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Don't forget to try Blackmoon Prophecy II!
Click the following logo to visit its game page.


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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

FINAL Game Update: Version 1.22 on April 21, 2020. Blackmoon Prophecy is no longer supported by me and there will be no further bug fixes or updates.


Check out Blackmoon Prophecy Prelude now in development:

Latest Blog

Randomizer Released!

The Blackmoon Prophec Randomizer is now released and available for download. Happy random adventures!

Blackmoon Prophecy Randomizer is something I never expected to do, and is being made as a fun little side project thanks to a suggestion from Thomas Stout (Blackmoon Prophecy I & II tester). What is this? Why, it's Blackmoon Prophecy... but randomized! If you like randomizers and Blackmoon Prophecy, this might be right up your alley.

NOTE: This is not a patch/update for Blackmoon Prophecy and is a completely standalone download/game.

Let's go over what's changed!

What's Randomized:
1. All chests are randomized and can grant ANY item in the game (except for key items) or a random amount of gold between 1 and 500. Very low chance of any chest also containing a battle.
2. Arena battles and rewards are entirely random.
3. Boss battles play random battle music instead of a set boss theme.
4. Monster-in-box chests have totally random battles and have a low chance (roughly 1 in 100) of occuring upon opening ANY chest.
5. Party members who join the group are randomized between Hans, Elina, Oalston, Vera, Vicks, Nobumasa, Ami, Siegfried, Darius, Bosche, Godot, Jasmine, and Omicron. Checks will be incorporated to make sure that the same character does not try to join the party twice (which would just result in nobody joining since they'd already be in the party).
6. Random encounters on the world maps are completely randomized.
7. Shadow will show up in a random chocobo forest late in the game.
8. Shops will be completely randomized when you enter the town or area that they are in. Don't like what the shops have? Go back to the world map and then back into town to generate new shop inventories.
9. Some non-major NPCs tied to side quests and such will not appear where they are supposed to be. This is randomized upon starting a new game.

What's NOT Randomized:
1. Auction house is staying the same. It's already random and having to add more items would mean doing additional graphical work, which I'm not interested in doing.
2. Aurabolt rewards are staying the same.
3. Chocobo racing rewards are already semi-randomized, so they are remaining the same.
4. Equipment/spells that characters start with are not being modified. Starting levels are also remaining the same.
5. Gauntlet rewards are remaining the same since you already have to overcome RNG and beat insanely hard bosses to obtain them.

What's Changed/New:
1. Adding an option to skip the intro. No need to sit and watch the 5-6 minute intro credits + text.
2. Bosses have had their attack patterns changed, and an element of randomness has been added to their arsenal of attacks!
3. Fixing of minor grammatical errors and typos that I happen upon.
4. Hans and Vicks will be able to be added/removed permanently in the Rift Shrine at any point in the game.
5. Minor quality of life improvements.
6. Several items found in the database that were previously unobtainable have been added to the random item lists.
7. The dream sequences in the Cave of Dreams have been removed from the randomized version of the game.
8. The regular battle theme has been changed to Blackmoon Prophecy II's battle theme.
  • Completed
  • UPRC
  • RPG Tsukuru 2003
  • RPG
  • 03/08/2008 06:02 PM
  • 07/12/2022 11:14 PM
  • 04/03/2012
  • 2647910
  • 244
  • 30967

Posts

author=UPRC
What's his party setiup?

He says Vahn, Bosche, Siegfried, and Elina.
UPRC
Exciting, but ultimately pointless.
7376
First off, I'd recommend being around level 27-28 with at least Vahn by that point. If your friend has Fire/Water Emblems, tell him to get those equipped. Make sure Elina is throwing X-Cure out with her magic stat boosted as much as possible, and auto conditions (haste, mostly) will help. Malacore hits hard, but he's pretty tank and spank in the Underworld as long as you can heal.
thanks ^_^ he got it now, lol ^_^ Siegfried's Crippling Blow saved the day xDDD
I just want to say to the author, thank you for creating the very first well done FF-fan game. Should be proud of yourself.

Also what is funny is that this guy named MegaPhil X just got finished recently last year with his Megaman Project, and he was widely successful as well. Last year was the year of fan games.

(On a side-note I hope your done updating this one since I always held back from playing because of it) lol.

ANYWAY though, I'm loving the game so far, and I did notice you updated a few things that were not there before, and it makes it even more nice.

EDIT:
I'm guilty of a sin however...I uh replaced almost all the music with fanmade remixes/remasters. It paid off though and fun! It's just that when I want to hear the original music, I go play the game where it came from though I make a few exceptions with some tracks like the FFI town which I love to death. I'm just weird like that when it comes to RPG maker games.
UPRC
Exciting, but ultimately pointless.
7376
There are a few tile passability errors, but nothing that gives the player an advantage or ability to skip events (that I know of), so I SHOULD be done updating the first game for now. It's too distracting for me to keep coming back to the old game to fix little issues when I have a new game in front of me that I'm trying to finish in, well, less than ten years this time. :p
Hello there! I just registered here to say what a neat game you've made. It's fun! I'm near the end,but like, after the Auslen cave,there's just an arena. There seems to be rocks the chocobo can climb to get to the other side,but I don't see any chocobos! Can you (or anybody) help me out here? I'd appreciate it!
You mean you just left the North Auslen Cave? Then you need to go west, return to Mysidia and speak to the elder.
I need help yet again ^_^
I'm in the final, final dungeon, I think. Lucidgrove something-or-other...? I just defeated Cagnazzo and Valvalis (the one where they are both in the same battle)I've been walking around ever since and I can't find my way! Can anyone point me towards the end of this dungeon?
Edit: I am at the save point right before Hades monster-in-a-box
author=Proffessor_Buglean
You mean you just left the North Auslen Cave? Then you need to go west, return to Mysidia and speak to the elder.

