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Videogame: Mega Man 8-Bit Deathmatch

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 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.

It has its own single player campaign, which pits the player against computer bots. There are currently nine chapters (the first six being the main story, and the other three using the non-NES games as a basis), 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 wiki HERE!

The vanilla game alone has examples of:

  • Advancing Boss of Doom: The Guts-Dozer chases the player down an endless path while being fought.
  • 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!
  • 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.
  • 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.
  • Ascended Extra: Skinsnote , 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. It also automatically dissapears from your weapon selection after usage, and the powerup for it has to regenerate after a long time after it is picked up.
  • Bait-and-Switch Boss: Happens at the end of chapter four.
  • 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.
  • 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.
  • Bloodless Carnage: It's Mega Man, of course.
  • 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 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. Some of them have Pre-Asskicking One-Liner, though.
  • 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.
  • 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 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.
  • 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.
  • Bullet Hell: Some weapons and bosses do this.
    • Also done in various mods. Have you played Classes today? CSCC? Contra? Super C? Uki's awesome weapons packs?
  • The Cameo: Mega Man X is seen looking at your character's statue during the single player ending.
  • 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.
  • 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.
  • Combination Attack: The Genesis Unit have three during their boss battle.
  • Crosshair Aware: The Evil Robot's version of Homing Sniper tracks the player down with this.
    • 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.
  • Destination Defenestration: How the Genesis Unit dispatches King after his boss fight. He gets better.
  • The Dev Team Thinks of Everything:
    • 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.
    • There are few weapons that can't kill you. However, they still have death messages as these are (for most of the part), generated depending on your current weapon.
  • Disc One Final Boss:
    • Any of the current final bosses will become one once the next expansion is released.
    • For an in-expansion example; King in Version 4.
  • Dual Boss: Chapter 9 ends with a battle against the entire Genesis Unit.
  • Easter Egg: There's a Yashichi hidden in each stage. Unlike Mega Man 1, it can not be obtained, even if you noclip to it.
    • The developers really hated the Rockman 7 FC Slashman skin so bad that they placed a sprite of it in the closet behind Gutsman. It existed since v3a.
  • Eleventh Hour Superpower: The Duo Fist in Chapter 8, right before the chapter boss.
  • Enemy Mine: Megaman and Bass both team up with you for Mega Man & Bass campaign.
  • 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.
  • 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.
  • Everything's Better with Spinning: Top Spin, of course. See "Took a Level in Badass".
  • 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.
  • Featureless Protagonist: Canonically, the Player Character is not actually Mega Man himself, just a tournament robot.
  • Flash of Pain: The Guts-Dozer and Metool Daddy flash white when they take damage.
  • Foreshadowing: A meta example, sorta: Gutsman will occasionally reference the "Other Light Robots", hinting at a Mega Man 9-themed expansion.
  • Frickin' Laser Beams:
    • Quickman's stage has these. Like always, they kill instantly if touched, including cheating players with God Mode on.
      • Step one: Go to console. Step two: type bind (key here) "summon quickbeam" Step 3: find server with cheats enabled. Have fun making things asplode.
  • Game Mod: Most of them can be found here. A better list of the more notable mods is here.
  • Giant Space Flea from Nowhere: At the end of the Mega Man 8 expansion campagin, the final botmatch against all eight Robot Masters is abrubtly stopped by the unnamed Evil Robot from 8's opening cutscene. Who is then fought in space as the final boss.
  • Hijacked by Ganon: True to form, King ends up getting bumped off the Big Bad card towards the end of the Megaman and Bass expansion by Wily (big shock). Unlike Megaman 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 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 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.
  • Humongous Mecha: The Final Boss of the single player campaign 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 God Mode prevents you from getting crushed beneath them.
    • There is Super God Modenote , 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.
  • Interface Screw:
  • Jump Scare: Done by the Evil Robot right before the final battle.
  • Just for Pun: Most of the bots again. Even the death messages for most of the weapons do this as well.
    Crashman did not see Napalmman's Crystal Eye.
  • 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.
    • Missed Packets. Reconnect.
  • Late-Arrival Spoiler: The official trailer for v3a briefly features Gamma towards the end.
  • Loads and Loads of Characters: The amount of skins and their corresponding bots is staggering; there's Mega Man, Proto Man, Bassnote , Duonote , Roll, Auto, a Sniper Joe, Dr. Wily in a special battle suit, the Alien hologram, and even Bad Box Art Mega Man, and then there's all the Robot Masters from the first 8 games as well as Mega Man & Bassnote , including Doc Robot, the four Dark Man robots, the three Mega Man Killersnote , the Evil Robot who fought Duo in 8's opening cutscene, King, and finally the Genesis Unit. 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!
  • More Dakka: How you use rapid firing weapons.
  • 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.
  • 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.
    • 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.
  • 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.
  • 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!"
  • One-Hit Kill:
    • A fully charged Atomic Fire shot is strong enough to kill someone at full health.
    • The Metool Daddy can also instantly squish the player flat. So can Gamma.
    • 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.
    • Flame Sword can OHKO at point blank and does absurd near-miss damage.
