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	<id>https://www.aderack.com/game-maker/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=69.112.100.217</id>
	<title>The Game-Maker Archive - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.aderack.com/game-maker/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=69.112.100.217"/>
	<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Special:Contributions/69.112.100.217"/>
	<updated>2026-07-07T10:08:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:Jeremy_LaMar&amp;diff=7568</id>
		<title>Category:Jeremy LaMar</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:Jeremy_LaMar&amp;diff=7568"/>
		<updated>2011-01-29T16:31:25Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The creator of the apparent cult favorite ''Blinky'' series, as well as many well-regarded MegaZeux games. He later changed his name to '''Otto Germain'''. Other aliases include '''SnigWich'''.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.webcomicsnation.com/otto_germain/ Otto Germain's Comic Wasteland]&lt;br /&gt;
* [http://www.digitalmzx.net/wiki/index.php?title=Otto_Germain MegaZeux Wiki entry]&lt;br /&gt;
* [http://www.diygamer.com/2011/01/gamemaker-archive-part-20-blinky-small-kind-fame/ Blinky and a Small Kind of Fame] (DIYGamer)&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists|LaMar, Jeremy]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;diff=7566</id>
		<title>User:Aderack</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;diff=7566"/>
		<updated>2011-01-27T16:51:02Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test test&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=A-J%27s_Quest&amp;diff=7536</id>
		<title>A-J's Quest</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=A-J%27s_Quest&amp;diff=7536"/>
		<updated>2011-01-24T02:16:21Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''A-J's Quest (v4.0)'''''&lt;br /&gt;
|file=[[File:A-J1Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' 1992 (original release)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 6 (in final version)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[A-J Games]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration bonus:''' ''[[The Return of A-J|A-J 2]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration price:''' $30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[The Return of A-J]]'', ''[[Zoom the Super Bear]]'', ''[[A-J 3]]''&lt;br /&gt;
}}[[Category:Pending articles|Aj's Quest]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First project and namesake of [[A-J Games]]. Influenced in part by ''The Goonies II'', ''Hudson's Adventure Island'', ''Super Mario Bros. 2'', and ''Contra''.&lt;br /&gt;
&lt;br /&gt;
[[File:A-JWalk.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Many background and monster elements, particularly the Crabby, have made their way into subsequent games.&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
&lt;br /&gt;
[[File:oldA-J1.gif|right]]&lt;br /&gt;
[[File:oldA-J2.gif|left]]&lt;br /&gt;
&lt;br /&gt;
The game was upgraded several times between 1992-1995. Changes include improved animation, changed background blocks, an additional level, altered level order, improved menus, added cutscenes and intertitles, and the removal of a bonus stage. An early version is included with an early demo of [[Game-Maker]].&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:A-J1.png|thumb|320px|Exploring the warehouse in ''A-J's Quest'']]&lt;br /&gt;
&lt;br /&gt;
A-J Bear was late for school, so he decided to take a shortcut through the abandoned Milton lot. He was in too much of a hurry, apparently, as he tripped over a large rock, sitting right in his path.&lt;br /&gt;
&lt;br /&gt;
A-J tumbled head over heels and landed with a loud thump against the warehouse next door. Hedge followed him over and nuzzled his ear.&lt;br /&gt;
&lt;br /&gt;
He was stunned, and before he was able to reorient himself enough to get up, A-J heard voices coming from inside.&lt;br /&gt;
&lt;br /&gt;
While the window above him was boarded up, it was done so sloppily and A-J could easily peek between the boards.&lt;br /&gt;
&lt;br /&gt;
Inside was an army of giant pretzels. Two chickens were standing by the window, talking.&lt;br /&gt;
&lt;br /&gt;
[[File:AJ1Map5.png|thumb|320px|Level 5 is new to later versions of ''A-J's Quest'']]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do we need all of these for? *Bwaack!* Ostro doesn't need any dough boys -- they'll just screw up our whole operation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;*Bwuk!* Look at it this way: pretzels are expendable. Would you rather have a pretzel blasted to smithereens for you or get yourself killed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good point. *Buk!*&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ostro? They can't mean evil Prince Ostro, who escaped from Bearton Clink last year? Before A-J Was able to debate the issue any further, he heard Hedge making noises and felt a large crack on his skull. The world went dark.&lt;br /&gt;
&lt;br /&gt;
A-J awoke inside a dark warehouse. It didn't look like the one the pretzels had been in. Hedge was there with him.&lt;br /&gt;
&lt;br /&gt;
It would be pointless to list all of the thoughts that whizzed through A-J's head then, but in a nutshell he decided that he had to stop Ostro, however possible.&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:AJ1Map1.png|thumb|320px|Level 1 was designed long before Game-Maker came about.]]&lt;br /&gt;
&lt;br /&gt;
 7 - 8 - 9: Jump&lt;br /&gt;
 4 -   - 6: Walk&lt;br /&gt;
   - 2 -  : Duck&lt;br /&gt;
&lt;br /&gt;
P: Pick up&lt;br /&gt;
[Space]: Attack&lt;br /&gt;
&lt;br /&gt;
[[File:A-J.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
You automatically use the most powerful weapon you have. They are, in order of power (except for Hedge):&lt;br /&gt;
&lt;br /&gt;
* Flying Disc&lt;br /&gt;
* Slingshot&lt;br /&gt;
* Wooden Sword&lt;br /&gt;
* Yo-Yo&lt;br /&gt;
* Hedge&lt;br /&gt;
&lt;br /&gt;
Hedge is very powerful and is always with you. Learn how to use him.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
* Disc Refill&lt;br /&gt;
* Slingshot Refill&lt;br /&gt;
* $1 Bill&lt;br /&gt;
* 1 Crown&lt;br /&gt;
* 1 HP&lt;br /&gt;
* 1-Up&lt;br /&gt;
&lt;br /&gt;
It takes three crowns to open a latch. After a latch is opened, you come to a store. In the store, you can buy things if you have enough cash. To leave the level, go to the wooden door.&lt;br /&gt;
&lt;br /&gt;
[[File:AJMonsters.png|thumb|320px|The rogue's gallery of ''A-J's Quest'']]&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
&lt;br /&gt;
* Pinky&lt;br /&gt;
* Pretzel&lt;br /&gt;
* Crabby&lt;br /&gt;
* Leaf&lt;br /&gt;
* Rock&lt;br /&gt;
* Flaming Turnip&lt;br /&gt;
* Dirt Clod&lt;br /&gt;
* Bwuk&lt;br /&gt;
* Prof. Shroom&lt;br /&gt;
* Bat&lt;br /&gt;
* Ostro&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
: Graphics: [[Aderack]]&lt;br /&gt;
: Sounds: Aderack&lt;br /&gt;
: Idea: Aderack&lt;br /&gt;
: Testing: M.O.S.H.&lt;br /&gt;
: Engine: [[RSD]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;UKVuNY85-MA&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* [http://www.aderack.com/game-maker/downloads/a-j1.zip ''A-J's Quest''] (? kB)&lt;br /&gt;
* [[Media:AJ1Map1.png|Level 1 map]] (121.8 kB) [[Media:AJ1Map2.png|Level 2 map]] (251.2 kB)&lt;br /&gt;
* [[Media:AJ1Map3.png|Level 3 map]] (164.1 kB) [[Media:AJ1Map4.png|Level 4 map]] (195 kB)&lt;br /&gt;
* [[Media:AJ1Map5.png|Level 5 map]] (173.7 kB) [[Media:AJ1Map6.png|Level 6 map]] (145.1 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Shareware|Aj's Quest]]&lt;br /&gt;
[[Category: A-J Games|Aj's Quest]]&lt;br /&gt;
[[Category: Side-scrolling|Aj's Quest]]&lt;br /&gt;
[[Category: Platformers|Aj's Quest]]&lt;br /&gt;
[[Category: Character games|Aj's Quest]]&lt;br /&gt;
[[Category: Accomplishments|Aj's Quest]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Jet-Pack&amp;diff=7517</id>
		<title>Jet-Pack</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Jet-Pack&amp;diff=7517"/>
		<updated>2011-01-20T13:51:30Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Unknown Jetpack Game'''''&lt;br /&gt;
|file=[[File:unknown.png|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Unknown]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' ?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' ?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[Jeremy LaMar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://www.webcomicsnation.com/otto_germain/ Otto Germain's Comic Wasteland]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ?&lt;br /&gt;
}}&amp;quot;I had over a dozen unfinished games, and a handful of finished ones as well... another had a jetpack guy... &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, jet-pack was a sidescroller.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Unknown games]]&lt;br /&gt;
[[Category: Jeremy LaMar]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Link_vs._Gannon&amp;diff=7477</id>
		<title>Link vs. Gannon</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Link_vs._Gannon&amp;diff=7477"/>
		<updated>2011-01-08T04:23:43Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Link vs. Gannon'''''&lt;br /&gt;
|file=[[File:LinkTitle.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Incomplete]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' N/A (begun 1993)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 5&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[Don'Pan Software]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Overworld]]'', ''[[The Legend of Zelda: Harry's Awakening]]''&lt;br /&gt;
}}[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An old attempt at a ''Zelda'' tribute. The intent was to do an ''Adventure of Link'' style overworld with ''Zelda 1'' mechanics. Abandoned fairly quickly.&lt;br /&gt;
&lt;br /&gt;
==Q&amp;amp;A==&lt;br /&gt;
&lt;br /&gt;
[[File:Link.png|thumb|320px|Delving the dungeons in ''Link vs. Gannon'']]&lt;br /&gt;
&lt;br /&gt;
'''It's easy to guess that this game and ''[[Jario]]'' came close to each others. They share the same &amp;quot;tribute/cover&amp;quot; feeling and likely the same graphics-cloning technique. Which one came first ?'''&lt;br /&gt;
&lt;br /&gt;
''Link vs. Gannon'' actually came somewhat earlier; it was developed with a less advanced version of Game-Maker (perhaps 2.0?), then grandfathered into later versions of the engine. As Game-Maker was updated, several features such as the boomerang no longer worked as intended, so I had to tweak a lot of things. That was frustrating, as I already had to make a lot of compromises that, at the time, I was too stubborn or single-minded to rethink. It's probably that compounding frustration where nothing quite worked as I had envisioned (as opposed to experimenting to find what I could do that was interesting, and building off that) that led me to abandon the project.&lt;br /&gt;
