Difference between revisions of "Barracuda: Secret Mission 1"

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[[Category: Sims]]
 
[[Category: Sims]]
 
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[[Category: In-game cinematics]]
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[[Category: Experimental]]
 
[[Category: Old discoveries]]
 
[[Category: Old discoveries]]
 
[[Category: Game-Maker Exchange]]
 
[[Category: Game-Maker Exchange]]
 
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[[Category: Frontline BBS]]

Revision as of 18:28, 27 August 2012

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Barracuda: Secret Mission 1
Bcuda-title.png

Release type: Shareware
Release date: September 7, 1992
Levels: 13
Author: Mark A. Janelle
Registration bonus: Any available updates + sequel, Barracuda 2
Registration price: $15-30
Related games: none

Barracuda is a weirdly serious adventure-sim... something. Basically, nuclear warheads threaten to blow up the Western world; you need to seek them out on the sea floor, then dive to retrieve them. Wind your way into labyrinthine shipwrecks, find your treasures, then escape unharmed. It's a hugely ambitious game by Game-Maker standards, involving large environments and several different play modes. The only thing it lacks is the features added by subsequent updates to Game-Maker -- digital sound effects and interstitial presentations. Nevertheless, Janelle cobbled together his own solutions.

Stiff and ponderous as the game is, Barracuda is one of the most important games in the Game-Maker library, and such an oddity that it's worth exploring.

Story

Diving down, down down in Mark A. Janelle's Barracuda

CLASSIFIED....

The United States sent an F117A to intercept a fleet fleet of Iraq ships. They were beleived to be transporting peices to build a nuclear weapon. All ships were sunk, of course.

YOUR MISSION....

Recover the pieces before the Iraqi warships do!! You must not fail, the free world depends on you! From this point on you will be called "BARRACUDA". We have placed marker buoys in the location of the ship wrecks.
You must hurry. The Iraqi ships are in the area. Once you dive in your sub, contact us by pressing your [F1] button on your panel.

GOOD LUCK...BARRACUDA

DEPARTMENT CHIEF MARK A. JANELLE

Instructions

Plotting a course in Mark A. Janelle's Barracuda

ARROW KEYS move character / JOYSTICK moves character

[SPACE] fires sub torpedo / JOYSTICK BUTTON 1 fires sub torpedo

[P] Pick Up Items. Or... JOYSTICK DOWN + BUTTON 1

[D] Drop Items. Or... JOYSTICK DOWN + BUTTON 2

Barracuda! Be sure to 'pick' up ANYTHING you can, and be sure to search the surroundings. You must find four items to stop the bomb!

Find these items:

CONTROL PANEL
GUIDANCE SYSTEM
ROCKET BOOSTER
NUCLEAR WARHEAD

Good Luck and remember, you have to beat the IRAQIS!

Credits

DESIGN, GRAPHICS, ANIMATION: Mark A. Janelle

SUPPORT FILES: Jim Lund, Ron Cote

SPECIAL THANKS TO: Recreational Software Designs, Computer Worx

Play

Getting lost in Mark A. Janelle's Barracuda

You start off as a blip on a map screen. You move with agonizing slowness in any of the four cardinal directions, half a grid square at a time. All the while, waterspouts randomly swirl around the map. If they hit your ship, well, too bad for you. There's no avoiding them, because once you hit the arrow key the game moves you at the rate it feels like moving you. Still, it all looks clean and professional. And it's certainly unusual.

Barracuda-sprites.png

Once you reach an "X" on the map, the game switches to a side-scrolling procedural submarine section. You dive, dive, dive, dive, dodge the mines, dive, dive, dive, dive, dive, and dive, and then scour the sea floor for a wreck to enter. Along the way your sub can shoot torpedoes at the local wildlife, to unknown efficacy. This section is more of a slow-paced bit of exploration. Again, there's no faulting the presentation; ponderous as it may be, it looks and feels great.

Level 1-2 of Barracuda

Finally you arrive at a wreck, and the view shifts again. Now the game involves searching the wreck with a too-fragile diver. Health equates with air. If you get snagged on barbed wire and start to bleed out, you can find replacement air tanks to heal yourself. Makes as much sense as pork chops in a trash can.

Even compared to the sub, the diver moves slowly. And the areas inside the ships are enormous mazes. They seem to follow no known engineering logic, consisting of one murky corridor after another. It all looks pretty much the same. Then once you find what you're looking for, you need to make your way all the way back to the entrance. Which is... realistic.

Distribution

You'd better register...

Janelle seems to have reached some sort of exclusive distribution deal with RSD, as boxed copies of Game-Maker included an early version of Barracuda on a stand-alone sample diskette. Later on the 3.0 CD release included a stripped-down version of Barracuda as a sample game.

Presumably the reason Barracuda had to be stripped down is that the official version is such an unusual collage. Long before Game-Maker supported interstitial .FLI files, Janelle designed custom Deluxe Paint intro animations and a text-mode wrapper to strongly insist that the player register the game.

Something else kind of neat is that Janelle archived all of the component Game-Maker files, apparently using LHarc compression. So instead of a directory full of .MAP and .CHR files, he presented a small number of mysterious data files, an executable, and some supplementary text files. Much tidier, and a function that perhaps Game-Maker should have provided on its own.

Versions

The corruption of Mark A Janelle's Barracuda

Barracuda was originally distributed as a set of archived files with an executable and some Deluxe Paint .ANM animations tacked onto the front end (along with some text-mode shareware nag messages). This version was relatively hard to pick apart. Some years later, Janelle offered the game up to RSD for distribution with the CD release of Game-Maker 3.0.

BarracudaEarlyDiver.gif

This version of Barracuda had many subtle changes: the diver sprite was swapped for a completely different and more fully animated one; a few background blocks were tweaked to rationalize collision issues; all the wrapper animations were removed; and somewhere along the way nearly all of the background block sets and maps became corrupted.

The game would play fine, and would start normally enough. If you kept to the right areas of the right levels, nothing seemed all that amiss. Maybe the seas seemed a little lonely; weren't there fish in this game? If there are no threats, then why does the sub have weapons?

For distribution here, the map files and the relevant background tiles have been extracted from the earlier version of Barracuda and substituted in the CD gameware edition.

Links

Downloads