Platformers?! In MY MUGEN?!
(It's more likely than you think.)

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The Kid, from infamous platform-from-somewhere-worse-than-Hell "I Wanna Be the Guy"
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Author: fhqwhgads7


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2/18/14 - Version RESET Changes
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-For Medium and Hard difficulties, your strikers have much better and not-randomized aim. This way if you control yourself right, it is possible to never get hit by any of them
-The B button can now be used to jump, along with the Up button.
 -(...on all but one difficulty. You know the one.)
-Separate .def files for each difficulty are added, but only the central one is backwards compatible.
-Using the special maneuvers will now give you power under certain conditions
-The backwards hop now moves back further
-Compatibility with The Lad added.

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6/18/11 - Version 2.2 Changes
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-Better voice clips added
-Better guard sound added
-Glitch fixed that caused The Kid to die at the start of a turns-based round.
-commonoverride.cns.bak file removed

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4/11/11 - Version 2.1 Changes
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-Fixed bug that caused the Kid to walk on air when he died midair in Training Mode
-Invincibility gained with maneuvers should actually work this time

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3/5/11 - Version 2.0 Changes
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-TheGuy_IWBTG specific intro added
-Bullet animation is faster
-"Super Armor" gained when fighting "The Guy" removed

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12/25/10 - Version 1.99 Changes
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-TheGuy_IWBTG settings and other stuff added
-Other stuff I don't remember

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10/15/10 - Version 1.95 Changes
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-Yukari_IWBTG specific intro added
-Power gain is slower on Very Hard mode
-Other stuff I don't remember
-Def files added for each difficulty

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7/13/10 - Version 1.9 Changes
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-Kid no longer tries to guard
-Doesn't show "Game Over" screen if killed by Kraidgief's Spinning Piledriver
-Game Over screen ignores pauses, hitpauses, superpauses, and superhitpauses
-Something else I don't remember


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6/17/10 - Version 1.8 Changes
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-"A**hole" difficulty added
-New Icon
-Dracula_IWBTG specific intro added
-More clean-up
-Poweradd code for the bullet fixed
-Superarmor against himself (Read: actual health)
-Now he can actually duck in non-source-accurate mode.
-Main Clsn2s perfected
-Six more palettes
-Fixed bug where roundstate 4 lasted forever if the kid lost due to a time-out.


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5/14/10 - Version 1.7 Changes Pt. 2
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-Bullet hitbox is bigger again so it doesn't skip over small Clsn2s while moving
-Kid reverts to normal state if he splatters but is still alive
-Little Moon doesn't hit as often
-"GAME OVER" effects merged into a single helper state
-Death splattering states cleaned up a bit


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5/10/10 - Version 1.7 Changes
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-Bullet's hitbox is smaller
-Invincibility after victory is fixed


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5/8/10 - Version 1.6 Changes
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-AI switched to Winane's
-Slight modifications to accomodate for matches against Mike Tyson
-No overheat against opponents with Winane's superarmor helper called
-Little Moon ain't so rigged now, is it? (>=D)
-Clean up in more areas I felt like cleaning, like the overheating flash, for example
-Priorities lowered immensely (999? What was I thinking?)


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1/18/10 - Version 1.5 Changes
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-"Source Accurate" difficulty added.
-Bullets don't overheat against my Giygas... yet.
-More assistance for Wus- I mean, "Medium" difficulty.
 -Special maneuvers give twice as long of an invincibility period
 -Gun overheats at a slower rate.
-Moon actually spins when rolling instead of being drawn at random angles all the time.
-A little clean-up in some places I felt like cleaning up for the time being.
-No more victory by chip-damage, if there ever was.
-Little moon is guardable.
 -Speaking of the moon, it has better sound now.
-Balancing in the strikers: Apples and Spikes are now a bit more useful, it costs less power to use them, and it takes more power to use the hypers and the little moon.
-To switch polarity against Mecha-Birdo, press the "c" button.


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10/17/09 - Version 1.1 Changes
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-Kinda reduced speed at which The Kid's gun overheats.
-Changed method of overheat explosion, fixing the bug where it sometimes doesn't go boom.
-Hurt animations added, even though he's supposed to die in one hit.
-Made it so the kid's "Guard" is a walk back instead of a hop back.
-Costs more power to activate Fruit and Spike hypers.
-Hypers can't be activated at the same time.
-Added guard sound for bullets.
-Option for exploding taunt added.
-Fixed first release date.


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10/15/09 - Version 1.0
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First release.

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Contents (Besides this section)
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1. What's "I Wanna Be the Guy?"
2. Moves
  -Directional
  -Attacks/Strikers
  -Special Maneuvers
  -Hypers
3. (Predicted) FAQ/Tips
4. Legal Bogus
5. Thank Ye Section


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What's "I Wanna Be the Guy?"
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I pity your ignorance. Here's the game's main webpage:
http://kayin.pyoko.org/iwbtg/

If you're too lazy to go there, here's what the game's like.

