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Monster World Legends is a 30th anniversary tribute to the legendary Wonder Boy franchise. It is a side-scroller that blends action, platform, adventure, and RPG elements into one. This particular entry follows the events of Monster World III.

Engage in a 2-Dimensional, multi-genre game as you travel across areas new and old. Explore the ever-expanding Monster World and restore peace once again.

Features
  • A story that blends heroes and worlds of the past, present, and future

  • Over 10 playable characters

  • Over 50 stages divided across a large, new world

  • Various genres of game play

  • For the first time in the series, characters have voices

  • A vast variety of equipment, items, and skills to obtain

  • Classic Wonder Boy/Monster World game play with unique twists

  • A dual soundtrack

  • Various customization options



Story
Wonder World was once a peaceful realm where humans could live without conflict. However, a horde of monsters invaded and over time, it became known as Monster World. The leader of the monsters was and extra-terrestrial beast known as Biomecha and it started the Monster War by making the monsters attack the residents of the world.

Due to this, a young man named Shion vowed to defeat the monsters and their leader to restore peace once again. Shion defeated Biomecha and restored peace.Shortly after the battle of Monster World, he vanished.

When a mysterious new evil threatens to destroy Monster World, chaos breaks loose causing time itself to collide with other time periods. Warriors written in the history of Monster World will encounter one another in a quest to save the world from collapsing. Along with brand new heroes to aid them, this may be their most difficult quest yet.

Latest Blog

What to expect in 2017:MWL

Hello RMN! Its that time again. An update on what to expect for the new demo and the game as a whole for the year of 2017. Today, we will be discussing several concepts on the game's design as well as giving an overall progress report.

Battle System
First things first, lets talk about the battle system. In recent years, the battle system had a fixed set of battle content and you could not grow whatsoever. The only growth item you could receive was a temporary HP and MP doubling item. 2016 was all about experimenting with new concepts and fleshing out the battle system to a greater degree that the Monster World franchise has ever seen.In the long run, it was a great decision because so much was learned in the process.

This included adding a skill grid, adding equipment that gave you new physics and abilities, accessories that increased certain stats, and a wealth of characters to travel with in the massive land that is Monster World. As of 2017, here is the current status on the battle system...

  • An action bar was introduced

  • The skill grid is over halfway done

  • Equipment that can change your overall physics

  • Monsters that can block, hide, and much more

  • Enhanced Boss Battles that require concentration

  • Each character has their own abilities, block mechanics, and play styles



Boss Battle Encounters

Due to the heavy increase in advantages for the player, bosses have become a bit more challenging and strategic. Bosses now have the ability to block, heal, cast magic. However, they are vulnerable to things like being stunned or being weak to certain types of attacks. Weaknesses play a big role in killing certain bosses quickly as some of them are aggressive and won't go down without a fight.


Menus and new modes

New modes are being developed actively. To celebrate the 30 year mark of the franchise, all kinds of bonus contents are being added such as adventure mode, a library to read up on characters and events of Wonder Boy/Monster World, mini games that range from shooters to small 2D adventures, and even a trophy gallery to display your in-game achievements.


Stage Design Updates

In the past, most(if not all) levels took place in a single room. With the heavy advancement that took place last year, the game now allows you to backtrack between rooms. This is due to levels becoming much larger and more varied. This was a necessary step in order to take the game to its maximum potential. Levels can now consist of one or more rooms and may or may not allow you to backtrack. Usually, arrows will let you know if you can move between screens. In a nutshell, the stage system is a hybrid of Monster World 3 and 4.


New skills learned!

On my part, the overall development has taught me a lot on how to improve the game by being introduced to new ways of doing things such as...

  • Advanced Parallax Scrolling

  • Dealing with particles

  • Menu Creation

  • Background effects such as coloring and blending

  • Silhouette creation

  • Music and sound


A new demo is on its way!!

No, I am not kidding. A new demo is on its way soon due to a complete lack of one in 2016. I want ALL of you to get your hands on this brand new version with a complete design overhaul from the September 2015 demo that is currently holding the download button. This will be Semi-final demo 2 of 3. This may be the last demo before the the final game comes out, but for now, that's what we'll call it.
Cheers!

Posts

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kentona
The A is for ARRROOO!
18905
I've been pining for a sidescrolling RPG for some time!
I'm glad to hear that:) I hope you will like it when the first demo is released.
Oh this looks neat! I'm an old fan of side scrollin'! Been playing the damn things back in 86'! I made a short shooter using Game Maker but I wasn't too good at programming.
Wow, these are some sexy graphics. Are they completely custom or are they ripped from something?
I don't know about all of the graphics, but I can see there are several rips from the Wonder Boy in Monster Land games.
Some of the Sprites are ripped. But, I am constantly working on editing them to become original. For example, the palm trees in Seaside Coast are edited. They used to be fat, but I made them skinny to get a classic look to them.
This looks all kinds of badass.
Subscribed.
Ive touched every button but it wont connect NEW GAME.
author=Roy
Ive touched every button but it wont connect NEW GAME.

