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Game Update: New Levels & Features

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0% found this document useful (0 votes)
95 views31 pages

Game Update: New Levels & Features

Uploaded by

Rafael Rita
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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===V0.

88 CHANGELOG===
New Levels (All by GladiaCloud unless otherwise specified)
-Great Wall Showdown (Replaces Shanghai Showdown)
-(PicoMico and GladiaCloud) Scrap Junkyard
-(GladiaCloud, PicoMico and Bugsie) Jigoku Zone
-(GladiaCloud and Bugsie) Overflown Relics
-(PicoMico) Mythical Chai
-(PicoMico and TaXMaN) Wreck City
Revamped and/or Updated Levels (All revamps are by GladiaCloud unless otherwise
specified)
-Cascade Cove (Rename of Koopa Cove)
-Rainy Perils (Rename of Stormy Sprint)
-Glacial Caverns
-Scandinavian Campaign (split the autoscroller into 2 parts)
-House of Shadows
-Construction Calamity
-The Boneyards
-Slithering Pit
-Jungle Jurassica
-Power Tower
-Mirror Caverns
-Demon World Village
-Tower of Babel
-Barrels O'Fun
-Malviento Tundra (Rename of Wretched Tundra)
-(GladiaCloud and Bugsie) Terra Edifice
-Anomalous City (Rename of Deluged City)
-(GladiaCloud and Bugsie) Stygian River
-Lab of the Fusionist
-Infested Station
-Techno Dungeon
-(GladiaCloud and Bugsie) Intermezzo (Rename of Interstellar Assault)
-(GladiaCloud, Bugsie, Kirbman) Asteroid Belt (Added new secret area)
-(TaXMaN) Abstract Landscape (Added tutorial before the Quarth section)

Major Changes (All changes are by The Dookster unless otherwise specified)
-(GladiaCloud) World 9's map has been given a major overhaul with new graphics
-(Bugsie, GladiaCloud) Created new Battle Levels for World 9
-(Kirbman) Added a new Battle level to World 2
-(Kirbman) Added a new Battle level to World 8
-(GladiaCloud) Reimagined an old World 2 battle level for World 1
-(GladiaCloud) Changed the old Great Wall battle level to use graphics from the
removed level Shanghai Showdown
-(names_are_useless) Created a new bonus minigame for World 2
-(The Dookster, TaXMaN) Revamped Bass' boss fight
-(PicoMico) Added a new boss to Bay of Flames
-(Del, Kirbman) Added a final phase to Wily's boss fight
-(Bugsie) Added a new boss to Infested Station
-(TaXMaN) Upgraded Waluigi's Bill Rizer suit to fire Laser shots
-(GladiaCloud) Added a Black Switch Palace and Black Blocks to go with it
-(TaXMaN) Moved Warp Zone portals in some worlds to be on the main path instead of
optional levels/switch palace blocks
-(The Dookster, names_are_useless) Added the Doomguy sci-fi suit for Arthur
-Megaman health now applies for all suits except the sci-fi suit
-Suit Style (Legacy) Link was reverted to use a Mario-style health system
(including a small form and reserve item)
-Mario, Luigi, Wario, Waluigi and Suit Link now have a chance to get Mushroom tier
power-up drops from defeated enemies.
-Changes to Roll, Proto Man, and Mega Man's subweapons:
*(Del) Added three new Robot Master weapons (Centaur Flash, Thunder Wool and
Tornado Hold)
*(PicoMico) The classic Mega Man trio characters now lose their robot master
weapons upon death
*(Del) Search Snake randomly spawn a stronger red snake that goes through
enemies
*Needle Cannon now automatically rapid fires when holding down the SPECIAL
button
*Shotgun ice subweapon can now be aimed in 8 directions
-Changes to Roll:
*Roll now has a chance to get Mushroom tier power-up drops from defeated
enemies
-Changes to Proto Man:
*(Del) Replaced Proto Man's Break Man Magnet Beam with a new ability
*(PicoMico) Break Man Suit Proto Man can now be obtainable through sci-fi
suit slots
-Changes to Mega Man:
*(TaXMaN) Replaced Rush Adapter Mega Man's item 1 ability with a new attack
*(TaXMaN) Rush Adapter Mega Man now has two midair jumps
*(PicoMico) Rush Adapter Suit Mega Man can now be obtainable through sci-fi
suit slots
-Changes to Samus:
*Removed Samus' bigger health pick-up from the game
*Slightly reduced the spawn chance of health pick-ups
*Lowered the spawn chance of missile drops
*Reduced Samus' max health from 5 to 4
*(PicoMico and The Dookster) Screw Attack is now activated by pressing jump
in the air (also acts like a double jump)
*(PicoMico) Buffed damage and shot count for Plasma Beam
-Changes to Simon:
*Increased Simon's walk speed
*Decreased slide speed but increased the duration (still travels the same
distance)
*Lowered chance of health drops
-(TaXMaN, The Dookster, PicoMico) Changes to Revamp Link:
*Increased max ammo cap for most of Link's items
*Link now gets 75% of an item's max ammo when picking up an item for the
first time (was 50% before)
*The Boomerang item can be used an infinite amount of times but is lost if
Link doesn't catch it on its return path.
*Fixed Link's movement being slippery
*Link now stops in place when swinging his sword on the ground
*Link can now slide a bit while ducking on the ground (he previously couldn't
do so in the previous version)
*Fixed a bug where Link was unable to duck when hitting armored enemies and
some stuff on bad contact
-Changes to Sonic:
*Increased Sonic's max running speed
*(The Swordsman, names_are_useless and PicoMico) Added swim sprites for Sonic
-Changes to Ryu Hayabusa:
*(TaXMaN, Xeno The Wolf, PicoMico) Added the Grey Fox sci-fi suit for Ryu
*Ryu now stops in place when using his sword or subweapons while on the
ground
*Ryu's health items have a slightly increased chance of dropping from enemies
*Fixed Ryu's largest ammo drop never spawning from enemy drops
*Ryu's sword spin attack can now collect items
*Reduced the strength of the Shadowman.exe suit's sword to match Ryu's normal
sword.
*Increased the range of Ryu's sword
*Increased the damage of some of Ryu's subweapons
-Increased Tails' max running speed
-Increased Arthur's speed
-Reworked Wario and Waluigi's jet hat to be more accurate to Wario Land (increased
movement speed, single jet boost but with a slow descent)
-(TaXMaN) Updated some character descriptions on the Player Select screen to be
more informative
-Created an iris-out effect to be used on world maps when traveling between
sections of a map
-Poison mushrooms now emit a small particle effect to make it easier to distinguish
for certain characters
-Optimized many tilesets to remove empty space
-(The Dookster, PicoMico) Optimized tile count in many levels
-Removed empty space from many sprites
-(Bugsie) Updated the visuals and sound effects for the fusion portals to be more
unique
-(TaXMaN, PicoMico) Added fusion portals that spawn enemies in some levels
-(The Dookster, TaXMaN, PicoMico) Various bugfixes, balance tweaks, consistency
fixes, sprite fixes, realignments, hitbox fixes, etc.

Minor Changes (All changes are by The Dookster unless otherwise specified)
-Small Mario and Luigi now have 4 walking frames
-Added more frames to Arthur's walking animations
-Fixed collision problems with the autoscroll section of Abstract Landscape
-Updated the brick shard system to be more snappy and location accurate
-(Gate) SMB2 pickups now have more accurate physics handling
-(Kirbman) Designed a new application icon for the game
-(Kirbman) Created a new Poison Mushroom skin for Wario
-(Kirbman) Added a Sonic End sign for Vinny
-(names_are_useless) Added a Sonic End sign for Suit/Legacy Link
-(PicoMico) Added extra frames to Suit Link's walking and swim sprites
-(Kirbman) Gave The Library's Index a unique sprite
-(Kirbman) Made new custom level tiles for World 8.
-(Bugsie) Updated search light decorations in Robotnikland
-(TaXMaN) Renamed the SHOOT button to the SPECIAL button
-(TaXMaN) Added button prompts to the Tutorial level and other places
-(Dolphman) Created new sprites for the Klampton enemy
-(eltiolavara9) Improved Installation 04's outside background
-(TaXMaN, PicoMico) Added "No Swimming" signs to relevant levels
-(PicoMico) Updated World 7 map's to relocate Mythical Chai and one of the battle
levels

