, but still...
More Dakka: CSCC, Classes Mod, Contra Mod, Tea Party Classes and some others have this. Specially if you never need to refill ammo.
Partially averted in Super C Mod. The developer released two versions in two flavors. These flavors? Triggerless (also known as Turbo Fire), which allows you to just hold the fire button and never let go, and the standard one, which prevents bullet spam (except for Super Weapons and Machine Gun)
Schmuck Bait: In previous versions of CSCC, following Tsukiyomaru Zero was this. Specially because he could create a floating fireball that chases players but stops if there is no one to chase, perfect for getting frags from teleporters. Currently, Some other classes can do this way more effectively, with remotely detonated explosives or Super Soaker.
Springs Springs Everywhere: One chaos effect in Chaos Generator Upgraded, "Bouncy Terrain" makes every floor in the stage behave like the springs from Springman's stage.
Tremor Trampoline: The violent movements of "Jelly World" in Chaos Generator Upgraded makes players and items bounce up and down constantly, unlike the original Chaos Generator release.
Turns Red: The Robot Masters do this in the official Co-op mod 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.
To name a few: Rage Roboenza went from "Zombies are easy" to "Roboenza Ga Taosenai", sue to the infects being able to super jump, having absurd reach, recovering health over time and now they can just gain more life time by getting precious Weapon Refills.
And then comes Silversin's Saxton Hale mod. Some bosses have absurd advantages while other are wimpy. Saxton himself used to have a full invulnerability in his rage, and now he just won't recoil and takes lower damage in his rage. Christian Brutal Sniper could get kills way too easily with his Sniper Shot Rage. Cave Johnson suffered the most: First he could have a sure kill from at point blank, then he got his shot being uneffective overall, then was overly effective in blast radius, then... Let's just say Cave Johnson is still troublesome. Slender Man at one time was floorhugger with hyperacceleration, but this made it unwinnable for him in some maps. And don't get started on Scrooge Mc Duck.
Gilgamesh was hit with this hard, since the attempt of making him follow Dissidia: Final Fantasy consistency meant making him attack with four different weapons randomly selected with each time the player attacks. Not only are they slower and cover less range than the original Gilgamesh's lone attack, but some don't even kill a player in one shot as with just about any other hale.
Most other hales have been nerfed in more recent versions, alowing survivors to withstand one additional attack from a Hale before dying.
Worst Whatever Ever: Best Maps Ever is the polar opposite of its name. Unless it is in a DM server with no frag limit. Hilarity WILL ensue.
In the example above, there is a map that is literally UNPLAYABLE in multi player, causing people to disconnect from the server due to Missing Packets.
Some people keeps pushing their idea of a totally Original Character for Cutstuff Community Classes. But the lack of content, material or even sense is enough to have it rejected.
Someone actually went as far as to try to have a Mari0 (Not Mario, but Mari0) as his class, with jump, ice ball, fire ball.
2nd Coop and Unholy Classes. From a very serious PoV, they are terrible. But from a slightly humorous one, they are amazing. If you see either of those, give it a shot.