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PSA: Blackmoon Prophecy II is nearing completion!
Click following logo to visit its game page.

Do not report bugs/issues with this game. After 10+ years of staring at this game, I've officially moved away from it. If you have any issues in the game, feel free to contact me and I'll try to point you in the right direction.

Do not edit the game without first applying the David patch. This is because some monsters have over 1000 attack/magic and 100,000+ HP. Editing without the David patch will reduce monster stats to rm2k3's default maximum values. Ignore this warning if you already have applied the David patch to your rm2k3.

What is Blackmoon Prophecy?
A Final Fantasy fangame that I started long ago in 2003 that is meant to emulate the first six entries of the series (though I mostly focus on FF4 and FF5 for gameplay and mapping, and FF6 for battle aesthetics). Aside from just being a fangame, Blackmoon Prophecy is also a tribute to Final Fantasy in the sense that I'm trying to put together many of the things I loved about playing RPGs growing up into this game. It's a love letter to retro gaming and our childhoods.

What's with this whole "Plus" deal?
The Plus! update adds DynRPG support by including several patches made using it such as faster ATB bars, a play time counter on the menu, and more. Additional content in the game includes a new section to the arena, a new optional dungeon, a few reworked cutscenes, and various bug fixes.

How long is the game?
My best guess is about twenty hours, but I'm not 100% sure. My testing sessions were broken up very often so I can't measure how long it took me to beat the game personally. I'm certain that it was over 15 hours though, and since I made the game I expect the average time to be higher than that for everyone else. My best guess is 20+ hours.

Do I need the RTP to play?
Heck no!

Are there any impressive custom systems, impressive features, etc?
Long story short, no. The early Final Fantasy titles were not known to blow our minds with amazing features (FF3 and FF5 were really the only ones that did in my opinion, and only because of their job systems).

There is no steal command, "throw" items are selected by going to items and choosing the item to throw, and "jump" isn't a command, but rather several different abilities that have jumping animations.

As a result, Blackmoon Prophecy is just a retro romp that just tries to recreate what we all used to feel as we'd trudge through all of the caves and dungeons of the early Final Fantasy games.

The most advanced aspect of Blackmoon Prophecy's gameplay is a simplified version of Final Fantasy 8's weapon upgrading system. A few minigames can possibly be included as well (auction house, betting on chocobo races, etc.) but this game is kept simple to emulate the simple games it is inspired by.

How many <insert something here> are there in this game?
Permanent Playable Characters: 12 (3 being optional/secret)
Temporary Playable Characters: 2
Equippable Items: 150+
Mandatory Dungeons: 30+
Monsters: 400+
Playable Hours: 20-30 hours (presumably)
Optional Dungeons: 10+
Towns: 20+
World Maps: 3

Latest Blog

I can remake games, too.

I've decided that I am going to remake the first Blackmoon Prophecy in VX Ace as a side project. This will probably be pretty time consuming but, since the game is already 100% complete, it shouldn't take too long... right?

I have no idea how fast or slow progress will be on this, but I will be working on the following improvements:

1. An item menu that isn't a mess!
What the first game suffered from the most over the course of ten years was there were TONS of items added to the game over time that were not originally planned. This made the item menu an absolute mess and, thanks to the fact that all I have to do is take down all the item names and organize them, the item menu will be way better this time around.

2. More colours, colours, colours.
I'm keeping the original FF4/FF5 tiles I used in the first game, BUT I'll be doing my best to add more colours to them in an effort to make the game more vibrant. There are already some instances of this being done in the original game with the improved grass and road tiles I used in towns, and most of the cave tilesets being more detailed than they were in FF4. I want to change this to encompass ALL tiles possible. I might post a mock-up screen or two later this week to show how much I want to "update" the old tiles.

3. Rebalancing of abilities and equipment.
No more being one shotted by a random encounter two hours into the game. Just like the item menu, the original game's balancing took a hit from off and on development over the course of a decade.

