Difference between revisions of "Pac"

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'''Author:''' [[A-J Games]]<br />
 
'''Author:''' [[A-J Games]]<br />
 
'''Related games:''' none
 
'''Related games:''' none
}}[[Category:Pending articles]]<center>'''FULL ENTRY COMING SOON!'''</center>
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}}Rather like ''[[Glubada Pond]]'', ''Pac'' was just a study on [[Game-Maker]]’s goal structures; an attempt to see how a pre-Miyamoto design style would work in a specific post-''Keen'' design environment.
  
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As it turned out, not that well. To move on to the next level, the player has to cash in all accumulated dots at a door in the center of the level. To prevent any consumed dots from carrying over after death, the game had to give the player just one life -- a boring and frustrating compromise all around.
  
Rather like ''[[Glubada Pond]]'', ''Pac'' was just a study on [[Game-Maker]]’s goal structures; an attempt to see how a pre-Miyamoto design style would work in a specific post-''Keen'' design environment.
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The rigidity of Game-Maker's power levels, character states, and other rules also means that ''Pac'' can't simply collect a power pellet and eat enemies; he needs a different mechanic that doesn't involve touching them. Thus we default to the tiresome old videogame standby of projectiles. At least the projectiles are limited in this case; each pellet means a single shot.
 
 
As it turned out, not that well. To move on to the next level, the player has to cash in all accumulated dots at a door in the center of the level. To prevent any consumed dots from carrying over after death, the game had to give the player just one life -- a boring and frustrating compromise all around.  
 
  
 
As with ''[[Octolris]]'', ''[[Fluffy Ralph]]'', ''[[Sign of the Hedgehog]]'', and ''[[Zoom the Super Bear]]'', this game underwent a bunch of revision when Game-Maker 3.0 came around. In particular all of the menus and interfaces got an overhaul.
 
As with ''[[Octolris]]'', ''[[Fluffy Ralph]]'', ''[[Sign of the Hedgehog]]'', and ''[[Zoom the Super Bear]]'', this game underwent a bunch of revision when Game-Maker 3.0 came around. In particular all of the menus and interfaces got an overhaul.
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[[Category: Game-Maker games]]
 
[[Category: Freeware]]
 
[[Category: Freeware]]
 
[[Category: A-J Games]]
 
[[Category: A-J Games]]

Revision as of 04:53, 1 June 2011

Pac
PacTitle.gif

Release type: Freeware
Release date: 1994 (original release)
Levels: 13
Author: A-J Games
Related games: none

Rather like Glubada Pond, Pac was just a study on Game-Maker’s goal structures; an attempt to see how a pre-Miyamoto design style would work in a specific post-Keen design environment.

As it turned out, not that well. To move on to the next level, the player has to cash in all accumulated dots at a door in the center of the level. To prevent any consumed dots from carrying over after death, the game had to give the player just one life -- a boring and frustrating compromise all around.

The rigidity of Game-Maker's power levels, character states, and other rules also means that Pac can't simply collect a power pellet and eat enemies; he needs a different mechanic that doesn't involve touching them. Thus we default to the tiresome old videogame standby of projectiles. At least the projectiles are limited in this case; each pellet means a single shot.

As with Octolris, Fluffy Ralph, Sign of the Hedgehog, and Zoom the Super Bear, this game underwent a bunch of revision when Game-Maker 3.0 came around. In particular all of the menus and interfaces got an overhaul.

Story

Clearing the Andims in Pac

Pac's Assignment

PAC, also known as Periodic Andim Cleaner, has a job to do. The Andims are sectors of the artificially created world of Zlexianr (zlecks-EE-an-er). They occasionally become filled with small spheres of unknown orgin. These orbs are known to explode.

Here's where PAC comes into the picture. He is an artificially created life form, specially engineered to be resistant to the orbs' powers. In fact, he loves them. He, however, can't digest the larger pink ones. He stores these in a special pouch inside his stomach until he has the opportunity to spit them out. PAC does this with such force that it destroys virtually anything in its path.

Pac.gif

Cleaning the Andims isn't easy for PAC, though. His body structure, sad to say, is very weak. It would only take one good whollup to finish him off. To make his mission even harder, there are strange creatures wandering everywhere in the Andims. They just appeared a few days ago, but have already chased all of the residents away. PAC has to deal with them.

Oh, what a life poor little PAC has.

Instructions

Level 4-2 in Pac

The arrow keys move PAC in those directions. If you tap the space bar, PAC will spit out a power orb (if he's swallowed one).

PacMons.gif

NOTE: The Andims are a very dangerous place. Thus, this game is very difficult. Don't get frustrated too early, or you'll never get anywhere.

Credits

Level 1-3 in Pac

Graphics, animation:

Aderack

Sound:

Aderack

Idea:

Aderack

Music:

Who knows (The music is just some stuff I found lying around on some BBS' and stuff. I would've put in mods, 'cept my engine (Game-Maker 3.0 by RSD -- Hit F10 in-game for info.) doesn't support them quite yet.)

This is bannerware, meaning that it's copyrighted yet you don't have to pay anything for it. It's like PD, only I hold the rights to it.

Okay, so the thing is based around Pac-Man, a trademark of Namco. Still, they can't sue me 'cause I'm not charging anything for this.

Links

Level 3-3 in Pac

Downloads