Mushroom Kingdom Fusion is a fan game with heavily modified Mario-style platforming game play, crossed over with many other video game elements and universes. Please note that this is NOT A PURE MARIO FAN GAME ANYMORE. It may have started out as such, but now, the game has a very distant relation to a Mario game.

Key features:

  • An overall dark atmosphere of the game.
  • Modified Mario-style gameplay, with SMB2 mechanics (veggie pulling, Subcon enemies) and guns.
  • A roster of playable characters, both from within the Mario universe and outside of the Mario universe. Each character will have their own unique powerup system and gameplay mechanics, adapted to fit within the Mario-based gameplay.
  • Extremely variable worlds and levels. Game worlds will feature a traditional Mario world at the beginning. Later worlds will be based off other video games. Other worlds will feature completely original levels. The plot centers around the Mario universe, with stories extending out to other video game universes and even an alternate version of our Earth.

This fangame is founded by JudgeSpear (now retired) and is developed by the Fusion Team, which consists of:

*Obreck2 (project lead, coder, level designer)
*Lars Luron (level designer,spriter,coder)
*Shodian (coder, character designer,level designer)
*Hello (engine creator, level designer, coder, honorary member)
*ProjectTerra (AKA Genisi: level designer)
*NO Body (spriter)
*Delth88 (AKA Del - various)

Notable contributors:
*AuraLancer (coder, level designer)
*Riverroad (coder, level designer)
*uncanny_valley (coder, level designer)
*Pouncer26 (level designer)
*weird_bananas (level designer)
*DC Hunk (spriter)
*Ultimate_Gamer (level designer)
*Mew (consultant, storyboards, level designer)

*Tron Knotts (spriter)
*Psychopath (coder)
*Finlander (level designer)
*Yoshbot (journalist)
*StarsimsUniverse (Mega Man consultant, level designer)
*JDogindy (level designer, spriter)
*Captain Cook (level deisnger)

To get more information about Mushroom Kingdom Fusion, visit these links:
Wikia site:
YouTube channel:

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media

The newest Beta version of Mushroom Kingdom Fusion, v0.4, has finally been released. This newest version contains a much more streamlined version of the game, with faster load times, smoother gameplay, and less lag altogether. It also has other features, such as improved flight mechanics, new powerups, and red coins you can collect for bonus prizes. And of course, new levels; 35 in total.

Edit: Water Temple's music is missing, if you want it download it here and put it in the music folder.

Here's a couple videos to show off some of the new content:

Haven't updated this blog in a while....

Haven't updated this blog in a while....

6 years ago News 5 comments

But the project has been very much alive the whole time.

Mickey Mouse Joins The Coalition!

Mickey Mouse Joins The Coalition!

6 years ago News 14 comments

Mickey Mouse, the lovable mouse from the Walt Disney cartoons joins the Coalition.

MKF now has its own YouTube channel! Video clips included!

MKF now has its own YouTube channel! Video clips included!

6 years ago News 4 comments

JudgeSpear's YouTube channel is one of the main places to find MKF videos. Other members do not have the exposure that JudgeSpear has on YouTube, so their...

New MKFusion YouTube Channel

New MKFusion YouTube Channel

6 years ago News 0 comments

See the WIP videos of all our Dev teams members on one channel.

RSS feed Downloads
Mushroom Kingdom Fusion v0.4 Exe

Mushroom Kingdom Fusion v0.4 Exe

5 years ago Full Version 13 comments

The newest Beta version of Mushroom Kingdom Fusion, v0.4, has finally been released. This newest version contains a much more streamlined version of the...

Mushroom Kingdom Fusion Demo v0.2.5 Beta

Mushroom Kingdom Fusion Demo v0.2.5 Beta

7 years ago Demo 5 comments

A short playable version of Mushroom Kingdom Fusion.

Post comment Comments  (60 - 70 of 125)
zac555 Nov 29 2008 says:

i dowloaded the demo and played it on a dell dimension 8200,256 rdram ,32 mb nvidia video card, 1.7 gz intel p4 prossesor, how it ran it went SLOW!!!!!

+1 vote     reply to comment
FusionTeam Creator
FusionTeam Nov 30 2008 replied:

Sorry. That's an old computer.

+1 vote   reply to comment
█Black/Brunez█ Nov 28 2008 says:

I downloaded the Beta Version of this game, but it´s not working!!!
Can you help me???

P.S.: I didn´t downloads the songs.

