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INSTRUCTION MANUAL

IMPORTANT: Mushroom Kingdom Fusion v0.5 is only a Beta version-


meaning that the game is currently under construction and is
still incomplete. There are various aspects of the game that have
not yet been implemented yet, as well as numerous bugs and other
issues throughout the game.
Also, for your convenience, in this beta you will have access to
all characters, all items/powerups in the shop, and all worlds
right from the start. This is only temporary; these will be
locked off in the finished version of the game.

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Hello, and thank you for choosing to play Mushroom Kingdom


Fusion, version 0.5.
This file will detail all the controls, abilities, powerups, etc,
for playing the game. As this game combines numerous elements
from countless different games, there are a number of different
details to familiarize yourself with, so it can easily get a
little overwhelming and confusing to figure out.

Table of Contents:
1. PLOT
2. CONTROLS
3. CHARACTERS
Main Characters
Unlockable Characters
4. COMMON ABILITIES
Running
Swimming
Climbing
Carrying/Throwing (Type A)
Shells
Carrying/Throwing (Type B)
Weapons
5. GAME OBJECTS
Coins
Money
Cherries
P-Switches
Keys
Red Coins
Bricks
Item Containers
Level Checkpoints
Level Goals
6. POWER-UPS
1-Ups
Poison Mushrooms
Starmen
Curse
Life Jacket
Stomp Boots
Health
Basic "Suit" Power-Ups
7. WORLDS
8. THE MAP SCREEN
Standard Level
Fortress Level
Unlockable Level
Switch Palace
Map Block
Wandering Enemies
Map Pipe
Shop
Mushroom House
Mini-Games
Treasure Ships
9: CHARACTER DETAILS
Main Characters
Mario
Luigi
Wario
Sonic
Tails
Arthur
Roll
Link
Optional Characters
Proto Man
Mega Man
Simon
Ryu Hayabusa
Vile
Zero
Classic Mario/Luigi
10. CREDITS

1. Plot:
An evil entity by the name of Legion is slowly assimilating all
worlds- all realities- into a single point. This assimilation is
causing all the different universes to fuse together into one
another, allowing entities from different games to cross over
into others, creating untold panic and destruction.

To stop this madness and protect the Mushroom Kingdom, the Super
Mario Bros. must set out on an epic journey; they must recruit
new allies, face new foes, and journey across new landscapes and
environments they've never even imagined, all to find the source
of the chaos and put an end to it once and for all.

2. Controls:
At its base, MKF is essentially a Mario game. It uses most of the
same gameplay elements from games like Super Mario Bros. 3 and
Super Mario World, so if you're familiar with how those games
play, you're already a step ahead.

Shift / X: Jump/fly/swim
Ctrl / Z: Run/Pick up/Attack 1
C: Weapon interaction/Attack 2
Space: Release stored powerup
Enter: Pause/Menu
Left/Right: Move your character.
Up: Climb upwards/Enter doors/Enter overhead
pipes
Down: Duck/Enter pipes/Climb downwards

'1' key: Decrease frame skip rate


'2' key: Increase frame skip rate
'3' key: Toggle FPS display on/off
F1: Display help file.
F2: Restart Game
F3: Full Screen + Resolution
F4: Toggle between Full Screen and Windowed
F5: Toggle detail level (particle effects
on/off) [Title screen only]
F6: Toggle between 16-bit and 32-bit color
depths [Title screen only]
F7: Cycle between 1x windowed mode, 2x, and 3x.
1x = 320x240 window
F9: Take a screenshot (.BMP)
F11: Suicide Hotkey (in case you get stuck
somewhere)
Esc: End game

3. Characters:
The biggest feature of MKF is the ability to play as many
different characters from many different games.
There are 10 main characters that will be unlocked automatically
as the story progresses, and a number of other, secret characters
that can be unlocked through special means.
The following is a brief description of each character and their
characteristics. For a more detailed description, please see the
Character Abilities section.

You can switch characters only while on the world map. You can
switch by bringing up the Pause menu with the Enter key and
selecting the appropriate option from the menu.

MAIN CHARACTERS:

Mario: The hero of the classic Super Mario Bros. series, Mario
is the most average character in the game. With a variety of
powerups and abilities to choose from, good control, and the
ability to jump on enemies, he's a good pick for novice players.

Luigi: Mario's younger brother, Luigi plays similarly to


Mario, but with noticeable differences. Lower traction, higher
jumping, slower falling, and similar-yet-different powerups make
him suitable for players who enjoy Mario-style gameplay, but want
something a little more advanced.

Wario: Mario's former rival, now a treasure hunter. Wario


plays somewhat differently than the Mario Bros; while he can jump
on enemies like the Bros., his large bulky frame makes him slower
and unable to run. He makes up for it with his strength, though,
which allows him to tackle enemies and slam into the ground with
great force.

Sonic the Hedgehog: Sega's mascot, and star of his own


franchise of games, Sonic is the fastest character in MKF. He can
not only stomp on enemies, but can attack enemies above by
jumping into them, or attack low enemies by rolling along the
ground in a ball. Also, as long as he has at least 1 coin in his
possession, he gains an extra hit. His only drawbacks are his
knockback, and his somewhat slow acceleration. Definitely a good
pick for beginners.
Miles "Tails" Prower: Sonic's sidekick, Tails has most of the
same abilities as Sonic does. However Tails can't roll or spin
through spiky enemies, moves slightly slower, and gains less
abilities from his power-ups. What he does have, though, is an
innate ability to fly using his two tails as rotors, which can
help him out greatly in tricky platforming sections.

Link: The Hero from the Legend of Zelda series, Link uses a
style of gameplay similar to that of Zelda 2: The Adventure of
Link. Relying on his sword for attacks, he generally gets up
close and personal while fighting, although he uses a hit point
system to protect him should he get hurt in the process. He has a
wide variety of powerups, but can be tricky to control.
NOTE: Link's gameplay will be undergoing a major redesign in the
future. This description will be out-dated by the time of the
next beta version.

Arthur: The fearless knight from the Ghosts 'N Goblins series,
Arthur is a ranged character, who relies on his arsenal of
special weapons to survive. He can attack in all four major
directions, carry two different weapons at the same time, and can
perform a second jump in mid-air. His controls are a little stiff
though, and he suffers from terrible knockback when he takes
damage, but his versatility makes up for it.

Roll: Mega Man's sister robot, Roll gains her first real step
into the spotlight in MKF. Able to wield actual weapons now
instead of a broom, she combines power-up based gameplay with
projectile-based platforming. While a little bit weak, she has
good speed, excellant control, and a variety of different weapons
and abilities at her disposal.
Kirby: NOTE: Kirby is still under construction and has not
been added to the game yet. His gameplay will involve inhaling
enemies and gaining their abilities, and will have a series of
multiple floaty jumps.

Samus: NOTE: Samus is still under construction and has not


been added to the game yet. Her gameplay will be projectile- and
hit point-based, with various weapons and abilities from the
Metroid games.

OPTIONAL CHARACTERS:
NOTE: This information will only be available while the game is
in Beta versions, and all the characters are available from the
start. When the characters become locked, this information will
be removed from future versions of the instruction file.
Proto Man: Prototype robot and "brother" to Mega Man, Proto
Man provides gameplay similar to Roll but with a much higher
emphasis on weapons and shooting than on power-ups. He has three
hit points, a shield to deflect against projectiles, a potent
charge shot, and the ability to hold two robot weapons in his
inventory at once, but lacks any real variety in his power-ups or
abilities.
Mega Man: The Blue Bomber himself, Mega Man has nearly
identical gameplay to Proto Man, with some differences. While he
lacks Proto Man's shield and charged shot, he makes up for it
with an extra hit point, increased weapon energy, and the ability
to fire more projectiles at a time.
NOTE: Mega Man is slightly incomplete, and can be somewhat buggy.

Vile: An antagonist from the Mega Man X series, Vile has


similar gameplay to Roll and Protoman, except with much less
variety. He has no powerups except for health and energy pickups,
but he has decent HP, good control, a dash move that can be used
in midair, and a number of personal attacks that can be used at
any time.

Zero: A character from the Mega Man X series, Zero has almost
identical gameplay to Vile, except his weapons have an emphasis
on melee rather than range. He carries a powerful Z-Sabre which
can be charged and used in conjunction with his buster cannon.

Simon Belmont: Legendary vampire hunter from the Castlevania


series, Simon combines versatile melee combat with hit-point
based gameplay, and has a variety of useful sub-items at his
disposal. His controls aren't as good as other characters, but
his abilities make up for it.

Classic Mario/Luigi: The classic NES versions of Mario and


Luigi, with gameplay direct from the Japanese version of Super
Mario Bros. 2 (Known in the US as The Lost Levels). With only
basic powerups, and somewhat stiff controls, the Classic Bros.
provide MKF with that added "retro" experience. Should definitely
only be used by advanced players.

Ryu Hayabusa: The ninja protagonist from the Ninja Gaiden


series, Ryu is definitely not a character for beginners. While he
has potent melee abilities, an air dash technique, and the
ability to climb up walls, his drawbacks are stiff controls and a
nasty knockback from damage.
NOTE: Ryu is still incomplete, and is somewhat buggy.
Metaknight: The sword-wielding anti-hero from the Kirby
series, Metaknight plays similarly to Kirby but with emphasis
placed solely on melee combat. He has no powerups whatsoever
apart from health pickups, but has a large variety of different
attacks he can use to defeat his foes.
NOTE: Metaknight is still incomplete and is very buggy. As such,
he currently does not have an entry in the Character Details
section.

4. Common Abilities:

Running:
Hold Ctrl/Z to run. Running lets you move faster, but also
decreases your traction slightly. You can duck while running to
slide a short distance underneath low obstacles.
Not all characters can run.

Swimming:
While submerged in water, press Shift/X repeatedly to swim. You
can also gain more control over your swimming by holding Up or
Down while pressing Shift/X. Holding up allows you to surface
quickly, moving higher with each press of the Shift/X key.
Holding Down allows you to gain very little vertical movement,
allowing you to carefully swim underneath hazards and enemies.
Note that not all characters can swim. Some characters require a
Life Jacket powerup in order to be able to stay afloat in
liquids. See the Powerups section for more details.

Climbing:
Press up while touching a ladder, rope, or other climbable object
in order to grab hold and start climbing.
You will continue holding on until you either move away from the
climbable surface, or you jump off by pressing Shift/X.

Some surfaces, such as grates, can be climbed on horizontally as


well as vertically.
Also, there are some enemies that can climb as well, and may pass
behind the climbable surface. Enemies on the opposite surface of
a climbable object cannot hurt you, but some characters can
attack them by moving into the same area as them and hitting
Ctrl/Z.

Carrying/Throwing (Type A):


Some objects can be picked up and released. Items like shells,
keys, throwable bricks, etc. can be picked up by simply walking
into them by holding Ctrl/Z.

