Difference between revisions of "PC-Man's World"

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}}There’s nothing strange about cloning ''Pac-Man''. It’s probably one of the five most significant videogames ever made. Its appearance changed the whole face of the game industry. Without it we wouldn’t have ''Donkey Kong'', ''Super Mario Bros.'', or the aspiration-based design that the whole industry has been based on since 1985. What’s strange is, instead of going to the source, cloning someone else’s half-assed clone of ''Pac-Man''.
 
}}There’s nothing strange about cloning ''Pac-Man''. It’s probably one of the five most significant videogames ever made. Its appearance changed the whole face of the game industry. Without it we wouldn’t have ''Donkey Kong'', ''Super Mario Bros.'', or the aspiration-based design that the whole industry has been based on since 1985. What’s strange is, instead of going to the source, cloning someone else’s half-assed clone of ''Pac-Man''.
  
If anything, Bergervoet’s game is probably better than ''[[Pac]]''. Strange and slightly creepy as it might be, he put more work into designing original environments and hazards. Rather like ''[[Glubada Pond]]'', ''Pac'' was just a study on [[Game-Maker]]’s goal structures; [[A-J Games]] was trying to see how a pre-Miyamoto design style would work in a very 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, I had to give the player just one life -- a boring and frustrating compromise all around. And Bergervoet copied my tricks almost to the letter, down to the weeping Pac at death. Then he threw in scary interstitial screens, positing PC-Men in all manner of guises and professions.  
+
If anything, Bergervoet’s game is probably better than ''[[Pac]]''. Strange and slightly creepy as it might be, he put more work into designing original environments and hazards. Rather like ''[[Glubada Pond]]'', ''Pac'' was just a study on [[Game-Maker]]’s goal structures; [[A-J Games]] was trying to see how a pre-Miyamoto design style would work in a very 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. And Bergervoet copied the game's tricks almost to the letter, down to the weeping Pac at death. Then he threw in scary interstitial screens, positing PC-Men in all manner of guises and professions.  
  
 
So that was kind of weird.  
 
So that was kind of weird.  

Revision as of 05:34, 16 September 2010

PC-Man's World
Pc-man-title.gif

Release type: Freeware
Release date: 1998
Levels: 5
Author: Erwin Bergervoet
Related games: Pac

There’s nothing strange about cloning Pac-Man. It’s probably one of the five most significant videogames ever made. Its appearance changed the whole face of the game industry. Without it we wouldn’t have Donkey Kong, Super Mario Bros., or the aspiration-based design that the whole industry has been based on since 1985. What’s strange is, instead of going to the source, cloning someone else’s half-assed clone of Pac-Man.

If anything, Bergervoet’s game is probably better than Pac. Strange and slightly creepy as it might be, he put more work into designing original environments and hazards. Rather like Glubada Pond, Pac was just a study on Game-Maker’s goal structures; A-J Games was trying to see how a pre-Miyamoto design style would work in a very 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. And Bergervoet copied the game's tricks almost to the letter, down to the weeping Pac at death. Then he threw in scary interstitial screens, positing PC-Men in all manner of guises and professions.

So that was kind of weird.

Story

Level 1 of PC-Man's World

PC-Man lived with his family, very quiet on the PC-rural forests, a com-puterspel is no computer-game like nothing happened. But there was quite a bit.

One day, computer-Man win throats, but when he came home from his five-mem lieleden fl turn.

The others who were left standing open-mouthed look of a flower vase. PC-Man was, after all-natural verschrokken immediately and asked what was going on, which his family said:

This bottle is a Dungeon-spirit, which has 5 PCs to 5 different areas, you did. PC, can you help us to pin, PLEASE.

Okay, but where do I start-tion? Well beginning but in the desert where Cowboy PC is gone, and then to the cemetery, where Vampire PC, and you will somehow go see. Good luck

Instructions

Level 1 intertitle from PC-Man's World
Left - Go left
Right - Go right
Up - Go up
Down - Go down
F1 Help
F2 Status
F3 Sound On \ Off
F4 Music On \ Off
F5 Save Game
F6 Load Game
F10 About Game Maker

Credits

Programmed and graphic designed by Erwin Bergervoet.

Assistance: Vincent Bergervoet

Voting: His will expire

Test Team

Jos Bergervoet
Vincent Bergervoet
Eric Large
Roel Kuiper
and Saskia

Created by Multigames.

Thanks to Game-Maker(tm).

Links

Downloads