&lt;br /&gt;
'''G-M had quite a strong support for quest games (inventory, keys...). Was that helpful in bringing ''Zelda'' to PC ? What have you been missing the most ?'''&lt;br /&gt;
&lt;br /&gt;
Relatively speaking, yes. You would think that Game-Maker is built for something pretty close to ''Zelda''. And perhaps it is, if you're not as particular as I was. As I said, I wanted things to work exactly &amp;quot;right&amp;quot; rather than to find what could work and then expanding on that. Although I couldn't exactly mimic some of the behaviors from the NES game, there were probably behaviors unique to RSD's strange game engine that I could have exploited in novel ways. I think I always meant to come back to ''Link vs. Gannon'', give it a rethink, and finish it properly. It was just never high on my priority list, I guess.&lt;br /&gt;
&lt;br /&gt;
I do know that I never intended on an exact copy of the NES game anyway -- as evidenced by the unusual and rough overworld map. I think my favorite ''Zelda'' has always been the second game; there's something both grand and psychologically unsettling about it that makes it stick in the head. I get the impression that, without exactly trying to, I was probably trying to set up an adventure more in the lines of ''Zelda II'', but within the vague structure of the first ''Zelda''.&lt;br /&gt;
&lt;br /&gt;
'''You surprisingly mix ''Zelda'' graphics, revamped graphics (rasters on Link) and graphics coming from former G-M games (''[[Houses]]'' ?). Had you intention of harmonising that later on ?'''&lt;br /&gt;
&lt;br /&gt;
Yes, I think most of the visuals can be considered placeholders. I drew original/adapted elements as I felt they were needed to get the point across, and otherwise quite broadly lifted from existing sources in order to sketch out a rough working template. &lt;br /&gt;
&lt;br /&gt;
'''Which is the NES feature you missed the most in this game ?'''&lt;br /&gt;
&lt;br /&gt;
[[File:LinkMons.gif|right]]&lt;br /&gt;
&lt;br /&gt;
The biggest thing was character behaviors -- animations, and interactions with the gameworld. I didn't want a separate button for each attack direction for each item and weapon. I wanted more conceptual variety in the secondary items; not just straight-out attacking. A big part of the fun in ''Zelda'' games is using the inventory to &amp;quot;talk&amp;quot; with the landscape. I was also annoyed with Game-Maker's binary way of dealing with monster power levels. Either you can kill a monster, or you can't. There's no gray area, where a weaker weapon will hit for x% of a stronger weapon. If I had been more clever and motivated I could have found ways around most of this stuff. The game just wasn't a priority, I guess.&lt;br /&gt;
&lt;br /&gt;
'''How would you compare ''Link vs. Gannon'' against e.g. ''[[Overworld]]'' or ''[[The Legend of Zelda: Harry's Awakening]]'' ?'''&lt;br /&gt;
&lt;br /&gt;
The thing that ''Link vs. Gannon'' has going for it is that I never intended on an exact clone. It was to be a rougher tribute to the ''Zelda'' series as a whole, expanded in a different direction that I was sort of intuitively piecing together but hadn't thoroughly planned out. The other two games are more precise studies of how well existing game systems will map to RSD's engine. I think they both mostly exist to see what will and won't work, and what workarounds are feasible -- and in that respect I think they both do a few clever things. ''Overworld'' in particular is a new game; I only threw it together a few months ago -- the first thing I'd done with Game-Maker in close to fifteen years -- out of recognition that a ''Zelda''-style game really should work within the engine, and curiosity to see what would happen if I did as literal as possible a port. As it turns out... with a little trickery and a few shrugs, there's a heck of a lot that the engine can mimic. I only spent an afternoon on ''Overworld''; if I had devoted a little more time, I might have found behaviors for bombs, ladders, and so on. As I'm writing this, I've some vague ideas for how ladders might work.&lt;br /&gt;
&lt;br /&gt;
'''Can we actually fight Gannon at the end of the game ?'''&lt;br /&gt;
&lt;br /&gt;
It's a long time ago, but I seem to recall the idea was that Gannon would pop in from time to time for minor showdowns, and then that something more important and threatening would present itself at the end. As it stands, I think the game only has two very rough and tentative dungeons, and a vague sketch of an overworld -- the occasional house, long bridge over water, marshland. I think the first day I worked on it, I just threw down a bunch of elements -- ''I want this, this, and this structure in here in some way'' -- and then never got around to organizing everything.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
Link has gone on an adventure. Who knows why? He just feels like it. Zelda? Who cares about her? He's saved her three times, already. She can take care of herself. Link just wants to figure out puzzles, map mazes, and beat up on Gannon. Help him do so, okay?  &lt;br /&gt;
&lt;br /&gt;
[[File:Link.gif|center]]&lt;br /&gt;
&lt;br /&gt;
He has to (Actually, he WANTS to) find the boomerang, lamp, arrow, bait, wand, block creating device, and potion, the wooden, metal, golden, and master swords, and the green, blue, gold, and master mails before facing the evil  twerp, himself. No sweat!!&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
Up, Down, Left, Right: Move those ways.&lt;br /&gt;
&lt;br /&gt;
1-7: Use the items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;SPACE&amp;gt;: Stab.&lt;br /&gt;
&lt;br /&gt;
P: Pick up&lt;br /&gt;
&lt;br /&gt;
D: Drop&lt;br /&gt;
&lt;br /&gt;
IF ANY SCRREN BREAKUP OCCURS, PRESS F2 TWICE TO REMEDY THIS SITUATION.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
NO!&lt;br /&gt;
&lt;br /&gt;
NO!&lt;br /&gt;
&lt;br /&gt;
NO!&lt;br /&gt;
&lt;br /&gt;
This game is not made by the &amp;quot;big (Ha, ha!) N&amp;quot;, although the ''Zelda'' games are the only things it does well. Sega rules!Who cares about dumb, fat middle-aged Italian plumbers? A young, fast, handsome hedgehog is  much better (Yes, better than a wolf, Bill!) But enough making fun of &amp;quot;N&amp;quot;. Let's play Link!!&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;K0t9ne_2SDM&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Incomplete games]]&lt;br /&gt;
[[Category: Don'Pan Software]]&lt;br /&gt;
[[Category: Top-down]]&lt;br /&gt;
[[Category: Adventure games]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: Accomplishments]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Nejillian_Flux&amp;diff=7476</id>
		<title>Nejillian Flux</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Nejillian_Flux&amp;diff=7476"/>
		<updated>2011-01-08T04:22:13Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Nejillian Flux'''''&lt;br /&gt;
|file=[[File:NejillianTitle.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' 1993 (original release)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 4&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[Don'Pan Software]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration bonus:''' N/A&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration price:''' $15&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Explorer Jacko]]''&lt;br /&gt;
}}[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
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If the first level doesn't betray the ''Gradius'' influence, the second should hit you over the head with it. The ship reappears in ''[[Explorer Jacko]]''.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Nejillian.png|thumb|320px|Blasting a path in ''Nejillian Flux'']]&lt;br /&gt;
&lt;br /&gt;
We should never have gone...&lt;br /&gt;
&lt;br /&gt;
We were so naive as to the dangers space held. From the Earth, one can see little of the rest of the galaxy, much less the universe.&lt;br /&gt;
&lt;br /&gt;
The first ship equiped with the flux drive changed all that, though most wish it hadn't.&lt;br /&gt;
&lt;br /&gt;
[[File:Flux.gif|center]]&lt;br /&gt;
&lt;br /&gt;
The universe is not as it seems from the Earth, after all. There are strange things happening there... and it is not as empty as it may seem. Actually, the universe, in places, is made up of terrain not unlike that of Earth, while totally `new' substances make up the rest of it.&lt;br /&gt;
&lt;br /&gt;
[[File:Nejillian02.png|thumb|320px|Level 2 of ''Nejillian Flux'']]&lt;br /&gt;
&lt;br /&gt;
Sorry, I know I ramble on, but this needs to be known. Well, the first ship, dubbed Nejillian Flux, after the man who invented the flux drive, Myran Nejillian, was sent out as a probe, but it was attacked and nearly destroyed by some strange beings.&lt;br /&gt;
&lt;br /&gt;
The crew were picked up just before their air began to run out by a passing `scooter'.&lt;br /&gt;
&lt;br /&gt;
The pilot was not from Earth, yet he appeared to be human. I don't know the story behind this, but it would probably make an interesting novel.&lt;br /&gt;
&lt;br /&gt;
Now, the crew have to try to get back home, but without the flux drive, who knows where they'll turn up??&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Nejillian01.png|thumb|320px|Level 1 of ''Nejillian Flux'']]&lt;br /&gt;
&lt;br /&gt;
The up, down, left, and right arrow keys move the ship in those directions. Tapping the space bar shoots, while hitting Enter drops a missile.&lt;br /&gt;
&lt;br /&gt;
There is a secret way out of every round, and until you find it you will loop through the round continuously.&lt;br /&gt;
&lt;br /&gt;
TIP: When you gain a spinning shield, try not to shoot, as you will likely destroy your protection.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
[[A-J Games]] Team:&lt;br /&gt;
&lt;br /&gt;
Writer/Artist/Sound Effects Guy/Idea Thinker-Over:&lt;br /&gt;
: [[Eric-Jon Waugh]]&lt;br /&gt;
&lt;br /&gt;
Immense Help/Tester/Thinker-Over:&lt;br /&gt;
: [[Oliver Stone]] (Well, actually, he isn't officially on the team, but I consider him to be).&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;EWzwpzdlkIA&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Shareware]]&lt;br /&gt;
[[Category: Don'Pan Software]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Shooters]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: Accomplishments]]&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* [[Media:Nejillian01.png|Level 1 Map]] (? kB)&lt;br /&gt;
* [[Media:Nejillian02.png|Level 2 Map]] (? kB)&lt;br /&gt;
* [[Media:Nejillian03.png|Level 3 Map]] (? kB)&lt;br /&gt;
* [[Media:Nejillian04.png|Level 4 Map]] (? kB)&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:Don%27Pan_Software&amp;diff=7475</id>