===V0.875 CHANGELOG===
New Levels (All by GladiaCloud unless otherwise specified)
-(PicoMico and Zircon) Cotton Island
-Toxic Greenhouse
-Techno Dungeon
-(Bugsie) Asteroid Belt
Revamped and/or Updated Levels (All revamps are by GladiaCloud unless otherwise
specified)
-Shroom Lagoon
-The Grand Canyon
-Yellowstone Journey
-Jungle Shenanigans
-Shanghai Showdown
-Fever Las Vegas
-(PicoMico) Inner Turmoil
-Installation 04 (Rename of Covenant Assault)
-Lunar Leaper (Rename of Mushroom Moon)
-Diamondus
-Doh's Dimension
-(GladiaCloud and Bugsie) Anciena Pyramid
-(TaXMaN) Wart's Nightmare
Major Changes (All changes are by The Dookster unless otherwise specified)
-(PicoMico, TaXMaN, The Dookster) Revamped Link with a brand new set of moves,
powerups, and upgrades
-(TaXMaN) Added in the (WIP) intro cutscene as well as a message to first-time
players when a new game is started
-(GladiaCloud) World 8's map has been given a major overhaul with new graphics and
challenge levels.
-Split up the easy mode option into stomping for all characters and disabling all
knockback, respectively
-Accessibility mode options are now saved to your save file
-Sound and music volume options are now saved to the MKFusion.ini file
-Added a new charge attack to Arthur's gold armor
-(The Dookster, PicoMico, original programming by Gate) Replaced Luigi's bunny suit
with the propeller mushroom powerup ported from GMEA
-Mario can now aim his fireballs and hammers in different directions by holding Up
when shooting
-Luigi can now aim his fireballs and super balls in different directions by holding
Up when shooting
-(TaXMaN) Added a lock to the middle of world 1 to force the player to explore
other worlds
-(TaXMaN) World boss intros are now skipped if you've already seen them once
-(TaXMaN and The Dookster) Improved the collision between certain player
projectiles and certain item containers
-(Bugsie) Improved the world warp background
-(D-TurboKiller and The Dookster) Improved the visuals for world 2's map
-(GladiaCloud) replaced one of the world 2 battle levels with a new one
-(PicoMico) Replaced one of the battle levels in world 7 with a new one
-(PicoMico) Ported a boss from SMFR
-(PicoMico) Certain subweapons for the Mega Man characters are no longer shop-
exclusive
-(PicoMico) Major & minor buffs for Richter and Tryclyde
-Fixed a rare wall collision bug that caused certain scenarios where characters
would fall through the floor
-(The Dookster, Gladiacloud, PicoMico) Massive tileset and tile cleanup for most
levels, removing tiles that are out of view and condensing tilesets to be more
concise
-(The Dookster, TaXMaN, PicoMico) Various bugfixes, balance tweaks, consistency
fixes, sprite fixes, realignments, hitbox fixes, etc.
===V0.85 CHANGELOG===
New Levels (All by GladiaCloud unless otherwise specified)
-(TaXMaN) Tutorial
-(PicoMico and Bugsie) Crystal Mountain
-(PicoMico and TaXMaN) Pinball Zone
-(GladiaCloud and TaXMaN) Subspace Adventure [Replacing Elemental Tower]
-(Del, Fosterkmas) Lab of the Fusionist (WIP)
-(GladiaCloud, with one by PicoMico and another by TaXMaN) World 8 battle/challenge
levels
Revamped and/or Updated Levels (All revamps are by GladiaCloud unless otherwise
specified)
-Pipe Labyrinth (Moved to World 1)
Major Changes (All changes are by The Dookster unless otherwise specified)
-(PicoMico, The Dookster, CB78, TaXMaN, names_are_useless, Kirbman, Fosterkmas,
Robin the Lilligant, EchidKnux, Mariolover2003) Added Samus Aran as a playable
character
-Added text for player info on the character select screen
-Revamped the enemy projectile system to be less convoluted and add support for
shield resistance values
-Added the application surface, which should fix blurry graphics for certain
players
-(Gate) New bouncing physics for some SMB2 items, ported from GMEA
-Removed net smacking from all characters as this ability was utilized by exactly
one enemy in the entire game
-(CB78) New NPC dialog portrait sprite
-Added a charge ability to Arthur's Gemini Man suit
-Removed the level, Midoro Palace
-(The Dookster, TaXMaN, PicoMico) Various bugfixes, balance tweaks, consistency
fixes, sprite fixes, realignments, hitbox fixes, etc.
Minor Changes (All changes are by GladiaCloud unless otherwise specified)
-Moved Angel Land Castle to World 6
-Moved Mystic Abyss to World 6
-Moved Astaroth's boss fight from "Inner Turmoil" to "Heart of Darkness" (as a
midboss)
-Moved Eastoned Island to World 2 (now known as "Easter Island")
-Fortress of Doom is now a secret level
-(TaXMaN) Updated the F1 game information window
===V0.83 UNSTABLE CHANGELOG===
New Levels (All by GladiaCloud unless otherwise specified)
-Geometric Palatinate
-(PicoMico) Fever Frenzy
Revamped and/or Updated Levels (All revamps are by GladiaCloud unless otherwise
specified)
-Prehistorik Isle (Moved to world 8)
-Bubbly Night (Replacing Bubble Pipes)
Major Changes (All changes are by The Dookster unless otherwise specified)
-(The Dookster, LIGHTNING, Shodian, Obreck2, EchidKnux, PicoMico) Added Ryu
Hayabusa as a playable character
-Video settings are now saved to the MKFusion.ini file and are loaded on game start
-(PicoMico, The Dookster, Kibbleknight) Added the Gemini Man powerup for Arthur (no
charge-up ability yet)
-(DT Big) Complete reshade and retouch for all of Tails' sprites
-Edited all SMB2 objects so that they now require you to duck and press the run
button to pick them up
-(Gate) Fixed enemies getting stuck inside each other
-Health and ammo sprites for all characters that use them are now loaded externally
-Tails' flight is now cancelled with the jump button instead of the run button
-(TaXMaN) Wario's ground pound now bounces him up after landing on an enemy
-Fixed wall collision being too strict
-(TaXMaN) All battle levels now use a different music track for every world
-Added a new shader effect for starman invincibility
-Implemented Tails' bored idle animation
-Fixed several alignment problems for Arthur
-Ported mushroom block physics from GMEA
-(EchidKnux) New sprites for Richter's boss fight
-Simon will now be slightly knocked back (but not lose HP) when attempting to slide
into enemies that are too strong.
-Reserve items no longer grant half a second of invulnerability (consistent with
its behavior in SMW)
-Experimental changes to collision to hopefully fix problems with platforming and
stomping on enemies
-(TaXMaN) Greatly nerfed Master Hand's fight to make attacks easier to predict
-(PicoMico) Greatly nerfed Richter's fight
-(PicoMico) Fixed King Dedede's exhale attack; only the hammer hitbox glitch hasn't
been fixed yet
-(PicoMico) Pirate Resort has new keycards skins
-(PicoMico) Fixed issue with Puggsy Bat's invisible arrow interaction
-(PicoMico) Added new veggie carrying & midair sword slash sprites and eye tweaks
for Spartan Suit Mario.
-(PicoMico) Added new veggie carrying sprites and body adjustments for some sprites
for Megaman Suit Mario.
-(The Dookster, TaXMaN, PicoMico) Various bugfixes, balance tweaks, consistency
fixes, sprite fixes, realignments, hitbox fixes, etc.
===V0.82 CHANGELOG===
New Levels (All by GladiaCloud unless otherwise specified)
-Collision Utopia Zone
-Miracle Valley
-Devilish Sweets
-Haunting Spookscape
-(PicoMico) Collosal Cloudland
-(PicoMico) Pirate Resort
-(One by Bugsie, One by PicoMico, the others by GladiaCloud) W7 Battle/Challenge
Levels
Revamped and/or Updated Levels (All revamps are by GladiaCloud unless otherwise
specified)
-Goomba Mines
-The Transitway
-Lakeshore Paradise
-Koopa Cove
-Dire Dire Docks
-Spiral Tower
-Stormy Sprint
-Snowy Plateau
-Molten Underpass
-Zombie Firestorm
-Volanic Ascent
-Raccoon City
-Tetropolis
-Greens Panic (Replacing Green Greens)
-Retro Road (Replacing Lost in Retro)
-(Reprogrammed stage gimmicks by The Dookster) Abstract Landscape
Major Changes (All changes are by The Dookster unless otherwise specified)
-MKFusion now runs using DirectX9 using gm82dx9, meaning that the d3d8.dll file
originally bundled with the game is no longer needed
-The previous change also adds shader support, meaning a lot of graphics that
previously had to be pre-rendered can now be removed and drawn with shaders instead
-Updated the slope handling code so faster character such as Sonic can run down
slopes without gradually falling off
-(The Dookster, TaXMaN, PicoMico) Created a new enemy system that's more modular
and less specific for enemy death types, resulting in fewer constant checks and
more interesting enemy death types.
-(GladiaCloud) World 7's map has been given a major overhaul with new graphics and
challenge levels, with some graphic contributions by Mr Mad Mothy
-Revamped the pause menu to be more streamlined and straightforward, along with
adding the control config and return to title prompts
-Added support for using buttons for directional movements for controllers that do
not separate a directional pad as being unique from buttons
-(TaXMaN) Revamped the shop to be more streamlined and to make it faster to find
what you need
-Game playthroughs are now tied to the save file you choose for a new game,
resulting in fewer save file choices but with support for autosave
-The shop can now always be accessed from the pause menu while in a world map
-Redid the title screen menu
-Removed the Minus World and spread its levels out to worlds 2, 8, and 9
-(Programming by The Dookster, Art by PicoMico, CB78, Kibbleknight, and
smbmaster99) Added the Chargin' Chuck Wario and Koopatrol Waluigi powerups
-(Programming by PicoMico, Art by Kibbleknight) Added the angelic armor powerup for
Arthur which gives him an additional third jump as well as the ability to turn into
a statue
-Tails' flight is now handled more similar to how it is in Sonic Advance, where you
only need to hit jump + up once, and to exit flight you hit the run button
-(TaXMaN) Completely redid Bowser's boss fight at the end of world 1
-(TaXMaN) Ported Ograoum Papas from SMFR and upgraded his programming
-(PicoMico) Added a new boss fight against Richter for the end of Sanctum of
Torment
-(PicoMico) Added a new boss fight against King Dedede
-Redid the sprites and programming for the Whispy Woods boss fight
-(EchidKnux) Sprite revamp for all of Simon's sprites
-(D-Turbokiller, Mariolover2003, TaXMaN, The Dookster) Reshade for Sonic's sprites
-(The Dookster, C.A.K.B, PicoMico, TaXMaN, Harbige12) Reshade for Mario's sprites
-(TaXMaN, The Dookster, C.A.K.B) Reshade for Luigi's sprites
-(PicoMico, Original Author Unknown) Edited Roll's sprites to use better head-
turning animations based on a fanmade classic Roll skin
-(PicoMico) Added blinking animations for Roll, Mega Man, and Zero
-(PicoMico) Ported Tryclyde, Fryguy, and Bad Frosty from SMFR and updated their
programming
-(PicoMico) Added the Ballade Cracker and the Grab Buster robot master weapons
-(TaXMaN) Added the Copy Vision robot master weapon
-(PicoMico) Moved Arthur's Robot Master weapons to the classic Mega man trio's
weapon pool
-Added the triblade weapon for Arthur
-(Bugsie) New level start graphic for Waluigi
-(C.A.K.B.) New sprite for the owl statue checkpoint for world 6
-(The Dookster and TaXMaN) Fixed many cases of enemy hitboxes being unexpectedly
large or inconsistent
-(TaXMaN) Nerfed the world boss for worlds 7 and 8 slightly based on player
feedback
-Player hurt sounds are now unique to every character and can be skinned
-(The Dookster, TaXMaN, PicoMico) Various bugfixes, balance tweaks, consistency
fixes, sprite fixes, realignments, hitbox fixes, etc.
===V0.81 UNSTABLE CHANGELOG===
Revamped and/or Updated Levels (All revamps are by GladiaCloud unless otherwise
specified)
-Chrono Chaos
-Lava Powerhouse
-Fortress of Doom
-Ceres Spaceship SOS
-Spiral Tower
-Toyland
-Tainted Toadstool Zone
-Brimstone Factory
-Stormy Sprint
-World 4 Exit
New Levels (All are by GladiaCloud)
-Venomous Lakeside
-Black Dragon Lair
-Halls of the Damned
-Marble Acropolis
Major Changes (All changes are by The Dookster unless otherwise specified)
-Added proper controller support as well as a new menu for redefining keys (Press
F5)
-(GladiaCloud) World 6's map has been given a major overhaul with new graphics and
challenge levels
-(TaXMaN) All starman music now properly loops and can be modified for skins as
well
-Added a new screenshaking system based on code from Super Mario All-Star Attack
(Programming by Mikeystar)
-(PicoMico and The Dookster) Revamped the sprite handling for hammer bros, fire
bros, boomerang bros, and sledge bros for better readability (Sprite edits by
PicoMico and TDW)
-Added a new assist item: Super Strength, which shortens the time to pick up SMB2-
style items and to allow picking up brick blocks and heavy blocks
-(TaXMaN) Edited many enemies to use the newer and better floor and wall collision
scripts
-Ported over object-based rain and snow systems from Mario Worlds Delta
(Programming by Gatete)
-Reworked blue brick handling based on newer versions of the Hello engine, as well
as a newer version of the buster beetle enemy
-Added a new powerup for Roll (Sprites by PicoMico, programming by The Dookster)
-Reworked a lot of flying vehicle code to be more stable and modular
-Ported over background distortion from Super Mario All-Star Attack (Programming by
Mikeystar and Mors)
-Fixed a major bug with the volume sliders that resulted in exponential volume
changes rather than linear volume changes
-Added sacrilige (You can now choose whether the game is letterboxed or stretched
when in fullscreen)
-Reverted Sonic to use the old 16-bit versions of the Sonic Chaos sprites as the
Sonic 3 sprites just didn't look so good
-Sonic and Tails now have the blue shield as their mushroom powerup equivalents
-(Mikeystar and GladiaCloud) Made 16-bit versions of several NSMB backgrounds
-Many optimizations and fixes to the graphics in the game which, while slightly
adding to the amount of CPU time the game needs, should result in lower memory
usage
-(TaXMaN) Implemented the World Boss for World 8
-(PicoMico) Replaced Wendy Koopa fight (Dire Dire Docks) with a new boss
-(PicoMico) Replaced Roy Koopa fight (Castle in the Clouds) with a new boss
-(TaXMaN) Added a new boss to Hydrocity Zone
-(Bugsie) Added a new boss to Vortex of the Siren
-(Bugsie) Created a new cutscene for Vortex of the Siren

