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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
  • 2647858
  • 244
  • 30967

Posts

UPRC
Exciting, but ultimately pointless.
7376
Aaaaaand she's live!

Version 1.19a
- Added a boss battle to the final Water Shrine visit that I originally forgot to add. Oops.
- Added a non-opaque border to the mini-maps.
- Added Aether Mine to the first world map. It is a small optional cave located where the Forgotten Forest once was.
- Added items to the pots at various docks.
- Added moogle assistants to some blacksmith shops to elaborate on how crafting works.
- Added moogles throughout the world who will sell crafting materials like the one in the Moogle Village.
- Added more dialogue with Vera when sailing to Cornelia from Costa del Vita.
- Added more MogNet GPS pads to the first world map in areas where there really weren't any.
- Added new encounters to the Cave of Surt on the third world map.
- Assigned a name to the Archareon Leader fought on the Eternal Blue to give the Archareons more of an identity.
- Assigned a name to the Archareon that Hans mentions towards the end of the game to give the Archareons more of an identity.
- Changed Malacore's battle sprite to be consistent throughout the entire game.
- Changed first world map slightly, added more rivers to Lenadia.
- Changed switch that activates Orphan's trophy so that players who already defeated him should have the trophy.
- Corrected text that incorrectly says that player receives a berserk ring from a chest in the Cave of Surt.
- Corrected text that incorrectly says that player receives a practice spear from a chest in the Water Shrine.
- Corrected weapon shop in Falgabard Port to sell weapons rather than armor.
- Fixed a chest in Branch that removes an item from your inventory rather than adding it.
- Fixed a few lines of incorrect information that Godot spouts upon first encountering him.
- Fixed a few typos in Visage that are spoken by Godot and NPCs.
- Fixed issue involving an NPC in Branch Castle appearing when he should not.
- Fixed issue relating to Hans' sprite going crazy and changing to dead/unconscious characters when the player would walk.
- Fixed issue that caused a crash in the Forest of Shadows as a result of a removed graphic file.
- Fixed sprite of a specific character when party visits Water Shrine for the final time.
- Fixed tile passability issue with pipes in Ivalice sewers.
- Increased priority of Dark Elf's transformation to guarantee that it happens.
- Moved Cid's laboratory east to the Great Plain to trim length of Lenadia portion of the game slightly.
- Removed a reference to moogle villages made by an NPC in Rivera.
- Removed elemental resistances from great hawks and made them weak against air and earth.
- Removed Mt. Ordeals from the third world map since rewards received from it would be obsolete by that point.
- Removed NPC with unfinished walk animations from a house in Daguero. Added NPCs and chests to house.
- Removed the dragoon in Mt. Branch who previously just stood there and said nothing.
- Removed the Forgotten Forest from the first world map. Put a lake and optional dungeon in place of it.
- Removed translucency of windows explaining how Ami and Bosche each work when they join the party.
- Resolved an error with a chest in Albrook Cave to Citadel Sewers.
- Resolved an error with a chest in Gulgur Volcano.
- Resolved an error with a chest in Mt. Branch.
- Resolved an error with a chest in Mt. Ozma.
- Resolved issue that involved Cid remaining in Cornelia even after acquiring the airship.
- Reverted to original spell naming system of the old games (Fire, Fire 2, Fire 3).
Guess I should download this latest update seeing as how I just arrived at the entrance of the Forgotten Forest. =P

Time to get downloading!
I have a feeling this won't be the last time I download this game >____<
Your fans love you, UPRC. Almost as much as you love them. Almost.
The new update saved properly into my folder, I experienced no problems.

I'm at the point where I just got the Airship. I'm pretty happy I get to experience that new dungeon you put in just recently. I got my chance with the forgotten forest lol. (I can tell I'm reaching a certain point where I will be done with the first map).

By the look of your update I did not miss anything significant since alot of the changes I'm seeing involved places I've not reached yet. (yeah new boss at water shrine and new dungeon!)

Btw I did see that npc with the black suit that disappeared while he walked! I was like wtf? :P


I got a question for you, and this area I found scares me for some reason. What's up with the hut down south filled with tribal people! The remixed track I put in even made it even more creepier xD.
UPRC
Exciting, but ultimately pointless.
7376
author=Kaliesto
I got a question for you, and this area I found scares me for some reason. What's up with the hut down south filled with tribal people! The remixed track I put in even made it even more creepier xD.


The joobas? What one would never guess unless they looked in the database, is that there are probably about ten (or more) different ones in the database, all which appear there. They ALL drop different items and, if I recall, a few drop some pretty useful things.
Caught a bug in the cave where you fight the dark elf to save the elder. One of the treasure chests starts off as an npc then magically becomes an open treasure chest when you talk to him. Another problem which I'm not sure is an error or not is when you get to the third level of the dungeon,you can not go back up to the previous floor. Was this done intentionally or is it an error? I'm asking because I think I'm underleveled for the dark elf fight. When he becomes the dragon its pretty much game over for me. I wanted to leave so I could come back later after some levels but now I'm pretty much stuck.
Hmmm…I don’t see the Cave Of Dreams glitch fix anywhere on the list for Version 1.19a.
(You didn’t forget about it, did you, unless you’ve already dealt with it in a previous update?)
UPRC
Exciting, but ultimately pointless.
7376
I'm pretty sure I tended to it. I think I just forgot to document it.

author=rhb84
Caught a bug in the cave where you fight the dark elf to save the elder. One of the treasure chests starts off as an npc then magically becomes an open treasure chest when you talk to him. Another problem which I'm not sure is an error or not is when you get to the third level of the dungeon,you can not go back up to the previous floor. Was this done intentionally or is it an error? I'm asking because I think I'm underleveled for the dark elf fight. When he becomes the dragon its pretty much game over for me. I wanted to leave so I could come back later after some levels but now I'm pretty much stuck.