Ok, I left Auslen Cave,went to Mysidia,spoke to the elder,then went to Mysidia cave like he said. I defeated the enemy blocking the path..but now what? I went back to the town (Mysidia),talked to the elder,but he keeps saying the same thing he said after I agreed to to exterminate the monster. Perhaps I didn't word it properly. My mistake. Kinda typed it in a rush.
UPRC
Exciting, but ultimately pointless.
7376
author=Vanillatogether
I need help yet again ^_^
I'm in the final, final dungeon, I think. Lucidgrove something-or-other...? I just defeated Cagnazzo and Valvalis (the one where they are both in the same battle)I've been walking around ever since and I can't find my way! Can anyone point me towards the end of this dungeon?
Edit: I am at the save point right before Hades monster-in-a-box


If you can't figure it out in the next eight or so hours, I'll help you out with that when I get home.



author=Mirania
author=Proffessor_Buglean
You mean you just left the North Auslen Cave? Then you need to go west, return to Mysidia and speak to the elder.
Ok, I left Auslen Cave,went to Mysidia,spoke to the elder,then went to Mysidia cave like he said. I defeated the enemy blocking the path..but now what? I went back to the town (Mysidia),talked to the elder,but he keeps saying the same thing he said after I agreed to to exterminate the monster. Perhaps I didn't word it properly. My mistake. Kinda typed it in a rush.


To me, it sounds like you need to visit Mount Mysidia. That might be where the monster is that the elder mentions.
author=Mirania
author=Proffessor_Buglean
You mean you just left the North Auslen Cave? Then you need to go west, return to Mysidia and speak to the elder.
Ok, I left Auslen Cave,went to Mysidia,spoke to the elder,then went to Mysidia cave like he said. I defeated the enemy blocking the path..but now what? I went back to the town (Mysidia),talked to the elder,but he keeps saying the same thing he said after I agreed to to exterminate the monster. Perhaps I didn't word it properly. My mistake. Kinda typed it in a rush.
So you've already beaten Carbuncle at Mt. Mysidia? Then you need to go east from there, and then north through a desert to Darnecles Castle.
UPRC
Exciting, but ultimately pointless.
7376
Okay. Ignoring chests and such, here's the route through Lucidgrove Abyss.

http://rpgmaker.net/media/content/users/210/locker/LUNARGROVEABYSS.png
Thanks! I got it :) CAN'T WAIT FOR THIS ENDING!
author=UPRC
Okay. Ignoring chests and such, here's the route through Lucidgrove Abyss.

http://rpgmaker.net/media/content/users/210/locker/LUNARGROVEABYSS.png

Thank you so very much for that. It is also a major help in getting everything there.

Speaking of the Lucidgrove Abyss, I noticed that the monster-in-a-box with 5 Enforcers doesn't give anything. I was just curious if that was intentionally a trap with no rewards, or if you just forgot to add something.
UPRC
Exciting, but ultimately pointless.
7376
That's a good question, but I severely doubt anything of value would've ever come from that fight. It was probably just a trap chest of sorts. All of the good chests contain fights with single monsters that each possess 40,000+ HP.
Lol. I went to the Ancient Castle part a bit too early last night and ended up getting my butt handed to me quite often (I was around Level 50 on average when I first got there). I managed to get out of there with barely enough healing supplies afterwards after initially saving my game there – but, man, putting in a warp spell or a warp item in this game would have seriously helped me out for these types of ugly situations like this.

I must be getting pretty close to the end of the game by now. I’ve defeated three of the five fiends and found most of my party members back. It’s going to be quite sad to see this game come to a close, but, man, what a hell of a ride it was. You should feel quite proud of yourself for making a fantastic game like this, bud, and, hopefully, the sequel will just be as good as the first. :)
UPRC
Exciting, but ultimately pointless.
7376
It could still go on for a while if you do all of the optional content! ;)
UPRC
Exciting, but ultimately pointless.
7376
So I'm making these games sometime between now and Sunday.


- Added a prompt explaining how Ami can learn blue magic since it seems several players never learned how.
- Added a prompt explaining how Bosche's seek ring works, how he can learn new abilities, and how he benefits from using bows.
- Added Germinas Boots to the Underworld town shops in Balmag and Vos.
- Changed Berserk Ring to Steady Shoes. Changed properties to prevent stun.
- Edited description of all items that can teach Ami new abilities to reflect the fact that they teach her blue magic.
- Fixed a few more instances of the "Elixer" typo during Lenadia/Lindblum portions of the game.
- Fixed a few tile passability issues.
- Increased aggressiveness and speed of several bosses from Lenadia chapter to third world map.
- Increased attack power and hit points of behemoth, hadesgigas, iron giant and ochu.
- Increased hit points of various bosses throughout the game.
- Stopped a fish from phasing through Cid's ship during Lindblum chapter of the game. Bad fish.


Basically, it's mostly a small balance fix. The most substantial change, which isn't even that big, is how I'll be tipping people off on how to use Ami and Bosche. I noticed not everyone experiments with items in their inventories, especially LPers, so I figured it would be smart to have something pop up when both Ami and Bosche join to explain how they acquire new abilities. Changing the berserk ring was also pretty important since I realized how unbalanced it can make things (three characters hitting for the intended 200-500 damage at one point in the game with another character regularly hitting for 2-3 times that much).
Berserk Rings?! But those things saved me countless valuable minutes when invariably plowing through those generic monsters!
UPRC
Exciting, but ultimately pointless.
7376
Rings? With an S? You mean I threw more than one of those in the game!?