The Game-Maker Archive: Mike Perrucci

  • Reading time:2 mins read

by [redacted]

Most of the Game-Maker material I know, I’ve known about since high school. When the program was new, there was a thriving development community. When RSD stopped supporting Game-Maker, interest dwindled, the community dissipated, and it became difficult to find any mention of the program. Occasionally, though, I run into a developer who missed the wider loop and just kept on developing in private. The most productive of these isolated cases is also one of the more talented Game-Maker artists of all, Mike “Mazeguy” Perrucci.

Although Perrucci’s two finished games are an apparently simple overhead-view game and its sequel, there’s much more going on than you catch at a glance. For one, the guy never repeats himself. Never mind between games; within each game, no two levels are remotely similar. Typically each stage can boast not just distinct backgrounds and enemies but different mechanics and often a slightly different character sprite, with different animations and abilities to suit the level’s theme.

Where these games really excel are in their creative use of background animations and monster birthing — two of the most powerful, yet least exploited, Game-Maker traits. Between the two, there’s almost no end of effects that you can fake — as aptly demonstrated in Perrucci’s second game.

( Continue reading at DIYGamer )

Spelunking into the Past

  • Reading time:2 mins read

by [redacted]

The last few days I’ve been fussing over Derek Yu’s Spelunky. I know that it’s been around for a while; it’s just one of those things I never got around to. I downloaded it, and then got distracted. Time moved on, and there was always something else to pay attention to. As often happens, I’m rather disappointed that I didn’t jump in sooner — and also glad it’s new to me now, with all the endorphin rush you get from that kind of new relationship.

I’m sure the game has been discussed to death, so I don’t intend to labor the point. For context, the game is a Roguelike platformer released for PC about a year and a half ago. By Roguelike, I mean it randomly generates its levels and fills them with both traps and treasure. Until you know the game inside out and can make an effort to beat it, the point of playing is to see how deep you can go, and how much you can achieve, before dying. The random level layout means the game is infinitely replayable. The easy death means that you’ll be restarting often.

The game is basically an attempt to rehabilitate, or reenvision, Tim Martin’s Spelunker, an early PC game mostly known for its NES port. Although on the face of it the game seems really neat — a tale of exploration and adventure and treasure hunting in the deep places of the Earth — Spelunker is nearly impossible to play, in that the controls are a bit awkward and nearly everything that you can do will kill you. Even falling from slightly over the height of your character spells death. It’s ridiculous, and has gained the game a sort of cult reputation for its perceived sadism.

You can see the thought processes; Roguelikes are difficult and arbitrary, yet within an addictive framework. Spelunker is difficult and arbitrary, and no fun at all. Why not combine the discipline of the one and the premise of the other, and create the game that Spelunker might have been? Good thinking, too, as Spelunky is rather marvelous and instantly claimed a place amongst the most respected of indie games.

( Continue reading at DIYGamer )

Jason Boyer cuts loose with Fuzz Power

  • Reading time:1 mins read

“The barbers have finally found Fuzzy, but this time, he’s fighting back!”

The original Fuzz Power seemed like it wanted to be a low-rent answer to Hudson’s Adventure Island or Wonder Boy. Inspired by the Action 52 Owns game jam, Jables’s Adventure designer Jason Boyer reinvented the game into a short yet transcendent tale of a wild man’s battle against a deranged cult of barbers.

I’m going to again stress how short the game is: it’s only three brief levels and a boss. Yet the mechanics are deep enough, and the world that Boyer has painted is rich enough, to sustain a much broader design. Consider the game as it stands only a taste.

( Continue reading at DIYGamer )