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	<title>The Game-Maker Archive - User contributions [en]</title>
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	<updated>2026-09-01T03:01:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Badman_III:_Badboys_Are_Back!&amp;diff=14013</id>
		<title>Badman III: Badboys Are Back!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Badman_III:_Badboys_Are_Back!&amp;diff=14013"/>
		<updated>2012-08-16T09:10:50Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Links */ Badboys development story&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Badman III: Badboys Are Back!'''''&lt;br /&gt;
|file=[[File:Badman3Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Incomplete]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' [[1996]][[Category: 1996]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 42&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman]]'', ''[[Badman II]]''}}If ''[[Badman II]]'' was sort of the ''Sonic 2'' to ''[[Badman]]''’s ''Sonic the Hedgehog'' — new sidekick and all — the unfinished ''Badman III: Badboys Are Back!'' is [[PPP Team]]’s ''Sonic 3 &amp;amp; Knuckles''. This game is ridiculously huge — so much so that its 42 level nodes account for only the first world and a half or so. Even in its unfinished state the game is so vast and complicated that it’s difficult to take in. &lt;br /&gt;
&lt;br /&gt;
As far as story goes, ''Badman III'' picks up where ''Badman II'' leaves off, recycling the &amp;quot;BadBoys&amp;quot; who abducted Rubish Binn and developing them into a larger, organised team of vilains in the spirit of a sort of Sci-Fi &amp;quot;S.P.E.C.T.R.E.&amp;quot; type organisation (as detailed in Piet Martin's [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=12&amp;amp;lid=58 backstory document]). Several design elements and techniques -- the multiple characters and destructible block monsters -- are derived from an earlier PPP prototype, ''[[4 to Save Toon Land]]''. &lt;br /&gt;
&lt;br /&gt;
Again the visuals have received a total upgrade, this time with the benefit of [[Deluxe Paint]] gradients (lending the game that ''Sonic 3'' flavor of 3D shading). Now the game gives a choice of two characters, each of whom can interact with and navigate the levels very differently. Badman himself controls much more smoothly, and has more abilities. &lt;br /&gt;
&lt;br /&gt;
[[File:Badman3.png|thumb|320px|Toying around in ''Badman III'']]&lt;br /&gt;
&lt;br /&gt;
The team included some in-game cutscenes, and even managed to compose a bit of original music. During development, Piet found an Adlib tracker and discovered that the infamous [[.CMF]] file format is nothing more than a MIDI track with embedded Adlib instruments. Pype then reverse-engineered the format in ASM and developed an experimental .AST -&amp;gt; .CMF converter. Although it never quite worked properly, it did allow the team to insert one original, single-channel melody (&amp;quot;Stille Nacht&amp;quot;) into the aforementioned cutscenes.&lt;br /&gt;
&lt;br /&gt;
Overall ''Badman III ''gives an imposing sense of command and professionalism. Had they ever finished the game, PPP Team would have created a monster the likes of which rarely even saw a commercial release. This is proto-''Cave Story'' material here.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman3-cheese.png|thumb|320px|An intro cut-scene from ''Badman III'' starring Rex, the guidecat]]&lt;br /&gt;
&lt;br /&gt;
Summary of the previous episode&lt;br /&gt;
&lt;br /&gt;
Party in Egypt in search of his companion Rubish Binn who vanished during the prosecution of Seb Valenti (see Badman 1: &amp;quot;Pneu-Mania&amp;quot;), Badman discovers in the pyramid of Tote-a-Karton a curious room containing none other than a teleporter: Badman foolishly switches in a parallel dimension.&lt;br /&gt;
&lt;br /&gt;
So, overcoming dangers unheard ... Passing countless trials, battle-hardened, he paved his way to the castle par-del in Skyville, to rescue his cowardly companion who had been abducted.&lt;br /&gt;
&lt;br /&gt;
Our national Super-Zero awkwardly bypasses the traps laid by the two Badboys who tried to block his route: #1 Burner and #2 Skyboy...&lt;br /&gt;
&lt;br /&gt;
Armed with the Astroflash Megawatt III of Skyboy, our two friends wander in the gloomy castle of the latter. When, at the turn of a corridor, they meet a friendly guide and familiar places that led them safely to the usual haunt of Skyboy (once Badman manfully clears the surface of the castle!). There, they discover with horror that the Badboys' project (in the most insidious of senses) is to DOMINATE THE WORLD!&lt;br /&gt;
&lt;br /&gt;
Without hesitating a second, our three Zeros teleport from the installation of Skyboy in pursuit of the other Badboys.&lt;br /&gt;
&lt;br /&gt;
The adventure begins (again)!&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman3-choice.png|thumb|320px|Choosing a hero in ''Badman III'']]&lt;br /&gt;
&lt;br /&gt;
===General instructions===&lt;br /&gt;
&lt;br /&gt;
: F1: Instructions - help&lt;br /&gt;
: F2: View status&lt;br /&gt;
: F3: Stop ADLIB music&lt;br /&gt;
: F4: Stop SOUNDBLASTER sound&lt;br /&gt;
: F5: Save the game&lt;br /&gt;
: F6: Load the game&lt;br /&gt;
: F10: Calibrate the joystick&lt;br /&gt;
&lt;br /&gt;
If the settings become troublesome, delete the 'config.dat' file in the game directory.&lt;br /&gt;
&lt;br /&gt;
===Some Blah===&lt;br /&gt;
&lt;br /&gt;
In this episode of the adventures of super-national zero, the Bold Badman*, You can freely run with Badman (the one with a cape) or his paunchy sidekick Rubish Binn* (the other guy).&lt;br /&gt;
&lt;br /&gt;
[[File:badman3-char.png|center]]&lt;br /&gt;
&lt;br /&gt;
To aid in your decision, several 'SELECT ROUND' or selection levels will be offered throughout your career.&lt;br /&gt;
&lt;br /&gt;
* Any resemblance to persons existing or otherwise, and we would have a good laugh.&lt;br /&gt;
&lt;br /&gt;
===Badman===&lt;br /&gt;
&lt;br /&gt;
A super-zero of stupid situations (see previous episode), he possesses an array of weapons and has becomingly fashioned a noisy little car...&lt;br /&gt;
&lt;br /&gt;
Generally he exhibits a disability that exceeds the limits of imagination.&lt;br /&gt;
&lt;br /&gt;
: Jump: 7 8 9&lt;br /&gt;
: Walk: 4 6&lt;br /&gt;
: Fire: / * -&lt;br /&gt;
: Duck and crawl: 1 2 3&lt;br /&gt;
&lt;br /&gt;
===Rubish Binn===&lt;br /&gt;
&lt;br /&gt;
Badman's stupid, inept, useless companion. At a thought, I know that he was a garbage man before embarking on his fight against crime. He has the unpleasant habit of being systematically dispatched by the first villain who pass by (see ''[[Badman II]]'').&lt;br /&gt;
&lt;br /&gt;
He has cauliflower ears, and a purple leotard that perhaps he has a little too much cholesterol to be running and jumping around in. &lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
'''BADMAN'''&lt;br /&gt;
&lt;br /&gt;
Slide&lt;br /&gt;
: [1] [3]&lt;br /&gt;
&lt;br /&gt;
Fire upwards&lt;br /&gt;
: [*]&lt;br /&gt;
&lt;br /&gt;
'''RUBISH BINN'''&lt;br /&gt;
&lt;br /&gt;
Spin around&lt;br /&gt;
: [*]&lt;br /&gt;
&lt;br /&gt;
===Search, search...===&lt;br /&gt;
&lt;br /&gt;
* Ace of clubs: 500 Points&lt;br /&gt;
* Ace of hearts: 1 Life&lt;br /&gt;
* Ace of spaces: 2 HP&lt;br /&gt;
* Arrow: Direction&lt;br /&gt;
* Key: (You know this.)&lt;br /&gt;
* END: The exit&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
[[file:grator 000.png|320px|thumb|The nightmare of integrating levels in ''Badman III'' &amp;lt;br /&amp;gt;(character select &amp;amp; cutscenes in purple)]]&lt;br /&gt;
&lt;br /&gt;
The [[PPP Team]] Software&lt;br /&gt;
&lt;br /&gt;
'''Pierre Martin ALIAS Piet'''&lt;br /&gt;
* 18 years&lt;br /&gt;
* Tracker under ScreamTracker III and Impulse Tracker, although his tracks couldn't be integrated in the game. &lt;br /&gt;
* sound effects&lt;br /&gt;
* some level design and gameplay consultant&lt;br /&gt;
&lt;br /&gt;
'''Pierrick Hansen'''&lt;br /&gt;
* Musician-designer-Programmer&lt;br /&gt;
* Voice Acting for Badman&lt;br /&gt;
* Badman character design, monster design consultant&lt;br /&gt;
&lt;br /&gt;
'''Sylvain Martin ALIAS Pypein'''&lt;br /&gt;
