CRY SAD TEARS LIKE 1982. SPOILER:GROW OLD AND DIE ZX81 STYLE. DO YOU CHOOSE LOVE? DO YOU CHOOSE RICHES? DO YOU CHOOSE WITCHES? ZX81 PASSAGE. PASSAGE ZX81. PASS. AGE. NOW IT MAKES SENSE. tinfoil.
Mozart goes to Internet is a 5-part game made by Zecks, it tells about Mozart's adventures on internet which suddenly then he begins a big mess with information. The game inspires Super Hyper Paper Deluxe Mario Bros. Galaxy World Land 4 (SHPDMBGWL4) due to bad level design, but the rest of the game is great.
WARNING: The story contains spoilers.
The story begins when mozart gets the internet and he prepares to find information he's told, he enters the information highway which is a world of cyan bits going around the circuits and he says that his living quarters had became into a non-euclidean fashion but he will investigate to be a good person, entered another computer portal, he goes to the websites he traveled: Furniture, Sports and War. after the war section he goes out to the pc and goes to his orchestral band. The story continues in the 2nd game of the series: Mozart no Internet 2, in his bar, he says he's too late to stay on the bar because he wants to go in internet again, introducing his friend Bartender, they go to the other websites: Rave Night Zone, Garden Market Zone, Ejyptian History Zone (Mispelled as "Egyptian History Zone"), Horror Scary Zone and they reach to Toy Happy Block Toy Toy Zonday Zone until Mozart is closed in a cage and Bartender touchs the Clown Trap head as a mistake, Mozart is told at Bartender to don't touch the clown, Bartender lies and then Mozart says they're going to information hell soon, the site glitches and Mozart is free and they catch the portal, leading them to Information Hell, they start yelling each to them until Mozart had an solution to escape, he says he would reach all the 7 deadly sins (they were not in the 3rd game) and escape hell. The story continues in the 3rd game: Mozart Go Intranet III: Hell no Nazo, Mozart and Bartender reachs at Satan, he complains about that Bartender did have made a huge mess, the protagonist still yell each other, then Satan leads them to hell prison which they fall and get in hell prison, Mozart couldn't escape, but Bartender can fix this problem, he escapes the cage and goes to find the key, but he is surrounded from the satan clones, he gets to the other prison room, which finds the other kliparts (people) who has been caught with reasons, bartender then gets to more clones and gets to another prison room, he finds more people caught for reasons too, Bartender finally finds the key and guards starts to move fast and the laser securities were disabled, he reachs to the 3rd prison room but this time he finds clones that they were angry about the prisoners escaping, Bartender then reaches to the guards where the door leads, the satan guards says that the hell is collapsing because the prisoners escaped, Bartender then gets to a risky area where he has to save mozart, once he saved mozart, he goes in hell court and tells them until they said that they were sorry to sue the protagonist in internet, they get the time travelling car (from Back from The Future, i think?) and they found out the world outside internet is gone in apocalypse, until then 2 other heroes came to team up with Mozart: Skate Dude and Robbiebot, they were 2 hell warriors that they escaped the hell prison. The story continues in the 4th game: Mozart4: 4heroesoflight (or Mozart's World 4), the 4 heroes gets to a group against the information named intra net, the heroes discover a new internet traveling device which is a commodore 64 console, they discuss about the apocalypse and then they execute as Mozart.exe, BarTen~1.exe, Sk8rDude.exe and Robbybot.exe as they were viruses, they start retraveling with the Furniture website and they start by going on Dinosaurs, Pirates, Snow (or Winter), Gambling and then mozart finds out in a escapable void, which is the empty information, the 3 heroes came back to home and even mozart, he's worried that he would think his friends died, the 3 heroes discuss there's the gates that would lock to warp to another destination, the 3 other heroes goes with the 3 switches, Bartender reaches to the tower of the moving blocks, Skate Dude goes with a information which mixes the Apes and Videogame informations, and Robbiebot then goes on a bomberman-like cave level which he needs to destroy the stones who cover up his path to the portal, back into Mozart, he enters to the TV arena, but when he reaches to the portal, he finds out a fake portal and then gets killed by information itself as a truck, mozart gets unexecuted and his soul gets stuck into internet, mozart finds himself to another void which is in a dream (not mentioned in-game), he opens his eyes and founds out several monsters were going to catch mozart, Mozart tries to survive in the following segments: Evil Face's level, a