		<title>Category:Don'Pan Software</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:Don%27Pan_Software&amp;diff=7475"/>
		<updated>2011-01-08T04:19:12Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: /* Game chronology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:don'pan.gif|thumb|320px|Don'Pan Software]]&lt;br /&gt;
&lt;br /&gt;
A division of [[A-J Games]], mostly used to funnel off games based on personal acquaintances or outside properties, or failed experiments that don't exactly fit the main line.&lt;br /&gt;
&lt;br /&gt;
Although it wasn't exactly the plan, most of them seem to be freeware as well, whereas most of the A-J Games stuff is shareware. Here even the few shareware games are discounted, and offer little to no incentive to register. The message seems to be, ih, don't worry about these. &lt;br /&gt;
&lt;br /&gt;
: ''Also see: [[A-J Games]]''&lt;br /&gt;
&lt;br /&gt;
==Game chronology==&lt;br /&gt;
&lt;br /&gt;
[[Don'Pan Software]] releases in '''boldface'''.&lt;br /&gt;
&lt;br /&gt;
# ''[[A-J's Quest]]''&lt;br /&gt;
# '''''[[Cireneg's Rings]]'''''&lt;br /&gt;
# '''''[[Link vs. Gannon]]'''''&lt;br /&gt;
# ''[[The Return of A-J]]''&lt;br /&gt;
# '''''[[Linear Volume]]'''''&lt;br /&gt;
# '''''[[Nejillian Flux]]'''''&lt;br /&gt;
# '''''[[Explorer Jacko]]'''''&lt;br /&gt;
# '''''[[Gridline]]'''''&lt;br /&gt;
# '''''[[Tony &amp;amp; Me]]'''''&lt;br /&gt;
# '''''[[Operation Killbot]]'''''&lt;br /&gt;
# '''''[[Dusk Rose]]'''''&lt;br /&gt;
# '''''[[Sushi-X Breaks Loose]]'''''&lt;br /&gt;
# '''''[[The Bounerim]]'''''&lt;br /&gt;
# ''[[Pac]]''&lt;br /&gt;
# ''[[Zoom the Super Bear]]''&lt;br /&gt;
# ''[[Sign of the Hedgehog]]''&lt;br /&gt;
# ''[[Sign of the Hedgehog 2]]''&lt;br /&gt;
# ''[[Fluffy Ralph]]''&lt;br /&gt;
# ''[[Octolris]]''&lt;br /&gt;
# ''[[The Adventures of Fred Earwigian]]''&lt;br /&gt;
# ''[[Glubada Pond]]''&lt;br /&gt;
# ''[[Zark]]''&lt;br /&gt;
# ''[[Crullo]]''&lt;br /&gt;
# ''[[Patchwork Heart]]''&lt;br /&gt;
# ''[[Peach the Lobster]]''&lt;br /&gt;
# ''[[Clyde &amp;amp; Zeke]]''&lt;br /&gt;
# ''[[Rodip: Rover of the Deep]]''&lt;br /&gt;
# ''[[A-J 3]]''&lt;br /&gt;
# ''[[Ricci's Cow Hunt]]''&lt;br /&gt;
# '''''[[Jario]]'''''&lt;br /&gt;
# ''[[Ninja Tuck]]''&lt;br /&gt;
# ''[[Ninja Tuck II: Booka]]''&lt;br /&gt;
# ''[[Friction]]''&lt;br /&gt;
# ''[[The McKenna Chronicles]]''&lt;br /&gt;
# ''[[Beware the Gremlin]]''&lt;br /&gt;
# ''[[Watch Me Die!]]''&lt;br /&gt;
# ''[[Vampire]]''&lt;br /&gt;
# '''''[[Overworld]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:Don%27Pan_Software&amp;diff=7474</id>
		<title>Category:Don'Pan Software</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:Don%27Pan_Software&amp;diff=7474"/>
		<updated>2011-01-08T04:14:46Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: /* Game chronology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:don'pan.gif|thumb|320px|Don'Pan Software]]&lt;br /&gt;
&lt;br /&gt;
A division of [[A-J Games]], mostly used to funnel off games based on personal acquaintances or outside properties, or failed experiments that don't exactly fit the main line.&lt;br /&gt;
&lt;br /&gt;
Although it wasn't exactly the plan, most of them seem to be freeware as well, whereas most of the A-J Games stuff is shareware. Here even the few shareware games are discounted, and offer little to no incentive to register. The message seems to be, ih, don't worry about these. &lt;br /&gt;
&lt;br /&gt;
: ''Also see: [[A-J Games]]''&lt;br /&gt;
&lt;br /&gt;
==Game chronology==&lt;br /&gt;
&lt;br /&gt;
[[Don'Pan Software]] releases in '''boldface'''.&lt;br /&gt;
&lt;br /&gt;
# ''[[A-J's Quest]]''&lt;br /&gt;
# '''''[[Cireneg's Rings]]'''''&lt;br /&gt;
# '''''[[Link vs. Gannon]]'''''&lt;br /&gt;
# ''[[The Return of A-J]]''&lt;br /&gt;
# '''''[[Linear Volume]]'''''&lt;br /&gt;
# '''''[[Nejillian Flux]]'''''&lt;br /&gt;
# '''''[[Explorer Jacko]]'''''&lt;br /&gt;
# '''''[[Gridline]]'''''&lt;br /&gt;
# '''''[[Tony &amp;amp; Me]]'''''&lt;br /&gt;
# '''''[[Operation Killbot]]'''''&lt;br /&gt;
# '''''[[Sushi-X Breaks Loose]]'''''&lt;br /&gt;
# '''''[[Dusk Rose]]'''''&lt;br /&gt;
# '''''[[The Bounerim]]'''''&lt;br /&gt;
# ''[[Pac]]''&lt;br /&gt;
# ''[[Zoom the Super Bear]]''&lt;br /&gt;
# ''[[Sign of the Hedgehog]]''&lt;br /&gt;
# ''[[Sign of the Hedgehog 2]]''&lt;br /&gt;
# ''[[Fluffy Ralph]]''&lt;br /&gt;
# ''[[Octolris]]''&lt;br /&gt;
# ''[[The Adventures of Fred Earwigian]]''&lt;br /&gt;
# ''[[Glubada Pond]]''&lt;br /&gt;
# ''[[Zark]]''&lt;br /&gt;
# ''[[Crullo]]''&lt;br /&gt;
# ''[[Patchwork Heart]]''&lt;br /&gt;
# ''[[Peach the Lobster]]''&lt;br /&gt;
# ''[[Clyde &amp;amp; Zeke]]''&lt;br /&gt;
# ''[[Rodip: Rover of the Deep]]''&lt;br /&gt;
# ''[[A-J 3]]''&lt;br /&gt;
# ''[[Ricci's Cow Hunt]]''&lt;br /&gt;
# '''''[[Jario]]'''''&lt;br /&gt;
# ''[[Ninja Tuck]]''&lt;br /&gt;
# ''[[Ninja Tuck II: Booka]]''&lt;br /&gt;
# ''[[Friction]]''&lt;br /&gt;
# ''[[The McKenna Chronicles]]''&lt;br /&gt;
# ''[[Beware the Gremlin]]''&lt;br /&gt;
# ''[[Watch Me Die!]]''&lt;br /&gt;
# ''[[Vampire]]''&lt;br /&gt;
# '''''[[Overworld]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Explorer_Jacko&amp;diff=7473</id>
		<title>Explorer Jacko</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Explorer_Jacko&amp;diff=7473"/>
		<updated>2011-01-08T03:42:42Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: /* Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Explorer Jacko'''''&lt;br /&gt;
|file=[[File:JackoTitle.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' 1994&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[Don'Pan Software]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Nejillian Flux]]'', ''[[Sample]]''&lt;br /&gt;
}}[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
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Another early game based on an acquaintance (as well as ''Star Control''). There are some coincidental, yet weird, similarities to ''[[Xenoblaster: Attack of the Xorg]]''. In the space segments, Jacko pilots the ship from ''[[Nejillian Flux]]''.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Explorer Jacko.png|thumb|320px|Escaping the prison in ''Explorer Jacko'']]&lt;br /&gt;
&lt;br /&gt;
'''CLANK!'''&lt;br /&gt;
&lt;br /&gt;
You  awake  inside  a  strange cell.   Everything  is  black. Outside,  you can hear strange noises. As you stagger to your feet,  you remember  that your craft was rammed  by a strange ship, but before and past that is a total blank.  &lt;br /&gt;
&lt;br /&gt;
[[File:Jacko.gif|center]]&lt;br /&gt;
&lt;br /&gt;
You step on something squishy. Plastic explosives!  You recognize  them from history books you've read in the past.  &lt;br /&gt;
&lt;br /&gt;
Everything comes rushing back. Your name is Jacko Berr. You were on a mission of peace to the Naquru people on Ralnort Eight, when they mistook you for an invader and destroyed your ship. &lt;br /&gt;
&lt;br /&gt;
[[File:JackoSpace1.png|thumb|320px|Space is large and confusing in ''Explorer Jacko''.]]&lt;br /&gt;
&lt;br /&gt;
Even though there wasn't any oxygen around for light years, you, for some odd miracle, survived long enough for them to capture you and put you in here for storage until you can be disposed of.  &lt;br /&gt;
&lt;br /&gt;
Looking  out the window,  you see an  earth station.  You've  been  out so long that  the prison  has returned  to your solar  system. The  prison  must  have   been going  at extreme  speeds,  by the look of  the thing.  There are  cracks  everywhere,   but some force is keeping the  air in. &lt;br /&gt;
&lt;br /&gt;
Well, no time to enjoy the scenery. You've gotta blow the bars  out  and make a  run for it.  By the  looks of it,  the other inmates have already escaped,  and don't look all too friendly. &lt;br /&gt;
&lt;br /&gt;
They must never have heard of  searching,  as  your communicator and pocket  electronics kit  are still  there. &lt;br /&gt;
&lt;br /&gt;
You hear the beeping, finally, and  realize  that   someone's been trying to contact you for a long  time.  You flick  open your  com.  and   report  that you've done so.  For a second, the screen is fuzzy,  but when it clears,  you  see  the commander.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Berr!  What  in  God's  name have  you been  doing  for the last six  hours?!  We just got a report that the Naquru  have declared  war on  earth!  What the hell did you say to them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They mistook me for some attacker,  I  suppose.  I  never even got to land,&amp;quot; you reply.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WELL,  YOU'D BETTER GET YOUR ASS BACK  THERE AND STRAIGHTEN THIS  THING  OUT,   OR  YOU'LL NEVER SEE THe light of da...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''CLICK!'''&lt;br /&gt;
&lt;br /&gt;
Well,  now.  This  is  a fine mess. They did have the forethought of taking all of your UC,  so  you can't  get there very easily.  You need a ship...  maybe there's one around here...  and enough  power to get  there.  I  guess  you'll need to destroy  the ships of Earth's  enemies,   or  something.  Well,  first  to  get out.&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:JackoStation1.png|thumb|320px|The stations in ''Explorer Jacko'' are on space wheels.]]&lt;br /&gt;
&lt;br /&gt;
Your objective is to locate a valid Naquru passport, thereby to gain safe passage to the Naquru homeworld Ralnort Eight, thereby to conduct peace negotiations and call off this accidental war that you seem to have begun. Surviving to find that passport, however, may be a task in itself.&lt;br /&gt;
&lt;br /&gt;
===Jacko===&lt;br /&gt;
&lt;br /&gt;
: Up, Down, Left, Right: Walk those ways.&lt;br /&gt;
: Y: Shoot upwards.&lt;br /&gt;
: B: Shoot downwards.&lt;br /&gt;
: G: Shoot left.&lt;br /&gt;
: H: Shoot right.&lt;br /&gt;
: &amp;lt;SPACE&amp;gt;: Drop plastic explosives.&lt;br /&gt;
: [ENTER]: Use shield.&lt;br /&gt;
: ,: Pick up.&lt;br /&gt;
: .: Drop.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
: Up, Down, Left, Right: Fly those ways.&lt;br /&gt;
: &amp;lt;SPACE&amp;gt;: Shoot.&lt;br /&gt;
: [ENTER]:  Drop bombs.&lt;br /&gt;
: {INS}:  Use shield.&lt;br /&gt;
: Y,B,G,H: Extra thrust in those directions.&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
# At the beginning, plant plastic  explosives on top of the slimes for money.&lt;br /&gt;
# Once you leave, go straight down to the starbase.&lt;br /&gt;
# There, buy  a phaser for Jacko and then leave.&lt;br /&gt;
# Go back to the jail and kill monsters for money to buy more weapons.&lt;br /&gt;
# From here on, you're on your own...&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
[[File:JackoMons.gif|right]]&lt;br /&gt;
&lt;br /&gt;
IDEA:&lt;br /&gt;
: [[Eric-Jon Waugh]]&lt;br /&gt;
&lt;br /&gt;
GRAPHICS:&lt;br /&gt;
: Eric-Jon Waugh&lt;br /&gt;
&lt;br /&gt;
SOUND:&lt;br /&gt;
: Eric-Jon Waugh.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;NiS2W9jN-q8&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