Minor Changes
-(TaXMaN) Eri Kasamoto now briefs the player at the start of Bridge to Morden
instead of a message block.
-(TaXMaN) Updated the power-up descriptions in the shop to explain how each
characters' power-ups work.
-Updated the package with the latest version of d3d8to9
-The SMB2 cherry star now comes from the center of the screen rather than the sides

===V0.8 CHANGELOG===
Level Changes (All new levels and revamps are by GladiaCloud unless otherwise
specified)

New Levels
-Hydrocity Zone
-Etherial Subcon
-Gerudo Valley (GladiaCloud with tile graphics reshaded by Mario123311)
-Bugmuck Swamp
-Concealed Chasm
-Whirlwind Vale
Revamped Levels
-Boo Mansion
-Subcon Panic
-Lake of Amnesia
-Lakeshore Paradise
-The Crossroads
-Barrels 'o Fun (Fosterkmas)
-Corpse of the Behemoth
-Lair of the Leviathan (GladiaCloud and TaXMaN)
-Dream Forest
-Land of Lattice
-Fillmore Weald
-Gemini Canyon

Major Changes (All changes are by The Dookster unless otherwise specified)
-(TaXMaN) Implemented the Create event/instance creation code order swap and
modified several objects to accommodate
-MKF is now packaged with d3d8tod9 by default (it is the d3d38.dll file), which
should hopefully remove all future cases of the "Out of memory" error
-(TaXMaN) Added a new cutscene that plays after defeating a world boss
-(TaXMaN) Added two new bosses for a few of world 1's levels
-(TaXMaN) Added Sonic's Tornado plane to Winged Fortress Zone
-(GladiaCloud) The world maps for worlds 3, 4, and 5 have been given a major
overhaul with new graphics and challenge levels
-(The Dookster and TaXMaN) Improved collision stability for koopa shells
-Added sound effector objects to several levels for slightly more immersive audio
-Starman invincibility now transfers between rooms
-All characters can now swim in water natually due to the inability to swim being
underutilized for almost all water-based levels
-Added several new options: sound effect volume slider, automatic reserve item drop
toggle, world map bumper disable
-(The Dookster and GladiaCloud) Reduced the instance count in several more levels
-Increased the speed of the player when traveling through warp pipes
-Fixed skidding sound for all characters that used them not looping properly
-Added a jumping sound for mega man characters
-Increased the range for Luigi's boomerangs
-Mario's hammers and Luigi's boomerangs can now penetrate through multiple enemies
-Slightly increased Roll's normal walking speed
-Increased the amount of invincibility frames that Proto Man receives after getting
hurt
-Replaced the particles used for many Mario-related objects to use particles taken
from Gatete Mario Engine Anniversary instead
-Added a new tide water system to allow for more customizable and animated water
objects in rooms
-(TaXMaN) Waluigi's hammers now create a shockwave the first time they land on top
of solid collision
-Luigi's Guile suit now makes him lunge forward when using his melee attack

Visual Changes
-(breadchai, CB78, The Dookster, Dr. Baconstein) Redid MKFusion's logo
-(CB78, The Dookster) Redid the "Fusion Team Presents" image
-Brand new animated title screen sequence
-(D-Turbokiller, The Dookster) New background for the title screen
-Added skidding smoke for inertia-based characters
-The flagpole goal sequence now has the player entering the castle rather than
fading out of existence
-Replaced the blue and green explosion sprites to have unique graphics instead of
being recolors of the normal explosion sprite
-(Dolphman) Updated the sprites for thwomps, thwimps, net koopas, giant Shy-Guys,
and giant fire piranhas
-Updated the sprites for some DKC enemies to use custom sprites instead of their
original sprites (custom sprites are by Michael Peterson)
-Replaced the sprites for several Halo weapons to reduce JPG artifacts by using the
original sprites from Halo Zero
-Replaced the tiles used in Covenant Assault and Covenant Thy Veggies with tiles
made by the RAYG Halo Continuation Team
-Replaced the sprites used for a few objects in The Library
-(PicoMico) New level win sprites for Roll
-(Mario123311) New sprites for wandering shroob enemies (based on a design by
KAZZOO)
-(Mario123311) New swimming sprites for Mega Man and Proto Man
-(geno2925 and Mario123311) New character select sprite for Mega Man
-(TaXMaN) Updated the loading screen image
-Added unique flutter sprites for Luigi
-Fixed some consistency issues for Mario and Luigi's sprites

Minor Changes
-(GladiaCloud) "Sky Tower" is now renamed "Spiral Tower"
-Fixed Beat not working in autoscroll levels
-(The Dookster and TaXMaN) Fixed a rare bug that causes the player to be dislocated
from the camera object at spawn

===V0.79 CHANGELOG===
New Levels
-World 5-2: Dreary Wasteland (GladiaCloud)
-World 5-7: Vortex of the Siren [WIP] (GladiaCloud)
Revamped Levels
-Cruise Control [WIP] (Fosterkmas)
-Winged Fortress Zone [Previously Sky Battery Zone] (Fosterkmas)
-Lava Powerhouse (Revamp by Fosterkmas, Optimization by TaXMaN)
Major Changes (All changes are by Dooki51 unless otherwise specified)
-Inflation has hit the Mushroom Kingdom! All shop item prices are significantly
increased
-(GladiaCloud) World 2's map has been given a major overhaul and now has new
graphics and challenge levels in addition to using the world 1 camera system
-(Dooki51 and TaXMaN) Massive optimization and removal of unused or redundant
sprites, backgrounds, and other resources
-(Dooki51 and GladiaCloud) Reduced the amount of instances for every level in world
1 and world 2
-(Sudtrap) Updated the World 3 map background to look better
-(Sprites by Sudtrap, programming by Dooki51) Added a new powerup for Roll
-Added the combine ring powerup for Sonic and Tails (original programming by Lars
Luron)
-The protective crystal no longer hurts enemies but now surrounds the player with a
basic shield that stops most basic enemy projectiles
-(TaXMaN) Implemented a new starman coloring effect that should look better for all
characters
-Major visual overhaul of the Yellowstone geyser spawner, windy updraft, and
blizzard effects
-Rebalanced several powerups for Luigi, Wario, Link, and all Mega Man characters
-Fixed Link's sword thrust not working at all
-Removed the score-to-rupee system
-(LIGHTNING) Realigned Waluigi's sprites
-(LIGHTNING) Recolored Waluigi's captain falcon suit
-(LIGHTNING) Waluigi's troop suit is now fully automatic instead of firing in
three-round bursts
===V0.785 CHANGELOG===
Revamped Levels
-Sea of Muck (GladiaCloud)
-Rotten Eden (GladiaCloud)
-Tower of Babel (Fosterkmas)
New Levels
-Robotnikland (Fosterkmas & TaXMaN)
-Sanctum of Torment (GladiaCloud)
-King Egger's Tower (Del)
-World 1 Battle levels (GladiaCloud)
Major Changes (All programming changes are done by Dooki51 and TaXMaN)
-Started detecting anomalies
-Brand new design for world 1's map by GladiaCloud with help from Dooki51 and
TaXMaN
-Battle Levels: These are short challenge levels with the purpose of defeating all
of the enemies in the room or doing other challenges.
-Created a new cutscene player object type
-Created a music fading system for smoother transitions
-Optimized player code to check for the same variables fewer times
-Megaman weapon shooting animations are now properly handled in player code rather
than being done in MrPersistent
Minor Changes
-Removed the need for the Textboxes extension and moved all of its DnD to proper
code
-Added skinning functionality for the brick goomba enemy
-Revamped the electrified water hazard to be easier on the eyes
-Removed unused assets from removed stages
-Shortened the size of many backgrounds to reduce the amount of space taken up
-Reprogrammed some objects to use fewer duplicate sprites
===V0.775 CHANGELOG===
Revamped Levels
-Hammer Bro Hideout (GladiaCloud)
-Sky Skurry (GladiaCloud)
-Stormy Sprint (Fosterkmas)
-Storm Canyon (EddyMRA & GladiaCloud)
-Foul Fungi (Fosterkmas)
-Isle of Mystery (Fosterkmas)
-Fortress of Traps (GladiaCloud)
-Castle Wolfenstein (Fosterkmas)
-Jungle Shenanigans (Fosterkmas)
-Shanghai Showdown (Fosterkmas)
-Metropolitan Siege [Previously Military War Zone] (Fosterkmas)
-Dauntless Quarry [Previously Guts Man Quarry] (GladiaCloud)
-Alloyed Forest [Previously Wood Man Forest] (GladiaCloud)
-Castle of Blades [Previously Castle Cut Man] (GladiaCloud)
-The Boneyards [Previously Skullman's Wasteland] (Fosterkmas)
-Jungle Jurassica [Previously Jurassic Jungle] (Fosterkmas)
-Power Tower [Previously Electric Tower] (Fosterkmas)
-Construction Calamity [Previously Construction Site] (Fosterkmas)
-Mirror Falls (Fosterkmas)
-Robotic Reef [Previously Artificial Reef] (GladiaCloud)
-Windy Fortress [Previously Air Base] (GladiaCloud)
-Slithering Pit [Previously Snake Man's Pit] (Fosterkmas & GladiaCloud)
-Hydropower Facility [Previously Fort Bubble Man] (GladiaCloud)
-Armored Repository [Previously Jungle Facility] (GladiaCloud)
-House of Shadows [Previously Capital of Science] (GladiaCloud)
-Scientific Stronghold [Previously Capital of Science] (GladiaCloud)
-Demon World Village [Previously Hell's Graveyard] (Fosterkmas & GladiaCloud)
-Ghostly Avenue [Split from Ruined City] (GladiaCloud)
-Accursed Ruins [Previously Ruined City] (GladiaCloud)
-Antenora (GladiaCloud)
-Volcanic Descent [Previously Death Volcano] (GladiaCloud)
-Water Temple (Fosterkmas)
-Forest Temple (Fosterkmas)
-Yellow Switch Palace (Fosterkmas)
-Green Switch Palace (Fosterkmas)
New Levels
-Mario Zone Powered Up (3-S1) (GladiaCloud)
-Hectic (4-6) (GladiaCloud)
-Mystic Abyss (6-?) (Fosterkmas)
-Turbo Turnpike (Lars Luron, GladiaCloud)
Major Changes
-Revamped many player-related collision systems (walls, floors, ceilings,
quicksand, jumping, swimming, and climbing)
-Overhauled the code organization for player characters to remove Drag 'n Drop and
to make it easier to understand
-Fixed a bug where going out of a crouch in midair underneath solid collision would
result in glitchy movement
-Fixed a movement bug related to trying to move down while on a flying vehicle
-Implemented the gm82snd sound system
-Added an iris-in effect, adapted from GMEA
-Custom sound mod support has been added; See the Custom folder inside the Sound
folder for more information
-Added the ability for Link to use plasma grenades when wearing the Arbiter suit
-(Kibbleknight) Added grenade throwing sprites for Link's Arbiter suit
-(Kibbleknight) Revamped Vinny's sprites
Minor Changes
-Fixed the broken collision for the ToeJam and Earl bubbles
-Revamped the crushers in Anciena Pyramid to kill the player like the other
crushers in the game
-(Fosterkmas) Replaced the backgrounds in Foresaken City, Desert Edifice, and
Bridge Zone
-(GladiaCloud) Replaced the backgrounds in the penultimate room of Sky Tower
Behind-the-scenes Changes
-Batch edited many rooms to replace obsolete slope objects
-Removed all hack collision objects and their respective sprites
===V0.75c CHANGELOG===
-Arbiter Link now has the ability to throw sticky plasma grenades
-Replaced some of Yellowstone Journey's backgrounds with better quality ones
-The Mexican and British question block skins were removed from the game
-Replaced background in Snowy Tower
-Fixed mist not scrolling properly in Forest of Silence's first room
-Made Desert Edifice's background width size smaller to take up less space.
-Replaced Mushroom Moon's starry background with a cleaner version.
-Fixed "blue" background issue in N.Sanity Island
-Updated Molten Underground's music track
-Replaced the floor solids in The Library's Enemy rush sections, with solidtop
variants. This is so the red flood enemies can move more reliably along the floor
when "shell" kicked.
-Fixed issue where the waterfalls in Mana Caverns would make the game lag
-Fixed visual bug where a single pixel would appear close to Cloud Link when he
does his standard sword slash.
-Revamped the way healthbars are drawn.
-Made code for scaling the window size more efficient.
-Added self-tiling script to the Jazz Jackrabbit waterfalls in Diamondus
-Removed the empty space in the spr_emulsion script
-Got rid of the the way how the "X" an "Z" keys were rerouted to the SHIFT and CTRL
keys in the Fademaker object.
-Fixed issue where the Wario Bros would sometimes clip through pipes they just came
out of.
-Fixed parallax scrolling issue in Darkstone Cemetery
-Fixed the order of red coins in Sea of Muck
-Added some missing colliders in Sea of Muck
-Simon's Mega Man health (World 3) is now properly aligned
The following changes for this version were all done by TaXMaN

