Difference between revisions of "Zark"

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{{Featured}}[[Category:Feature games]]{{box
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{{featured}}{{box
 
|header='''''Zark'''''
 
|header='''''Zark'''''
|file=[[File:zark01.png|290px|border]]
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|file=[[File:zarktitle.gif|290px|border]]
 
|text=
 
|text=
 
'''Release type:''' [[:Category:Demo games|Demo game]]<br />
 
'''Release type:''' [[:Category:Demo games|Demo game]]<br />
'''Release date:''' 1995<br />
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'''Release date:''' [[1994]] (original release)[[Category: 1994]]<br />
 
'''Levels:''' 4<br />
 
'''Levels:''' 4<br />
 
'''Author:''' [[A-J Games]]<br />
 
'''Author:''' [[A-J Games]]<br />
 
'''Related games:''' ''[[Patchwork Heart, The|The Patchwork Heart]]''
 
'''Related games:''' ''[[Patchwork Heart, The|The Patchwork Heart]]''
}}Whereas ''[[Glubada Pond]]'' gets caught up in mechanics, and ''[[Crullo: Adventures of a Donut|Crullo]]'' gets caught up in the design tools, ''[[Zark]]'' gets caught up in genre. After ''Crullo'', [[A-J Games]] chose to stretch [[Game-Maker]]'s boundaries again. Game-Maker really wasn’t made for shooters, especially scrolling space shooters, but that never stopped anyone.
+
}}Whereas ''[[Glubada Pond]]'' gets caught up in mechanics, and ''[[Crullo: Adventures of a Donut|Crullo]]'' gets caught up in the design tools, ''[[Zark]]'' gets caught up in genre. After ''Crullo'', I chose to stretch [[Game-Maker]]'s boundaries again. Game-Maker really wasn’t made for shooters, especially scrolling space shooters, but that never stopped anyone.
  
Based on some [[Nejilian Flux|earlier experience]], the developer knew what really didn’t work; it just wasn’t sure what did. One way to create a constant scroll was to ensure that the player’s ship always moved right. Even when backing up, it would move at a lower speed than when moving forward. Since under this scheme it does little good to prevent scrolling back to the left, so the developer lets the player flit around and explore at will.
+
I had some [[Nejillian Flux|earlier experience]], so knew what absolutely didn’t work; it just wasn’t sure what did. One way to create a constant scroll was to ensure that the player’s ship always moved right. Even when backing up, it would move at a lower speed than when moving forward. Since under this scheme it does little good to prevent scrolling back to the left, I let the player flit around and explore at will.
 +
 
 +
[[File:zark01.png|thumb|320px|A prickly predicament in ''Zark'']]
 +
[[File:ZarkChar.gif|center]]
  
 
Weapon pick-ups are another problem. With Game-Maker you can’t just exchange one weapon type for another on the fly; you can only upgrade from one to the next. That is, if you load all the weapons onto the same key — which is the standard. So instead, ''Zark'' uses a numbered system. Each number represents the number of shots the ship will emit at a time. They spread in various directions and patterns, depending on the number. This works out well, except in that fast-moving monsters tend to skip across the screen rather than moving smoothly. Any shots are classified as monsters. Thus, any fast-moving shots have a good chance of skipping past a target even if you shoot it head-on.
 
Weapon pick-ups are another problem. With Game-Maker you can’t just exchange one weapon type for another on the fly; you can only upgrade from one to the next. That is, if you load all the weapons onto the same key — which is the standard. So instead, ''Zark'' uses a numbered system. Each number represents the number of shots the ship will emit at a time. They spread in various directions and patterns, depending on the number. This works out well, except in that fast-moving monsters tend to skip across the screen rather than moving smoothly. Any shots are classified as monsters. Thus, any fast-moving shots have a good chance of skipping past a target even if you shoot it head-on.
  