    • 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.
  • Power Copying: Except now you pick up the weapons like ammo. And some weapons are upgraded 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 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.
  • 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.
  • Recycled Soundtrack: The soundtrack consists of nothing but music from the 8-Bit Mega Man games as well as Retraux compositions of music from Mega Man Powered Up, Mega Man 7, Mega Man 8, Mega Man & Bass, and Mega Man: The Wily Wars. The only original composition is the Evil Robot's boss theme.
  • Retraux: Of course.
  • Schmuck Bait: See that guy jumping into a two-way (or multi-way) teleporter? Are there explosive weapons (or any weapon that uses the "explode" command at any point) in the stage or in the weapons that LMS gave you? Go ahead, jump in.... There is no chance he will kill you before you can react...
    • Not only explosives. Some very powerful weapons can be used to dispose of enemies who just walked through the teleporter. Is that someone with a Flash Bomb? Have fun!
    • Someone should tell Mega Man to NOT approach a cage directly. Yet Another Wily Paper-Thin Trap.
  • Sequel Hook: The Stinger for Chapter 8 has one for Version 4:
    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!
  • 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.
    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:
    Dr. Wily: My samples are in another castle!
  • Shut Up, Hannibal!: The player can do this to Wily after beating the Genesis Unit.
  • 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.
    • After completing the Mega Manand Bass chapter, waiting until after the credits will give you a scene with King, having survived his fall from his tower, speaking with Dr. Light.
  • Taking You with Me:
    • Considering all weapons uses projectiles, this is perfectly possible to do. And is more funny than frustrating.
    • Can be pulled off by the Evil Robot, if you are foolish enough to dive into his explosion. The funny side of this is, even if you die, you can just sit back and watch the ending either way! That is, as long as you don't press any button and accidentally respawn.
    • 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.
    Iceman: So this one time, I was playing tag with Cutman on my stage. He jumped into a teleporter and I followed in right after him. Didn't see him on the other side...
  • To Be Continued: The Stinger for the Mega Man 8 chapter ends with one announcing MM 8 BDM Version 4.
    • Version 4 ends with this after its Stinger as well, which hints at future events that may unfold in future versions.
  • 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 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.
  • Unexplained Recovery: 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.
    • The same deal with King. He's seen 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.
    • 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. After the usual results screen, you control your character as you enter Mr. X's mansion, presumably to claim your reward from the tournament. It turns out it was a trap and now you have to fight all the Robot Masters from Mega Man 1-6 one by one. After going through that, the same triumphant theme from before plays while Dr. Wily says something to the effect of "This Cannot Be!" but then Dr. Wily himself comes at you inside Gamma.
  • Video Game Settings:
  • Well-Intentioned Extremist: King in Version 4. He opposes the new law that forces expiration dates on robots, but would cause a robot uprising to do so. Also lampshaded by King himself in The Stinger.
  • What Could Possibly Go Wrong?: See Schmuck Bait above.
  • You Have Outlived Your Usefulness: Wily orders the Genesis Unit to get rid of King when he tries to stop the rebellion after being beaten. It doesn't take.
  • Zero-Effort Boss: Dr. Wily in his skull suit at the very end of Version 4, 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: Wily is often depicted as this in the Classes mods.
  • Abnormal Ammo: Many classes in xColdxFusionx's Cutstuff Community Classes mod fire shots that are ridiculously silly, such as Travis' Solar Gun, Yellow Devil's blob shots, and many others.
  • Barrier Change Boss: Wily Machine #1 in the latest version of the Powered Up expansion.
  • Bottomless Magazines: Classes Mod has this with certain classes, and so does CSCC, Contra, Tea Party...
    • Averted in IG Railgun mod, where you either manually reload after one shot or is forced to sit through a reload after 4 shots. Hope someone has not counted your wasted shots.
  • 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 Humans MM8BDM Edition) was stuck in a digital limbo, until a stable release was finally made. Now it is back in Hell for the update.
    • Saved from Development Hell: After one to two years of procrastination, the Entitled Bastard FINALLY worked on the Super C mod.
    • 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
    • Saxton Hale is full of this. After Silversin left, it would be then picked up by multiple different coders before they drop it and leave it into the hands of other developers.
  • 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.
  • Entitled Bastard: Cutstuff Community Classes.
    //Tsuki is STILL a bastard
  • Everyone Has Standards: Happens in several mods. Candidates for CSCC and CSCM can be rejected easily because of the standards in them.
  • Everything Dances: One of Chaos Generator's (see below) crazy effects is called "Jelly World". Which causes every floor in the level to sway up and down.
  • Frickin' Laser Beams:
    • 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.
    • Someone has made it into a weapon.
    • 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.
      • From the author of this weapon, we have him teasing about a Master Spark and he also released an IG Railgun mod (But, unlike the traditional one, this one is not a Hit Scan. And will NEVER be).
  • 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, while the eight Sniper Joe bots are placed on the red team. Good luck.
  • Interface Screw:
    • 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.
  • 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)
  • 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.
  • 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. Sadly, due to an engine bug with the updated map format, this does not occur in the core maps of Version 4 note .
  • 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.
  • What Could Possibly Go Wrong?: Some of the ideas within mods and stuff.
    • 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.

HarmonyGame Mod IndexREELism
Ghouls Vs HumansFirst-Person ShooterREELism

alternative title(s): Mega Man 8 Bit Deathmatch
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