News Blog
Catch all of Mega Man 8-Bit Deathmatch's announcements and highlights here!

Hey all you Mega Fans! We're back at it again with another V6C Newsletter!
On paper I have something of a smaller update for you guys today, but it's something that I'm okay doing to you all because I'm simply a sucker for thematics. So buckle your seatbelt, grab some spending money, and get ready for a fun time, because today we're heading back out to the carnival!




That's right, we're taking a look at our good friend Magic Man's stage today! While it's still based on the existing map in the game, the map has seen quite the expansion from V6B! New paths to break down chokepoints, more ways to traverse the map, more towers to climb, and plenty of new elements to keep you wanting to stay at this carnival all day and night!
And yes, you can ride that train in the background in the first screenshot.
But you know what? Why stop at just one trip to the carnival? Surely we can make this a double feature!

Clown Man's stage has also received quite the makeover! Though as you can see but this screenshot alone, it's not just a layout makeover, the map has received a brand new texture set as well!




While this follows a similar blueprint to the Clown Man currently in the game, it is certainly more different than the existing version than Magic Man is. But it's a wonder what a brand new coat of paint can do for a map! Rockman 8 FC neglected to adapt a lot of areas from Megaman 8 proper, so we're also able to have the map more accurately represent the original game in ways not possible before. Anyone remember Clown Man's weird little skull warehouse?
Now not every Megaman 8 map will be getting a new coat of paint right now, but I can say that you should expect at least a couple others in V6C... So stay tuned for that!
I hope you filled up on your rides and cotton candy, because that's all for today's newsletter! We'll see you next time for some less carnival themed V6C action!
On paper I have something of a smaller update for you guys today, but it's something that I'm okay doing to you all because I'm simply a sucker for thematics. So buckle your seatbelt, grab some spending money, and get ready for a fun time, because today we're heading back out to the carnival!




That's right, we're taking a look at our good friend Magic Man's stage today! While it's still based on the existing map in the game, the map has seen quite the expansion from V6B! New paths to break down chokepoints, more ways to traverse the map, more towers to climb, and plenty of new elements to keep you wanting to stay at this carnival all day and night!
And yes, you can ride that train in the background in the first screenshot.
But you know what? Why stop at just one trip to the carnival? Surely we can make this a double feature!

Clown Man's stage has also received quite the makeover! Though as you can see but this screenshot alone, it's not just a layout makeover, the map has received a brand new texture set as well!




While this follows a similar blueprint to the Clown Man currently in the game, it is certainly more different than the existing version than Magic Man is. But it's a wonder what a brand new coat of paint can do for a map! Rockman 8 FC neglected to adapt a lot of areas from Megaman 8 proper, so we're also able to have the map more accurately represent the original game in ways not possible before. Anyone remember Clown Man's weird little skull warehouse?
Now not every Megaman 8 map will be getting a new coat of paint right now, but I can say that you should expect at least a couple others in V6C... So stay tuned for that!
I hope you filled up on your rides and cotton candy, because that's all for today's newsletter! We'll see you next time for some less carnival themed V6C action!

Zandronum 3.2.1 has released!
I'm getting deja vu. Zandronum, the game engine that powers Mega Man 8-Bit Deathmatch, has just released its newest 3.2.1 version! This version is primarily a small hotfix to the prior version, so there's not as much worth noting in this post, but feel free to click here for Zandronum's full update post if you're interested in the nitty gritty details.
What this means for you
Just like last time, as servers begin hosting 3.2.1 and mods begin being built with it, you may find yourself unable to join those servers or play with those mods. To fix this, you'll have to update your game to use Zandronum 3.2.1 instead.
All of MM8BDM's download links have been updated to include Zandronum 3.2.1, so you can simply reinstall the game to do this upgrade. Those updated downloads are linked below for convenience. If you need additional guidance, please refer to the game's installation guide here.
I'm getting deja vu. Zandronum, the game engine that powers Mega Man 8-Bit Deathmatch, has just released its newest 3.2.1 version! This version is primarily a small hotfix to the prior version, so there's not as much worth noting in this post, but feel free to click here for Zandronum's full update post if you're interested in the nitty gritty details.
What this means for you
Just like last time, as servers begin hosting 3.2.1 and mods begin being built with it, you may find yourself unable to join those servers or play with those mods. To fix this, you'll have to update your game to use Zandronum 3.2.1 instead.
All of MM8BDM's download links have been updated to include Zandronum 3.2.1, so you can simply reinstall the game to do this upgrade. Those updated downloads are linked below for convenience. If you need additional guidance, please refer to the game's installation guide here.

