I Wanna Be The Guy Remastered
Creators: Cherry_Treehouse, Natsu, renex, Floogle, Renko, Kayin
Creator's Comments:
Natsu [Creator]
This is a faithful remaster of the original I Wanna Be The Guy, aiming to balance the spirit of the original game with the desire for consistent physics like the fangames that came after while fixing some of the jank.
This was created using Yuuutu engine in Game Maker 8.2, and has been prepatched with gm8x_fix (https://github.com/skyfloogle/gm8x_fix). The source code has been included (GM 8.2).
→ New Features:
Fangame physics
Perfect quality re-recorded audio
Cleaned up sprite scaling
Controller support
Button remapping
Separate volume sliders
Smooth 50FPS and Vsync option
Fullscreen with crisp pixel filtering
200% scaling window mode for compatible displays
800x600 fullscreen mode for compatible displays
Optional restarting music
Reduced input lag and no background input
Dipswitches to customize your experience
Unlockable content
→ Removed features:
Unintended crashing
We hope you enjoy this remaster!
[21] Likes
This was created using Yuuutu engine in Game Maker 8.2, and has been prepatched with gm8x_fix (https://github.com/skyfloogle/gm8x_fix). The source code has been included (GM 8.2).
→ New Features:
Fangame physics
Perfect quality re-recorded audio
Cleaned up sprite scaling
Controller support
Button remapping
Separate volume sliders
Smooth 50FPS and Vsync option
Fullscreen with crisp pixel filtering
200% scaling window mode for compatible displays
800x600 fullscreen mode for compatible displays
Optional restarting music
Reduced input lag and no background input
Dipswitches to customize your experience
Unlockable content
→ Removed features:
Unintended crashing
We hope you enjoy this remaster!
Rating: N/A
Difficulty: N/A
Dec 22, 2020
133 Reviews:
Jopagu
So, I finally got around to playing this after playing somewhere around 300 of its fangames. Even a few days later, it's hard to put my thoughts into words. This is a game I have known about for almost a decade, ever since I played Super Meat Boy. It's sort of poetic that a game I was introduced to when I first developed my love for precision platformers has served as the basis for all the games I play now, at the culmination of my 10 year journey. I have been waiting to play Guy itself until the moment felt right, and last week it finally did, and I embarked on a journey through a game that felt both familiar and nostalgic.
I'll be honest, when I launched the game I was fully prepared to leave this review without a rating. That is, I thought I would hate this game. I was giving a special exemption from rating, since it would've felt inappropriate to give this game a 4/10 16 years after it released, and with my standards built upon a decade of iterating on its design. I was expecting to suffer through an archaic game whose design does not hold up, and who I would appreciate solely for its historical context. I cannot express how happy I felt once I got a few screens in and realized that I would be eating crow on that prediction. I found myself enjoying almost every second of the game. It surprised me to find that this game got famous for a reason, it spawned 12,000 fangames for a reason, and that reason was that it's just a through and through good game.
Now, I do need to elucidate a few thoughts regarding my perfect score. If I had not spent so much time playing fangames, this would not be a 10/10. It would certainly still be high, probably a bit higher than an 8, but in a vacuum I do not think this game deserves the highest possible rating. It is the context of the fangames I've played and the community around them that made this such a great experience. However, these points are not being given just based on Guy's historical merit. Rather, I think playing fangames made this a legitimately more enjoyable experience. I rate games mostly based on how much I liked playing them, and in this case I enjoyed Guy a 10/10 amount due to my prior fangame experience. I know this may be controversial, to rate something not in a vacuum but with context taken into account, but I could not bring myself to do anything different.
To explain what I mean by that a little more, I think that Guy is made more fun due to recognizability and nostalgia, but also by the opposite of those things. It's of course a blast to see the originals of all the famous screens and bosses - from the iconic Guy Tower to the oft referenced Kraidgief fight. The frequent reuse of these things never makes them feel bland or boring, but rather it makes playing the originals like making a holy pilgrimage. But on the other hand, I also found myself being constantly surprised by how much of this game I didn't know. The sheer number of screens that I had never seen before was shocking; and what's even more so is the quality of those screens. It feels like fangames have constantly drawn from the same few parts of this game, to the point that Guy still feels like an untapped gold mine, despite how many fangames exist. Stuff like enemies that knock you back rather than killing, flowy momentum based sections using boost vines, and traps that are reactable rather than guaranteed deaths, and plenty of others I don't feel like listing. All these things are certainly present in other fangames to varying degrees, but those are rare occasions, and I wound up wishing that those aspects of design had been picked up by the community.
Ultimately, Guy doesn't feel like any of the fangames that followed it (barring maybe Fangame). So much of the design we take for granted in fangames really feels like it is heavily divorced from the game design of the original. I love fangames, and there's plenty of things Guy could learn from later iterations, but there's also a lot of stuff in Guy that I wish fangames had learned from. It's an incredible, unique, and nostalgic experience that has something to offer even to those of us who've played hundreds of derivatives. If you still haven't played Guy, I'd really recommend getting around to it, it's a blast seeing what inspired the games you know and love, and also discovering new surprises.
P.S. Massive thanks to the Remaster team for turning what is reputedly a buggy, unstable game into something much easier to enjoy.
[2] Likes
I'll be honest, when I launched the game I was fully prepared to leave this review without a rating. That is, I thought I would hate this game. I was giving a special exemption from rating, since it would've felt inappropriate to give this game a 4/10 16 years after it released, and with my standards built upon a decade of iterating on its design. I was expecting to suffer through an archaic game whose design does not hold up, and who I would appreciate solely for its historical context. I cannot express how happy I felt once I got a few screens in and realized that I would be eating crow on that prediction. I found myself enjoying almost every second of the game. It surprised me to find that this game got famous for a reason, it spawned 12,000 fangames for a reason, and that reason was that it's just a through and through good game.
