Difference between revisions of "The Patchwork Heart"
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|header='''''The Patchwork Heart''''' | |header='''''The Patchwork Heart''''' | ||
|file=[[File:hearttitle.gif|290px|border]] | |file=[[File:hearttitle.gif|290px|border]] | ||
|text= | |text= | ||
'''Release type:''' [[:Category:Demo games|Demo game]]<br /> | '''Release type:''' [[:Category:Demo games|Demo game]]<br /> | ||
− | '''Release date:''' | + | '''Release date:''' [[1994]] (original release)[[Category: 1994|Patchwork]]<br /> |
'''Levels:''' 4<br /> | '''Levels:''' 4<br /> | ||
'''Author:''' [[A-J Games]]<br /> | '''Author:''' [[A-J Games]]<br /> | ||
'''Related games:''' ''[[Zark]]'' | '''Related games:''' ''[[Zark]]'' | ||
− | }}''[[Peach the Lobster|Peach]]'' was an exhausting project, | + | }}''[[Peach the Lobster|Peach]]'' was an exhausting and time-consuming project, so to follow it up I cooled off by tossing together what seemed like a simple, brainless game. It consists of three maps, one tile set, a character with basically no animation, and no grand plan behind its design. |
The character is a golden orb; for variety, and just to dink around with an unfamiliar technique, it emits motion lines when it jumped. The result is a kind of neat trail effect, which also serves as a secondary attack. To set the levels apart, the game plays around with palette swapping. To further break up the sameness, which could make the game confusing in places, every surface that the player touches also turns golden. This allows the player to sort of leave a trail, as well as generally establish a sense of ownership over the level geometry. | The character is a golden orb; for variety, and just to dink around with an unfamiliar technique, it emits motion lines when it jumped. The result is a kind of neat trail effect, which also serves as a secondary attack. To set the levels apart, the game plays around with palette swapping. To further break up the sameness, which could make the game confusing in places, every surface that the player touches also turns golden. This allows the player to sort of leave a trail, as well as generally establish a sense of ownership over the level geometry. | ||
− | The | + | The level progression and variety is a little eccentric. The first level is immediately repeated, except with a different goal. After that the game switches to a weightless or top-down close-quarters maze (where the golden trail comes in handy), and then more of an action-platformer level where the idea is to fight through masses of enemies and avoid falling. |
− | + | The game borrows monsters from ''[[Zark]]''; since the monsters are mostly body parts, they drop pools of blood when defeated. Harking back to a secret from ''Wolfenstein 3D'', the pools restore energy whenever the player touches them. Given the sharing of resources, the game a tenuous story connection to ''Zark''. | |
− | + | [[File:heart01.png|thumb|320px|Bloody business in ''The Patchwork Heart'']] | |
− | ==Story== | + | [[File:HeartBads.png|center]] |
+ | |||
+ | Aside from a weird super-jump gimmick, that right there is the game. In retrospect, despite the lack of effort, it’s probably the most playable and progressive of the bunch I developed for [[Recreational Software Designs|RSD]]. | ||
+ | |||
+ | Some of the menus were created or altered by [[Gregory Stone]]. | ||
+ | |||
+ | :'''''- <nowiki>[</nowiki>[[Azurelore Korrigan]]<nowiki>]</nowiki>''''' | ||
+ | |||
+ | {{SeriesNav|Zark|The Patchwork Heart|Zark series{{!}}(Overview)|[[Zark series]]}} | ||
+ | |||
+ | == Story == | ||
L A T E R O N . . . | L A T E R O N . . . | ||
Line 24: | Line 34: | ||
The labs at Earth's station on the recently-terraformed Venus have sent down a self-propelled ball of uranium, dubbed "Patchwork Heart", deep into the crust of the planet,to destroy the horrid monsters that appeared soon after the starship Zark destroyed the invading aliens. The creatures appear to be the animated organs of the huge monster that Zark flew through and destroyed. The radiation should hold the monsters at bay, yet in case it doesn't, a special amplification crystal was installed. | The labs at Earth's station on the recently-terraformed Venus have sent down a self-propelled ball of uranium, dubbed "Patchwork Heart", deep into the crust of the planet,to destroy the horrid monsters that appeared soon after the starship Zark destroyed the invading aliens. The creatures appear to be the animated organs of the huge monster that Zark flew through and destroyed. The radiation should hold the monsters at bay, yet in case it doesn't, a special amplification crystal was installed. | ||
