Documente Academic
Documente Profesional
Documente Cultură
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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
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.
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.
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.
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.
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.
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.
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:
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:
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:
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".
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:
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 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 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.
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.
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:
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.
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.
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:
Power-ups:
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.
WARIO:
Power-ups:
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.
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 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.
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.
Power-ups:
NOTE: Sonic's power-ups will be changed signifigantly in future
versions of the game.
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.
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.
TAILS:
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.
Unlike Sonic, Tails has the innate ability to swim without the
need for a Life Jacket power-up.
Power-ups:
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.
ARTHUR:
Power-ups:
Weapons:
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.
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 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.
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.
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.
LINK:
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 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.
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.
Power-ups:
Proto Man only has two actual power-ups he can obtain.
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:
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:
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.
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.
RYU:
Power-ups:
Ninja Techniques:
VILE:
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.
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.
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:
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.