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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.

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.

  • A story that blends heroes and worlds of the past, present, and future

  • Over 10 playable characters

  • 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

  • A dual soundtrack

  • Various customization options

  • Bonus features

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.

Latest Blog

Change of Focus

Hello everyone, it has been quite some time since I've posted something for this and I'm terribly sorry for the information drought and all. With some things changing and looking up, I decided to go into detail about why certain things happened and why there was such a long period of time with no updates.

Just to make things clear, I am not trying to justify what I've done or make excuses, nor is this for a pity party of sorts. I'm here to be upfront, honest, and transparent with you all so not only can the game get back on track and better than before, but so there is a better understanding of the whole situation. That being said, let's dig into this.

Why was another break taken from the project?

When the game had reached a certain state, things began to be incredibly deep and to be honest, I was tired and didn't know what to do with the project anymore. The amount of resources was simply overwhelming(over 5000)to work with and had began to think that the project was way too ambitious.

To make matters worse, almost no one in the entire sprite-ripping community had sprites from the series with the exception of a few that had a small, but helpful amount. Other than those, I had to literally play through all the games in the series myself and get about every NPC, character, item, tile set, sound effect, and much more(and there are 8 games to get content from!).

Too many ideas

When we play games and see something we like, we get inspired and often times want to implement something akin to those systems in our projects. My biggest issue was that I was infinitely thinking of new ideas and systems to cram into the game and that is very dangerous behavior when being a developer of any sort because you'll never get things done and by the time you're ready to implement them all, you're kind of tired.

Before this blog was made, I took a long look at some of the prior ones refresh myself on things that were said or mentioned and that was one of the issues. The more things introduced, the longer that game takes to create and the more stressed/ burned out I got. So in order to make more significant progress and reduce the workload, a lot of those ideas and concepts were scrapped for future or other projects.

Too Much Unnecessary Content

When any type of game is made(especially fan games), we all get the tendency to fill them with Easter eggs, and references that can often break the fourth wall. Like the topic above concerning too many ideas, there was a large tendency to add so many Easter eggs and bonus content, that I had completely lost focus on the main game itself. This included things like playable characters, cameos, and all that good stuff.

In order to gain a strict focus and make it purely a Monster World game, most(if not all) of this content was removed altogether. Not only does this lift a heavy burden off my back, but they no longer pose a threat of taking the spotlight away from the core game.

Lack of decent/ less stressful coding skills

Lately I've been looking through the code of the game and realized that the game is a complete and utter mess. The whole time the game was on hiatus, I was thinking "What could be done better?" or "There has got to be a simpler way to do this!". It turns out, I was making it a LOT more stressful by not learning the core functions of Game Maker and experimenting with code enough, thus making it a hassle to program and deal with. What was once doable with 5 or 6 lines of code is now done with just 2 or 3. This allows for rapid creation of things like skills, equipment, and logs.

Another thing I did terribly was the text engine. Instead of looking for a decent way to do it, I simply went with the old coding that is incredibly inferior to the one that could be created now. Before, it displayed 6 lines of text and could only handle "Yes and No" choices. Now it's decided to show 3 lines of text and handle 4 options at a time. The list goes on and on about what could be done better with coding, but I believe you all get the gist of what I mean.

So what's the plan?

The plan now is simple and many of it's phases are already underway or have been for quite some time. Let's recap on what is being removed...

  • Removal of extreme Easter Egg usage

  • Scrapping of extra ideas that aren't needed

  • Removal of most cameo content

  • Bad coding that makes the project harder to deal with

A lot of scrapped or saved ideas have already been implemented into another project I'm working on and that one is almost done. It can be said that the game itself had so much put into it, that it had to be split up in order to make things more manageable.

With these gone, I strongly believe the game will come to fruition sooner rather than later and not only increase the game's quality overall, but puts a powerful focus on creating a new Monster world game rather than making a cluster of stuff that has nothing to do with the franchise.

Closing Words

With all of that said, I honestly don't know what else there is to discuss at this time. If I missed something or you have any questions, concerns, or quarrels, I'm all ears; whether it is through PM or commentary. Again, I take full responsibility for everything regarding the game and I can't blame you if you've moved on or lost interest at this point.

But, I will work as hard as I can to make the game as good as it can possibly be no matter what it takes and I can't do that without all of you; the ones who helped the project make it this far in the first place with your commentary, advice, and overall honesty with me as a whole. Thank you all and I'll see you again soon.



