Overview
Mega Man X8 16-bit is a reimagining of the PS2 original with SNES styled graphics. The aim was to demake X8 in a similar feel to the first three Mega Man X games, while trying to actually finish a low-scope fangame. And guess what? After two and a half years of intense work, V1.0 is finally here!
This fangame is fully playable from start to finish with X!
FAQ
Q: Why X8?
Because X8 is my favorite Megaman X game, alongside X3 and X1! This is not a replacement nor was I trying to 'fix' the original game. I intended to create a 'snes remix' of X8 with my personal taste sprinkled in. The original game is great and if you haven't played, do consider giving it a try!
Q: Are Zero, Axl and the Navigators playable?
No, they were never planned to be implemented as I always intended this project to be simple in scope. I always tried to be clear on this aspect, so to not lead people with promises I never intended to fulfill while dragging the project for years as many do.
However, now that the original planned scope is complete, I might revisit it in a few years and consider adding them in, but no promises as I'll be focused on other original projects for the foreseeable future.
Q: Are there any Secrets?
There are no secret techniques or armors, but there are three hidden boss fights, in a place that should be familiar to X8 veterans.
Q: Is the game hard?
I've made this fangame with veteran Mega Man X players in mind, so it is intended to be a challenge, specially the final and secret bosses. Bosses also don't flinch when hit by their weakness - only when hit by the charged version, so relying entirely on weaknesses might not be a good idea, although the charged weakness is helpful in interrupting dangerous attacks. However, boss do have low iframe after being hit, so mashing lemons between charge shots is always a good strategy. Searching for and using the SubTanks is probably also a good idea. There are four, just like in the SNES trilogy.
Q: How is the performance?
I tried my best to optimize the performance of the game, but I'm afraid it won't run very well on low-end and older PCs. Give it a shot, and maybe try messing with the target FPS setting. Higher target FPS is way more CPU intensive. Some bugs are expected and I'll iron these out with time.
Q: Do you plan on doing X7 next?
Other than the characters of Red and Axl, I don't really like X7. I don't think these type of projects work when you don't like the source material, so I don't intend on doing a X7 16-bit anytime soon.
Q: How long was this project worked on, how many people worked on it and what tools were used?
The project was entirely done by me - Alysson da Paz, aka Alones. I had help with the spanish translation and testing. No AI tools were used in any way. I used Aseprite, Audacity, Tiled and Godot Engine, and have been working on it since 2022. Around 3000 hours spent on it!
This fangame is fully playable from start to finish with X!
FAQ
Q: Why X8?
Because X8 is my favorite Megaman X game, alongside X3 and X1! This is not a replacement nor was I trying to 'fix' the original game. I intended to create a 'snes remix' of X8 with my personal taste sprinkled in. The original game is great and if you haven't played, do consider giving it a try!
Q: Are Zero, Axl and the Navigators playable?
No, they were never planned to be implemented as I always intended this project to be simple in scope. I always tried to be clear on this aspect, so to not lead people with promises I never intended to fulfill while dragging the project for years as many do.
However, now that the original planned scope is complete, I might revisit it in a few years and consider adding them in, but no promises as I'll be focused on other original projects for the foreseeable future.
Q: Are there any Secrets?
There are no secret techniques or armors, but there are three hidden boss fights, in a place that should be familiar to X8 veterans.
Q: Is the game hard?
I've made this fangame with veteran Mega Man X players in mind, so it is intended to be a challenge, specially the final and secret bosses. Bosses also don't flinch when hit by their weakness - only when hit by the charged version, so relying entirely on weaknesses might not be a good idea, although the charged weakness is helpful in interrupting dangerous attacks. However, boss do have low iframe after being hit, so mashing lemons between charge shots is always a good strategy. Searching for and using the SubTanks is probably also a good idea. There are four, just like in the SNES trilogy.
Q: How is the performance?
I tried my best to optimize the performance of the game, but I'm afraid it won't run very well on low-end and older PCs. Give it a shot, and maybe try messing with the target FPS setting. Higher target FPS is way more CPU intensive. Some bugs are expected and I'll iron these out with time.
Q: Do you plan on doing X7 next?
Other than the characters of Red and Axl, I don't really like X7. I don't think these type of projects work when you don't like the source material, so I don't intend on doing a X7 16-bit anytime soon.
Q: How long was this project worked on, how many people worked on it and what tools were used?
The project was entirely done by me - Alysson da Paz, aka Alones. I had help with the spanish translation and testing. No AI tools were used in any way. I used Aseprite, Audacity, Tiled and Godot Engine, and have been working on it since 2022. Around 3000 hours spent on it!
Updates
1.0.0.7 - 07/09/24
- Fixed Vile not exiting his ride armor if hit only by his weakness.
- Fixed Charged ThunderDancer sometimes not opening the passages in Troia Base.
- Fixed Charged Thunder Dancer not giving the proper invincibility frames after usage.
- Fixed Pitch Black not properly activating Wall Enemies after X is detected by the searchlights.
- Fixed some localization mistakes.
Credits
Art, Programming and Sound Mixing:
Alysson da Paz
Spanish Translation:
Roberto Carlos Martinez Escudero
Secret Boss 1 Theme Remix:
Samuel "Streg" Oliveira
Alysson da Paz
Spanish Translation:
Roberto Carlos Martinez Escudero
Secret Boss 1 Theme Remix:
Samuel "Streg" Oliveira