"I Wanna Be The Guy: The Movie: The Game is a sardonic loveletter to the halcyon days of early American videogaming, packaged as a nail-rippingly difficult platform adventure. Players fill the role of The Kid, a youthful, vaguely Megaman-esque protagonist on a quest to become The Guy. This inscrutable plot, however, is just a vehicle for a wide variety of inventive, well-designed and frustrating jump-and-shoot challenges that pay homage to many of the games you loved as a child. The ever-fragile Kid explodes in a shower of red pixels at the slightest brush from the game's many obstacles, from traditional spikes and bottomless pits to more unconventional killers, such as plantlife and puzzle pieces.

Using a multiroute layout not unlike a Metroidvania, the game grants a degree of deadly exploration, without those extraneous upgades meant to make life easier. The game provides players with a choice in terms of their deathrate, thanks to a variable difficulty setting that changes the number of save points from frequent to nonexistent. IWBTG is open to all players; knowledge of videogaming history is optional, and may not help against the frequently ironic and always sadistic deathtraps located herein. And so, the question is left up to you...

Do YOU have what it takes to be The Guy?"

-- As Written by Forum Member Finale


(Oh, by the way, I beat it on Hard mode.)


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Moves
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-Directional-
Up: Jump and double jump
Down: "Duck" (The kid can't duck as of yet, so it's more like "stop running")
Back and Forward: Move. On ground and in mid-air.

-Attacks/Strikers-
A: Shoot
X: Delicious Fruit Striker (Randomly from above, below, or behind you). -125 Power
Y: Spike Striker (Randomly from above, below, or behind you). -250 Power
Z: Miniature Moon Striker (Falls and rolls towards your opponent). -1500 Power
S: Try it yourself. >=D

-Special Maneuvers-
Forward, Forward: Dash
Back, Back: Hop Back
Down (When falling in midair): Fast Fall
c: Switch Polarity (Only against Mecha-Birdo in non-team mode.)

-Hypers-
Down, Down, X: Fruit Rain (From Above). -2000 Power
Down, Down, Y: Spike Trap (Two traps). -2500 Power
Down, Down, Z: THE MOON (I dare you). -3000 Power


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FAQ/Tips:
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(Note: I predicted these myself; these aren't actually that frequently asked.)

Q. Why'd you decide to make such a weak character like this?
A. He ain't weak, he's just filled with explosive ketchup. Proper striker usage can prove vital and important and what-not. Well, if you're playing the right difficulty, that is.

Q. Difficulty? What means that?
A. It's basically the amount of assistance the kid gets, configurable in the text file that says "Configurate." Here's a run-down of what each difficulty offers:

-Impossible: No assistance. Good luck.
-Very Hard: Only regular strikers. No hypers.
-Hard: All strikers and hypers.
-Medium: All strikers and hypers, plus doubled bullet damage and power get, plus your gun  doesn't overheat as quickly, plus twice the special maneuver invincibility time.
 -Oh, and you also get a pink bow on your head. Wuss.
-Source Accurate: Plays JUST like he does in the source game.
 -No running, no back-hopping, no fast falling, nada.

Q. What's with the red flashing I get while I'm blasting my gun away?
A. That means slow down your shooting (and/or back away) or bad things will happen.

Q. And the white flashing?
A. Split second of invincibility. You get it when you use a special maneuver. Utilize it and win.

Q. WTF WHY DO MY OWN STRIKERS KILL ME?
A. Because everything is out to kill the kid. ESPECIALLY the moon. Play IWBTG and learn more.

Q. APPLES DON'T FALL UP!
A. They're really more like giant cherries.

Q. Didn't you copy that from the actual IWBTG FAQ?
A. Yes. Your point?

Q. WHY DOES TAUNTING KILL ME?!
A. Oh, that? It's a suicide button. Enjoy!

Q. Why can't the kid duck?
A. 'Cause I'm lazy and don't feel like giving him an animation for that as of yet. He can't duck anyways, like I said above.

Q. The Hypers are too cheap!/I keep dying to easy characters!/Etc.
A. Have you considered changing the difficulty?

Q. I have a few ideas for things you can implement etc. etc.
A. So tell me. I'm glad to hear'em.

Q. You missed a couple bugs here and there.
A. Same as above. Tell me so I can try and fix'em if I know how.

Q. This guy sucks and you suck.
A. Simple solution: Taunt.


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Legal Bogus:
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Open source, do w/e, don't suck, etc.


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Thank ye section:
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(May also be known as the Credits)
-Kayin Nasaki: For creating such an awesome platformer, leaving many who played it in awe, more in anger, and almost all in insanity. Without you, the kid would never become the guy (or a MUGEN character for that matter).
-Katie Williamson: For providing the "official" art necessary for me to trace an awesome looking portrait for when the kid uses a hyper.
-MegaMari by RockMarisa: For further inspiration in creating this character, plus some sprites and some sounds. And also much coding assistance.
-Kung Fu Man and Fighter Factory: More coding assistence.
-I Wanna Be the Guy: For some sprite and most sound material.
-I Wanna Be the Forums!: More sprite material. Namely the spike and fruit sprites.
-Arhra of NuklearPower forums: His Picture Book Let's Play of IWBTG proved to be great for ripping sprites. (Only place I found a usable sprite of the moon. Geez!)

-Danbooru: For the kid's awesome main portrait.
 Don't remember the artist, but they rule at drawing.
-You: For having the guts to try this character.