+1 vote     reply to comment
babyeater Nov 28 2008 says:

Is there a way to use a gamepad? I can't get it to bind controls to my 360 controller.

+1 vote     reply to comment
Obreck2 Nov 28 2008 replied:

You'll need to get a gamepad emulator like Joy2Key. The built in gamepad support the engine were using has is terrible, and won't cover our game's needs.

Properly set up Joy2Key is just as good anyways.

+2 votes     reply to comment
potter_pot Nov 26 2008 says:

Simply Awesome

+1 vote     reply to comment
creamola Nov 21 2008 says:

I also wrote down some bugs I stumbled upon. In fortress of traps, the parallaxed background shakes back and forth when you move (the one in screen 2 and forward). This happened at some other fort as well. In the same stage, if you jump through the second screen transition (the one taking you to the autoscroll area) you'll be stuck in the wall for the next screen. Enemy hitboxes seems to be way too large, or conversely the player hitbox is too large. Lots of times you know for sure that a certain cannonball is missing you but you still get hit. Touching solid blocks with your head should not bounce you back as much as when touching powerups, notes, breakable bricks etc. This is most annoying when swimming in narrow areas and the ceiling is instantly throwing you straight down the pit as soon as you touch it. If you are climbing a MM ladder and you jump so that you would land exactly on the edge of the top of the ladder, you'll be teleported up above the top of the screen. The lakitu in birabuto bash can not be stomped at all regardless of entry angle (using mario atleast). I haven't found another lakitu to compare with yet. There's one return trigger in dry bones fort that covers both the wrong upper path and half the correct lower path thus transporting you back if you happen to jump while in the correct lower path. Pirahna plants normally have a minimum angle of fire but that doesn't seem to exist in this game.

+2 votes     reply to comment
FusionTeam Creator
FusionTeam Nov 23 2008 replied:

Thank you for the excellent feedback and the bug report.

Collision detection is still a major hassle that we are continually addressing.

+1 vote   reply to comment
creamola Nov 21 2008 says:

This game is very interesting and I mean that in a positive way. Having all the different characters with their different moveset and powerups opens up for alot of variation in level design and in ways to overcome obstacles. "You have to find a way to find a way to damage tuthankhamon", well luckily I played that stage as arthur so I just threw golden axes at him til he dropped. The next time I go there, with a different char perhaps, I'll be facing a completely different threat. I'm only up to world 4 so far (yes I know you can go anywhere but I like to play most of the stages in each world before moving on as later will be intended). The megaman world was really fun and not quite as frustrating as some of the other ones. It was interesting seeing how you implemented alternate ways of beating the robot masters in case you lost the megaman powerup. I have to say that skull man is by far more difficult than the others when trying to beat him without the buster. You might want to tweak him abit to keep him on the same level as the others, or make him less likely to appear for the copying mini-boss.

0 votes     reply to comment
impishrazor Nov 21 2008 says:

Eh, lol. That face shocked me XD Nice work..

+1 vote     reply to comment
Gin Nov 20 2008 says:

It might be cease and desist if anyone from sega or nintendo sees this........

+1 vote     reply to comment
Obreck2 Nov 21 2008 replied:

Fortunately most game companies have concluded fangames pose little threat to them and shutting them down does little but make them look like jerks.

For the most part game companies are willing to look the other way so long as you don't break the following rules:

- Don't make a profit (That could have been their money)

- Don't make a direct remake of one game (Could threaten future remakes of their own. A fan made Chrono Trigger remake was shutdown because of this)

- Don't shamelessly insult their company or use their characters in an obscenely inapprorate fashion (A game having Mario doing porno stuff wouldn't likely go down well with Nintendo)

Nintendo most likely knows about us at this point, as we tied for best in show at the recent NCFC convention and have been a hot topic at the MFGG forums. Sega, Capcom, and SNK have all released statements saying they're ok with fangames on the most part. If an other company were using content from tells us to stop, we'll remove their content and move on.

+1 vote     reply to comment
FusionTeam Creator
FusionTeam Nov 20 2008 replied:

Nintendo and Sega do not care as long as the fan project is not profited from or discredits them or any third party.

+1 vote   reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Mushroom Kingdom Fusion
Send Message
Release date
Game watch
Start tracking
Single Player
Embed Buttons
Link to Mushroom Kingdom Fusion by selecting a button and using the embed code provided more...
Mushroom Kingdom Fusion
Last Update
5 years ago
482 members