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{{Short description|2D fighting video game engine}} | |||
] | |||
{{Other uses|Mugen (disambiguation)}} | |||
'''M.U.G.E.N''' is a 2D fighting ] designed by Elecbyte and originally released in ]. Elecbyte distributed ]s that ran under ], ], and ]. The engine allows for anyone to create characters, stages and other game objects through interpreted text files and graphics and sound compilations and it also supports various types of audio formats such as ], ], ] and ] as background music during gameplay. The engine allows for the type of functionality found in most any commercial 2D ], such as the ] games produced by ] or the ] games produced by ]. Creators of M.U.G.E.N content are from all over the globe, most notably including American, Portuguese, Japanese, Chinese, and French creators. | |||
{{use mdy dates|date=November 2016}} | |||
{{Infobox software | |||
==History== | |||
| title = M.U.G.E.N | |||
From 1999 to ], there were several incremental releases of the M.U.G.E.N engine for DOS. Development of the DOS version ceased when Elecbyte switched to the ] platform in late 2001. For a time, Elecbyte had posted a request for donations on their site to legally obtain a Windows compiler to make a Windows version of M.U.G.E.N. A number of donations to the Elecbyte site soon followed, as many users would much rather have a Windows version instead--there were problems with using the DOS version of M.U.G.E.N on Windows XP. The new Linux releases added features that the DOS version did not have. There were then promises of a Windows port of the engine, but the development group decided to discontinue the project in ], presumably due to leaks made public of a | |||
| logo = MUGEN logo.gif | |||
private Win M.U.G.E.N beta that was provided to donators. The Win M.U.G.E.N beta contained a two-character roster limit, locked game modes, and nag screens. A "no limit" hack that removes these limitations was made available in ]. This Windows version is functionally the same as the last Linux release and is the most widely used version of M.U.G.E.N today. Despite some controversies - modifications made on the actual engine are sometimes seen as an analogue to those made on the creations developed for it, and this is a recurrent topic of discussion among M.U.G.E.N fans (see ]). Since development of the engine was halted and no ] has been made available by Elecbyte, there are now some projects in the works to make a clone of the engine from scratch, such as and . Some of them present online capabilities, a much sought-after feature. None of these projects are currently complete, though many have high hopes for them. Today, many examples of M.U.G.E.N can be found in combo videos on the video hosting site ]. | |||
| caption = | |||
| developer = Elecbyte | |||
| released = July 27, 1999 | |||
| latest release version = 1.0 | |||
| latest release date = January 10, 2011 | |||
| platform = ], ], ], ] | |||
| programming language = ] | |||
| engine = ] | |||
| genre = ] | |||
| language = English | |||
| license = ] | |||
| website = | |||
}} | |||
'''''Mugen''''' (stylized as '''''M.U.G.E.N''''') is a ] ] ] ] designed by Elecbyte.<ref name="Docs2">{{cite web|archive-url=https://web.archive.org/web/20031021081244/http://mugen.elecbyte.com/docs/readme.txt |archive-date=October 21, 2003 |title=M.U.G.E.N Readme Documentation |author=Elecbyte |url=http://mugen.elecbyte.com/docs/readme.txt |url-status=dead }}</ref> Content is created by the community, and thousands of fighters, both original and from popular fiction, have been created. It is written in ] and originally used the ]. The latest versions of the engine use the ]. The engine takes its name from the Japanese word {{Langx|ja|無限|label=none}} ({{Literal translation|limitless|infinity}}). | |||
== Gameplay == | |||
While the engine is current set up primarily for fighting game development, several other game types have been developed using it, including shooter and platformer style games. | |||
]'' character ] in the ] ring. The lifebar used originates from '']''.]] | |||
The engine uses four directional keys along with seven buttons for gameplay (A, B, C, X, Y, Z and Start), in order to accommodate six-button fighters which use three punches, three kicks and a start button which is often a ].<ref name="kfmfiles">{{cite news|url=http://mugen.elecbyte.com/download/new/kfm-work.zip|title=Kung Fu Man character's CNS and CMD files|author=Elecbyte}}{{dead link|date=June 2017|bot=medic}}{{cbignore|bot=medic}}</ref> However, characters do not necessarily use all seven buttons, nor need to follow a traditional six or four-button format. At most, two players can control characters, with others being controlled by the engine's ] (including Watch Mode, a demo mode where the computer controls all characters). AIs can be brutal, strong or even weak. The default AI for the engine however, can walk around and jump, and rarely attacks or guards the player's attacks when the AI Level is set to Hard. In addition, several gameplay modes are available via the main menu.<ref name="Docs2"/> | |||
The first gameplay mode is the Arcade mode, where a player controlled character encounters CPU controlled characters in a random or set order which can be entirely customized. There are also three different kinds of Team modes: Single, Simul, and Turns. A fourth mode, Tag, is listed in the ] along with two related ] controllers, but was never used. In Team mode, either side can use any of the team modes. Single is identical to not having a team, Simul gives that side a computer-controlled partner who fights simultaneously, and Turns uses a different character for each round of play, varying through a set number (usually from 2 to 4) of different characters in a row. If set, the characters' starting life will be adjusted according to the number of players on each side. If one side has two characters and the other has only one in one of the Team modes, the two characters that are on the same side will each have half their respective normal maximum life values. Early versions of the engine could have this feature adjusted or disabled via the options screen or the ]. Team Co-op is similar to Simul, except that both human players fight on the same side and at the same time.<ref name="1up.com">{{cite web | url=http://www.1up.com/do/blogEntry?bId=7485169&publicUserId=5532875 | title=Review: M.U.G.E.N | publisher=] | date=Sep 24, 2006 | access-date=May 15, 2011 | author=Williams, Josh | url-status=dead | archive-url=https://web.archive.org/web/20110605033232/http://www.1up.com/do/blogEntry?bId=7485169&publicUserId=5532875 | archive-date=June 5, 2011 | df=mdy-all }}</ref> | |||
==Gameplay== | |||
] | |||
The engine uses 7 buttons for gameplay (typically, 3 for punches, 3 for kicks and 1 for taunting) and the directional keys, though all of this depends in the long run on the game made itself. At most, two human players can control characters, with others controlled by the engine. In addition, several gameplay modes are available<ref name="Docs2">{{ | |||
cite news | |||
|title=M.U.G.E.N Readme Documentation. | |||
|author=Elecbyte | |||
|url=http://www.elecbyte.com | |||
|publisher=Elecbyte}}</ref>: | |||
