Difference between revisions of "Nebula"

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=== Interviews / Articles ===
 
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Latest revision as of 18:21, 22 June 2021

Featured.png
Nebula
Nebula-title.gif

Release type: Demo game
Release date: 1991
Levels: 9
Author: G. Andrew Stone
Related games: Pipemare, Sample, Terrain, Penguin Pete

Of the demo games, Nebula is both the best and the most consistently upgraded of the bunch. Whenever a new version of Game-Maker appeared, with new features, it was Nebula that leaped to incorporate and demonstrate those features — leading to some significant changes and additions to its design.

Nebula is a completely original game, and every bit of it serves to illustrate how to make a proper platformer with this toolset that isn’t really built for that kind of a game. The visuals are stylish and stylized, and just plain well-designed. When you touch ceiling spikes, they start to drip with fluid the color of your protagonist. The geometrical patterns in the background tiles break up the normal sense of repetition, and there’s a comprehensible sense of level design at work. There are two difficulty modes; in the easy mode, tricky chasms are bridged by tenuous platforms. And just in case you lose your way, energetic green arrows keep you moving.

Level 1 of Nebula
NebulaMons.gif

Significantly, the game’s three major levels use the exact same tileset; the only difference is the palette. In level two, green and blue are swapped; in level three, red becomes prominent. There’s an overworld connecting the three levels, with its own character animations and its own controls. Monsters behave regularly and predictably, and largely fit the game’s environments. The only thing one might say against Nebula is that when RSD added Sound Blaster support, the game acquired a scathing bell sample. Whenever you get one of the most important collecting items in the game, that bell rings out — making the items seem almost like more of a hazard than they're worth.

Nebula has more to teach about game design than all of the other demo games put together.

Story

The star system in Nebula

For many years your solar system has lived in harmony, with each planet minding its own orbit, and not disturbing the others.

You thought that your life as a solar flare would be peaceful, and uneventful, until the summons came. You have to appear before the coalition of planets, and accept their charge.

Norman.png

The chamber was full when you arrived. Yannic, the little earth-like planet currently orbiting at 8:00, and Zenom, the large gas giant (orbiting outside of Yannic at 7:00) were quietly talking with Syin, your mother star.

"I'm glad you arrived!" Syin said warmly.
"Why was I sent for?" you ask.
"We are in grave danger. A haloed sun in the 1:30 direction is on the verge of supernova. If the star goes our entire system will be engulfed! I charge you to carry the green gem of energy and place it on a dias in the bowels of this sun. The green gem is located deep inside Zenom, but I suggest you visit Yannic first to prepare yourself. Will you accept the charge?"
"I will humbly obey," you say quietly. "Good. Good Luck. You may go now to prepare for your journey."

Instructions

The Yannic interior, in Nebula

Movement: Joystick, Numerical keypad

Spit Fireball: <Space bar>

Pick up Objects: the 'P' key

You do not have the power to spit fire at first. Find the Yellow orb in the blue world (and pick it up) to gain this ability. There is also a more powerful fireball hidden in the game, so look carefully!

Credits

Storyline:

Gregory Stone

Graphics:

Character, Background, Menus, Animations: Gregory Stone

Monsters: Joan Stone

Creator's Note:

Feel free to add and modify any of the worlds in Nebula with GameMaker. I certainly would have liked more then four planets and stars in the game. Perhaps a dark planet (in which everything is black until you touch it) would add to the game. You should add your name to the ones on the list above under a short description for your addition, but you may not erase any names currently in the list.

Background

G. Andrew Stone:

Nebula: 100% me... [I]t always got the new features... I would use it to test the features I added!  Note the influences of Super Mario, where you dive into the difficulty level, and also it was influenced by Metroid. In fact, making something like Metroid was sort of the bar I set myself for [Game-Maker] version 1.0.  Which is why I added the secret passage features, and gravity, [to the engine] early on.

Resources

  • Several of the monsters are shared amongst all of RSD's games.

Availability

Distributed with all versions of Game-Maker.

In addition, full versions of Game-Maker and its gameware were illegally distributed on several shovelware CD-ROMs in the early-mid 1990s, such as Softkey Entertainment Pack (July 1996)

Archive History

Nebula was introduced to the archive with the purchase of Game-Maker 1.02 in September 1992.

Links

Interviews / Articles

Listings

Misc. Links

Downloads