* Graphic artist / programmer&lt;br /&gt;
* Pixel art, most level design and game-maker trickery.&lt;br /&gt;
&lt;br /&gt;
'''Valentin Boigelot ALIAS Tentacle Bob'''&lt;br /&gt;
'''Simon Boigelot ALIAS Puce'''&lt;br /&gt;
* Additional NPC design&lt;br /&gt;
&lt;br /&gt;
'''Pascal Deiting ALIAS Vegeta'''&lt;br /&gt;
'''Lawrence Mazzapichi ALIAS Parmy'''&lt;br /&gt;
'''Francois Bare ALIAS the Clicker'''&lt;br /&gt;
* Quality Control Loop&lt;br /&gt;
&lt;br /&gt;
So add it all up, and you've got a swell band of misfits.&lt;br /&gt;
&lt;br /&gt;
Badman, Rubish Binn and the Badboys are original copyrighted characters by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Badboys==&lt;br /&gt;
[[File:Badboys0005.png|200px|thumb|left|design sketch of 'toyboy', boss of the toy zone]]&lt;br /&gt;
The introduction of Burner in Badman II was followed by a boom of design documents that produced a storyline for what had been so far a mere collection of disconnected levels, that attempted to mimmic Fury of the Furries scene settings (to get great foreground/background color hints). Before even the bad3.gam file was created, all the characters on the title screen had a name, a suit, a gun, and a mission: take over the galaxy. Burner, Eco, Dalton and Tuba on the first line, Skyboy, Ratman, Toyboy, Ice and Smoke on the bottom line, and Flash (the leader) in the middle.&lt;br /&gt;
&lt;br /&gt;
[[File:Badboys0004.png|200px|thumb|left|design sketch of the levels to be covered by the whole Badman cycle]]Funny enough, a review on &amp;quot;James Pond III: Operation Starfish&amp;quot; brought the game in a completely unplanned direction right from the start, introducing the cheese zone, and then turning the 'school zone' into 'toys zone'.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;dl7ftIshIWs&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/badman3.html PPP Team's download site]&lt;br /&gt;
** [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=311 Cyborg Jeff's downloads]&lt;br /&gt;
** [http://sylvainhb.blogspot.com/search?q=Badman Sylvain Martin's blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/ The Brussels Spout, Book 2 (DIYGamer)]&lt;br /&gt;
* [http://demu.org/resource-details/2196 Demu entry]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/badman3.php Play ''Badman III'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/badman3.zip Badman III]''''' (451.4 kB)&lt;br /&gt;
* Soundtrack: &lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/07/04/226-badman-iii-in-the-zone/ title song] (370.1 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/22/badman-in-the-toys-zone/ badboy fighting theme] (123 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/02/02/326-badman-rubish-bin-in-the-blizzard/ blizzard ambiance (ice zone)] (168.9 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/30/304-badboys-are-back/ badboys-are-back theme] (178.7 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/09/06/468-b-a-d-here-comes-the-bad-boys/ B.A.D. story theme] (788.1 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Incomplete games]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: Sequels]]&lt;br /&gt;
[[Category: Satire]]&lt;br /&gt;
[[Category: In-game cinematics]]&lt;br /&gt;
[[Category: New discoveries]]&lt;br /&gt;
[[Category: Original music]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Badboys0004.png&amp;diff=14012</id>
		<title>File:Badboys0004.png</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Badboys0004.png&amp;diff=14012"/>
		<updated>2012-08-16T09:02:17Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: Levels intended to be part of the Badman II + Badman III game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Levels intended to be part of the Badman II + Badman III game.&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Badboys0005.png&amp;diff=14011</id>
		<title>File:Badboys0005.png</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Badboys0005.png&amp;diff=14011"/>
		<updated>2012-08-16T08:58:29Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: The intended boss for Toy zone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The intended boss for Toy zone&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=14010</id>
		<title>Badman II: He's Back Again!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=14010"/>
		<updated>2012-08-16T08:55:35Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Boss Battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Badman II: He's Back Again!'''''&lt;br /&gt;
|file=[[File:Badman2Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware|Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' June 13, [[1996]][[Category: 1996]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman]]'', ''[[Badman III]]'', ''[[4 to Save Toon Land]]''}}Although the first ''[[Badman]]'' is a clean, entertaining game, it's with the sequel that the ''Badman'' series really finds its identity. All of the visuals are original, and indeed both clean and distinctive. All of the sprites, including the character, have received an upgrade. Then after the presentation ropes you in, you start to appreciate the scale of the thing. &lt;br /&gt;
&lt;br /&gt;
The game includes sophisticated boss battles, involving moving and shooting villains and complex solutions. There are all manner of hidden secrets, including a warp zone. And finally we find the most clever credit sequence we’ve seen in years, calling to mind the ''Zelda'' inventory roll and all those NES instruction booklets that named and illustrated all of the game’s monsters and their personalities. &lt;br /&gt;
&lt;br /&gt;
For all of Game-Maker’s limitations, ''Badman II'' is about as good a demonstration as you’ll find of its latent potential.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman2.png|thumb|320px|An arrowing time in ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
''PPP CLICKER DATABASE SHELL''&lt;br /&gt;
&lt;br /&gt;
'''USER: -BADMAN-'''&lt;br /&gt;
&lt;br /&gt;
'''Missing...'''&lt;br /&gt;
: '''NAME:''' BINN&lt;br /&gt;
: '''FIRST NAME:''' Rubish&lt;br /&gt;
: '''PROFESSION:''' Justiciary&lt;br /&gt;
: '''AGE:''' 19 years&lt;br /&gt;
: '''Distinguishing signs:''' Wears a purple costume adorned with an &amp;quot;R&amp;quot;, and a purple mask&lt;br /&gt;
:'''Current status:''' In EGYPT, remains of the GREAT PYRAMID, in the company of persons unknown. &lt;br /&gt;
:'''Address:''' 45 rue Software chez PPP&lt;br /&gt;
:'''CHANCES OF SUCCESS: 50%'''&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman 2 Desert map.png|thumb|320px|Desert map from ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
Move Badman with your '''keypad'''.&lt;br /&gt;
&lt;br /&gt;
Fire with '''/''' and '''-''' &lt;br /&gt;
&lt;br /&gt;
... and then collect the stars!&lt;br /&gt;
&lt;br /&gt;
Duck with the '''down arrow'''.&lt;br /&gt;
&lt;br /&gt;
And '''h''' to call for help (actually release a bomb for self-kill in the case you've managed to lock yourself and want to restart the level).&lt;br /&gt;
&lt;br /&gt;
[[File:badman2-char.png|center]]&lt;br /&gt;
&lt;br /&gt;
Look for the following bonuses&lt;br /&gt;
* Ace of Diamonds: Health&lt;br /&gt;
* Key card: Key&lt;br /&gt;
* Ace of Hearts: 1-Up&lt;br /&gt;
* Logo card: Badmobile (access to bonus level)&lt;br /&gt;
* Gun card: Upgrade shotgun&lt;br /&gt;
* Ace of Clubs: Bonus (500 PTS)&lt;br /&gt;
* Ladder: Ladder, pick with &amp;quot;p&amp;quot;, drop with &amp;quot;d&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
This game was made by [[PPP Team]] Software (95): &lt;br /&gt;
* Piet - Pierrick - Pypein&lt;br /&gt;
&lt;br /&gt;
The Badman, Rubish Binn and the Badboys are original copyrighted characters by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Boss Battles==&lt;br /&gt;
[[File:Badboys0007.png|200px|thumb|right|a post-design sketch of Burner, as a first step towards the creation of the whole badboys set.]]&lt;br /&gt;