In Survival mode, there is an endless stream of opponents, fighting either one by one or two in a Simul match. The objective is to beat as many opponents as possible, with the game ending when the player's character or team is defeated, depending on the number of combatants that the player encounters in that custom version of the game. The player can choose to play alone or in Simul or Turns mode, though Single Player mode gives the highest life and life recovered at the end of each round won. Survival mode was the last addition done to the engine. As such, it is not present in any of the DOS versions of ''M.U.G.E.N''. | |||
*'''Arcade''' - Go 1 on 1 against the computer | |||
*'''Versus''' - Go 1 on 1 against your friend | |||
*'''Team Arcade''' - Play various team-up modes against the computer | |||
*'''Team Versus''' - Play various team-up modes against your friend | |||
*'''Team Co-op''' - Gang up against the computer with your friend | |||
*'''Survival''' - See how long you can last in an endless battle | |||
*'''Survival Co-op''' - Play survival mode with your friend as a partner | |||
*'''Training''' - Try out moves and combos | |||
*'''Watch''' - Watch AI-controlled characters fight | |||
*'''Options''' - Set up basic game options | |||
*'''Exit''' - Closes the program | |||
== Development == | |||
For Arcade mode, the key you hit will determine which side you play on. If you chose with one of Player One's keys, your character will play on the left side. If you chose with Player Two's keys, you will start on the right side. | |||
''M.U.G.E.N'' was initially created for ] by a group of students from the Electrical Engineering and Computer Science department of the ], including Darren Lo, Jim Simpson, and Krian Upatkoon.<ref>{{cite web |last1=France |first1=Emily |title=U-M origins of legendary gaming mystery revealed |url=https://cse.engin.umich.edu/stories/u-m-origins-of-legendary-gaming-mystery-revealed |website=University of Michigan CSE |access-date=22 September 2023}}</ref><ref>{{cite web |last1=Simpson |first1=Jim |title=Articles of Organization - Elecbyte, LLC |url=https://cofs.lara.state.mi.us/CorpWeb/CorpSearch/CorpSearchRedirector.aspx?Action=PDF&Path=CORP_LEGACY/D200106\2001163\00000320.tif |website=LARA Corporations Online Filing System |publisher=State of Michigan}}</ref> The first public ] release launched on July 27, 1999.<ref name="Ars">{{cite web|title=How the MUGEN community built the ultimate fighting game crossover|url=https://arstechnica.com/gaming/2020/08/how-the-mugen-community-built-the-ultimate-fighting-game-crossover/|first=Scott|last=White|date=August 10, 2020|access-date=August 13, 2020|website=]}}</ref> Development of the DOS version ceased when Elecbyte switched to the ] platform in November 2001.<ref name="changelog">{{cite web|title=Elecbyte. M.U.G.E.N changes documentation |archive-url=https://web.archive.org/web/20030806071754/http://mugen.elecbyte.com/docs/updates.txt |archive-date=August 6, 2003 |url=http://mugen.elecbyte.com/docs/updates.txt |url-status=dead }}</ref> | |||
For a time, Elecbyte had posted a request for donations on their site to legally obtain a ] ] to make a Windows version of ''M.U.G.E.N''. However, the development group discontinued the project in 2003 and shut down their site. Later speculation pointed at leaks made public of a private Windows-based ''M.U.G.E.N'' beta that was provided to a small quantity of donors;<ref name="WinMugen">{{cite news|title=History of WinMUGEN|author=Rou Hei|url=http://unofficial-winmugen.jpn.org/|work=No Limit WinMUGEN Patch|access-date=December 2, 2006|archive-url=https://web.archive.org/web/20071029173511/http://unofficial-winmugen.jpn.org/|archive-date=October 29, 2007|url-status=dead}}</ref> a later investigation in 2022 stated that the original developers originally created ''M.U.G.E.N'' as a college project and stopped development after the original developers graduated.<ref name="scgg">{{cite web |last1=Demetrio |first1=Andrea |title=Fighting Game Mysteries - Elecbyte |url=https://supercombo.gg/2022/05/20/fighting-game-mysteries-elecbyte/ |website=SuperCombo |access-date=14 December 2022 |date=20 May 2022}}</ref> | |||
For the "team" modes, you first choose what team mode you would like to play in. Press up/down to choose a mode. Some modes, such as Turns mode, allow you to set the number of players on a team by pressing left/right. Press a key to choose an option. In "Team Arcade", after selecting your players, you have a choice of your opponents' team mode. These are the different kinds of team modes: | |||
*Single - Just you alone. Your character has 2 rounds. | |||
*Simul - You and a partner at the same time. Your team has 2 rounds. | |||
*Turns - You and up to 3 partners. When one character is KOed, the next will join in. Each character has 1 round. | |||
*In the EXE there's evidence a fourth mode was planned in the placement of the term "Tag" above Turns in it, as well as the hidden programming controllers TagIn and TagOut (though only TagIn functions). It is uncertain just why Tag never became a full blown option. | |||
=== ''WinM.U.G.E.N'' === | |||
The characters' starting life will be adjusted according the number of players on each side. If one side has two characters and the other has only one in one of the Team modes, the side with two characters will have half their normal maximum life! | |||
The private ''WinM.U.G.E.N.'' beta contained a two-character roster limit, locked game modes and ]. With the beta leaked and Elecbyte gone, a "no limit" hack that removed most of these limitations was made available in 2004 followed by subsequent updates to deal with bugs and other issues. This version of ''M.U.G.E.N'' is functionally the same as the last Linux release, though with subtle differences and unique issues mostly revolving around proper music and music plugin support. Because of the changes between the DOS and Linux versions of ''M.U.G.E.N'' however, many older characters required at least the SFF files to be modified to show palettes correctly (notably on portraits) as well as some changes in how certain CNS script controllers functioned, causing some minor upset and those that could still run the DOS version in some form sticking to that, as well as DOS patches to downgrade characters to be compatible with the older version of the engine. | |||
In May 2007, a hacked version of ''WinM.U.G.E.N'' was released by a third-party that added support for ] stages at the cost of losing support of standard resolution ''M.U.G.E.N.'' stages. Later that month, another hack added support for high-res select screens. In July 2007 another hack based on the last high-res hack allowed for only the select screen to be high-res and not the stages. In December 2007, a hack from an anonymous source allowed both low-res and hi-res stages to be functional in the same build. As of June 2007, an unofficial ''WinM.U.G.E.N'' was also made available on a Japanese website.<ref>{{cite web|url=http://en.kioskea.net/faq/sujet-2023-software-for-creating-video-game-rpg-maker-mugen-etc |title=Software for creating video game |access-date=September 22, 2009}}</ref><ref>{{cite web|url=http://mugen.en.softonic.com/ |title=M.U.G.E.N |access-date=September 22, 2009|last=Mead |first=Nick |date=June 12, 2007|work=softonic.com }}</ref><ref>{{cite web |url=http://unofficial-winmugen.jpn.org/ |title=Unofficial Winmugen |access-date=September 22, 2009 |archive-url=https://web.archive.org/web/20071029173511/http://unofficial-winmugen.jpn.org/ |archive-date=October 29, 2007 |url-status=dead }}</ref> In mid 2007, Elecbyte's site returned, though not without some controversy as to the legitimacy of it, as it only showed a single logo with ] ads on the side.<ref>{{cite web|archive-url=https://web.archive.org/web/20070701014413/http://www.elecbyte.com/ |url=http://www.elecbyte.com/ |title=Elecbyte : Welcome |publisher=Elecbyte |access-date=November 4, 2009 |archive-date=July 1, 2007 |url-status=dead }}</ref> On July 26 a ] was added to the site, which went on to claim that they would release a fixed version of ''WinM.U.G.E.N'' before major format changes in the next version, and noted the formatting changes would remove compatibility in regards to older works: "Do not expect old characters to work. At all".<ref name=cinemablend>{{cite web|title=ElecByte Returns; New MUGEN On The Way! |url=https://www.cinemablend.com/games/ElecByte-Returns-New-MUGEN-On-The-Way-5774.html |date=September 2007 |publisher=Cinema Blend |access-date=October 18, 2017}}</ref> | |||
