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About

Monster World Legends is a 35th anniversary tribute to the legendary Wonder Boy franchise. It is a side-scroller that blends action, platform, adventure, and RPG elements into one.

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

  • Open world and stage based 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

  • Various customization options

  • Bonus features


Story

Wonder World was once a peaceful realm. However, a horde of monsters invaded and over time, it became known as Monster World. The leader of the monsters was and extra-terrestrial creature known as Bio Mecha.

Due to this, a young man named Shion vowed to defeat the monsters and their leader. 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 periods to collide with one another. Warriors written throughout history join forces in a quest to save the world from collapsing. Along with 6 brand new heroes to aid them, this may be their most difficult quest yet.

Prequel

A prequel to the game is below. If you want to experience the full story, you can play Shantae and Asha:Dream Fantasia.

Shantae And Asha

Latest Blog

Re-Development Begins

Hello, all! Today, we have an announcement regarding this project. We would like to announce that re-development begins now. This means that we will be remaking a lot of things as well as redefining its purpose.

After gaining 3 years worth of new experience from working on the Monster World 4 sequel and massive crossover project, Shantae and Asha: Dream Fantasia, I can say that it is about time to return to and focus on this almost completely.

The Grand Porting Process

As for what we are doing now, the grand porting process is in the works. This means that all of the updated code from Shantae and Asha will be ported back over to make it feel better to the point where it feels like it was made on the same engine, which in turn will make me feel more comfortable working on it. The physics, cut scene system, and many other things have already been redefined, so it makes sense that we don't reprogram them and instead work with what already isn't broken.

Community Driven

Furthermore, we are putting more of an emphasis on this being a community-driven experience, so we'd like to go ahead and bring in as many fan resources as we possibly can. So, if you are a Monster World fan and have artwork, music , or other things to submit, be sure to contact us. As the 35th anniversary is coming up in April 2021, we must work together to make this as big of an experience as we possibly can. I will not be holding back.

Follow us on Twitter

As one of the world's biggest Wonder Boy/Monster World fans, it only made sense that I felt like it should for the most part have its very own twitter account. For this, I have decided to dedicate most of my account to covering the series both on the official and fan side of things. There are quite a few fan projects in development and even a full-blown remake of Monster World 4, so by all means, if you like this series to any degree, you'd be doing yourself a great disservice by not staying up to date with what's going on.

Twitter Link

Discord Server Invite

Adding on to the previous note, we are currently in the process of making a large discord server for the series itself. This includes everything from top to bottom including official works, fan games, music covers, artwork, and much more! The server was actually created early in July 31st of this year to celebrate the 1-year anniversary of the group on deviantart, but I instructed many of the members to keep conversation to a minimum until we were ready and it is that time.

Also keep in mind, that updates to all projects and content are updated here, including Monster World Legends. So, if you'd like to keep track of things in real time and keep an eye on everything, join us! We have gathered some of the world's biggest fans there including the programmer and level designer of Monster World RPG, Fernando. So, be sure to stop on by in the world's biggest unofficial Wonder Boy server!

If the link below expires or changes for some reason, be sure to let me know so that we can resend them out.

Server Invite



Closing Words

That is all I have for you today regarding this. I am aware that this project has been immobile for a long time, but sometimes you have to put things on hold until you are ready and I believe it is that time. Let's do this!

Posts

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kentona
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
21220
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
Guardian of the Description Thread
18917
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
Guardian of the Description Thread
18917
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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