Some PPP Team games were designed to have boss battles that weren't really a success, as a result of the Game-Maker's limitation regarding monsters spawning. Badman II was initially supposed to be a boss-less game, and so does it go until you reach the factory zone. When Pype showed Pierrick his first work on Badman II (including Egypt, Bubble, Forest and a sketch of the factory level), Pierrick urged the creation of boss battles: &amp;quot;It needn't to be huge to be a boss, you know&amp;quot; he said, &amp;quot;in Megaman 1 on the NES, all the bosses have the same size as your character, but you're trapped in a room until you defeat them and they take a lot of hits to kill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
That was possible to do: all I needed was the generation of a key monster after the final defeat and a door somewhere to open. The second level of the factory was thus dubbed &amp;quot;arena&amp;quot; and introduced repeated encounters of increasing difficulty with the same monster: &amp;quot;Burner&amp;quot;, which was a red-suit copy of the Badman sprite. To make the encounter interesting, it was needed to ensure that spamming the fire button would not be sufficient to kill Burner in a second. We just managed to translate the documentation related to power levels by then (actually, at the design of the Bubble zone), so it was &amp;quot;enough&amp;quot; to have two type of movements, one where Burner attacks, but is vulnerable to Badman shots, and one where he retreats but cannot be hit. The &amp;quot;death animations&amp;quot; were then used to built a &amp;quot;Attack-Retreat-Attack-Retreat-Attack-Die&amp;quot; cycle.&lt;br /&gt;
&lt;br /&gt;
This power mechanism (a monster with high power kills monsters with lower power, two monsters of equal power cross each others unharmed) was then realised to have even more potential: if there was anything on the arena that Burner could &amp;quot;kill&amp;quot;, it could be turned into a shot. A set of &amp;quot;seed generators&amp;quot; were then added at the top of the screen, producing small dots that can barely be noticed by the player, but turn into flames if Burner has the &amp;quot;retreat&amp;quot; power level. An additional &amp;quot;escape chemney&amp;quot; was added at the top-left corner of every arena to ensure they wouldn't be noticed when they turn into flames at the end of their dedicated path. &lt;br /&gt;
&lt;br /&gt;
The multiple encounters allowed the team to increase the rate of the shots and mimmic the typical &amp;quot;boss-that-gets-angry-as-you-shoot-him-more&amp;quot; that couldn't be achieved otherwise.&lt;br /&gt;
&lt;br /&gt;
It was clearly a milestone in PPP Team productions, and has been re-applied (possibly with small tweaks) in all the subsequent games, including Biokid, Badman III and Twinbee Land. &amp;quot;SkyBoy&amp;quot; encounter at the end of the game also reuse this technique, but places the door block on the arena (rather than on the &amp;quot;overworld&amp;quot; castle) to avoid undesired exits that would reset badboy's hit count, but not badman's.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;Yuz18hqL4zw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Demo-run.gif|thumb|320px|2011, some Badman revival step on the Nintendo DS (as seen on Sylvain's Blog)]]&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/badman2.html PPP Team's download site]&lt;br /&gt;
** [http://sylvainhb.blogspot.com/search?q=Badman Sylvain Martin's blog]&lt;br /&gt;
** [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=310 Cyborg Jeff's downloads]&lt;br /&gt;
* [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/ The Brussels Spout, Book 2 (DIYGamer)]&lt;br /&gt;
* [http://demu.org/resource-details/2195 Demu entry]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/badman2.php Play ''Badman II'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/badman2.zip Badman II]''''' (451.4 kB)&lt;br /&gt;
* Soundtrack: &lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/11/27/67-badman-2-out-of-this-world/ title song] (228.5 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/09/05/28-badman-ii-out-of-our-world/ jingle/gameover/random techno] (341.8 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/01/08/311-badman-2-factory-zone/ Burner's Factory] (119.1 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/24/badman-ii-skyboys-castle-theme/ sky castle theme] (221.7 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/02/25/348-badman-rubish-bin-kaktus-battle/ Kaktus Battle (Loufok Desert Zone)] (128.9 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: Sequels]]&lt;br /&gt;
[[Category: Satire]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=14009</id>
		<title>Badman II: He's Back Again!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=14009"/>
		<updated>2012-08-16T08:50:21Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: More on boss battles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Badman II: He's Back Again!'''''&lt;br /&gt;
|file=[[File:Badman2Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware|Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' June 13, [[1996]][[Category: 1996]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman]]'', ''[[Badman III]]'', ''[[4 to Save Toon Land]]''}}Although the first ''[[Badman]]'' is a clean, entertaining game, it's with the sequel that the ''Badman'' series really finds its identity. All of the visuals are original, and indeed both clean and distinctive. All of the sprites, including the character, have received an upgrade. Then after the presentation ropes you in, you start to appreciate the scale of the thing. &lt;br /&gt;
&lt;br /&gt;
The game includes sophisticated boss battles, involving moving and shooting villains and complex solutions. There are all manner of hidden secrets, including a warp zone. And finally we find the most clever credit sequence we’ve seen in years, calling to mind the ''Zelda'' inventory roll and all those NES instruction booklets that named and illustrated all of the game’s monsters and their personalities. &lt;br /&gt;
&lt;br /&gt;
For all of Game-Maker’s limitations, ''Badman II'' is about as good a demonstration as you’ll find of its latent potential.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman2.png|thumb|320px|An arrowing time in ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
''PPP CLICKER DATABASE SHELL''&lt;br /&gt;
&lt;br /&gt;
'''USER: -BADMAN-'''&lt;br /&gt;
&lt;br /&gt;
'''Missing...'''&lt;br /&gt;
: '''NAME:''' BINN&lt;br /&gt;
: '''FIRST NAME:''' Rubish&lt;br /&gt;
: '''PROFESSION:''' Justiciary&lt;br /&gt;
: '''AGE:''' 19 years&lt;br /&gt;
: '''Distinguishing signs:''' Wears a purple costume adorned with an &amp;quot;R&amp;quot;, and a purple mask&lt;br /&gt;
:'''Current status:''' In EGYPT, remains of the GREAT PYRAMID, in the company of persons unknown. &lt;br /&gt;
:'''Address:''' 45 rue Software chez PPP&lt;br /&gt;
:'''CHANCES OF SUCCESS: 50%'''&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman 2 Desert map.png|thumb|320px|Desert map from ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
Move Badman with your '''keypad'''.&lt;br /&gt;
&lt;br /&gt;
Fire with '''/''' and '''-''' &lt;br /&gt;
&lt;br /&gt;
... and then collect the stars!&lt;br /&gt;
&lt;br /&gt;
Duck with the '''down arrow'''.&lt;br /&gt;
&lt;br /&gt;
And '''h''' to call for help (actually release a bomb for self-kill in the case you've managed to lock yourself and want to restart the level).&lt;br /&gt;
&lt;br /&gt;
[[File:badman2-char.png|center]]&lt;br /&gt;
&lt;br /&gt;
Look for the following bonuses&lt;br /&gt;
* Ace of Diamonds: Health&lt;br /&gt;
* Key card: Key&lt;br /&gt;
* Ace of Hearts: 1-Up&lt;br /&gt;
* Logo card: Badmobile (access to bonus level)&lt;br /&gt;
* Gun card: Upgrade shotgun&lt;br /&gt;
* Ace of Clubs: Bonus (500 PTS)&lt;br /&gt;
* Ladder: Ladder, pick with &amp;quot;p&amp;quot;, drop with &amp;quot;d&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
This game was made by [[PPP Team]] Software (95): &lt;br /&gt;
* Piet - Pierrick - Pypein&lt;br /&gt;
&lt;br /&gt;
The Badman, Rubish Binn and the Badboys are original copyrighted characters by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Boss Battles==&lt;br /&gt;
[[File:Badboys0007.png|200px|thumb|right|alt text]]&lt;br /&gt;