Well, you can take all the time you need on one model. All I need is one general model of your character. You don't need to make a bunch of sprites because I am the animator. See that green Image above the earlier posts? That is all I really need. If you have a character in mind, Have at it. Just make sure he/she/it matches the graphical style of the characters (Outlined in black).
Hm i Wonder if i can pul somethi goff here/
You said "I provided the paint program as well as the models" but i See no program..
That was the older package. I removed it after people kept saying it was a dumb idea to include paint. But, this is one of those cases in which somebody may need it. Looks as if it was sort of a smart idea after all. However, do you already have paint installed on your computer?
Hm i Wonder if i can pul somethi goff here/
yes if you mean MS paint.
Good:) Along with Lydia I have created six new players with new skills. Like I said, I want to have a huge roster of playable characters (At least 30) so that when I create future games, I'll use Fantasia's engine as a base and edit it to the point where its a brand new adventure.
Hm i Wonder if i can pul somethi goff here/
I hope you don't mind but I'm submitting the 3 tracks you've given the go-ahead for to the media section so I can receive maker score for them. (Why it's 15 total instead of 15 per track is beyond me...)
Go Ahead:) Do what you gotta do.

I've put this project on hold again because I can't get my hands on a computer. But, I have planned a ton of New Ideas in my absence. I have planned new platforms, bosses, enemies, worlds, characters,storylines,missions,abilities,modes and so much more. I even plan on increasing the difficulty to make the game last longer. I can't wait to get back to work, so in the future (a month or so) expect to see a ton of updates about Fantasia:)

I may also change the Title later on. I do like "Fantasia" But, I may change it to Radiant Fantasia, Monster World VI(Since there is so much monster world stuff in here), Fantasy Land, or some other Title. I have so much to talk about, but I'm not going to do it all at once.

Good luck on the Music score:)
Hm i Wonder if i can pul somethi goff here/
i can see about whipping up more tracks still
Thank you:) There is still much more to do though. I need to add the characters and stages now. I've spent so much time code fixing and adding in all types of platforms. So now its time to speed it up and finish this game. I want to work on other projects really bad, but not until this is done. BTW, I think you downloaded the older version, If I were you I would download the recent one:)
Downloading now! By the way can you fix the Kiki description up a bit? It's a killing me looking at the errors in it.
I downloaded it and tried to run it but it said an unexpected error occurred and never loaded the game.
Sorry about that! I am trying to re-upload it now, but my connection is acting up and won't allow me to!! When I successfully upload it, I'll post a blog about it. And I will fix Kiki's info.
And I thought it was something with my PC. Sorry PC! Didn't meant to hurt your feelings~~!! I LOVE YOU MY SWEET AMANDA! GIV ME A HUG! AWWWWW!! you're adorable, can I lick your HDD? And your power button... oh it seems it turns you on, rawrr.
Anyway, waiting for the new upload then C:.
@orochii I'm scared...

@Xbuster Thanks, buddy! Looking forward to that!
A new demo is out now! it has several demo areas and new material. The characters aren't complete and the only one I haven't attempted to add yet is Glaedr. He will be the final one I add of the submitted characters. There are also 4 new characters I plan on adding for the game. A female pirate named Zyla, an expert Archer named Atlow, Arc the Swordsman Prince, and A Nurse Named Gloria. I will try to release the NPC creation sheet next week too.
Ooh! I'm excited, I've been waiting for this! Though I need to wait until I'm on my computer to download so commence more waiting.
Okay, such shame that the game isn't compatible to controllers, of all things. And as usual, I'm not holding back of things that too problematic to me:

