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M.U.G.E.N
If you're looking for the character called "Mugen", look here: Samurai Champloo

It's so simple, yet so complex. It's the perfect Fighting Game formula! HUEHEHEHEHEHEHE!

"Mugen" is Japanese for "infinity". M.U.G.E.N, however, is a freeware 2D fighting game engine designed by Elecbyte, written in C with the Allegro library.

The engine was originally released in July 17, 1999. Beta versions of it were made to work on DOS, Linux and Windows platforms, distributed through their website. The engine allows users to insert created characters, background stages, and other game objects through interpreted text files, graphics, and sound compilations to create a functioning fighting game similar to commercial games. While the engine is set up primarily for fighting game development, several other game types have been developed using it, including shooter and platform style games. Officially, Elecbyte claims to have forgotten what the acronym M.U.G.E.N stood for, but the readme documentation states that its meaning referred to the days when the engine was meant to emulate shooting games as opposed to fighting games.

The engine allows anyone to create characters, background stages and other game objects through interpreted text files, graphics, and sound compilations. It supports various types of audio formats such as MP3 and MIDI initially, although it can be configured to play various audio formats via Winamp plugins, such as ADX and OGG, as background music during gameplay or at other points such as an introduction or the select screen. The engine allows for most of the same type of functionality found in most any commercial 2D fighting games, up to and including close recreation of those games' characters and gameplay.

Nowadays, though, almost all of the M.U.G.E.N sites have either not been updated since 2010, or have been shut down. Because of this, finding certain characters is almost impossible.

DOS and Linux versions

First released on July 17, 1999, M.U.G.E.N was initially created for MS-DOS. Development of the DOS version ceased when Elecbyte switched to the Linux platform in November 2001. For a time, Elecbyte had posted a request for donations on their site to legally obtain a Windows compiler to make a Windows version of M.U.G.E.N. However, the development group discontinued the project in 2003 and shut down their site. Later speculation pointed at leaks made public of a private Windows-based M.U.G.E.N beta that was provided to donators.

Windows version and subsequent hacks

The private WinM.U.G.E.N beta contained a two-character roster limit, locked game modes, and nag screens. With the beta leaked and Elecbyte gone, a "no limit" hack that removed most of these limitations was made available in 2004 by Rou Hei, followed by subsequent updates to deal with bugs and other issues. This version of M.U.G.E.N. is functionally the same as the last Linux release, though with subtle differences and unique issues, mostly revolving around proper music and music plugin support. Because of the changes between the DOS and Linux versions of M.U.G.E.N however, many older characters required at least the SFF files to be modified to show palettes correctly (notably on portraits) as well as some changes in how certain CNS script controllers functioned, causing some minor upset and those that could still run the DOS version in some form sticking to that, as well as DOS patches to downgrade characters to be compatible with the older version of the engine.

In May 2007, a hacked version of WinM.U.G.E.N was released by a third party that added support for high resolution stages (like those seen in Guilty Gear X) at the cost of losing support to standard resolution M.U.G.E.N stages. Later that month, another hack was done to add support for high-res select screens. In July 2007 another hack created by Sion and Kung Fu Man based on the last high-res hack allowed for only the select screen to be high-res and not the stages. In December 2007, a hack from an anonymous source allowed both low-res and hi-res stages to be functional in the same build, requiring only a single line of code to be added to hi-res stages.

Elecbyte's website and the return of the M.U.G.E.N engine

In mid 2007, Elecbyte's site returned, though not without some controversy as to the legitimacy of it, as it only showed a single logo with Google ads on the side. On July 26, though, a FAQ was added to the site. This FAQ went on to claim that they would release a fixed version of WinM.U.G.E.N before major format changes in the next version, and noted the formatting changes would remove compatibility in regards to older works: "Do not expect old characters to work. At all."

Despite some widespread agreement that the new site was a fake, things changed roughly two years later, when a new release candidate, MUGEN 1.0, was added to the site, with Open GL support as well as proper HD display options, victory quotes, improved (and growing) stability as a whole. The claim of widespread incompatibility of old works with this engine turned out to be false, as Elecbyte took steps to ensure that at the very least properly coded characters would not malfunction in the new engine (or would require minimal updates), though screenpacks are not necessarily subject to the same rule. As of January 2011, MUGEN 1.0 is no longer in the "Release Candidate" stage, and MUGEN 1.1 is currently in the alpha testing stage.

