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Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • September. 1, 2025, 12:38 PM
Announcements
Hey all you Mega Fans! We're back at it again with another V6C Newsletter!

In lieu of showing off any new maps today, I'm here to show off another new assist item being added to the game! Now we've shown off a good number of missing assist items these past few newsletters, Magnet Beam, Balloon Adapter, Super Arrow, but this is the one I think people have really been waiting for.



That's right. If you were looking for Rush Coil but specifically the version from Mega Man 5, then we have you covered!
That said, it does work rather differently than the Rush Coil we know and love.



When you use what we're dubbing Rush Pogo (The item's official name is "New Rush Coil" but that would be potentially the most confusing item name we could put in the game, so Rush Pogo it shall be), it'll of course summon Rush like the normal coil. But when you use it...



You'll bounce on Rush four consecutive times, each bounce being bigger than the last. This gives you a slightly longer commitment than regular Rush Coil, but also gives you more movement options while revving up the bounces. You can also choose to jump off Rush Pogo for a shorter "double jump" at any time, but it will stop the use of the item right then and there.

Well, that's all we've got for today. Please stay tuned for the next V6C Newsletter and I hope you like jumping on your dog in the meantime!







...
Yeah, alright. Rush Pogo isn't a joke, but here are the actual missing Rush assist items you've been waiting for.




The missing Rush Adaptors from Mega Man 6 are both being added into Megaman 8-Bit Deathmatch!
Let's take a quick look at Jet Adaptor first....

It works mostly as you'd expect it to. Jet Adaptor always had a unique way of flight in its home game, not really replicated by any other item, so it's a very easy type of movement to replicate over.



Like Mega Man 6, the ammo will only start refueling when you are on the ground, so you do need to be a little careful with how you fly.
To help further give Jet Adaptor it's own identity, we've given it a quick burst shot type attack instead of the regular buster.

As for Power Adaptor, we had to give it a few more unique touches in order to help it stand out in a crowd of other melee weapons. Uncharged it works exactly as you'd expect, shooting shorter range shots with your fists. But when you charge it up...



You get a powerful melee attack that's capable of knocking enemies back! But that's not all the charged Power Adaptor can do...



Time your punch just right, and you can even reflect back projectiles! You have to be able to time the punch though, so don't get cocky, mistime it and be in for a world of hurt.

I hope you all enjoy the Rush Adaptors (and Rush Pogo!) when V6C comes out! I may be talking from a slight bias here, but I think they're all really fun weapons and items to use.

That's all for today's newsletter! We'll see you next time with considerably less dogs (I think?) in the newsletter! See you then!
Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • August. 11, 2025, 12:13 PM
Announcements
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!
Zandronum 3.2.1 has released!
Trillster • August. 4, 2025, 11:36 PM
Announcements
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.

Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • July. 21, 2025, 2:31 PM
Announcements
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!
Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • June. 30, 2025, 12:33 PM
Announcements
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!
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