Difference between revisions of "Adam '97"

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Very clean stylization and presentation. Less outrageously hard just for the sake of being hard. Very nice, considered level design. There are lots of environmental details and native creatures that pose no threat -- flocks of birds, bunny rabbits.  
 
Very clean stylization and presentation. Less outrageously hard just for the sake of being hard. Very nice, considered level design. There are lots of environmental details and native creatures that pose no threat -- flocks of birds, bunny rabbits.  
  
Speaking of systemic violence, ''Adam '97'' offers the player a wide array of varied attacks and special moves. Unlike some other games, there is some thought here as to the moves' application and introduction. Adam starts with a standard double-bullet projectile, then gradually finds new items that unlock new abilities. For the most part these moves make tricky tasks easier, and the game makes a point of establishing these tasks; without the shield item, just try crawling through the Mr, Dot level. Generally esch move has a different, unique use -- the rockets and bombs less so, but mostly they're there for a reason rather than just to be cool.
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Speaking of systemic violence, ''Adam '97'' offers the player a wide array of varied attacks and special moves. Unlike some other games, there is some thought here as to the moves' application and introduction. Adam starts with a standard double-bullet projectile, then gradually finds new items that unlock new abilities. For the most part these moves make tricky tasks easier, and the game makes a point of establishing these tasks; without the shield item, just try crawling through the Mr, Dot level. Generally esch move has a different, unique use -- the rockets and bombs less so, but mostly the moves are there for a reason rather than just to be cool.
  
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[[File:Adam97Sprite.gif|center]]
  
 
Adam's "Hurry Up!" animation with word bubble monster.
 
Adam's "Hurry Up!" animation with word bubble monster.
[[File:Adam97Sprite.gif|center]]
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 +
Knock-back injuries
 +
 
 +
Stsrt of the ultraviolent death animations
 +
 
 +
Eccentric jump physics -- especially straight up.
  
 
Several call-backs to monsters and threats from earlier games.
 
Several call-backs to monsters and threats from earlier games.

Revision as of 06:49, 16 October 2016

Featured.png
Pending.png
Adam '97
Adam97title.gif

Release type: Unknown
Release date: November 17, 1997
Levels: 8
Author: Alan Caudel
Related games: Adam's Birthday Game, The Adam's Birthday Saga Continues, Adam's B-Day 3: The Saga Continues, Adam 98, Adam 99, Adam 2000


THIS ARTICLE IS INCOMPLETE
FULL ENTRY COMING SOON!


Adam '97 is the fourth game in, and the pinnacle of, the Adam's Birthday series. If you're going to play just one of Caudel and Tyner's regular exchanges, this is the chapter you want.

After the first couple of levels, that ease in the player, becomes an absurd war of attrition.

Very clean stylization and presentation. Less outrageously hard just for the sake of being hard. Very nice, considered level design. There are lots of environmental details and native creatures that pose no threat -- flocks of birds, bunny rabbits.

Speaking of systemic violence, Adam '97 offers the player a wide array of varied attacks and special moves. Unlike some other games, there is some thought here as to the moves' application and introduction. Adam starts with a standard double-bullet projectile, then gradually finds new items that unlock new abilities. For the most part these moves make tricky tasks easier, and the game makes a point of establishing these tasks; without the shield item, just try crawling through the Mr, Dot level. Generally esch move has a different, unique use -- the rockets and bombs less so, but mostly the moves are there for a reason rather than just to be cool.

Adam97Sprite.gif

Adam's "Hurry Up!" animation with word bubble monster.

Knock-back injuries

Stsrt of the ultraviolent death animations

Eccentric jump physics -- especially straight up.

Several call-backs to monsters and threats from earlier games.

Lots of focus on finding new and different weapons. The potion gives a sort of flame shield.

The huge bouncing tomatoes in the cityscape, level two.

Beware the innocuous in Adam '97.

Level 3 -- bulwarking with a bunch of hearts before dunking into a flue of lava. Probably will die no matter what, but move to the next level partway through death animation. So, you start off level four by dying again.

Level four with the mr. dot generators is kind of ridiculous, and the injured animation that sends Adam bouncing backward doesn't help, but the shield makes it feasible.

Arcing Flame jump effect.

Level five -- falling into that pit triggers the Monty Python style animation of Adam falling into dog's mouth.

Totally unfair jump, especially given that bounce-back injury animation.

Clever "invisible" maze, using differently jiggling background tiles to show solidity.

Level six -- using cool sprite parallax effects to create a sense of depth, as in Thunder Blade.

the FLI animations...

Previous Current Next
Adam '95 Adam '97 Adam '98
Adam's Birthday series

Story

It's your birthday!! Get all the presents in each stage!!!!!!

Some stages don't have any presents! q:

Instructions

Numeric Keypad:

  • 7, 8, 9: Jump left, up, right
  • 4, 6: Walk left, right
  • 1, 3: Crawl left, right
  • 2: Duck

Attacks:

  • Space: Double Bullet
  • Enter: Rocket (with item)
  • V: Flame Jump (with item)
  • B: Bomb (with item)
  • N: Double laser (with item)
  • M: Shield (with item)

Get these:

  • First aid kit: Health
  • Adam head: 1-Up

Press "P" to pick up items.

Credits

ME ME ME!!!!!

I did everything!!!!

Alan's my name!

I made the whole animation sequence at the end too!!!

Believe it or don't!!!!

Availability

This game is not known to have been distributed in any form, prior to its addition to the Archive.

Archive History

On August 1, 2011, Alan Caudel forward a third wave of games, previously thought lost:

Links

Downloads