These items can then be released at any time by releasing the


Ctrl/Z key. They can also be kicked upwards by holding the Up key
when releasing. Offensive objects, such as shells and blocks, can
also be used to kill enemies by physically carrying the item into
said enemy. Doing so will also destroy the item, but it allows
for more precise enemy elimination.
Note that objects like shells that keep moving and cause damage
when released, cannot be picked up while moving. They need to be
stopped first before they can be carried.
Shells:
Shells are a special object left behind by certain enemies.
Stomping an enemy by jumping on it will reduce most of such
enemies to their shells, but other characters without a stomping
ability often have other attacks they can use to reduce enemies
to their shelled form.
There isn't any real sure-fire way to determine whether or not an
enemy will leave a shell behind, but often it's enemies who
either clearly have a shell on them, or enemies that are an off-
color variation of a type of enemy in the level.

Carrying/Throwing (Type B):


There are other types of objects that can be carried as well, but
in a different way. Some are embedded in the ground, and resemble
weeds or manhole covers.

These can be pulled out of the ground by holding Down while


standing on top of them, and pressing Ctrl/Z. These sort of
buried objects usually hold throwable objects such as vegetables,
but can also hold a variety of other objects such as coins,
bombs, shells, POW Blocks, even rockets leading to other rooms.
There are other similar objects that are already above ground.
These can be picked up without holding Down.

Any item picked up in this fashion will be carried above the


player's head indefinitely until released. Pressing Ctrl/Z will
make the character drop the object at their feet. Holding Forward
while releasing it will cause them to throw it forward in an
overhead arc- the faster the character is moving, the further
forward it gets thrown. Objects can be thrown upwards by holding
Up while releasing them.
Different objects can do different things when thrown, but most
of them can kill enemies on contact.
Also, some enemies and even projectiles can be picked up and
thrown as well. These enemies will not harm you if you stand on
them.

There is an option you can set in the Pause Menu that will allow
you to turn on/off a series of indicators that will show you what
can be picked up the first few times it appears in a level. These
indicators are switched "on" by default.

There are also some types of sand that you can dig through by
"picking it up".

Weapons:
A common element in MKF is the use of firearms and other weapons.
These weapons can sometimes be found laying around in a level, or
can sometimes be dropped by enemies.

Weapons come in a variety of forms. They can fire different


projectiles at different speeds, fire rates, and strengths, and
can have differing stocks of ammo. Except for special infinite
weapons where a gun is absolutely required, most guns have an
ammo meter, limiting the number of projectiles they can fire.
Some rare weapons can be reloaded, but most of them disappear
once their ammo is fully depleted.
Weapons can be picked up by standing over them and pressing the C
key. When carried, pressing or holding the C key will fire the
weapon. To put down a weapon, press C while holdng Up. You must
drop a weapon in order to proceed through a pipe, door, or
portal.

5. Game Objects:
There are a variety of objects to use and interact with in MKF.
Following is a description of the most common ones you will
encounter.

Coins:
Coins are the most common collectible item in MKF. They come in
shapes and sizes that vary from world to world, and even some
individual levels have their own style of coin.
Coins are worth 10 points each. Collecting 100 coins
automatically earns you an extra life, but reduces your coin
count back to zero.
The amount of coins you have is displayed in the top-right corner
of the screen.

Money:

Money is the other most common collectible in MKF. It also comes


in a variety of shapes and sizes, as well as in different
quantities, which can often be determined by appearance. The main
purpose of money in MKF is to be used at the various shops
throughout the game- it can be used to purchase powerups,
weapons, and various other things.
A large portion of this game's money can be found in the form of
Rupees, the jewels from the Legend of Zelda series. Rupees are
found in most stages, floating in mid-air just like coins. The
color of the Rupee determines it's value- green ones are worth
one, blue are worth 5, and so on, until you get into the large
Rupees, which are harder to find and are worth hundreds. Be wary
of the black Rupees, however- those are Rupoors, and collecting
them decreases the amount of money you have.
The rest of the currency you will find is dropped by enemies.
Most enemies in the game have a chance of dropping money after
they are defeated, although it will disappear after a short time
if not collected. The more powerful the enemy, the higher chance
it has of dropping money of high denominations. Bosses, in
particular, will often leave behind huge piles of money when
defeated.
The amount of money you currently own is temporarily displayed in
the bottom-left corner of the screen either when you collect it,
or when you pause the game.

Cherries:
Cherries are an item imported from Super Mario Bros. 2. They are
uncommon, but can usually be found floating in the air alongside
coins and rupees. Individually, cherries do nothing; but if you
manage to collect 10 of them, it will summon a SMB2-style Starman
to float up from the bottom of the screen, making them especially
useful for tough levels.
The amount of Cherries you have is displayed in the top-right
corner of the screen, underneath your coins.

P-Switches:
The P-Switch is an item from Super Mario Bros. 3. They can be
picked up and carried around, and are activated by jumping on
them. Activating a P-Switch has two main effects; the first, it
transforms all bricks in the level into coins, and vice-versa.
The second, it causes hidden items to become visible, such as
blocks, coins, rupees, and springboards. These items are
generally indicated as hidden by being of a dull gray or grayish-
blue color.
The effects of a P-Switch are only temporary, however. Once they
wear off, the hidden items will vanish once again, and
coins/bricks will return to normal. P-Switches normally vanish
when actvated.
P-Switches of colors other than blue often have different
attributes than the regular ones.

Keys:

Keys generally have one main use; they open doors. There are
several types of keys and doors, however.
There are two types of keys: the first is the type you have to
physically pick up and carry around with you. With these, you
have to find a keyhole or locked gate, and physically bring the
key in contact with the keyhole or gate.
the other type is the "inventory"-type key. These you can simply
collect like items, and they are automatically used when you come
in contact with the door or gate they are used to unlock.

Red Coins:
Many levels also contain special red coins, scattered throughout
the regular coins in the level. There are always 8 red coins in
total throughout the entire level, and they are usually in tricky
or out-of-the-way spots. What makes things more difficult,
though, is the fact that these coins are disguised to resemble
the regular coins in that level, only identifiable by a slight
reddish tint, and the fact that they cannot be collected by any
means other than physically touching them. They will let you know
when you've collected one, though.
When you collect a red coin, it adds to the red coin counter that
briefly appears in the bottom-right corner of the screen (pausing
will also make the counter appear). If you manage to find all 8,
a ring of red flowers will appear somewhere in the level,
containing a special prize for your effort. This prize can be
anything from coins, to money, to powerups, extra lives,
practically anything, so be sure and hunt them down whenever you
can.

Bricks:

Bricks are the most common obstacle in MKF. They have various
appearances throughout the game, but are all generally the same.
They're simply solid blocks that get in your way, and make up
various structures. They can be broken with explosions or by
hitting them with shells, or by hitting them from below (Mario
characters cannot break bricks while in their "small" form). If
you hit one while a coin or other collectible is directly above
it, you can collect that item without touching it. If you hit one
while a weak enemy is on top of it, you will kill the enemy.
Hitting a P-Switch will turn them into coins.
There are a couple, less common form of bricks:
Flip Blocks will not break when struck, and will instead flip
around for a short while before returning to normal.
And Bombable Bricks will only move or break when caught in an
explosion. Hitting them from below won't kill enemies or collect
items.

Item Containers:

Given the large number of items in MKF, naturally there are a


variety of containers used to hold them.
These containers come in many shapes and forms, and so it would
be impossible to detail every single one of them.

However, the most common form of item container is the Super


Mario Bros.-style Question Block, or ? Block.

These are solid objects that usually sit suspended in mid-air.


They can generally be identified by having a large question mark
or other prominent symbol on them, which often scrolls or glows
in some fashion. They can contain numerous objects, such as
coins, rupees, keys, springboards, powerups, climbable vines, p-
switches, etc, etc. They can be "opened" either by hitting them
from below, or hitting them from the side with a shell or
physical attack. Once emptied of their contents, the empty block
will remain behind afterwards.
It should be noted that moving powerups, such as Mushrooms, will
move in a direction opposite to the side in which you hit the
block. Meaning if you hit it on the left, the powerup will move
right, and vice-versa.

Other containers have all sorts of different attributes, and can


be opened in different ways. Some can be struck from below like ?
blocks, some can be opened with projectiles or other attacks,
some can be picked up and thrown, some can be opened by jumping
on them. There's usually multiple ways to open any given
container, so when you come across one, just try everything if
you aren't sure how to open it.
On that same note, you can also obtain items from various NPCs
and even enemies. NPCs you often have to simply come in contact
with, while enemies you simply need to destroy.
Level Checkpoints:

Normally, when you die in a level, when you re-enter that level
from the map you will have to play through it again from the
beginning. In key locations throughout the levels, though, are
special level checkpoint objects. These come in various different
forms depending on the world you're in (and sometimes on the
level itself). When you touch one, it will essentially mark your
location in the level you're in, so if you die, you will start
from nearby the checkpoint instead of from the beginning. Larger
levels can have multiple checkpoints throughout their length-
some may even have multiple within the same room. They are also
most commonly found right before bosses or other overly difficult
areas where you are more likely to lose a life. Checkpoints only
stay active within a level as long as that level is still in
progress, however- if you complete the level or enter a different
one, your checkpoint progress will be erased and you will have to
start that stage from the beginning again the next time you enter
it.

Level Goals:

When playing a level, your obvious objective is to reach the goal


at the end, so that the level can be completed. With the
exception of most levels ending in a boss battle (which end
automatically), there are 3 types of "goal" that the player can
reach.
The first and most common is the classic Mario-style flagpole.

Simply touching this flagpole will cause the player to slide


down it, allowing them to safely end the level. As a bonus, all
enemies nearby will be destroyed at the moment of contact.
Players can also use this opportunity to earn an extra life- the
higher on the flagpole the player touches, the more bonus points
they are awarded. By reaching the ball at the very top of the
pole, they will be awarded a 1up instead.
The second is the Sonic-style signpost, native only to World 7.
Once again, simply touching this sign will end the level.
Earning an extra life is also possible with the signpost, but
done in a much different way: Hidden in a formation somewhere
near the sign are 5 special bonus markers. These markers are
completely invisible until activated, and are activated simply by
touching them. Each one you touch will award a higher point value
until the fifth and final one, which will award an extra life.
They can be activated in any order, and are always located nearby
one another in some sort of shape, path, or other formation.
However the period in which you can activate them is brief- they
can only be activated after you have hit the signpost, while it
is still spinning but before it stops and forces the player to
walk off the screen.
The last is a special form of exit; in some levels, in addition
to either a flagpole or signpost, you may find a black keyhole in
an extremely hard-to-reach or out-of-the-way area. These
keyholes are secret exits, and can be opened only by touching
them while carrying a golden key. These special optional exits
will open alternate paths on the map, which often lead to special
optional levels or various other places. These alternate paths
are blocked off by a golden map-gate, which becomes unlocked
and is removed once you complete the adjacent level through the
keyhole instead of through the normal means.
There are also a few very rare levels in which the level is
completed by touching a specific unique object at the end; these
objects are generally very prominent and near-impossible to miss,
though.