mysterious level which a dust covers the road, he has to wait until the platforms appear, he finally goes to the garden but then caught by the other demons, he goes to a creepy eyeball cave and then once he enter the portal, the demons disappear slowly and then mozart gets back his soul, he goes back to home and the 3 friends found mozart again, they were not worried anymore, they bring the time travelling car and goes to find for information. The story concludes in the final game in the series: Mozart 5: Mozart Thru Time, Mozart and his friends get a news article where the soldiers in the past they were fighting information, they go back in the past to see them, the soldiers know Mozart and his friends but they were angry due to no reason, so they attack Mozart, they reach to the infocorp and bartender gets in a deadly obstacle, the security lasers, bartender ultra-carefully turns off the laser and his friends goes to find a computer, they contained files from information, Mozart goes in and investigate to the portal until then Clippy comes in and adverts the robots to attack his friends, Mozart goes out and then survives the robots for some seconds, the door opens and the friends goes to a dark path to reach the elevator (not mentioned in-game), they finally reach to the elevator and press the red nine button, they reach to the top floor and mozart investigates the robots, the heroes finally reach another area where they will execute under the portal, they then get stuck to a door zone where they need to find the door where they lead to a portal until then the room turns to information, they enter and then get stuck in a atomic structure of the information, finally the heroes reach to the tower of information, and then Mozart tells that he would miss his friends if he fights information, Mozart sues information and the battle begins, after the battle, Mozart gets stuck to the information tower and the friends miss mozart, the story ends as the text says: And so the infomation was rebuilt.
Skate dude, Mozart, Bartender and Robbiebot became heroes in history. World prospered and became technologically advanced. Everything seems peaceful to long, long in the future. At least everyone hopes. But SD and BT kept wondering, could Mozart still be there somewhere? Maybe...
Grr, why can't I upload .py files directly.
This is some silly thing I made using sloppy Python code that generates ideas for trainwrecks. Because I need an idea for a trainwreck. I'll try to submit something later.
It's really basic and follows a pretty cookie-cutter format. Maybe later on I can make it more advanced.
You have to run it in a terminal:
Now I will run this and attempt to make a trainwreck using one of the generated ideas for this event.
The Klik of the Month Klub meets right here on this very website on the third Saturday of every month at 4pm Pacific Time (taking daylight savings into consideration) for a two hour Klik & Play Showdown. Everyone who participates gets two hours to create something from scratch in Klik & Play. Abusing the stock objects is encouraged. If you really loathe Klik & Play you can use whatever game development platform you want. Two hours is a pretty tight time limit, though, so choose wisely!
Klik & Play is absolutely free to download, and learning it takes minutes, so everyone can get in on the action. Want to talk to your fellow Klikwreckers? Join us on IRC -- server irc.freenode.net, channel #glorioustrainwrecks. Join the mayhem!
Sign up below to get reminded by email the day before the klikkening begins!
There are many balls! Get one of them to reach the exit! Have other balls turn to stone and become platforms to guide other balls to advance through all eight stages.
Extra points awarded for balls left over at the end of stages.
Z: Turn current ball into stone
R: Reset stage
SPACE: Use mouse to look (left-click while using to hold position)
This is a bit late! But I've been waiting for the right combination of free time and inspiration.
UPDATED March 28, 2015 for compatibility with Windows 8
The other night Lackey was showing me some of his game mockups, and I got the idea that it'd be neat to do a Crimsonland-alike (yes, there's surely a better term for those, but nothing springs to mind) with light base-building elements. And hey, it just so happens that Klik is pretty well-suited to that sort of thing! And with BATM@STER I already had a handy WASD-plus-mouse-aiming template to start from. So about four minutes of work yielded this:
It still needs time in the oven, of course: non-bat weapons and breakable barricades and enemy generation, first. Then finer stuff like distinct battlin' and buildin' phases, ammo and constuction limitations, and then maybe some actual balancing. But it's wonderful that Klik makes the distance between conceptualization and execution small enough that I can whip something like that up in a couple of minutes.
