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-------------------------------------------Famicom Fighters---------------------------------------
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I. About
II. Contact/Disclaimer
III. Overview
    -i. Getting Started
    -ii. Modes (Local)
    -iii. Modes (Multiplayer)
    -iv. Controls
    -v. Engine Controls
    -vi. Moves
    -vii. System
    -viii. Online Multiplayer
IV. Options
    -i. Disable Bonus Rounds (Local version only)
V. F.A.Q.
VI. Credits
    -i. Programming
    -ii. Graphics
    -iii. Music
    -iv. Sprite Sheets
    -v. Testing
    -vi. Special Thanks

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I. About
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Famicom Fighters is an NES/Famicom all-star fighting game! It features characters from various
games throughout the NES library and puts them up for a brawl in a classic 2D fighting game style.
It was started in 2012 on M.U.G.E.N. 1.0, with an I.K.E.M.E.N port in 2017.

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II. Contact/Disclaimer
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Copyright Disclaimer under section 107 of the Copyright Act 1976, allowance is made for “fair use” 
for purposes such as criticism, comment, news reporting, teaching, scholarship, education and 
research. Fair use is a use permitted by copyright statute that might otherwise be infringing. 
Non-profit, educational or personal use tips the balance in favor of fair use. The use of such
material in Famicom Fighters is for transformative purposes as a parody Famicom Fighters is a 
non-profit fan game and does not intend to use such material for commercial purposes.

The majority of the content used in this game is owned by these known companies and are no way 
affiliated with Famicom Fighters:
Nintendo Co., Ltd.
Capcom Co., Ltd.
Konami Holdings Corporation
Bandai Entertainment Corporation Inc.
Taito Corporation
Koei Tecmo Holdings Co., Ltd.
Sun Corporation
Interplay Entertainment Corp.

Unlisted companies, whether they are used in promotional material (screenshots, videos, etc.) but 
are not in the game yet or were left out on accident still fall under the Fair Use disclaimer.

As it uses the M.U.G.E.N. and I.K.E.M.E.N engines, it abides by the same licensing that they use. 
See under the "M.U.G.E.N. Info" and "I.K.E.M.E.N Info" text files in regards to licenses.

Any non-engine content that was transformed or were originally created for Famicom Fighters can be 
used for other non-commercial works. However, out of respect we wish you ask for permission and/or
credit the team or the individual contributor for the work.

For any contact inquiries, contact famicomfighters@gmail.com. You can also contact the team
through these platforms:
Discord: https://discord.gg/XUUWb46
Youtube: https://www.youtube.com/channel/UCuNVhEwRO8IvEnR5sU4eJWQ
DeviantArt: http://famicomfighters.deviantart.com/

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III. Overview
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i. Getting Started
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There are two .exes included: one labeled "Famicom Fighters (Local)" and the other labeled
"Famicom Fighters (Multiplayer)". The former contains a number of single-player modes while the
latter contains a LAN mode where you can connect with another user and play with each other.

ii. Modes (Local)
-----------------
Arcade - Typical 1-on-1 arcade ladder. This mode also contains bonus rounds that show up between 
fighting characters. In the future, this will involve an actual story for all the characters on the 
roster.

VS. Mode - Local 2-player mode with only one character per player.

Team Arcade - An arcade ladder mode that allows you to choose either playing as a single player or
as a team versus opponents. You can either play as a tag team with another character or play with
a team up to 4 characters where the next one switches in if the current one is defeated. For
tag team, you lose out on helpers for summoning your tag partner and the AI controls your partner.

Team VS. - Local 2-player mode where both players can play with any team options.

Team Co-op - Arcade ladder similar to Team Arcade but the second player can play as the partner
rather than the opponent.

Survival - Fight an endless amount of characters and bonus stages to see how long you last. You
can fight with any of the alternate team options.

Survival Co-op - Same as Survival but the second player will be your partner.

Training Mode - A 1-on-1 mode that lets you fight against any character as a training dummy.

Watch - An AI vs. AI mode where you can watch the characters fight it out. The team options
are also present here.

iii. Modes (Multiplayer)
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Online Mode - Lets you establish a connection with the other player and play with each other. The
details to set it up can be found down below.