Team Co-op is slightly different. The only team mode allowed is Simul, which is automatically selected. Player One first gets to select his character, followed by Player Two selecting the partner character. When Player Two is done, Player One chooses the opponent's team mode. | |||
=== ''M.U.G.E.N 1.0'' and subsequent versions === | |||
In Survival mode, there is an endless stream of opponents. The objective is to beat as many opponents as possible. The game is over when your team gets KOed. You can choose to play alone or in a team. Single player mode gives you highest hit points and healing (when you win a round). The more players you have on your team, the less damage each player can take, and the less each healing you get after each round. | |||
On September 19, 2009, Elecbyte made an unexpected comeback, updating their website with various features — including a ] and a downloads section, where a new build of ''M.U.G.E.N'' was available. In September 2009, a full release of ''M.U.G.E.N'' (''M.U.G.E.N'' 1.0 Release Candidate) that includes various new features — most notably official support for HD resolutions, victory screens, and ] — was made available through the Elecbyte website. Although this build had various visual ] and required a fair amount of adjustments to the previously made content in order to be fully compatible with the new engine, Elecbyte has stated that it is their goal to have the new ''M.U.G.E.N'' fully compatible with previously designed content. On January 18, 2011, Elecbyte released a 1.0 version only for Windows, ironing out most bugs that were featured in the release candidates. It was compatible with almost all, if not all, of the previously made content. After the 1.0 release, Elecbyte again ceased public activity for an extended time. In late April/early May 2013, a leaked copy of ''M.U.G.E.N'' 1.1 ] 4 hit the Internet. This version added stage-zooming capabilities and some other features, although as expected with an alpha, it had numerous bugs. A post was made on the website on May 11, 2013, regarding the forums having problems before going back online by May 28. | |||
In August 2013, ''M.U.G.E.N'' 1.1 beta 1 was released to the public, which fixes many of the bugs from the 1.1 alpha versions. Additional releases for 1.1 were planned and being worked on. These releases were planned to include significant engine changes that would remove certain character development constraints that existed due to limitations of the old code.<ref name="currentDevelopments">{{cite web|url=http://www.elecbyte.com/blog/current-developments|title=Elecbyte - Current Developments|archive-url=https://web.archive.org/web/20131029193155/http://www.elecbyte.com/blog/current-developments|archive-date=October 29, 2013|url-status=dead|df=mdy-all}}</ref> On July 8, 2014, a fan-made port of ''Mugen'' 1.0 for ] was released by Mugenformac,<ref>{{Cite web |url=http://mugenformac.weebly.com/ |title=Mugen for Mac |access-date=October 19, 2017 |publisher=] |archive-url=https://web.archive.org/web/20170531002428/http://mugenformac.weebly.com/ |archive-date=May 31, 2017 |url-status=dead |df=mdy-all }}</ref> built using the "]" wrapper. It ran with few to no port-related issues. Version 1.1 beta 1 of the Mac port was then released on January 3, 2015. | |||
In Watch mode, first choose the team mode and characters to be on Player One's side, then do the same for Player Two. | |||
Elecbyte's site has been offline since 2015 for unknown reasons, displaying a ], except for pages pertaining to official documentation; Elecbyte's last activity was in 2016, promoting a ] for ''Rotten Core'', a commercial fighting game that was approved to use the engine (the engine's license typically prohibited commercial usage). An ] reimplementation project called ''I.K.E.M.E.N'' began development in 2010,<ref>{{cite web|url=https://thegamehaus.com/esports/m-u-g-e-n-the-potential-of-2d-fighters-6-15/2019/06/15/|title=M.U.G.E.N: The potential of 2D fighters|website=The Game Haus|date=2019-05-15|access-date=2024-08-11}}</ref> adding additional features such as ].<ref name=scgg/> ''I.K.E.M.E.N Go'', a remake of the ''I.K.E.M.E.N.'' engine written in Google's ] language,<ref>{{cite web |last=Blizen |first=Arthur |date=2023-01-20 |title=IKEMEN Go Rollback Open Alpha Launches Today |url=https://dashfight.com/news/ikemen-go-rollback-open-alpha-launches-today-2332 |access-date=2023-09-20 |website=DashFight}}</ref> is designed to be compatible with assets from ''M.U.G.E.N'' and incorporates ].<ref>{{cite web|url=https://supercombo.gg/2023/02/02/from-rollback-with-love-ikemen-go/|title=From Rollback with Love – IKEMEN Go|first=Andrea|last=Demetrio|date=2023-02-02|access-date=2024-08-11|website=SuperCombo.gg}}</ref> | |||
Any of the main menu options can be disabled by changing their text in the system.def file to "". | |||
== Customization == | |||
==Switching order in Turns mode== | |||
Users who develop content for the game engine are commonly referred to as authors. These authors create customized content such as characters, stages and screen packs/skins. Often authors will port popular characters from 2D fighting engines such as the '']'' series, or from TV, book, and game series such as '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', and others.<ref>{{Cite news |url=https://www.washingtonpost.com/wp-dyn/content/article/2007/11/21/AR2007112102568.html |title=Taekwond'oh! |newspaper=] |access-date=October 18, 2017 |date=November 25, 2007 |first=Christopher |last=Healey}}</ref> Many authors will also create original content.<ref>{{Cite web |url=https://kotaku.com/5786234/its-master-chief-vs-samus-in-a-16-bit-battle-to-the-death |publisher=] |title=It's Master Chief vs Samus in a 16-Bit Battle To The Death |access-date=October 18, 2017 |date=March 28, 2011 |first=Luke |last=Plunkett}}</ref> Many websites exist to showcase and disperse the developed content and forms in what is often referred to as the "Mugen Community". Games that are built using the ''M.U.G.E.N'' engine often focus around a single franchise, such as '']''.<ref>{{Cite web |url=https://kotaku.com/the-dragon-ball-z-game-we-deserve-1560459717 |publisher=] |title=The Dragon Ball Z Game We Deserve |date=April 7, 2014 |access-date=October 18, 2017 |first=Patricia |last=Hernandez}}</ref> | |||
When you are playing Turns team mode, you can change your team order during one of these situations<ref name="Docs2">{{ | |||
cite news | |||