I think I'll actually follow through on this one, since I like the concept quite a bit.
Some of the other issues, as a reminder to myself:
-Blood needs to disappear over time. Since each droplet is an active object and there's an (admittedly fuzzy-seeming) ceiling on the number of those that can be present on-screen at any given time, it'll interfere with the base construction and enemy generation if it's not limited. So far that's been more of a pain than it should be due to the animation speed bug.
-Collision detection is ignored when backpedaling, which is weird because the player movement and facing is handled by custom events anyway. Should be fixable with some Active Object Overlapping events, anyway.
-Not trainwrecky enough. Needs more samples. Must find more samples. Also must peruse MIDI collection for appropriate tunes.
Okay. There's still time for some Doom before it's light out. Sometimes it is pretty okay being young and carefree!
HOW CAN A BALLOON LOVE A SHACK? it's unnatural.
well, mr. turret, you're wrong.
YOU THINK PONG IS TOO EASY?
WELL TRY THIS AND ALL OF YOUR PROBLEMS WILL BE SOLVED.
EVERY 50 BALLS MISSED THE TIMER RESETS AND PUSHES THE BALLS BACK AND YOU HAVE TO HIT THEM ALL
Inspired by this.
Use the Eight Directions Movement to control your platforming character to get to the right side of the screen! Avoid creating highly unrealistic jumps! If your movement is too unrealistic (EG. "jumping" too high), you must restart the level!
Only three levels so far, may add more levels and features if/when I get around to it.
Made in TGF.
Cross-posted at JDM, my personal blog.
Some time next month, I'm going to release Caverns of Khron, my biggest game project to date. A few months ago, I found a folder in my filing cabinet titled "Miscellaneous Game Development," containing dozens of pages I wrote and drew between 1996 and 1999. Until I'd found this, I'd basically forgotten about all the games I'd made and planned before I started making ZZT games in 1997. I'd actually been designing games on paper since about 1990, though I didn't have any kind of computer till 1994. I never learned C++ or any other "real" programming languages save for a very rudimentary knowledge of QBASIC that only equipped me for the simplest text adventures. So, if you're interested, you're welcome to join me on a nostalgic, navel-gazing trip through what I thought about making video games before I even knew how.
My cousin Steven introduced me to QBASIC in the mid-nineties, and it was simple enough that I thought I could write a couple small programs. I never actually spent much time with text adventures like Zork (I loved Return to Zork, but couldn't get my hands on an actual copy of the Zork trilogy until like 1998), but I was in love with the idea, and had played around with a couple MOOs and MUDs, more interested in the promise than any execution of the idea I'd actually seen. Before long, I'd programmed a virtual room-by-room tour of my house--called "My House"--which forever cemented in my mind the cardinal directional layout of Pocatello, Idaho. This and other games would be "published" under a "label" called "Moore-Tech 2000," and I'd hang this sign on my door:
Please note that this sign only ever hung on my bedroom door. The prices listed were the fees I wanted to charge my two younger sisters to give them copies of these games on their own floppy disks. It was an evolution of when I tried to sell my sisters and cousins the Nintendo fanfiction I'd write and illustrate, bound in construction paper when I was about nine-years-old. I also offered customized games for the low price of only 75 cents to $1.75. I don't believe I ever made a cent from any of my games, and rightly so. Eventually, I just tried to get my sisters to play them.
Of the games listed, very few without the checkboxes ever were finished. "Text Color" simply changed the color of the MS-DOS text interface. "Pilgrim Hunter" was a text game where the player searched a square field square by square for a turkey to shoot, like a festive, unchallenging "Hunt the Wumpus." I also apparently finished something called "J.C.," but I have no idea what that might have been. I seem to have been planning something called "Aquaria," and considering my then-interests, it surely involved mermaids.