Hey all you Mega Fans! We're back again with another V6C Newsletter!
Today is a very themed day as we're going to be looking at a lot of changes done to particular Wily Stages throughout the game! None of these are full map remakes, rather changes of varying degrees to improve the maps in different ways. We'll go in game order with this one, so let's start with a classic!




There are few maps more iconic to this game than MM2DW1. It's nearly as far of a traditional map as it could possibly be, but there's certainly something to be said about how special and unique it is. We didn't want to make any moves to take away those aspects, but instead, weirdly enough, decided to expand upon it, mostly in the forms of cover where you can find some in such an open map.
The castle in the north as you can see now has a small interior path not only to break sightlines, but to help you get another way to climb the walls without the ladders on the outside. And much of the south side has been expanded upon to wrap around the existing south bunkers. While it may seem strange to open the map even more, by having it wrap around the existing architecture, it offers more ways to dip out of battle than there were before.
We're not going to go very far for our next map, so let's take a quick dip into MM2DW2!


The most important thing to note on this one is that the spike pit has turned into a pool of water connecting back to the southern water area and most importantly, creating more options for getting in and out of that corner room.
While that's the largest change from a purely layout standpoint, there has also been another aesthetic sweep throughout the map. And...

You may run into some more familiar faces...
Next up!



For those who remember, MM4DW1 used to be the very original MM1FIR which was brought back due to popular demand after its removal. That said, because of its unique history, the map still had a more unpolished vibe surrounding it. Outright replacing the map after bringing it back in the first place was never going to do, but that doesn't mean it couldn't get a once over like so many other maps this version.
The name of the game here is breaking up dead ends and opening new paths. There is now paths connecting where the pipes drop you off and the Napalm Bomb cages instead of both being dead end platforms, and there's now new rooms wrapping around the center up to the back room with Tango Roll and the pipe entrances. The smaller map is kept intact but there are a lot more options than there were before.
One more Wily stage for today! The layout changes for this one are also minimal, but it's one that mostly got a facelift in the visual department...



It's about time MM7DW3 got a visual makeover if nothing else. For a variety of reasons tied back to V2's development way back in the day, MM7DW3 was actually hardly made up of anything from its home stage. Though the layout itself proved decently popular, so makeover was the name of the game here!
Of course, there are still some touchups to the map itself, mostly in terms of breaking up some very large sightlines. The biggest change at play though can be seen in the last screenshot by adding another higher entrance into the fabled cage. This way we enter the best case scenario of keeping the map itself intact, but making it feel WAY more like a 7DW3 should.
That's all for today's Wily Sponsored Newsletter! We'll see you soon for some more V6C goodness!
Today is a very themed day as we're going to be looking at a lot of changes done to particular Wily Stages throughout the game! None of these are full map remakes, rather changes of varying degrees to improve the maps in different ways. We'll go in game order with this one, so let's start with a classic!




There are few maps more iconic to this game than MM2DW1. It's nearly as far of a traditional map as it could possibly be, but there's certainly something to be said about how special and unique it is. We didn't want to make any moves to take away those aspects, but instead, weirdly enough, decided to expand upon it, mostly in the forms of cover where you can find some in such an open map.
The castle in the north as you can see now has a small interior path not only to break sightlines, but to help you get another way to climb the walls without the ladders on the outside. And much of the south side has been expanded upon to wrap around the existing south bunkers. While it may seem strange to open the map even more, by having it wrap around the existing architecture, it offers more ways to dip out of battle than there were before.
We're not going to go very far for our next map, so let's take a quick dip into MM2DW2!


The most important thing to note on this one is that the spike pit has turned into a pool of water connecting back to the southern water area and most importantly, creating more options for getting in and out of that corner room.
While that's the largest change from a purely layout standpoint, there has also been another aesthetic sweep throughout the map. And...

You may run into some more familiar faces...
Next up!



For those who remember, MM4DW1 used to be the very original MM1FIR which was brought back due to popular demand after its removal. That said, because of its unique history, the map still had a more unpolished vibe surrounding it. Outright replacing the map after bringing it back in the first place was never going to do, but that doesn't mean it couldn't get a once over like so many other maps this version.
The name of the game here is breaking up dead ends and opening new paths. There is now paths connecting where the pipes drop you off and the Napalm Bomb cages instead of both being dead end platforms, and there's now new rooms wrapping around the center up to the back room with Tango Roll and the pipe entrances. The smaller map is kept intact but there are a lot more options than there were before.
One more Wily stage for today! The layout changes for this one are also minimal, but it's one that mostly got a facelift in the visual department...



