Mushroom Kingdom Fusion is a (as yet unfinished: v0.53) non-profit fan-made platforming video game that is based on Super Mario Bros. It is a Cross Over with elements, characters, and settings from a multitude of other video games.The game consists of mechanics primarily from the SNES and Game Boy Advance renditions of Super Mario Bros. 2, Super Mario Bros. 3, and Super Mario World. Enemy characters include standard Mario-universe enemies, demonic beings, alien creatures, and human soldiers. The music includes the usual Mario series music, along with tracks from the Halo series and other games featured in MKF. The game features items from the Mario series and weaponry originally used by the Covenant races in Halo, in addition to suit items that bestow upon the main playable characters the guise and abilities of certain characters from the Mega Man universe.Characters featured in MKF include Mario, Luigi, and Wario plus a roster of characters from other video game franchises (such as Sonic the Hedgehog, The Legend of Zelda, Ninja Gaiden, and Mega Man).The game design is influenced by franchises such as the Sonic, Doom, and Mega Man series and other Nintendo titles. Other game franchises featured include (but are not limited to) Metal Slug, Castlevania, and Ghosts N Goblins; some obscure game titles represented are R-Type and E.V.O.: Search for Eden.JudgeSpear, the game's founding developer, stepped down from the project due to increasingly polarized views of the game's content and the inclusion of many different game elements, far removing the game from the original concept of just Mario visiting other game worlds, plus several disagreements with the other team members. A spinoff fangame project, Super Mario Fusion Revival, was founded to revive that original concept.As of October 20th, 2013, the game was cancelled, but the developers have since decided toWrap It Up.Can be found here. Their YouTube channel is here for those who want a free look at what they have accomplished so far.
This game provides examples of:
Aborted Arc: The SHMUPS Domain (World 6) was axed due to the SHMUP engine being stuck in Development Hell. The completed and planned platforming SHMUP-themed levels were moved to World 9, while World 6 became a fantasy-themed world.
Advancing Wall of Doom: Taken to its logical extreme with its "RUN" sections in some levels, where the screen moves as fast as your character's running speed.
All There in the Manual: Most of the game's plot is this at the moment, as the game has yet to implement a majority of the cutscenes that will be in the story. The best places to read up on it (if you don't mind spoilers) are the Wiki and the forums.
The Loggerhead sea turtle has backward-facing spines in its esophagus to prevent its usual prey (jellyfish) from escaping. They probably could've thought of it that way instead of villi (structures in the small intestine).
Air Man gets a more difficult boss battle due to his "No One Can Defeat Air Man" song, with an instrumental version of said song playing for the fight.
Author Appeal: The now-defunct World 6 idea, SHMUPS Domain, along with the SHMUPS mechanic. JudgeSpear himself said the only reason why a whole world devoted to one genre was planned for the project was because he was a big fan of it.
It may also explain why all the general (non level/world-specific) boss themes come from games in said genre.
Boss in Mook Clothing: Covenant Elite in general, but especially the two blocking your path at the end of 8-4. You can, however, abuse Mercy Invincibility to get by, making them a sort of Skippable Boss as well. note (Killing the back one gets you the key to the secret exit, which leads to a goldmine of top-class powerups, so you should try to take them both down.)
The Berserker. She's incredibly resistant to damage and chases you down when she senses your presence. She also tends to be surrounded by bricks in such a way to make navigating around her difficult, but they don't last long once she starts charging.
Instant Death Areas abound. Bottomless Pits and crushers, being familiar building blocks of the Mario series, are the favorites. Some, such as the villi from "Corpse of the Behemoth", aren't self-evident; warning comes in the form of info blocks, so read them!
Fixed scrolling levels. The ever-popular "RUN!" sections often have some sort of instant-kill obstacle following you and taking up a certain amount of space, and the high speed takes away any margin for error.
For some characters Continuing Is Painful, as they live by their powerups. Again, you don't have to pick them but if you're Samus, don't die!
Damn You, Muscle Memory: Part of the learning curve comes from having to relearn how to control favorite characters. Now subverted by Mega Man 10 — Bass' dash jump controls just like this game's abnormal slide jump.
Darker and Edgier: Significantly, compared to the original versions of most series. What level of darker and edgier-ness differs depending upon the world.
Demoted to Extra: Mega Man, and to a lesser extent Mega Man X, is extremely conspicuous by his absence. This tends to lead to flame wars given the general response to an all-star video game cast...and Roll. The former is, however, a very important NPC.
The official reason that was given was that Mega Man had far too many weapons to choose from, and that weapon choices would be 1) difficult and 2) easily make him a Game Breaker. As they wanted somebody to represent the World of 20XX among the playable characters, Roll was chosen instead. This explanation fell apart really quickly, as weapon choices had to be made for Roll and Protoman. The real reason was that Mega Man was an integral part of the game's story events from back when the story plans were huge and impractical. Once that story event had been cut/changed, the devs had already backed themselves into a corner by making Roll and Protoman. After a while, the devs ended up changing their minds, and now he's in!
Difficult but Awesome: To a certain extent, Sonic. His bounce attack allows for extremely precise jumps, but he lacks Tails' simple-yet-valuable flight powers and requires strong execution around the many, many Bottomless Pits.
Divergent Character Evolution: Nearly retroactive — Luigi's fireballs switch to their Super Smash Bros.. physics, he loses the Raccoon ability for the Bunny powerup, and he gets a Boomerang Bro suit where Mario receives the Hammer Bro suit.
Everybody Knew Already: The secret characters, and the major plot points. Amusingly, the creators can't help but broadcast loudly and blatantly what the "secret" characters are, as well as their abilities and powerups — and in several cases, how to unlock them.