VS Mode - A battle against the AI with team options.

Watch - Same as the one in Local

Extras - 
-Replay - Watch the last online match you played
-Demo - Randomly generates a 1-on-1 battle.

iv. Controls
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NOTE: The control scheme is based on the standard NES controller. The actual keys used are listed
in the Options menu and can be redefined.

Up, Down, Forward, Back - Basic 4 directions (Notated as U, D, F, B)

A - Punch

B - Kick

Select - Action

Start - Pause

X, Y, Z - All these three go unused.

v. Engine Controls
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NOTE: Uses the keyboard

Escape - Go back a screen/exit the game.

Pause - Engine pause, also lets you access the training mode options.

vi. Moves
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Dash Forwards - F, F

Dash Backwards - B, B

Air Direction Change (Forwards) - F, F during a neutral jump.
Character moves forward during a neutral jump.

Air Direction Change (Backwards) - B, B during a neutral jump.
Character moves backward during a neutral jump.

Summon Helper (Can be done in the air, not in tag-team) - Select

Summon Helper (2nd summon) (Can be done in the air, not in tag-team) - D + Select

Forward Throw - F + Select. 
If helpers are disabled, just Select alone can also work.

Backward Throw - B + Select.

Tech Throw - F or B, Select. (This applies to any character caught in an FCF character's grab)

Power Charge - FCF: Punch + Kick without holding any other direction.
without holding any other direction. If helpers are disabled, this can also be activated by 
pressing D + Select. Mario stays still and charges up both power meter and helper meter.

Taunt - FCF: Punch + Kick + Select
If the pause menu is disabled, this replaces it with start.

Guard Attack - While blocking, Select. (Requires half of a bar)
For half of a bar, the character will preform an invincible move. If it's an attack, it's unable 
to kill the opponent.

Quick Rise - During a soft knockdown, press any button combination to get up faster.

Summon Partner (Can be done in the air, not in tag-team) - Select

Summon Partner (2nd summon) (Can be done in the air, not in tag-team) - D + Select

Switch Characters - Select + A (in the middle of the attack, it'll cost half a bar)

Call for Switch (While not in battle) - A + B

Switch Characters (Super Attack) (requires full bar) - Select + B

vii. System
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Depending on the character, certain light basic attacks can chain into strong attacks. Specials
will generally chain off of most basic attacks and supers can chain off of either.

For juggles, every hit adds a single juggle point. However, each attack has a requirement in order
to juggle with it:
Light Attacks: Stops juggling at 3 juggle points.
"Medium" Attacks (usually basic commands): Stops juggling at 4 juggle points.
Strong Attacks: Stops juggling at 5 juggle points.
Special Attacks: Stops juggling at 6 juggle points.
Level 1 supers: Can always juggle. Has no effect on juggle points with some exceptions. (EX:
Command grabs, reversals, activation-specific supers)
Level 3 supers: Will always juggle but completely maxes out the juggle points.
Throw: If they're able to hit an aerial opponent, they usually max out the number of juggle 
points.

Each character has three helpers with two different attacks. Either attack depends on whether the
player is standing or crouching. A helper can be summoned if their attack requires the right 
amount of helper meter. They also have their own set of health points that gets deducted on every 
hit. Once they're hit, they can't take any more until they become summoned again. If they run out 
of health points, they can't be summoned again. Helpers can always juggle and don't give any 
juggle points. You can also summon mid-attack at the cost of more helper meter.

In tag-team mode, you can summon your partner instead who will perform one of their special 
attacks. You can summon them mid-attack albeit it requires meter to do so. It's also possible to 
summon them during supers and have them attack with their own supers.

Hard knockdowns are basically knockdowns where the opponent can't quick rise out of them. These
are caused by sweeping/tripping attacks, air basic attacks that shove aired opponents into the
ground, throws of any kind and most super attacks.

viii. Online Multiplayer
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Use a VPN such as Hamachi or Lanbridger or port forwarding and set up your room/group/etc. In-game, 
select the netplay option. For those host, you don't need to enter anything; just hit OK. The one 
joining has to copy the host's IP, paste it in the box and hit OK. Make sure your firewall has an 
exception in case it doesn't work.