It's about time MM7DW3 got a visual makeover if nothing else. For a variety of reasons tied back to V2's development way back in the day, MM7DW3 was actually hardly made up of anything from its home stage. Though the layout itself proved decently popular, so makeover was the name of the game here!
Of course, there are still some touchups to the map itself, mostly in terms of breaking up some very large sightlines. The biggest change at play though can be seen in the last screenshot by adding another higher entrance into the fabled cage. This way we enter the best case scenario of keeping the map itself intact, but making it feel WAY more like a 7DW3 should.
That's all for today's Wily Sponsored Newsletter! We'll see you soon for some more V6C goodness!

Hey all you Mega Fans! We're back again with another V6C newsletter!
As I said last time, I'll have a slightly meatier update this go around to make up for the extra week of waiting. Let's open with two much smaller changes real quick...



A small parking garage has been added to the middle of Nitro Man's stage! It's a small addition, but it really helps open up a pretty small map just a little, plus helps break up existing chokepoints in the map.
Plus who doesn't need a place to park their cars?
For another small change to a Mega Man 10 map...



From a geometry standpoint, not much really changed here on Strike Man at all, but the main difference is this corner room has been lowered by a good deal. It was an incredibly strong position to hold on the map and it ended up making the map a little lopsided. Lowering the room just helps the flow of the map and keep things more balanced all around. It's a small change in the grand scheme of things, but still an important one.
But let's take a look at a bigger change, shall we?




Napalm Man's stage has been completely remade! Gone are the very cramped caves and surprisingly small outdoor cliffs, now we have a much more expanded map that better shows off the jungles and caverns of the stage! There are still some setpieces remaining from the original map (The second image here in particular takes a lot of cues from a particular area in the old map) but a lot of this one has been expanded upon and made for the better!
And you know what? We're not done yet. Because while we're on the topic of Mega Man 5...

That's right! Super Arrow is being added to the game!
It does function as an item and not a weapon but unlike other items, you get a whopping five uses of this bad boy! Unlike Item-2 however, Super Arrow doesn't wait for you and will quickly fire upon use and stick to a wall on contact.


The arrow will then linger for a little bit allowing you to climb a surface to your heart's content! Much like the projectile in Mega Man 5, Super Arrow also deals damage to your enemies if they are hit by the projectile, so it's one to keep an eye out for!

It doesn't have to only stick to walls either! The arrows will also stick to any floors or ceilings nearby. You know, if you want to give a hallway teeth or something like that.

Super Arrows will even stick to each other, allowing you to make a makeshift temporary bridge of sorts! It may be a fast projectile, but there's a surprising amount of things you can accomplish with the ability to stick arrows to walls.
That's all for this news letter! We'll see you next time for some more Mega Man 8-Bit Deathmatch action!
See you then!
As I said last time, I'll have a slightly meatier update this go around to make up for the extra week of waiting. Let's open with two much smaller changes real quick...



A small parking garage has been added to the middle of Nitro Man's stage! It's a small addition, but it really helps open up a pretty small map just a little, plus helps break up existing chokepoints in the map.
Plus who doesn't need a place to park their cars?
For another small change to a Mega Man 10 map...



From a geometry standpoint, not much really changed here on Strike Man at all, but the main difference is this corner room has been lowered by a good deal. It was an incredibly strong position to hold on the map and it ended up making the map a little lopsided. Lowering the room just helps the flow of the map and keep things more balanced all around. It's a small change in the grand scheme of things, but still an important one.
But let's take a look at a bigger change, shall we?




Napalm Man's stage has been completely remade! Gone are the very cramped caves and surprisingly small outdoor cliffs, now we have a much more expanded map that better shows off the jungles and caverns of the stage! There are still some setpieces remaining from the original map (The second image here in particular takes a lot of cues from a particular area in the old map) but a lot of this one has been expanded upon and made for the better!
And you know what? We're not done yet. Because while we're on the topic of Mega Man 5...

That's right! Super Arrow is being added to the game!
It does function as an item and not a weapon but unlike other items, you get a whopping five uses of this bad boy! Unlike Item-2 however, Super Arrow doesn't wait for you and will quickly fire upon use and stick to a wall on contact.


The arrow will then linger for a little bit allowing you to climb a surface to your heart's content! Much like the projectile in Mega Man 5, Super Arrow also deals damage to your enemies if they are hit by the projectile, so it's one to keep an eye out for!

It doesn't have to only stick to walls either! The arrows will also stick to any floors or ceilings nearby. You know, if you want to give a hallway teeth or something like that.

Super Arrows will even stick to each other, allowing you to make a makeshift temporary bridge of sorts! It may be a fast projectile, but there's a surprising amount of things you can accomplish with the ability to stick arrows to walls.
That's all for this news letter! We'll see you next time for some more Mega Man 8-Bit Deathmatch action!
See you then!

