Illuminator a Flash of Brilliance

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Logan Ames‘ Illuminator is a side-scrolling survival horror game, which for no particular reason reminds me of Sega’s Ghost House.

You start off in an empty, darkened house, armed with nothing but a flashlight. Flick on the light, and the path before you explodes with brightness. After a few seconds, the light fades and you need to recharge the batteries. Eventually you will start to encounter ghouls. Avoid them until your light is charged, then melt them with a bright flash. As you disintegrate the ghouls, the stitches in a tear in the fabric of reality begin to unravel. Defeat enough ghouls and you can pass through a starry void to the next house.

Along the way you will find night lights, Christmas tree lights, and so on. Plug them in, flick on televisions, and keep an eye on open windows to give yourself forewarning of ghoul attacks. There’s a helpful sound effect and flashing icon to let you know when you’re near a wall outlet.

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Rocket Jockey

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In his remake of of Rocket Jockey, The Moonkeeper author Ben Pettengill has delivered something of a gem. Both engrossing in its own right and faithful to what little there is to Active Enterprises’ original, Rocket Jockey is one of the highlights of the Action 52 Owns game jam.

The game begins as you find all your cows beamed into space by interstellar cattle rustlers. So you run out back of your barn, hop on the back of your solid-fuel rocket, and blast off in pursuit. Aside from the arrow keys, the game uses a single button. Rather than shoot, you sling out a lasso. If you rope a steer, you get to sustain another hit and your lasso begins to glow and grow in length. Snag a gunman, and you may pull him off his own rocket. You can also grab barrels, and toss them forward.

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Bits and Pieces aspires for brain food

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David R. Lorentz has reinvented the Action 52 zombie-on-a-pogo-stick game Bits and Pieces as a… well, sort of a monster hell platformer. You play as an amorphous bodiless glob of protein, described as a head but presumably more like a brain, who wobbles and bounces through patterned fields of monsters in search of glutamate.

The action switches up from level to level, as the game introduces unexpected nuances to its apparently simple mechanics. For instance, tapping “jump” again the moment you bounce on an enemy results in a super bounce that can send you about the height of the screen, allowing some interesting vertical sequences that call to mind the ice beam segments in Metroid.

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Time Warp Tickers gets you flicking and kicking

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The Brazilian artist Melly has released a provisionally complete version of his Action 52 Owns game jam entry, Time Warp Tickers.

As with many of its game jam brethren, Melly’s game takes the basic premise of its namesake, and a few visual and audio themes, and fleshes them out with modern mechanics and design sensibilities. In this case you play as a tiny cat in a finger mech, strolling through a surreal chessboard landscape, flicking enemies into each other and into background objects with your mech’s “legs”. Charge the flicks for a stronger result. The game also includes some time warp elements: hold both buttons to slow things down and give yourself room to maneuver.

Time Warp Tickers is both visually and aurally gorgeous, filled with rather neat mechanisms and design ideas, and is a rather clever example of deconstruction. It manages both to pay tribute to the themes of the game that inspired it and to use those themes as a starting place to do its own thing entirely.

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Jason Boyer cuts loose with Fuzz Power

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“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.

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Clear the room with Easyname’s Beeps and Blips

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Taking a different tack from the other Action 52 Owns game jam entries, Easyname’s Beeps and Blips remake goes even more retro in presentation even as it considerably ages up the design.

The game almost looks like it’s running in text mode, and yet for a top-down shooter it’s rather sophisticated. To move to the next room, you clear the screen of enemies. There are two buttons: shoot, and lock your aim. You can move and shoot in eight directions. Touch a purple orb to gain an “option” (in Gradius terms) and increase your firepower. I’m not sure if there’s a limit; you can certainly collect at least three of them. When you’re injured, you lose an “option” and your firepower decreases. When you lose all your energy, you die and start over from the last threshold you passed.

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Curt Kling’s Mash Man stomps on your heartstrings

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Now here’s an interesting one. Bravehorse designer Curt Kling’s entry into the Action 52 Owns game jam is a contemplative remake of the under-achieving side-scroller Mash Man. As Kling commented: “We tried to take the mood of the original game and expand on it, since it doesn’t really have any kind of unique gameplay elements to use.”

That’s an understatement. In the original game you pretty much walk to the right and jump on enemies with your enormous feet — provided you can get around the collision problems. And eventually you’ll get hit and you’ll die. As a game, it’s a bit depressing and futile. Which is what Kling seemed to read into it as well.

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Sink your teeth into Guilherme Martins’ Bubblegirl Rozy

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Continuing with the occasionally lovely Action 52 Owns game jam entries, Guilherme Martins has contributed a lush, completely reenvisioned take on game #23, Bubblegum Rosy, adopting little but the theme — an action platformer about a girl who blows bubbles — and a few visual touches, and extrapolating that into a sturdy, whimsical game of his own creation.

You play as a little girl with a double jump and fluttery hair that slows her descent. To defend yourself, you blow bubbles; different flavors of gum give you different bubble patterns. Your goal is to climb into a large bubble at the end of the level, and drift off to the next screen. For some reason you rescue young men along the way, who then appear on the title screen once you’ve collected them.

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Get your hooks into Arthur Lee’s Streemerz

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Streemerz: Super Strength Emergency Squad-Zeta is Enough Plumbers co-designer Arthur Lee’s own submission to his Action 52 Owns game jam, a project to remake each of the games in the infamous Action 52 multicart to modern creative standards.

Much as Miles Drummond took inspiration from an obscure Game Boy game as a starting place to flesh out his entry, Arthur Lee has processed the awkward original through a Capcom filter to create something both modern and familiar.

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Miles Drummond’s Jigsaw

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So a while back Enough Plumbers co-designer Arthur Lee started up his Action 52 OWNS game jam, the object being to remake, to the best modern creative standards, each of the famously terrible games in the Action 52 multicart (origin of that Cheetahmen game that 2ch was ironically wild about a while back). To date, nine of the games have been remade. One of those, tackled by a certain Miles Drummond, is the poor man’s Nail ‘n’ Scale clone, Jigsaw.

Add some creative deconstruction, and the end result is a rather charming puzzle platformer that plays a bit like Sega’s QuackShot, enhanced with some annoying-to-me, perhaps engaging-to-others SNES-style switch-block puzzles. You’re a carpenter armed with a nail gun against an army of rogue carpentry tools; you navigate two enormous levels by scaling walls and breaking blocks with your nails. Note that you can only use three nails at a time, a limitation that opens up all manner of puzzle situations.

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