Clone projects

When development of the WinM.U.G.E.N engine stopped, several clone projects started to try and duplicate the functionality of the engine from scratch, such as ShugenDo, InfinityCat, xnaMugen and Open Source Mugen. Some of them presented online gameplay capabilities, a feature many users have sought after. Some clones currently in development are IKEMEN, its cousin BIJIN, and Paintown.

For more information, check out these websites:

  • Elecbyte's website.
  • The MUGEN Wiki (Exactly What It Says on the Tin)
  • The Mugen Fighters Guild (The basic start point for many MUGEN players. Highly recommended if this is your first time using the engine.)
  • Mugen-Infantry (A branch forum from the Guild, started around 2004 by DJ-Van, the guy who created the EVE Battle screenpack, and some other guy named Aztec Soldier who has since abandoned his admin duties due to a massive addiction to Halo. Most notable for its constant server downtime and maintenance throughout the years. Has figuratively gone through hell and back, as the entire site was shut down due to Aztec not paying the bills, but it was eventually revived on Blogspot. In 2009 a revolution broke out when the Random Insanity section was removed, which caused the formation of Genesis, as shown below. It has since been brought back, but with roughly half of its supporting members gone. The forum is currently back up and running.
  • Trinity Mugen (Created by Vans, Jesuszilla, and Fusion around 2005, it is as its name suggests. Home of many a worthwhile character and will provide hosting services if necessary). Forum is not much active, most of the action is at the IRC chat.
  • Random Select (A large database for characters and stages. Currently home to the BIJIN engine, an offshoot of the MUGEN clone IKEMEN.)
  • MUGEN Genesis (Created by Gamefreak202020. No longer very active.)
  • Stupid Dope Mugen (Product of Crazy Koopa and MC2. Sadly not quite as active as the other places.)
  • MUGEN Motherland (PrinzJanus' Forum, formerly known as PrinzMugen). Built initially as an alternative to more serious forums, Motherland presents a more casual tongue-in-cheek approach to the engine, focusing more on the playing aspect than actual serious creation and testing. It reformed itself due to complications with the old hosting.
  • Phantom Gs (MOTVN and Hank Venture's community. Formerly welcome to the public; registration is now closed.)
  • http://mugencharacters.ucoz.com/ - One of the larger databases of MUGEN characters available today, it has just about every character ever made, including some that are otherwise all but impossible to find at all (other websites just list them as being "offline," or worse, they're only hosted on Phantom Gs). Unfortunately, as a corollary, it has just about every character ever made. Additionally, it hosts its own copies of everything, which annoys no small part of the community; CTRL+F "Warehousing" below.

For the sake of not turning this article into another list of character tropes, please avoid adding entries for characters which aren't exclusive to Mugen, as tropes associated with characters from existing series can have theirs listed in their series' page.

This engine, its community and sometimes games made with it (including itself) provide examples of:

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  • Jerk Ass: A prominent character trait of certain community individuals.
  • Joke Character:
  • Lethal Joke Character: The Dopefish, Zeeky H. Bomb, Slot Machine, The_None's Sue Sakamoto (aided by Logan Keller providing blind fire), Neco-Arc
    • There's also Rolento's Yoshi, whose movelist consists solely of the Hokuto Hyakuretsu Ken
    • A certain take on Jam from Guilty Gear knocks the opposing character onto a bed and humps until their energy is drained, resulting in either a DKO or a victory.
    • The Killer Whale.
    • One of The_None's April Fools' Day releases, Noah, whose basic attacks - when low on health - would stamp you into the scene of Enter The Dragon to get promptly roundhouse kicked by Bruce Lee himself. No wonder The Nerd was right...
    • Gay Bahamut/Primeus, The God Of Retarded Characters by RicePigeon, most of whose attacks involve notoriously "retarded" characters.
    • There's also Giygas/Ozma, created by fhqwhgads7 and supposedly inspired by Primeus, which is an April-Fools'-joke-character-turned-boss. It's basically a gigantic floating jawbreaker that starts off with Giygas' attacks... and then imitates various Youtube Poop characters as it loses health and layers.
    • Vans' Rock Howard, who has the voice of Urien and whose MAX2 super move destroys the universe, crashing your program in the process.
    • Omega Tiger Woods, who can and will soundly pummel almost any character he comes across as long as that character isn't another Omega Tiger Woods. Where does he get that Shrimp Bus from, anyway?
    • Someone made a version of Mario for MUGEN called "NES Mario". He can only attack by jumping on enemies and he dies in two hits (if you don't press the button to turn into Super Mario again at the expense of some of the lifebar). However, there's something that makes him lethal: Fighting game characters flinch win hit, Mario does not. If you get a window of opportunity, you can just keep on stomping your foe and finish them off in less than a minute.
    • Someone also made the classic version of Pac-Man. All he can do is move across the stage and munch on whatever gets in his way, but that's all he needs to do. God help you if he gets hold of a power pellet...
    • One of the characters used as a "cheapie-buster" in earlier times was the Metool, the Mascot Mook from Mega Man. It had half the attack and defence of a regular character (and died twice as fast), but it was short, making it hard to hit, could spam a Spread Shot from afar, and it could use its signature helmet guard. Oh, and that giant metool that instantly squished his enemy.
    • Saggot, aka Bootleg Sagat. An edited Sagat that plays like the infamous Street Fighter II bootlegs. What this means is a whole new level of Tiger Shot spam, ridiculous comboability, and he even crashes MUGEN on a regular basis. To further rub salt in the wound, his theme from Street Fighter 1 perpetually plays during his fights, overriding your music, and his victory pose references the famous Cornflakes line from the Street Fighter cartoon.
    • Flame Hyenard. Just... Flame Hyenard. You WILL BURN! BURN! BURN TO THE GROUND! if you fight him.
    • Zeori and NM Ori, two entries in Trinity MUGEN's "Iori contest".
  • Kamehame Hadoken: What's a fighter without it?
  • Ki Attacks
  • Kill It With Fire
  • Kill It With Water
  • Kiai: Being a fighting game engine, there are many examples. The most particularly notable one is the JoJo's Bizarre Adventure "WRYYYYYYYYYYYYYYYY!" (Used when anybody uses the Steamroller or when Chuck Norris drops the sun on his enemy.)
  • Kung-Fu Jesus: As a MUGEN character. Yes. So are God and Satan, courtesy of Adult Swim's Bible Fight.
  • Lazy Artist: Rather common, especially when new Shotoclones are involved. However, this is sometimes justified, when creators use characters as bases for their distinctive creations (e.g. the majority of the MvC-styled Mega Man characters, which use Mega Man as a base).
  • Lethal Lava Land: Diablo's stage, among others.
  • Lickspittle: Infinity MUGEN Team. As well as Alexlexus's followers.
  • Loads and Loads of Characters: There are so many characters out there to download and play with.