Some PPP Team games were designed to have boss battles that weren't really a success, as a result of the Game-Maker's limitation regarding monsters spawning. Badman II was initially supposed to be a boss-less game, and so does it go until you reach the factory zone. When Pype showed Pierrick his first work on Badman II (including Egypt, Bubble, Forest and a sketch of the factory level), Pierrick urged the creation of boss battles: &amp;quot;It needn't to be huge to be a boss, you know&amp;quot; he said, &amp;quot;in Megaman 1 on the NES, all the bosses have the same size as your character, but you're trapped in a room until you defeat them and they take a lot of hits to kill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
That was possible to do: all I needed was the generation of a key monster after the final defeat and a door somewhere to open. The second level of the factory was thus dubbed &amp;quot;arena&amp;quot; and introduced repeated encounters of increasing difficulty with the same monster: &amp;quot;Burner&amp;quot;, which was a red-suit copy of the Badman sprite. To make the encounter interesting, it was needed to ensure that spamming the fire button would not be sufficient to kill Burner in a second. We just managed to translate the documentation related to power levels by then (actually, at the design of the Bubble zone), so it was &amp;quot;enough&amp;quot; to have two type of movements, one where Burner attacks, but is vulnerable to Badman shots, and one where he retreats but cannot be hit. The &amp;quot;death animations&amp;quot; were then used to built a &amp;quot;Attack-Retreat-Attack-Retreat-Attack-Die&amp;quot; cycle.&lt;br /&gt;
&lt;br /&gt;
This power mechanism (a monster with high power kills monsters with lower power, two monsters of equal power cross each others unharmed) was then realised to have even more potential: if there was anything on the arena that Burner could &amp;quot;kill&amp;quot;, it could be turned into a shot. A set of &amp;quot;seed generators&amp;quot; were then added at the top of the screen, producing small dots that can barely be noticed by the player, but turn into flames if Burner has the &amp;quot;retreat&amp;quot; power level. An additional &amp;quot;escape chemney&amp;quot; was added at the top-left corner of every arena to ensure they wouldn't be noticed when they turn into flames at the end of their dedicated path. &lt;br /&gt;
&lt;br /&gt;
It was clearly a milestone in PPP Team productions, and has been re-applied (possibly with small tweaks) in all the subsequent games, including Biokid, Badman III and Twinbee Land.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;Yuz18hqL4zw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Demo-run.gif|thumb|320px|2011, some Badman revival step on the Nintendo DS (as seen on Sylvain's Blog)]]&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/badman2.html PPP Team's download site]&lt;br /&gt;
** [http://sylvainhb.blogspot.com/search?q=Badman Sylvain Martin's blog]&lt;br /&gt;
** [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=310 Cyborg Jeff's downloads]&lt;br /&gt;
* [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/ The Brussels Spout, Book 2 (DIYGamer)]&lt;br /&gt;
* [http://demu.org/resource-details/2195 Demu entry]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/badman2.php Play ''Badman II'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/badman2.zip Badman II]''''' (451.4 kB)&lt;br /&gt;
* Soundtrack: &lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/11/27/67-badman-2-out-of-this-world/ title song] (228.5 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/09/05/28-badman-ii-out-of-our-world/ jingle/gameover/random techno] (341.8 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/01/08/311-badman-2-factory-zone/ Burner's Factory] (119.1 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/24/badman-ii-skyboys-castle-theme/ sky castle theme] (221.7 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/02/25/348-badman-rubish-bin-kaktus-battle/ Kaktus Battle (Loufok Desert Zone)] (128.9 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: Sequels]]&lt;br /&gt;
[[Category: Satire]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Badboys0007.png&amp;diff=14008</id>
		<title>File:Badboys0007.png</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Badboys0007.png&amp;diff=14008"/>
		<updated>2012-08-16T08:33:14Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: uploaded a new version of &amp;amp;quot;File:Badboys0007.png&amp;amp;quot;: Badboy#1: Burner design sketches as appeared during the development of &amp;quot;Badman II&amp;quot;, and later refined for &amp;quot;Badboys are Back&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Burner&amp;quot; design sketches for his re-insertion in &amp;quot;Badboys are Back&amp;quot;, using only one additional attack compared to his encounter in Badman II.&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Badboys0007.png&amp;diff=14007</id>
		<title>File:Badboys0007.png</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Badboys0007.png&amp;diff=14007"/>
		<updated>2012-08-16T08:29:34Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: &amp;quot;Burner&amp;quot; design sketches for his re-insertion in &amp;quot;Badboys are Back&amp;quot;, using only one additional attack compared to his encounter in Badman II.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Burner&amp;quot; design sketches for his re-insertion in &amp;quot;Badboys are Back&amp;quot;, using only one additional attack compared to his encounter in Badman II.&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=13949</id>
		<title>Badman II: He's Back Again!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=13949"/>
		<updated>2012-07-03T09:53:11Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Badman II: He's Back Again!'''''&lt;br /&gt;
|file=[[File:Badman2Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware|Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' June 13, [[1996]][[Category: 1996]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman]]'', ''[[Badman III]]'', ''[[4 to Save Toon Land]]''}}Although the first ''[[Badman]]'' is a clean, entertaining game, it's with the sequel that the ''Badman'' series really finds its identity. All of the visuals are original, and indeed both clean and distinctive. All of the sprites, including the character, have received an upgrade. Then after the presentation ropes you in, you start to appreciate the scale of the thing. &lt;br /&gt;
&lt;br /&gt;
The game includes sophisticated boss battles, involving moving and shooting villains and complex solutions. There are all manner of hidden secrets, including a warp zone. And finally we find the most clever credit sequence we’ve seen in years, calling to mind the ''Zelda'' inventory roll and all those NES instruction booklets that named and illustrated all of the game’s monsters and their personalities. &lt;br /&gt;
&lt;br /&gt;
For all of Game-Maker’s limitations, ''Badman II'' is about as good a demonstration as you’ll find of its latent potential.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman2.png|thumb|320px|An arrowing time in ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
''PPP CLICKER DATABASE SHELL''&lt;br /&gt;
&lt;br /&gt;
'''USER: -BADMAN-'''&lt;br /&gt;
&lt;br /&gt;
'''Missing...'''&lt;br /&gt;
: '''NAME:''' BINN&lt;br /&gt;
: '''FIRST NAME:''' Rubish&lt;br /&gt;
: '''PROFESSION:''' Justiciary&lt;br /&gt;
: '''AGE:''' 19 years&lt;br /&gt;
: '''Distinguishing signs:''' Wears a purple costume adorned with an &amp;quot;R&amp;quot;, and a purple mask&lt;br /&gt;
:'''Current status:''' In EGYPT, remains of the GREAT PYRAMID, in the company of persons unknown. &lt;br /&gt;
:'''Address:''' 45 rue Software chez PPP&lt;br /&gt;
:'''CHANCES OF SUCCESS: 50%'''&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman 2 Desert map.png|thumb|320px|Desert map from ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
Move Badman with your '''keypad'''.&lt;br /&gt;
&lt;br /&gt;
Fire with '''/''' and '''-''' &lt;br /&gt;
&lt;br /&gt;
... and then collect the stars!&lt;br /&gt;
&lt;br /&gt;
Duck with the '''down arrow'''.&lt;br /&gt;
&lt;br /&gt;
