Game Megaman X Mugen

Announced August 17, 2009 Mega Man: Robot Master Mayhem is the third official project by the Infinity Mugen Team. The project began with the release of the game screen pack and character creation template to help encourage Mugen content creators to participate in the development of this game as well as give the individual Mugen game player the ability to control their own game environment. It has since seen 3 major iterations of release over the course of more than a decade, the current version being 3.0 which was released on January 30th, 2020.

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Compatibility: Mugen 1.0

Megaman Robot Master Mayhem 3.0 Release

MegaMan X By MegamanXtrememaster, MegaMan X Download, MegaMan X MUGEN, MegaMan X. GutsMan by OnslaughtX & Kung Fu Man.

The Robot Master Mayhem Team and Infinity are Proud to Present Megaman: Robot Master Mayhem 3.0.The Roster now consists of 27 playable fighters.Take control of your favorite Megaman characters to stop the Evil Dr. Wily and Quint from conquering the Earth.

The Story of Robot Master Mayhem:

While working on his newest creation Dr. Wily couldn’t shake his frustrations with his most recent defeat. He poured many hours into “Project Z”, his Ultimate creation and as a result, a byproduct was created. “Power sets”, the ability to enhance any robot master power 6 fold and in some case overdrive other devices and weaponry. The “Power sets” would assure Wily's victory but defeating Mega Man isn’t simply enough, obliterating him is the goal. “What irony would it be to have Dr. Lights heart be his undoing’’, thought Wily. With this notion, only one robot would be suited for the task. SWN-000 now infused with a new Time Skimmer had most of his original abilities restored. He was to time travel and amass Wily an army of Robot Masters. SWN-000 code-named Quint was the key. Not only would Wily have an army of Robot Masters enhanced with, “Power Sets” But he had Quint who could use all the enhanced, “Power Sets”. Unbeknownst to Wily however Quint had become self-aware. No longer under Wily's control, Quint decides to pretend to follow his orders while carrying out his own agenda. Quint would not only traverse the past but the future as well, searching for technology to upgrade himself. Unfortunately the “Time Skimmer” still had flaws and it left distortions in time. What could all this mean? Could Dr. Wily finally defeat Dr. Light and Mega Man, What is Quint planning, and what could the distortion in the timeline mean for everyone. The Mayhem ensues! Welcome to Mega Man Robot Master Mayhem.

This Release includes:-Five New Playable Characters:

-One New Boss:

-Two Revamped Characters:

-New Stages-Major updates and changes to all Characters-New Push Block Mechanic-All Characters now have two throws-New Effects, Hit Sparks, and Hyper backgrounds-Updated AI-Updated Music Tracks-Updates to the Screen Pack

A special thanks goes out to O Ilusionista, The Robot Master Mayhem Team, and Everyone else that helped make this new release possible.Thank you to everyone out there that followed our progress over the course of the project to this point. There's more to come!Thanks for your continued interest and support, it's what drives us to create new and fun content.I hope you have fun and enjoy the release.

Please report any Bugs in our Bug Thread here:

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Infinity Megaman Robot Master Mayhem 3.0 Release Thread:

Megaman Robot Master Mayhem 3.0 Release (3.0.5)

Download link:



The idea of a full Mega Man fighting game was first tossed around by the core members of the IMT back in 2007, but with the Super Marvel vs. Capcom: Eternity of Heroes project still in infancy the idea took a back seat. After SMvC:EoH moved further along in development, the time became right to organize and announce the arrival of a full Mega Man project. Following 2 years of general development time, Mega Man: Robot Master Mayhem began the first phase of full game development in April 2011 with the intent of including a cast from a wide range of Mega Man favorites. Development would then continue off and on again for the next six years before seeing it's first iteration in 2017. Even now, development of the game continues as the team strives to constantly improvement to gameplay and roster inclusion.

Version History

v1.0 - Release Date: December 25, 2017

Nearly seven years after the initial project planning and production started, IMT and Team RMM released the Christmans present of version 1. It consisted of 14 playable characters, Yellow Devil as a sub-boss, and Dr. Wily as the final.

v2.0 - Release Date: December 25, 2018

Christmas the following year saw the release of version 2. This release added Wily as playable, added 5 more characters + 1 secret, (totaling 20 on roster) & added 2 new sub-bosses.


v2.5 - Release Date: February 28, 2019

This update added 2 new characters (totalling 22 on roster), major updates to all characters, volume balancing to music, and a new visual update to the screenpack.

v3.0 - Release Date: January 30, 2020

This update (charming known internally as the 'polish' update) added 5 new characters (totaling 27 on roster) 2 character reworks, 1 new sub-boss, major updates and changes to all Characters, new stages and music tracks, new effects, hit sparks, and hyper backgrounds, introduced selectable in-game difficulty & an updated screenpack.