-Fixed camera fade issue when you enter the secret pipe in Goomba Mines
-Fixed issue with the cyclops bat enemy where it suddenly faces to the left
whenever Mario doesn't exist anymore.
-Fixed issue where World 4 Treasure ship had no background.
-Revamped 1-up spawner from map enemy encounters.
-Fixed cut off background in Shanghai Showdown's boss room.
-Fixed issue where if a player exits a stage with a lifejacket, they'll be left
without one to pick up when they re-enter the stage.
-Extended the bombable walls in Mana Caverns to be 4 blocks tall to make it
possible for Waluigi to bomb them.
-Fixed some broken midway points in Forest Temple, Awazon Caverns and the World 5
Exit route in Isle of Mystery.
-Added moving platform skins to Grand Canyon.
-Fixed issue with condor vultures where they would fly backwards if Mario no longer
exists. Also revamped their code slightly
-Moved the backgrounds in the room before Dive Man a little downward to fill an
area that was previously cut off.
-Fixed issue where the music wouldn't stop playing after defeating the boss in
Crimson Dominion
-Fixed the background not lining up in Land of Lattice
-Made minor adjustments on some colliders in wretched Tundra
-Fixed issue where Mega Man characters would spawn at checkpoints with their
teleport entrance animations which often resulted in them getting hit by an enemy.
-Fixed bug where some of the X-Com enemy projectiles could hurt Mario even if he
was invincible at the time.
-Corrected the order of the rooms in Yellowstone Journey.
-Removed some solids from a section in Egyptian Tomb to make it possible for Simon
and Mega characters to advance
-Realigned the water background in Bridge Zone
-Enemy Panser's fireballs no longer gets destroyed when they leave the camera view.
-Moved Barren Badlands 6th and 7th redcoins because they created an obstruction for
some characters if the section was replayed.
-Added Lifejacket to Koopa Cove's 2nd room
-Fixed issue where falling blocks in Egyptian Tomb don't hurt the Mario Bros
consistently.
-Made it so that megaman charge handlers aren't treated as shields
-Imported new sky background for Outback Tracks
-Fixed some duplicate red coin objects in Dinosaur Mountain and Tinyhuge Valley.
-Removed the Super Mushroom power-up in the chase/escape sequence of Scandinavian
Campaign
-Fixed the issue where the Spike Crab Badnik wouldn't walk along slopes properly
-Replaced checkpoint in Forest of Silence with the Doom one
-Replaced checkpoints in Land of Lattice with Zelda Statue
-Made stomp killing Zelda bot enemies more reliable.
-Fixed issue in Dracula's Castle where some playable characters kept being forced
back to the room they previously exited from.
-Added life jacket to Ancient Citadel's 3rd room so non-swimmers could pass the
water section
-Fixed a tiling issue in Gemini Canyon's first two rooms.
-Fixed bug in Oedo's Castle where some downward crushers would crush players
despite them taking cover in a hole that's lower than the crusher's floor contact
point.
-Fixed issue where Waluigi cannot throw soccerballs after collecting another power-
up and swapping back to his Striker suit.
-Buffed the red coin reward in Jungle Shenanigans (100 point rupees instead of just
50)
-Fixed oversight in Shanghai Showdown where the red coin reward room spawned g-wing
enemies instead of dragons.
-Removed a second midpoint spawner object in Mushroom Forest (this caused two
player objects to spawn!)
-Fixed Chrono's unique text lines for Waluigi in Chrono Chaos.
-Fixed the bug where the Gremlin enemies from Chrono Chaos would clip through solid
walls.

===V0.75 CHANGELOG===
New Levels
-Molten Underpass (1-24) [GladiaCloud]
-Shanghai Showdown (2-12) [Fosterkmas]
-Zeppelin Flight (2-18) [GladiaCloud with help from TaXMaN]
-Prehistorik Isle (2-S3) [GladiaCloud]
-Mystic Plains (6-1, combining Verdaint Plain and Mystic Forest's layouts)
[GladiaCloud]
-Mana Caverns (6-6, Partially reusing some of Blue Mountains' layout) [Fosterkmas]
-Chrono Chaos (6-S?) [Fosterkmas]
-Lava Powerhouse Zone (7-11) [Fosterkmas]
Revamped Levels (All level revamps are by GladiaCloud unless otherwise stated)
-The Entryway
-Goomba Mines [Fosterkmas and GladiaCloud]
-Boo Mansion
-Subcon Panic
-Lake of Amnesia
-Birabuto Bash
-Koopa Cove (Previously Lakitu's Cove) [Fosterkmas]
-Shroom Lagoon [Fosterkmas]
-Tree Zone Trek
-Dinosaur Mountain (Previously Dinosaur Land)
-Rice Beach
-Dire Dire Docks
-Frosty Flight
-Glacial Caverns
-Frozen Plateau
-Frost Palace
-Grassland Outpost
-Sky Tower
-Castle in the Clouds
-Isle of Mystery
-Bay of Flames
-Dungeon O' Doom
-Dry Bowser's Crypt (Previously Dry Bowser's Castle)
-Hell Prominence
-The Grand Canyon [Fosterkmas]
-Skyscraper Domain
-Fever Las Vegas
-Ancient Citadel (Previously Aztec Citadel)
-Jungle Shenanigans [Fosterkmas and GladiaCloud]
-Sahara Scramble [Fosterkmas]
-Egyptian Tomb
-Serengeti Safari (Previously African Safari)
-Himalayan Peaks (Previously Mt. Everest)
-Persian Dungeon
-N. Sanity Island
-Outback Track (Previously Transiberian Trek)
-The Highlands [GladiaCloud and Fosterkmas]
-Scandinavian Campaign [Fosterkmas]
-Military War Zone [Fosterkmas]
-Yellowstone Journey [Fosterkmas]
-Pomplona Stampede (Previously Running of the Bulls) [GladiaCloud, Dooki51,
Fosterkmas]
-Industrial Nightmare [Fosterkmas]
-Wretched Tundra
-Foresaken City [Fosterkmas]
-River of Flame
Removed Levels (Most levels removed here are because certain revamps make them
redundant)
-Nighttime Icecapades
-Airship Armada
-Verdant Plain
-Blue Mountains
-Moscow Malady

Major Changes
-Waluigi has been added as a new playable character
-All NPC dialog is now stored internally and the NPC dialog system has been
revamped to remove a lot of superficial variables
-Revamped most of the game's sound effects to sound better (Special thanks goes to
+Zircon and EddyMRA [formerly Judge Spear] for helping identify and/or locate some
sounds)
-Converted several stereo sound effects to mono due to them taking up unnecessary
space
-Brick blocks now always use the correct shard sprites
-Fixed not always being able to hit blocks when right underneath them
-Collecting a 1up with the amount of lives maxed out now gives rupees instead
-Added the Duke Nukem suit for Wario and the Bill Rizer suit for Waluigi (Sprite
art done by Toxicghost with the initial concept created by Kibbleknight)
-Roll now keeps her momentum when using the Tango jetpack after doing a slide jump
-Megaman can now only use the jetpack boost once but is able to create up to two
Item 1 platforms with the Rush Jetpack
-Fixed the broken hitbox for Roll's charged up hunter shot and increased its damage
against enemies
-Item 1's slot as a subweapon has been replaced with Needle Man's needles
-Replaced the Doc Robot miniboss in Construction Site with Dust Man
-Fire Mario now has a visual indicator for holding a charged shot (this may be
removed if it's deemed unnecessary)
-Ported the weather systems used in GMEA
-(GladiaCloud) Fixed broken parallax scrolling values in many levels
-(TaXMaN and Dooki51) Added world-specific level completion text sprites
-(TaXMaN and Dooki51) Swapped out a few more music tracks and added loops
-(AuraLancer) Revamped Star Man's boss fight
-(Mario123311) New map sprites for Mega Man and Proto Man
-(Toxicghost) Fixed the servebots' sprite colors
-(Kibbleknight, Dooki51, D-Turbokiller) New world warp portal sprites
-(No Body, Kibbleknight, GladiaCloud, Obreck2, CrappyBlueLuigi, Del, Sudtrap,
Fosterkmas, Dooki51) Waluigi's sprites
Minor Changes
-(TaXMaN) Fixed the enemies in the Whispy Woods fight having glitchy collision
-(TaXMaN) Fixed the rockets fired by worms facing the wrong direction
-(TaXMaN) Fixed a bug where red coins wouldn't be saved properly
-(TaXMaN) Fixed the Metal Slug dicokka tanks getting stuck when destroyed with
certain objects
-(TaXMaN) Reprogrammed the Resident Evil licker enemies to use fewer objects
-(TaXMaN) Fixed ceiling-bound enemies not turning around properly
-(TaXMaN) Reprogrammed the steam objects in Lava Powerhouse
-(TaXMaN) Fixed Sir Kibble getting stuck
-Fixed respawning guns repeatedly respawning after completing a level
-Fixed certain guns playing two sound effects at once
-Fixed the ammo meter for guns not disappearing after death
-Fixed a rare bug where powerups would stay stuck in the air
-Cleaned up the external backgrounds a bit to remove a few repeated or unused
backgrounds
Behind-The-Scenes Changes
-Terran Marines and Alucard now use the NPC system instead of using special objects
-Revamped the world 6 chest system
-Revamped the brick skinning system to be a lot more simple to use
-Revamped the level numbering scheme to remove a lot of archaic restrictions. Level
numbers can now be any desired string.
-Revamped the blue brick skinning system to be a lot more simple to use
-Revamped the player warping system so that now there is no maximum for the amount
of position changes to be made in a level
-Revamped the midpoint system to be simpler and less bug-prone
-Moved the alarm for spawning underwater bubbles to the player objects rather than
in the camera object
-Deprecated the player headmarker object
-Removed some unused code from Roll's object
-Removed a lot redundant or unnecessary code from the autoscroll object
-Moved some player goal related code from the goal player object to the flagpole
object
-Finished separating out Waluigi's sprites
===V0.7375 CHANGELOG===
New Stages
-Castle Lololo (Del)
-Midoro Palace (Del, Auralancer, Obreck2)
-Capital of Science (GladiaCloud, JDogindy, Magnemania)
-Moon Fortress (Auralancer)
-Mushroom Moon (Fosterkmas)
-Ceres Spaceship SOS (Fosterkmas)
-Elemental Tower (GladiaCloud, Shodian, Evalyn)
-Jungle Shenanigans (Fosterkmas)
Revamped Stages
-Goomba Mines (Fosterkmas)
-The Transitway (Fosterkmas)
-Boo Mansion (Fosterkmas)
-Height Valley (GladiaCloud)
-Shroom Lagoon (Fosterkmas)
-Muda Madness (Fosterkmas)
-Tiny-Huge Island (Now known as Tiny-Huge Valley) (GladiaCloud)
-Beneath The Sands (GladiaCloud)
-Industrial Nightmare (Fosterkmas)
-Death Volcano (GladiaCloud)
-Crimson Dominion (GladiaCloud)
Replaced Stages
-Lakitu's Cove replaces Turtle Zone
-Stormy Sprint replaces Sky World Medley
Removed Stages
-Arcade Factory (-1-6) [Pixel factory is its replacement; Its spot on the map
however is replaced with Red Rock City]
-Eye of the Storm (3-S2) [Objects would take too long to properly fix]
-Collision Chaos (7-8) [Buggy collision, too many one-off resources, problematic
programming, not very fun]