And '''h''' to call for help (actually release a bomb for self-kill in the case you've managed to lock yourself and want to restart the level).&lt;br /&gt;
&lt;br /&gt;
[[File:badman2-char.png|center]]&lt;br /&gt;
&lt;br /&gt;
Look for the following bonuses&lt;br /&gt;
* Ace of Diamonds: Health&lt;br /&gt;
* Key card: Key&lt;br /&gt;
* Ace of Hearts: 1-Up&lt;br /&gt;
* Logo card: Badmobile (access to bonus level)&lt;br /&gt;
* Gun card: Upgrade shotgun&lt;br /&gt;
* Ace of Clubs: Bonus (500 PTS)&lt;br /&gt;
* Ladder: Ladder, pick with &amp;quot;p&amp;quot;, drop with &amp;quot;d&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
This game was made by [[PPP Team]] Software (95): &lt;br /&gt;
* Piet - Pierrick - Pypein&lt;br /&gt;
&lt;br /&gt;
The Badman, Rubish Binn and the Badboys are original copyrighted characters by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;Yuz18hqL4zw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Demo-run.gif|thumb|320px|2011, some Badman revival step on the Nintendo DS (as seen on Sylvain's Blog)]]&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/badman2.html PPP Team's download site]&lt;br /&gt;
** [http://sylvainhb.blogspot.com/search?q=Badman Sylvain Martin's blog]&lt;br /&gt;
** [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=310 Cyborg Jeff's downloads]&lt;br /&gt;
* [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/ The Brussels Spout, Book 2 (DIYGamer)]&lt;br /&gt;
* [http://demu.org/resource-details/2195 Demu entry]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/badman2.php Play ''Badman II'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/badman2.zip Badman II]''''' (451.4 kB)&lt;br /&gt;
* Soundtrack: &lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/11/27/67-badman-2-out-of-this-world/ title song] (228.5 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/09/05/28-badman-ii-out-of-our-world/ jingle/gameover/random techno] (341.8 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/01/08/311-badman-2-factory-zone/ Burner's Factory] (119.1 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/24/badman-ii-skyboys-castle-theme/ sky castle theme] (221.7 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/02/25/348-badman-rubish-bin-kaktus-battle/ Kaktus Battle (Loufok Desert Zone)] (128.9 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: Sequels]]&lt;br /&gt;
[[Category: Satire]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Demo-run.gif&amp;diff=13948</id>
		<title>File:Demo-run.gif</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Demo-run.gif&amp;diff=13948"/>
		<updated>2012-07-03T09:49:05Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: An animation test on the Nintendo DS, demonstrating that Badman is still a inspiring character for former PPP Team members in 2011 ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An animation test on the Nintendo DS, demonstrating that Badman is still a inspiring character for former PPP Team members in 2011 ...&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Commander_Xeen&amp;diff=13812</id>
		<title>Commander Xeen</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Commander_Xeen&amp;diff=13812"/>
		<updated>2012-06-15T16:00:29Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Commander Xeen'''''&lt;br /&gt;
|file=[[File:XeenTitle.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' October, [[1995]][[Category: 1995]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 10&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' none}}''Xeen'' is stripped-down in the manner of ''[[Biokid]]'' or ''[[Blork Carnage]]'', which may on reflection be a bit of a [[PPP Team|PPP]] calling card, with for most of the game a single regular enemy type, a minimum of counter work (even extending to HP bonuses), and fairly straightforward level elements. What makes it amongst PPP Team’s better games is the way that those elements are combined into an environment, and the accurate-feeling look, tone, and flow that they create. &lt;br /&gt;
&lt;br /&gt;
Both the decor and the architecture of the levels subconsciously lead the player forward like stripes in a ''Half-Life'' corridor. In the early levels, light and shadow created by block patterns draw attention to and propel the player along the intended path. Platforms placed just outside the player’s jump height, multiple key colors, hidden passages, and Keenesque useless-yet-tantalizing trinkets also attract, divert, and frustrate the player’s attentions at appropriate moments, creating a psychology not unlike Tom Hall’s original designs. &lt;br /&gt;
&lt;br /&gt;
Speaking of jumps, there are a few quirks of design. In ''Commander Xeen'', vertical jumps are higher than diagonal ones. Not the most intuitive decision, but as far as RSD’s engine goes, the jump physics are about as clean as variable jumps get. &lt;br /&gt;
&lt;br /&gt;
[[File:Xeen.png|thumb|320px|Leaping for victory in ''Commander Xeen'']]&lt;br /&gt;
&lt;br /&gt;
The other main mechanic is weirder. To shoot, the player needs to collect gun icons. The game is generous and enemies are few, so running out is rarely a problem. Yet when the armory does empty, Game-Maker’s quirks get in the way again. Due to limits on button-mapping, the character uses different buttons and animation sequences to shoot left and right. Each of these animations is married to a different counter. Although the gun icons refill both counters, the act of firing only diminishes one counter at a time. Thus if the player fires to the right more often to the left, soon there will only be left shots, er, left. &lt;br /&gt;
&lt;br /&gt;
These hang-ups are minor. The high vertical jumping does have parallels in games like ''Super Mario Bros. 2'', and the level design does seem to take the different heights into consideration as an advanced technique. If you remember that you can rocket straight up, several tasks will be easier than the layout at first suggests. &lt;br /&gt;
&lt;br /&gt;
The game is short, satisfying in its rewards, and gentle in its punishment. You only have a single hit point, so avoidance and caution become big elements of navigation, adding a bit of strategy and mild puzzle solving to some areas. When you do die, the game plays a few awkward notes and the character looks a bit sad; then you start the level over. Although as with every Game-Maker game you can save and load at will, here the design compels the player to tough it out and just try again. &lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
1st episode: Xeen must find the lair of a mad Vroticlon who wants to control the Earth's moon.&lt;br /&gt;
&lt;br /&gt;
2nd episode: Xeen must save the imperiled galaxy from the X342 Destructo Ray of Bik Bazaa-R.&lt;br /&gt;
&lt;br /&gt;
[[File:Xeen.gif|center]]&lt;br /&gt;
&lt;br /&gt;
And then, 5 more episodes of Xeen... All based on the adventures of id Software's ''Keen''.&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
Use the numerical keyboard.&lt;br /&gt;
&lt;br /&gt;
: / and -: fire&lt;br /&gt;
&lt;br /&gt;
: F1: Info&lt;br /&gt;
: F2: More info&lt;br /&gt;
: F3: Toggle music&lt;br /&gt;
: F4: Toggle sound&lt;br /&gt;
: F5: Save game&lt;br /&gt;
: F6: Load game&lt;br /&gt;
: F8: Use joystick (not now)&lt;br /&gt;
: F9: Calibrate joystick&lt;br /&gt;
: F10: Game-Maker info&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
''Xeen'' was realized by Piet &amp;amp; Pypein from [[PPP Team]] Sft.&lt;br /&gt;
&lt;br /&gt;
Original ''Keen'' by id Software.&lt;br /&gt;
&lt;br /&gt;
This is shareware. You can distribute it freely.  [[File:Keenwalks.gif]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;7gRt6Is7E7E&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=208 Cyborg Jeff's download site]&lt;br /&gt;
* [http://www.diygamer.com/2011/03/brussels-spout-book-iii-displays-affection/ Displays of Affection] (DIYGamer)&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/xeen.php Play ''Commander Xeen'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/xeen.zip Commander Xeen]''''' (354.7 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Shareware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Keenwalks.gif&amp;diff=13811</id>
