Difference between revisions of "Renxo Booper in Booperland"
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}} [[Category:Pending articles]]<center>'''FULL ENTRY COMING SOON!'''</center> | }} [[Category:Pending articles]]<center>'''FULL ENTRY COMING SOON!'''</center> | ||
| + | Game-Maker is a very powerful set of tools, particularly for its time -- and also very flexible. If you're clever and persistent, you can bend Game-Maker to do almost anything. Except, there are a few major oversights. Not many; you can count them on one hand. The lack of support for its music format ([[http://www.aderack.com/game-maker/index.php?title=AdLib_Visual_Composer|now addressed]]) was a big sticking point. There's the lack of even an option for an on-screen display, or display of most in-game counters in the inventory screen. There are the strict limitations to monster behavior. And then there are the control issues. | ||
| + | Game-Maker's character handling is painfully procedural. You map one action to one key; when no triggered action is in place, there is one idle animation. So, for instance, you can't run to the left, then let go of the key, and have your character stop, still facing to the left. You can't run to the right and press a jump key and then have your character jump to the right. If you want your character to jump to the right or left, you need a dedicated key for each behavior. You see how this quickly becomes awkward for the player. | ||
| + | As such, Game-Maker users have come to agree on certain standard workarounds. There is a grammar to Game-Maker control mapping, from which games only occasionally stray. If this is a platformer, then you use the numerical keypad. 7, 8, and 9 jump left, up, and right. If you need keys to climb up and down, find room in the surrounding keypad. Maybe the plus and minus keys, or slash and insert. Whatever feels natural. If you have more than one attack, try to group the keys together in a logical way -- preferably away from the keypad, so you can use your other hand. | ||
| + | |||
| + | All of which is to say, ''Renxo Booper'' doesn't follow the conventions. It's a minor thing, but it's surprising how much more difficult the game becomes when the jump keys are beneath the rest of the movement -- or, if you use the standard arrow keys, above but not spatially mapped to their corresponding directions. It's like those rare NES games that reverse the A and B buttons (''Golgo 13''), and how after a few minutes you feel so very anxious with the knowledge that you're going to keep pressing the wrong thing. | ||
[[File:BooperSprite.gif|center]] | [[File:BooperSprite.gif|center]] | ||
| + | Once you get past that bridge (say, for your own enjoyment, by remapping the keys), ''Renxo Booper'' proves itself a very eager, ambitious game. What we have here is a platformer modeled after ''Sonic the Hedgehog'' (apparently by way of ''[[Peach the Lobster]]'') | ||
| + | |||
| + | |||
| + | |||
| + | Design that actually makes use of the momentum property; reaching some items, for instance, requires the player to run, then jump. One of a handful of games that makes use of gravity-free areas for climbing up or down. | ||
| + | Rendered CG animation between levels. | ||
== Story == | == Story == | ||
Revision as of 11:02, 9 February 2016
Release type: Shareware
Release date: 1996
Levels: 4
Author: Fernando Sarmiento
Website: Little Nando
Related games: N/A
Game-Maker is a very powerful set of tools, particularly for its time -- and also very flexible. If you're clever and persistent, you can bend Game-Maker to do almost anything. Except, there are a few major oversights. Not many; you can count them on one hand. The lack of support for its music format ([addressed]) was a big sticking point. There's the lack of even an option for an on-screen display, or display of most in-game counters in the inventory screen. There are the strict limitations to monster behavior. And then there are the control issues.
Game-Maker's character handling is painfully procedural. You map one action to one key; when no triggered action is in place, there is one idle animation. So, for instance, you can't run to the left, then let go of the key, and have your character stop, still facing to the left. You can't run to the right and press a jump key and then have your character jump to the right. If you want your character to jump to the right or left, you need a dedicated key for each behavior. You see how this quickly becomes awkward for the player.
As such, Game-Maker users have come to agree on certain standard workarounds. There is a grammar to Game-Maker control mapping, from which games only occasionally stray. If this is a platformer, then you use the numerical keypad. 7, 8, and 9 jump left, up, and right. If you need keys to climb up and down, find room in the surrounding keypad. Maybe the plus and minus keys, or slash and insert. Whatever feels natural. If you have more than one attack, try to group the keys together in a logical way -- preferably away from the keypad, so you can use your other hand.
All of which is to say, Renxo Booper doesn't follow the conventions. It's a minor thing, but it's surprising how much more difficult the game becomes when the jump keys are beneath the rest of the movement -- or, if you use the standard arrow keys, above but not spatially mapped to their corresponding directions. It's like those rare NES games that reverse the A and B buttons (Golgo 13), and how after a few minutes you feel so very anxious with the knowledge that you're going to keep pressing the wrong thing.
Once you get past that bridge (say, for your own enjoyment, by remapping the keys), Renxo Booper proves itself a very eager, ambitious game. What we have here is a platformer modeled after Sonic the Hedgehog (apparently by way of Peach the Lobster)
Design that actually makes use of the momentum property; reaching some items, for instance, requires the player to run, then jump. One of a handful of games that makes use of gravity-free areas for climbing up or down.
Rendered CG animation between levels.
Contents
Story
N/A
Instructions
DEMOREAD.DOC:
- How to play the game:
- It’s pretty easy to play and WIN the demo, it’s not so challenging, but remember that is just the beginning of a new fantastic world, the new GAME. To move your self you may use arrows, to jump ENTER, Ins. and Del., to shoot SPACE and to shoot bombs B. To hung up from plants just use UP or DOWN.
- Joystick
- You wanna know how to use the joystick ? It’s easy. The game (inside the game) has several buttons which do different things, like, putting the music on/off, sounds on/off and joystick on/off and joystick calibration.
- F9 is JOYSTICK CALIBRATION and F8 puts joystick on/off. If you’re going to use one, choose a gamepad. We recommend you more to use keyboard, you may experience lots of problems with a joystick.
Credits
nuF eNterTainment FacTorY
Dominguez Sarmiento (c)
Manuel Dominguez Sarmiento: Music Producer
Alejandro Domiguez Sarmiento: Map producer (Partly)
Fernando Dominguez Sarmiento: Everything (Not partly)
About
DEMOREAD.DOC:
- NUF Entertainment factory presents Renxo Booper in BooperLand DEMO.
- Hello guys, I’m Fernando Matías Dominguez Sarmiento (13 years old) and I produced this fabulous game with GAME-MAKER by Recreational Designs (now is of MicroForum)
- First things first :
- Renxo Booper is (c) COPYRIGHT 1993-1997 of Fernando Matías Dominguez Sarmiento. Registered.
- SEND US an E-MAIL and tell us your rate of the game. If we can, we will send you totally FREE our demo
- of our next release SnowKid Flake (c) COPYRIGHT 1996-1997
Availability
The demo version of Renxo Booper was made widely available on shareware compilation CD-ROMs, including:
- PC Collector CD 07 (April, 1997)
Archive History
The Renxo Booper demo was added to the archive on April 5, 2015. It was located on the PC Collector CD 07 CD-ROM, hosted on KultCDs.com, during a spur-of-the-moment Web search for Game-Maker file formats.
Links
Misc. Links
- garymh.com.ne.kr listing
- Intro Sequence (YouTube)
Downloads
- Renxo Booper in Booperland (2.1 MB)
- Level 1 Map (195 kB)
- Level 2 Map (241 kB)
- Level 3 Map (163 kB)
- Level 4 Map (39 kB)