Hey all you Mega Fans! We're back at it again with another V6C newsletter!
I'm going to open with the less than exciting news, is that while our every two week newsletter schedule has been fun and a blast, we're going to be delaying back to an every three week schedule. Believe it or not, we're not actually out of content to show, but it will get to a point very shortly where if we keep it on a two week schedule, I'm going to start only being able to show exclusively smaller changes for a post, and that's not exciting to me at all. I don't want to get everyone all riled up to see "That's right, we have changed this one hallway!" and nothing else exciting until two weeks later.
This way on an every three week schedule, I can feel good about the content we're showing off per newsletter, and we'll even mostly show off a little more than usual to make up for the extra week gap.
But, let's dive into this newsletter! Let's open with a map that's been remade more or less from the ground up!




That's right, it's time for a brand new Pharaoh Man!
This isn't the first time Pharaoh Man's stage has been reworked, but the last one focused on improving the outdoor area while keeping the interior mostly the same as it's been since v1. This rework changes pretty much everything about the map, both inside and outside, while keeping the same themes alive. You can't have Pharaoh Man in a 3D Megaman Shooter WITHOUT the pyramid to fight around, it just wouldn't be right. The interior of the pyramid has been completely redone while still keeping a labyrinth-y feel to it. And while the outside still goes around the pyramid, it's less so the big open space that it was before and has been broken up in different ways.
That said, if you are to explore the pyramid, you may even find hidden treasures inside...

That's right, Balloon Adapter is being added as a new assist item!
As you likely know in Mega Man 4, Balloon Adapter was more or less another version of Item-1, so it's seen quite a change up in 8-Bit Deathmatch. Firstly, upon using the item...

You will quickly deploy a balloon which will bounce in place. Climb on top of it and...

You will be quickly whisked up to the ceiling! You can move around here and can even disembark your balloon at any time. Doing so will cause the balloon to bounce again allowing you to get back on it if you can.

Now this is quite the powerful tool! It's as much height as possible, you can rain fire down upon your enemies, and it lasts for quite some time! It's just...

While you can ride your balloon for a good amount of time, it's best to remember it is still a balloon. And despite it's very powerful ability...

It's very easy to pop a balloon.
That's all for this news letter! We'll see you next time, which remember is in three weeks and not two. But we'll make sure to keep it exciting!
See you then!
I'm going to open with the less than exciting news, is that while our every two week newsletter schedule has been fun and a blast, we're going to be delaying back to an every three week schedule. Believe it or not, we're not actually out of content to show, but it will get to a point very shortly where if we keep it on a two week schedule, I'm going to start only being able to show exclusively smaller changes for a post, and that's not exciting to me at all. I don't want to get everyone all riled up to see "That's right, we have changed this one hallway!" and nothing else exciting until two weeks later.
This way on an every three week schedule, I can feel good about the content we're showing off per newsletter, and we'll even mostly show off a little more than usual to make up for the extra week gap.
But, let's dive into this newsletter! Let's open with a map that's been remade more or less from the ground up!




That's right, it's time for a brand new Pharaoh Man!
This isn't the first time Pharaoh Man's stage has been reworked, but the last one focused on improving the outdoor area while keeping the interior mostly the same as it's been since v1. This rework changes pretty much everything about the map, both inside and outside, while keeping the same themes alive. You can't have Pharaoh Man in a 3D Megaman Shooter WITHOUT the pyramid to fight around, it just wouldn't be right. The interior of the pyramid has been completely redone while still keeping a labyrinth-y feel to it. And while the outside still goes around the pyramid, it's less so the big open space that it was before and has been broken up in different ways.
That said, if you are to explore the pyramid, you may even find hidden treasures inside...

That's right, Balloon Adapter is being added as a new assist item!
As you likely know in Mega Man 4, Balloon Adapter was more or less another version of Item-1, so it's seen quite a change up in 8-Bit Deathmatch. Firstly, upon using the item...

You will quickly deploy a balloon which will bounce in place. Climb on top of it and...

You will be quickly whisked up to the ceiling! You can move around here and can even disembark your balloon at any time. Doing so will cause the balloon to bounce again allowing you to get back on it if you can.

Now this is quite the powerful tool! It's as much height as possible, you can rain fire down upon your enemies, and it lasts for quite some time! It's just...

While you can ride your balloon for a good amount of time, it's best to remember it is still a balloon. And despite it's very powerful ability...

It's very easy to pop a balloon.
That's all for this news letter! We'll see you next time, which remember is in three weeks and not two. But we'll make sure to keep it exciting!
See you then!