		<title>File:Keenwalks.gif</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Keenwalks.gif&amp;diff=13811"/>
		<updated>2012-06-15T15:58:13Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Block_Designer&amp;diff=13233</id>
		<title>Block Designer</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Block_Designer&amp;diff=13233"/>
		<updated>2012-02-13T16:25:33Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Tips */ somehow undo work-around do exist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''Block Designer'''&lt;br /&gt;
|file=[[File:blockdesign.png|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Retail]] ([[Game-Maker]] suite)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' 1991 (original release)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[Recreational Software Designs]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related tools:''' [[Palette Designer]], [[Character Maker]], [[Monster Maker]], [[Map Maker]], [[Integrator]], [[Xferplay]]&lt;br /&gt;
}}Produces and edits .BBL, .CBL, and .MBL format files. Programmed by Gregory Stone. &lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
&lt;br /&gt;
1991 - Version 3.00&lt;br /&gt;
&lt;br /&gt;
[[File:BlockDesign2.gif|320px|thumb|The subscreen in Block Designer.]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* There is no UNDO feature, so be careful to save your block set regularly -- and possibly under several file names. There is, however, the ability to import blocks from a file -- including the one under edit -- which can be used to emulate some sort of UNDO.&lt;br /&gt;
* Block animation works on an absolute timer rather than a relative one, meaning that the moment a level begins the clock begins to tick. If a block is set to permanently change to another after 10 ticks, then all instances of that block will change 10 ticks after the level begins, regardless of whether a given instance was visible at the time. &lt;br /&gt;
* Note that there are 18 ticks in one second, and 1092 ticks in one minute.&lt;br /&gt;
* Be aware that unlike special counters, repetition counters can be reduced past zero -- often to undesirable results. &lt;br /&gt;
&lt;br /&gt;
[[Category: Formats and Tools]]&lt;br /&gt;
[[Category: First-party tools]]&lt;br /&gt;
[[Category: Recreational Software Designs]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=User:PPPTeam&amp;diff=12627</id>
		<title>User:PPPTeam</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=User:PPPTeam&amp;diff=12627"/>
		<updated>2011-12-16T12:28:22Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: linking towards our games as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AKA Sylvain &amp;quot;Pypein&amp;quot; Martin, representing the [[PPP Team]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;diff=12626</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=12626"/>
		<updated>2011-12-16T08:39:13Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Questions and suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Site administrator. If you have any issues, feel free to start a discussion below.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;amp;action=edit Questions and suggestions] ==&lt;br /&gt;
&lt;br /&gt;
''Shouldn't we push a summary page of RSD game-maker to wikipedia. It doesn't seem to be any alive, and I think we have enough material now to provide a comprehensive story, no ?''&lt;br /&gt;
&lt;br /&gt;
: That's Pypein, right? Good idea. Something that may help is an extensive interview with Andy Stone that I have been slow to edit for GamaSutra. Maybe today I'll give it a look-over and send in another draft. Once that's published, I think we'll have enough &amp;quot;notability&amp;quot; for Wikipedia. You know how weird they are about that. &lt;br /&gt;
&lt;br /&gt;
: --[[User:Aderack|Aderack]] 05:46, 15 December 2011 (PST)&lt;br /&gt;
&lt;br /&gt;
''Yep, that was me ;) Eager to read that Andy interview. What I do find weird is that I'm pretty sure there once was a RSD page on wikipedia :P''&lt;br /&gt;
&lt;br /&gt;
: That's entirely possible. Just the other day I found the name of a children's musician who was very popular when I was in elementary school, and tried to look him up on Wikipedia -- only to find that his page had been deleted and locked, because someone didn't find it &amp;quot;notable&amp;quot; enough. This stuff happens all the time. Wikipedia politics mystify me. &lt;br /&gt;
&lt;br /&gt;
: Anyway, I figure if we can link the page to several established publications, and anchor it with some key quotes that suggest the software's influence, we may just be able to avoid the cut. &lt;br /&gt;
&lt;br /&gt;
:::--[[User:Aderack|Aderack]] 12:40, 15 December 2011 (PST)&lt;br /&gt;
&lt;br /&gt;
''Likely, yes. One approach we could follow is to create a page for RSD, provided that Andrew Stone gave you enough information about the &amp;quot;company&amp;quot; status, with a section about the Game-Maker and xferplay itself, [[http://en.wikipedia.org/wiki/Gamemaker]] already mentions its existence. And of course a section of in-house game and how games were recruited for the 3.0 CDROM.''&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;diff=12625</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=12625"/>
		<updated>2011-12-16T08:38:13Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Questions and suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Site administrator. If you have any issues, feel free to start a discussion below.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;amp;action=edit Questions and suggestions] ==&lt;br /&gt;
&lt;br /&gt;
''Shouldn't we push a summary page of RSD game-maker to wikipedia. It doesn't seem to be any alive, and I think we have enough material now to provide a comprehensive story, no ?''&lt;br /&gt;
&lt;br /&gt;
: That's Pypein, right? Good idea. Something that may help is an extensive interview with Andy Stone that I have been slow to edit for GamaSutra. Maybe today I'll give it a look-over and send in another draft. Once that's published, I think we'll have enough &amp;quot;notability&amp;quot; for Wikipedia. You know how weird they are about that. &lt;br /&gt;
&lt;br /&gt;
: --[[User:Aderack|Aderack]] 05:46, 15 December 2011 (PST)&lt;br /&gt;
&lt;br /&gt;
''Yep, that was me ;) Eager to read that Andy interview. What I do find weird is that I'm pretty sure there once was a RSD page on wikipedia :P''&lt;br /&gt;
&lt;br /&gt;
: That's entirely possible. Just the other day I found the name of a children's musician who was very popular when I was in elementary school, and tried to look him up on Wikipedia -- only to find that his page had been deleted and locked, because someone didn't find it &amp;quot;notable&amp;quot; enough. This stuff happens all the time. Wikipedia politics mystify me. &lt;br /&gt;
&lt;br /&gt;
: Anyway, I figure if we can link the page to several established publications, and anchor it with some key quotes that suggest the software's influence, we may just be able to avoid the cut. &lt;br /&gt;
&lt;br /&gt;
:::--[[User:Aderack|Aderack]] 12:40, 15 December 2011 (PST)&lt;br /&gt;
&lt;br /&gt;
''Likely, yes. One approach we could follow is to create a page for RSD, provided that Andrew Stone gave you enough information about the &amp;quot;company&amp;quot; status, with a section about the Game-Maker and xferplay itself, [[http://en.wikipedia.org/wiki/Gamemaker]] already mentions its existence.''&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;diff=12624</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=12624"/>
		<updated>2011-12-16T08:37:23Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Site administrator. If you have any issues, feel free to start a discussion below.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;amp;action=edit Questions and suggestions] ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't we push a summary page of RSD game-maker to wikipedia. It doesn't seem to be any alive, and I think we have enough material now to provide a comprehensive story, no ?&lt;br /&gt;
&lt;br /&gt;
