Difference between revisions of "Power Fights A.C.: Power Moves II"

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'''Website:''' [http://www.dummyduck.com/ DummyDuck.com]<br />
 
'''Website:''' [http://www.dummyduck.com/ DummyDuck.com]<br />
 
'''Related games:''' N/A
 
'''Related games:''' N/A
}} [[Category:Pending articles]]<center>'''FULL ENTRY COMING SOON!'''</center>
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}}{{Disambig|Adam Tyner|Power Flux| or [[Alan Caudel]]'s ''[[Power Budd!]]''}}
 
 
 
 
 
 
 
 
'''Not to be mistaken for ''[[Power Budd!]]'' or Adam Tyner's ''[[Power Flux]]''.'''
 
  
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Not every game is a masterpiece. Some projects are just there to test the waters. Alan Caudel is particularly prone to the quick sketch. Is this concept viable? If so, how viable? Well, let's see. Sometimes the sketches go nowhere; sometimes they lay the groundwork for grander declarations down the road.
  
 +
Although Game-Maker was released the same year as ''Street Fighter II'', it was of course designed with more of a mind to ''The Legend of Zelda'' and ''Metroid''. It doesn't support very nuanced controls, or intelligent CPU-controlled opponents, or large character sprites, or multi-player design. There's no reason to think that it could be a viable platform for a versus fighter. So, all the more reason to try.
  
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[[File:PowerFighterSprite.gif|center]]
  
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Plausibly one might develop something halfway convincing, though to do so would be a major work of hackery. In the case of ''Power Fights A.C.'', the results are much what one would expect. Your character can move. The opponent just stands there, firing projectiles, while the clock counts down. The clock may be the most interesting element of the game, inasmuch as when the clock hits zero the level ends. That's not quite the way that versus fighters usually work; normally when the clock counts down you either lose or you win, depending on your relative health -- but, nuances.
  
 +
[[File:PowerFightsShot.png|thumb|320px|This fighter ain't no dummy!]]
  
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The background is fairly well-rendered, and the character is animated well enough. There seems to have been some ambition toward choosing your level, as in most games following in Capcom's wake. If the game actually worked on a technical level, it would be a decent little thing, with some character and some energy.
  
 +
So, in its own right ''Power Fights A.C.'' isn't really a success. That's okay. Someone did it; we get to see the result. The fact of the game is informative. If you want to try a versus fighter, you'll have to get trickier than this.
  
 
== Story ==
 
== Story ==
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== Instructions ==
 
== Instructions ==
 
[[File:PowerFightsShot.png|thumb|320px|This fighter ain't no dummy!]]
 
  
 
Controls:  
 
Controls:  
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== Links ==
 
== Links ==
  
<videoflash>qp1s5H8ABFY</videoflash>
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<youtube>qp1s5H8ABFY</youtube>
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== Downloads ==
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* '''''[http://www.aderack.com/game-maker/downloads/fighter2.zip Power Fights A.C.: Power Moves II]''''' (122 kB)
  
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[[Category: Game-Maker games]]
 
[[Category: Incomplete games]]
 
[[Category: Incomplete games]]
 
[[Category: Alan Caudel]]
 
[[Category: Alan Caudel]]
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[[Category: Fighting games]]
 
[[Category: Fighting games]]
 
[[Category: New discoveries]]
 
[[Category: New discoveries]]
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[[Category: Experimental]]
 
[[Category: On Target Programming]]
 
[[Category: On Target Programming]]
 
[[Category: Games needing maps]]
 
[[Category: Games needing maps]]
 
[[Category: Florida]]
 
[[Category: Florida]]
 
[[Category: United States]]
 
[[Category: United States]]

Latest revision as of 22:01, 2 July 2021

Power Fights A.C.: Power Moves II
Powerfights.gif

Release type: Incomplete
Latest version: October 16, 1995
Levels: 2
Author: Alan Caudel
Website: DummyDuck.com
Related games: N/A


Not to be mistaken for Adam Tyner's Power Flux or Alan Caudel's Power Budd!.

Not every game is a masterpiece. Some projects are just there to test the waters. Alan Caudel is particularly prone to the quick sketch. Is this concept viable? If so, how viable? Well, let's see. Sometimes the sketches go nowhere; sometimes they lay the groundwork for grander declarations down the road.

Although Game-Maker was released the same year as Street Fighter II, it was of course designed with more of a mind to The Legend of Zelda and Metroid. It doesn't support very nuanced controls, or intelligent CPU-controlled opponents, or large character sprites, or multi-player design. There's no reason to think that it could be a viable platform for a versus fighter. So, all the more reason to try.

PowerFighterSprite.gif

Plausibly one might develop something halfway convincing, though to do so would be a major work of hackery. In the case of Power Fights A.C., the results are much what one would expect. Your character can move. The opponent just stands there, firing projectiles, while the clock counts down. The clock may be the most interesting element of the game, inasmuch as when the clock hits zero the level ends. That's not quite the way that versus fighters usually work; normally when the clock counts down you either lose or you win, depending on your relative health -- but, nuances.

This fighter ain't no dummy!

The background is fairly well-rendered, and the character is animated well enough. There seems to have been some ambition toward choosing your level, as in most games following in Capcom's wake. If the game actually worked on a technical level, it would be a decent little thing, with some character and some energy.

So, in its own right Power Fights A.C. isn't really a success. That's okay. Someone did it; we get to see the result. The fact of the game is informative. If you want to try a versus fighter, you'll have to get trickier than this.

Story[edit]

N/A

Instructions[edit]

Controls:

Arrow keys to move,

1,2,3,4 = punch and kick.

Insert & delete = super moves.

Credits[edit]

By Alan Caudel

Background[edit]

Alan Caudel:

Here's an old game that I found. Fighter, a.k.a. Power Fights, a.k.a. Power Moves 2, a.k.a. I couldn't decide on a name. I'm wondering if this means there was a Power Moves 1. I surely don't remember it.
It never quite worked how I planned it to. I modified it a little using newer techniques, but I included some of the older unmodified files just for fun. It's my attempt at a fighting game from around the time when Street Fighter II and Mortal Kombat were huge. Back then I couldn't get the arm and leg extensions to work right, and the enemy never moved.
One good thing about it is the timer thingy. When the time runs out, the background blocks change and push you to the exit and the enemy dies. That worked out well.

Availability[edit]

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

Archive History[edit]

On March 27, 2014, Alan Caudel tracked down a copy of the game and provided it to the Archive.

Links[edit]

Downloads[edit]