Now, I do need to elucidate a few thoughts regarding my perfect score. If I had not spent so much time playing fangames, this would not be a 10/10. It would certainly still be high, probably a bit higher than an 8, but in a vacuum I do not think this game deserves the highest possible rating. It is the context of the fangames I've played and the community around them that made this such a great experience. However, these points are not being given just based on Guy's historical merit. Rather, I think playing fangames made this a legitimately more enjoyable experience. I rate games mostly based on how much I liked playing them, and in this case I enjoyed Guy a 10/10 amount due to my prior fangame experience. I know this may be controversial, to rate something not in a vacuum but with context taken into account, but I could not bring myself to do anything different.
To explain what I mean by that a little more, I think that Guy is made more fun due to recognizability and nostalgia, but also by the opposite of those things. It's of course a blast to see the originals of all the famous screens and bosses - from the iconic Guy Tower to the oft referenced Kraidgief fight. The frequent reuse of these things never makes them feel bland or boring, but rather it makes playing the originals like making a holy pilgrimage. But on the other hand, I also found myself being constantly surprised by how much of this game I didn't know. The sheer number of screens that I had never seen before was shocking; and what's even more so is the quality of those screens. It feels like fangames have constantly drawn from the same few parts of this game, to the point that Guy still feels like an untapped gold mine, despite how many fangames exist. Stuff like enemies that knock you back rather than killing, flowy momentum based sections using boost vines, and traps that are reactable rather than guaranteed deaths, and plenty of others I don't feel like listing. All these things are certainly present in other fangames to varying degrees, but those are rare occasions, and I wound up wishing that those aspects of design had been picked up by the community.
Ultimately, Guy doesn't feel like any of the fangames that followed it (barring maybe Fangame). So much of the design we take for granted in fangames really feels like it is heavily divorced from the game design of the original. I love fangames, and there's plenty of things Guy could learn from later iterations, but there's also a lot of stuff in Guy that I wish fangames had learned from. It's an incredible, unique, and nostalgic experience that has something to offer even to those of us who've played hundreds of derivatives. If you still haven't played Guy, I'd really recommend getting around to it, it's a blast seeing what inspired the games you know and love, and also discovering new surprises.
P.S. Massive thanks to the Remaster team for turning what is reputedly a buggy, unstable game into something much easier to enjoy.
Rating: 10.0 100
Difficulty: 50 50
Jul 7, 2023
Kurtisdede
Wasn't as hard as I remember, I guess the yuuutu physics help
[2] Likes
Rating: 9.2 92
Difficulty: 35 35
Jan 29, 2023
Gaborro
Will always love the miracle of this team making it here and just making such an important first drop in my eyes. Really love the fact that I can now love the original as much as the fangames that came after.
[2] Likes
Rating: 10.0 100
Difficulty: 45 45
Oct 23, 2022
Charm
My first playthrough of this game was on Hard difficulty, and honestly it was probably my most rewarding clear. First, a little background.
I'm relatively new to playing aiwannas (I started by playing IWM via. friend recommendation about 7-8 months ago) but honestly I wanted to play the original IWBTG (Multimedia Fusion) and it felt very old and unstable, so from a technical standpoint, I didn't enjoy it very much. When I heard there was a remastered version, I played it, & I feel that it addressed all of the problems I had with the original (random crashing, lag spikes, weird bugs, etc.) I chose Hard difficulty because I wanted to get some more experience under my belt & challenge myself, and to-date, this is probably my most rewarding accomplishment.
The game itself is incredibly creative, funny, & I love how it pulls several references from older video games. It was really hard for me to actually get mad at this game when the traps were clever. For example, I thought the spike platform crashing down on you in the second forest room after hopping on clouds was hilarious, and I was laughing because of how caught off-guard I was. I think the only area I actually disliked was the Metroid area, because of how many times you need to shoot Mother Brain while dodging the spaghettios(?) in the room. Other than that, everything is pretty fair in this game.
I've gotta say that I felt so accomplished & happy with myself to clear this game on Hard difficulty in my first ever playthrough, & how determined I was the entire time.
For newer players getting into aiwannas, the remastered isn't very different from the original, but it does add more content & it is WAY more stable, so I definitely recommend it.
[2] Likes
I'm relatively new to playing aiwannas (I started by playing IWM via. friend recommendation about 7-8 months ago) but honestly I wanted to play the original IWBTG (Multimedia Fusion) and it felt very old and unstable, so from a technical standpoint, I didn't enjoy it very much. When I heard there was a remastered version, I played it, & I feel that it addressed all of the problems I had with the original (random crashing, lag spikes, weird bugs, etc.) I chose Hard difficulty because I wanted to get some more experience under my belt & challenge myself, and to-date, this is probably my most rewarding accomplishment.
The game itself is incredibly creative, funny, & I love how it pulls several references from older video games. It was really hard for me to actually get mad at this game when the traps were clever. For example, I thought the spike platform crashing down on you in the second forest room after hopping on clouds was hilarious, and I was laughing because of how caught off-guard I was. I think the only area I actually disliked was the Metroid area, because of how many times you need to shoot Mother Brain while dodging the spaghettios(?) in the room. Other than that, everything is pretty fair in this game.
I've gotta say that I felt so accomplished & happy with myself to clear this game on Hard difficulty in my first ever playthrough, & how determined I was the entire time.
For newer players getting into aiwannas, the remastered isn't very different from the original, but it does add more content & it is WAY more stable, so I definitely recommend it.
Rating: 7.8 78
Difficulty: 45 45
Sep 26, 2022