6. Power-Ups:
Every character in the game has special power-ups they can
collect to give them new abilities. Many power-ups are unique to
individual characters, allowing for a variety of different forms
and abilities. The details of such will be explained further on,
in the Character Abilities section.
This section will just explain the common power-ups avaiable to
all characters, as well as the various power-up "tiers".

During game play, many characters will store extra/alternate


powerups they collect in an inventory slot (or slots) at the top
center of the screen. At any time you can press the Space Bar to
release the power-up in your inventory, causing it to float down
onto the screen for you to collect.
It will also float down automatically for some characters when
reduced to their basic, one-hit-kill state.

1-Ups:
1-Ups are, simply put, extra lives. Their appearance varies based
on the character, but they all behave exactly the same.
There is also a rare 3-Up Moon item you can find, that will grant
you three extra lives. Unlike regular 1-ups, 3-ups don't move,
and always have the same appearance:

Poison Mushrooms:
Poison Mushrooms are not exactly what you would call a power-up;
in fact they're more what you'd call a power-down. Poison
Mushrooms should be avoided at all costs, since touching one will
damage the player. Even worse, this damage completely ignores the
mercy invincibility that normally accompanies being damaged by an
enemy or other hazard.

Starmen:
Starmen are sparkling star-shaped power-ups that bounce around in
an energetic fashion. Collecting one will make the player
completely invincible to all damage for a limited period of time.
While invincible, simply touching an enemy will kill it
instantly, no matter how strong it is, and the player can run
effortlessly over spikes or other hazards. However, you aren't
completely immune to death during this time- molten lava will
still kill you instantly, and you can still die if you fall into
a bottomless pit, get crushed by moving walls, or run out of
time.

Curse:
Another item to avoid, the Curse item is from the game Wonder
Boy, which became Adventure Island in the US (and it was turned
into an eggplant). Only found in ? blocks and other containers,
the curse will quickly fly towards you in a straight line, and if
it hits you, it will latch on and start to drain TIME from you-
eating away time from the level timer for a random duration. As
such, it can only be found in levels that have a time limit, and
fortunately very rarely.

Life Jacket:
As stated earlier in the Swimming section, not all characters
possess the innate ability to swim. Some characters, like Sonic,
will sink like a rock if they enter the water. The Life Jacket
power-up remedies this, granting them the ability to swim in
water like any other character. This item will only appear for
characters who are unable to swim, and will be taken away if the
player reaches a point where they no longer need it.

Stomp Boots:
The Stomp Boots are a rare and unusual item. Only available to
characters without the innate ability to stomp enemies, the Stomp
Boots gives the player the ability to... stomp enemies. This
powerup is generally only available in areas where enemies can
only be defeated by stomping, including bosses, or in areas where
the player needs to bounce off of enemies in order to continue
forward. Like the Life Jacket, it will be taken away once the
player reaches the point where they no longer need it.

Health:

Some characters are hit point-based, capable of taking multiple


hits which can be replenished. Also, some worlds have a hit point
system built in, which gives all characters extra hit points. As
such, there are various items that recover HP. They can be found
in containers, dropped by enemies, or just sitting around on the
ground, but collecting one of these items restores one of your
missing hit points.
There are also rare items that restore multiple or even all your
hit points at once, usually found before a boss.

Basic "Suit" Power-Ups:


Beyond what has already been described above, all other power-ups
give players new abilities and capabilities. Most of such power-
ups tend to fall into a specific category of power-up, or "tier",
if you will. The following is a description of each basic power-
up "tier":
Mushroom: The lowest level of power-up. The mushroom class
powerup generally gives the player the ability to take an
additional hit without dying.
Fire Flower: The basic projectile power-up. Generally gives
the player the ability to fire weak projectiles of some sort.
Leaf: The basic flight power-up. This basically gives the
player some means of flying and/or slowing the rate at which they
fall.
Hammer Suit: A more advanced projectile power-up. Usually
provides a more powerful projectile capable of defeating stronger
enemies, and often some sort of armor ability.
Tanuki Suit: A more advanced flight power-up. Usually provides
the same abilities as the leaf power-up, but with some sort of
added bonus, often a transformation ability.
Mega Man Suit: A special Fusion power-up exclusive to World 3,
although it can be found in various places in later worlds as
well. Gives the player the abilities of a character from the Mega
Man series of games.
Sci-Fi Suit: A special Fusion power-up exclusive to World 9
and beyond. It grants the player the abilities/weapons of a
character or enemy from a science-fiction themed game, often
Halo. All Sci-Fi Suits share one common ability; they all have a
special recharging energy shield that allows the player to take a
hit without losing the suit. When hit, their suit will flash and
alarm for a short time while it recharges, before returning to
normal. If hit while in this flashing state, though, the player
will lose the suit.
Other: Some characters have an extra powerup tier or two,
exclusive to that character. Details on that will be explained in
the sections for those characters.

7. Worlds:
There are 11 different worlds in MKF, each one encompassing a
different game series or genre of games, and containing their own
unique variety of levels. Most worlds can be accessed via warp
pipes located in World 1, but there are some other inter-world
pipes in other worlds as well. World -1 can currently only be
accessed through World 9.
Please note that as the game is still incomplete, many of the
worlds are missing stages- some missing a great number. These
stages will be added later on as the game is developed.

World 1: The Mushroom Kingdom


The starting location for the entire game, the Mushroom Kingdom
is the setting for the Super Mario Bros. series, and as such is
filled with various Mario-style levels. Later on through this
world, Legion's fusion of worlds starts to seep in, resulting in
bizarre landscapes combining the Mushroom Kingdom with strange
alternate landscapes.

World 2: Alternate Earth


Alternate Earth takes place in an alternate version of the real
world. Levels here are based off of various real world locations,
such as the Grand Canyon, Mt. Everest, and the Egyptian pyramids.
The Fusion effect is running wild here, allowing in a huge
variety of strange enemies from countless other worlds. The Rebel
Army from the Metal Slug series, led by General Morden, has taken
over much of the world, and the player will need to fight their
way through them to reach their goal.

World 3: The Megaverse


The setting for the Mega Man series, World 3 has been taken over
by the evil Dr. Wily, who has used a new energy source to rebuild
all his former robot masters, who have taken up strategic
positions all over the world. Every level in this world has at
least one boss fight against a robot master, but fortunately here
you are provided with a hit point system to help protect you from
harm.
World 4: The Demon Realm
Folks, welcome to Hell. No, seriously. The Demon World is
populated by countless monsters and demons, all of whom would
like nothing more than to tear you apart and feast on your
insides. Expect lots of fire, brimstone, spiky things, and other
general unpleasantness as you brave your way through this hellish
landscape.

World 5: Gehenna
Little is known about this enigmatic realm; Legion's personal
followers, Legion's Finest, have taken up residence here, and
apart from them, this world is devoid of any life apart from a
variety of bizarre creatures that defy description. Even the land
itself will try to kill you in this place.
NOTE: This world is very incomplete, and has very little
available levels.

World 6: Adventurers' Domain


A welcome change of scenery from the last two terrifying worlds,
The Adventurers' Domain is a realm of fantasy and sorcery, where
heroes set out in search of treasure and do battle against
fantastic creatures. Try not to let the mystical nature of this
place lull you into letting your guard down, though, as numerous
villainous forces are vying for control here, and see you as
nothing more than an obstacle in their way.

World 7: Mobius
The colorful world of Mobius is the home of Sonic the Hedgehog,
and his sidekick Tails. In their absence however, Dr. Ivo
Robotnik has managed to take over, building a vast army of deadly
machines designed to stop the hedgehog and his friends upon their
return. This world also shows signs of being affected by the
fusion effect, as locations from other classic Sega games have
managed to start leaking in.

World 8: Nintendo Subspace


Legion's fusion of worlds is clearly becoming stronger, as
evidenced by this strange world, which combines together a
variety of worlds from all the classic NES games. Let the
nostalgia wash over you as you face against numerous foes and
obstacles from throughout the Retro NES era.

World 9: Edge of Beyond


Space is indeed the final frontier here in World 9, as the
vastness of deep space and a rampaging war between numerous alien
forces is all that remains between you and the realm of Legion.
Travel across a variety of alien worlds in attempt to deactivate
all the forcefield generators protecting The Library, your main
goal in the center of this cosmic jumble.

World 0: Twisted Reality


There's no turning back. You've entered Legion's domain, where
all worlds become one. You have no choice but to press forward,
through the twisted conglomerations of places you've once
visited, all to reach the forboding Castle of Meat to face Legion
himself, and put an end to his nightmarish plans once and for
all.
NOTE: World 0 is empty, and is currently unavailable. As it will
involve fusing together everything else seen in the game thus
far, it will obviously not be put together until everything else
in the game has been completed first.

World -1: The Minus World


What the heck is this place? Strange pixellated beings, weird
terrains, alien creatures, floating glowing.... things,... This
odd realm makes hardly any sense whatsoever, and is filled with
elements from games that... just don't belong in any other world.
Nonetheless, your journey won't be complete unless you manage to
make your way through this... place.

8. The Map Screen


In order to move from level to level, all worlds have their own
individual map screen that you will need to navigate. As you will
spend a large amount of time on the various maps, you will need
to familiarize yourself with the various icons and other symbols
found throughout.

While on the map, you can instantly switch to your reserve


powerup by hitting the Space Bar.
IMPORTANT: If you are unable to get past a level or locked gate
due to bugs or glitches, there is an option currently in the
pause menu called "Debug Mode". Activating this mode will allow
you to pass through all blockers on the map.
Standard Level:
These are the basic levels of the game. The majority of these are
mandatory for you to complete in order to progress through the
worlds. After a level is completed, it can be re-entered as many
times as you want.
NOTE: Only flashing or otherwise animated level tiles have actual
levels in them. All others have not had their levels
developed/added yet.

Fortress Level:
Fortress levels are similar to regular levels, only they are
generally harder. They are often filled with a variety of deadly
traps and enemies, and always have a boss waiting for you at the
end.
NOTE: Unlike other levels, Fortress level markers are not
animated at all. The only way to tell if one has a level
available in it or not is to stand on it and see if a level name
pops up.

Unlockable Level:
These levels are generally found off the beaten trail, often
sealed behind a locked gate or other obstacle. They are not
necessary to complete the game, only for 100% completeness.
Because these levels are not mandatory, they can have much higher
difficulties than regular levels, so be wary.

Switch Palace:
The Switch Palaces are special levels; there are only four of
them in the game, each well hidden. The "levels" contained within
are extremely short, and usually consist of an area in which to
collect hidden coins, with a room at the end containing a giant
P-Switch. Hitting this P-Switch will activate/deactivate special
Switch Blocks found throughout every world of the game.

