Alfalfa
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After getting back into this and re-watching the videos on their YouTube page, I feel the need to make a topic out of this.
Mushroom Kingdom Fusion is a fangame project that started development in 2008, current version being 0.41. It actually started development even further in 2007, when it was called Super Mario Fusion. But with the increased additions of new characters and mechanics, it got a name change to MKF.
First thing you should know about this: it is massive. There are 10 playable characters in the main game (Mario, Luigi, Sonic, Tails, Wario, Arthur, Link, Roll, Kirby, and Samus, though the last one hasn't been coded in yet), but that's only about half of the cast; the rest are secret (Classic Mario, Vile, Simon Belmont, Ryu Hayabusa, Proto Man, Meta-Knight, etc., etc.). There's also dozens upon dozens of levels in 11 different worlds representing various video game series (from extremely obscure ones to shooters like Doom and Halo). And since this uses the Hello engine (a Mario engine), you can expect even more crossover zaniness with the Mega-Man Suit and Sci-Fi Suit, among others.
tl;dr, Mushroom Kingdom Fusion is the crossover game to end all crossover games.
Forum
YouTube page
Latest video, teasing v0.5 and a new secret character!
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Q
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All I can say about this game is that it looks amazing, and that it will be a terrible shame once it's C&D'd to death.
I mean, really. I hope they have a backup plan for when that happens. |
Alfalfa
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| Posted on 04-25-11 09:46:05 AM (last edited by Alfalfa at 04-25-11 06:46 AM) |
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While there are loads and loads of characters, the dev team has spent more time polishing and diversifying them than you might think. If you don't like having to choose between all these characters, you can go through nearly the whole game with just one guy; the levels have been tailor-made so that everyone is able to get through them.
Speaking of levels, the design in them is probably some of the best I've ever seen. The physics in every one of them plays out like Super Mario Bros. 3 or Super Mario World, so it's pretty easy to get into them (especially with Mario and Luigi). Though the other characters and the various power-ups and weapons you can equip also add to the fun factor; Here's just a few examples.
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| Posted on 04-25-11 11:45:07 AM (last edited by MM200 at 04-25-11 11:34 AM) |
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Video1: OH GOD THE MP3
I suppose I didn't touch on that with SMBX because I've been playing with sound disabled recently, but 'stock music' or whatever the name is really needs to be used properly. This first track? Sounds like it's trying to over-exaggerate how good the game is, which to me is instead a negative impact.
Leaf powerup descends slowly and unlike it's origin game (which only floats on one side)
the hell was that high jump around 1:29 about
Underground music isn't doing much better. Closer, but not close enough.
gun
Why are the Ropes (snakes) behaving like Octoroks? what
(I didn't touch on the large fireballs because I didn't really care much)
Ok why are the hammers' arcs reaching so high, needs to be lower or faster horizontally
are the cherries even doing anything
Prince of Persia enemies, ok--WHAT IS WITH THAT CHIME EVERY TIME ONE DIES
...Mario didn't leave the pipe did he, he just spawned standing on it
Well the music here (area three) seems better, somewhat
The orb of fire, thing, why is it's fire trail so wrong, you can see the fireballs suddenly shifting position on the second one
7:45, that running against the block doesn't look right, it seems to be offset by several pixels
Flying cannon enemy has ear-rending sfx
I'd say something about the suction-cup eyes except I think their origin game did the same thing where they seem to slide when they shouldn't
also did the music just do a end-to-start loop (at least it seemed like an attempt at a proper loop, unlike SMBX...)
medusa heads are going -how fast now-
did you just fall through the Bone Head :|
why is the little thing at the end of the platform line not animated
ohhhhh the ending theme (is like relief from all the other music)
Now granted this video was from 2009 but, how many of these flaws persist is a question to ask. Especially with falling through the enemy, why did that happen
Video 2 (skipped due to low and varying framerate)
Video 3: I can't get clear audio, will assume it's the recorder's fault
Upside-down dog from SMB3? clever idea
is that a shroob sprite taken from M&L RPG2? horrid idea
I will not get over how bad that "Sonic Boom" sfx works
uh, torpedo teds, ok
(time lapse because I didn't see anything to point out)
Random thought: that Birdo sprite is only available in that graphic isn't it
ending music doesn't fit with level music ha
Video 4: PoW takes too long to drop an item (supposed to take a half-second or so)
(time lapse)
2:20 that enemy got stuck in the wall when it died and started ascending
(time lapse)
Is it me or does the attraction level of the magnetic shield seem to be set to head-straight-at-me instead of accelerate-towards-me
video5 meh, things seemed too slow during the stage though
EDIT: ok tried to play it, shit is unplayable, 10 frames per second
Your computer must be able to play Crysis before playing this
(The fact it uses an engine (Hello) on an engine (Game Maker) does not help (you know what I mean))
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Rachel Mae
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| | | | | It bothers me deeply that in order to have an "ultimate fangame," one must include a horrible mishmash of characters, art, and concepts from every popular franchise ever. DOOM and Halo? Seriously?
Why can't we have more fangames in the vein of Crimson Echoes? (oh right because they'd end up C&D'd)
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Kirbynite
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I've played this fan game again every so often. I have been looking forward to seeing Kirby for soooo long. I also quite enjoy playing through some classic levels as characters from other games. I've always liked that idea.
That being said, I am always annoyed at how long this thing takes to load up. Such a long time to load. And game pad support? Why do I need to use something like joy2key or glovepie just to play this? Game Maker is plenty capable of gamepad support. And to be able to choose your own button configuration, too.
And yeah, using the Hello Engine. I'm a fan of Game Maker (alas, I have never found the time to finish any of my ideas), but I never liked the Hello Engine. It's been a while, but when I checked that engine out long ago, it used the drag and drop "coding", which I believe is more processor dependent. Not sure, it's been too long.
So going back to positive stuff, I do like playing it, as long as I'm not using Mario or Luigi or Sonic. Roll has been my character of choice.
So uh.. Yeah. I'm looking forward to .5
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Sponty
Part boy, part car; Boycar, Protector and King of Chilladelphia
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| Posted on 04-26-11 09:57:24 PM (last edited by The Doctor at 04-26-11 06:57 PM) |
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I find the physics with Mario to be really odd. Dunno why, but it feels too fast/slippery. Plus the fact you can stand on the empty space next to a block kind of throws me off.
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