− | ==Instructions== | + | == Instructions == |
− | [[File: | + | [[File:HeartMap1.png|thumb|320px|The first pass of Level 1, in ''The Patchwork Heart'']] |
7(Home), 8(Up Arrow), 9(PgUp): Jump left, up, and right, respectively. | 7(Home), 8(Up Arrow), 9(PgUp): Jump left, up, and right, respectively. | ||
Line 40: | Line 50: | ||
[Tab]: Suicide | [Tab]: Suicide | ||
− | ===Hints & Junk=== | + | === Hints & Junk === |
When you touch an idol you get the ability to rocket jump once. Make sure you use it wisely. | When you touch an idol you get the ability to rocket jump once. Make sure you use it wisely. | ||
Line 48: | Line 58: | ||
The uranium needs to be kept cool. Roll over the pools left by the defeated enemies to regain some hitpoints. | The uranium needs to be kept cool. Roll over the pools left by the defeated enemies to regain some hitpoints. | ||
− | ==Credits== | + | == Credits == |
− | Graphics, Sound, Animation: [[ | + | Graphics, Sound, Animation: <nowiki>[</nowiki>[[Azurelore Korrigan]]<nowiki>]</nowiki> |
− | Menu Screens: [[Gregory Stone|Andrew Stone]], | + | Menu Screens: [[Gregory Stone|Andrew Stone]], <nowiki>[</nowiki>Azurelore Korrigan<nowiki>]</nowiki> |
All of the graphics in the game were drawn with [[Deluxe Paint]] ][ Enhanced. The menu animation was done with [[Autodesk Animator]]. The sounds were mastered with [[WinDat]]. The game engine is Game-Maker Version 3.00 from Recreational Software Designs. | All of the graphics in the game were drawn with [[Deluxe Paint]] ][ Enhanced. The menu animation was done with [[Autodesk Animator]]. The sounds were mastered with [[WinDat]]. The game engine is Game-Maker Version 3.00 from Recreational Software Designs. | ||
− | ==Links== | + | == 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). | ||
+ | |||
+ | Also available on several shareware compilation CD-ROMs, including: | ||
+ | * '''[[:Category: Software Vault: Games 2|Software Vault: Games 2]]'''[[Category: Software Vault: Games 2]] (January 1995) and | ||
+ | ** Full description: "Use Guile's Sonic Boom to destroy enemies." | ||
+ | * Beachware's '''[[:Category: 1000 Games for Windows and DOS|1000 Games for Windows and DOS]]'''[[Category: 1000 Games for Windows and DOS]] (November 1995). | ||
+ | |||
+ | == Archive history == | ||
+ | |||
+ | ''The Patchwork Heart'' was retained as part of the archive from the game's inception. | ||
+ | |||
+ | == Links == | ||
+ | |||
+ | <youtube>-3oJsfOoPeE</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/2010/07/gamemaker-archive-part-10-integrator/ The Integrator (DIYGamer)] | ||
+ | * [http://www.diygamer.com/2010/08/gamemaker-archive-part-14-laser-light/ Laser Light (DIYGamer)] | ||
+ | |||
+ | === Listings === | ||
+ | |||
+ | * [https://archive.org/details/ThePatchworkHeart_1020 archive.org entry] | ||
+ | * [http://demu.org/resource/ThePatchworkHeart_1020 demu.org entry] | ||
+ | |||
+ | === Misc. Links === | ||
− | + | * '''[http://www.aderack.com/game-maker/java/heart.php Play ''The Patchwork Heart'' online]''' | |
− | ==Downloads== | + | == Downloads == |
− | * [http://www.aderack.com/game-maker/downloads/heart.zip The Patchwork Heart] | + | * '''''[http://www.aderack.com/game-maker/downloads/heart.zip The Patchwork Heart]''''' (423.0 kB) |
+ | * [[Media:HeartMap1.png|Level 1 Map]] (203.7 kB) | ||
+ | * [[Media:HeartMap2.png|Level 2 Map]] (208.4 kB) | ||
+ | * [[Media:HeartMap3.png|Level 3 Map]] (164.3 kB) | ||
− | [[Category:Game-Maker games]][[Category:A-J Games]][[Category:Platformers]][[Category: | + | [[Category: Game-Maker games|Patchwork Heart]] |
+ | [[Category: Demo games|Patchwork Heart]] | ||
+ | [[Category: A-J Games|Patchwork Heart]] | ||
+ | [[Category: side-scrolling|Patchwork Heart]] | ||
+ | [[Category: Platformers|Patchwork Heart]] | ||
+ | [[Category: Sequels|Patchwork Heart]] | ||
+ | [[Category: Accomplishments|Patchwork Heart]] | ||
+ | [[Category: Game-Maker 3.0 CD|Patchwork Heart]] | ||
+ | [[Category: Zark series|Patchwork Heart]] | ||
+ | [[Category: Eponymous titles|Patchwork Heart]] | ||
+ | [[Category: Complete games|Patchwork Heart]] | ||
+ | [[Category: Compilation CD-ROMs|Patchwork Heart]] | ||
+ | [[Category: Maine|Patchwork]] | ||
+ | [[Category: United States|Patchwork]] | ||
+ | [[Category: DIYGamer|Patchwork]] |
Latest revision as of 17:02, 22 June 2021
Peach was an exhausting and time-consuming project, so to follow it up I cooled off by tossing together what seemed like a simple, brainless game. It consists of three maps, one tile set, a character with basically no animation, and no grand plan behind its design.