Have you tried pressing Enter? I'll download it and see what you mean......*downloading*..... It works fine.
This looks really interesting, I'm gonna try this out and hand you my thoughts.
author=XRazorBlackX
This looks really interesting, I'm gonna try this out and hand you my thoughts.


Great!! I look forward to it.
I've seen Game Maker games with gamepad support. Is that possible for you to do? I haven't played an action game on the keyboard in years.
Hmm.. I've never thought about it. But, I will look into that for people who don't want to use a keyboard. I'll take that into consideration. Good thinking!
This game looks interesting. I wonder why I wasn't subbed to it already? ...Well, I just fixed that. =P

I'll give the demo a go whenever I have some free extra time...
Dude this game feels really awkward. Do you use hitbox detection at all? It's hard to tell if your sword's going to hit in relation to the enemy and it feels all too fast. Idk if you compare your game to like any action platformer like maybe castlevania there's a mechanical instance that feels "right." It sucks because it's really hard to discuss controls and pinpoint what's wrong with this game. Keep in mind I'm talking about the fundamentals here...

I think the main problem is the sword speed feels too fast, like it's just one frame that appears for a split second. In any action game there's usually a delay during or before the attack to give it the right feel. It's really hard to explain. Plus the jumping sword attack feels really finnicky, I cannot tell how far its range is because you're just spinning a sprite without actually showing the slash. I'm glad that theres an action game on here that isn't in frackin rpg maker but you really should look at the difference between say... idk megaman zero's sword slashes to lydia's

author=Darken
Dude this game feels really awkward. Do you use hitbox detection at all? It's hard to tell if your sword's going to hit in relation to the enemy and it feels all too fast. Idk if you compare your game to like any action platformer like maybe castlevania there's a mechanical instance that feels "right." It sucks because it's really hard to discuss controls and pinpoint what's wrong with this game. Keep in mind I'm talking about the fundamentals here...

I think the main problem is the sword speed feels too fast, like it's just one frame that appears for a split second. In any action game there's usually a delay during or before the attack to give it the right feel. It's really hard to explain. Plus the jumping sword attack feels really finnicky, I cannot tell how far its range is because you're just spinning a sprite without actually showing the slash. I'm glad that theres an action game on here that isn't in frackin rpg maker but you really should look at the difference between say... idk megaman zero's sword slashes to lydia's


Hitbox detection is in the plan, I just haven't added it yet.This is just the early demo. I haven't updated it in about a month or two. Changes are being made daily in fact.

I agree that Game Maker needs to have more games on this site, and some action games made in RPG maker are'nt so good. I used game maker because of it's easy to use interface and simple design.

Everything you've mentioned is already fixed in the version I'm working on.
Believe me, I notice most of the flaws before people even notice them. I plan out everything on paper, so I know what to add, remove, and consider.
Marrend
Bludgeon of Inspiration
13724
I fear I could not get very far because of "key jamming" issues. For example, I'm holding three keys at the same time (The space bar to jump, the left arrow button to go left, and the up button to enable high-jump), and the computer only recognizes two button presses ("go left" and "jump"). Well, I figure that I need to be able to high-jump to get to the next platform, anyway, because normal jumping obviously ain't getting me there!

In no way am I blaming you, or the game, for this, but how possible is it to set up customizable controls?
author=Marrend
I fear I could not get very far because of "key jamming" issues. For example, I'm holding three keys at the same time (The space bar to jump, the left arrow button to go left, and the up button to enable high-jump), and the computer only recognizes two button presses ("go left" and "jump"). Well, I figure that I need to be able to high-jump to get to the next platform, anyway, because normal jumping obviously ain't getting me there!

In no way am I blaming you, or the game, for this, but how possible is it to set up customizable controls?


I was considering that:) You're playing the beta demo, which has several flaws. I will update this game soon with fixed gameplay and animations.
author=XBuster
author=Marrend
I fear I could not get very far because of "key jamming" issues. For example, I'm holding three keys at the same time (The space bar to jump, the left arrow button to go left, and the up button to enable high-jump), and the computer only recognizes two button presses ("go left" and "jump"). Well, I figure that I need to be able to high-jump to get to the next platform, anyway, because normal jumping obviously ain't getting me there!

In no way am I blaming you, or the game, for this, but how possible is it to set up customizable controls?
I was considering that:) You're playing the beta demo, which has several flaws. I will update this game soon with fixed gameplay and animations.

Actually, at the risk of any tutorials, you really need to add customizable controls. It's just the smart thing to do.
Marrend
Bludgeon of Inspiration
13724
author=Gourd_Clae
Actually, at the risk of any tutorials, you really need to add customizable controls. It's just the smart thing to do.


Well, the only change to the help file that I would see if that it would reference the keys it mentions as the default ones, and, oh, by the way, this is how you change the controls. Or, setting up custom controls would be a main menu option and probably be self-explanatory.
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