Mega Man 8-Bit Deathmatch: Difference between revisions

Everything About Fiction You Never Wanted to Know.
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''"[[Castlevania: Symphony of the Night|What is a Robot Master? A miserable little pile of circuits!]]"''<br />
''"[[Castlevania: Symphony of the Night|What is a Robot Master? A miserable little pile of circuits!]]"''<br />
''"[[Castlevania: Symphony of the Night|PLAYTIME IS OVER! WITNESS TRUE POWER!]]"''<br />
''"[[Castlevania: Symphony of the Night|PLAYTIME IS OVER! WITNESS TRUE POWER!]]"''<br />
''"[[Ghosts 'n Goblins (series)|THIS STAGE IS AN ILLUSION AND IS A TRAP DEVISUT BY]] [[Spell My Name with an "S"|WILEY!]]"''<br />
''"[[Ghosts 'n Goblins|THIS STAGE IS AN ILLUSION AND IS A TRAP DEVISUT BY]] [[Spell My Name with an "S"|WILEY!]]"''<br />
''"[[Castlevania II: Simon's Quest|WHAT A HORRIBLE NIGHT TO HAVE A CURSE!]]"'' }}
''"[[Castlevania II: Simon's Quest|WHAT A HORRIBLE NIGHT TO HAVE A CURSE!]]"'' }}
** An [[Easter Egg]] in Starman's stage features a duck enemy from ''[[DuckTales (video game)|Duck Tales]]'' which plays the "Moon" theme from said game when shot at.
** An [[Easter Egg]] in Starman's stage features a duck enemy from ''[[DuckTales (video game)|Duck Tales]]'' which plays the "Moon" theme from said game when shot at.
*** A simular [[Easter Egg]] shows up in Shademan's stage featuring a [[Ghosts 'n Goblins (series)|Red Arremer]] playing the ''[[Ghosts 'n Goblins (series)|Ghosts N Goblins]]'' "Graveyard" theme when shot, which is an actual [[Call Back]] to the [[Easter Egg]] from ''[[Mega Man 7]]''.
*** A simular [[Easter Egg]] shows up in Shademan's stage featuring a [[Ghosts 'n Goblins|Red Arremer]] playing the ''[[Ghosts 'n Goblins|Ghosts N Goblins]]'' "Graveyard" theme when shot, which is an actual [[Call Back]] to the [[Easter Egg]] from ''[[Mega Man 7]]''.
* [[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.
* [[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.
** {{spoiler|[[Bonus Boss|Enker, Punk and Ballade]]}} may also count as [[SNK Boss|SNK Bosses]] as well since they also count as bots. And fiendishly difficult.
** {{spoiler|[[Bonus Boss|Enker, Punk and Ballade]]}} may also count as [[SNK Boss|SNK Bosses]] as well since they also count as bots. And fiendishly difficult.

Revision as of 22:40, 30 December 2014

Does this look familar to you?


Mega Man 8-Bit Deathmatch is a Mega Man themed multiplayer Game Mod for the 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 agreement from Dr. Light, 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. An update in the near future will add 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 a bonus one from Mega Man 7, 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:

    • Shademan takes the cake, though:
  • 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.
  • Unflinching Walk: Your character does this after beating the bonus Mega Man 7 single player chapter, mimicing 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 from Mega Man 1-6 one by one. After going through that, the same triumphant theme from before plays but then Dr. Wily himself comes at you inside Gamma.

The various Game Mods also provide the following tropes:

  • Barrier Change Boss: Wily Machine #1 in the latest version of the Powered Up expansion.
  • Everything Dances: Type B. 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:
  • 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.
  • Our Zombies Are Different:
    • Roboenza Mode has the "infected", who can climb walls and automatically die after a certain amount of time.
    • One effect in Chaos Generator Upgraded has more traditional zombies that quickly swarm the stage.
  • 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.