* [[Media:JackoSpace1.png|Space Sector 1 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoBuilding1.png|Building 1 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoStation1.png|Station 1 Map]] (? kB)&lt;br /&gt;
* [[Media:JackoSpace2.png|Space Sector 2 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoBuilding2.png|Building 2 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoStation2.png|Station 2 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoStation3.png|Station 3 Map]] (? kB)&lt;br /&gt;
*** [[Media:JackoHolo1.png|Holodeck 1 Map]] (? kB)&lt;br /&gt;
*** [[Media:JackoHolo2.png|Holodeck 2 Map]] (? kB)&lt;br /&gt;
*** [[Media:JackoHolo3.png|Holodeck 3 Map]] (? kB)&lt;br /&gt;
* [[Media:JackoSpace3.png|Space Sector 3 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoBuilding3.png|Building 3 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoBuilding4.png|Building 4 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoBuilding5.png|Building 5 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoStation4.png|Station 4 Map]] (? kB)&lt;br /&gt;
** [[Media:JackoAtmo.png|Ralnort Eight Atmosphere Map]] (? kB)&lt;br /&gt;
*** [[Media:JackoKing.png|Naquru Royal Chamber Map]] (? kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: Don'Pan Software]]&lt;br /&gt;
[[Category: Nonlinear]]&lt;br /&gt;
[[Category: Top-down]]&lt;br /&gt;
[[Category: Adventure games]]&lt;br /&gt;
[[Category: Shooters]]&lt;br /&gt;
[[Category: Insertion games]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: Accomplishments]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Link_vs._Gannon&amp;diff=5574</id>
		<title>Link vs. Gannon</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Link_vs._Gannon&amp;diff=5574"/>
		<updated>2010-12-03T16:00:44Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LinkTitle.gif|thumb|320px|''Link vs. Gannon'']]&lt;br /&gt;
[[File:Link.png|thumb|320px|Delving the dungeons in ''Link vs. Gannon'']]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''It's easy to guess that this game and ''[[Jario]]'' came close to each others. They share the same &amp;quot;tribute/cover&amp;quot; feeling and likely the same graphics-cloning technique. Which one came first ?'''&lt;br /&gt;
&lt;br /&gt;
''Link vs. Gannon'' actually came somewhat earlier; it was developed with a less advanced version of Game-Maker (perhaps 2.0?), then grandfathered into later versions of the engine. As Game-Maker was updated, several features such as the boomerang no longer worked as intended, so I had to tweak a lot of things. That was frustrating, as I already had to make a lot of compromises that, at the time, I was too stubborn or single-minded to rethink. It's probably that compounding frustration where nothing quite worked as I had envisioned (as opposed to experimenting to find what I could do that was interesting, and building off that) that led me to abandon the project.&lt;br /&gt;
&lt;br /&gt;
'''G-M had quite a strong support for quest games (inventory, keys...). Was that helpful in bringing ''Zelda'' to PC ? What have you been missing the most ?'''&lt;br /&gt;
&lt;br /&gt;
Relatively speaking, yes. You would think that Game-Maker is built for something pretty close to ''Zelda''. And perhaps it is, if you're not as particular as I was. As I said, I wanted things to work exactly &amp;quot;right&amp;quot; rather than to find what could work and then expanding on that. Although I couldn't exactly mimic some of the behaviors from the NES game, there were probably behaviors unique to RSD's strange game engine that I could have exploited in novel ways. I think I always meant to come back to ''Link vs. Gannon'', give it a rethink, and finish it properly. It was just never high on my priority list, I guess.&lt;br /&gt;
&lt;br /&gt;
I do know that I never intended on an exact copy of the NES game anyway -- as evidenced by the unusual and rough overworld map. I think my favorite ''Zelda'' has always been the second game; there's something both grand and psychologically unsettling about it that makes it stick in the head. I get the impression that, without exactly trying to, I was probably trying to set up an adventure more in the lines of ''Zelda II'', but within the vague structure of the first ''Zelda''.&lt;br /&gt;
&lt;br /&gt;
'''You surprisingly mix ''Zelda'' graphics, revamped graphics (rasters on Link) and graphics coming from former G-M games (''[[Houses]]'' ?). Had you intention of harmonising that later on ?'''&lt;br /&gt;
&lt;br /&gt;
Yes, I think most of the visuals can be considered placeholders. I drew original/adapted elements as I felt they were needed to get the point across, and otherwise quite broadly lifted from existing sources in order to sketch out a rough working template. &lt;br /&gt;
&lt;br /&gt;
'''Which is the NES feature you missed the most in this game ?'''&lt;br /&gt;
&lt;br /&gt;
The biggest thing was character behaviors -- animations, and interactions with the gameworld. I didn't want a separate button for each attack direction for each item and weapon. I wanted more conceptual variety in the secondary items; not just straight-out attacking. A big part of the fun in ''Zelda'' games is using the inventory to &amp;quot;talk&amp;quot; with the landscape. I was also annoyed with Game-Maker's binary way of dealing with monster power levels. Either you can kill a monster, or you can't. There's no gray area, where a weaker weapon will hit for x% of a stronger weapon. If I had been more clever and motivated I could have found ways around most of this stuff. The game just wasn't a priority, I guess.&lt;br /&gt;
&lt;br /&gt;
'''How would you compare ''Link vs. Gannon'' against e.g. ''[[Overworld]]'' or ''[[The Legend of Zelda: Harry's Awakening]]'' ?'''&lt;br /&gt;
&lt;br /&gt;
The thing that ''Link vs. Gannon'' has going for it is that I never intended on an exact clone. It was to be a rougher tribute to the ''Zelda'' series as a whole, expanded in a different direction that I was sort of intuitively piecing together but hadn't thoroughly planned out. The other two games are more precise studies of how well existing game systems will map to RSD's engine. I think they both mostly exist to see what will and won't work, and what workarounds are feasible -- and in that respect I think they both do a few clever things. ''Overworld'' in particular is a new game; I only threw it together a few months ago -- the first thing I'd done with Game-Maker in close to fifteen years -- out of recognition that a ''Zelda''-style game really should work within the engine, and curiosity to see what would happen if I did as literal as possible a port. As it turns out... with a little trickery and a few shrugs, there's a heck of a lot that the engine can mimic. I only spent an afternoon on ''Overworld''; if I had devoted a little more time, I might have found behaviors for bombs, ladders, and so on. As I'm writing this, I've some vague ideas for how ladders might work.&lt;br /&gt;
&lt;br /&gt;
'''Can we actually fight Gannon at the end of the game ?'''&lt;br /&gt;
&lt;br /&gt;
It's a long time ago, but I seem to recall the idea was that Gannon would pop in from time to time for minor showdowns, and then that something more important and threatening would present itself at the end. As it stands, I think the game only has two very rough and tentative dungeons, and a vague sketch of an overworld -- the occasional house, long bridge over water, marshland. I think the first day I worked on it, I just threw down a bunch of elements -- ''I want this, this, and this structure in here in some way'' -- and then never got around to organizing everything.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
Link has gone on an adventure. Who  knows why?  He just feels like  it.  Zelda?   Who  cares about  her?   He's  saved  her three times, already.  She can take  care  of  herself.  Link just wants to  figure out puzzles,  map mazes,  and beat up on Gannon.  Help  him  do  so, okay?  He has to (Actually, he WANTS to)  find the boomerang, lamp, arrow, bait, wand, block creating  device,  and potion, the wooden, metal, golden, and master swords,  and the green, blue, gold,  and master  mails before facing the evil  twerp, himself. No sweat!!&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
Up, Down, Left, Right: Move those ways.&lt;br /&gt;
&lt;br /&gt;
1-7: Use the items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;SPACE&amp;gt;: Stab.&lt;br /&gt;
&lt;br /&gt;
P: Pick up&lt;br /&gt;
&lt;br /&gt;
D: Drop&lt;br /&gt;
&lt;br /&gt;
IF ANY SCRREN BREAKUP OCCURS, PRESS F2 TWICE TO REMEDY THIS SITUATION.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
NO!&lt;br /&gt;
&lt;br /&gt;
NO!&lt;br /&gt;
&lt;br /&gt;
NO!&lt;br /&gt;
&lt;br /&gt;
This game is not made by the &amp;quot;big (Ha, ha!) N&amp;quot;, although the ''Zelda'' games are the only things it does well. Sega rules!Who cares about dumb, fat middle-aged Italian plumbers? A young, fast, handsome hedgehog is  much better (Yes, better than a wolf, Bill!) But enough making fun of &amp;quot;N&amp;quot;. Let's play Link!!&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;K0t9ne_2SDM&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Don'Pan Software]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: Incomplete games]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Jario!&amp;diff=5573</id>
		<title>Jario!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Jario!&amp;diff=5573"/>
		<updated>2010-12-03T15:59:01Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jario.png|thumb|320px|Jario]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''When does Jario appear in your G-M usage timeline?'''&lt;br /&gt;
&lt;br /&gt;
Somewhere around 1995 or 1996. It was after ''[[Ricci's Cow Hunt]]'', and mostly inspired by a bonus level I threw in there for a whim. I was already pretty much done with Game-Maker, but I continued to tinker half-heartedly with small projects. This was something without ego attachment that captured my attention momentarily. I soon realized it wasn't worth expanding.&lt;br /&gt;
&lt;br /&gt;
'''The graphics of Jario looks very similar, if not undistinguishable from SMB, which is esp. impressive for a scanner-less era. How did you proceed? '''&lt;br /&gt;
&lt;br /&gt;
Back in the early '90s, game magazines were full of huge, pixelly photographs of game screens. I just dug up some photographs and started transferring, dot-for-dot. Different tile sizes required a bit of adaptation, but it was fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
'''Jario shows clearly that most of SMB core mechanics can only be poorly emulated by G-M. Have you learnt interesting lessons in that attempt ?'''&lt;br /&gt;
&lt;br /&gt;
I think I was beyond the point of huge lessons. It was more a waning bit of curiosity, to see how well I could bend the engine. As it turns out, not well at all. Didn't even bother to animate the character.&lt;br /&gt;