|title=M.U.G.E.N Readme Documentation. | |||
|author=Elecbyte | |||
|url=http://www.elecbyte.com | |||
|publisher=Elecbyte}}</ref>: | |||
Due to the customizable nature of the game engine, no two versions of ''M.U.G.E.N'' are the same. Each person is encouraged to download their own copy of the game engine and to create or add content to match their personal preference. Groups of ''M.U.G.E.N'' authors will often collaborate to produce a full game using the engine. These full games are available at a variety of quality levels and are released under the general ''M.U.G.E.N'' license. "Under this license, permission is granted to use the ''M.U.G.E.N'' Environment free of charge for non-commercial purposes... Elecbyte provides a ''M.U.G.E.N'' redistributable package, containing a minimal ''M.U.G.E.N'' Environment, that may be included with third party content for redistribution."<ref name="infinitymugen">{{Cite web|url=http://www.infinitymugenteam.com/infinity.wiki/mediawiki/index.php?title=Mugen_License_Agreement|title=Mugen License Agreement – Infinitywiki|website=www.infinitymugenteam.com|access-date=March 29, 2016}}</ref> | |||
1. right before the match start loading | |||
2. after you lose a round, and right before the next round is loaded | |||
== Reception == | |||
The order switching is achieved by holding a directional button down. Hold forward to rotate your team order by one member forwards. Hold back to rotate your team order by one member backwards. If you have 4 available members, you can rotate it by 2 members by holding up. Note that you can only rotate with members that have not yet been KO'ed. | |||
''M.U.G.E.N'' later expanded into a wide variety of teams and communities such as Mugen Fighters Guild, Mugen Infantry, Infinity Mugen Team, RandomSelect, TheHiddenElect, Mugen Free For All, Unleaded Mugen, Mugen Archive, MugenBR, and Pao de Mugen, among many others. Community ] formed, with websites often being categorized into factions of "creators" who made content for the engine as artists and programmers, and "warehousers" who sought instead to redistribute others' content for the sake of archival and ]. ''M.U.G.E.N'' also gained more mainstream press with the creation of the ] live stream called Salty's Dream Cast Casino (SaltyBet), where viewers can bet with fake money on CPU matches played using the engine.<ref>{{cite web |last1=Vorel |first1=Jim |date=September 10, 2013 |title=The next great bit of videogame culture: Salty Bet |url=http://herald-review.com/blogs/decaturade/the-next-great-bit-of-videogame-culture-salty-bet/article_3563ae1a-1a72-11e3-bfde-001a4bcf887a.html |access-date=October 24, 2015 |website=]}}</ref> | |||
With the dual status as a development tool and as a game itself, ''M.U.G.E.N'' has often been reviewed in periodicals and magazines,<ref name="Docs5">{{cite news|title=M.U.G.E.N F.A.Q Documentation. |author=Elecbyte |url=http://randomselect.piiym-net.com/mugenfaq.htm |archive-url=https://web.archive.org/web/20031021081244/http://mugen.elecbyte.com/docs/mugenfaq.html |archive-date=October 21, 2003 |publisher=Elecbyte |url-status=dead }}</ref> usually exhibiting a large variety of works from various authors. ] named ''M.U.G.E.N'' as one of the "12 weirdest fighting games ever".<ref name="gamesradar">{{cite web |url=http://www.gamesradar.com/f/12-weirdest-fighting-games-ever/a-2008040111628917088/p-7 |archive-url=https://web.archive.org/web/20110616051616/http://www.gamesradar.com/f/12-weirdest-fighting-games-ever/a-2008040111628917088/p-7 |archive-date = 16 June 2011 |title=12 weirdest fighting games ever |first=Shane |last=Patterson |page=7 |date=April 1, 2008 |access-date=October 22, 2009 |publisher=]}}</ref> In April 2017, Geek.com selected ''M.U.G.E.N'' as the "Game of the Year for 2017".<ref>{{Cite news|url=https://www.geek.com/games/game-of-the-year-m-u-g-e-n-1695128/|title=Game of the Year: M.U.G.E.N. - Geek.com|date=2017-04-06|work=]|access-date=2017-09-30|language=en-US|archive-date=October 1, 2017|archive-url=https://web.archive.org/web/20171001032400/https://www.geek.com/games/game-of-the-year-m-u-g-e-n-1695128/|url-status=dead}}</ref> | |||
Here is a chart to clarify the way it works. | |||
== See also == | |||
team 1 2 3 4 | 1 2 3 | 1 2 | |||
{{Portal|Video games|1990s}} | |||
----------+---------+------ | |||
* '']'' | |||
hold fwd: 2 3 4 1 | 2 3 1 | 2 1 | |||
* '']'' | |||
hold back: 4 1 2 3 | 3 1 2 | 2 1 | |||
* '']'' | |||
hold up: 3 4 1 2 | ^ | ^ | |||
^ | | | |||
| | | | |||
this is the character that will come in | |||
== References == | |||
==Associated Filetypes==<!-- Someone might clean this up later on to be more legible ^^; --> | |||
{{reflist}} | |||
The following file extensions are commonly associated with M.U.G.E.N development in that they make up the 'parts' of the game to be developed. Note that while none of these extensions are really required with (for the most part) the exception of DEF, they are the filetypes commonly looked for by tools. With the exception of ACT, AI, SFF, and SND, all these files can be opened in a text editor and altered easily.<ref name="Docs1">{{ | |||
cite news | |||
|title=M.U.G.E.N Overview Documentation. | |||
|author=Elecbyte | |||
|url=http://www.elecbyte.com | |||
|publisher=Elecbyte}}</ref> <BR> | |||
'''DEF''': Definition file; has various purposes. For characters defines the name, authorname and files associated with the character, while more specific DEF files such as SYSTEM define the outer 'skin' of the engine (commonly called '''screenpack''' or '''motif'''), and FIGHT defines the 'cockpit' (or '''lifebars''') for the actual fights themselves. Note that SYSTEM.DEF and FIGHT.DEF are not absolute names, but those commonly used (and used by the default motif). | |||
'''ACT''': Palette file; used with characters to define the character's colors in game. Each character can have up to 12 palettes (one for each attack button, and one for each attack button while holding the Start button). | |||
'''AI''': A file the engine itself writes when the line "ai =" (followed by a filename) is included in the DEF file, and is not covered in the documentation. While the engine clearly does read the file it's made (an AI file from a different mugen version gets dubbed invalid and rewritten with an error message present in the debug text), there's no surefire indication that this file actually augments the character's natuaral ] when controlled by the CPU. | |||
'''AIR''': Animation file; tells the program how to play back a sequence of sprites to form an animation. The character's colision boxes are also defined here. | |||
'''CFG''': Configuration file, used solely by the engine. (Mugen.cfg) Can be found in the data folder of the engine, and defines its basic functions. | |||
'''CMD''': The command file, defines what attacks the characters can use. Up to 128 unique attack commands can be defined here. This has led to some minor problems with newer versions of Windows have started using this filetype for their own purposes unrelated to the M.U.G.E.N engine. | |||
'''CNS''': Character constants file; defines how a character acts and moves in terms of velocity, height, width etc. Also, coding is typically placed in this file instead of/along with ST files. | |||
'''SFF''': Sprite file; contains one or more sprites in ] format. Used for pretty much all sprites associated with the different parts of the engine, ranging from characters to the screenpack itself. | |||