Exiled from Continuity: If you're going to make a contribution to MKF, make sure that your ideas for characters, levels, and such aren't from a game made after June 2008. Music's fine, though.
This rule became obsolete once the suggestion forums were shut down. Now you'll see such things as Mega Man 10 cameos created within months of the game's release.
Fate Worse than Death: Near the end of the game, Legion's Finest is merged into a fearsome chimera as a punishment for their failures.
Fragile Speedster: Roll is quite fast in the newer versions, but the maximum number of hits she can take is 3, excluding special suits.
Fungus Humongous: It's a Mario game at heart, so of course these were going to show up.
Game Mod: All sprites, music, and backgrounds are external, so anyone who can rename a file and has some skill with sprites can do some noticeable alterations to the game. Character skins and music changes are two of the most popular fan changes.
Giant Space Flea from Nowhere: Currently, the boss of Tetropolis is the obscure Mario Paint minigame boss, King Watinga. No explanation was given as to why.
Infinite 1-Ups: The classic Mario tricks with shells or invincibility. Where these are possible, it's generally unintentional on the developers' parts — some enemies don't give escalating scores when struck by shells, after all.
The Library has both of these. It's generally considered one of the more difficult stages, but this effectively means you're dealing with Meaningless Lives.
Taken away from one Nostalgia Level — the Transitway, World 1-1 of The Lost Levels, had its Starman removed because of the ludicrous 1-up count Sonic and Tails could ring up with their great speed.
Jack of All Stats: Averted; Mario (who this trope is usually applied to) amounts to the tank with his Super Mario Bros. 3 damage progression, reserve items, and lack of knockback. Stats-wise, he's as average as ever.
Lethal Joke Character: Proto Man, being a far less modified Mega Man character, squeezes in here. Nigh unto useless at actual platforming? Check. Blows away the difficulty curve of some levels by shooting through walls? Check. Play him in "Battle For Sera" and see it for yourself on both ends.
Lightning Bruiser: Much like in his recent 3D outings, Sonic is tough enough to slam right through The Spiny (while spinning) and deals relatively heavy damage with his Goomba Stomp - and almost entirely lacks ranged attacks. Meta-Knight hits even harder and is more of a Glass Cannon variant. Several enemies qualify as well, especially the Beserker.
Loads and Loads of Loading: It's made in Game Maker and took an obscene amount of time to start up (about 15-20 minutes) followed by a lot of slowdown in-game, even on modern computers. Version 0.4 cut the slowdown issues by about 80-90%, with the game now taking about 90 seconds to load.
Power-Up Letdown: Averted in a couple of significant cases — the Blue Shell powerup returns from New Super Mario Bros. and is slowed to a far more manageable pace, while Arthur's golden axe is death on any enemy without a damage cooldown and is less likely (because of the sprite scale) to simply crash into a wall. Skull Man's weapon still sucks.
Puzzle Boss: A significant number of bosses are immune to "normal" means of damage.
Remilitarized Zone: The Scandinavian Campaign and Covenant Assault levels. Also the Military War Zone level, which is basically a war-torn city in ruins. Pretty much the majority of the later levels in World 2 (Alternate Earth) will be like this.
Running Gag: How long will it take for the project to get completed? The fans aren't sure anymore due to the sheer amount of new content announced regularly. People have resorted to making jokes about how long it'll be for MKF to be completed, with estimates ranging from 2012 to 2020 (the project was started in 2008).
The current forum banner has "Developed by Fusion Team (2008 - 20XX)" along the bottom.
Save the Princess: Played with. Kidnapping Peach is more or less just a way for Bowser to get the attention of Mario and Luigi.
Schizophrenic Difficulty: Sure, the toughest stages are at least denoted on the world map, but the difficulty level of specific levels doesn't have a ton to do with what world you're in. To be fair, you may easily find yourself jumping back and forth between the worlds on a regular basis.
The Smurfette Principle: More or less a result of using an all-star cast of video game characters. Aside from Samus, some effort has been made to avert the trope — this was part of the argument in favor of the now-scrapped Original Generation character Agent M, and the inclusion of Roll over Mega Man owes itself in some part to defeating the trope. The forums tend to get behind female characters for Shotoclone status; Amy appears to have been confirmed, and support for Rachel appears every now and then.
Soundtrack Dissonance: Calliope the Clown is a whimsical and goofy clown boss that jumps around and punches the living daylights out of you with spring-loaded boxing gloves. His boss music? The serious Gradius V boss music.
Throw The Mook At Them: The game occasionally offers variants of its source games' bosses who veer into this, such as a version of Mouser who tosses Bob-omb enemies or a variant of King Totomesu with lots of hit points and an unusual vulnerability to the exploding Koopa variants that spawn endlessly during the battle.
Several returning boss fights have been altered to bring them up to Kirby-type boss difficulty. The Tree Zone boss found himself a tough boss room and got a projectile weapon in the process.
Trial-and-Error Gameplay: The popular "Run!" segments are loaded with extra lives for a reason — hazards will sometimes come at you faster than you can respond on a first run. Heaven only knows how bad something called "Speedway Of Screams" will be... It's also tough to tell off the bat what will and won't damage certain bosses, or which attacks do how much damage to a specific boss opponent.
Wake-Up Call Boss: The Siren, fought towards the end of the first world. The arena consists of a few small platforms over a pit of piranha plants, and the Siren herself takes much more damage than anything else you've fought, has a variety of attacks that can throw you off, and a singing attack that paralyzes you.
Womb Level: Corpse of the Behemoth, Lair of the Leviathan, and The Castle of Meat.