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The question, 'Who would win in a fight?' is the root of many fierce debates throughout the history of pop culture. The notion of pitting characters from different properties and different media against one another is exciting to discuss. And when it comes to letting fans live out these arguments, there are few better outlets than fighting games.

Even within a genre known for character-merging crossovers, there's one two-decade-old game that reigns supreme when it comes to pitting a wide variety of characters against one another. That program is MUGEN, derived from the Japanese word for 'infinite,' which is an appropriate name for a program that provides near limitless potential for players to create new fighting games and characters.

MUGEN began life just before the turn of the century as a PC-based side-scrolling shoot-'em-up title, created by a small company called Elecbyte. The team was originally experimenting with creating an engine to handle the rigors of so-called shmup games but found that it just wasn't living up to what they had hoped to create. Taking inspiration from a PC Korean Street Fighter 2 hack known as SFIBM, Elecbyte decided to change course from a shooter to a 2D fighting game engine.

The first public MS-DOS beta release of MUGEN came on July 27, 1999. This early release differed from most fighting games, though, by offering only one 'official' character, Kung Fu Man, and a single stage. Everything else, from additional characters to even title-screen art, would have to be supplied by the users themselves, most often through files shared via Internet communities. For the first time, fans of fighting games weren't just allowed but expected to create their own fighters and matchups.

Building a game-building community


Though you don't need programming knowledge to create a MUGEN character, the process can still be time-intensive, especially if you're creating your custom art. Over the years, fighter-creation software like 2005's Fighter Factory has popped up to help facilitate this process. These third-party programs allow creators to import either their own hand-drawn sprites or images ripped from existing sprite-based games (making good use of the various sprite sheets that littered the Internet even since the late '90s). With art in hand, Fighter Factory let users tweak values, line up the sprites for animations, and make everything feel just right before exporting the generated files to create fully animated MUGEN characters.


Players have also tasked themselves with MUGEN's core logic and gameplay. In the early years, the AI for MUGEN's computer-controlled opponents was rather simple, akin to a new player just button-mashing different commands at random without any coherent strategy. In the decades since the game's launch, the community has dived deeper into the program's potential, programming more robust and intricate behaviors for the AI and leading to far more exciting and difficult matches with the computer.

As MUGEN became more stable and as word of mouth spread farther, communities continued to expand around the game, bringing creators and players together across the Internet. Many coders and artists interested in the game gathered at The Mugen Fighters Guild, a forum that continues to this day.

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Creating polished and professional-level fighters in MUGEN takes a lot of effort and time, and these communities have proven instrumental in facilitating these projects. Hyper Dragonball Z is one particularly polished example of a MUGEN project, packed with expertly done custom sprites and stages that faithfully capture the characters and fights of the show. What started as an April Fool's Day joke from three creators is now on its fifth version with upwards of 20 characters and tons of custom code work.

Iced, one of the creators of Hyper DBZ and an admin at MugenGuild, said that 'games like HDBZ and The Black Heart (another popular MUGEN fan project) push the limits of the engine itself... At the same time you can download some kid's original character made in MSPaint that took him two days to make. And that's important as well, as that kid that made a random MSPaint character can get a taste for pixel art and keep working on it, maybe one day making his own full game.'


At this point, MUGEN creators spend a good deal of time fighting with old technology, troubleshooting and coding their way around limitations of an aging engine that's no longer receiving official updates. For example, one of HDBZ's standout features, the extravagant finisher cut scenes, were not originally intended to be a part of MUGEN.

“Broke and bent”

'We broke and bent the throw system to make it happen, changing the original toolset designed to code short throws so that they are doing things like Goku doing his genkidama, or Frieza summoning his army to beat up the opponent before throwing a giant death ball and erasing them,' he said. 'Those types of coding moves are pretty complex, and sometimes we break them or they bug out unexpectedly, so they took a ton of work... We had a lot of issues making sure that other characters can't break out of these.'

Felipe Xavier de Freitas (aka FXFreitas), the main sprite artist on the fan project Mega Man X: Fighting Arena, explained just how difficult building a MUGEN character can be. 'The most complex [aspect] in my opinion is that almost every piece of content in the game has to be made from scratch, he said. 'The source game is a 2D shooting-platform game, so we have to convert everything into a fighting-game style, making custom sprites, looking for good references or even making our own playstyle for some characters and deal with the limitations of the engine.'

Megaman X Mugen Game

Even using characters from existing games sometimes doesn't save much effort, Xavier said. Mega Man X4 character Iris, for example, has a limited number of 'official' sprites to be pulled from the original game. To fill in the animations for a standard fighting-game character's set of unique moves and attacks, a project artist has to create additional sprites from scratch.

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Making sure that these new assets fit in with the art style of the original sprites, and can transition smoothly into and out of previously existing sprites, is not a simple process. Even with a character like Zero, who has a vast trove of official sprites, MUGEN creators still make a point to create brand new moves and sprites unique to their project.

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