'''SND''': Sound file; contains one or more sounds, and like SFF, used by all related parts of the engine. | |||
'''ST''': State file; defines character behavior and attacks. Optional, in that commonly coding is used here, but you'll find that many characters like the default Kung Fu Man put the coding in the CNS file instead. Coding can also be put in the CMD file (as shown with State -1). | |||
Note that with the exception of CFG, none of these file extensions are absolute: you can use whatever you want. (Though it's generally best to use DEF always regarding that file for characters, as it makes character installation simpler for yourself and others). | |||
==Reserved Keys== | |||
*'''Pause''': Toggle pause. In training mode, this will activate the training menu. | |||
*'''Scroll Lock''': Frame-step within pause | |||
*'''Esc''': Quit, goes back a step (on the main menu, closes the program). | |||
The following hotkeys are for debugging purposes, and are only active if DebugMode is on, or AllowDebugKeys in the CFG file is set to 1. | |||
*'''F1''': Sets Player 2's life to zero | |||
*'''Ctrl-F1''': Sets Player 1's life to zero | |||
*'''F2''': Sets both players' life to 1 | |||
*'''Ctrl-F2''': Sets Player 1's life to 1 | |||
*'''Shift-F2''': Sets Player 2's life to 1 | |||
*'''F3''': Gives both players full power | |||
*'''F4''': Reset the round | |||
*'''Shift-F4''': Reloads stage, characters and fight data | |||
*'''F5''': Time Over | |||
*'''F12''': Take a screenshot (saved to mugen?.pcx) (Functions without debug mode active) | |||
*'''Ctrl-C''': Toggles display of collision boxes, target data (including remaining juggle points) and NotHitBy attributes | |||
*'''Ctrl-D''': Toggles debug information display | |||
*'''Ctrl-I''': Forces both players into stand state | |||
*'''Ctrl-L'''; Toggles display of the life and power bars | |||
*'''Ctrl-S''': Run the game as fast as possible | |||
*'''Ctrl-V''': Enable V-sync (stops "shearing") | |||
*'''Ctrl-#''': (where # is from 1-4) Toggles AI for the #th player | |||
*'''Ctrl-Alt-#''': (where # is from 1-4) Enables/Disables the player | |||
*'''Space''': Restores full life and power to all players | |||
==Developing Content for the Engine== | |||
Before the existence of many tools available today, Elecbyte provided command-line utilities such as SPRMaker, SNDmaker, PCXClean and pal2act to assist in the development. Coding for MUGEN usually is done over text editors such as notepad. For the graphical aspect of the programming, people usually resorted to ] or ] to either process the images to be used or to generate palletes, in the form of .ACT files. AIRedit, also by Elecbyte, facilitated in the animation aspect of the programming as well as collision box modifications. | |||
Today, there are more centralized software available that are dedicated to MUGEN development like Mugen Editing Ensemble, Fighter Factory, and MUGEN Quickedit. More recent creators rely on these programs which are actually one or more compendium of tools. Other tools are standalone programs that are dedicated to one aspect of MUGEN creation, like with the manipulation of SFF files. MCM is one such example. SNDsgood is another example of standalone tools, but for SND files. | |||
==Legality== | |||
] | |||
The previous license agreements for usage of M.U.G.E.N from Elecbyte have expired and it appears that a new license agreement will never be granted. Thus, any current distribution of M.U.G.E.N has not been authorized by Elecbyte and is technically illegal, although Elecbyte has never taken any legal action; the company has simply disappeared without explanation. Many people chose to continue using M.U.G.E.N despite the lack of a new license. Creations such as characters and stages for use with M.U.G.E.N are not a part of Elecbyte's license, but only the software itself is. So, it is up to the individual whether or not to violate Elecbyte's license by using M.U.G.E.N. Elecbyte itself has not made a public statement since 2003, when they stated that the project had "hit a snag". | |||
Most characters and stages are of dubious legality as well, as most are made using sprites and sounds ripped from copyrighted games. For this reason, some standing communities enforced a loose "time-release" rule, whereby they do not allow linking to characters made from recent games. While this has no actual impact on the legality of the materials in question, it has presumably served to avoid any legal pressure from the copyright holders. But some copyright holders, such as ], are said to understand that it is just fanart work and don't care about it. | |||
The work material has two categories: the content of the SFF (sprite format, based on PCX images) and SND (audio format based on WAV) files are copyrighted by the respective owners (like Capcom, SNK, etc); the other files, like CMD (command file), AIR (animation file) and CNS (constant and state definitions, the main file of a M.U.G.E.N character) are copyrighted by the author of the character or the stage; however it has been officially stated that there are no original coding since the original Elecbyte characters and stages. The only real coding is when a "bonus round" or some kind of add-on like tag-team. Elecbyte stated that the reason why the code files were text-based and directly processed by the engine in this manner was so that users could learn from each other, yet there has been a great deal of controversy regarding permission (or lack thereof) between coders. | |||
Just recently it has been stated that the creator's of Pokemon are willing to perform a lawsuit on anyone whom uploads mugen video's on any video site hence it is breaking the copywrite because it uses the characters and it's likeness without permission. The same goes for characters and stages in mugen, in a manual in a video game you will see something like Ryu, Ken etc are not to be used by anyone else than Capcom unless the person has recieved permission. The truth must be told! You can not copywrite what has been copywritten, hence it is illegal and you could be brought up against the court of law. Regardless, the reason it has not is because there have been cases where copywrite has been brought up from video games and niether the prosecutor nor the defendant has won. Arrogance has lead people into believing that already copywritten characters can be copywritten, however no matter how you slice it, dice it, cook it, microwave it, it still has been copywritten. | |||
=='Warehousing'== | |||
{{Weasel}} | |||
There has been debate over the act of hosting the works of content creators (or authors) for the engine without consent from the author, a practice dubbed "warehousing." The matter is similar to hosting ] or ]s. Warehouses and content 'megapacks' seem ideal for new engine users who are able to obtain a lot of useable content quickly. Arguments have risen against this practice though. First, because the "warehouse" would host all the content they previously downloaded the content users are unaware of original source of the content and miss the patchces and updates related to the each piece of content. The second problem is that many author gain revenue in one form or another by visitors to their sites, be it by advertising banners on their site or merchandising (such as that sold by for their original Dragon Claw character.) The use of "warehousing" has the potential to drop the amount of visitors to the author's web sites, often causing the author to lose revenue and to lose interest in creating and updating content. | |||
