Blazing Mobian Masters Ver 0.9.7 (Updated)

The S***c derivative game that became the last straw of my fanaticism of the franchise and its release proves that I've exited the fandom, meaning that I'm no longer the fan of the S***c franchise after releasing this game. Development started a few years ago and it was originally planned to be the remake of ***** Runners but this is more than that. One thing to note is that the game contains resources taken from The Sounds Resource & The Spriters Resource and it is NOT profitable. However, the 'Deconstruction' continues even after I was no longer the fan of that franchise so the milking continues to this day and there will be no support for that franchise by any means.

Development Notes

The Settings Menu in the style of Arcade Operators Menu was a test plan to indicate if it can be submitted to Yoyogames Marketplace. However, few things had held me back from doing so so the game's set to Free Play. One of the keys is used for menu selection with Decide/Change being Button 1 as referred to the controls below. Also, the Pause feature is missing.

Although the game behaves like an arcade game, it is actually designed for computers running Windows. Porting this to other platforms is STRICTLY PROHIBITED!

The game's currently at version 0.9 or Version Pre-Final as the main polish is still required. Such polishing includes:
  • A proper design of Endless Mode.
  • A sound for ring collection from Crackdown Megadrive version. (Note: Sound effects from any single S**** game will NOT be used in Blazing Mobian Masters unless they are in non-S**** games in addition to being in S**** games so demanding me to put one in any means is useless.)

Latest Note: The remaining amends have been made with Version 0.9.7 and the FPS was restored to 60 when testing it prior to its release. The Timing Test Gauge indicator at the bottom was added in this version over concerns of the on-going FPS issue. It's to ensure that the gauge is filled in a second before the cycle repeats. I have no idea how that issue was solved but maybe there should be a better indicator somewhere on the HUD.

Version History

  • Version 0.9.7 (Latest)
    • Made changes to the BGM list (99Sounds & Flame Sound SFXs included in some of the arrangements)
    • Credits for music taken from Dova Syndrome in full details
    • Changes to the HUD and other UI visuals
    • Removed some of the character's finisher moves and super moves
    • Fixed the issue of some of the BGM not stopping when going outside of in-game
    • From this update onwards, some of the visuals and BGM are support materials for 2D fighter games
  • Version 0.9.6 Revised
    • Removed one of the custom Last Names in Character Select screen 
    • Changed the first five bosses in Act 2 to remove reference to Sisters Royale's boss battle concept
  • Version 0.9.6
    • GUI and HUD adjustments
    • Replaced some sound effects
    • Removed some unused assets
    • Readjusted stage background sizes and changed Title Screen
    • Adjusted the Intensive/Arcade Mode bosses' attack patterns
    • Updated Character Select screen and fixed the error where another instance of Stage Select appears after selecting the stage.
    • Removed some of the BGMs and added one new stage BGM, Death Egg X Root of Disaster SFJ Mashup Remix
  • Version 0.9.5
    • GUI and HUD adjustments
    • Added additional sound effects and music from external sources
    • Certain unused assets removed
    • Enemy that appears at random horizontal position and rises from the bottom of the screen, shooting laser is removed as player characters taking damage from that laser beam continuously caused the amount of slowdown. With that removed, various things that formerly summoned that enemy are re-adjusted.
    • Changed from Version 1.0 to RC Ver. at the title screen even though the game has been at the near-complete state.
    • Other adjustments done to the gameplay
  • Version 0.9.4
    • Added guest characters.
    • GUI and HUD adjustments.
  • Version 0.9.3
    • GUI adjustments.
    • Added multiple resolution feature starting from 720p to 800p. Note: 720p is the main resolution used for the game and you get to see extended stuff in higher resolution modes.
    • Gameplay balance re-adjusted for the above feature.
    • More fixes from previous version.
  • Version 0.9.2
    • GUI adjustments.
    • Added multiple phases for some bosses in Arcade Mode. This makes Burst/Boost feature necessary to defeat those bosses as they keep spewing bullets in further phases. (Vritra-Style/MUGEN Vritira-Style Boost-To-Win, anyone?)
    • Various fixes to bugs.
    • Proper splash screen?
  • Version 0.9.1
    • Added Burst/Boost feature for Intensive Mode as well as Boost feature for VS Mode.
    • Made Boost Feature for VS Mode unavailable when Overdrive is activated.
    • GUI adjustments.
    • There was false crediting that was done by mistake so the Credits section is fixed.
    • Added new BGM and sound effects. Note: Some sound effects from  S**** games are added with reasons stated below.
      • Enemy Exp from modern-era S**** games - Believed to be also used in Trigger Heart Exelica AC & DC ver.
      • Boss Exp from ***** 4 - Believed to be also used in Karous. (Not used)
    • Some of the BGM tracks were updated with minor changes.
  • Version 0.9 - Initial Prototype Release

Modes

  • Arcade Mode - Consists of 8 bosses of each Act to tackle. Acts are sets of stages and apply to this mode only. (Note: First several bosses in Act 2 are Phantom Ruby copies but currently, there aren't any visual effects implemented yet to proof it.)
  • Endless Mode - Loosely resembles ***** Runners with design based on 2D Platformer-less Endless Runner games that the only obstacles are enemies and their attacks. (Note: I have no idea on proper design for this mode as things are randomly generated.)
  • Course Mode - A S**** Deconstruction Mode where each course references other stuffs. (Note: This is said to be all over the place.)
  • Versus Mode - Activated when someone joins in and it's an identical mode to Endless Mode. Note that the opponent runner can be attacked using Super/Wisps attacks and Boost attack only.

Zones in Endless Mode & Versus Mode

  • Green Hill
  • Chemical Plant 
  • Press Garden
  • Lava Reef
  • Hydrocity
  • Angel Island
  • Death Egg
  • Labyrinth

Screenshots (From Ver 0.9)





Keyboard controls

  • 1P - W,A,S,D for arrows, Z for Jump/Accept, X for Super/Cancel, C for Overdrive, 1 key for Start
  • 2P - Arrow keys for arrows, Insert for Jump/Accept, Home for Super/Cancel, Page Up for Overdrive, 2 key for Start
  • 9 key - Select in Service/Options Menu 
  • F2 key - Options Menu (Accessible from Title Screen)

Additional features for Intensive Mode/VS Mode

  • Intensive Mode 
    • Hold down Wisp button while number of Wisps is less than 100 for Boost attack. Release the Wisp button to cancel that attack.
    • Pressing Wisp button will unleash the Burst Wisp that eliminates enemy bullets in range. Note: Larger Burst size = Larger Burst effect
    • Pressing Overdrive button to change between Maniac/Encore mode. Note: Once the mode is changed, you'll have to wait for 10 seconds before it can be changed again. Also, there will be more enemy bullets in Encore mode.
  • VS Mode: Use Wisp button while number of Wisp is less than 100 to unleash Laser Wisp at the opponent.

Downloads

Blazing Mobian Masters Ver 0.9.7

Derivative S***c game developed by SilveryFJ, official S***c games (C) Sega, **** Team, Dimps, Headcannon, Pagodawest Games, Glu Mobile, Gameloft, Taxman & Stealth 

Additional credits

  • Fonts used as parts of graphics are taken from Google Fonts website. (Note: This applies to graphic assets only as the rest of the text doesn't use those fonts.)
  • Custom Resolution tutorial script originally by GravityShift Games
  • Freesfx.co.uk link: https://freesfx.co.uk
  • OGG Vorbis (C) Xiph.Org Foundation
  • Other music taken from Pocket-SE and Dova Syndrome (Note: The tracks taken from those websites are in original forms and not arranged at all.)