The long awaited threequel Player 1 uses WASD for movement, and QE for snowballs. Player 2 uses IJKL for movement, and UO for snowballs. WS to change platform layout. SNOWBALLS GUIDE: Linear Ball: (cyan) Can bounce off the ground Gravity Ball/Shot Put/Whatever else: (indigo) Applies its actual Y velocity to the opponent on hit, meaning if it's going super fast down, that will be directly applied Exponent Ball: (green) Launches horizontally to the power of it's current squared value Egg: Has an area of contact larger than the egg itself Bowling Ball/Boulder/Bowlder: Does not use the absolute value of your X velocity; if you run backwards while shooting it, it will go backwards, and spin forwards. Grabbing Hand: Can grab onto the stage. I don't think I'm going to write individual balance patches here, but know that stuff is frequently changed or added. If you have and ideas that aren't bad, comment them. MOVEMENT GUIDE: When you jump, you may cancel by forgoing holding the button. Using your "down" button on a platform, without a direction, you start to fall through the platform. Using down and up on the ground launches you very high, will little cooldown. Vertical momentum is taken into account in the contact equation. All types of snowballs utilize your momentum. #platformer #games #multiplayer #fighting #penguin #sumo #2player #2 #player These seemed to have worked on penguin fight 2, so might as well give it a shot. Introduce a NEW generation to the penguin fight.