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IV. Customizable Options
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i. Disable Bonus Rounds (Local version only)
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If you wish to disable the bonus rounds from the arcade ladder and survival mode, go to the data 
folder, open up mugen.cfg in Notepad and find this line: "motif = data/system.def". Replace
"data/system.def" with "data/NoBonus/system.def".

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F.A.Q.
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1. Can I use a USB controller?
Yes, both versions will recognize inputs.

2. Can I use these characters/stages for my own M.U.G.E.N/I.K.E.M.E.N?
Despite the game not being moleboxed like some other M.U.G.E.N fullgames, the characters will not
work outside of M.U.G.E.N, mainly due to relying on Famicom Fighters's own common1.cns as well as 
fightfx.sff. However, we are in the process of converting the current characters to be usable in 
anyone else's M.U.G.E.N/I.K.E.M.E.N setups and you can find those here. 
(http://mcjimmy.net/famicomfighters.html) In the future, we may allow these characters to easily work 
if taken out of their game.

The majority of stages will work. The only stages that will miss certain elements are:
-Pro Wrestling: Wrestling Ring (The cameraman relies on Famicom Fighter's files)
-Kid Niki: Stone Wizard Temple (Stone Wizard relies on Famicom Fighter's files)
We'll eventually include a separate download for these stages on the site that will throw these
missing elements back into these stages (albeit altered to work with M.U.G.E.N's stage format.)

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Credits
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i. Programming
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KingPepe

ii. Graphics
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Rukifellth
KingPepe
The Guy
Da Shamboozle
brightentayle
GDKN/Kabukiguy
Elecman the Hedgehog
thatguysebi

iii. Music
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MC Jimmy (https://mcjimmy.bandcamp.com/)
brightentayle (https://soundcloud.com/ta9le)

iv. Sprite Sheets
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Zeon (SMB Mario)
Beam Luinsir Yosho (SMB Mario)
Drshnaps (Kirby)
BruceJuice (Zelda 2 Link)
Ville10 (Bubbles, Takamaru)
Balloon Fight (Ragey)
Bean (all Metroid-related sprites)
Shy Guy Kingdom (Kid Icarus)
Random Talking Bush (Mega Man)
Mister Man (Protoman)
Fret (Firebrand)
Ryan914 (Kid Dracula)
Black Squirrel (Bomberman items)
Superjustinbros (Lode Runner)
Nai255 (Ninja Gaiden items and weapons)

v. Testing
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Tellis
Fae
KZG
Prototype God
BrawlTheMan
rodknee (I.K.E.M.E.N Version)
Omega
xmrwhitefolksx
sebitheguy
Cyborg Sun

vi. Special Thanks
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Nintendo (should be obvious, also for properties: Super Mario Bros, Kirby's Adventure, Legend of Zelda, Urban Champion, Clu Clu Land, Balloon Fighter, Metroid, Kid Icarus, The Mysterious Murasame Castle, Pro-Wrestling, Baseball, Volleyball)
Capcom (Inspiration as well as Mighty Final Fight, Mega Man, Street Fighter 2010 and Gargoyle's Quest 2)
SNK (Inspiration)
Konami (TMNT: Tournament Fighters sfx, Castlevania, Kid Dracula, Getsu Fuma Den, Yie Ar Kung-Fu, Hudson Soft's properties)
Hudson Soft (Bomberman, Lode Runner, Challenger)
Namco (Dig Dug)
Tecmo (Ninja Gaiden, Rygar, Mighty Bomb Jack)
Taito (Kick Master)
KID (Kick Master)
Sunsoft (Gimmick! sfx)
Hummer Team (Kart Fighter + King of Fighters 96 sfx and graphics as well as being an inspiration for this)
Cony Soft/Yoko Soft (World Heroes 2)
Elecbyte (MUGEN engine)
suehiro (IKEMEN engine)
JMorphman & JustNoPoint (EXPLODsive Buffering system)
Uno (tag team system)
Serio, Josue (help at Elecbyte's forums)
Michael Rinaldi (help with programming)
Manolo (Carlos Emmanuel) (For a fix on Urban Champion's portrait)
72dpiarmy (support, testing)
...and anyone else I forgot to mention here.
And you, for playing!