Large blocks on the map will vanish, opening up previously sealed


off areas of the map, while smaller blocks will appear within
levels, in places previous marked with a dotted line ,
providing platforms or other structures to assist you in various
ways.
There is also a special black Switch Block you may encounter in
some places. However, no black Switch Palace exists. These
blocks are deactivated through a different, and much more
complicated means.....

Map Lock:
These enormous locked gates exist solely to prevent access to
certain areas of the map. These locks are always located next to
a level, though, and when a level is next to a map lock, it's a
guarantee that that level has an alternate exit hidden in it
somewhere. The only way to remove the map lock is to enter the
level next to it, and find the secondary exit hidden within.
Blue map locks are similar to regular ones, only these are
removed simply by completing the nearby level through the
standard exit.

Wandering Enemies:
Not all enemies are found within levels. In most worlds, you can
also find some enemies wandering around on the map, waiting for
you to find them. Upon moving onto the same space as them, you
will immediately be pulled into battle, and will have to fight to
the death to continue.
When you defeat them, you are rewarded with at least one extra
life, which gives you some incentive to fight them. Different
worlds have different enemies wandering around on the maps. Also,
be careful as the map enemies in some worlds may be invisible.

Map Pipe:
These spaces serve as warps between different areas of the map.
Simply move onto one and enter it to be warped to it's
destination.
Some pipes don't lead to other areas of the map, though, they
lead to other worlds entirely. These ones are easily identified
by having a numbered signpost next to them.
The world they lead to is indicated by the number on the sign.

Shop:
Shops are special establishments where you can spend your hard-
earned Rupees. Inside you'll be greeted by a friendly shopkeep
native to the world you're in, and you'll be able to buy a
variety of items, such as power-ups, health refills, weapons,
special support items, and more.
(For characters who have a large selection of weapons to choose
from, you can stand in front of the weapon item and press Up and
Down to cycle through all available weapons for sale.)
NOTE: While all shops currently have a full stock of items, when
the came is closer to completion, shops will be limited in their
selection of goods, that selection increasing as you progress
through the game.

Mushroom House:
Mushroom Houses are special areas limited to just a few areas of
the game. They can be entered once, and then disappear off the
map for good. Inside a Mushroom House, you will find a friendly
Toad who will present you with three chests to choose from.
Opening a chest will provide you with a random powerup. The
powerups you are capable of recieving are limited to the types of
powerups available in whatever world the House is in (for
instance, you cannot receive a Mega Man Suit unless you are in
World 3 or higher).
Red Mushroom Houses are special, rare Mushroom Houses located
in out-of-the-way locations, often located behind a switch block
or locked gate. There is only a single chest inside, and it
always grants you a specific powerup rather than a random one.
The powerups given are generally higher-tier, so you know you'll
always get something good.

Mini-Games:
Also located on the map are special icons which lead to mini-
games. There are various kinds of mini-games, which are capable
of rewarding you with prizes such as power-ups or extra lives.
You only get one shot at each, though; once you finish one, it
vanishes off the map.
NOTE: There are currently only three types of minigame available.
More will be added as development of the game progresses.

Treasure Ships:
These golden airships can be found in multiple worlds, and are
packed with treasure. Entering one will bring you into a side-
scrolling airship level, where you are allowed to grab as much
treasure as you possibly can. If you happen to fall off the
screen or get crushed by the auto-scrolling, you won't lose a
life as you normally would, but you will be ejected from the
ship. And you only have one shot, so if you get kicked off the
ship, you won't be able to try again until you find a different
one. There can only be one Treasure Ship per world, and they are
always in difficult-to-reach areas.
There is a different kind of Airship in World 1 however, that
you shouldn't confuse for a Treasure Ship. This rideable airship
can only be found in World 1, and can transport you all over the
world map, with total disregard for the paths you are normally
forced to follow, although you can't interact with the map while
riding it. You can land it and disembark anywhere on the map
paths where there isn't already a map object.

9. Character Details:
With such a large variety of characters to choose from, there is
obviously an even larger variety of special abilities and power-
ups. Each character has their own special techinques, and their
own unique power-ups, that can give them new abilities.
The following is a detailed description of each character, their
special abilities, and their power-ups.

Main Characters:

MARIO:

Mario is the most balanced character in MKF. The game is based


around Mario-style gameplay, making Mario perfectly suited for
the job. He has good control, decent speed and abilities, and a
fairly simple play style.

Mario's main method of attack is the Stomp, done by simply


jumping on an enemy. This is enough to kill most weak enemies,
and can deal a decent amount of damage to enemies with hit
points. Mario can also bounce high into the air by holding down
the Shift/X key when landing on a stompable enemy.
Not all enemies can be stomped, though. Enemies that have visible
spikes or other pointy bits on top of them, or enemies that are
shrouded in fire, electricity, energy, etc. generally cannot be
stomped; jumping on them will just get you hurt instead.

Mario's special technique is the Spin Jump, performed by holding


Up while jumping. This is a more powerful version of the stomp,
capable of destroying weak enemies instantly, and can destroy
things like Koopas without leaving a shell behind. It can also be
used to destroy bricks by jumping on them, although only Big
Mario can do this. Most importantly, the Spin Jump allows you to
bounce harmlessly off of enemies that you would normally be hurt
from jumping on (although it doesn't work on some enemies, like
fiery ones). And like the normal jump, holding Shift/X when
landing on an enemy gives you a high bounce.

Power-ups:

Mushroom:
Mario's basic form is that of Small Mario; unable to break
bricks, and killed in a single hit. Collecting Mario's basic
powerup, the Mushroom, makes him Big Mario, which essentially
gives him an extra hit and allows him to break bricks by hitting
them below or spin-jumping onto them.
It should be noted that while Mario is in his "small" form, all
power-ups recieved from blocks will be Mushrooms.

Fire Flower:
Collecting a Fire Flower gives Mario the ability to shoot
fireballs with the Ctrl/Z key. Fireballs bounce along the ground
until hitting something, and can kill weak enemies, and deal
minor damage to enemies with hit points. Fireballs can also melt
ice blocks, thawing out any items trapped inside. Performing a
Spin Jump will fire two fireballs off in opposite directions.

Super Leaf:
The Super Leaf turns Mario into Raccoon Mario. Raccoon Mario
gains a raccoon tail that you can swing with the Ctrl/Z key as an
attack; this tail whip can kill weak enemies, reduce shelled
enemies to their shells, break bricks, and activate ? blocks.
Also, by pressing Shift/X repeatedly in mid-air, Raccoon Mario
can reduce the speed at which he falls, allowing hom to float
across long distances.
Lastly, the Super Leaf gives Mario the ability of flight; by
running forward in a single direction, you fill up a P-Meter at
the bottom of the screen. When this meter is full, Mario can fly
for a short time by pressing Shift/X repeatedly.

Blue Shell Suit:


The Blue Shell Suit is a power-up unique to Mario, which allows
him to take on all the characteristics of a kicked Koopa Shell.
By holding Down while running, Mario will duck into his shell and
speed forward uncontrollably, only changing directions by
bouncing off of solid surfaces (he can still jump, however).
Shell Mario will plow through weaker enemies, cause decent damage
to enemies with hit points, and can even break bricks and
activate ? blocks. Careful with tougher enemies though, such as
bosses- colliding with them will stun Mario for a short time.

Hammer Suit:
The Hammer Suit gives Mario the abilities of the Hammer Bros.
enemies, allowing him to lob hammers in an overhead arc. Hammers
are much stronger than fireballs, and can harm many enemies that
fireballs cannot, such as Dry Bones and Thwomps. Spin Jumping
will cause him to throw out two hammers in opposite directions.
Also, ducking while as Hammer Mario will make him duck underneath
his sturdy shell, which can protect you from weak projectiles
such as enemy fireballs.

Tanooki Suit:
The Tanooki Suit transforms Mario into a Tanuki, a mythical
Japanese raccoon-dog with powers of transformation. Tanooki Mario
has all the same powers as Raccoon Mario- raccoon tail, slowed
descent, and flight. In addition to all that, by pressing Down
and holding Ctrl/Z, he can transform into a statue for a short
time, making him completely invulnerable to damage. Mario can't
move at all except to fall straight down in thes form, though, so
be careful with it.
Fortunately, the statue can be used as a powerful attack all it's
own by transforming above an enemy and dropping the statue on top
of it. This "statue stomp" attack does more damage than the
regular stomp and even the Spin Jump, and can kill enemies that
you can't normally jump on, like Rotodisks.

Soldier Suit:
The Soldier Suit is a powerup exclusive to Mario and Luigi, and
can only be found in World 2 and beyond. Mario's Soldier Suit
turns him into Marco Mario, with the basic abilities of Marco
Rossi from the Metal Slug series.
Marco Mario comes equipped with an infinite-ammo pistol, which
can be fired with the Ctrl/Z key. The pistol can be aimed in all
directions except down, allowing him to attack enemies from
almost all engles. Spinjumping will cause Mario to fire a shot on
either side of him.
NOTE: Marco Mario is still incomplete, so the pistol is the only
ability he has. In the future he is currently planned to be given
an additional ability, such as grenades or a knife attack.

Mega Man Suit:


The Mega Man Suit turns Mario into Mega Mario, with all the
abilities of Mega Man. By pressing Ctrl/Z, he can fire a Mega
Buster, which can fire up to three shots at a time. Holding the
Ctrl/Z key allows you to charge up the weapon, allowing you to
fire a much larger, more powerful shot when released. Spinjumping
will cause Mario to fire a shot on either side of him. Lastly,
Mega Mario can slide by pressing Down and Shift/X, allowing him
to pass quickly under low obstacles or hazards.

Sci-Fi Suit:
Mario's Sci-Fi Suit transforms him into Spartan Mario, with the
abilities of a Spartan soldier from the Halo series. In addition
to the standard energy shield, he can swing a powerful but short-
ranged energy sword to defeat enemies by pressing the Ctrl/Z key.

LUIGI:

Luigi has a similar playstyle to his brother. Like Mario, he can


stomp enemies by jumping on them. Luigi controls differently than
Mario, though; Luigi has less traction, making his movement
somewhat "slidey", like he's on ice. Also, his jumps are slightly
floatier than Mario's.

Luigi's special technique is the Flutter Jump. By pressing


Shift/X while holding Up, Luigi takes a massive leap into the
air, higher than a normal jump, and floats back down much more
slowly than normal. While this doesn't provide any kind of
offensive bonus like Mario's Spin Jump, it can be extremely
helpful in clearing tricky sections of levels, or avoiding
various hazards and dangers.

Power-ups:

Mushroom: Like Mario, Luigi also gains access to the Mushroom


power-up to grant him an extra hit. There is no difference
between Mario and Luigi's mushrooms.

