I Wanna Be The Guy Sprites

суббота 11 апреляadmin
I Wanna Be The Guy: The Movie: The Game
Title screen of I Wanna Be the Guy, influenced by the title screen of Mega Man 2
Designer(s)Michael 'Kayin' O'Reilly
Programmer(s)Michael 'Kayin' O'Reilly
EngineMultimedia Fusion 2
Platform(s)Microsoft Windows
ReleaseOctober 5, 2007
Genre(s)Action-adventure, Platform
Mode(s)Single-player

I Wanna Be the Guy: The Movie: The Game (IWBTG) is a 2Dplatformindiefreewarevideo game, created by Michael 'Kayin' O'Reilly for Microsoft Windows using Multimedia Fusion 2.[1][2] First released on October 5, 2007, the game is no longer in active development, though the game's source code was released by Kayin in 2011.[3]IWBTG is mostly known for its unusually difficult platforming elements, unorthodox level design, and its utilization of sound effects, characters and music from many other games.[4]

Dec 24, 2017  Looking for a sprite sheet Hi Bunnies, I'm currently making an 'I Wanna Be The Guy' fangame featuring Irisu using Game Maker Studio, so I'm looking for a sprite sheet of her and her vfx, but I can't find anything on the internet. Aesthetics are actually a big part of it, but that is only a fraction of the whole story. I Wanna be the Guy is a game about subversion. It's also a humor driven game. Predicting a players actions perfectly as to maximize surprise and humor/frustration is a way a game can have good level design.

Gameplay[edit]

The player controls 'The Kid'. The controls are limited to left/right movement, jumping, double-jumping and shooting. IWBTG is made up of several stages split into many screens, which are mostly pastiches of Nintendo Entertainment System games, such as Tetris, Ghosts 'n Goblins, The Legend of Zelda, Castlevania, Kirby, Mega Man, and Metroid. At the end of each stage, a boss must be defeated to progress. The first seven bosses (Mike Tyson; Mecha Birdo; Dracula; Kraidgief, a parody of palette-hacked character glitches; Mother Brain; Bowser, Wart, and Dr. Wily in the Koopa Klown Kar; and a mix between the Mecha Dragon from Mega Man 2 and the Yellow Devil from Mega Man and Mega Man 3) are adapted from classic games, mostly platformers, but their behavior and appearance have been modified and enhanced for IWBTG. The final boss, The Kid's father, is unique to IWBTG. The game parodies many 8-bit and 16-bit era video games, such as the frequent use of references and sound effects from the Nintendo game Mario Paint.

IWBTG is most famous for its difficulty.[5][6] Most of the landscape is engineered specifically to kill the player character. Alongside a traditional range of recognizable dangers, such as spikes and pits, there are many less obvious threats as well, most of which are all but impossible to avoid without either previous knowledge or trial and error (such as Tetris pieces and 'Delicious Fruit', which can fall downwards, upwards, or sideways).[1] The Kid always dies with a single hit, at which point he explodes into a mass of blood. Although each death results in a 'Game Over', the player is allowed an infinite number of attempts.[7] From the starting screen, there are three different ways to progress; all of them ultimately lead to the same warp screen which returns to the first screen. Thus, to complete the game, the first six bosses along each path must be defeated before the warp screen will allow the player to access the final area.

The game has four difficulty settings: 'Medium', 'Hard', 'Very Hard', and 'Impossible', with 'Hard' considered to be the 'normal difficulty'. The only difference between the difficulty settings is the number of save points available throughout the game, from 62, 41, 22 to none at all. Also, while playing on Medium mode, The Kid's hair has a pink bow in it, and any save points exclusive to Medium difficulty are labeled 'WUSS' instead of 'SAVE'.

Plot[edit]

Like many games that I Wanna Be the Guy parodies, the game's plot is straightforward and does not heavily impact gameplay. The player controls 'The Kid', who is on a mission to become 'The Guy'. The entirety of the plot is given in a message during the opening credits, a parody of bad Japanese translations and broken English in early Nintendo Entertainment System games.

At the end, The Kid reaches The Guy, who reveals that he not only had killed The Grandpa, but that he was also The Father to The Kid. A battle between the two takes place ending with The Kid becoming the new 'The Guy'.

Development[edit]

The game is an adventure platform game and designed in the style of 8-bit video games. Kayin describes the game as 'a sardonic loveletter to the halcyon days of early American video gaming, packaged as a nail-rippingly difficult platform adventure'.[2] The inspiration came from a challenging Japanese Flash game on 2channel called The Big Adventure of Owata's Life (人生オワタ\(^o^)/の大冒険, Jinsei Owata no Daibōken), which Kayin played and thought he could outdo due to it being incomplete at the time.[1][8]

On November 9, 2011, Kayin released the source code of the game under his own software license (forbidding new content), so that the game's community would be able to create fixes and patches.[3][9][10]Wow legion dungeon locations.

