Difference between revisions of "Calimero II"

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[[File:Calimero0003.png|thumb|320px|Zone 1 - Level 2 : design sketch]]
 
[[File:Calimero0003.png|thumb|320px|Zone 1 - Level 2 : design sketch]]
  
Although again they chose not to pursue the game to completion, the game does exhibit several advanced — or at least fascinating — techniques. To facilitate a Sonic-style vertical spring, they employed a complex lock-and-key system that momentarily flipped the gravity on all the background blocks. The character can throw apples along a wave pattern, and can do it quickly enough to establish a sort of an unbroken wave beam.  
+
Although again they chose not to pursue the game to completion, the game does exhibit several advanced — or at least fascinating — techniques. To facilitate a ''Sonic''-style vertical spring, they employed a complex lock-and-key system that momentarily flipped the gravity on all the background blocks. The character can throw apples along a wave pattern, and can do it quickly enough to establish a sort of an unbroken wave beam.  
  
 
With a bit of adjustment, and some improved jumping behavior, ''Calimero II'' could have really gone somewhere. You can feel that this game was never a priority, though — not in the same way as some of [[PPP Team]]'s other projects.
 
With a bit of adjustment, and some improved jumping behavior, ''Calimero II'' could have really gone somewhere. You can feel that this game was never a priority, though — not in the same way as some of [[PPP Team]]'s other projects.

Revision as of 17:43, 1 December 2010

Calimero II
CalimeroTitle.gif

Release type: Freeware
Release date: July 3, 1995
Levels: 2
Author: PPP Team
Website: Bilou Homebrew's Blog
Related games: Panzer III

FULL ENTRY COMING SOON!


Creating an apple wave in Calimero II

The first Calimero game, Calimero against the Black Empire, was the Martins’ first ever attempt at a platformer, developed in BASIC some four or five years before they discovered Game-Maker. The game involved a black-feathered bird wearing half an egg as a helmet.

Somewhat late in their Game-Maker career, they chose to take advantage of a design cul-de-sac and insert the character into the skeleton of Panzer III. The result, Calimero II, comes off as sort of a cross between Wonder Boy and Sonic the Hedgehog (particularly the latter's Marble Zone), with maybe a bit of a Codemasters flavor.

Zone 1 - Level 2 : design sketch

Although again they chose not to pursue the game to completion, the game does exhibit several advanced — or at least fascinating — techniques. To facilitate a Sonic-style vertical spring, they employed a complex lock-and-key system that momentarily flipped the gravity on all the background blocks. The character can throw apples along a wave pattern, and can do it quickly enough to establish a sort of an unbroken wave beam.

With a bit of adjustment, and some improved jumping behavior, Calimero II could have really gone somewhere. You can feel that this game was never a priority, though — not in the same way as some of PPP Team's other projects.

Gameplay comparison

RSD's engine resulted in several technical changes over the previous Calimero game. To wit:

  • Calimero can now take several hits before dying (versus the one-hit kills of the original).
  • A gravity-affected jetpack (keys .,1,3) replaces the gravity-cancelling helicopter from the original. This means, among other things, that you have to sacrifice a life to get out of the cave where you found that power-up.
  • Once acquired, power-ups (particularly the jetpack) are retained for the duration of the game, as compared to power-ups that only last as long as you're alive in the original.
  • There are now little matches and flame monsters strolling around.
  • You can dispatch some monsters by throwing apples (keys /,*).
  • You can now control your flight after touching a "bumper".
  • If you fall from the sky, you now safely land on the ground. In the original non-scrolling 8-bit scenes, falling in the wrong section of the screen could kill you, making the clouds much more hazardous to navigate.
Zone 1 - Level 1 : note the fake lava you need to cross to reach the end

Links