Fire Flower: Also like Mario, Luigi can pick up a Fire Flower
to gain the ability to throw fireballs by pressing the Ctrl/Z
key. Luigi's fireballs are different from Mario's though. Luigi's
fireballs only travel a medium distance before vanishing, and
they travel horizontally, ignoring gravity. By holding Down while
firing, Luigi can fire his fireballs at a downward angle,
allowing him to hit enemies on a level below him.

Super Carrot: The Super Carrot is a powerup from Super Mario


Land 2: 6 Golden Coins, and it transforms Luigi into Bunny Luigi.
When you hit Shift/X in mid-air, Bunny Luigi can perform a short
mid-air "hop" that can give him a little extra altitude. Also, by
hitting Shift/X repeatedly, Bunny Luigi can slow the rate at
which he falls, allowing him to float across long distances.
Like with Mario's Super Leaf power-up, the Super Carrot also
grants Luigi the ability to fly by building up a P-Meter while he
runs in a straight line.

Super Feather: The Super Feather is a power-up unique to


Luigi. Collecting it turns him into Cape Luigi, with the Super
Cape from Super Mario World. Cape Luigi is similar to Raccoon
Mario- he can slow his descent, build up a P-Meter and fly, and
by pressing Ctrl/Z, he can spin around and whip things in front
of him with his cape. The cape attack can kill weak enemies,
knock shelled enemies into their shells, break bricks, and
activate ? blocks.
In addition, while flying, pressing Forwards and Backwards will
cause Luigi to start gliding. Pressing Backwards will tilt him
upwards, and pressing Forwards will angle him forward. With
practice, it is possible to soar huge distances with this
technique. Lastly, if you hold Forward while gliding, Luigi will
drop into a full-on nose dive, crashing into the ground with a
boom and damaging everything around him when he lands.

Hammer Suit: Luigi's Hammer Suit gives him the ability to


throw large boomerangs, like one of the Boomerang Bros. These
boomerangs travel only a short distance before returning, but
they can pass through solid objects, and are much stronger than
fireballs, able to defeat much tougher enemies with ease. Also,
ducking in this form conceals Luigi underneath a sturdy shell,
capable of harmlessly deflecting weak projectiles.

Bee Shroom: Collecting this mushroom transforms Luigi into Bee


Luigi. Bee Luigi has the same flight and fall-slowing abilities
as Bunny Luigi (minus the mid-air hop), and by pressing Down +
Shift/Z, he spins around, firing out two medium-range stingers in
both directions.

Soldier Suit: Luigi's Soldier Suit transforms him into Guile


Luigi, granting him the abilities of Guile from the Street
Fighter series. By pressing Ctrl/Z, he can throw a powerful Sonic
Boom attack, which not only deals heavy damage to enemies but
also destroys other projectiles it hits! And by pressing the C
key, he uses a melee punch or kick, which while extremely short-
ranged is very powerful, and grants a brief moment of
invulnerability while using it.
Mega Man Suit: Luigi's Mega Man power-up turns him into Proto
Luigi, with the abilities of Proto Man. He gains a basic buster
cannon which he can shoot with the Ctrl/Z key, and by pressing C,
he can bring up a Proto Shield that will protect him from weak
projectiles. Ducking will also cause him to take cover beneath
his Proto Shield. And by pressing Down + Shift/X, he can quickly
slide under low obstacles and hazards.

Sci-Fi Suit: Luigi's Sci-Fi power-up turns him into Bionic


Luigi, with the abilities of the Bionic Commando. Along with the
energy shield standard to all sci-fi suits, he can fire a special
energy rifle using the Ctrl/Z key. And by pressing the C Key, he
can extend his bionic grappling arm out to either attack enemies,
or to collect coins and other collectibles. His bionic arm can be
fired fowrards, upwards, and upwards diagonally, but not down.

WARIO:

Wario is one of the slowest characters in MKF. He lacks any


ability to run, and can be rather unwieldy at times, but makes up
for it with his strength and an array of powerful techniques.
Wario is also a very greedy character, and as such, he has what
is referred to as the "Greed System". Whenever Wario kills an
enemy, he has a decent chance of that enemy dropping a random
number of bonus coins, which can help him get extra lives faster.
The downside to his greed, though, is that whenever he dies, he
will lose every single coin he is carrying.

Wario has a few abilities at his disposal. The first is his


ability to crawl. Since Wario can't run, he also can't slide
under narrow spaces like faster characters can. But fortunately
he can crawl around by simply holding Left or Right while
ducking.

Secondly, like the Mario Bros., Wario can stomp enemies by


jumping on them. Like with other stomping characters, holding
Shift/X while stomping will give him an aerial boost.
In a similar vein, Wario has a potent Ground Pound attack he can
use by pressing Down + Shift/X while in mid-air. This attack will
send him crashing straight down, dealing extra damage to anything
he lands on. And similar to Mario's Spin Jump, he can use this
ability to bounce harmlessly off of spiky enemies. And for
enemies he can't stomp without taking damage, he doesn't have to
land on them directly- simply by landing on the ground, Wario
causes a powerful shockwave that will hurt all enemies simply
nearby his landing point, and can reduce shelled enemies to their
shells. He can also use it to break bricks below him. Wario does
not get an aerial boost from landing on enemies in this fashion,
though, and if he ground pounds and kills an enemy in the air, he
will continue falling until he hits a solid surface.
It should be noted that Wario cannot use this attack while in his
Small form.

Wario's main method of attack, however, is his Dash Attack. By


pressing Ctrl/Z while holding Left or Right, Wario will fly into
a blazing shoulder-tackle attack that can send enemies flying.
The Dash Attack can also be used in mid-air, which allows him to
cross wide pits that he can't jump across due to his slow
movement.
The Dash Attack has its drawbacks, though, and should be used
cautiously- when you hit an enemy, Wario will instantly lose all
horizontal movement, which can be fatal if it occurs over a pit.
Also, if he hits a wall or other solid object, he will bounce
backwards off of it and become stunned for a moment. Lastly,
after using the attack, he has a brief cooldown period before he
can use it again, meaning he can't keep dash-attacking in quick
succession.

Power-ups:

Garlic: Wario's personal version of the Mushroom, eating


garlic turns Wario from his small form into his large form,
allowing him to break bricks and perform his Ground Pound attack,
and granting him an extra hit.

Dragon Hat: Collecting a Dragon Hat power-up gives Wario the


ability to spew flames from his head. With this hat equipped,
holding the C key will spew a constant stream of flames out in
front of him. These flames are not infinite, and have a fatigue
meter located on the left side of the screen. The more filled up
this meter becomes, the slower and weaker his fire becomes. If it
fills all the way to the top, then Wario will be temporarily
exhausted, and will be unable to use the flamethrower again for a
long period of time. When not totally exhausted, the fatigue
meter will decrease on it's own simply by not using the
flamethrower ability.

Jet Hat: The Jet Hat power-up gives Wario the ability to
perform a long-ranged aerial dash, separate from his normal dash
attack. By holding Shift/X in mid-air, Wario will begin rocketing
forward through the air. During this, a fatigue meter will fill
up on the left side of the screen. When it fills up, Wario will
stop flying and will fall out of the air. The meter will decrease
as long as Wario is standing on the ground.
Fortunately there is no cooldown timer for this power- as long as
the fatigue meter isn't full, you can stop flying, fall for a
bit, then start flying again all without touching the ground, and
the meter will decrease once you hit the ground, even if
completely filled. For added distance, you can even use an aerial
Dash Attack immediately before or after you use the Jet Dash.
Note that the dash provided by this power is not an attack, and
will not hurt enemies.

Hammer Suit: Wario's Hammer Suit turns him into Sledge Wario,
giving him the abilities of one of the gargantuan Sledge Bros.
When pressing the C key, Wario will fling not one, but two
hammers forward in separate arc trajectories. In addition, his
Ground Pound attack has been enhanced- upon impact with the
ground, in addition to the normal shockwave produced, Wario will
send pieces of debris flying off in arc trajectories. Each of
these pieces is a projectile, and can deal damage to enemies.
On top of all that, he also gains the ability to duck inside a
sturdy shell, protecting him from projectiles.

Vampire Suit: Picking up this suit makes Wario into Vampire


Wario. Vampire Wario has the ability to transform into a bat and
fly, by pressing the Shift/X key in mid-air; each press will
cause Bat Wario to flap his wings and fly upwards a short
distance, but will also add to a fatigue meter on the left side
of the screen. If this meter fills up completely, Wario will be
exhausted, and will be unable to turn into a bat again for a long
period of time. When not exhausted, the meter will slowly
decrease on it's own simply by standing on the ground.
In addition to flight, Vampire Wario can also transform into a
golden Wario statue by pressing Down and holding Ctrl/Z. The
statue form lasts for a short period of time, and prevents Wario
from moving in any way, but it renders him completely impervious
to damage. In addition, dropping onto an enemy while in statue
form deals a large amount of damage to enemies, and can even
defeat enemies that Wario is normally incapable of stomping
without taking damage.

Mega Man Suit: Wario's Mega Man powerup transforms him into
Guts Man Wario, with the powers of the robot master Guts Man from
the Mega Man series. This impressive power-up allows him to
summon an enormous rock from the top of the screen. This rock
will simply fall off the screen on it's own, but Guts Wario can
grab it by touching it, and will carry it above his head. He can
then throw it at enemies, both dealing damage by itself, and also
shattering into four smaller rocks when it hits an enemy or solid
object, each one capable of dealing damage on it's own.
In addition, Guts Wario can also pick up any breakable bricks
found in a level (except bomb-only ones), as well as special Guts
Blocks located in some levels, by standing on top of them and
pressing Down + Ctrl/Z, which he can also use to throw at enemies
with the Ctrl/Z key. These bricks will not create the same
shrapnel as the rocks, though.
Sci-Fi Suit: Wario's Sci-Fi Suit gives him the abilities of a
Covenant Brute, from the Halo series. In addition to the standard
energy shield that comes with all Sci-Fi Suits, Wario also gains
a powerful Gravity Hammer attack by pressing the C key. This
attack is extremely slow, but deals a massive amount of damage.

SONIC:

Sonic is naturally the fastest of all the characters, and is also


extremely versatile in his abilities. His speed can be a
hindrance somethimes if not kept in check- while he has somewhat
slow acceleration, he also has slow deceleration, making it
slightly difficult to stop after reaching top speed. Also Sonic
is unable to swim, and requires a Life Jacket power-up to stay
buoyant.
Sonic does not take damage in the same way as other characters;
Sonic and Tails gain power from coins, which provide them with
protective energy. As long as Sonic has even a single coin in his
possession, getting hurt will not kill him. When he does get hit,
though, he will get send reeling backwards, unable to react until
he hits the ground, and he will lose every coin he had in his
possession, each one scattered violently away from him.
Fortunately he can still re-collect some of his dropped coins.

Sonic can attack enemies from practically any angle. He can stomp
enemies by jumping on them above, also gaining the same aerial
boost as other stomping characters by holding the Shift/X key. He
can also jump into enemies from below, or even from the side to
damage them.

