Difference between revisions of "Zarlor 2"
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| + | * '''[http://www.aderack.com/game-maker/java/zarlor2.php Play ''Zarlor 2'' online]''' | ||
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| + | == Downloads == | ||
| + | |||
| + | * '''''[http://www.aderack.com/game-maker/downloads/zarlor2.zip Zarlor 2]''''' (226.4 kB) | ||
[[Category: Incomplete games]] | [[Category: Incomplete games]] | ||
[[Category: Brandon Enterprises]] | [[Category: Brandon Enterprises]] | ||
[[Category: New discoveries]] | [[Category: New discoveries]] | ||
Revision as of 19:09, 5 November 2012
Release type: Incomplete
Release date: 2001
Levels: 28
Author: Brandon Enterprises
Related games: Anime
Instructions
On numerical keypad:
- 4, 6: Fly left, right
- 8: Speed up
- 2: Slow down
Z,X,C: Shoot or trigger your ship's special powers.
Each ship has its own properties and unique powers; some even use unlisted keys for their weapons and features.
Credits
Designed by
Engine and Tools by
Compiled by
Background
John Brandon:
- Zarlor Mercenaries was an excellent and impressive top down shooter for the Atari Lynx.
- For some reason, I was still playing it in the mid-late 1990s and wanted to make a sequel to it.
- A cool thing about Zarlor is that it had a choose character screen. Since I loved making graphics, I went hard at work at making a TON of characters for this game, even creating a fairly graphically impressive choose character screen.
- I tried to give each character a distinct look and personality, and of course they would all have different ships too! And as a bonus, I even started working on a 2 block tall "4 player" ship - which was going to have so many controls scattered haphazardly throughout the keyboard, that 4 players would be necessary to be a crew to control the ship.
- At any rate, the game was never fully integrated with all the graphics and levels and choose character screen I worked on - rather I would make individual tech demos to get some instant gratification and see how the levels and whatever new character I was designing looked when put together.
- I think there were over 3 or 4 levels created which you could probably see if you look at each of the tech demos.
- However unlike most shmups, it was difficult to find a way to end the level. Most shmups end based on a timed event like a boss fight, but I didn't know how to do anything like that in GM, so you just fly around a repeating level, dodging and shooting at enemies which mostly have an AI which tells them to go forward. I have no idea where the exits in the levels are.
Links
Downloads
- Zarlor 2 (226.4 kB)