Warehouses are also considered by some to be illegal in that they violate certain copyrights pertaining to the code used to create the content, much like hosting a ] is considered in violation of the author's ] unless permission to host is given. The debate ranges from original design by authors as well as derivative works or ] often mimicking previously released video game characters. A violation of copyright of the original designs would be where the original author has good standing to legally sue if the correct documentation was files before the release of the characters. Typically it is argued that legal action isn't sought for the misuse of most M.U.G.E.N creations because the origin of ] and sounds has been ] from commercial games even though the program code is crafted from scratch or templates. | |||
As with most internet content, several points are raised from people to try and justify being able host and edit the creator's content for the M.U.G.E.N engine, though they are still argued against by warehouse opponents: | |||
*The first is that the engine itself is ], and thus covered under freeware laws. In reply, opponents state due to the ] obtained by Elecbyte, which in part still applies, M.U.G.E.N itself is actually ], and covered under the laws governing such. | |||
*The second belief is when copyrighted characters or sprites such as those owned by ] or ] are used in the works, the works themselves are a violation of copyright and thus any claims are to be argued as null and void. Although Nintendo has released a statement<ref name="NintendoFAQ">{{ | |||
cite news | |||
|title=Nintendo Legal FAQ | |||
|author=Nintento | |||
|url=http://www.nintendo.com/corp/faqs/legal.html | |||
|publisher=Nintendo}}</ref> against ] in all forms, Capcom, SNK, and other sites have not shown any ill will towards those creating content for the engine, despite being aware of the practice for several years. In fact, only one group has stepped forward to ever ask content from their work not be made for the engine: ] (Known as Watanabe Seisakujo prior to 2003) the creator of the ] games, and the co-creators of ]. They also included the community of developers for the game ] in this notice. During the release of Melty Blood, they ask that sounds and voices from the game itself not to be used with the characters, notably loosening slightly their stance regarding conversions. Interestingly, this limitation was removed in subsequent installments of the game series. It is rumored that Type Moon, the co-developers and franchise holder of Melty Blood was instrumental in their leniency towards conversions. Since then, French Bread has not aired any publicly known objections of conversions from their later games, like Glove on Fight, and Ragnarok Battle Offline, however, disputes regarding their true stance are still being contested to this day. | |||
*Many sites that use this argument tend to host original characters generated by the author themselves (such as those by or ), in which case the characters are still copyright of their authors. The copyright on the code itself is a factor here also, though many people misinterpret claims of copyright to cover the sprites or the character concept, which may not be the author's intention at all. | |||
In general, the M.U.G.E.N community is one of the few online game and modification communities to practice such disdain for warehousing. | |||
==M.U.G.E.N Characters By Elecbyte== | |||
]'''Kung Fu Man''' - The first, and only, character created for the engine by its creators, Elecbyte. Kung Fu Man (usually called KFM for short by those in the community) is as his name implies a student of Kung Fu. One day, while walking out with his girlfriend, Suave Dude and his minions kidnapped the girl, and retreated to their mountain temple.<ref name="KFMStory1">{{ | |||
cite news | |||
|title=Kung Fu Man character intro | |||
|author=Elecbyte | |||
|url=http://www.elecbyte.com | |||
|publisher=Elecbyte}}</ref> KFM soon followed, only to come face to face with a clone of himself created by Suave Dude. The two fought with the original being victorious, but because Elecbyte hadn't made Suave Dude as a character yet, KFM was left to simply wait.<ref name="KFMStory2">{{ | |||
cite news | |||
|title=Kung Fu Man character ending | |||
|author=Elecbyte | |||
|url=http://www.elecbyte.com | |||
|publisher=Elecbyte}}</ref> | |||
:His appearance is that of a man in a gi with blue shoes, a black shirt underneath, headband, hair standing straight up, and closed eyes (similar to ] or ]). | |||
:As the engine's development progressed, so did Kung Fu Man, gaining the occaisonal new move and at one point an improved look. Sadly though, his story was never actually fleshed out by Elecbyte themselves, leaving him doomed to be a mere template character of everyone else to use as a base for their own characters. Many fan storylines exist though, and ] would have his real name as Joe Mayama, based off the character "Kung Fu Mako"/Mako Mayama created by Taruse, widely regarded as his sister in fanon. | |||
:As of yet, many alternate versions of Kung Fu Man have been made for the engine by creators, quite possibly more than any other character. | |||
]'''Suave Dude''' - Suave Dude is the antagonist of Kung Fu Man's storyline, though really exists solely as a single sprite: Elecbyte never actually made the character, nor has anyone else in the mugen community, thus leaving KFM's story unresolved. | |||
:He's shown in straghtforward attire, with blond hair, shades, and a gun in his hand. | |||
:Little else is known about him, other than the fact he seems knowledgable about cloning (he creates a clone KFM to fight the real one<ref name="KFMStory2">{{ | |||
cite news | |||
|title=Kung Fu Man character ending | |||
|author=Elecbyte | |||
|url=http://www.elecbyte.com | |||
|publisher=Elecbyte}}</ref>) and an interest in Kung Fu Man's girlfriend. | |||
==Pronunciation of M.U.G.E.N== | |||
There is no official pronunciation. However, here are some popular examples of pronunciation: | |||
*muh-jen | |||
*moo-jen | |||
*myu-gen | |||
*myu-jen | |||
*moo-gen | |||
*Mug-en | |||
"Mugen" in Japanese means "infinite", therefore the latter would be the suggested pronunciation. However, M.U.G.E.N is a forgotten acronym, referring to the days when the engine was meant to emulate shooting games as opposed to fighting games as stated by Elecbyte, therefore the real meaning of M.U.G.E.N is and always will be unknown. | |||
== External links == | == External links == | ||
* |
* {{Cite web |url=http://www.elecbyte.com/ |title=Official Elecbyte website |access-date=March 15, 2007 |archive-url=https://web.archive.org/web/20150206054122/http://www.elecbyte.com/ |archive-date=February 6, 2015 |url-status=dead |df=mdy-all }} | ||
* {{GitHub|ikemen-engine/Ikemen-GO}}, an open-source reimplementation project written in ] | |||
* | |||
* | |||
* | |||
* (Spanish) | |||
* (Portuguese) | |||
* (English) | |||
{{Video game engines |state=autocollapse}} | |||
==References== | |||
{{Subject bar |portal1=1990s|portal2=Video game| }} | |||
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Latest revision as of 09:27, 24 November 2024
2D fighting video game engine For other uses, see Mugen (disambiguation).