Also, by holding Down while moving left or right past a certain


speed, Sonic will roll into a ball and can spin through weak
enemies, including spiky ones. Rolling into enemies with hit
points can deal damage to them, and bounce Sonic away.

While holding Down, pressing the Ctrl/Z key repeatedly will cause
Sonic to "rev up", each press spinning him faster and faster, and
when Down is released, he will Spin Dash forward at high speed,
his velocity based on how many times you "revved him up". Sonic
can also break bricks and activate ? Blocks by Spin-Dashing into
them from the side. When rolling along in this fashion, you don't
need to hold Down to keep Sonic in a ball.

Lastly, by pressing Down and Shift/X in mid-air, Sonic will lose


all horizontal movement and will Spin Drop straight down. If
dropped onto an enemy, this attack can destroy weaker enemies
with ease, and will also allow Sonic to bounce harmlessly off of
spiky enemies without taking damage. It can also destroy bricks
below him, and makes a useful method of controlling his speed
while moving through tricky platforming sections.

Power-ups:
NOTE: Sonic's power-ups will be changed signifigantly in future
versions of the game.

Rings: Coins and rings are necessary to Sonic's survival.


Whenever Sonic opens a container holding a power-up, and he has
less than 10 coins in his possession, he will immediately be
given ten rings to protect him from damage.

Fire Shield: Picking up a Fire Shield surrounds Sonic in a red


energy barrier that can protect him against weak projectiles. It
also allows Sonic to take a hit without losing any coins,
although he will still be knocked back. Furthermore, by pressing
Ctrl/Z in mid-air, Sonic will air-dash forward, allowing him to
instantly reach full speed without needing to accelerate first.

Jet Boots: Picking up the Jet Boots grants Sonic the ability
to fly. By holding Ctrl/Z while running in a straight line, he
fills up a P-Meter at the bottom of the screen, which allows him
to fly by repeatedly pressing the Shift/X key repeatedly once
completely filled.

Kevlar Shield: Sonic's Kevlar shield is exactly the same as


his Fire Shield. The only difference is that the Kevlar Shield
can withstand stronger projectiles than the Fire Shield can.

Lightning Boots: This powerup grants Sonic two seperate


powerups; firstly, it gives him the Jet Boots power-up. Secondly,
it gives him a special Lightning Shield to protect him from
damage. The lightning shield allows Sonic to take a hit without
losing his rings, but as an added bonus, it has a magnetic effect
on nearby coins, causing them to fly directly towards him just by
being nearby. It also grants him an extra mid-air jump, by
pressing Shift/X again at the peak of his jump.
NOTE: The Lightning Shield's magnetic effect has no effect on Red
Coins.

Mega Man Suit: Sonic's Mega Man power-up transforms him into
Quick Man Sonic, with the abilities of the robot master Quick Man
from the Mega Man series. By pressing Ctrl/Z, Sonic can fire a
barrage of Quick Boomerangs- tiny boomerang projectiles that fly
out extremely fast before arcing back in the opposite direction.
In addition, not only does Quick Man Sonic have faster
acceleration than normal, but he also gains perfect traction,
allowing him to stop on a dime.

Plasma Shield: Sonic's Sci-Fi Suit is the Plasma Shield. The


Plasma Shield provides the standard energy shield inherent to all
Sci-Fi powerups, but also grants the magnetic abilities and extra
jump of the Lightning Boots.

TAILS:

Tails essentially has the exact same sort of gameplay as Sonic,


although toned down somewhat. His maximum speed is slower than
Sonic's but his acceleration and deceleration is slightly faster.

Like Sonic, Tails can stomp enemies by jumping on them, can hurt
enemies by jumping into them from below or from the sides, and
can roll into enemies by holding Down while moving left or right,
although he is unable to roll through spiky enemies. He can also
perform a Spin Dash by pressing Ctrl/Z repeatedly while holding
Down, allowing him to dash forward after releasing Down.

Tails lacks Sonic's Spin Drop technique, but he has a unique


ability all his own. By holding Up and pressing Shift/X
repeatedly in mid-air, Tails can spin his tails like a helicopter
and take flight. The faster the Shift/X button is pressed, the
higher he rises, but flying takes effort; when you press Shift/X
to fly, it also fills up a fatigue meter on the left side of the
screen. Standing on the ground or a solid object will cause the
meter to slowly empty, but if it ever reaches full, Tails will
become exhausted and will fall out of the air, and will be unable
to fly again for a long while. Unless the fatigue meter is
completely full, ducking will restore the meter much faster.

Unlike Sonic, Tails has the innate ability to swim without the
need for a Life Jacket power-up.

Power-ups:

Rings: Like Sonic, Tails needs at least one coin in order to


withstand a hit. If he opens a container with a power-up and has
less than 10 coins, he will be given 10 rings instead.

Fire Shield: Tails' Fire Shield is exactly the same as


Sonic's. It grants him an extra hit without losing his rings,
protects him against weak projectiles and has the air-dash.

Raccoon Suit: The Raccoon Suit is a power-up that enhances


Tails' flight abilities. With the Raccoon Suit equipped, Tails
flies faster, allowing him to cross distances more quickly. In
addition, his fatigue meter fills more slowly and empties more
quickly, allowing him to stay in flight for longer periods of
time.
Kevlar Shield: Tails' Kevlar shield is essentially the exact
same powerup as his Fire Shield- the only difference being that
it protects against stronger projectiles.

Tanooki Suit: Tails' Tanooki Suit gives him the abilities of a


Tanuki, a mythical Japanese raccoon-dog. The Tanooki Suit grants
the same flight enhancements as the Raccoon Suit, but also allows
him to transform him into a... "statue" for a short period of
time by pressing Up and holding Shift/X. While in this
transformed state, Tails cannot move, but is also impervious to
all forms of damage. Also, this "statue" form can be used as a
potent attack, by dropping onto enemies while in it. This will
destroy weak enemies, do heavy damage to enemies with hit points,
and can also hurt enemies Tails can't normally jump on.

Mega Man Suit: The Mega Man power-up gives Tails the abilities
of the robot master Gyro Man, from the Mega Man series. Gyro Man
Tails gains the flight enhancements given by the Raccoon Suit,
and also gets the ability to fire a Gyro Attack with the Ctrl/Z
key. The Gyro attack is a spinning rotor that travels forward in
a straight line, but pressing Up or Down will cause it to
permanently change to that direction instead.

Plasma Shield: Tails' Plasma Shield is mostly the same as


Sonic's; it provides the standard Sci-Fi energy shield, and has a
magnetic effect on coins, but lacks the extra jump it gives
Sonic.

ARTHUR:

Arthur is MKF's "ranged specialist". His gameplay relies on using


his vast arsenal of weaponry to stay as far away from the enemy
as possible. Arthur's only real physical protection is his armor,
which he loses if he takes damage, regardless of what kind of
armor it is. When hit, he also suffers from a nasty case of
knockback, making it easy for him to get knocked backwards into a
pit or lava pool. Without his armor, Arthur will die from a
single hit.
Fortunately he is quite adept with his weaponry, and can fire
them in all four directions, plus at a lower, altered trajectory
while ducking. While his jumping is a little stiff, he has good
speed, and perfect traction.

Arthur comes equipped standard with his trusty lance. It does


average damage, with medium speed, with a maximum of two
projectiles on-screen at a time. He can also keep a secondary
weapon stored in his inventory, which he can release onto the
screen at any time by pressing Space. Whenever he collects a new
weapon, the weapon he's currently using is pushed into his
reserve slot. Any weapon in his reserve slot at the time is lost.
Arthur can use the weapon he has equipped by pressing Ctrl/Z.

Arthur also has a nifty double-jump, allowing him to make a


second jump in mid-air by pressing the Shift/X key again.

Arthur lacks the ability to run.

Power-ups:

Armor: Arthur needs his armor to survive the harsh, enemy-


laden landscapes of MKF, so if at any time he opens a container
holding a power-up while he's running around in his boxers, that
power-up will be a spare suit of armor.

Weapons:

Arthur's most common power-up is a basket containing a random


weapon. Arthur has a variety of different weapons to choose from,
each with different strengths, speeds, trajectories, effects, and
other attributes. Some weapons even behave differently when fired
in different directions, or when fired while ducking. Experiment
with them to find out which ones are the most suitable for you in
a given situation.
It should also be noted that enemies have a low chance of
occasionally dropping a weapon basket when defeated.

Red Armor: The Red Armor increases Arthur's weapon abilities.


While equipped, Arthur's attack speed is increased significantly,
and he also gains an increase to the number of projectiles he can
have on-screen at the same time.

Gold Armor: The Gold Armor gives Arthur a special Sun Shield,
which protects him against projectiles. Also, while in this
armor, pressing the Space bar will cause Arthur to instantly
switch to his reserve weapon, without having to wait for it to
drop down from above.
NOTE: In future versions of the game, this armor will also grant
the ability to charge up the shield to eventually unleash a
massive full-screen attack.

Mega Man Weapons:

In addition to his standard weaponry, Mega Man power-ups give


Arthur a container holding a random Robot Master weapon from the
Mega Man series. Like with his normal weapons, these come in an
assortment of strengths, speeds, abilities, etc, and are
essentially treated the same as his normal weapons.

Sci-Fi Armor:
Arthur's Sci-Fi power-up grants him a suit of eerie green armor.
This armor doesn't really grant him any new abilities, though,
apart from the standard recharging energy shield.

ROLL:

Roll is another strictly ranged character. She relies on a mix of


projectile combat with suit-based power-ups, for sort of an odd
mix of abilities. Roll's suits are rather unique in that you are
required to both have one equipped and have one stored in her
inventory before you can get any weapons from containers.
Roll's main method of attack is her Roll Buster, which fires
small energy bullets with the Ctrl/Z key. The bullets are fairly
weak, and can't pass through solid objects, but she can charge up
her shot by holding Ctrl/Z, allowing her to fire a larger, more
powerful shot. This charged shot is also stopped by solid
objects, but has the ability to reduce shelled enemies to their
shells.

Roll also has the ability to slide, which lets her slip under low
enemies and hazards by holding Down + Shift/X. If you jump while
sliding, Roll gets a speed and height boost to her jump, allowing
her to cross much further distances than she can with a normal
jump.

Roll does not have the ability to run.

Power-ups:

Mega Man Helmet: The Mega Man helmet turns Roll into Mega
Roll, which is essentially her "big" form. The helmet allows her
to take an additional hit without being destroyed. This power-up
and all power-ups above it also slightly enhance her charged
shot, enabling it to pass through solid objects.

Robot Master Weapons:

Much like Arthur, Roll has access to a large variety of weapons


she can use at her disposal. Most of them are weapons used by
various robot masters in the Mega Man series, although there are
a few "item" weapons too, which function as utilities rather than
weapons. Roll's weapons are all powered by a single energy meter,
which appears on the left side of the screen. Each weapon uses a
different amount of ammo, and once you no longer have enough
energy for a particular weapon, you can't use it any more.
Fortunately you can refill your weapon energy with various energy
units dropped by enemies.
Roll can only have one weapon at a time- if she picks up a new
one, it will replace the previous one. you can fire Roll's
special weapons by pressing the C key.