&lt;br /&gt;
'''Why has Jario been discontinued ?'''&lt;br /&gt;
&lt;br /&gt;
I guess at that point I just wasn't willing to put the effort in to adapt it into something that did work. If I'd hit on the idea a couple of years earlier I might have come up with something half-interesting. By 1996 I was basically burned out.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;VSxN2X897iw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Don'Pan Software]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: Incomplete games]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Animation&amp;diff=5164</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Animation&amp;diff=5164"/>
		<updated>2010-11-27T08:36:48Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sort of an early version of ''[[Tutor]]''.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shows examples of background animation and other [[Game-Maker]] features. (Not really a game.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
ANIMATE is not a game, but a demonstration of Game-Maker's background animation.  &lt;br /&gt;
&lt;br /&gt;
Move the character around the scene with the arrow keys to observe ways to use background animation.  Besides background animation, ANIMATE illustrates the use of gravity, blocks  that change on contact, and other features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Demo games]][[Category:Pending articles]][[Category:Recreational Software Designs]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Tony_%26_Me&amp;diff=4659</id>
		<title>Tony &amp; Me</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Tony_%26_Me&amp;diff=4659"/>
		<updated>2010-11-01T13:41:00Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tony.png|thumb|320px|''Tony &amp;amp; Me'']]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another early game based on an acquaintance. There's a notable ''Double Dragon'' influence here. You will observe a cameo from ''[[Zoom the Super Bear]]'', probably about a year before that game was produced.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;LB9zMfuNk6g&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Don'Pan Software]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Shorty_Da_Pimp:_Aliens_Stole_My_Hoe!&amp;diff=4649</id>
		<title>Shorty Da Pimp: Aliens Stole My Hoe!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Shorty_Da_Pimp:_Aliens_Stole_My_Hoe!&amp;diff=4649"/>
		<updated>2010-10-31T22:21:46Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Shorty Da Pimp: Aliens Stole My Hoe! &amp;lt;br /&amp;gt;Version .001 Beta'''''&lt;br /&gt;
|file=[[File:shorty-title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' 1994&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 5 (in demo version)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[Terry Chatman]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration price:''' $5&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration bonus:''' 25 more levels&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Nebula]]''&lt;br /&gt;
}}''Shorty Da Pimp'' claims to be a demo of an upcoming 30-level masterpiece. In its distributed form, ''Shorty'' consists of five levels (only two of them actual platformer maps), all lifted verbatim from ''[[Nebula]]''. There may be a few new items and monsters scattered around, but the background tiles and geometry are unchanged.&lt;br /&gt;
&lt;br /&gt;
That’s sensible enough, for a designer’s first game; you take the provided gameware, and you alter it just enough to make it your own. That’s part of the learning process. It’s how everyone I know codes HTML. You’d expect the designer to keep the game private, and only release something he was proud to call his own, but hey. Youthful indiscretion and enthusiasm, right?&lt;br /&gt;
&lt;br /&gt;
[[File:shorty.png|thumb|320px|Familiar territory in ''Shorty Da Pimp'']]&lt;br /&gt;
&lt;br /&gt;
For the protagonist, [[Terry Chatman]] strayed a bit further and sampled the character sprite from id Software’s ''Commandeer Keen''. So… okay, in 1994 that must have taken some serious work. The guy was willing to spend that much time ripping and tweaking a highly recognizable character sprite, but he wasn’t willing to design his own background tiles or even level maps? At least the guy knows what he wants when he sees it.&lt;br /&gt;
&lt;br /&gt;
At this point it would be easy to shrug ''Shorty'' off as random clutter. But then comes the twist: a sprite edit has turned Keen’s helmet into an afro, and given him a good shot of melanin. According to the story, aliens have “done stole [Shorty's] Hoe. And i’m countin’ on ya to get my hoe back.” Furthermore, due to a malevolent alien power, whenever Shorty gets injured he turns pale and screams “I’m white!” The goal, therefore, is to recover your prostitute and to make every effort to stay black. A more noble mission I have yet to hear.&lt;br /&gt;
&lt;br /&gt;
[[File:Shorty-sprite.png|center]]&lt;br /&gt;
&lt;br /&gt;
So there we have it. ''Nebula'', plus a sprite edit of Billy Blaze. And yet the framework takes the game on a weird tangent to the left, across what probably should be a tired line of racial comedy but which in context is just inappropriate enough to be inexplicably charming.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
'Sup... My Name is shorty the PiMP and aliens done stole my Hoe. And i'm countin' on ya to get my hoe back...  My second PiMP's done told  me that these aliens have weapons that will and can turn me white ... they done said if i get my a#$ beat i'll stay white  4 eva.. now i'm countin' on ya to guide me safely through da aliens crib.. and bring my hoe back to me, and keep me BLACK! I've equipped my self with my .38, for my gun. Bottles, Gasoline, and alotta newspaper for da fire bombs... now it's all up to you!&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
'''IN SHORT:'''&lt;br /&gt;
&lt;br /&gt;
To Shoot Da Gun. -- Tap da Space Bar&lt;br /&gt;
&lt;br /&gt;
To Throw fire bombs -- Tap da Enter key&lt;br /&gt;
&lt;br /&gt;
'''Keys -'''&lt;br /&gt;
&lt;br /&gt;
:9- Jump Right&lt;br /&gt;
:7- Jump Left&lt;br /&gt;
:8- Jump Up&lt;br /&gt;
:6- Right&lt;br /&gt;
:4- Left&lt;br /&gt;
:2- Down&lt;br /&gt;
&lt;br /&gt;
'''GOOD LUCK!'''&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
'''Storyline:'''&lt;br /&gt;
:C.H.&lt;br /&gt;
&lt;br /&gt;
'''Graphics, Character:'''&lt;br /&gt;
:C.H.&lt;br /&gt;
  &lt;br /&gt;
'''Background:  '''&lt;br /&gt;
:Greg Stone&lt;br /&gt;
&lt;br /&gt;
'''Monsters:'''&lt;br /&gt;
:Joan Stone&lt;br /&gt;
&lt;br /&gt;
'''Scenes:'''&lt;br /&gt;
:Gregory Stone &amp;amp; &lt;br /&gt;
:C.H.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* Background blocks, maps, monster blocks, and monsters borrowed from ''[[Nebula]]''.&lt;br /&gt;
* Character blocks borrowed from ''[http://en.wikipedia.org/wiki/Commander_Keen Commander Keen]''.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;uItzzgsFVgk&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.diygamer.com/2010/09/gm-archive-15b-easiest-lifting-ii/ The Easiest Lifting, Act II (DIYGamer)]&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* [http://www.aderack.com/game-maker/downloads/shorty.zip Shorty Da Pimp] (387.8 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Satire]][[Category:Side-scrolling]][[Category:Platformers]][[Category:Viper]][[Category:Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=The_Adventures_of_Fred_Earwigian&amp;diff=4612</id>
		<title>The Adventures of Fred Earwigian</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=The_Adventures_of_Fred_Earwigian&amp;diff=4612"/>
		<updated>2010-10-29T20:48:39Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fred.png|thumb|320px|The Adventures of Fred Earwigian]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pending articles|Adventures of Fred Earwigian]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An artifact of a tendency to think up a character or story premise before considering game mechanics. Turns out there was really nowhere to go with this.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;6sa12PvX9ow&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: A-J Games|Adventures of Fred Earwigian]]&lt;br /&gt;
[[Category: Incomplete games|Adventures of Fred Earwigian]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Ninja_Tuck&amp;diff=4611</id>
		<title>Ninja Tuck</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Ninja_Tuck&amp;diff=4611"/>
		<updated>2010-10-29T20:47:11Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ninja Tuck.png|thumb|320px|Ninja Tuck]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired to a large extent by ''Revenge of Shinobi'' and the NES ''Ninja Gaiden'' triology.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;a9oASAtoZz4&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: A-J Games]]&lt;br /&gt;
[[Category: Insertion games]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Dummy_Duck!_II&amp;diff=4098</id>
		<title>Dummy Duck! II</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Dummy_Duck!_II&amp;diff=4098"/>
		<updated>2010-10-20T19:28:43Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with &amp;quot;An unknown number of games, that may or may not still exist.  ==Links== * [http://www.youtube.com/user/dummyduckrulz dummyduckruz's Youtube channel]  Category: Unknown games&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An unknown number of games, that may or may not still exist.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.youtube.com/user/dummyduckrulz dummyduckruz's Youtube channel]&lt;br /&gt;
&lt;br /&gt;
[[Category: Unknown games]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Weird_Worlds&amp;diff=4097</id>
		<title>Weird Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Weird_Worlds&amp;diff=4097"/>
		<updated>2010-10-20T18:08:48Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The only game I worked on was never finished, and it was pretty much just a 9-year-old messing around the editor. [...] The basic premise was that there was that you play as a character based on me as a kid and, well... travel through weird worlds. That's pretty much all there was to it! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The only world I can remember was essentially a very large pizza restaurant. It had static people, pizzas in random spots, and sauce stains all over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I just remember creating an enemy who was supposed to be 2 blocks tall, and having the legs run around independently of the head and torso. Which was pretty funny.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, another thing I remember. When your character was in an idle state, I seem to remember that there was no way to have him facing the direction he last walked. There was only one idle pose. Even as a kid, that kind of annoyed me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Unknown games]][[Category: Matt Dabrowski]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Main_Page&amp;diff=777</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Main_Page&amp;diff=777"/>
