Difference between revisions of "The Complete Bone Adventures"

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}}{{PendingHeader}}[[Category: Pending articles|Complete Bone]]{{Disambig|Adam Tyner|Bone!}}
 
}}{{PendingHeader}}[[Category: Pending articles|Complete Bone]]{{Disambig|Adam Tyner|Bone!}}
  
A tribute to Jeff Smith's ''Bone'' comic.
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''The Complete Bone Adventures'' is, more than anything, an achievement in storytelling. It may be the biggest storytelling achievement of all Game-Maker games. Where other games may dabble with in-engine cutscenes, here Alan Caudel masters the form and sets a new bar for all other authors to match.
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As with Adam Tyner's ''[[Bone!]]'', ''The Complete Bone Adventures'' is a highly varied adventure game based on Jeff Smith's cult classic ''Bone'' comic (itself a tribute to the work of Walt Kelly and Carl Barks). Each of the three main levels is completely different from the last, with different goals, mechanics, backgrounds, sprites, even perspective.
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The levels themselves are fine; they're much like Alan Caudel's other material at the time (e.g., ''[[FireAxe]]''). They look great and are easy enough to work around. They have a decent sense of flow, a decent sense of place. There's the occasional specific nice touch. Mostly they're functional. Either they serve as a playable piece of storyline (as in the first level, where the player controls three characters all running from an oncoming swarm of locusts) or they serve to illustrate a period of meandering and uncertainty between story beats, with a bit of travelogue on the side.
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What's more interesting is the structure into which the levels slot.  
  
  

Revision as of 17:54, 1 October 2016

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The Complete Bone Adventures
BONE.GIF

Release type: Incomplete
Release date: June 25, 1996
Levels: 10
Author: Alan Caudel
Website: DummyDuck.com
Related games: Bone!


THIS ARTICLE IS INCOMPLETE
FULL ENTRY COMING SOON!



Not to be mistaken for Adam Tyner's Bone!.

The Complete Bone Adventures is, more than anything, an achievement in storytelling. It may be the biggest storytelling achievement of all Game-Maker games. Where other games may dabble with in-engine cutscenes, here Alan Caudel masters the form and sets a new bar for all other authors to match.

As with Adam Tyner's Bone!, The Complete Bone Adventures is a highly varied adventure game based on Jeff Smith's cult classic Bone comic (itself a tribute to the work of Walt Kelly and Carl Barks). Each of the three main levels is completely different from the last, with different goals, mechanics, backgrounds, sprites, even perspective.

The levels themselves are fine; they're much like Alan Caudel's other material at the time (e.g., FireAxe). They look great and are easy enough to work around. They have a decent sense of flow, a decent sense of place. There's the occasional specific nice touch. Mostly they're functional. Either they serve as a playable piece of storyline (as in the first level, where the player controls three characters all running from an oncoming swarm of locusts) or they serve to illustrate a period of meandering and uncertainty between story beats, with a bit of travelogue on the side.

What's more interesting is the structure into which the levels slot.


BoneSprite1.gif
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Bone! The Complete Bone Adventures (Overview)
Bone series

Story

N/A

Instructions

Escaping locusts in The Complete Bone Adventures

Level 1:

Escape the locusts. Move your party with the arrow keys, preferably on the numerical keypad. Leap with the 9/PgUp key.

Level 2:

Find your way through the forest, avoiding all pitfalls. Move with the arrow keys, and punch in four directions with the I/J/K/M keys.

Credits

Game designed by Alan Caudel.

Background

Alan Caudel:

There was a 3rd Level which was never completed. It was a snow level, and if I remember correctly it had a maze in the snow kind of inspired by the Penguin Pete style.
In the comics, the Rat Creatures (the bad guys) were huge compared to the main character. I tried in Level 2 to get around that by keeping them hiding in the bushes, and then a 2 block monster animation made it look like they would jump out, but it never actually moved. I wanted the monsters to move freely around the map, so I had to come up with something.
In the snow level I drew them kinda buried up to their neck in snow, so you only saw their head peeking up. This allowed me to make them as single monster blocks which could roam freely around the snow level. It was kind of a cheat, but it worked well enough.
Looking back, I kind of wish I had made one level with a full sized multi-block monster which moved in a set direction that you just had to run away from. But it would probably have to have been indestructible so the blocks wouldn't come apart. I think it could have worked.

Availability

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

Archive History

On October 20, 2010, Caudel posted a comment to a YouTube video of Peach the Lobster, under the name dummyduckrulz; following up the conversation, on June 29, 2011 he provided a link to a collection of games recently uncovered by Adam Tyner. This initial archive included:

Links

Downloads