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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 gameplay

  • 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 gameplay with unique twists

  • Various customization options


Story
Wonder World was once a peaceful realm where humans could live without conflict. However, a horde of invading monsters invaded Wonder World and over time, it became known as Monster World. The leader of the monsters was 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

Updates Galore

Hello everyone, XBuster here with a progress report on the game so far. There is a actually quite a bit to talk about this time around. Today, we will be discussing the updates as of late 2016. Lets get started!

  • The inventory update


A while back, I introduced the new inventory system that was able to hold up to 96 items. However, this game is planned to only carry 64 items as seen below. Ranging from simple healing items to key items that will help you progress through the game and even unlock secret areas.


  • The equipment update


The equipment is still being worked on, but that doesn't mean they aren't planned out. I've narrowed it down to the most important items in the franchise. Rather than just giving each piece of equipment a status boost only, some equipment will have their own skills as seen here. In Monster World 2: The Dragon's trap, there was a special weapon called a "Magical Saber" that could transform star-marked blocks into solid blocks.


  • The combat/battle system update


The Monster World games always provided a way to blend 2 aspects; Platforming and Combat. Though I am trying my best to combine the two, I've noticed that some areas have poor enemy placement and not enough battles with multiple monsters at one time. Along with that, arcade elements have been added in the game as well such as food appearing when you are near their spawn points. Character move sets are fixed, but you can enhance/upgrade their effects.

For example, Lydia's fireball can be used underwater or Kiki's guns will shoot faster. A level system was also added. I'm not sure if going to lv.99 is necessary, but we will see. Difficulty settings were also introduced including the Hard, Extreme and the extraordinarily difficult setting of "Monster". Easy mode is planned and will have bonus effects.

New magic has also been added/tweaked such as the healing spell and the shield magic as seen in Wonder Boy in Monster World. With the shield spell, you will take no damage at all as long as the shield is active. However, it breaks easily. Its defense and HP can be increased via Skill Grid though. Summons have been added as well. Some of them are timed, while others will accompany you until a certain point and help you attack enemies.

New monsters have been added! Within this series are hordes of monsters that range from snakes to dragons to slimes and much more. Basically, classic RPG monsters and several unique ones. Believe it or not, there are a whole bunch of monsters from every game in the series all the way up to Monster World 4. Examples include a bull, muck monster, elephant, vulture, lamia(new), and much more!



  • Skill Grid Update


In order to make this game to give you a feel of growth, a skill grid was introduced. This will give you more control over what global stats to increase and what character skills can be enhanced. Examples of Skills are...

  • HP Increase: Increase HP by 10. In this game, 10HP=1 Heart

  • MP Regen: Regenerate MP at fixed intervals

  • Revive: Use an Elixir to revive yourself if HP is depleted

  • Ability Slot+1: Increase the number of abilities you can equip.



  • Resource/Character Updates


As if this game didn't have enough to deal with, there is an alternate version of the classic: Wonderboy in Monster World known as The Dyanstic Hero. Originally, I thought this was just the same game with a main character change. Turns out it was the same level layout, but the NPCs and boss monsters changed! What did this mean? Time to rip of course! Within the game there were new resources such as artwork and anime-styled imagery.

Along with getting new resources, Another character update has been added. I won't showcase them all yet because I want them to be a surprise. But, if you look below, you will see Lydia's new appearance/battle stance. Kiki is our ammunition buff, who not only uses futuristic technology, but also has a variety of gun types similar to Mega Man. However, this was based on the Arcade game; Wonderboy 3 Monster Lair.

Bai is an all-round powerhouse with a speed disadvantage, but she can crush golden blocks that no one else is able to break. Ferkin is a magic maniac with the ability to control some elements. Every attack he does is magical. Ryou is the only character that can do a combo attack with his twin swords which leads to him being the fastest attacker of the bunch, but his HP will decrease at fixed intervals until a certain item is acquired(it may be in this blog somewhere). Lydia is the well rounded character that has the ability to kick certain walls and control basic to advanced level magic. Glaedr is still in the works.



  • Status Update


Remember way back when this game began to get options? One of them was Records. Before, you had to go to a whole entirely different room to view them. However, now you can view them on the fly by entering the menu and selecting status. The menu has heavily expanded and even has pages now.


  • Story Mode being recalled from the dead

Remember the last demo before the current one and how it had a brief story mode showing what it would be like if a story was added? Since the main focus this year has only been the gameplay/fixing/tweaking/scrapping/enhancement, there hasn't been much time to work on the story mode. Although, I have many plans for this game when it comes to its story. I'll leave it at that.

When is the game coming out?
The game is very large and I'm working on this alone with the support of other subscribers' characters on the line. With over 1000 resources from the entire history of Wonder Boy/ Monster World and original content, its only expected to take a while. I want to finish it this year, but it may be set to Q1 of 2017.No, I'm not attempting perfection, but I do want it to fulfill my image and make it the very best it can be.

Happy 30th anniversary Wonder Boy! I look forward to the 2 new games coming out officially, and other fan games coming out as well made by fans such as myself. Speaking of which, here is the newest trailer for Monster Boy and the Cursed Kindgom. Enjoy! If you have any questions whatsoever about the project and its future, please feel free to comment or send a PM.

Posts

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kentona
Thomas the Tank Engine live action HD remake
18866
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.
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.
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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