		<updated>2010-08-20T16:27:25Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TGMA.png|center]]&lt;br /&gt;
&lt;br /&gt;
This site means to be a repository for everything about [[Recreational Software Designs]]' [[Game-Maker]] development suite: its use, its users, its surrounding culture, its influence, and -- of course -- the games themselves! &lt;br /&gt;
&lt;br /&gt;
Please feel free to contribute. Anything you can add or expand on will just increase the knowledge base. In updating, do use some common sense and courtesy; this wiki is for everyone, not just you or me. Otherwise, kick around. Break the place in.&lt;br /&gt;
&lt;br /&gt;
===Some destinations:===&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Category:Feature_games Featured games] (the best of the bunch)&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Category:Game-Maker_games  Known Game-Maker games] (a work in progress)&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Category:Game-Maker_artists  Known Game-Maker artists] (a work in progress)&lt;br /&gt;
&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Category:Genres  Genres] (adventure, shooter, etc.)&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Category:Themes  Themes] (satire, educational, etc.)&lt;br /&gt;
&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Category:Information  General Game-Maker information]&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Category:Formats_and_Tools  Related tools and file formats]&lt;br /&gt;
* [http://www.aderack.com/game-maker/index.php?title=Links Game-Maker links]&lt;br /&gt;
&lt;br /&gt;
===Game playing tips:===&lt;br /&gt;
To ensure full compatibility of Game-Maker games under Win2K and higher, use [http://www.dosbox.com/ DOSBox] or the like.&lt;br /&gt;
&lt;br /&gt;
You'd also do well with [http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm Joy2Key] and perhaps a [http://www.google.com/products?q=xbox+360+controller+wired&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;ei=irIRTMy7C8Kclgfl593DBg&amp;amp;sa=X&amp;amp;oi=mode_link&amp;amp;ct=mode&amp;amp;ved=0CBsQ_AU wired Xbox 360 controller].&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:Antares_Bros.,_The&amp;diff=406</id>
		<title>Category:Antares Bros., The</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:Antares_Bros.,_The&amp;diff=406"/>
		<updated>2010-07-26T01:18:05Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:tat.gif|thumb|320px|The Antares Bros.' ''Time After Time'']]''[[Time After Time]]'' and ''[[Reptalia]]'' are two of the oddest [[Game-Maker]] games I have encountered. Both are the result of the entrepreneurial pairing of Paul Callahan and James Russell. With an easy game development kit at hand, they chose to advertise their services as custom game designers. Send in a portrait of yourself, and they would scan it in, anti alias it, and slap it on a stock body to roam around a dungeon (in the case of ''Time After Time'') or desert (in ''Reptilia'').&lt;br /&gt;
&lt;br /&gt;
Along with Sheldon Chase and Marty Valenti, these two games are amongst the few examples of digitization I have seen in a Game-Maker game. They are also the least effective, as there is no animation and little attempt to blend the photographs into the surrounding imagery. Also, frankly, the games aren’t all that hot. Still, there’s a certain weird brilliance to the business strategy.&lt;br /&gt;
&lt;br /&gt;
Especially in middle class America, there is a huge market for marginally customized products — stamps, address labels, Christmas cards, pre-formatted business cards; all inexpensive, all a bit tawdry. All of them allow a solipsistic demographic that achieves little and earns both too much and too little to have real freedom to buy meaning for itself. By that reasoning, what better gift for that young gamer in your life than to buy him a slot in a real videogame?&lt;br /&gt;
&lt;br /&gt;
I have no clue if Callahan and Russel found their own success in this venture. I kind of hope so.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Exploitation&amp;diff=405</id>
		<title>Exploitation</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Exploitation&amp;diff=405"/>
		<updated>2010-07-26T01:16:14Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'For its time, Recreational Software Designs’ Game-Maker offered users the world over to put practice to their game design ambitions, within certain strict limitations. …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For its time, [[Recreational Software Designs]]’ [[Game-Maker]] offered users the world over to put practice to their game design ambitions, within certain strict limitations. Mostly this ambition took on an informal shape. Users connected with each other through bulletin boards and shared ideas and resources. They explored how to subvert the engine’s limitations, and how to adapt their own wild ideas to practical realities. A few users, like Mark A. Janelle, took the business implications of shareware very seriously, while still contributing to the overall Game-Maker culture. Other users kind of took the engine and ran.&lt;br /&gt;
&lt;br /&gt;
Instead of seeing Game-Maker an opportunity to explore game design and to make social connections without any of the usual hurdles, they saw it as an opportunity to turn around a quick profit with a minimum of investment. Although I admire a certain ambition, I’m not sure if Game-Maker was really the best tool for the job.&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Time_After_Time&amp;diff=404</id>
		<title>Time After Time</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Time_After_Time&amp;diff=404"/>
		<updated>2010-07-26T01:12:24Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The result of the entrepreneurial pairing of Paul Callahan and James Russell, and one of the oddest [[Game-Maker]] games I have encountered. With an easy game development kit at hand, they chose to advertise their services as custom game designers. Send in a portrait of yourself, and they would scan it in, anti alias it, and slap it on a stock body to roam around a dungeon.&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
Along with Sheldon Chase and Marty Valenti, ''Time After Time'' is amongst the few examples of digitization I have seen in a Game-Maker game. Along with its sequel ''[[Reptalia]]'' it is also the least effective, as there is no animation and little attempt to blend the photographs into the surrounding imagery. Also, frankly, the game isn't all that hot. Still, there’s a certain weird brilliance to the business strategy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Antares Bros., The]][[Category:Top-down]][[Category:Action-adventure]][[Category:digitized graphics]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Reptalia&amp;diff=403</id>
		<title>Reptalia</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Reptalia&amp;diff=403"/>
		<updated>2010-07-26T01:12:08Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'The result of the entrepreneurial pairing of Paul Callahan and James Russell, and one of the oddest Game-Maker games I have encountered. With an easy game development kit at …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The result of the entrepreneurial pairing of Paul Callahan and James Russell, and one of the oddest [[Game-Maker]] games I have encountered. With an easy game development kit at hand, they chose to advertise their services as custom game designers. Send in a portrait of yourself, and they would scan it in, anti alias it, and slap it on a stock body to roam around a desert.&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
Along with Sheldon Chase and Marty Valenti, ''Reptilia'' is amongst the few examples of digitization I have seen in a Game-Maker game. Along with its predecessor ''[[Time After Time]]'' it is also the least effective, as there is no animation and little attempt to blend the photographs into the surrounding imagery. Also, frankly, the game isn't all that hot. Still, there’s a certain weird brilliance to the business strategy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Antares Bros., The]][[Category:Top-down]][[Category:Action-adventure]][[Category:digitized graphics]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Time_After_Time&amp;diff=402</id>
		<title>Time After Time</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Time_After_Time&amp;diff=402"/>
		<updated>2010-07-26T01:11:57Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The result of the entrepreneurial pairing of Paul Callahan and James Russell, and one of the oddest [[Game-Maker]] games I have encountered. With an easy game development kit at hand, they chose to advertise their services as custom game designers. Send in a portrait of yourself, and they would scan it in, anti alias it, and slap it on a stock body to roam around a dungeon.&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
Along with Sheldon Chase and Marty Valenti, ''Time After Time'' is amongst the few examples of digitization I have seen in a Game-Maker game. Along with its sequel ''[[Reptilia]]'' it is also the least effective, as there is no animation and little attempt to blend the photographs into the surrounding imagery. Also, frankly, the game isn't all that hot. Still, there’s a certain weird brilliance to the business strategy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Antares Bros., The]][[Category:Top-down]][[Category:Action-adventure]][[Category:digitized graphics]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Time_After_Time&amp;diff=401</id>
		<title>Time After Time</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Time_After_Time&amp;diff=401"/>
		<updated>2010-07-26T01:11:25Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'The result of the entrepreneurial pairing of Paul Callahan and James Russell, and one of the oddest Game-Maker games I have encountered. With an easy game development kit at …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The result of the entrepreneurial pairing of Paul Callahan and James Russell, and one of the oddest [[Game-Maker]] games I have encountered. With an easy game development kit at hand, they chose to advertise their services as custom game designers. Send in a portrait of yourself, and they would scan it in, anti alias it, and slap it on a stock body to roam around a dungeon.&lt;br /&gt;
a&lt;br /&gt;
&lt;br /&gt;
