Friday Night Funkin' (FNF) has a weird habit of taking internet urban legends and turning them into rhythm-based fever dreams. You've probably seen it a thousand times with Sonic.exe or those endless Mario creepypastas. But there is one specific mod that hits different because it leans into a very specific, niche era of the internet. We're talking about FNF Monster of Monsters. It isn't just another scary skin. It’s basically a love letter to the "Godzilla NES Creepypasta" written by Cosbydaf, which is legendary if you spent any time on the Creepypasta Wiki back in the day.
It's weird. It’s clunky by design. Honestly, it captures that "haunted cartridge" vibe better than almost anything else in the FNF community.
What is FNF Monster of Monsters actually based on?
To get why this mod matters, you have to understand the source material. The original Godzilla: Monster of Monsters was a real game for the NES released in 1988. It was a side-scroller where you played as Godzilla or Mothra. Pretty standard stuff for the 80s. But then the creepypasta happened. The story followed a guy named Zach who got a glitched version of the game. Instead of regular monsters, he started seeing these horrifying, distorted creatures like Red.
That’s where the mod picks up.
The FNF Monster of Monsters mod isn't just about hitting notes; it’s about recreating that specific feeling of playing a game that is actively trying to hurt you. You aren't just facing a reskinned Daddy Dearest. You’re facing Red. Red is this massive, red, demonic entity that became the face of the Godzilla creepypasta community. In the mod, the sprites use a limited color palette. They look like they belong on an 8-bit console that’s about to overheat and melt.
The developers—specifically those who worked on the Godzilla NES mod projects—put a lot of effort into the pixel art. It isn’t "clean" pixel art. It’s gritty. It’s flickering. It’s got that specific NES sprite-limit jank that makes you feel uneasy. If you grew up with a Nintendo, you know that specific flickering effect when too many things are on screen. The mod replicates that perfectly.
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The mechanical nightmare of Red
Playing FNF Monster of Monsters is a bit of a slap in the face if you’re used to the smooth, high-FPS mods like Indie Cross. The charting is deliberate. It’s meant to be oppressive. When you go up against Red in songs like "Abberation," the screen shakes. The notes sometimes feel like they're lagging, but it’s intentional. It’s supposed to mimic the lag of a console struggling to process a monster it wasn't programmed to hold.
Some players hate this. They think it’s bad design. But honestly? It’s peak atmosphere. If a creepypasta mod feels too "polished," the horror dies. You need that roughness. You need to feel like the game engine is breaking.
Red isn't the only thing here, though. The mod often explores the "glitch" levels from the original story. You see the distorted landscapes and the "Still" images. For those who haven't read the original story, the "Still" images were these static, horrifying faces that would randomly pop up in the NES game. The mod uses these as distractions. It’s a classic FNF trope to have screen-blocking mechanics, but here it actually serves the narrative. You’re being haunted while you’re trying to keep the rhythm.
The music: 8-bit meets modern chaos
The OST is a mix of high-energy breakcore and crunchy 8-bit synths. It doesn't sound like a typical FNF track. Usually, FNF music is very "pop" or "EDM." In FNF Monster of Monsters, the music is much more experimental. It uses sound bites that sound like corrupted NES audio. It’s loud. It’s abrasive.
Take the track "I See You." The title itself is a reference to one of the most famous lines from the creepypasta. The song uses a lot of dissonant chords. It never quite feels "right" in your ears. This is a common technique in horror gaming where the frequency is just slightly off to make the listener feel anxious. It works. You find yourself focusing so hard on the notes because the music is trying to distract you with its own internal discord.
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Why people still talk about this mod in 2026
The FNF hype has definitely cooled down since the 2021 explosion. Most people have moved on. But the "Godzilla NES" sub-community is loyal. They don't care about the trends. They care about the lore. FNF Monster of Monsters remains one of the best ways to experience that story without having to read pages and pages of a forum post from fifteen years ago.
