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LET THE BAND PLAY — CLICK TO ENABLE AUDIO ♪
✦ NOW PLAYING IN GLORIOUS BLACK & WHITE
Old-school charm.New-school KNOCKOUTS.
Six cartoon legends. Four ink-stained stages. Pick your star and settle it the old-fashioned way.
LET’S MAKE A SCENE → FREE TO PLAY HARD TO PUT DOWN
THE HARBOR HEADLINERS MICKEY vs. POPEYE →
Loading animation and stage artwork…
RETRY MISSING ARTWORK ↻
1 PLAYER VS. CPU 2 PLAYERS LOCAL TRAINING PRACTICE ARCADE STORY LADDER
DIFFICULTY EASY NORMAL HARD
RESUME ARCADE →
KEYBOARD READY · CONNECT A CONTROLLER & PRESS A BUTTON
THE MAIN EVENT 01 / INK HARBOR
ALL INK. ALL ATTITUDE.
MICKEY MOUSE vs. POPEYE
SET THE SCENE
Six bouts across four animated venues. Five rivals, then a mirror-match finale at Ink Harbor. Win two rounds per bout to earn your character’s ending.
01 /
PICK YOUR TROUBLE. 1 YOUR FIGHTER2 CPU OPPONENT
THE HEADLINER A little mouse. A big right hook.
SIGNATURE MOVE Steamboat blast
FIGHTER MOVES ↗
SIX REELS. ONE STAR.
Your name on the marquee.
FIRST BELL → BACK TO CASTING
← CASTING CALL INK HARBOR / BEST OF THREE PAUSE Ⅱ
The stage painting is unavailable. Drawn scenery is keeping the bout playable.
RETRY STAGE ARTWORK ↻
THE WATERFRONT WILL NEVER BE THE SAME.
NO CLOCK. NO PRESSURE.
The rehearsal room. LEARN TO FIGHT PRACTICE OPTIONS RESET ↺
Dummy: Stand · Health recovers after each string · Unlimited ink
Your next move Watch hits, blocks and misses here.
LAST HIT—
COMBO—
COMBO DAMAGE—
Try Punch → Kick on contact. Throw beats guard; jump over a grounded strike. Reset with P1 Backspace or controller View / Select. Open Practice options from the pause menu.
P1 A D MOVE W JUMP S GUARDF PUNCH G KICK H SPECIAL R THROW ⇧ DASH
P2 ← → MOVE ↑ JUMP ↓ GUARDJ PUNCH K KICK L SPECIAL I THROW ⇧ DASH
Land a punch, then kick to combo. Special moves cost 35 ink.
CONTROLLER: STICK / D-PAD MOVE · A / ✕ JUMP · X / □ PUNCH · Y / △ KICK · B / ○ SPECIAL · LB / L1 GUARD · RB / R1 THROW · RT / R2 DASH · START PAUSE
× A QUICK DRESS REHEARSAL
Put ’em up. Win two rounds to take the match. Knock out your opponent or have the most health when the 60-second clock runs out.
Hold guard to soften hits. Kicks reach farther than punches. Landing and blocking hits builds ink ; a signature move costs 35 ink . Popeye’s spinach restores a little health and boosts his punches for six seconds.
NEW TRICKS: Use your assigned Throw and Dash controls, shown above. Configure bindings in Options → Controls. Throws beat guard at close range. Punches and kicks work in the air. Connect a punch, then press kick or special to cancel into a combo. Mickey strikes quickly; Popeye trades speed for heavier blows.
CONTROLLERS: Stick / D-pad directions stay fixed; action buttons can be remapped in Options → Controls. Current bindings appear below the arena. Start always pauses. In menus A confirms and B goes back. Release buttons after changing screens.
ARCADE: Pick your star and difficulty, then clear six best-of-three bouts. The finale is a mirror match. Continue after a loss or resume your checkpoint from the roster. Clear the ladder for a character ending.
TRAINING: Select Training before starting. Choose Learn to fight for eight guided lessons using your saved bindings, or practice freely with combat feedback. Configure the dummy, recover health, refill ink, and inspect your inputs and combo damage. Use P1’s assigned Reset Training key/button to reset practice instantly.
Press Esc to pause. On a touch screen, use the buttons below the arena. Local two-player supports a shared keyboard or two standard controllers.
GOT IT. LET’S BRAWL. →
A LITTLE DRESS REHEARSAL
Practice makes punchy. DUMMY: STAND HEALTH RECOVERY: ON UNLIMITED INK: ON
Stand, guard, jump, or spar with the CPU. Health recovery prevents knockouts and restores health after a string. Switch it off to practice knockouts; the bout resets automatically. Unlimited ink keeps specials available.
All practice readouts reset with P1’s assigned Reset Training key/button or the Reset button. Attack timings use 60-frame-per-second notation.
BACK TO PRACTICE →
A BRIEF INTERMISSION
Hold that punch. The projector’s still running. Your fight can wait.
BACK TO THE BRAWL → PRACTICE OPTIONS RETURN TO CASTING FIGHTER MOVE LISTS CONTROL SETTINGS PICTURE & DISPLAY
× THE CONTROL ROOM
Set up your show. Four original stage scores: harbor swing, theater foxtrot, carousel waltz, and railway jazz. Synthesized period-inspired instruments, composed for this game.
MUSIC 45% SOUND EFFECTS 70% Press Enable audio to let the band play.
ENABLE AUDIO ♪ Standard Xbox / PlayStation controllers: move with the stick or D-pad. A / ✕ confirms, B / ○ goes back. Use the D-pad to navigate menus and adjust volume. Connect a second controller for local versus.
Picture & motion
MOTION: FOLLOW SYSTEM SCREEN SHAKE: ON FILM EFFECTS: ON MOVING SCENERY: ON
ENTER FULLSCREEN Use this button or your browser’s Escape key to leave fullscreen. Leaving a fight pauses it.
CONTROLS & PLAYER ASSIGNMENTS BACK TO THE SHOW →
THAT’S A WRAP!
A STAR IS CROWNED.
ONE MORE TAKE → BACK TO CASTING
×
YOUR HANDS. YOUR SHOW.
Make it your own.
Choose P1 or P2, then select a binding and press its replacement. Bindings within a player swap automatically. Keyboard keys cannot be shared between players.
SWAP P1 / P2 CONTROLLERS
Profiles belong to P1/P2, not a physical device. Detected controllers fill P1, then P2; swap them here if needed. Standard-mapped controllers only.
PLAYER ONE PLAYER TWO
P1 bindings
Stick / D-pad directions stay fixed, including Up to jump and Down to guard. Escape and Start always pause. Menu controls stay A / ✕ confirm, B / ○ or View back, and D-pad navigation. Escape cancels binding capture; Start also cancels controller capture.
HORIZONTAL STICK DEAD ZONE 30%
VERTICAL STICK DEAD ZONE 55%
Raise a dead zone to ignore stick drift; lower it to respond to smaller movements. Vertical settings affect stick jump/guard and menu navigation. The D-pad is unaffected.
RESTORE BOTH PLAYERS’ DEFAULTS
BACK TO THE SHOW →
× KNOW YOUR NEXT MOVE.
The fighter’s playbill.
P1 CONTROLS P2 CONTROLS
Base damage before guarding or spinach boosts. Timing uses 60-fps frame notation; recovery follows the last active moment (release for projectiles/spinach) and includes the shared attack cooldown. Projectile startup is release time, with travel time added before impact.
Guard softens strikes; throws beat guard. Jump to clear grounded attacks. Land a punch, then press Kick or Special during its recovery to cancel into a combo. Specials cost 35 ink.
BACK TO THE SHOW →