I'll get a quick fix up for you. Probably overlooked that, sorry.

EDIT: Here ya go. http://www.walagata.com/w/uprc/Map1354.lmu
Thank you for responding so quickly. The issue was fixed and now I'm going through other dungeons so I can wreck that dark elf next time.
UPRC
Exciting, but ultimately pointless.
7376
Question to those who have cleared most of the game content!

Making all weapons hit only ONCE except select bows and ninja swords for Bosche and Nobumasa, which would hit twice. Good idea? I'm trying to think of ways to bring back the intended difficulty curve of the game after some weapon properties goofed everything up, because it's depressing watching people literally defeat VERY major bosses later in the game without even taking a single point of damage. The Plus patch and its DynRPG additions also made monsters slow as hell, but that's another issue entirely that I plan on addressing.
I'm guessing Thomasstout is absolutely DESTROYING the game? Hahahaha. He's informed me of how he's devastated next to every enemy he's come across; multi-hit weapons are cool, but they have a tendency to break the game depending on how many times they hit in relation to their power.
UPRC
Exciting, but ultimately pointless.
7376
Yeah, you know the...
Final Malacore fight towards the end?


He killed him before he could even take a single turn. Ditto for...

Blackmoon Engine. He downed it before it could perform even one action, and that thing has nearly 200,000 HP.


Shinryu fared a little better and landed one attack before dying. Those three encounters all have 255 speed, so there's a serious problem in there somewhere. I need to address monster speed and character damage ASAP, I think. The DynRPG ATB patch is pretty much to blame for all of this, I think. The game wasn't this wonky before the Plus patch.
UPRC
Exciting, but ultimately pointless.
7376
Uploaded an image that still gives a sort of vague idea where to look. Does it help more than the in-game pictures?
Oh yes. The in game image was very dark. I could make it out but it was hard to see. If it was possible to carry the map with you in game of the locations like Red Dead Redemption it could be a little easier. But that image is gonna help a lot. I really appreciate it.
Finally finished Blackmoon Prophecy 1. Gotta say you did a good job. Although, that last dungeon felt like one loooooooooooooong boss gauntlet after a while.
UPRC
Exciting, but ultimately pointless.
7376
What can I say? I like bosses. :p

Did the bosses in the chests add to that feeling any? How was the difficulty of the dungeon and/or the final boss? And my big question, did you utilize berserk rings or the Graviton rod? If so, how much easier did it makes things?

Also, I'm going to buckle down probably tomorrow night to get the following up:
- Added an NPC named Ciera who can be recruited as a Rift Shrine vendor. Must be rescued from the Ancient Castle.
- Added dot on the third world's mini map for Berona Research Facility.
- Adjusted experience growth curves for all party members.
- Major dialogue revamp of the first few hours of the game's story.
- Removed blips on the overworld mini-maps of locations that are no longer in the game.
- Removed experience gains from boss battles.
- Removed multiple hit properties from almost all weapons.
- Removed screen flashing effect that occurs in final dungeon.

When that's all up on RMN (all I have left to do from the above is the dialogue rewrite in certain areas), I'll finally put this game aside for a while so that I can focus 100% on the sequel. I've been a bit slow with progress on it lately, and I attribute it to my obsession with squashing exploitable stuff and restoring the original difficulty in this game.
1. The difficulty wasn't too bad. Probably because my Vahn was almost level 80 and firmly ahead on levels from the rest of my party. I got the feel for the boss battles but some of the sub-bosses started to feel a little random. The ones that served a purpose such as Dio made sense but it did feel a lil exhausting fighting all those bosses consecutively.

2. I did not utilize berserk rings or the graviton Rod. Mainly because I had spent a lot of time grinding my party to high levels. However, the difference in speed between the characters and the bosses made a huge difference. As well as Nobumasa. Once he learns Yagurasi and gets a high level multi- hit weapon its difficult to stop him. Especially if you equip him with something that increases his speed as well. Honestly, I felt everything else wasn't as broken. I literally had to take Nobumasa out of my party to not make the game too easy. I even utilized him to take down the arena matches and the arena gauntlet.
UPRC
Exciting, but ultimately pointless.
7376
Ah, well, good thing enemy speed has been improved for my next update! I almost got wiped out by a basic monster formation in the gauntlet when I was testing it with a party of level 70-80 characters. My reaction to that, as opposed to ANNIHILATING the encounters like I have before?

UPRC
Exciting, but ultimately pointless.
7376
All done! Enjoy!

Version 1.19b (Final Non-Essential Update)
- Added a moogle to the Rift Shrine who can remove everyone from your group to speed up party management.
- Added an NPC named Ciera who can be recruited as a Rift Shrine vendor. Must be rescued from the Ancient Castle.
- Added dot on the third world's mini map for Berona Research Facility.
- Adjusted experience growth curves for all party members.
- Changed dialogue in the intro slightly.
- Corrected array of switches to be disabled upon starting New Game+.
- Increased HP of grand dragons.
- Increased Nero's prominence slightly in the early parts of the game.
- Increased battle speed of monsters via DynRPG plugin settings.
- Removed blips on the overworld mini-maps of locations that are no longer in the game.
- Removed experience gains from boss battles.
- Removed multiple hit properties from almost all weapons.
- Removed screen flashing effect that occurs in final dungeon.
- Super special secret thing to commemorate the last non-essential game update. Hint, Citadel.


I'm SERIOUSLY done this time, except for when VERY serious things are reported such as major glitches, game crashing errors (that I can fix, most I can't), things that prevent player progress, and so forth.