Difference between revisions of "Category:Mike Perrucci"

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{{featured}}[[Category:Feature games|Perrucci, Mike]][[File:mike-perrucci.gif|thumb|320px|An MP game]]Most of the [[Game-Maker]] material I know, I’ve known about since high school. When the program was new, there was a thriving development community. When [[Recreational Software Designs | RSD]] stopped supporting Game-Maker, interest dwindled, the community dissipated, and it became difficult to find any mention of the program. Occasionally, though, I run into a developer who missed the wider loop and just kept on developing in private. The most productive of these isolated cases is also one of the more talented Game-Maker artists of all, Mike “'''Mazeguy'''” Perrucci.
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{{featured}}[[Category:Feature games|Perrucci, Mike]][[File:mike-perrucci.gif|thumb|320px|An MP game]]Although Mike “'''Mazeguy'''” Perrucci's two finished games are an apparently simple overhead-view game and its sequel, there’s much more going on than you catch at a glance. For one, the guy never repeats himself. Never mind between games; within each game, no two levels are remotely similar. Typically each stage can boast not just distinct backgrounds and enemies but different mechanics and often a slightly different character sprite, with different animations and abilities to suit the level’s theme.
 
 
Although Perrucci’s two finished games are an apparently simple overhead-view game and its sequel, there’s much more going on than you catch at a glance. For one, the guy never repeats himself. Never mind between games; within each game, no two levels are remotely similar. Typically each stage can boast not just distinct backgrounds and enemies but different mechanics and often a slightly different character sprite, with different animations and abilities to suit the level’s theme.
 
  
 
Where these games really excel are in their creative use of background animations and monster birthing — two of the most powerful, yet least exploited, Game-Maker traits. Between the two, there’s almost no end of effects that you can fake — as aptly demonstrated in Perrucci’s second game.
 
Where these games really excel are in their creative use of background animations and monster birthing — two of the most powerful, yet least exploited, Game-Maker traits. Between the two, there’s almost no end of effects that you can fake — as aptly demonstrated in Perrucci’s second game.
  
You can download Mike Perrucci’s games, and read a bit more on their background, at his website. I’m not sure what is more surprising about his games; their advanced design, or that they bypassed the development scene entirely and then presented themselves, fully formed, so long after the fact.
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You can download Mike Perrucci’s games, and read a bit more on their background, at his website. It's hard to say what is more surprising about his games; their advanced design, or that they passed under the radar for so long and then presented themselves, fully formed, so long after the fact.
  
 
== Links ==
 
== Links ==

Revision as of 06:14, 3 January 2012

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An MP game

Although Mike “Mazeguy” Perrucci's two finished games are an apparently simple overhead-view game and its sequel, there’s much more going on than you catch at a glance. For one, the guy never repeats himself. Never mind between games; within each game, no two levels are remotely similar. Typically each stage can boast not just distinct backgrounds and enemies but different mechanics and often a slightly different character sprite, with different animations and abilities to suit the level’s theme.

Where these games really excel are in their creative use of background animations and monster birthing — two of the most powerful, yet least exploited, Game-Maker traits. Between the two, there’s almost no end of effects that you can fake — as aptly demonstrated in Perrucci’s second game.

You can download Mike Perrucci’s games, and read a bit more on their background, at his website. It's hard to say what is more surprising about his games; their advanced design, or that they passed under the radar for so long and then presented themselves, fully formed, so long after the fact.

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