Major Changes
-(TaXMaN) All of the game's music once again loops properly
-Replaced Cape Luigi with Super Flower Luigi
-Fixed many reported issues. A very special thanks goes out to the playtesters that
reported bugs!
-Added a whole bunch of polish with more to come
-Movement speed on the world map has been increased
-Fixed not being able to take guns through pipes
-Tree Zone Trek now starts out with the previously cut Tree Zone 3 level
-Removed several duplicate and/or unused backgrounds. Several of the most common
external backgrounds are now stored internally and have been optimized. Replaced
many backgrounds with better ones.
-SMB2 blocks and keys no longer become stuck and have improved physics; hold Down
to use the old physics for levels that require them
-(GladiaCloud) Dragon Dominion has been split and is now known as Crimson Dominion.
The dragon is now the boss of Death Volcano.
-(D-Turbokiller) Optimized several externally loaded backgrounds

Experimental Changes
-Disabled the old experimental collision system; moving collision might be slightly
less stable but immobile collision should be more stable
-All characters now have a smaller hitbox
-Added the boss for Hell Prominence (WIP)

Minor Changes
-Mobius (World 7) has been renamed to Isle of Genesis
-Added falling leaves to a handful of stages
-Pokeys are now easier to kill
-Replaced many sound effects with higher quality versions
-Fixed Luigi's broken collision mask when ducking
-Replaced several Super Mario Advance sprites with the correct Super Mario All-
Stars sprites
-Replaced a few 8-bit sprites with 16-bit counterparts. The 16-bit version of the
DDP masks are by SuperSledgeBro
-Fixed the broken animation for respawning veggies
-Fixed a game-crashing bug in Sword Man's boss fight
-World map music can now loop with proper looppoints
-Changed the water graphics used in Dire Dire Docks' 2nd and 3rd rooms
-Birabuto Bash and Beneath The Sand have switched places on the world map
-Switch palace switches now use custom sprites taken from SMFR
-Metal Slug soldiers now use the correct grenade sprites
-Removed some pink artifacts from world 2's world map image
-Fixed Sonic floating after using a horizontal spring
-Fixed armadillo enemies going through slopes
-Fixed bug bombs' broken code for slopes
-Fixed a game-crashing bug related to standing on top of certain enemies while on
slopes
-Added the weather effect for Antenora
-Added some fun to Vinny's arsenal
-(Sudtrap, Kibbleknight) New sprites for the shopkeepers in worlds 2, 6, 7, and 9
-(D-Turbokiller) Revamped the tiles used in Halo levels
-(CB78) New sprites for the world keys
-(Sudtrap) World key display sprites
-(Fosterkmas) New goomba skins for W7 Exit and Running of the Bulls
-(TaXMaN and Fosterkmas) New backgrounds for Fever Las Vegas
-(Milenia) New checkpoint sprite for world 6 levels (edited from a Hyrule Warriors
sprite)

Behind-The-Scenes Changes
-Changed the way that pokeys are spawned
-Fixed the lineage of parent objects for blocks
-Fixed the albatross and beezos' broken outdated code; in-game their respawn system
silently failed. Added a special respawn object for them.
-Updated the code for roulette minigames and switch palaces
===v0.725 Unstable CHANGELOG===

New Stages
-River of Flames (by Fosterkmas)
-Forest Temple (by Fosterkmas)
-Fire Temple (by Auralancer and GladiaCloud)
-World 9 Exit (by Del and Fosterkmas)

Redesigned Stages
-Castle Wolfenstein (by Fosterkmas)
-Moscow Malady (by Fosterkmas)

Major Changes
-Merged in SMFR's perfect parallax scrolling system. Background scrolling should
generally look smoother, and it'll be easier for devs to implement parallax
scrolling into their levels.
-Increased the speed for shells and blue blocks
-The red coin display now shows the number for the coin that you've collected
-Restored and fixed up some old code which displayed the player character appearing
inside doors, and revamped the general programming for doors
-Revamped how the roulette minigame functions; now it gives a different prize based
on what image you create, as well as displaying which prize you won using text
-Fixed the bug where brick blocks that are offscreen don't change back into coins
after a p-switch is hit
-Shells that are kicked upwards no longer gonna animate, which matches how they
work in SMW
-All overworld enemies no longer cause the player to start with the teleport in
sequence, saving time as well as making sure that enemies aren't confused at
startup
-The yellow collectible key is now properly saved if you die after having one in a
level and restarting it with a checkpoint
-Replaced the NSMB tileset to correct the original's overbrightened colors
-Arthur can now receive the Dust Crusher and Shotgun Ice robot master weapons
-Fixed the slow transition issue in Tiny-Huge Island and Subcon Panic
-Replaced Roll's 1up sprite with a better one that's a little more general
-Sonic's shields now play a sound effect when swapping between them and also don't
attract rupoors
-(CB78) New animated arrow sprites for the player select screen
-(D-Turbokiller) Improved Warp Zone: fancy new particle effects, shops near each
world warp
-(D-Turbokiller) Removed Objects and Sprites related to Aztec Citadel's decor
(sixteen in total); replaced them with a single, tileable background to save space
-(Kibbleknight) Updated the halo-style goomba sprites
-(Kibbleknight) Simon now uses modified CV2 sprites while having the flame whip

Minor Changes
-(Shido Itsuka) Improved Simon's level start image
-A splash effect has been added when going in water
-Fixed a small issue with Mario's running sprite in his Raccoon and Tanooki forms
-Fixed the discrepancy between where a coin bubble pops and where its coin spawns
-Fixed Wario 'gliding' across floors underwater
-Fixed rip van fish's collision issues
-Fixed a small visual bug created when bouncing on NSMB-style bouncy mushrooms
-Fixed a sound error related to the berserker bot's projectile (Pixel Factory)
-Changed the ? block types for Rotten Eden, Fiddler's Green, and Desert Edifice
-Edited Lake of Amnesia to fix up some of the buggy collision
-Mushroom houses: Text now loads character by character, and the housekeeper is
randomly chosen to be either toad or toadette
-Removed glass joe from the Skyscraper Domain chase sequence
-The flame candles in Ruined City can now be lit with all flame element weapons
-Blocks with P-switches in Awazon Caverns no longer have a glitched animation
-Fixed the bizarre collision bug in Darkstone Cemetary (small surprise in w0)
-Gemini Canyon's boss can now be attacked when it dives, and shoots fewer bullets
in its second phase.
-Rotten Eden's boss can now properly reflect projectiles, and it spawns money after
it's defeated.
-Green Greens' boss now has a new animation for when it is defeated
-Fixed weapon collision issues for the boss in Dragon Dominion
-Fixed the Contra alienheads and Metroid space pirates playing too many sound
effects when getting hit with a weapon
-Fixed a few sprites in the YI castle tileset to fix miscoloring

Behind-The-Scenes Changes
-Made better use of object inheritance for way too many objects. The most notable
group of objects are decor objects, ToeJam & Earl presents and balloons, VBWL
blocks, and all score label objects.
-Fixed a consistency problem with how a few player sprites are handled
-Removed some old code that used to dictate what direction an item would go once
created since this has been handled automatically for some time
-Removed the roundabout way that text in the player select menu was being
displayed, removing 1 object in the process
-Optimized the code for Gemini Canyon's boss, removing 5 objects in the process
-Optimized the code for Rotten Eden's boss, removing 4 objects in the process
-Optimized the code for Green Greens' boss, removing 14 objects in the process
-Optimized the code for Dragon Dominion's boss, removing 5 objects in the process

===V0.7.0.0 REV 01 CHANGELOG===


-Added a staff roll sequence which can currently be accessed from the world warp
screen.
-Fixed the sliding platforms in World 6 Exit.
-Fixed the dislocated pulley platforms in World 6 Exit.
-Zebes is now the world boss level of world 9. The Library has been moved to 9-4,
and the secret exit in Zebes has been removed.
-Diamondus has been moved and is now 9-8. Added a treasure ship to where Diamondus
was previously located.
-Dracula and Dr. Wily now use the correct health meter.
-Fixed respawning vegetables not respawning
-Updated the mushrooms in Journey to Funkotron to restore health for health-based
characters
-Added missing objects in Geminiman's room
-City Escape now properly exits the level and has it count as beaten
-Fixed Classic Mario and Classic Luigi playing their jumping sound twice when
jumping off of a ladder
-Added more missing midpoint objects
-Swapped out a few more music tracks (Boo's Mansion, Toyland, World 7 Map)

===V0.7.0.0 STABLE REVISION CHANGELOG==


-When playing as Simon, powerup blocks now spawn an orb which spawns subitems. This
is merely a visual fix.
-Several tilesets have been cropped to remove unused space, resulting in a slight
decrease in filesize
-Added missing solid objects to the second room of Tower of Babel
-Fixed glitched enemies in Robot Museum
-Fixed a broken warp in Gelatinous Journey
-Fixed the Blob not appearing for Mega Man characters in Gelatinous Journey
-Roll now has her own starman and level complete music tracks
-Mystic Forest now uses the correct coin type
-(CB78) Recolored the sprites for Wario's dragon hat and jet hat powerups to be
consistent with the rest of his sprites
-(D-TurboKiller) Revamped the sprites for vampire Wario
-(Del) Reworked the attack pattern for the wolf enemies
-(Fosterkmas) Revamped the layouts for individual rooms in Dire Dire Docks and Tree
Zone Trek