Developer(s) | Elecbyte |
---|---|
Initial release | July 27, 1999 |
Stable release | 1.0 / January 10, 2011 |
Written in | C |
Engine | Simple DirectMedia Layer |
Platform | MS-DOS, Linux, Windows, macOS |
Available in | English |
Type | Game Engine |
License | Freeware |
Website |
Mugen (stylized as M.U.G.E.N) is a freeware 2D fighting game engine designed by Elecbyte. Content is created by the community, and thousands of fighters, both original and from popular fiction, have been created. It is written in C and originally used the Allegro library. The latest versions of the engine use the SDL library. The engine takes its name from the Japanese word 無限 (lit. 'limitless' or 'infinity').
Gameplay
The engine uses four directional keys along with seven buttons for gameplay (A, B, C, X, Y, Z and Start), in order to accommodate six-button fighters which use three punches, three kicks and a start button which is often a taunt. However, characters do not necessarily use all seven buttons, nor need to follow a traditional six or four-button format. At most, two players can control characters, with others being controlled by the engine's AI (including Watch Mode, a demo mode where the computer controls all characters). AIs can be brutal, strong or even weak. The default AI for the engine however, can walk around and jump, and rarely attacks or guards the player's attacks when the AI Level is set to Hard. In addition, several gameplay modes are available via the main menu.
The first gameplay mode is the Arcade mode, where a player controlled character encounters CPU controlled characters in a random or set order which can be entirely customized. There are also three different kinds of Team modes: Single, Simul, and Turns. A fourth mode, Tag, is listed in the .exe along with two related script controllers, but was never used. In Team mode, either side can use any of the team modes. Single is identical to not having a team, Simul gives that side a computer-controlled partner who fights simultaneously, and Turns uses a different character for each round of play, varying through a set number (usually from 2 to 4) of different characters in a row. If set, the characters' starting life will be adjusted according to the number of players on each side. If one side has two characters and the other has only one in one of the Team modes, the two characters that are on the same side will each have half their respective normal maximum life values. Early versions of the engine could have this feature adjusted or disabled via the options screen or the config file. Team Co-op is similar to Simul, except that both human players fight on the same side and at the same time.
In Survival mode, there is an endless stream of opponents, fighting either one by one or two in a Simul match. The objective is to beat as many opponents as possible, with the game ending when the player's character or team is defeated, depending on the number of combatants that the player encounters in that custom version of the game. The player can choose to play alone or in Simul or Turns mode, though Single Player mode gives the highest life and life recovered at the end of each round won. Survival mode was the last addition done to the engine. As such, it is not present in any of the DOS versions of M.U.G.E.N.
Development
M.U.G.E.N was initially created for MS-DOS by a group of students from the Electrical Engineering and Computer Science department of the University of Michigan, Ann Arbor, including Darren Lo, Jim Simpson, and Krian Upatkoon. The first public beta release launched on July 27, 1999. Development of the DOS version ceased when Elecbyte switched to the Linux platform in November 2001.
For a time, Elecbyte had posted a request for donations on their site to legally obtain a Windows compiler to make a Windows version of M.U.G.E.N. However, the development group discontinued the project in 2003 and shut down their site. Later speculation pointed at leaks made public of a private Windows-based M.U.G.E.N beta that was provided to a small quantity of donors; a later investigation in 2022 stated that the original developers originally created M.U.G.E.N as a college project and stopped development after the original developers graduated.
WinM.U.G.E.N
The private WinM.U.G.E.N. beta contained a two-character roster limit, locked game modes and nag screens. With the beta leaked and Elecbyte gone, a "no limit" hack that removed most of these limitations was made available in 2004 followed by subsequent updates to deal with bugs and other issues. This version of M.U.G.E.N is functionally the same as the last Linux release, though with subtle differences and unique issues mostly revolving around proper music and music plugin support. Because of the changes between the DOS and Linux versions of M.U.G.E.N however, many older characters required at least the SFF files to be modified to show palettes correctly (notably on portraits) as well as some changes in how certain CNS script controllers functioned, causing some minor upset and those that could still run the DOS version in some form sticking to that, as well as DOS patches to downgrade characters to be compatible with the older version of the engine.
In May 2007, a hacked version of WinM.U.G.E.N was released by a third-party that added support for high resolution stages at the cost of losing support of standard resolution M.U.G.E.N. stages. Later that month, another hack added support for high-res select screens. In July 2007 another hack based on the last high-res hack allowed for only the select screen to be high-res and not the stages. In December 2007, a hack from an anonymous source allowed both low-res and hi-res stages to be functional in the same build. As of June 2007, an unofficial WinM.U.G.E.N was also made available on a Japanese website. In mid 2007, Elecbyte's site returned, though not without some controversy as to the legitimacy of it, as it only showed a single logo with Google ads on the side. On July 26 a FAQ was added to the site, which went on to claim that they would release a fixed version of WinM.U.G.E.N before major format changes in the next version, and noted the formatting changes would remove compatibility in regards to older works: "Do not expect old characters to work. At all".
M.U.G.E.N 1.0 and subsequent versions
On September 19, 2009, Elecbyte made an unexpected comeback, updating their website with various features — including a forum and a downloads section, where a new build of M.U.G.E.N was available. In September 2009, a full release of M.U.G.E.N (M.U.G.E.N 1.0 Release Candidate) that includes various new features — most notably official support for HD resolutions, victory screens, and language localisation — was made available through the Elecbyte website. Although this build had various visual glitches and required a fair amount of adjustments to the previously made content in order to be fully compatible with the new engine, Elecbyte has stated that it is their goal to have the new M.U.G.E.N fully compatible with previously designed content. On January 18, 2011, Elecbyte released a 1.0 version only for Windows, ironing out most bugs that were featured in the release candidates. It was compatible with almost all, if not all, of the previously made content. After the 1.0 release, Elecbyte again ceased public activity for an extended time. In late April/early May 2013, a leaked copy of M.U.G.E.N 1.1 alpha 4 hit the Internet. This version added stage-zooming capabilities and some other features, although as expected with an alpha, it had numerous bugs. A post was made on the website on May 11, 2013, regarding the forums having problems before going back online by May 28.
In August 2013, M.U.G.E.N 1.1 beta 1 was released to the public, which fixes many of the bugs from the 1.1 alpha versions. Additional releases for 1.1 were planned and being worked on. These releases were planned to include significant engine changes that would remove certain character development constraints that existed due to limitations of the old code. On July 8, 2014, a fan-made port of Mugen 1.0 for Mac OS X was released by Mugenformac, built using the "Wineskin Winery" wrapper. It ran with few to no port-related issues. Version 1.1 beta 1 of the Mac port was then released on January 3, 2015.