This may be the first time that A-J Games experimented with large, multi-block monsters. When the player destroyed a weak point, it would unleash a high-power “explosion” monster that would swirl around and destroy all the other boss parts, which would themselves unleash swirling explosion monsters. It worked pretty well, if you could ignore the occasional engine bug that would cause an explosion to randomly spawn a boss segment. Not sure why that happened.
+
This may be the first time that I experimented with large, multi-block monsters. When the player destroys a weak point, it unleashes a high-power “explosion” monster that swirls around and destroys all the other boss parts, which will themselves unleash swirling explosion monsters.  
 +
 
 +
[[File:ZarkShip.png|center]]
 +
 
 +
It works pretty well, if you ignore the odd engine bug that may randomly cause an explosion to spawn a boss segment. Not sure why that happens.
 +
 
 +
Some of the menus were created or altered by [[Gregory Stone]].
 +
 
 +
:'''''- <nowiki>[</nowiki>[[Azurelore Korrigan]]<nowiki>]</nowiki>'''''
 +
 
 +
{{SeriesNav|Zark series{{!}}(Overview)|Zark|The Patchwork Heart|[[Zark series]]}}
  
Some of the menus were created or altered by [[Recreational Software Designs|RSD]]'s Gregory Stone.
+
== Story ==
  
==Story==
+
[[File:ZarkMap1.png|thumb|320px|Level 1 of ''Zark'']]
  
 
An evil race from Alpha Centurai is approaching your base on Venus. The stupid planet just got terraformed, and now an alien race is coming to demolish it. Great, just great.
 
An evil race from Alpha Centurai is approaching your base on Venus. The stupid planet just got terraformed, and now an alien race is coming to demolish it. Great, just great.
  
Wanna' hear more?  You've been chosen as an ambassador. Ambassador? What the heck do they think they're doing? These alien things are coming with guns and who knows what else to destroy the place. Ambassador? More like a blimmin' leader of a suicide trek into the enemy filled void. Space is dangerous 'nough without any aliens!
+
Wanna hear more?  You've been chosen as an ambassador. Ambassador? What the heck do they think they're doing? These alien things are coming with guns and who knows what else to destroy the place. Ambassador? More like a blimmin' leader of a suicide trek into the enemy filled void. Space is dangerous 'nough without any aliens!
  
 
Well, you take the most powerful ship on Venus and prepare for trouble.....
 
Well, you take the most powerful ship on Venus and prepare for trouble.....
  
==Instructions==
+
== Instructions ==
 +
 
 +
[[File:ZarkMap2.png|thumb|320px|Level 2 of ''Zark'']]
  
 
         NUMERICAL KEYPAD     
 
         NUMERICAL KEYPAD     
Line 46: Line 61:
 
     The space bar shoots.
 
     The space bar shoots.
  
==Credits==
 
  
Graphics, Game animation, blah, blah, etc., were done by Eric-Jon Waugh.
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== Credits ==
  
Menu animations were done by Gregory Stone.
+
Graphics, Game animation, blah, blah, etc., were done by <nowiki>[</nowiki>[[Azurelore Korrigan]]<nowiki>]</nowiki>
 +
 
 +
Menu animations were done by [[Gregory Stone]].
  
 
Edit the game freely.
 
Edit the game freely.
Line 56: Line 72:
 
Maybe an ice round or an asteroid belt would be nifty. Or a swoop over Mercury.
 
Maybe an ice round or an asteroid belt would be nifty. Or a swoop over Mercury.
  
==Downloads==
+
== Availability ==
 +
 
 +
This game is distributed as gameware with Game-Maker 3.0, as well as several of its demo incarnations -- including the '''[[:Category: CD-ROM Today - Disc 12|''CD-ROM Today'' Disc #12]]'''[[Category: CD-ROM Today - Disc 12]] (June 1995).
 +
 
 +
== Archive history ==
 +
 
 +
''Zark'' was retained as part of the archive from the game's inception.
 +
 
 +
== Links ==
 +
 
 +
<youtube>1nQXFb3xOY8</youtube>
 +
 
 +
=== Interviews / Articles ===
 +
 
 +
* [http://www.aderack.com/journal/2012/03/the-history-of-a-j-games-part-eight/ The History of A-J Games, Part Eight]
 +
* [http://www.diygamer.com/2010/08/gamemaker-archive-part-14-laser-light/ Laser Light (DIYGamer)]
 +
 
 +
=== Listings ===
 +
 
 +
* [https://archive.org/details/ZARK_1020 archive.org entry]
 +
* [http://demu.org/resource/ZARK_1020 demu.org entry]
 +
 
 +
=== Misc. Links ===
 +
 
 +
* '''[http://www.aderack.com/game-maker/java/zark.php Play ''Zark'' online]'''
 +
 