===V0.7.0.0 WIP REVISION 2 CHANGELOG==


Major fixes and changes:
-New overworld enemies have been added. Three of the overworld sprites were made by
Kibbleknight, while the last one was made by No Body. The rooms were made by
Fosterkmas.
-Transitions between rooms, as well as the level start screen, now have a slightly
shorter delay and no longer lock up the game
-The character loading screen no longer displays every step of the loading process
as the original implementation of this was sloppy
-Reworked the question mark block skinning code to prevent unusual sprite flashing
in-between before and after being hit
-Fixed icy slopes not working correctly
-Fixed broken text boxes in mushroom houses, removed old obsolete system that was
originally used
-The frame skip object and its functions have been dummied out as they're no longer
necessary, nor would they work in newer versions of game maker
-The blue shell powerup now works more similarly to how it worked in New Super
Mario Bros: Speed is maintained while using it and you're invincible with it, but
you are not able to turn and must be holding down the duck button for as long as
you want to use it.
-Collision with bricks has been improved
-All external sprites that were in Game Maker 8's proprietary .gmspr format have
been internalized
-All external tilesets that were in Game Maker 8's proprietary .gmbck format have
been internalized
-Levels that will be removed from the map screen have been labelled "PENDING
REMOVAL" and will play an error sound if you try to enter them
-Fixed sprites not being set correctly for City Escape's cutscene
-Fixed instantly dying to the City Escape boss
-Turning off flashing lights now makes the Zapper's bullet visible
-Fixed the miniboss in Wily Citadel 2 becoming invincible indefinitely
-Fixed collision issues with Green Greens' boss
-Fixed the bullets in Watinga's first boss fight not hurting the player
-Increased the animation speed for Vile and Zero while carrying an object
-(Missing from previous changelogs) The animation speed for Mario, Luigi, and Link
now increases if you're running while holding an object
-(Fosterkmas) Updated the level designs of Desert Edifice, Wretched Tundra, and
Forsaken City
-(Auralancer): Replaced the original version of Radonkel with the SMFR version

Minor fixes and changes


-Fixed tile issue in Antenora
-Fixed small Wario's enemy ramming sound playing twice
-World warp pipes are now colored differently on the map screen. Purely cosmetic.
-Castle levels now play the crumbling sound on the world map after being beaten for
the first time
-Added missing tiles for Green Greens' last room
-Added missing solid objects in Green Greens
-Removed misplaced solid object in Green Greens
-Fixed the green blob enemies in Green Greens not being defeatable with the
invincibility star
-Fixed a collision issue in the beginning of Lake of Amnesia
-Warp pipes between map areas now play a different sound from the normal "level
start" sound
-Bomb Man now takes normal damage from all weapons
-Moved some misplaced solid objects in Frost Palace
-Added a missing solid object in Lost in Retro
-Added missing midpoint objects for a few more levels

Behind the scenes changes


-Began the process of fixing errors that came up with "Treat Uninitialized
variables as value 0" turned off
-Added a new script, scr_enemyinit, for the purpose of simplifying the process of
initializing variables for enemies
-Moved all horizontal movement scripts and all swimming scripts to User Defined
events for every player character. This will remove the need for every player
character to have otherwise unused variables.
-Initialized variables for more objects
-Removed more unused code while improving existing code

===V0.7.0.0 CHANGELOG==
New Levels
-World 6 Exit (Part of 1-10)
-World 7 Exit (Part of 1-6)
-World 8 Exit (Part of 1-F5)
-Moscow Malady (2-16) [WIP]
-Bridge to Morden (2-WB)
-Robot Museum (3-F2)
-Wily Citadel 2 (3-WB)*
-Heart of Darkness (4-WB)
-Desert Edifice (5-3) [WIP]
-Wretched Tundra (5-6) [WIP]
-Foresaken City (5-7) [WIP]
-City Escape (7-5)
-Freon Ice Zone (7-7)
-Snowy Tower (8-7)
-Gelatinous Journey (8-8)
-Angel Land Castle (8-F2)
-Pixel Factory (-1-1)**

General
-The HUD has been given an update: The score no longer appears on the HUD and can
now be found on the main pause menu. Additionally, the rupee counter now displays
on the map screen at all times.
-The score now properly saves instead of being reset upon loading a game
-Levels that end with either a boss fight or a level-ending object now have a
unique "LEVEL COMPLETE" event!
-Fixed Mario, Classic Mario, and Classic Luigi's raccoon tail flutter causing you
to lose all your momentum if using it while rising
-Infinite use keys have been given a unique sound cue when collected
-The little reapers that used to take time away from the timer now take rupees away
from you instead.
-Fixed a memory leak issue caused by generating fonts without unloading them
-The above fix also added two more changes: The pause menu now has the word "PAUSE"
appear over it, and the font used for when Simon enters a level is no longer broken
-The enemy marker setting in the options menu has been replaced with a setting to
disable flashing lights to reduce the risk of causing epileptic seizures
-Secret exit keyholes have been given a proper animation and no longer pause the
whole program, ported from Hello Engine Legacy
-Several unused map sprites have been repurposed to add some more variety to the
world maps
-Fixed several common sprites appearing to be distorted, most notably for the
player characters as well as the Goombas.
-Replaced several low quality sound effects with better quality versions. The
sounds themselves are identical.
-Fixed slope collision issues with Link when using his sword

Sonic's general gameplay has been given a big update


-Sonic and Tails' shields have been given a graphical overhaul. The kevlar shield
has been replaced with the bubble shield, while still keeping the same protection
level. The bubble shield gives you the ability to bounce off of the ground. The
fire shield now has a unique sprite for using the dash ability. Special thanks to
Lars Luron for the "Bubble Shield" text for the ToeJam and Earl levels!
-Sonic has been given the instashield ability from Sonic 3. Press the jump button
while in the air to use it (only works when Sonic has no powerup other than the
quick man suit)
-Sonic's rocket boots now have a flutter ability

Misc.
-Snowdriftland has been moved to World 8
-Fixed a rare bug caused by the bird enemies in Rice Beach not properly setting the
player's "holding" state to 0
-Fixed some minor animation errors for Raccoon Mario, Tanooki Mario, and Rabbit
Luigi when combining their special jumps with other actions (i.e fluttering)
-Fixed spin jump impact smoke staying on the screen for longer than it should have
-Fixed all reported cases of broken message boxes
-Fixed a missing midpoint object in Raccoon City
-Fixed several enemies not changing their color back after being hit
-Fixed powerups for Arthur and Simon playing the incorrect sounds
-Fixed Vile's health meter not using the correct sprite if you played as Zero prior
-Fixed missing solid collision objects in Dracula's Castle, Banshee Boardwalk, and
Water Temple
-Fixed broken ceiling collision in Diamondus
-Optimized more code while removing more defunct code

*NOTE: The original Wily Citadel 2 level has been renamed to Wily Citadel 1. This
new level would was originally known as Wily Citadel 4.
**NOTE: Arcade Factory has been moved to -1-6

===V0.6.8.3 CHANGELOG===
Lost In Retro (W8-S2):
-Huge optimization. Vastly reduced amount of collision objects, which should
increase fps on low-end PCs.
-Added checkpoint in underwater section.
-Prevented Mario from falling off the warp when holding the fire rod.
-Lowered the floor on the goal, preventing characters from finishing on top of the
screen.

Diamondus (W9-S3):
-Massive optimization, with far less collision objects. Should increase fps by a
lot on low-end PCs.
-New ceiling slope collisions, aiming to vastly reduce the amount of colliders
used.
-1st room, replaced sledge bros with regular hammer bros, as they were causing far
too much screen shake. Moved the grenade to the floor.
-2nd room, removed the annoying butler robot that pushed you around in the flames,
as it was too overkill.

Overhauled cheat system:


-Ability to execute a string of code on the fly; The potential is limitless!
-Reorganized cheat menu by type, for added convenience.
-Debug pointer (I Button) shows mouse X and Y coordinates.
-Teleporting with the Left Mouse Button now correctly detaches Mario from the
floor.

-Covenant Assault (W9-1): Removed troublesome Elite from the 2nd room, which was
next to impossible to get through for characters without stomping.
-Zebes (W9-4): Widened the gap in the yellow key room.
-Interstellar Assault (W9-6): Fixed broken boss music.

===V0.6.8.0 CHANGELOG===
New Levels:
-Lost In Retro (W8-S2)
-Diamondus (W9-S3)
(NOTE: All backgrounds are externalized)

Externalized extra backgrounds for the following levels:


-Banshee Boardwalk (W1-GH2)
-Ruined City (W4-8)
-Dracula's Castle (W6-WB)
-Green Greens (W8-5)

-Added missing music references to the music ini file: DraculaArena, DraculaBoss,
DraculaCatacombs, DraculaClock, DraculaCorridor, DraculaInners, Gradius,
InfestedStation, ZebesBoss
-Added 2 missing songs, from Interstellar Assault (W9-6) and Infested Station (W9-
7)
-Brand new optimization pass through GMK Splitter, for maximum performance. GM8 did
not touch this new source!
===V0.6.7.5 CHANGELOG===
New Levels:
-Dracula's Castle (6-WB)
-Interstellar Assault (9-6)
-Infested Station (9-7)

-Slopes are now less glitchy than ever before!


-The timer has been permanently disabled. You will no longer die from running out
of time in a level.
-Control changes: F3 now cycles between window sizes.
-Control changes: Pressing Spacebar again will make a reserve item fall faster
-The game now starts on the 3x windowed mode by default (960 * 720). A 4x windowed
mode has been added (1280 * 960).
-The shop has been redesigned for easier access
-Score objects now give you rupees based on their number. The rate is 1 rupee for
every 1000 points earned.
-The rupee display is now always visible.
-A brand new item has been added to the shop: Anti-knockback. It lets you take
damage without any knockback and is removed on death. Cost: 500 rupees
-Several player-related songs have been converted to .ogg format. This includes the
starman music, level clear sound, and death sound effect for every character.
-playersongs.ini is no longer necessary and has been removed
-Checkpoints now make you big or add one health point, depending on the character
-Mario's Troop Suit has been given a melee attack. Press C to use Marco Mario's
knife.
-Luigi's traction has been made a bit better, so now he's less annoying to play as
-Simon can now receive hearts and items II and III from enemy drops
-Mega Man and Proto Man's normal speed is now identical to Roll's normal speed
-Mega Man now uses the proper sprites for his Jet Adaptor
-Link's Cloud suit is now his troop suit, while the Bow & Arrow suit is only his
blue shell suit
-Fixed Simon and Arthur getting stuck in their hurt state while underwater or while
bouncing on note blocks
-Fixed the bug where Mega Man and Proto Man used incorrect walking animations when
walking to the castle after the flagpole
-Fixed a few flaws with Bee Luigi's sprites
-Fixed small Luigi using incorrect sprites while using the flutter jump
-Fixed Arthur's golden axe being too slow while aiming down in the air
-Fixed a green mask appearing over Arthur while holding onto objects with the
golden armor
-Fixed being able to go out of bounds in certain spots of World 1 and World 2's
maps
-Fixed being instantly killed by the poison mushroom mech
-Re-added a grabbable platform to the autoscroll section of Dream Forest
-Fixed a broken checkpoint in Abstract Landscape
-Fixed the boss at the end of Muda Madness being unkillable
-Arthur's dagger now appears and sounds like the MM3 needle when in World 3. This
is a purely cosmetic change.
-Switched out a few more music tracks (Aztec Citadel, Planet Bomber, Blocks of
Doom, Artificial Reef, Gutsman Quarry)
-Luigi now has a unique 1-up sound
-(Kibbleknight) Arthur's sprites have been reverted to the previous arcade sprites.
New sprites for the Gold and Red armors have been created as a result.
-(Kibbleknight) Brand new sprite for the anti-knockback item
-(Kibbleknight) Mega Man and Proto Man's sprites have been updated
-(Kibbleknight) Tanooki Mario's sprites have been updated
-(Del) Fixed several common sound effects playing over each other
-(Del) Fixed several enemies not being killable with the tanooki statue
-(Del) Palace Of Dark Delight was updated. Changes: Added info blocks, Relocated
power ups, Fixed the fiends getting stuck, Removed most of the annoying nail
cannons, separated them so you can tell in what directions all of them shoot, Added
more guns, The shambler is killable and is slightly slower
-(Del) Revamped the layout of Planet Bomber to be less annoying in general
-(Del) Revamped the layout and tiles of Aztec Citadel to improve visability.
Removed the secret exit.
-(Del) Fixed the skeleton enemies in Forest of Silence locking your controls as
Sonic or Tails and simplified their code
-(Del) Battle for Dirt Hill: Fixed Worms not getting hurt by certain weapons, fixed
missiles launched by worms not detonating if touching the player, removed a few
unfair enemy placements.
-(Del) SML1 fish are now killable
-(D-Turbokiller) Sandy Oasis: Replaced keys with collectible keys to lower the
amount of time needed to beat the level. Failing the puzzle will no longer kill you
instantly.
-(D-Turbokiller) Desert Hill: Replaced keys with collectible keys.

