Hard Hat - Rebuild
A downloadable game
Thank you for taking the time to play Hard Hat - Rebuild! This is a 20th anniversary re-imagining of my first truly completed Mega Man fan game, Hard Hat. This re-imagining seeks to balance the game play of the original HH series as well as just a nostalgic project for me.
CONTROLS:
- Z - Jump
- X - Shoot
- C - Special Attack
- A - Previous Weapon
- S - Next Weapon
- Space - Pause
- F12 - Screenshot
- Escape - End Game menu
- Weapon Left + Weapon Right + Special Button - End Game menu (game pad only)
The controls for both the game pad and keyboard are customizable
SAVING:
The game saves automatically in the places where a password screen would have appeared in classic NES Mega Man.
Customization:
Customize your Hard Hat experience with 4 skins and the following options:
- Starting Lives
- Set up to 9 starting lives
- 1-Hit KO
- One hit equals 0 health
- Ammo Usage
- Can be set to normal or half usage
- Safety Spikes
- Spikes either 1 hit kill or do damage
- One Credit Clear
- One death and it's back to the title screen
- No Boss Weapons
- Buster only mode
- No Enemies
- Remove all the enemies to just explore the levels [Bosses still exist]
- No Checkpoints
- Dying sends to back to the start of the level.
I hope you enjoy this re-imagining and thank you for playing!
Download
Install instructions
Extract the zip file to any folder and run the executable. Save files and configuration files are located at: \AppData\Local\Hard_Hat_Rebuild
Development log
- Hard Hat - Version 1.152 days ago
- Hard Hat - Rebuild Released!85 days ago










Comments
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Hey SilverCartridge, could you please help me with finding some old fangames that were on fangamez.net? I can take this to DMs if need be.
Could you fix this bug?
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object roomPusherDownNextObj:
Trying to use non-existing surface.
at gml_Object_roomPusherDownNextObj_Step_0
############################################################################################
gml_Object_roomPusherDownNextObj_Step_0 (line -1)
Ah geez, that's a strange one. I am surprised it never came up. That object is responsible for all transitions to the next room going down.
I think I have rectified it. I have added a check in the step event that now checks to ensure that the surface actually exists before copying it.
sur_newroom = surface_create(guiWidth,guiHeight); if (surface_exists( sur_newroom )) {surface_copy(sur_newroom,0,0,application_surface);}It shouldn't have needed this as the line right before the copy actually creates the surface it so my only guess is it was a frame rate thing. This change should fix the bug.
Thank you for letting me know!