The character is a golden orb; for variety, and just to dink around with an unfamiliar technique, it emits motion lines when it jumped. The result is a kind of neat trail effect, which also serves as a secondary attack. To set the levels apart, the game plays around with palette swapping. To further break up the sameness, which could make the game confusing in places, every surface that the player touches also turns golden. This allows the player to sort of leave a trail, as well as generally establish a sense of ownership over the level geometry.
The level progression and variety is a little eccentric. The first level is immediately repeated, except with a different goal. After that the game switches to a weightless or top-down close-quarters maze (where the golden trail comes in handy), and then more of an action-platformer level where the idea is to fight through masses of enemies and avoid falling.
The game borrows monsters from Zark; since the monsters are mostly body parts, they drop pools of blood when defeated. Harking back to a secret from Wolfenstein 3D, the pools restore energy whenever the player touches them. Given the sharing of resources, the game a tenuous story connection to Zark.
Aside from a weird super-jump gimmick, that right there is the game. In retrospect, despite the lack of effort, it’s probably the most playable and progressive of the bunch I developed for RSD.
Some of the menus were created or altered by Gregory Stone.
Previous | Current | Next |
---|---|---|
Zark | The Patchwork Heart | (Overview) |
Zark series |
Contents
Story
L A T E R O N . . .
The labs at Earth's station on the recently-terraformed Venus have sent down a self-propelled ball of uranium, dubbed "Patchwork Heart", deep into the crust of the planet,to destroy the horrid monsters that appeared soon after the starship Zark destroyed the invading aliens. The creatures appear to be the animated organs of the huge monster that Zark flew through and destroyed. The radiation should hold the monsters at bay, yet in case it doesn't, a special amplification crystal was installed.
Instructions
7(Home), 8(Up Arrow), 9(PgUp): Jump left, up, and right, respectively.
4(Left Arrow), 6(Right Arrow): Roll to the left and right
2(Down Arrow: Speed fall downwards
[Space]: Emit wave of radiation
[Enter]: Rocket jump
[Tab]: Suicide
Hints & Junk
When you touch an idol you get the ability to rocket jump once. Make sure you use it wisely.
If you're caught in a stalemate, press [Tab] to kill yourself and start again from the beginning of the round.
The uranium needs to be kept cool. Roll over the pools left by the defeated enemies to regain some hitpoints.
Credits
Graphics, Sound, Animation: [Azurelore Korrigan]
Menu Screens: Andrew Stone, [Azurelore Korrigan]
All of the graphics in the game were drawn with Deluxe Paint ][ Enhanced. The menu animation was done with Autodesk Animator. The sounds were mastered with WinDat. The game engine is Game-Maker Version 3.00 from Recreational Software Designs.
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).
Also available on several shareware compilation CD-ROMs, including:
- Software Vault: Games 2 (January 1995) and
- Full description: "Use Guile's Sonic Boom to destroy enemies."
- Beachware's 1000 Games for Windows and DOS (November 1995).
Archive history
The Patchwork Heart was retained as part of the archive from the game's inception.
Links
Interviews / Articles
Listings
Misc. Links
Downloads
- The Patchwork Heart (423.0 kB)
- Level 1 Map (203.7 kB)
- Level 2 Map (208.4 kB)
- Level 3 Map (164.3 kB)