- The game really needs the mouse, huh? It's kinda a hassle to switch between mouse dan keyboard just for switching between action and accessing menu. Maybe you haven't implemented keyboard control support for the menu? No, wait, is this for demo purpose? I see that the menu screen for items etc. already support keyboard controls. But why not the start game?
- There's no tutorial or instruction that tells me that the blue, flashing, floating crystal takes you back to stage selection.
- You can stomp on enemies on a platformer game which you can use a weapon? That's news to me!
- Such a shame that Lydia can't swing her sword mid-air... I do really think that attacking mid-air in a platformer that let you attack with weapon is crucial.
- Wait, there's a bigger problem. Lydia can't swing her sword while moving! That makes her attack less responsive...
- Though flashing and screen shaking exists while you get hit, enough to give you feedback that you got hit, I still think that it's not that strong since I didn't get any knockback. I know knockback is very annoying, but I kinda miss it... It gives damage feedback better, and helps me to scram off at most cases :(
- The barrels were tickling me to hop on it, but sadly... They're just decorations... I thought they're parts of the stage!
- Ugh, the game freezes for a slight moment while the music loops! Annoying!
- When losing (lost a live for reasons like falling down), seems that the losing movements feels too brief. Just, feeling too sudden...? Wait... WHAT!? It exists in demo levels! Why I was only given the try again message in main levels!? No, just Demo Level 1? No, several contraptions only? A spike in Demo Level 2 did the similar, but not the other traps...
- Demo Level 3's lava feels too sudden to start. Too fast and too early, literally.
- Demo Level 3 seems unclearable too. There's a place with full of spikes on top but no foothold at all, and I need to go across.
- I dunno, but seems that I can experience double death, I lose 2 lives and get 2 prompts of death. Happens often with spikes.
- I dunno with this demo's boss, but he's too easy to get hit. I mean, once he got staggered, I only need to keep attacking and he won't fight back at all! Only waiting for his death! But while giving him mercy, his attacks are actually pretty hurting damage-wise. Too bad, that only weakness made him very weak...
- Wow, pretty much I've done is really flashy. Even one simple slash of Lydia's feels strongly satisfying, equivalent to how she 1 hit kill a foe! Oh, no, this is not a complaint :D
- On transport stone (You need to hold down the down button to use it, yes?), I thought the down button isn't working! Then suddenly, I got teleported... Some animation that indicates the down button works can be better...
- Other than those complaints above, the controls for Lydia is responsive and tight. A commendable example for controls.
- Thank goodness that I'm not the only one who loves the Monster World series! :D Now that I mentioned it... The enemies seems from the Monster World games. Just mentioning.
- And damn, the Monster World IV theme... Brings back memories of playing the obscure PS2 Monster World collection game... Goddem language barrier made me stuck of playing Monster World IV!

Though the level designs did give frustration and such, they're finely designed and satisfying to beat. This game puts those smartphone RPGs to shame (I mean, korean ones). I wanna keep track on this game!
Ok, this is a lot of feedback and I need to copy this so I can work with it.Thank you for downloading the game, and I'm glad you enjoyed it:D

-As you have guessed, keyboard controls are in the plan for everything. Using the mouse got on my nerves, so I started by making the Items menu an all-keyboard system.I also plan on adding game-pad support, but I need to look up a tutorial to implement it.

-If you need help, press F1 for information and use the text file. But, I do plan on adding tutorial levels just in case.

-I love the Mario and Sonic games, so enemy stomping had to be added for extra fun. However, you can only stomp on small foes such as the snake, crab, fish, and blue monkey.

-I do have sprites for Lydia attacking in mid-air, I haven't added it yet though. Right now, the only thing I'm focusing on is bosses. After the bosses are done, then I will complete the characters, stages and towns in that order.

-I do plan on making the barrels able to step on and maybe even destroy. I also plan on making 6 stages per world again.

-The game freezes on music because it uses your media player to play the music. If I were to change it to background music instead of using "Media Player", It would never freeze.

-Lydia will move her sword while moving, but I have to make the sprites first.

-You only receive a try again message when you have touched a checkpoint(a checkpoint is a grey crystal and turns green when lit up)
If you die without touching one, you will die without returning. Levels without checkpoints are usually short. I based this from super mario bros.3 when they had levels short enough that you didn't need checkpoints. However, I may have to change this.

-Demo Level 3(Lava Stage) has a switch near two bats going vertically about halfway through the stage. The bat on the left side has a spring near it. Jump on that spring and find a switch to the right.Step on that switch to deactivate the spikes near the end of the level.

-I am changing the boss programming as we speak. I also noticed staggering and I said"That's not supposed to happen!"

-Small enemies are usually weak and have less than 10HP. You can kill them easily by attacking or stepping on them.

-The transport stone will teleport you within a second. Just jump on it and wait until you are transported. You will also see a white ellipse to know if you stepped on it correctly.

-I felt the same way about the MW series. It is a colorful series that needed to be revamped somehow. I wanted to create a game that has graphics everyone doesn't know and this was it:) I enjoyed Monster world III and IV and Dragon's Trap. So, I am adding Asha, Shion, and the Dragon as extra players. Asha is also playable as a test character in one of the earlier demos(check demo section).

-Thank you for the level feedback:) I have been learning alot from platformers lately. My next targets are Sonic Lost World and Super Mario 3D World.I will be updating this game often, so I hope to hear more from you in the future.
Hm i Wonder if i can pul somethi goff here/
Honestly I think calling this Monster World V might confuse some people into thinking it's a direct sequel to the commercial games. I will be glad to do voices for the prince if you're stil going ahead with this.