===V0.6.6.6 CHANGELOG===
-Message boxes now use a similar system to the NPCs. Changes include: Pressing up
now advances text as well as SHIFT, the text box is now identical to the text box
used for NPC dialogue (this may change), Message boxes with multiple messages have
now been fixed and will properly display
-Mario's Halo Sword can now destroy enemy projectiles
-Mega Man has been given a buff He can now charge up shots just like Proto Man and
Roll
-Simon can now receive hearts (as well as the II and III panels) from coin-
producing candles, as well as the heart blocks in Awazon Caverns. Free-floating
hearts in Awazon Caverns and normal blocks elsewhere are unaffected.
-Fixed Mario's controls being broken (Not being able to jump off of vines as
raccoon Mario, etc.)
-Ostros' hitboxes have been fixed (Thanks, Del)
-Hellknights no longer become invulnerable after getting hit (Thanks, Del)
-An additional room before the boss has been added for Green Greens (8-5)
-Waddle Doos now appear in levels properly
-Added an invisible wall to prevent players from getting stuck in the 2nd phase of
Whispy Woods
-Fixed Link's bombs damaging enemies more than they should
-An additional lifejacket has been added to Banshee Boardwalk (1-GH2) to make it
clearable with all characters
-Updated Awazon Caverns (8-11) to add a few more enemies and items to match the
latest available source
-Fixed broken checkpoints in Hell Prominence (1-WB), Wily Citadel 2 (3-WB,) Mystic
Forest (6-5), and 7-9 (Thanks, Nocturnic)
-Fixed several common sounds playing over each other (Thanks, Del)
-Fixed missing tiles in Running of the Bulls
-A few more music tracks have been swapped out (Fortress of Doom, Doh's Dimension,
Bridge Zone)
-Updated Wario's death sound to be more accurate

===V0.6.5.1 CHANGELOG===
-The bug where occasionally the SHIFT or CTRL keys would get stuck should now occur
much less often. A complete fix for this bug will be done in the future.
-Several music tracks have been swapped out for more appropriate tracks
-Increased the speed in which the timer counts down when a level is completed
-Enemies that are too close to a warp pipe when a player is moving through them
will be killed but award no points
-Roll now reverts to her blue form when getting hit from a higher powerup
-Megaman's jetpack now function's like Roll's jetpack
-Link's bombs now explode upon impact with enemies, but he can only shoot one at a
time
-Fixed firing a chargeable fireball as the Mario bros. immediately after kicking a
koopa shell
-A few of Luigi's sprites have been cleaned up and made consistent, courtesy of
Kibbleknight
-Removed several unused lines of code relating to removed characters
-Repurposed a few unused sound effects
Protoman now uses an updated sound effect for entering a level
Zero now uses a different sound for his fully charged buster shots
Wario s Wario Time! quote now plays after his Guts Man intro, as it was intended
to be
Vile now uses a different sound for his shoulder cannon
-Fixed Classic Mario and Classic Luigi's flying sprites
-Fixed some backgrounds for special stages being incorrect
-Fixed Banshee Boardwalk s W4 exit pipes
-Fixed the missing backgrounds in Shroom Lagoon, Storm Canyon, and Verdant Plain
-Fixed the missing tiles and broken warp in Tree Zone Trek
-Fixed players getting stuck in the ground immediately after the underground
portion of Subcon Panic
-Fixed the missing tiles at the end of Dinosaur Land and Running of the Bulls
-Made Whispy Woods slightly easier to beat
-The secret exit in Forest of Silence can now be reached without a powerup
-Fixed the bullet bill launcher in Barren Badlands being 1 block shorter than it
was supposed to be
-Arcade Factory now uses the correct coin sound effect
-Fixed the projectile for the projectile shooting enemies in Arcade Factory using
incorrect sound effects
-The sound effects for the UFOs from Neon Labyrinth are no longer bugged

===V0.6.5 CHANGELOG===
-The Unexpected error problem has finally been solved! Players should no longer see
this error when the game is almost done loading.
-Mario and Luigi's chargeable fireballs have been reenabled.
-Increased the speed of the player in the shop
-Classic Mario and Classic Luigi have been given a slight overhaul Their sprites
have been remade to look more accurate, and they can now receive the raccoon
ability. Updated sprites were made by the talented Kibbleknight.
-Ryu Hayabusa, Meta Knight, Kirby, and Samus have been removed from the game
entirely due to being buggy, unbalanced, or unfinished.
-Vinny is now playable again, but he only functions properly (and is only
selectable) if debug mode is enabled. A few creative liberties were taken to make
him stand out and a few of his graphics were changed or updated, but otherwise he s
exactly as you remember him. In addition, his graphics were converted from bmp to
png.
-sxms-3.dll, in_spc.dll, and msvcr71.dll are no longer necessary for the game to
run. These dlls and their accompanying scripts have been unused since 0.53 and have
been removed.
-Jaquio and Jashin's battle rooms were orphaned due to their respective levels
never being finished. They've been removed along with all of the assets belonging
to those two rooms.
-Fixed the bug relating to the dropped weaponized Met enemies turning into question
blocks
-Fixed Classic Mario and Classic Luigi appearing invisible if a stage began with
them in midair
-Simon's heart counter no longer resets to 16 at the beginning of a stage
-Several unused sound effects were removed. A few were repurposed or reused.
Elaborated on in the minor changes section.
-Mirror Falls (3-5) has been split up into Fort Bubble Man (3-5) and Mirror Caverns
(3-10)
-Construction Site (3-3) has been split up into Castle Cut Man (3-3) and Electric
Tower (3-12)
-The following levels have been readded to the game
Mystic Forest (6-5)
Awazon Caverns (8-11)
Green Greens (8-5)
Snowdriftland (-1-6)
Battle For Dirt Hill (-1-7)
Neon Labyrinth (-1-8)
Forest of Silence (4-1)
World 5 Exit (Addon to 1-14)
Abstract Landscape (-1-4)
Banshee Boardwalk (1-GH2)
Ruined City (4-8)

-Subcon Panic (1-S1) Bomb plants now respawn, preventing the player from getting
stuck in the underground portion
-Icicle Mountain (8-9) The last room no longer auto-scrolls
-Wart's Nightmare (9-S2) Many small changes to balance out the level a bit
-Mt. Everest (2-11) Removed several icicles
-Oedo Castle (6-8) now uses the correct sound effect for coins (World 6)
-Green Greens' (8-5) double poison block was removed
-Frozen Plateau (1-S9) now has a castle at the end of the level.
-Tree Zone Trek (1-S2) Replaced the yellow ! blocks with donut platforms and added
a checkpoint
-Fort Bubble Man (3-5) Removed splash woman's appearance because the fish were
generally too difficult to avoid in the narrow sections
-Cheat menu has been given an update. The cheats are now generally more useful.
Sound Changes
-Several sound effects' volumes have been raised or lowered. There are too many to
list, but the most notable change is that now the World 6 enemy battle sound is no
longer ear-splittingly loud
-Link is no longer silent when he jumps
-1-up sounds used to be dependent on the world that the player was in. Since 0.53,
this was changed to be character specific, but the sound effects for world-specific
1-ups have now been removed completely.
-Some of Zebes' sound effects have been removed due to them taking up too much
space and being too long. This includes the item pickup sound and its accompanying
object, and the player start sound, which was never used to begin with.
-Sonic and Tails now use the Master System version of their 1-up sound because the
Genesis one was too long
-Wario now uses a new starman track
-Link now uses the Legend of Zelda NES sound for uncovering an item for his 1-up
sound
-Classic Mario and Classic Luigi now use an 8-bit version of the level entering
sound
-Various other unused sound effects have been removed from the game

===V0.6.1 CHANGELOG===
-When loading a saved game from a previous version, you will not have any music.
After loading, go to the Music Volume again, change it to whatever you want, save
the game, then reload it. Issue fixed!
-Fixed Starman music resetting level music volume.
-Music volume was being incorrectly applied on init and music change; this has been
fixed.
-Music volume is now saved and loaded correctly!
-Changing music volume is now IMMEDIATELY applied. No more confusion.
-MASSIVE optimization to player selection! It s now MUCH faster to load any player!
(Caused by External HUD Code)
-ALL player sprites have been converted from .bmp to .png, further speeding up the
loading process.
-Fixed flag music incorrect filetype for Luigi, Sonic, Tails, Arthur, Roll, Link,
Vile, Clasic Mario, Classic Luigi, Simon, Zero.
-Protoman now uses the correct flag music.
-Improved Zero start image (thanks, Dooki51)
-Dying will no longer still let you exit the stage, which would save your life.
-Can no longer Exit Stage on special levels, such as encounters.
-W1-S3 (Tiny-Huge Island) Doubled the timer.
-W1-5 (Sandy Oasis) Fixed floating pipe start point in 2nd Area; Fixed missing
water tiles.
-W1-8 (Shroom Lagoon) Fixed missing tiles at the end of the 2nd area.
-W1-S7 (Dinosaur Land) Fixed missing lava tiles in 3rd room.
-W1-S9 (Frozen Plateau) Fixed missing block tile in flag pole.
-W1-F6 (Fortress of Traps) Doubled the timer.
-W1-F7 (Dungeon O Doom) Fixed all missing tiles.
-W2-S1 (Yellowstone Journey) Removed pointless powerups at the autoscrolling start.
-W2-5 (Aztec Citadel) Added an extra reward at start area if you manage to reach
the 2nd tower.
-W2-15 (Scandinavian Campaign) Final area s speedy run section is now easier, with
a better gun and extra powerup. Planes are also one-hit stompable! (Careful of
their hidden missiles in the smoke, though.)
-W6-7 (Gemini Canyon) Fixed horizontal blue line caused by a background with bottom
transparent line.
-W9-WB (The Library) (Possibly) Fixed intro sequence. Fixed missing music in arena
rooms.
CHANGELOG FOR v0.6
============
-MASSIVE optimization the source has been repackaged with GMK Splitter and a lot of
files externalized, so expect smaller load times, smoother framerates, and an
overall better experience.
-ALL sounds have been lowered (internal & external), a 2-in-1 fix that allows a
higher volume and doesn t compromise music quality.
-ALL songs (over 220!) are now in high quality! Not only that, but new ones have
been added, and every single one has been carefully picked, so much of them are
actually brand new!
-3 NEW levels, recovered from lost sources: W1-S0: Height Valley, W2-6: Cruise
Control and W4-7: Death Volcano.
-NPC Dialog and Cutscenes implemented! Expect old and new sections to use them!
(Mostly in certain boss fights or specific levels)
-ENORMOUS amount of tweaks and fixes for EVERY SINGLE LEVEL in every world, using
Mario as a common ground. Other characters are untested, but some tweaks have been
applied such as adding life jackets.
-A new World, the Warp Zone, a super convenient world that quickly teleports you to
any world. Most even allow you to teleport to specific points in a world! You can
go all the way to Minus World in just a few seconds!
-Other convenient additions such as the ability to change music volume (requires
music changerestart), exiting stages at any point, and additional cheats like room
warp and level clearing.
-Minor changes that are too abundant to mention here. Check the enormous changelog
below (read from bottom to top!)