Item 2 Suit: This special red helmet gives Roll the special
ability to generate a jet-powered platform called "Item-2", which
you can create by pressing Up + Ctrl/Z. This platform will
sit in place for a short moment, before zooming forward at high
speed. Roll can stand on this platform and have it carry her
across vast distances. It is powered by Roll's weapon energy,
though; creating it uses a small amount of energy, and once it
takes off it will steadily deplete her energy bar until it hits a
solid object, leaves the screen, or runs out of energy- at which
point it will disappear.

Bass Suit: Roll's Hammer Suit gives her the appearance and
abilities of Bass, an antagonist from the Mega Man series. This
suit upgrades her buster to a rapid-fire Bass Buster that will
fire automatically as long as you hold down the Ctrl/Z key. In
addition, this weapon can also be fired in every direction except
for straight down. The only drawbacks to this weapon are that the
shots cannot pass through solid objects, it cannot be charged,
and unless she's jumping, Roll cannot move left or right while
she's firing it in automatic mode.

Tango Adaptor: This powerup will combine Roll with the robotic
cat Tango, who has transformed into a jetpack to assist Roll.
With the Tango Adaptor equipped, Roll can use a pair of jet
thrusters that can give her up to four aerial boosts in mid-air
by pressing Shift/X. In addition, after charging up her Roll
Buster, by holding Up while firing, instead of releasing a
charged blast, she will release Tango in attack mode, who will
bounce around for a short while in the form of a spiky ball
before stopping and returning to armor mode. Tango's attack mode
uses up some of Roll's weapon energy, however, and since Tango
himself is part of the armor that allows her to fly, while the
two are seperated, Roll cannot use the jet thrusters at all until
he returns.

Tron Bonne Suit: Roll's Mega Man power-up gives her the
appearance of Tron Bonne, from the Mega Man Legends series. While
in this form, Roll's buster shots gain the ability to pass
through solid objects. In addition, Roll can now produce Servbots
by holding Down and pressing Ctrl/Z. When Roll produces a
Servbot, she will lift it over her head, and can throw it at
enemies by pressing Ctrl/Z. She can also lob it high into the air
by holding Up while throwing it, where it will slowly helicopter
back downwards at an angle. And by ducking while throwing it, she
will place it on the ground where it will charge forward on it's
own, only stopping if it hits an enemy, hits a solid object, or
falls off a cliff.
Servbots do not use Roll's weapon energy to produce.

Sci-Fi Suit: Roll's Sci-Fi powerup gives her the appearance


and abilities of a Covenant Hunter from the Halo series. In
addition to the standard energy shield, Roll's buster is replaced
by a powerful energy cannon, that when charged, can fire massive
blasts of energy that explode on impact. These charged blasts are
so powerful, they actually produce recoil when fired, pushing
Roll backwards a short distance.

LINK:

NOTE: Link is scheduled to undergo a massive overhaul later in


development, which will make the following power-ups and
abilities obsolete.

Link, being a skilled swordsman, has gameplay which relies


heavily on his melee combat abilities. He comes normally with a
maximum of four hitpoints, to protect him in the event he gets
injured in combat. Hearts dropped by enemies on defeat can
restore missing hit points.
Link also comes equipped with a shield, that is held out in front
of him when not attacking. This shield is capable of defending
Link from basic projectiles.

Link also has a large number of Suits and items at his disposal.
Each one allows him to retain both his sword and shield, many of
the power-ups modifying them to give them different strengths and
abilities. Unfortunately Link does not have a reserve item slot-
when he picks up a new power-up, it overwrites the old one. The
good news is that Link does not lose his powerups upon taking
damage like other characters do, apart from one.

Link can swing his sword by pressing the C key. His normal sword
has a quick attack speed, and deals a moderate amount of damage.
If Link holds Up while he jumps, then he can perform an up-stab
by holding his sword upwards and impaling enemies above him with
it.
If Link holds Down while he jumps, he can perform a down-stab, in
which he holds his sword out pointing straight down and impales
enemies below him. His down-stab is similar to a stomp, in that
when he successfully lands on an enemy, he bounces off of it a
short distance. By holding Shift/X during this, he will vault off
of the enemy and high into the air.
Boomerang: Collecting this item allows Link to throw his trusty
boomerang at enemies using the Ctrl/Z key. The boomerang is an
extremely versatile weapon; it can be thrown in every direction,
including straight down, and it can automatically collect any
coins, rupees, or other collectibles it hits for you (but not Red
Coins). The boomerang moves very fast, and has a huge range,
moving all the way across the screen. While his boomerang is in
flight, Link can also throw a second, weaker boomerang that will
travel more slowly and a shirter distance than his primary
boomerang.
The boomerang can reduce shelled enemies to their shells.

Deku Mask: Equipping the Deku Mask turns link into Deku Link.
Deku Link has the abilities of a Deku Scrub from the more recent
Legend of Zelda games; by holding Shift/X while jumping, Deku
Link will float down slowly, using two large flowers like a
parachute. Also, he can fire Deku Nuts at enemies by pressing
Ctrl/Z. Lastly, by running in a straight line, Link can fill up a
P-Meter at the bottom of the screen. When full, Link can fly into
the air using his flowers like rotors by pressing the Shift/X key
repeatedly.

Magic Armor: Equipping the Magic Armor gives Link a number of


different items. First, his shield is upgraded to the durable
Hylian Shield, capable of resisting more powerful projectiles
than the regular shield. While ducking, Link will cover himself
with his shield, allowing him to protect himself from overhead
attacks. Link's sword is replaced with the Megaton Hammer, a
powerful melee weapon that not only deals good damage to enemies,
but can smash bricks as well. And most importantly, Link gains
access to bombs. By pressing Ctrl/Z, Link can throw a bomb out in
front of him, which will sit for a moment before exploding. Link
cannot be harmed by his own bombs due to the magical protection
of his armor.

Bow and Arrows: Collecting this item allows Link to shoot


arrows at his foes by pressing Ctrl/Z. Firing an arrow has a
short delay, causing Link to stop moving for a brief moment, but
the arrows deal good damage, can be fired at an upwards or
downwards trajectory by holding Up or Down, and if fired straight
ahead, can embed themselves in walls or solid objects, providing
temporary platforms for Link to stand on.

Magic Sword: Collecting the Magic Sword item turns Link into
Classic Link. Classic link gains a shield upgrade, and his sword
gains a minor damage increase. Also, like Deku Link, Classic Link
can hold Shift/X to allow him to float downwards while in mid-
air- in this case by transforming into a fairy. He also gains
similar flight abilities to Deku Link. As an added bonus,
whenever Link swings his sword, he fires fast-moving blasts of
magical energy that can hit foes at a distance.
Buster Sword: Collecting this extremely rare item turns Link
into Cloud Link, giving him the appearance and abilities of Cloud
Strife from Final Fantasy VII. With it, Link's sword is replaced
with the Buster Sword, the most powerful sword at his disposal.
The Buster Sword is a massive weapon, powerful enough to cut
through even the toughest of enemies, and even through bricks.
However; such a gargantuan weapon requires both hands to wield,
meaning that Link is completely unable to use a shield while it's
equipped. Fortunately, the Buster Sword is also capable of
destroying most projectiles it hits.

Mega Man Suit: Link's Mega Man power-up transforms him into
Zero Link, with the appearance and abilities of Zero, from the
Mega Man X series. With this suit, Link gains a powerful buster
cannon he can use to shoot enemies with by pressing the Ctrl/Z
key. By holding Ctrl/Z, he can also charge up his buster cannon,
allowing him to release a larger, more powerful blast. Also,
Link's sword is replaced with the Z-Sabre, a powerful energy
blade capable of deflecting minor projectiles. the Z-Sabre can
also be charged by holding the C key, allowing Link to release a
short-ranged but powerful wave of energy. The only downside to
this power-up is that due to one hand holding a sword and the
other holding a cannon, he has no free hand left to hold a
shield.

Sci-Fi Suit: Link's Sci-Fi power-up turns him into Arbiter


Link, with the appearance of a Covenant Arbiter from the Halo
series. While he gains no other abilities beyond the standard
energy shield, his sword and shield gain a significant upgrade.
His sword is replaced with a Halo energy sword, which can destroy
minor projectiles and is second in strength only to the Buster
sword. And his shield is replaced with a Halo energy barrier,
which can defend against most projectiles.
Unlike Link's other power-ups, however, if damaged while the
energy shield is still recharging, Link will lose his Sci-Fi
Suit, although he will not lose any hit points.

Optional Characters:

Proto Man:

Proto Man has similar gameplay to Roll, only with less focus on
suits and other powerups and more focus on firepower. Proto Man
normally has a maximum of 3 hitpoints, which can be replenished
by collecting health pickups dropped by defeated enemies. He
moves slightly slower than Roll, and has greater knockback when
damaged. He also has a slightly greater weapon energy capacity
than Roll.
Proto Man has a slower rate of fire than Roll, and can only fire
2 buster shots at a time, but his shots have the ability to pass
through solid objects, and his charged shot can pass through
multiple enemies in a row.
Proto Man also has his Proto Shield equipped at all times, which
can protect him from projectiles when not running or shooting.

Like Roll, Proto Man can slide by pressing Down + Shift/X, and
jumping while sliding allows him to perform a boosted Slide Jump.

Proto Man is unable to swim without use of a Life Jacket power-


up.

Power-ups:
Proto Man only has two actual power-ups he can obtain.

Robot Master Weapons:

Proto Man has access to the same arsenal of weaponry that Roll
does. The major differences are that Proto Man can obtain weapons
from power-up containers at any time, without any prerequisites,
and that Proto Man can store a secondary robot master weapon in a
second inventory slot, which he can drop onto the screen to
collect by pressing Space.

Break Man Suit: This power-up turns Proto Man into his Break
Man persona from Mega Man 3. While it doesn't change his existing
abilities at all, it gives him the ability to use the Magnet
Beam, a solid energy beam that can be used as a platform. By
pressing Up and Ctrl/Z, he generates a Magnet Beam- the longer
you hold down Ctrl/Z, the longer the platform becomes, and the
more weapon energy it uses. Magnet Beam platforms can be created
anywhere, in mid air, through walls, but only last for a few
seconds before disappearing.

MEGA MAN:

Mega Man's gameplay is almost exactly the same as Proto Man's,


apart from various little details. Mega Man has one more hit
point than Proto Man, for a total of four, and has a greater
weapon energy capacity than him. He takes less knockback from
damage, and cannot charge his buster cannon, but can fire one
extra shot per burst.