4. Dialogue rewrite and various changes.
Dialogue will be rewritten throughout the game, and I will make changes to any areas that I feel could be improved upon. The first game suffered tremendously from the dialogue being a little wonky in early/old portions of the game, and I really want to address it.

5. Battle system change. Obviously.
I'm not going to use the default VX Ace battle system since it's not side view. I'm tempted to simply copy Tankentai over from Blackmoon Prophecy II, but I will try any other battle systems if you guys have any suggestions. The only one I'm a bit apprehensive towards is Victor's, because there's just too much work involved in getting it up and running and I always found the instructions bundled with it to be absolute shit (because Victor is against including any form of templates or tutorials for reasons unbeknownst to me).

I'm not looking to make a "new" version of the old game with new dungeons or content, and the story is going to remain 100% unchanged (though one or two more Belmont + Zeul cutscenes couldn't hurt). This is simply a straight up recreation of the same game with fixes and improvements that I feel need to be made to bring it up to my current standards.
A game page for the remake will probably be up later this week (or the next), and all progress on the remake will be on it once it's up.

So, let's see how this all goes! Hope to have some purdy pictures to show sometime this week.
  • Completed
  • UPRC
  • RPG Tsukuru 2003
  • RPG
  • 03/08/2008 06:02 PM
  • 10/22/2018 11:14 PM
  • 04/03/2012
  • 1595768
  • 227
  • 24636


Whaaaaaat? Why does this have a 2.5 raintg!? It deserves higher than that! MUCH higher!
how do you no its not even out once it does i will vore
Oi! Has there been much production on this as of yet URPC? Or is this an abandoned project!? Say it isn't so! This looked great from the screen shots you posted of it! Well....at least I THINK they belonged to this project, anyway. You seem to have only one here...so I'm beginning to wonder if it's the right thing. But I'm sure it is, it's just that I see it over at GamingW is all.

And how do I know? I know ALL!!! >=D
I remember this. Are you still working on it?
This is probably abandoned, based on the single screenshot and apparent lack of progress...oh well.
Weird there's no download for this.

Because the latest game demo was posted like a year or so ago.

Well, here's both versions: one's MIDI, and one's MP3.

Final Fantasy - Blackmoon Prophecy
[url]http://www.megaupload.com/?d=SX1MYED5[/url] Final Fantasy - Blackmoon Prophecy [MP3 VERSION] [url]http://www.megaupload.com/?d=ZAWXEXEN[/url]
Haha, the game that gave me the inspiration and idea for FFV-II. I never thought I would find this again.
Exciting, but ultimately pointless.
This is probably abandoned, based on the single screenshot and apparent lack of progress...oh well.

No sir! Alive and well again as of November 1, 2010. I'm making lots of progress on the game and it is now about 10 hours long or so.
Any chance of releasing a new demo for this?
Exciting, but ultimately pointless.
Any chance of releasing a new demo for this?
Yup, at the end of November.
I've never played any of the F.F. games. Regardless, this one looks well. I'll give the demo a try!
Slow walk speed... One word: Annoying.
I had to change the rpg_rt to version 1.08 because the game freezes when a monster uses a cure spell.
Might want to fix that.
After downloading your game i found no Rpg_RT in your game ( which i guess is a application to open the game ) i solved this by copying another games ( of RM2K3 ) rpg_rt and pasting it on your game's folder and then your game's playable you might want to fix that and make sure to include the rpg_rt or your game's unplayable and so far the game's good :)
keep up the good work
Exciting, but ultimately pointless.
The RPG_RT was renamed to Blackmoon Prophecy.exe. Feel free to name it back, I just renamed it so that my tester wouldn't be confused. Forgot to change it back.

I'm uploading it again right now to fix that. I don't know if that is what caused Lucifer6675's problem or not since I have never experienced any issues, nor has my tester. Let's hope it is.
Also most of the towns are glitched. I fixed it by using another chipset...