Sadly, I finally disposed of my 486 PC last year, which had what I'm sure were the only remaining copies of all the games I worked on, including the first game I ever published, "UFO Invasion," a QBASIC text adventure uploaded to AOL and co-written with my friend Caleb. I also once had extensive pages of planning for the sequel, which I intended to be a Wolfenstein-like FPS. Also there was another collaboration with Caleb, a Christmas-themed game called "The Reindeer Riots," though I can't remember for the life of me what actually happened in it.
"Magic Learner" is the one for which I have the most documents still and was the first game I intended to be released in the world of "Khron," a text adventure with a magic casting system and a fair amount of open exploration, to be later paired with a game called "Power Quest" which would be a text adventure with an action and strength orientation. I'd written some amount of lore for the games' story world, and even drew maps. Below is a map of the game world and a modified one broken up into a navigable grid for use in the game.
Of course, these papers are what inspired me to name my current game "Caverns of Khron" (before that, it was called "Ruins of Bufannei," a contraction of "Bullshit Fantasy Name"). If you're worried about Khron canon, understand that the game actually takes place in Greschden Caverns, but the game doesn't bear that name because it sounds stupid.
Note the copyright date on the map. The world of Khron existed contemporarily with our own, but with a 1,960 year date offset. P.D., I assume, once meant something.
I'd begun a Halloween-themed horror adventure game called "Mansion," where the player explores a large mansion during a Halloween party to discover dark secrets.
This game eventually evolved into "Jack O'Lantern," which began life as a text adventure, and I distinctly remember drawing this map for it in my ninth grade speech class:
In 1997, I learned about ZZT, and found it a more attractive design platform. I actually adapted this design pretty faithfully into a ZZT game that I published.
In those days, all my ZZT designs happened on paper before they happened onscreen. I have pages and pages of ZZT-OOP code for games like the unfinished "Bob 3: The Amazon Adventure" and "Zem! X" which I began work on in 1998 and didn't finish until 2002.
With my early ZZT games, I employed a "star" system like Tezuka Osamu's, featuring recurring characters playing different parts in each story. It was silly, but I was in love with the idea. In the "Zem! X" paper, I love where I drew a picture explaining to myself what I saw in my mind and how I had to express it with ASCII characters.
My ambition was not limited to what I could conceivably produce at the time, of course. What I wanted to make followed my interests, which in the mid-nineties became largely focused on real-time strategy games. I have about a dozen pages of notes for "Medieval" and its expansion "Medieval Quests," featuring a total of five factions, with unique units and campaigns.
I also possessed a strange, obsessed fascination with LCD games, and went as far as to plan the screens for half a dozen games on paper. One of these, "Mythical Commander" (left) was an intended LCD real-time strategy game. "Blif the Blot" (right) was a mascot platformer that had a secret versus mode.
Beginning in my later teenage years, I fell in love with the link cable racing game included in Super Mario Bros. DX for the Game Boy Color, and plotted an intricate expansion of the game called Super Mario Arena, featuring a character roster with different abilities, power-ups, and a greater focus on competitive combat. I possessed some vain hope that Nintendo would somehow find out about my plans and accept my pencil drawings as the design document for a million-seller Game Boy Color game and a long career in making video games.
I continued to make ZZT games and began playing around with Megazeux. Eventually, I became more interested in filmmaking than my once-intended career of glamorous, professional video game development and programming. I kept my toes wet, working on a graphic adventure game and an online RPG fighter with my cousin, though neither project came to full fruition, and I only advised design and worked on graphics. I wonder what would've happened if instead of ZZT, someone had handed me a copy of Klik N' Play (I saw it in software catalogs, and after it I lusted), or if Game Maker had come into my life a decade before it did.
I'm going up to my mother's house in a couple weekends. I'm hoping to dig up some more of these kinds of papers. I have a vague dream about picking up one of the other game concepts I know I had once upon a time and seeing if I can't bring it to life with what I know now, just to fulfill my 13-year-old self's dreams on some level. It's been somewhat inspiring to examine what I used to think about games, see where I'm similar, and see where I'm the same.
And at the very least, the 16-years-in-the-making Khron world of games will finally see the light of day.