He doesn't have Proto Man's shield, but has the slide and slide
jump like both Roll and Proto Man. He also has access to the same
arsenal of robot master weapons as the other two.
Rush Adaptor: Mega Man's only power-up besides the robot
master weapons is the Rush Adaptor, which combines Mega Man with
his robotic canine companion Rush, who forms a suit of armor with
jet thruster attatchments. Mega Man can activate these thrusters
in mid-air by holding Shift/X, allowing him to slowly gain
altitude. He can only fly for a short period of time, however,
and if you release the Shift/X key, or if he hits a ceiling, he
will fall down and be unable to fly again until after he lands.

SIMON:

Simon is a rather slow character, with somewhat limited mobility


and stiff controls. However he more than makes up for it with a
variety of versatile weaponry at his disposal, as well as various
combat techniques.
Simon runs on a hit point meter at the top of the screen, which
gives him about five hits. He can refill lost health by
collecting meat haunches occasionally dropped by enemies, or
found in containers.

Simon has a double jump ability, which allows him to make a


second, slower jump in mid-air by pressing Shift/X again in the
air. While jumping, he also has a potent Dive Kick technique,
which lets him dive down at a diagonal angle by pressing Down +
Shift/X in mid-air. The Dive Kick ability functions much like a
stomp, letting him bounce off of enemies, and gain extra height
by holding Shift/X.

While on the ground, Simon also has a Slide Kick technique, which
lets him quickly slide forward along the ground, damaging any
enemies in his path. He can perform this technique by pressing
Down + Shift/X.

Simon's main method of attack, though, is his whip, which he can


use by pressing Ctrl/Z. His whip can be used in any direction,
including diagonally, although it can only be used downwards
while in the air- while on the ground he will simply duck and
whip. His whip can be enhanced through various powerups. Also,
Simon can destroy many enemy projectiles by whipping them.

Simon is incapable of running, although he can crawl by moving


while ducking. Also, he is incapable of swimming without a Life
Jacket power-up.

Power-ups:

Secondary Weapons:
Simon has a number of useful secondary weapons at his disposal,
each one with different strengths and behaviors. He can only hold
one secondary weapon at a time, any new ones he collects
replacing his previous one. His secondary weapons require ammo,
however, in the form of hearts. Simon can hold a total of 99
hearts. They are sometimes dropped by enemies after defeating
them, and unless Simon is maxed out on hearts, any coins he would
normally get from blocks are instead replaced by hearts. Each
weapon uses a different number of hearts. Simon can use a
secondary weapon by pressing C.
Secondary weapons can sometimes be dropped by defeated enemies.

Flame Whip: This item is an upgrade for Simon's whip. The


Flame Whip allows Simon to defeat stronger enemies using his
whip, which now briefly leaves behind a lingering trail of flame.
In addition, his whip is capable of breaking bricks with this
upgrade.

Shield: Fairly straight-forward. This gives Simon a sturdy


shield that protects him from basic projectiles while he's not
attacking.

Energy Shield: An upgrade of Simon's regular shield, this


high-tech defensive item not only protects him from stronger
projectiles than Simon's normal shield, but it also gives him the
Halo energy barrier standard to all Sci-Fi suits for added
protection.

RYU:

Ryu can easily be one of the more difficult characters to play as


in MKF. He still retains the same gameplay as he did back in his
original games, including his somewhat stiff controls. However he
does possess some rather unique natural abilities, as well as a
versatile array of weapons, that can all be extremely useful. He
can't run but has a decent movement speed, and he can take up to
6 hits before being defeated, which can be restored by collecting
special health potions. He has some rather nasty knockback when
taking damage, though, that can easily knock him into a pit if
not careful.

Ryu's primary method of attack is his sword, which is swung out


in front of him via the Ctrl/Z key. It has a short range and
rather narrow target area, but can be improved through various
powerups, and has the natural ability to be able to destroy weak
projectiles. Unfortunately he can only attack forwards, and is
unable to attack upwards or downwards with his sword.

While Ryu's jumping is a bit slow, he makes up for it with the


ability to perform an aerial dash by pressing the Shift/X key
again while in mid-air. This will cause him to dash forward a
short distance before he starts falling again. If you collide
with a wall while air-dashing, Ryu will cling to it, allowing him
to scale it upwards or downwards with ease. He can't attack or
use special abilities while clinging to a wall, but he can easily
use the ability to avoid hazards, reach hard-to-reach areas, and
save himself from falling into a pit with it, all of which make
it extremely useful.

Power-ups:

Ninja Techniques:

Ryu can pick up a number of powerful ninja abilities along the


way, each one with different strengths and characteristics. He
can only hold one ability at a time- should he obtain another, it
will replace the one he previously had. Each ability can be
activated with the "C" key, but each one costs a different amount
of "ninja points". Ryu starts with zero ninja points, but can
obtain them by collecting special powerups found in ? blocks or
dropped by enemies. The blue items give him 5 ninja
points, the red ones ten, and the yellow ones twenty. If Ryu
dies, the amount of ninja points he has will be divided in half,
rounded down.

Black Suit: This powerup upgrades Ryu's overall capabilities.


It increases the damage of his sword attack, and also reduces the
number of ninja points used by his various weapons. It also
increases the number of projectiles he can have on screen at a
time.

ShadowRyu.EXE Suit: Ryu's Mega Man Suit is currently


unfinished, and is currently disabled.

Strider Suit: Ryu's Sci-Fi powerup gives him the abilities of


Strider Hiryu, from the Strider series. This powerup not only
increases the damage of his sword attack even further than the
Black suit, but it increases the attack range as well, causing
his sword attack to slash out in front of him in a wide arc. His
sword can also destroy stronger projectiles than his normal sword
can. Most importantly, this suit gives Ryu a special innate
ability that costs 20 ninja points to use. By pressing the Space
Bar, Ryu will use his Orobouros ability, a technique that creates
two high-tech defense drones that will constantly orbit around
him. Whenever Ryu attacks with his sword, these two drones will
fire out powerful energy rings in a forward trajectory, allowing
him to attack foes at a distance. These drones cannont be
destroyed, and will only go away when Ryu dies or leaves the
area.

VILE:

Vile is a very simple, yet effective character. He lacks any sort


of power-ups apart from health and energy pick-ups; all his
abilities are built-in. He relies on a number of combat and
movement techniques that can be tricky to master, but are all
extremely useful. He has good spead, excellent control, and a
slightly higher jump than normal characters. Vile has a number of
hit points to absorb damage, which can be replaced by picking up
special health items found in containers or dropped by enemies.

Vile has a standard arm-cannon weapon as his main weapon, which


he can fire with the Ctrl/Z key. It's not very strong, but it's
fast, and can pass through solid objects. He can also stomp
enemies by jumping on them. NOTE: In later versions this will be
taken out and replaced with a wall-jump technique.

Vile also has two secondary weapon abilities; his first is a


powerful shoulder cannon that can be fired by pressing and
holding C for a brief moment (simply pressing it won't do
anything). This cannon will fire a massive pulse of energy that
can deal a lot of damage to foes, and is strong enough to push
Vile a short ways backwards through recoil.
His second ability is a sort of bomb technique, performed by
pressing Down + C. This ability drops a small bomb that, upon
contact with an enemy or solid object, will split into two energy
pulses that will travel along the ground in opposite directions
until they hit something. It's not particularly strong, but is
useful for crowd control.
Both of these abilities are powered by a single energy meter,
located on the left side of the screen. Vile's weapons energy can
be refilled by picking up special weapons energy pickups found in
various containers, and occasionally dropped by enemies.

Vile is incapable of running, but this is remedied via his


special Dash ability. By pressing Down + Shift/X, Vile will
quickly dash forward. This isn't an attack, and cannot harm
enemies, but it can be used to cover more ground quickly. It can
also be used in mid-air, allowing him to safely cross over large
gaps. It can only be used once in mid-air before landing,
however.
ZERO:

Zero uses an almost identical play style to Vile, perhaps even


more simplified. He has the same speed and jumping, same hit
points, can stomp enemies, and can use the same dash technique.
Zero's only power-up is health pickups; he doesn't even require
weapons energy.

Zero does not have the special weapons that Vile does, but makes
up for it with use of his energy sword, the Z-Sabre. By pressing
the C key, Zero can swing his sword for a powerful melee attack.
By holding down the C key, however, he can actually charge his
sword, unleashing a powerful, short-ranged wave of energy when
the key is released.

Zero has a similar arm-cannon to Vile, with the exception that


Zero's cannon can be charged up to fire a larger, more powerful
blast by holding Ctrl/Z. Zero's cannon has several stages of
charge he can attain, though, based on just how long you hold the
Ctrl/Z key for. If charged for a particularly long time, Zero can
reach a sort of "supercharged" state for a few moments, during
which he can fire multiple charged shots, and even charged sword
attacks in quick succession.

THE CLASSIC MARIO BROS.:

For a true retro experience, you can play as one of the original,
NES-era Super Mario Bros. They have the exact same movements and
somewhat stiff controls as the original, plus a lack of new-
powerups, so these characters are meant to be played as a sort of
challenge for more advanced players.
Both Classic Mario and Classic Luigi play exactly the same, the
only difference being that Luigi's physics are slightly different
than Mario's- Luigi has less traction, but higher and slightly
floatier jumps.

Naturally, the Classic Bros. main method of attack is by stomping


enemies.

Power-ups:
The Classic Bros. only have their original powerups from the very
first Super Mario Bros. game.

Mushroom: Just like with the regular Mario Bros., the Mushroom
is the basic power-up. Collecting one turns Small Mario or Luigi
into Big Mario or Luigi, giving them an extra hit.
Fire Flower: Collecting this gives the Bros. the ability to
shoot fireballs by pressing Ctrl/Z. There is no difference in
fireballs between the two characters. Also, unlike with the
regular Mario Bros., where getting hit while in their Fire form
would return them to their Big form, with the Classic Bros.,
getting hit in this form sends them all the way to their Small
form.

10. Credits:

Mushroom Kingdom Fusion was created by JudgeSpear, and is


developed by the Fusion Team. MKF was developed on YoYoGames'
Game Maker 8.0 Pro using Hello's SMB3 Hello Engine III.

The MKFusion Team:


-Obreck (Head coder)
-NO Body (Head sprite designer)
-Lars Luron (Head level designer)
-AuraLancer
-Del
-Shodian
-Gladiacloud
-Magnemania

Notable Contributors:
-JudgeSpear (Founder, Creator)
-Hello (Mario Engine developer)
-Mew (Plot writer)
-DC Hunk
-Riverroad
-Xavier Genisi
-Weird Bananas
-Pouncer
-StarsimsUniverse
-Ultimate Gamer
-Uncanny Valley
-Captain Cook
-Finlander
-Tails12
-Ben66
-Rockman
-EvilMarioBot
-Bloodgrey
-JDogindy

All video game characters and game elements are property of their
respective owners.
All game music is property of their respective composers.

MKF Instruction Manual written by Lars Luron.

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