Mega Man X in Bass Abyss

It’s here! As promised, Mega Man X joins the list of available characters of Bass Abyss. Yes, he can climb walls, dash, and do all the standard movements you’ve enjoyed in Fall of 21XX. I was not going to settle for less, no sir. It took its time, but everything is ported, implemented, and fine-tuned.

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Mega Man X in Bass Abyss – preview

Well, I’m beyond my arbitrary self imposed time limit of no updates. With nothing finished at hand, I had to be creative, so I decided to at least put together this video with the recent stuff I’ve been working on. I’ve been working, you know? Then I noticed it’s April 1st. How am I going to be taken seriously if I post on such a date? Well, this is no joke, Mega Man X is coming. I’m beyond the point of no return with this, so hopefully, I’ll have this released before April ends.

And I love so much to play as X. Yeah, gameplay and balancing will be most likely broken after this. But what the heck, this is just too much fun.

In other news, I read Mega Man Universe has been canceled? Well, that’s one less game to tear apart enjoy. I hope this video cheers you up at least a little bit.

Bass Abyss Scores restored

I don’t know how it happened, but somewhere, when I was in Panama I screwed up the High Scores and Speed run records code. Well, that was a lot of time ago. Recently I’ve been busy fixing up a lot of stuff that I don’t like anymore, cleaning code, moving around stuff, and overall extracting a base platform for further projects. So I decided it was time to fix the scores problem once and for all, but while I was at it I thought, this code is below my current standards so let’s do something extensible that will be usable for other games and not just this one.

It took longer than I expected, even considering the few hours I can devote to it, but I’m really happy with the results. Now I feel like modifying my old games to use this new high records backend, but now that I remember, I also have to restore the HTML view of the scores. For now, probably I’ll just take a break. Anyway enjoy, and try to beat my records! Happy Holidays!

Bass Abyss – Metal Man Mode

After all the Mega Man 2 hype surrounding Mega Man Universe, I was wondering what’s up with Mega Man 2 and the Mega Man 2 Robot Masters. Why is the Metal Blade considered to be God’s weapon by some? Even better, how can I tell if it is enclosed forever in Mega Man 2? As there’s no simple way to answer this, I decided to simply put Metal Man to the test.

So, in this update, I bring you Metal Man as a new Bass Abyss playable character.

Bass Abyss - Metal Man Mode



With Metal Man come all the simple controls you’d expect from an 8-bit character. Just note, he can’t slide, but he can run. Also shooting will fix him on the floor.

Metal Blade

Metal Man’s weapon can be shot in eight directions and here is where the major fun comes from. You can literally reach anyone from anywhere. The blades go through walls and are really strong. Your only limit is how fast you can shoot them. I recommend you to use a gamepad and Joy2Key for superior controls.

Super Jump

I was going to call this Robot Master Jump but whatever. Essentially, when you combine UP and SPACEBAR (jump and up) Metal Man will jump higher than usual. With so many new custom levels, I was concerned about releasing a new character but not being able to get through the new maps. Well, this solves the problem, for Metal Man at least. I still want to solve this for the other characters, but with a little more time, I’d like to try another route.

This month IRAGINATION is another year old! Have fun!

Bass Abyss – New Custom Levels

Well, this was fast. In this update, I bring you three new custom levels by Hunter. As usual, you can check them at the Custom Level section of the game’s title screen.

The levels are:

  • Hunter’s Temple
  • Hunter’s Temple 2
  • Hunter’s Temple 3 – Nightmarish Tamp

Well, probably I should save you some frustration and tell you that I was able to beat them only with Bass and Samus. But other than that the levels are pretty long and challenging. Temple 3 at least has to be the largest map I’ve seen so far, and the engine didn’t die on it! The difficulty builds up in every step so take your time and make use of Bass as Samus aiming abilities to clear your path safely.

I’m thinking of ways to overcome the limitations for other characters to get through the long jumps required for this kind of level, but only time will tell what the future holds in this regard.

Have fun!

Bass Abyss 1.0 Beta 2 – Samus Aiming!

By the time you read this Metroid Other M should be already on stores. To celebrate this, in this update of Bass Abyss I decided to give Samus a new set of moves. Specifically the ability to aim! Bass can shot in seven directions. Well, Samus now has the full eight directions set, and this applies to all her current weapons.

Aiming doesn’t work exactly like with Bass. Samus doesn’t get stuck while aiming, she’s pretty agile, she can run, duck, jump while aiming. I didn’t want to dumb her down so the only way to solve this was to add yet another keyboard key. I’m always weary about adding keys because the game it gets more complex for the player to play, but oh well, there’ll be always characters with simpler moves that you can use. We have to accept that Samus leans to the direction of more complete but more complex characters to play with. Although I personally find this entertaining, I don’t pretend to make levels were you absolutely need to aim to get through.

So, how do I aim with Samus?

On land or air press SPACE BAR to aim up.

On air you can hold SPACE BAR or DOWN to aim in any eight directions.

While running, if you hold SPACE BAR or DOWN, you’ll aim up forward or down forward respectively.

If you are standing or ducking, you have to hold Z to aim. By default she’ll aim up forward. Then you can switch by pressing DOWN or SPACE BAR. This essentially is the same control scheme she had in her Game Boy Advance games (Zero Mission and Fusion).

I’ll be honest, this Z key is the move that I find the most difficult to handle, but as usual you can map the keys to the layout of your preference. I really hope this to be the very last key I add.

The level editor has also been upgraded. On request I’ve added a good batch of enemies since the last time. I’m not going to spoil the full list but thanks to Scorpion there 4 new maps where you can check them all. The levels are very well designed and entertaining. To access them just go to the Custom Level section of the game’s main menu. They are the first four ones at the top of the list.

  • Factor 2 – Scavenger Hunt
  • Factor 3 – Floor S
  • Factor 4 – Sector 0
  • Factor 6 – Ground Zero

Here are some pics for Samus in one of the new custom levels!

Although I’m still more focused in code clean up and reorganization, the next update shouldn’t take this long. That FIFA World Cup sure was distracting.

Have fun!