It’s an interactive museum of internet horror.
Also, the modding scene for FNF has become a bit of a "who can make the hardest song" contest. This mod doesn't really do that. It isn't trying to break your fingers with 30-note chords. It’s trying to break your spirit with its visuals. That's a rare pivot. Most modders think "scary" means "loud screaming in the middle of a song." The team behind this one understands that "scary" is actually about the feeling that you shouldn't be seeing what's on your monitor.
The controversy of "Creepypasta Fatigue"
We have to be real here: there are a lot of Godzilla-themed FNF mods. You’ve got the Godzilla NES mod, the Monster of Monsters specific versions, and various fan-made continuations. It gets confusing. Some people feel that the FNF community has leaned too hard into creepypastas. If you go on GameBanana right now, half the front page is just "Exe" this and "Haunted" that.
Does FNF Monster of Monsters suffer from this? Sorta.
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If you aren't a fan of the original Godzilla story, you might just see this as "another pixel mod." But the nuance is in the details. The way Boyfriend’s sprites are colored to match the NES palette—specifically using the limited blue and cyan tones—shows a level of dedication that "low-effort" creepypasta mods don't have. It isn't just a filter. It’s a reconstruction.
The mod also deals with the theme of "loss." In the original story, the protagonist is dealing with the death of his girlfriend, Melissa. The mod actually touches on this. It isn't just Godzilla punching a demon; it's a guy's grief being weaponized against him by a game. That’s heavy for a game about a blue-haired kid rapping against a lemon.
Technical hurdles and how to play it
If you’re trying to run this mod today, you might run into some issues. FNF engines have updated a lot. Most of these mods were built on Psych Engine or older versions of Kade Engine.
- Check your build: Make sure you're downloading the latest "definitive" version. Fan updates happen constantly because the original creators often leave projects unfinished.
- Memory Leaks: Because of the heavy use of custom shaders and "glitch" effects, this mod can be a memory hog. If you’re playing on a laptop with 8GB of RAM, you might see some stuttering.
- Ghost Tapping: Turn it on. Seriously. The charting in some of these "old-school" style mods doesn't always account for modern FNF playstyles. If you want to actually enjoy the story and the art, don't punish yourself with the "miss" sounds.
What's next for the Godzilla FNF scene?
There is talk about a massive "V2" or "V3" update for several Godzilla-related mods. The goal is to consolidate all the different chapters of the creepypasta—Entropy, Trance, Zenith—into one giant experience.
Whether that actually happens is up in the air. FNF development is notoriously slow because most of these people are doing it for free in their spare time. But even if we never get another update, FNF Monster of Monsters stands as a finished-enough piece of art. It’s a bridge between the old "creepypasta" era of the 2010s and the "modding" era of the 2020s.
It’s a reminder that Godzilla is more than just a guy in a suit smashing buildings. Sometimes, he’s a pixelated avatar trapped in a digital hellscape. And honestly, that’s way more interesting than another generic monster battle.
Practical Steps for Players
- Read the source material: Go find the original "Godzilla NES Creepypasta" by Cosbydaf. It will make the "Still" levels in the mod ten times more impactful.
- Adjust your settings: Disable "Flashing Lights" in the options menu if you are prone to seizures. This mod uses heavy strobe effects to simulate "broken hardware."
- Look for secrets: A lot of these mods have "Freeplay" only songs that you can only unlock by typing certain words in the main menu or hitting specific key combinations. Keep an eye on the "Godzilla" folder in the game files; sometimes the lore is hidden in the .txt files.
- Play the original game: If you can find an emulator, play the actual 1988 Godzilla: Monster of Monsters. You’ll realize just how much the modders got right, from the movement speed to the sound of the projectiles.
The mod isn't just a game. It's an artifact. Treat it like one and you'll have a much better time than if you just try to speedrun the tracks for a high score. It's about the atmosphere, the dread, and that weirdly nostalgic feeling of playing a game you know you're not supposed to have.