: That's Pypein, right? Good idea. Something that may help is an extensive interview with Andy Stone that I have been slow to edit for GamaSutra. Maybe today I'll give it a look-over and send in another draft. Once that's published, I think we'll have enough &amp;quot;notability&amp;quot; for Wikipedia. You know how weird they are about that. &lt;br /&gt;
&lt;br /&gt;
: --[[User:Aderack|Aderack]] 05:46, 15 December 2011 (PST)&lt;br /&gt;
&lt;br /&gt;
:: Yep, that was me ;) Eager to read that Andy interview. What I do find weird is that I'm pretty sure there once was a RSD page on wikipedia :P&lt;br /&gt;
&lt;br /&gt;
: That's entirely possible. Just the other day I found the name of a children's musician who was very popular when I was in elementary school, and tried to look him up on Wikipedia -- only to find that his page had been deleted and locked, because someone didn't find it &amp;quot;notable&amp;quot; enough. This stuff happens all the time. Wikipedia politics mystify me. &lt;br /&gt;
&lt;br /&gt;
: Anyway, I figure if we can link the page to several established publications, and anchor it with some key quotes that suggest the software's influence, we may just be able to avoid the cut. &lt;br /&gt;
&lt;br /&gt;
:::--[[User:Aderack|Aderack]] 12:40, 15 December 2011 (PST)&lt;br /&gt;
&lt;br /&gt;
:: Likely, yes. One approach we could follow is to create a page for RSD, provided that Andrew Stone gave you enough information about the &amp;quot;company&amp;quot; status, with a section about the Game-Maker and xferplay itself, [[http://en.wikipedia.org/wiki/Gamemaker]] already mentions its existence.&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;diff=12599</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=12599"/>
		<updated>2011-12-15T15:58:39Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Questions and suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Site administrator. If you have any issues, feel free to start a discussion below.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://www.aderack.com/game-maker/index.php?title=User:Aderack&amp;amp;action=edit Questions and suggestions] ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't we push a summary page of RSD game-maker to wikipedia. It doesn't seem to be any alive, and I think we have enough material now to provide a comprehensive story, no ?&lt;br /&gt;
&lt;br /&gt;
: That's Pypein, right? Good idea. Something that may help is an extensive interview with Andy Stone that I have been slow to edit for GamaSutra. Maybe today I'll give it a look-over and send in another draft. Once that's published, I think we'll have enough &amp;quot;notability&amp;quot; for Wikipedia. You know how weird they are about that. --[[User:Aderack|Aderack]] 05:46, 15 December 2011 (PST)&lt;br /&gt;
&lt;br /&gt;
: Yep, that was me ;) Eager to read that Andy interview. What I do find weird is that I'm pretty sure there once was a RSD page on wikipedia :P&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Links&amp;diff=12035</id>
		<title>Links</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Links&amp;diff=12035"/>
		<updated>2011-10-14T07:56:28Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Image utilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here I mean to form a repository of general links about, regarding, and associated with [[Game-Maker]].&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
&lt;br /&gt;
* [http://effluviaofascatteredmind.blogspot.com/2011/06/rsd-gamemaker.html RSD GameMaker (eoasm)]&lt;br /&gt;
* [http://www.pcmuseum.ca/details.asp?id=36382&amp;amp;type=software Personal Computer Museum]: A very brief overview&lt;br /&gt;
* [http://www.diygamer.com/tag/the-game-maker-archive/ The Game-Maker Archive (DIYGamer)]&lt;br /&gt;
* [http://www.scribd.com/doc/36682846/Text Mike Wiering's Clean Game Library] (see section 3.3)&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [http://www.dosmuseum.com/pages/search.php?search=Game-Maker&amp;amp;order_by=relevance&amp;amp;archive=0&amp;amp;k=&amp;amp;per_page=240&amp;amp;sort=DESC DOS Museum] -- &amp;quot;Game-Maker&amp;quot; tag filter&lt;br /&gt;
&lt;br /&gt;
==Personal sites==&lt;br /&gt;
&lt;br /&gt;
* [http://www.mazeguy.net/blobs.html Mazeguy's ''Invasion of the Blobs!'' pages] -- [[Mike Perrucci]] muses about his Game-Maker days.&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Sylvain Martin's recollections]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search/label/game%20maker Bilou Homebrew's Blog] -- [[Sylvain Martin]] discusses his analysis of Game-Maker's file formats.&lt;br /&gt;
* [http://www.autofish.net/video_games/creation/rsd_game-maker/index.html cly5m's unfinished Game-Maker games] -- Clysm, of course, being the ''Seiklus'' guy.&lt;br /&gt;
* [http://t3-i.com/history/index.htm The History of T3 Software] -- Including some information about RSD Game-Maker development.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
===Image utilities===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/AnimatorPro/Animator-Pro/downloads Autodesk Animator binary ]&lt;br /&gt;
* [http://animatorpro.org/# Autodesk Animator source code]&lt;br /&gt;
* [http://www.programmersheaven.com/download/3236/download.aspx Dave's Targa Animator] -- For working with .FLI files.&lt;br /&gt;
* [http://www.hpo4.dk/ml-consulting/anm/index.php MLC Deluxe Paint Animation Decoder] -- For playing .ANM files (Barracuda) in Media Player.&lt;br /&gt;
* [http://sylvainhb.blogspot.com/2009/03/bbl-to-png-converter.html .BBL to .PNG converter] -- Perl script by Sylvain Martin.&lt;br /&gt;
* [http://sylvainhb.blogspot.com/2009/03/bbl-metadata.html .BBL metadata extractor] -- Perl script by Sylvain Martin.&lt;br /&gt;
* [http://sylvainhb.blogspot.com/2009/03/vgmaps-tool-for-rds-game-maker.html VGMaps tool] -- Perl script by Sylvain Martin, used to render level maps on this wiki.&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/%7Emartin/pppteam/gmdump.c .GAM to XML converter] -- POSIX C program by Sylvain Martin.&lt;br /&gt;
* [http://139.165.223.2/~martin/scene/gam2xml.pl .GAM to XML converter] -- Perl Script by Sylvain Martin.&lt;br /&gt;
&lt;br /&gt;
===Music utilities=== &lt;br /&gt;
&lt;br /&gt;
* '''[http://www.vgmpf.com/Wiki/index.php?title=AdLib_Visual_Composer AdLib Visual Composer]''' - For composing .ROL files and building sound banks.&lt;br /&gt;
* [http://openmpt.org/ Open MPT] - Modplug tracker (for converting tracker files to MIDI).&lt;br /&gt;
* [http://www.dcee.net/Files/Music/Convert/ Various other converters] - MIDI to .ROL, and so on. Expect to do lots of cleanup.&lt;br /&gt;
* '''[http://cd.textfiles.com/soundsensations/CONVERT/ROL-CMF/ ROL2CMF]''' - For converting .ROL files and sound banks into .CMF files.&lt;br /&gt;
* [http://www.programmersheaven.com/download/4470/download.aspx CMFStuff - Utilities For Working With CMF Music Files]&lt;br /&gt;
* [http://www.winamp.com/plugin/adplug/10240 AdPlug] -- WinAmp plugin for [[.CMF]] files&lt;br /&gt;
&lt;br /&gt;
===Playback utilities===&lt;br /&gt;
&lt;br /&gt;
* [http://www.dosbox.com/ DOSBox] -- for playing Game-Maker and its games on modern Windows machines.&lt;br /&gt;
* '''[http://dfendreloaded.sourceforge.net/ D-Fend Reloaded]''' -- Good Windows frontend for DOSBox.&lt;br /&gt;
* [http://boxer.washboardabs.net/ Boxer] Decent DOSBox frontend for Mac OS X. &lt;br /&gt;
* [http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm Joy2Key] -- for mapping joysticks to keystrokes.&lt;br /&gt;
* '''[http://www.dev-labs.com/kr/keyboard.html Keyboard Remapper]''' -- Flexible key mapping software for Windows&lt;br /&gt;
* '''[http://pqrs.org/macosx/keyremap4macbook/ KeyRemap4MacBook]'''  -- Flexible key mapping software for Mac OS&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
* [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] -- for half-decent joypad control.&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]][[Category:Top-level categories]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Blork_Carnage:_The_Adventure_of_Jack_Booster&amp;diff=11730</id>
		<title>Blork Carnage: The Adventure of Jack Booster</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Blork_Carnage:_The_Adventure_of_Jack_Booster&amp;diff=11730"/>