Along with Sheldon Chase and Marty Valenti, ''Time After Time'' is amongst the few examples of digitization I have seen in a Game-Maker game. Along with its sequel ''[[Reptilia]]'' it is also the least effective, as there is no animation and little attempt to blend the photographs into the surrounding imagery. Also, frankly, the game isn't all that hot. Still, there’s a certain weird brilliance to the business strategy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Antares Bros., The]][[Category:Top-down]][[Category:Action-adventure]][[Category:digitization]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:Antares_Bros.,_The&amp;diff=400</id>
		<title>Category:Antares Bros., The</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:Antares_Bros.,_The&amp;diff=400"/>
		<updated>2010-07-26T01:06:38Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Time After Time]]'' and ''[[Reptalia]]'' are two of the oddest [[Game-Maker]] games I have encountered. Both are the result of the entrepreneurial pairing of Paul Callahan and James Russell. With an easy game development kit at hand, they chose to advertise their services as custom game designers. Send in a portrait of yourself, and they would scan it in, anti alias it, and slap it on a stock body to roam around a dungeon (in the case of ''Time After Time'') or desert (in ''Reptilia'').&lt;br /&gt;
&lt;br /&gt;
Along with Sheldon Chase and Marty Valenti, these two games are amongst the few examples of digitization I have seen in a Game-Maker game. They are also the least effective, as there is no animation and little attempt to blend the photographs into the surrounding imagery. Also, frankly, the games aren’t all that hot. Still, there’s a certain weird brilliance to the business strategy.&lt;br /&gt;
&lt;br /&gt;
Especially in middle class America, there is a huge market for marginally customized products — stamps, address labels, Christmas cards, pre-formatted business cards; all inexpensive, all a bit tawdry. All of them allow a solipsistic demographic that achieves little and earns both too much and too little to have real freedom to buy meaning for itself. By that reasoning, what better gift for that young gamer in your life than to buy him a slot in a real videogame?&lt;br /&gt;
&lt;br /&gt;
I have no clue if Callahan and Russel found their own success in this venture. I kind of hope so.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:Antares_Bros.,_The&amp;diff=399</id>
		<title>Category:Antares Bros., The</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:Antares_Bros.,_The&amp;diff=399"/>
		<updated>2010-07-26T01:06:01Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with '''Time After Time'' and ''Reptalia'' are two of the oddest Game-Maker games I have encountered. Both are the result of the entrepreneurial pairing of Paul Callahan an…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Time After Time]]'' and ''[[Reptalia]]'' are two of the oddest [[Game-Maker]] games I have encountered. Both are the result of the entrepreneurial pairing of Paul Callahan and James Russell. With an easy game development kit at hand, they chose to advertise their services as custom game designers. Send in a portrait of yourself, and they would scan it in, anti alias it, and slap it on a stock body to roam around a dungeon (in the case of ''Time After Time'') or desert (in ''Reptilia'').&lt;br /&gt;
&lt;br /&gt;
Along with Sheldon Chase and Marty Valenti, these two games are amongst the few examples of digitization I have seen in a Game-Maker game. They are also the least effective, as there is no animation and little attempt to blend the photographs into the surrounding imagery. Also, frankly, the games aren’t all that hot. Still, there’s a certain weird brilliance to the business strategy.&lt;br /&gt;
&lt;br /&gt;
Especially in middle class America, there is a huge market for marginally customized products — stamps, address labels, Christmas cards, pre-formatted business cards; all inexpensive, all a bit tawdry. All of them allow a solipsistic demographic that achieves little and earns both too much and too little to have real freedom to buy meaning for itself. By that reasoning, what better gift for that young gamer in your life than to buy him a slot in a real videogame?&lt;br /&gt;
&lt;br /&gt;
I have no clue if Callahan and Russel found their own success in this venture. I kind of hope so.&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Robo_Wars&amp;diff=398</id>
		<title>Robo Wars</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Robo_Wars&amp;diff=398"/>
		<updated>2010-07-26T01:04:26Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A top-down action game, wrapped in a sci-fi techno setting and controlled with the arrow keys and the space bar. The game stays well within the limits of Game-Maker’s back-of-the-box feature set, and so comes off like a cross between ''[[Pipemare]]'' and ''[[Sample]]'', except without the polish. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Action games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=397</id>
		<title>Big Bob's Drive-In</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=397"/>
		<updated>2010-07-26T01:04:00Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A top-down arcade action game, controlled with the arrow keys and the space bar. ''[[Big Bob’s Drive-In]]'' has a 1950s diner setting, which rationalizes attacks as food orders and monsters as customers. Otherwise the game stays well within the limits of Game-Maker’s back-of-the-box feature set, and so comes off like a cross between ''[[Pipemare]]'' and ''[[Sample]]'', except without the polish. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Action games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=396</id>
		<title>Big Bob's Drive-In</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=396"/>
		<updated>2010-07-26T01:03:46Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A top-down action adventure, controlled with the arrow keys and the space bar. ''[[Big Bob’s Drive-In]]'' has a 1950s diner setting, which rationalizes attacks as food orders and monsters as customers. Otherwise the game stays well within the limits of Game-Maker’s back-of-the-box feature set, and so comes off like a cross between ''[[Pipemare]]'' and ''[[Sample]]'', except without the polish. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Action games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Robo_Wars&amp;diff=395</id>
		<title>Robo Wars</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Robo_Wars&amp;diff=395"/>
		<updated>2010-07-26T01:03:24Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A top-down action adventure, wrapped in a sci-fi techno setting and controlled with the arrow keys and the space bar. The game stays well within the limits of Game-Maker’s back-of-the-box feature set, and so comes off like a cross between ''[[Pipemare]]'' and ''[[Sample]]'', except without the polish. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Action games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=394</id>
		<title>Rocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=394"/>
		<updated>2010-07-26T01:03:06Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Rocket Fighter]]'' tries to sell itself as a space shooter, though kind of misses the mark. The game stays well within the limits of Game-Maker’s back-of-the-box feature set, and is controlled with the arrow keys and the space bar. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Top-down]][[Category:Shooters]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=393</id>
		<title>Big Bob's Drive-In</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=393"/>
		<updated>2010-07-26T01:02:55Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A top-down action adventure, controlled with the arrow keys and the space bar. ''[[Big Bob’s Drive-In]]'' has a 1950s diner setting, which rationalizes attacks as food orders and monsters as customers. Otherwise the game stays well within the limits of Game-Maker’s back-of-the-box feature set, and so comes off like a cross between ''[[Pipemare]]'' and ''[[Sample]]'', except without the polish. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Arcade action]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Shootout_at_Dodge&amp;diff=392</id>
		<title>Shootout at Dodge</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Shootout_at_Dodge&amp;diff=392"/>
		<updated>2010-07-26T01:02:39Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A top-down action adventure, controlled with the arrow keys and the space bar. ''[[Shootout at Dodge]]'' has a wild west setting, and a kind of neat side-scrolling overworld or map screen. Otherwise the game stays well within the limits of Game-Maker’s back-of-the-box feature set, and so comes off like a cross between ''[[Pipemare]]'' and ''[[Sample]]'', except without the polish. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Action-adventure]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=390</id>
		<title>Rocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=390"/>
		<updated>2010-07-26T00:54:36Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game-Maker games]][[Category:Top-down]][[Category:Shooters]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=389</id>
		<title>Rocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=389"/>
		<updated>2010-07-26T00:53:30Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game-Maker games]][[Category:Top-down]][[Category:Space Shooters]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=387</id>
		<title>Rocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Rocket_Fighter&amp;diff=387"/>
		<updated>2010-07-26T00:53:12Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'Category:Game-Maker gamesCategory:Top-downCategory:Sherwood Forest Shareware'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game-Maker games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Robo_Wars&amp;diff=388</id>
		<title>Robo Wars</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Robo_Wars&amp;diff=388"/>
		<updated>2010-07-26T00:53:12Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'Category:Game-Maker gamesCategory:Top-downCategory:Sherwood Forest Shareware'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game-Maker games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=386</id>
		<title>Big Bob's Drive-In</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Big_Bob%27s_Drive-In&amp;diff=386"/>
		<updated>2010-07-26T00:53:04Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'Category:Game-Maker gamesCategory:Top-downCategory:Sherwood Forest Shareware'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game-Maker games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Shootout_at_Dodge&amp;diff=385</id>
		<title>Shootout at Dodge</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Shootout_at_Dodge&amp;diff=385"/>