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  • The Mario: Amongst examples, there's Kung Fu Man, a character that comes with any downloaded copy of MUGEN (mostly as a base for making characters, and a coding example) that eventually became the mascot of the engine.
  • Mega Manning: MegaMari
  • Mighty Glacier
  • Moe Anthropomorphism: The OS-tans are in MUGEN already.
  • Musical Assassin: Yoma Komatsu.
  • My Overkill Is Better Than Yours: This is the basic premise of the EXTREMELY cheap characters. (e.g. Chuck Norris) "taking part" in the Nuclear War, constantly being updated to beat each other. If any one of them is defeated, expect their update to have immunity to the move that killed it. It got to the point where they became capable of winning matches against regular characters before the match even starts.
  • Ninja Pirate Robot Zombie: (oh yeah)
  • Nintendo Hard: A lot of AI patches go here. For a specific example, the work of Misobin_ISM. He turns mild mannered, but still challenging, characters into absolute monsters. His patch for Vergil basically has you against an encyclopedia of his combos, Dio lays you out with some crazy tandems and abuses his teleport while defending, Geese will counter all of your moves and force feed you a Deadly Rave, and Shin Akuma is as insane as you would expect. There is also Hutano, who basically unlocks the true power within 9's Melty Blood characters and shows you some of the most nightmarishly evil combos ever seen.
    • Muteki's Guilty Gear characters are built with aggressive AI that takes full advantage of the computer's natural advantage against human players. It blocks most attacks without a second thought and links together very long strings of attacks to make sure that the human player can't fight back for more than a second.
    • For a non-fighting example, pitting fhqwhgads7's The Kid and Yukari Yakumo together will start the match with The Kid in a scrolling obstacle course. Keep in mind that like in the game, The Kid dies with one attack, and you can't fight Yukari unless you get through the course. Even then, the match simply becomes a boss fight against Yukari.
      • Well, if you don't count her pulling out Primeus.
  • No Ending: Most characters do not have ending storyboards for completing arcade mode.
  • Nonstandard Character Design: If your roster contains characters from games with wildly different art styles, this is bound to happen.
  • Norio Wakamoto: There's CV-Wakamoto, some... thing with Wakamoto's voice and moves taken from characters Wakamoto has voiced. A edit of Kung Fu Man was released with, you guessed it, Wakamoto's voice. It had most of the moves of Wakamoto's characters, and is incredibly broken.
  • Nuke 'Em: The A-Bomb, a Lethal Joke Character who can completely OBLITERATE pretty much any other character that isn't as overpowered. It can, however, be defeated by a certain character, as well as a few others that surpass it in cheapness.
  • Old Shame: Arpa slaughters such characters in this video.
    • Baby Bonnie Hood has a deep intense hatred for his very first creation, namely the same character as his online namesake. Understandable after you see the above video.
    • Additionally, Most Mysterious' Alex (who was also featured in the video above), the only redeeming factor of which has the first appearence of the Omega Tiger Woods gag that is common in his chars. See it here.
  • One-Hit Kill: Any character that possesses an extremely convenient one to use is almost always considered to be extremely cheap and/or a Lethal Joke Character. Examples include:
    • Rare Akuma's Shun Goku Satsu.
    • Many of the attacks that Chuck Norris uses, not just his Roundhouse Kick.
    • Each of Gulthor's ovepowered characters have at least TWO of these.
    • Killer Whale, Cheep Chomp, and Dopefish do this to your character if they eat him/her.
    • Oni-Miko-Zero does this to her opponent BEFORE THE BATTLE BEGINS.
      • Similar to her, Debugger does this to its opponent. Except that his works on pretty much everything (Oni-Miko-Z included).
    • Zeeky H. Bomb has two of these. One (Random H-Bomb) only works as a counter, and the other (Zeeky Boogy Doog) severely damages Zeeky himself.
    • Pingu's most devastating attack has him sink into the ground as the lights go out and he calls to his opponent. Then, the lights turn on and he reappears in front of his opponent, wings upraised. Instant KO! His Shun Goku Satsu is usually a KO, too.
    • Master Mecha Sonic has "Hyper Kamehameha", which, while truly being 1 hit, actually does over 999 hits as far as the counter is concerned. Considering Mecha Sonic's record in Super Mario Bros. Z, this isn't exactly a surprise that he gets a move like this in Master form.
  • One Hit Point Wonder: The Kid from I Wanna Be the Guy. Complete with blood spatter and GAME OVER. PRESS "R" TO TRY AGAIN.
    • Subverted in later versions where he gains super armor while facing himself.
  • One-Winged Angel - Not just Sephiroth's final form, either; there's a MUGEN creator who's called just that!
  • Original Generation: While a popular use of the engine is adapting characters from existing games, many people have created original characters using the MUGEN engine - SeanAltly is a prime example, as well as Andres Borghi, Reuben Kee, Kung Fu Man, Aiduzzi and Rikard.
  • Overly-Long Gag: Renowned MUGEN creator aokmaniac13 is guilty of this in his 'Mind Games' video series. Generally, they focus on a major flaw in the character's AI, such as never guarding low or behaving awkwardly when he does something simple, like crouching. As you might've guessed, they run for all 99 seconds on the timer, and for two rounds to boot.

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