Elecbyte's site has been offline since 2015 for unknown reasons, displaying a 403 message, except for pages pertaining to official documentation; Elecbyte's last activity was in 2016, promoting a crowdfunding campaign for Rotten Core, a commercial fighting game that was approved to use the engine (the engine's license typically prohibited commercial usage). An open-source reimplementation project called I.K.E.M.E.N began development in 2010, adding additional features such as online play. I.K.E.M.E.N Go, a remake of the I.K.E.M.E.N. engine written in Google's Go language, is designed to be compatible with assets from M.U.G.E.N and incorporates rollback netcode.
Customization
Users who develop content for the game engine are commonly referred to as authors. These authors create customized content such as characters, stages and screen packs/skins. Often authors will port popular characters from 2D fighting engines such as the Street Fighter series, or from TV, book, and game series such as Teenage Mutant Ninja Turtles, The Simpsons, Family Guy, Pingu, Super Mario, Sonic the Hedgehog, Pokémon, Dragon Ball, Sailor Moon, Touhou, and others. Many authors will also create original content. Many websites exist to showcase and disperse the developed content and forms in what is often referred to as the "Mugen Community". Games that are built using the M.U.G.E.N engine often focus around a single franchise, such as Dragon Ball Z.
Due to the customizable nature of the game engine, no two versions of M.U.G.E.N are the same. Each person is encouraged to download their own copy of the game engine and to create or add content to match their personal preference. Groups of M.U.G.E.N authors will often collaborate to produce a full game using the engine. These full games are available at a variety of quality levels and are released under the general M.U.G.E.N license. "Under this license, permission is granted to use the M.U.G.E.N Environment free of charge for non-commercial purposes... Elecbyte provides a M.U.G.E.N redistributable package, containing a minimal M.U.G.E.N Environment, that may be included with third party content for redistribution."
Reception
M.U.G.E.N later expanded into a wide variety of teams and communities such as Mugen Fighters Guild, Mugen Infantry, Infinity Mugen Team, RandomSelect, TheHiddenElect, Mugen Free For All, Unleaded Mugen, Mugen Archive, MugenBR, and Pao de Mugen, among many others. Community in-groups and out-groups formed, with websites often being categorized into factions of "creators" who made content for the engine as artists and programmers, and "warehousers" who sought instead to redistribute others' content for the sake of archival and fair use. M.U.G.E.N also gained more mainstream press with the creation of the Twitch live stream called Salty's Dream Cast Casino (SaltyBet), where viewers can bet with fake money on CPU matches played using the engine.
With the dual status as a development tool and as a game itself, M.U.G.E.N has often been reviewed in periodicals and magazines, usually exhibiting a large variety of works from various authors. GamesRadar named M.U.G.E.N as one of the "12 weirdest fighting games ever". In April 2017, Geek.com selected M.U.G.E.N as the "Game of the Year for 2017".
See also
References
- ^ Elecbyte. "M.U.G.E.N Readme Documentation". Archived from the original on October 21, 2003.
- Elecbyte. "Kung Fu Man character's CNS and CMD files".
- Williams, Josh (September 24, 2006). "Review: M.U.G.E.N". 1UP.com. Archived from the original on June 5, 2011. Retrieved May 15, 2011.
- France, Emily. "U-M origins of legendary gaming mystery revealed". University of Michigan CSE. Retrieved September 22, 2023.
- Simpson, Jim. "Articles of Organization - Elecbyte, LLC". LARA Corporations Online Filing System. State of Michigan.
- White, Scott (August 10, 2020). "How the MUGEN community built the ultimate fighting game crossover". Ars Technica. Retrieved August 13, 2020.
- "Elecbyte. M.U.G.E.N changes documentation". Archived from the original on August 6, 2003.
- Rou Hei. "History of WinMUGEN". No Limit WinMUGEN Patch. Archived from the original on October 29, 2007. Retrieved December 2, 2006.
- ^ Demetrio, Andrea (May 20, 2022). "Fighting Game Mysteries - Elecbyte". SuperCombo. Retrieved December 14, 2022.
- "Software for creating video game". Retrieved September 22, 2009.
- Mead, Nick (June 12, 2007). "M.U.G.E.N". softonic.com. Retrieved September 22, 2009.
- "Unofficial Winmugen". Archived from the original on October 29, 2007. Retrieved September 22, 2009.
- "Elecbyte : Welcome". Elecbyte. Archived from the original on July 1, 2007. Retrieved November 4, 2009.
- "ElecByte Returns; New MUGEN On The Way!". Cinema Blend. September 2007. Retrieved October 18, 2017.
- "Elecbyte - Current Developments". Archived from the original on October 29, 2013.
- "Mugen for Mac". Weebly. Archived from the original on May 31, 2017. Retrieved October 19, 2017.
- "M.U.G.E.N: The potential of 2D fighters". The Game Haus. May 15, 2019. Retrieved August 11, 2024.
- Blizen, Arthur (January 20, 2023). "IKEMEN Go Rollback Open Alpha Launches Today". DashFight. Retrieved September 20, 2023.
- Demetrio, Andrea (February 2, 2023). "From Rollback with Love – IKEMEN Go". SuperCombo.gg. Retrieved August 11, 2024.
- Healey, Christopher (November 25, 2007). "Taekwond'oh!". Washington Post. Retrieved October 18, 2017.
- Plunkett, Luke (March 28, 2011). "It's Master Chief vs Samus in a 16-Bit Battle To The Death". Kotaku. Retrieved October 18, 2017.
- Hernandez, Patricia (April 7, 2014). "The Dragon Ball Z Game We Deserve". Kotaku. Retrieved October 18, 2017.
- "Mugen License Agreement – Infinitywiki". www.infinitymugenteam.com. Retrieved March 29, 2016.
- Vorel, Jim (September 10, 2013). "The next great bit of videogame culture: Salty Bet". Herald & Review. Retrieved October 24, 2015.
- Elecbyte. "M.U.G.E.N F.A.Q Documentation". Elecbyte. Archived from the original on October 21, 2003.
- Patterson, Shane (April 1, 2008). "12 weirdest fighting games ever". GamesRadar. p. 7. Archived from the original on June 16, 2011. Retrieved October 22, 2009.
- "Game of the Year: M.U.G.E.N. - Geek.com". Geek.com. April 6, 2017. Archived from the original on October 1, 2017. Retrieved September 30, 2017.
External links
- "Official Elecbyte website". Archived from the original on February 6, 2015. Retrieved March 15, 2007.
- Ikemen-GO on GitHub, an open-source reimplementation project written in Go