Video Game / Mega Man 8-Bit Deathmatch

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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. The upcoming Version 5 will arrive on July 29 and will cover the plot of Mega Man 9.

It has its own single player campaign, which pits the player against computer bots. There are currently ten (but soon to be 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:

  • 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!
    • The Evil Energy plot doesn't remain exclusive to Mega Man 8. As revealed at the end of the Wily Tower chapter, Dr. Wily reveals that he has retained some samples of Evil Energy, and is planning to refine it into a more controllable form.
  • 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.
  • 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 removed 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. 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 you only get one try against them?
  • 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 ingame 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. A second Unknown map was added in V5 to house the MM 9 Chapter 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 equiped with their own weapons.
  • 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.
  • 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.
  • Climax Boss: Gamma, past Version 1.
  • 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 can.
  • 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.
    • 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.
  • 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. Metagame-wise, in V4, the Purple Team was represented by King as opposed to Mr. X. However, V5 brings back Mr. X as the representative of the new Gray Team.
  • 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 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.
  • Distant Finale: The first ending of the game 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 9 ends with a battle against the entire Genesis Unit.
  • Easter Egg: The Hub level has a few which you can find via creative use of the Super Adaptor or through noclipping.
    • The closet behind Guts Man contains a beat-up sprite of Slash Man.
    • In the room where you pick weapons to test out, the vent in the room contains a family of Metools.
    • The closed off section of the house as of v4 has the Picket Men enemies working on it.
  • Eleventh Hour Superpower: The Duo Fist in Chapter 8, right before the chapter boss.
  • Enemy Mine: Mega Man and Bass both team up with you for the Mega Man & Bass chapter.
  • 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 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 and Wily Tower stages upon clearing that. V5 adds in Mega Man 9 stages, V6 is planned to do the same with Mega Man 10, and V7 is planned to finally end the game proper with Mega Man V.
  • 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.
  • 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 the Mega Man 9 expansion.
  • Frickin' Laser Beams:
    • Quickman's stage has these. Like always, they kill instantly if touched, including cheating players with God Mode on.
  • 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.
  • 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.
  • 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 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 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.
  • 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.
  • 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 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 9 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, the Genesis Unit, and finally Fake Man. 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.
  • 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.
    • 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.
    • 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!
  • 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: 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.
    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:
    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 will 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.
  • 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: 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 Man & 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
    • 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.
  • To Be Continued: The Stinger for the Mega Man 8 chapter ends with one announcing MM8BDM Version 4.
  • 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.
    • 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.
  • 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 Mega Man 7 chapter, mimicking the credits sequence from that game.
  • 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 MM 1 and Powered Up Robot Masters, Proto Man, and Auto.
  • 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:

  • 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.
  • 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: Lobstacle 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 and a severe case of Checkpoint Starvation, and several other stages 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) suggests that it's difficulty, abundance of parkour in maps and Trial-and-Error Gameplay is comparable to Super Monkey Ball and I Wanna Be the Guy.
  • 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 from the sky.
  • 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 causes him to erupt 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