Spin-offs[edit]

Two months after the release of IWBTG, Kayin announced a prequel titled I Wanna Save the Kids.[11]IWSTK features 'The Kid' escorting children back to their home. On the way, The Kid has to save these kids and himself from various dangers, as well as bringing them to the next level. The game closely parallels the classic computer game Lemmings, while still maintaining the notorious difficulty of IWBTG. The game is no longer in development, although a demo is available.[10]

After the success of fighting game competitor Ari 'Floe' Weintraub streaming his playthroughs of IWBTG and multiple fan spin-offs, Kayin announced another spin-off to IWBTG on June 26, 2012 titled I Wanna Be the Guy: Gaiden. Planned as an episodic series, IWBTG:G has 'The Lad' trying to find 'The Kid' after his ascent to Guy-dom. The first act was first featured in the 2012 iteration of the Evolution Fighting Game Tournament with Floe playing.[12]

See also[edit]

  • Battle Kid: Fortress of Peril – an NES homebrew title, heavily influenced by IWBTG and approved by Kayin.
  • I Wanna Be the Boshy – a fangame heavily inspired by IWBTG.
  • Super Meat Boy – 'The Kid' is an unlockable secret character.
  • Syobon Action – similar inspiration.

References[edit]

  1. ^ abc'Iwbtg! - Faq'. Kayin.pyoko.org. Retrieved 2015-03-26.
  2. ^ ab'IWBTG! A Very Hard Game About a Boy and 8-bit Masochism!'. Kayin.pyoko.org. Retrieved 2015-03-26.
  3. ^ ab'Fix My Game: IWBTG Source Code Release'. Kayin.pyoko.org. Retrieved 2015-03-26.
  4. ^Doctorow, Cory (2008-02-20). 'I Wanna Be the Guy - platformer game is a stew of 8-bit classics'. Boingboing.net. Retrieved 2015-03-26.
  5. ^'Review: I Wanna Be the Guy'. Web.archive.org. 2008-01-07. Archived from the original on February 3, 2008. Retrieved 2015-03-26.
  6. ^'TIGArchive » I Wanna Be the Guy!'. TIGSource.com. 2008-01-13. Retrieved 2015-03-26.
  7. ^'IWBTG! - Manual!'. Kayin.pyoko.org. Retrieved 2015-03-26.
  8. ^'『人生オワタ\(^o^)/の大冒険』作者に『IWBTG』作者から感謝のメール「あなたのゲームにインスパイアされた」 | ガジェット通信'. Getnews.jp. 2010-05-13. Retrieved 2015-03-26.
  9. ^DIYGamer: Recursive Romhackery – I Wanna Be The Guy Source Code Released (2011)
  10. ^ ab'IWBTG! - Downloads!'. Kayin.pyoko.org. Retrieved 2015-03-26.
  11. ^'New Project Previews!'. Kayin.pyoko.org. Retrieved 2015-03-26.
  12. ^'Start Getting Wet, Boys: Gaiden Is Coming'. Kayin.pyoko.org. Retrieved 2015-03-26.
I wanna be the guy sprites

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=I_Wanna_Be_the_Guy&oldid=945560632'

IWBTFG is one of those games that naturally favors an abundance of secret areas. Indeed one of the things we liked most about the original was that there were these extra passages and challenges that you could find and complete after you'd finished the game. The idea is that such areas are even Harder than the rest of the game, to cater for those people that finish it, and want more. For most people, this isn't a problem, as the normal game will provide plenty of game time, which allows us to go a little wild in the secret areas to create those really challenging and interesting puzzles that were just too hard for the rest of the game.


It's almost unfortunate that so much effort went into these areas when so few people will ever end up finding or finishing them. The trials are the perfect example of this. You can only reach them by finding a secret area, beating the boss there, claiming that secret item, and taking it to another hidden area in the game. Once there, you get put through what are undoubtedly the hardest screens in the game. The thing is, as hard as they are, They're great fun, because by removing that difficulty curve we can really let loose with some cruel and unique puzzles.


You don't even want to know what those platforms do.

I'm entirety convinced that the last frame of the trials is one of the best in the game. I'm constantly tempted to make it easier and move it into the main path, but I know that right now, It works beautifully and is a perfect end for the trials. To talk quickly about a few other secret areas first, there's as much as an entire boss (As good, if not better than the others) in a secret area!


The sprites are placeholders for the moment, but it plays out really well. We've made a big effort to make sure that people who take the time to replay the game looking for secrets are rewarded with plenty of cool content. We're going so far as to consider putting unlockable developers commentary in the game, but that's probably going to be for a future release, if at all.The community support for the game so far has been amazing, we love all of you. We honestly never expected this to take off as much as it has (Over 12,000 downloads of the BETA at last check!), and so we're working really hard to make sure when we make a full release, It's going to blow your minds.

Keeping it real,

-Orann for Tijital Games