0.6 Minor Changes


-Warp Zone implemented! Every world now has convenient teleports, allowing quick
access to all worlds, most of which have at least 2 warp points! Look for the blue
vortex in the map.
-Stage Exit implemented! You can now exit a stage anytime. Just remember that you
ll start out in the current checkpoint (or start point, if none was reached).
Starting a 2nd level resets the 1st level s progress.
-World 1 now uses the SMB3 Melee theme variant, while The Crossroads level uses
the SMB3 Brawl theme variant (as suggested by Dooki51).
-W1-3 (The Transitway) Added a Message Box at start point, explaining the Stage
Exit.
-W1-F1 (Grassland Outpost) Fixed missing tiles for Sumobro s platform (thanks,
CB78)
-W1-4 (Lake of Amnesia) Fixed missing tiles. (thanks, Dooki51)
-W1-8 (Shroom Lagoon) 3rd room, fixed some missing ground tiles at start & end
points. (thanks, Dooki51)
-W1-F3 (Dire Dire Docks) Fixed missing BG in World Exit final room. (thanks,
Dooki51)
-W1-16 (Mushroom Forest) Life Jackets on 1st room.
-W1-F6 (Fortress of Traps) Shroom at start & Checkpoint.
-W1-S1 (Subcon Panic) Area 2A (Cave entry section) no longer starts the cave song,
so it doesn t restart it. Moving to other rooms using ladders has been adjusted, so
you start on solid ground now.
-W1-S4 (Birabuto Bash) Fixed missing lava tiles in 3rd room. (thanks, Dooki51)
-W1-S7 (Dinosaur Land) Fixed missing castle in final room. (thanks, Dooki51)
-W2-3 (Skyscraper Domain) Fixed 1st checkpoint; Mario now respawns after the rocket
blows up. (thanks, CB78)
-W2-6 (Cruise Control) Now has its own, appropriate music!
-W4-5 (Corpse of the Behemoth) Fixed broken boss checkpoint (thanks, Fernando)
-W4-7 (Death Volcano) Now uses W4 coins. 3rd room initial spot adjusted to reflect
the rampaging volcano. Slight adjustment to 1st room enemy positions.
-W9-WB (The Library) Fixed intro timing.
-Removed W8-5 (Green Greens) Level tile, which restartedcrashed the game due to
missing level.
-Plasma Pistol now only fires after releasing the Fire button, no longer wasting
single shots just to charge.
-If the level goal is reached, the level will now be forced to end after 15 seconds
as a safety measure.
-Fixed Luigi s Hammer Suit Carry animation (thanks, Luigicat11)

CHANGELOG FOR v0.5 BETA


============

Working SaveLoad System

While the original had to be disabled due to it not working properly with a game of
this magnitude, a brand new save system had been added to the game, allowing
players to save and load their game progress. The game can be saved from the world
map at any time, and can be loaded from the title screen. The game can support up
to 9 saved games at a time.

New Levels
An astonishing 51 new levels have been successfully added to the game!

-TinyHuge Island (Giant Land revamp) (by Shodian)


-Beneath the Sands (by Gladiacloud)
-Muda Madness (by Shodian and Gladiacloud)
-Isle of Mystery (completed) (by Xavier Genisi; boss by Del)
-Mushroom Forest (revamp) (by Lars Luron)
-Subcon Panic (revamp) (by Mew)
-Hell Prominence (by Mew)
-Raccoon City (by Pouncer, DC Hunk, and Gladiacloud)
-Aztec Citadel (by D-Turbokiller and Gladiacloud)
-African Safari (by Gladiacloud)
-Egyptian Tomb (by JDogindy and Gladiacloud)
-N. Sanity Island (by Del)
-Persian Palace (by Gladiacloud)
-Trans-Siberian Trek (by Riverroad)
-Tiger Temple (by Lars Luron)
-The Highlands (by Ultimate_Gamer and Gladiacloud)
-Fever Las Vegas (completed) (boss by Del)
-Guts Man Quarry (revamp) (by Gladiacloud)
-Mirror Falls (by AuraLancer and Evilmariobot)
-Maintenance Tower (by AuraLancer and Amatsu)
-Air Base (by Magnemania)
-Eye of the Storm (by Magnemania)
-Artificial Reef (by Riverroad and Del)
-Temple of Uranus (by Lars Luron)
-Tower of Babel(revamp) (by Del)
-Dragon Dominion (by Gladiacloud)
-Palace of Dark Delight (by Del)
-Barrels 'O Fun (by Mew)
-Darkstone Cemetery (by Lars Luron)
-Volkmire's Inferno (by Lars Luron)
-Rotten Eden (by Gladiacloud)
-Fiddler's Green (by Gladiacloud and AuraLancer)
-T'Leth (by Lars Luron)
-Fillmore Weald (Mystic Forest revamp) (by AuraLancer)
-Blue Mountains (by Gladiacloud)
-Gemini Canyon (by Gladiacloud)
-Dream Forest (by Gladiacloud)
-Sky Battery Zone (by Riverroad)
-Tainted Toadstool Zone (by Ultimate Gamer, boss by Lars Luron)
-Ecco's Ocean (by Gladiacloud)
-Funkotron Frenzy (by Lars Luron)
-Neo Tokyo (by Lars Luron)
-Green Grove Zone (by Lars Luron)
-Collision Chaos (by Lars Luron)
-Bridge Zone(revamp) (by Lars Luron)
-Superflat World (by Lars Luron)
-Icicle Mountain (by Gladiacloud)
-Planet Bomber (by Del)
-Zebes (by Finlander and Del)
-Silius (by Gladiacloud)
-Wart's Nightmare (by Del)

World Exits

Worlds 2 and 3 are now accessed through secret paths in Goomba Mines and Dire Dire
Docks respectively. Find the hidden switch block in each level to make the secret
paths visible.

Characters Powerups

-The Tanuki Suit has gotten a major improvement! Enemies can now be killed by
dropping onto them while in statue form, including some enemies and even hazards
that can't be harmed through any other means, like Rotodisks and thruster flames.
It can also be used to defeat spiky enemies or enemies normally harmful to the
touch. Not all enemies can be killed by this method, though...
-New Mega Man-style weapons for Arthur. In World 3 and up, Arthur can now find a
greater variety of Mega Man weapons, ones easier to use than his previous MM
arsenal. Fight against foes using the Silver Tomahawk, Napalm Bombs, Screw Crusher,
or Rebound Striker.
-New secondary weapons for RollProtoman. The actual Mega Man characters get some
new toys as well, such as the Remote Mine, Ice Wall, Lightning Web, and Hyper Bomb.
-New suits for Arthur! Arthur's Red Armor boosts his speed, agility, and firing
rate, and his Gold Armor grants him additional protection.
-Simon Belmont has undergone a major overhaul. He can now whip in 8 different
directions, quickly plow through weak enemies with his slide kick, and stomp
enemies from above using his dive kick attack.
-Ryu Hayabusa, while still incomplete, has gotten some major improvements. He now
has a variety of secondary weapons to choose from, that can be used at varying
costs of ammunition. He also has a black suit upgrade, that increases the power and
range of his sword attack, and a Sci-Fi suit turns him into Strider Ryu, with a
powerful wide-angle sword slash and special high-tech abilities.
-Mega Man has joined the fray! The blue bomber plays similarly to Protoman. He
lacks Protoman's shield and charge shot, but can fire more shots per volley, takes
less knockback from attacks, and has more total hit points and special weapon
energy. Mega Man is still somewhat incomplete and prone to occasional bugs.
-Meta-Knight has joined the fray! He is still a very incomplete WIP character.
Meta-Knight has no powerups other than health pickups, but he has a decent number
of hit points, excellant movement and jumping abilities, and a huge variety of
attacks he can use to defeat his foes.
-The Mario Bros. have had some adjustments made to their inertia and movement
settings, so they play a lot closer to how they did in the original game. The
Classic Mario Bros. have been adjusted similarly.
-Roll now starts with her blue Mega Man helmet as default, and regains it on dying
or completing a stage, similar to Arthur's armor. This makes her more survivable,
and makes it easier to obtain her Robot Master weapons.

World Map revamps

-Almost all of the overworld maps for the game's 11 worlds have gotten a major
redesign; they now follow a more logical structure, with shortcuts, optional paths,
unlockable areas, and less mysterious empty spaces. Most of them have also gotten
overall size balances as well, making the tiny maps larger and the massive maps
smaller.
-Several areas are blocked off by colored blocks marked with an exclamation mark.
These blocks can be removed by activating the corresponding switch palace that
matches the same color as them. The black ones, however, cannot currently be
removed...
-Completed switch palaces. All four of the switch palaces have been made completely
accessible, most of which with new gimmicks added for some quick one-time prizes.
-New map bonus features. There are lots of new bonus games and rewards on the maps,
many sealed behind locked map gates and switch palace blocks. Get specific powerup
rewards from special red mushroom houses, collect bonus loot from the rare Treasure
Ships, play new bonus minigames for a variety of prizes, and face off against
several new map enemies to win extra lives.
-Free mode has been disabled. While in previous versions of the game players were
able to move freely around the maps, skipping past levels without being hindered
and accessing any world or level they wanted, that no longer applies. The paths
have been blocked off like in traditional Mario games, meaning players can no
longer simply move past a level without first completing it.

New Music System

-MKF now uses a special external playlist system, that allows for better music
custimization. The MKFmusic file contains a list of every instance in the game
where music is used. The values listed for each instance can be changed to use
different music tracks, allowing players to change the music in one level without
changing it in another, even if both levels originally use the same track. Special
looping options are also available for .OGG format tracks, allowing you to set
specific loop points for various tracks that don't normally loop smoothly if simply
repeated.

Other New Features

-Major coding optimizations, to make the game run smoother.


-Multiple levels have been tweaked and rebalanced, to adjust varying difficulty
levels. Frustratingly difficult levels were made more forgiving, while pathetically
easy levels were made slightly more challenging. Other levels have gotten various
changes ranging from new enemies to graphical updates, to total layout revamps.
-Players no longer get a 20000 rupee bonus at the start of the game. They will have
to go out and earn money if they want to purchase items from the store.
-Mushroom Houses are now world-sensitive; i.e., mushroom houses before World 3 will
no longer produce Mega Man suits, houses before World 9 will no longer produce Sci-
Fi suits, etc.
-New rupee types. Players can find rare big rupees, which are harder to obtain but
are worth hundreds of rupees. On the other end players can also stumble into
Rupoors, black rupees that actually SUBTRACT from your overall rupee total.
-The Player Select system has been greatly improved. Instead of having to manually
move around a slow-moving goomba to select characters, players can now simply press
left or right to instantly cycle between available characters.
-New Exit Stage option available from the pause menu, that lets you exit to the
world map from any stage you've already completed.
-Players now have custom start screens and sounds when entering stages.
-1up sounds and appearances are now determined by player character, rather than by
world.
-Some of the Mario-style game physics have been adjusted to be similar to the
original Mario 3. This includes things like mushroom-type powerups moving away from
the side of the block you hit it on, shells moving in the opposite direction from
the side you touch them on instead of the direction you're facing, and 10-coin
blocks having their total payoff reduced the longer you take to empty them.
-Several bug fixes and general improvements to the game.

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