		<updated>2010-07-26T00:52:54Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'Category:Game-Maker gamesCategory:Top-downCategory:Sherwood Forest Shareware'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game-Maker games]][[Category:Top-down]][[Category:Sherwood Forest Shareware]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Barracuda:_Secret_Mission_1&amp;diff=339</id>
		<title>Barracuda: Secret Mission 1</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Barracuda:_Secret_Mission_1&amp;diff=339"/>
		<updated>2010-07-10T09:40:20Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:bcuda1.png|thumb|320px|Charting the seas in Mark A. Janelle's ''Barracuda'']]From experience, Janelle was all business. It looks like he reached some sort of exclusive distribution deal with RSD, as I believe my first copy of ''Barracuda'' came as a stand-alone sample diskette with my original copy of Game-Maker. Later on the CD release of Game-Maker included a stripped-down version of ''Barracuda'' as a sample game.&lt;br /&gt;
&lt;br /&gt;
The reason ''Barracuda'' had to be stripped down, I suppose, is that the official version is an unusual hack job. Long before Game-Maker supported interstitial [[.FLI]] files, Janelle designed custom [[Deluxe Paint]] intro animations and a text-mode wrapper to strongly insist that the player register the game. One wonders who these many hard-working individuals are who form the Gamelynk corporation. If I fail to register, will they each send a sternly-worded note to my mother?&lt;br /&gt;
&lt;br /&gt;
[[File:bcuda2.png|thumb|320px|Diving down, down down in Mark A. Janelle's ''Barracuda'']]Something else kind of neat is that Janelle archived all of the component Game-Maker files, I believe using [[LHarc]] compression. So instead of a directory full of [[.MAP]] and [[.CHR]] files, you had a small number of mysterious data files, an executable, and some supplementary text files. Much tidier, and a capability that I always wished Game-Maker provided on its own. I'm not so sure that Janelle was as concerned with presentation as he was with preventing other Game-Maker users from tinkering with his files. Still, it's cool to see this level of ambition. &lt;br /&gt;
&lt;br /&gt;
As for the game itself, again it feels weirdly stiff and serious. The premise involves... well, here's Janelle's description:&lt;br /&gt;
&lt;br /&gt;
: Barracuda V1 Brand new Game Supports VGA, 286 and up with Animation.  Action Role Play Game that will let you Save The World From A Nuke Atack. Navigate Submarines and Explore Underwater Wrecks...&lt;br /&gt;
&lt;br /&gt;
It's not an RPG, at least not in the sense that you or I understand. It's more of an adventure-sim... something. Basically, nuclear warheads that threaten to blow up the Western world. You need to seek them out on the sea floor, then dive to retrieve them. It's a hugely ambitious game by Game-Maker standards, and involves huge environments and several different play modes. &lt;br /&gt;
&lt;br /&gt;
[[File:bcuda3.png|thumb|320px|Getting lost in Mark A. Janelle's ''Barracuda'']]You start off as a blip on a map screen. You move with agonizing slowness in any of the four cardinal directions, half a grid square at a time. All the while, waterspouts randomly swirl around the map. If they hit your ship, well, too bad for you. There's no avoiding them, because once you hit the arrow key the game moves you at the rate it feels like moving you. Still, it all looks clean and professional. And it's certainly unusual.&lt;br /&gt;
&lt;br /&gt;
Once you reach an &amp;quot;X&amp;quot; on the map, the game switches to a side-scrolling procedural submarine section. You dive, dive, dive, dive, dive, dive, dive, dive, dive, and dive, and then scour the sea floor for a wreck to enter. Along the way your sub can shoot torpedoes, though I'm unsure at what. Maybe the game presents some hazards later on; I don't remember encountering any. This section is more of a slow-paced bit of exploration. Again, there's no faulting the presentation; if you ignore the tedium, it looks and feels great. &lt;br /&gt;
&lt;br /&gt;
Finally you arrive at a wreck, and the view shifts again. Now the game involves searching the wreck with a too-fragile diver. Health equates with air. If you get snagged on barbed wire and start to bleed out, you can find replacement air tanks to heal yourself. Makes as much sense as pork chops in a trash can, I guess.&lt;br /&gt;
&lt;br /&gt;
Again the diver moves so, so slowly. And the areas inside the ships are enormous mazes. They don't seem to follow any particular engineering logic; they're just one murky corridor after another, everything looking pretty much the same. And then once you find what you're looking for, you need to make your way all the way back to the entrance. Which is... realistic.&lt;br /&gt;
&lt;br /&gt;
I notice that I'm being sarcastic all throughout this entry. It's hard for me to avoid, as this game is so astoundingly dull. Yet it is one of the most important games in the Game-Maker library, and it's such an oddity that it's worth discussing. &lt;br /&gt;
&lt;br /&gt;
Apparently the shareware episode of &amp;lt;em&amp;gt;Barracuda&amp;lt;/em&amp;gt; has at least one sequel, &amp;lt;em&amp;gt;Secret Mission 2&amp;lt;/em&amp;gt;. I've never seen it, and if it's more of the same then I think I'm set. The registration form also suggests a future &amp;lt;em&amp;gt;Mission 3&amp;lt;/em&amp;gt;, though I'm unsure if that came to pass.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker games]][[Category:Varied perspective]][[Category:Sims]][[Category:Mark A. Janelle]]&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Barracuda:_Secret_Mission_1&amp;diff=338</id>
		<title>Barracuda: Secret Mission 1</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Barracuda:_Secret_Mission_1&amp;diff=338"/>
		<updated>2010-07-10T09:31:35Z</updated>

		<summary type="html">&lt;p&gt;69.112.100.217: Created page with 'From experience, Janelle was all business. It looks like he reached some sort of exclusive distribution deal with RSD, as I believe my first copy of ''Barracuda'' came as a stand…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From experience, Janelle was all business. It looks like he reached some sort of exclusive distribution deal with RSD, as I believe my first copy of ''Barracuda'' came as a stand-alone sample diskette with my original copy of Game-Maker. Later on the CD release of Game-Maker included a stripped-down version of ''Barracuda'' as a sample game.&lt;br /&gt;
&lt;br /&gt;
The reason ''Barracuda'' had to be stripped down, I suppose, is that the official version is an unusual hack job. Long before Game-Maker supported interstitial [[.FLI]] files, Janelle designed custom [[Deluxe Paint]] intro animations and a text-mode wrapper to strongly insist that the player register the game. One wonders who these many hard-working individuals are who form the Gamelynk corporation. If I fail to register, will they each send a sternly-worded note to my mother?&lt;br /&gt;
&lt;br /&gt;
Something else kind of neat is that Janelle archived all of the component Game-Maker files, I believe using [[LHarc]] compression. So instead of a directory full of [[.MAP]] and [[.CHR]] files, you had a small number of mysterious data files, an executable, and some supplementary text files. Much tidier, and a capability that I always wished Game-Maker provided on its own. I'm not so sure that Janelle was as concerned with presentation as he was with preventing other Game-Maker users from tinkering with his files. Still, it's cool to see this level of ambition. &lt;br /&gt;
&lt;br /&gt;
As for the game itself, again it feels weirdly stiff and serious. The premise involves... well, here's Janelle's description:&lt;br /&gt;
&lt;br /&gt;
: Barracuda V1 Brand new Game Supports VGA, 286 and up with Animation.  Action Role Play Game that will let you Save The World From A Nuke Atack. Navigate Submarines and Explore Underwater Wrecks...&lt;br /&gt;
&lt;br /&gt;
It's not an RPG, at least not in the sense that you or I understand. It's more of an adventure-sim... something. Basically, nuclear warheads that threaten to blow up the Western world. You need to seek them out on the sea floor, then dive to retrieve them. It's a hugely ambitious game by Game-Maker standards, and involves huge environments and several different play modes. &lt;br /&gt;
&lt;br /&gt;
You start off as a blip on a map screen. You move with agonizing slowness in any of the four cardinal directions, half a grid square at a time. All the while, waterspouts randomly swirl around the map. If they hit your ship, well, too bad for you. There's no avoiding them, because once you hit the arrow key the game moves you at the rate it feels like moving you. Still, it all looks clean and professional. And it's certainly unusual.&lt;br /&gt;
&lt;br /&gt;
Once you reach an &amp;quot;X&amp;quot; on the map, the game switches to a side-scrolling procedural submarine section. You dive, dive, dive, dive, dive, dive, dive, dive, dive, and dive, and then scour the sea floor for a wreck to enter. Along the way your sub can shoot torpedoes, though I'm unsure at what. Maybe the game presents some hazards later on; I don't remember encountering any. This section is more of a slow-paced bit of exploration. Again, there's no faulting the presentation; if you ignore the tedium, it looks and feels great. &lt;br /&gt;
&lt;br /&gt;
Finally you arrive at a wreck, and the view shifts again. Now the game involves searching the wreck with a too-fragile diver. Health equates with air. If you get snagged on barbed wire and start to bleed out, you can find replacement air tanks to heal yourself. Makes as much sense as pork chops in a trash can, I guess.&lt;br /&gt;
&lt;br /&gt;
Again the diver moves so, so slowly. And the areas inside the ships are enormous mazes. They don't seem to follow any particular engineering logic; they're just one murky corridor after another, everything looking pretty much the same. And then once you find what you're looking for, you need to make your way all the way back to the entrance. Which is... realistic.&lt;br /&gt;
&lt;br /&gt;
I notice that I'm being sarcastic all throughout this entry. It's hard for me to avoid, as this game is so astoundingly dull. Yet it is one of the most important games in the Game-Maker library, and it's such an oddity that it's worth discussing. &lt;br /&gt;
&lt;br /&gt;
Apparently the shareware episode of &amp;lt;em&amp;gt;Barracuda&amp;lt;/em&amp;gt; has at least one sequel, &amp;lt;em&amp;gt;Secret Mission 2&amp;lt;/em&amp;gt;. I've never seen it, and if it's more of the same then I think I'm set. The registration form also suggests a future &amp;lt;em&amp;gt;Mission 3&amp;lt;/em&amp;gt;, though I'm unsure if that came to pass.&lt;/div&gt;</summary>
		<author><name>69.112.100.217</name></author>
		
	</entry>
</feed>