 +
== Downloads ==
  
* [http://www.aderack.com/game-maker/downloads/zark.zip Zark]
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* '''''[http://www.aderack.com/game-maker/downloads/zark.zip Zark]''''' (644.0 kB)
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* [[Media:ZarkMap1.png|Level 1 (Steel Cliffs) Map]] (64 kB)
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* [[Media:ZarkMap2.png|Level 2 (Into the Gullet) Map]] (243.3 kB)
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* [[Media:ZarkMap3.png|Level 3 (Blue Depths) Map]] (120.2 kB)
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* [[Media:ZarkMap4.png|Level 4 (Showdown) Map]] (37.4 kB)
  
[[Category:Game-Maker games]][[Category:A-J Games]][[Category:Shooters]][[Category:side-scrolling]][[Category:Demo games]]
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[[Category: Game-Maker games]]
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[[Category: Demo games]]
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[[Category: A-J Games]]
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[[Category: side-scrolling]]
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[[Category: Shooters]]
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[[Category: Experimental]]
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[[Category: Accomplishments]]
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[[Category: Game-Maker 3.0 CD]]
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[[Category: Zark series]]
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[[Category: Complete games]]
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[[Category: Maine]]
 +
[[Category: United States]]
 +
[[Category: DIYGamer]]

Latest revision as of 16:59, 22 June 2021

Featured.png
Zark
Zarktitle.gif

Release type: Demo game
Release date: 1994 (original release)
Levels: 4
Author: A-J Games
Related games: The Patchwork Heart

Whereas Glubada Pond gets caught up in mechanics, and Crullo gets caught up in the design tools, Zark gets caught up in genre. After Crullo, I chose to stretch Game-Maker's boundaries again. Game-Maker really wasn’t made for shooters, especially scrolling space shooters, but that never stopped anyone.

I had some earlier experience, so knew what absolutely didn’t work; it just wasn’t sure what did. One way to create a constant scroll was to ensure that the player’s ship always moved right. Even when backing up, it would move at a lower speed than when moving forward. Since under this scheme it does little good to prevent scrolling back to the left, I let the player flit around and explore at will.

A prickly predicament in Zark
ZarkChar.gif

Weapon pick-ups are another problem. With Game-Maker you can’t just exchange one weapon type for another on the fly; you can only upgrade from one to the next. That is, if you load all the weapons onto the same key — which is the standard. So instead, Zark uses a numbered system. Each number represents the number of shots the ship will emit at a time. They spread in various directions and patterns, depending on the number. This works out well, except in that fast-moving monsters tend to skip across the screen rather than moving smoothly. Any shots are classified as monsters. Thus, any fast-moving shots have a good chance of skipping past a target even if you shoot it head-on.

This may be the first time that I experimented with large, multi-block monsters. When the player destroys a weak point, it unleashes a high-power “explosion” monster that swirls around and destroys all the other boss parts, which will themselves unleash swirling explosion monsters.

ZarkShip.png

It works pretty well, if you ignore the odd engine bug that may randomly cause an explosion to spawn a boss segment. Not sure why that happens.

Some of the menus were created or altered by Gregory Stone.

- [Azurelore Korrigan]
Previous Current Next
(Overview) Zark The Patchwork Heart
Zark series

Story

Level 1 of Zark

An evil race from Alpha Centurai is approaching your base on Venus. The stupid planet just got terraformed, and now an alien race is coming to demolish it. Great, just great.

Wanna hear more? You've been chosen as an ambassador. Ambassador? What the heck do they think they're doing? These alien things are coming with guns and who knows what else to destroy the place. Ambassador? More like a blimmin' leader of a suicide trek into the enemy filled void. Space is dangerous 'nough without any aliens!

Well, you take the most powerful ship on Venus and prepare for trouble.....

Instructions

Level 2 of Zark
       NUMERICAL KEYPAD     
 
              Up
              |
        |---|---|---|
Up-left-| 7 | 8 | 9 |-Up-right
        |___|___|___|
        |---|   |---|
   Left-| 4 |   | 6 |-Right
        |___|   |___|
        |---|---|---|
Dwn-lft-| 1 | 2 | 3 |-Dwn-rght
        |___|___|___|
              |
            Down
 
    The space bar shoots.


Credits

Graphics, Game animation, blah, blah, etc., were done by [Azurelore Korrigan]

Menu animations were done by Gregory Stone.

Edit the game freely.

Maybe an ice round or an asteroid belt would be nifty. Or a swoop over Mercury.

Availability

This game is distributed as gameware with Game-Maker 3.0, as well as several of its demo incarnations -- including the CD-ROM Today Disc #12 (June 1995).

Archive history

Zark was retained as part of the archive from the game's inception.

Links

Interviews / Articles

Listings

Misc. Links

Downloads