BINKY IX: BUBBO I

gisbrecht's picture
BinkyIXBubboI.png
Game File (Linux): 
Game File (Mac): 
Game File: 

The ninth in the award winning BINKY Series.

Enter the next level of computer entertainment product: BINKY IX: BUBBO I.
BINKY has crash landed on a mysterious island with their friend HERRY the CHERRY, among others. Beware, for there are dragons at every corner! And they will face off against powerful wizards! This is simply the most intense BINKY adventure yet. Will you solve the mystery of BUBBO I?

Please do not spoil the last two levels of the game, if you really need to, use the rot13 cipher!

Features:

BINKY
Herry
Dragons
Wizards
Automatic Movement System
Conversation System
Password System
Desktop Wallpaper

Controls:

WASD / Arrows - Movement
R - Toggle Automatic Movement
Space - Talk
Enter - Input Password on Start Screen
Escape - Quit Game

Credits:

[See more in CREDITS.TXT]
Guillaume de Machaut - Riches d'amour from http://maucamedus.net/midi-frame-e.html licensed under CC-BY-NC-SA 4.0
DRAGON artwork from Wikimedia Commons Public Domain Images and http://www.oneletterwords.com/weblog/?tag=dragon
TILES from Dungeon Crawl Stone Soup https://github.com/crawl/tiles licensed under CC Zero.
ELIZABETH by mno from Unfinished Sekret Santa Game
Text Interface Engine by Henriquelalves https://github.com/henriquelalves/GodotTIE licensed under MIT

License:

BINKY IX: BUBBO I is under the TRAINWRECK LICENSE, whatever that means! Just attribute (Link,name,etc) the game if you do anything derivative of it! Nobody is gonna make money off of this game okay!? Be careful.

Author: 
MarikenG
Event Created For: 
Made For: 
An event

Comments

gisbrecht's picture

Wallpaper Standalone

If you do not want to download the game, here are the wallpaper images as standalone files. Enjoy these beautiful pictures gracing your desktop.

AttachmentSize
HereBeDragons1080.png2.7 MB
HereBeDragons.png501.9 KB
everythingstaken's picture

R

I still need to beat this, but I liked the idea of the automatic movement system a lot. Maybe I wasn't using it right, but on the Mac version, I couldn't enter a password.

gisbrecht's picture

Automatic movement is

Automatic movement is helpful for testing and for people who may be stressed holding down a button. I do not know how you were using it, but you need to enter the password in ALL CAPS and press enter. I cannot test because I do not have a Macintosh.

fizzhog's picture

A joyous journey of exploration

Finished this today. Loved it. My favourite BINKY game. I recommend everyone play it. I'll be playing it through again soon.

gisbrecht's picture

Thank you... hopefully many

Thank you... hopefully many people play BINKY IX. It is the next level of computer entertainment.

mno's picture

What a lovely game, with a

What a lovely game, with a lovely ending!

I really like how you've used the tilemap here. It's obscured from its typical relation of immediate translation of context, because nobody and nothing in the game strictly adheres to the background on a tile by tile basis. Rather, it is turned into large lumps, so to speak but not intended to be insulting, which act as a wall or floor to briefly guide the player- in such a way, they remove themselves as decorations or context providers in terms of mechanics, and instead operate as miscellaneous collections you either bump into or do not. However, to remain at a perspective of mechanical purpose would be silly here.

We must step back and re-consider what the tiles are accomplishing as an aesthetic instead of a goal for the player to partake in. What they actually do, in my opinion, is a wonderful job of not just decorating the landscape but providing shifts of meaning, locale, and perspective throughout the game. Openings and passages between "levels"* are plainly marked in predictable ways, not just by the gap of darkness common to these spots, but by the dramatic shift and heave of the types of tiles being used. A city full of red roofed houses- ah, this blue house must be important. We are transported to a wizard's castle where the ground is turned into something more vertically imposing, pillars building upwards with shadows cast backwards. Later, an entrance to a cave overworked by machine-like tiles- Wisdom is to be found here? Whereas knowledge is remarked upon by something more of dirt.

What is the difference, the distinction, between all of these locations? We must look beyond the simple facts of character and interactions present in each, for though there is variety enough in how conversations may turn out, there is a consistent thread of wit and charm that binds them all together in the same outlook. It is the graphical detail that makes up the heart of impact and meaning, whether or not one chooses to look as closely as I have to their representations.

* though the game refers to itself as having levels, and indeed is a linear story, for the most part you can always reverse your directions and progress in reverse, up to the beginning of the game. Fascinating.

A couple curiosities on my mind, from a first playthrough:
- HERRY is in level 3 but seems to be unreachable? Unless... secrets abound...
- I never ran into ELIZABETH, but I know I didn't explore much of the last level before the ending sequence. I know nikki would like to find her character here!
- I forgot it was not made in Clickteam Fusion, and assumed the passwords would work as in that program. How fascinating, that the penultimate caves could not trivially be allowed to function so!

I do hope that Binky IX: BUBBO I can achieve the attention it deserves!

- Jessie

pensive-mosquitoes