Difference between revisions of "Zarlor 2"
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[[File:Zarlor2Shot.png|thumb|320px|Setting out for adventure in ''Zarlor 2'']] | [[File:Zarlor2Shot.png|thumb|320px|Setting out for adventure in ''Zarlor 2'']] | ||
| − | + | On numerical keypad: | |
| + | |||
| + | * 4, 6: Fly left, right | ||
| + | * 8: Speed up | ||
| + | * 2: Slow down | ||
| + | |||
| + | Z,X,C: Shoot or trigger your ship's special powers. | ||
| + | |||
| + | Each ship has its own properties and unique powers; some even use unlisted keys for their weapons and features. | ||
== Credits == | == Credits == | ||
| − | Designed by John and Robert Brandon | + | Designed by |
| + | * [[Brandon Enterprises|John and Robert Brandon]] | ||
| + | |||
| + | Engine and Tools by | ||
| + | * [[Recreational Software Designs]] | ||
| + | |||
| + | Compiled by | ||
| + | * [[EJR Tairne]] | ||
== Background == | == Background == | ||
Revision as of 20:34, 4 November 2012
Release type: Incomplete
Release date: 2001
Levels: 28
Author: Brandon Enterprises
Related games: Anime
Contents
Instructions
On numerical keypad:
- 4, 6: Fly left, right
- 8: Speed up
- 2: Slow down
Z,X,C: Shoot or trigger your ship's special powers.
Each ship has its own properties and unique powers; some even use unlisted keys for their weapons and features.
Credits
Designed by
Engine and Tools by
Compiled by
Background
John Brandon:
- Zarlor Mercenaries was an excellent and impressive top down shooter for the Atari Lynx.
- For some reason, I was still playing it in the mid-late 1990s and wanted to make a sequel to it.
- A cool thing about Zarlor is that it had a choose character screen. Since I loved making graphics, I went hard at work at making a TON of characters for this game, even creating a fairly graphically impressive choose character screen.
- I tried to give each character a distinct look and personality, and of course they would all have different ships too! And as a bonus, I even started working on a 2 block tall "4 player" ship - which was going to have so many controls scattered haphazardly throughout the keyboard, that 4 players would be necessary to be a crew to control the ship.
- At any rate, the game was never fully integrated with all the graphics and levels and choose character screen I worked on - rather I would make individual tech demos to get some instant gratification and see how the levels and whatever new character I was designing looked when put together.
- I think there were over 3 or 4 levels created which you could probably see if you look at each of the tech demos.
- However unlike most shmups, it was difficult to find a way to end the level. Most shmups end based on a timed event like a boss fight, but I didn't know how to do anything like that in GM, so you just fly around a repeating level, dodging and shooting at enemies which mostly have an AI which tells them to go forward. I have no idea where the exits in the levels are.
Links