		<updated>2011-07-26T06:27:25Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: license&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Blork Carnage: The Adventure of Jack Booster'''''&lt;br /&gt;
|file=[[File:BlorkTitle.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware|Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' [[1995]][[Category: 1995]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 13&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman]]'', ''[[Panzer III]]'', ''[[Cosmo War]]''}}Another PPP action platformer, this one inspired by Apogee games such as ''Duke Nukem''. Indeed, here more than in any of PPP’s other games, the shareware flavor shines through. The way the character moves and animates; the style of level design; the tone to the background graphics and overall presentation — it feels like something you might have downloaded from your local BBS in mid-1993.&lt;br /&gt;
&lt;br /&gt;
Somehow it's also reminiscent of some Sega Master System games, like ''Quartet'' and ''Golvellius''.&lt;br /&gt;
&lt;br /&gt;
''Blork Carnage'' is a fairly tough game, with one-hit kills (at the start) and a few nigh-impossible jumps (jumping being an occasional sticking point in PPP’s games). This is one of PPP’s earliest games, and as such it’s fairly simple and straightforward, rather like ''[[Biokid]]''. It also is the origin of several background elements and a sort of mascot character that will pop up again and again.&lt;br /&gt;
&lt;br /&gt;
Also significant is just how many of PPP Team's later games are in some way spun off of Jack Booster's adventure here. In a sense, ''Blork Carnage'' is the glue holding their library together.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Blork1.png|thumb|320px|Level 1 of ''Blork Carnage'']]&lt;br /&gt;
&lt;br /&gt;
January 5&lt;br /&gt;
&lt;br /&gt;
Mr. Jack Boost,&lt;br /&gt;
&lt;br /&gt;
As chairman of the 3rd Continent, I hold you liable for damages caused by your brother.&lt;br /&gt;
&lt;br /&gt;
I quote:&lt;br /&gt;
&lt;br /&gt;
* Unauthorized reproduction of Blorks.&lt;br /&gt;
* Transformation of their genes.&lt;br /&gt;
* Degradation of the First and Second Continents.&lt;br /&gt;
* Illegal detention [illegible] -tres galactic, aliens and human hostages.&lt;br /&gt;
&lt;br /&gt;
I beg you to return to Earth to bring order here.&lt;br /&gt;
&lt;br /&gt;
S. Valenti&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Blork.png|thumb|320px|PPP Team's ''Blork Carnage'']]&lt;br /&gt;
&lt;br /&gt;
* ESC: Get out&lt;br /&gt;
* F1-F4: Info&lt;br /&gt;
* F5-F8: Load/Save&lt;br /&gt;
&lt;br /&gt;
[[File:JackBoost.png|center]]&lt;br /&gt;
&lt;br /&gt;
* Numerical keypad: Move&lt;br /&gt;
* /*-: Basic weapon&lt;br /&gt;
* A/Z/Q/S: Special weapons&lt;br /&gt;
* P: Buy&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
[[PPP Team]] Software presents: &lt;br /&gt;
&lt;br /&gt;
'''The Adventure of Jack Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Episode 1: Blork Carnage'''&lt;br /&gt;
&lt;br /&gt;
Development team:&lt;br /&gt;
: Piet (P. Martin)&lt;br /&gt;
: Pierrick (P. Hansen)&lt;br /&gt;
: Pypen (S. Martin)&lt;br /&gt;
&lt;br /&gt;
Jack Boost is an original character copyrighted by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;a1IpwplwxXc&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html My RSD Game-Maker Years (Bilou Homebrew)]&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=208 Cyborg Jeff's site]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/blork.php Play ''Blork Carnage'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/blork.zip Blork Carnage]''''' (864.9 kB)&lt;br /&gt;
* Soundtrack: &lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/07/28/450-ambiance-alien-space/ spaceship] (630.9 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/01/23/321-jack-boost-panzer-attack/ boss battle] (241.2 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/01/20/crimes-in-the-city/ audio teaser/labs (possibly)] (341.8 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Biokid&amp;diff=11729</id>
		<title>Biokid</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Biokid&amp;diff=11729"/>
		<updated>2011-07-26T06:26:39Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Credits */ license&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Biokid'''''&lt;br /&gt;
|file=[[File:BiokidTitle.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware|Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' December, [[1995]][[Category: 1995]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 7&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' none}}''Biokid'' is maybe the most representative [[PPP Team|PPP]] game. It’s an action platformer inspired by ''Mega Man'', sporting an understated yet typical example of PPP’s shareware/Commodore-influenced level design. Since most of the levels use the same fairly monochrome tile set and small collection of enemies (each with its own carefully mapped behaviors), it may be easier to abstract and predict the thought processes behind the design — where corridors lead, and why; where to find false walls and booby traps.&lt;br /&gt;
&lt;br /&gt;
The controls are also representative. Most of PPP’s games are designed to be played more or less one-handed; the action keys are all oriented around the directionals in the numerical keypad. Slash shoots left; minus shoots right; asterisk shoots up. It takes a while to adjust to, especially the moving and shooting at once, but ''Biokid'' is probably the best game to train on before moving on to more complicated projects.&lt;br /&gt;
&lt;br /&gt;
[[File:Biokid.png|thumb|320px|PPP Team's ''Biokid'']]&lt;br /&gt;
&lt;br /&gt;
[[File:Biokid-char.png|center]]&lt;br /&gt;
&lt;br /&gt;
The ''Mega Man'' influence extends only to some vague elements of the character and enemy design — nothing that screams out. Well, that and the title. Generally ''Biokid'' stands on its own as a well-animated, well-designed, if rather short, action game.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
The new PPP antivirus has found a virus in your computer. It is named Terminator 007. The only solution to kill it is Biokid...&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
Use your keypad to move into your computer..&lt;br /&gt;
&lt;br /&gt;
/*- to kill the little viruses&lt;br /&gt;
&lt;br /&gt;
And find the Japanese power to destroy the biggest&lt;br /&gt;
&lt;br /&gt;
After that your computer will be a little slow, like a prehistoric computer. Then find the end, and it will win...&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
''Biokid'' is a game designed by the studio [[PPP Team]] Software (DEC'95).&lt;br /&gt;
&lt;br /&gt;
Character graphics: Pypein&lt;br /&gt;
&lt;br /&gt;
Level graphics: Piet&lt;br /&gt;
&lt;br /&gt;
Music &amp;amp; sound effects: Piet&lt;br /&gt;
&lt;br /&gt;
Biokid is an original copyrighted character by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;EeIwRDLoul8&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html My RSD Game-Maker Years (Bilou Homebrew)]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search/label/biokid Blog post (possible sequels) by Sylvain Martin]&lt;br /&gt;
** [http://sylvainulg.blogspot.com/search/label/biokid 2008 revival concept art by Sylvain Martin]&lt;br /&gt;
** [http://www.wayofthepixel.net/pixelation/index.php?topic=7574.0 More character design discussion (WayOfThePixel)]&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/biokid.html PPP Team's download site] &lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=208 Cyborg Jeff's site]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/biokid.php Play ''Biokid'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/biokid.zip Biokid]''''' (1.4 MB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Badman_III:_Badboys_Are_Back!&amp;diff=11728</id>
		<title>Badman III: Badboys Are Back!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Badman_III:_Badboys_Are_Back!&amp;diff=11728"/>
		<updated>2011-07-26T06:25:42Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Credits */ license&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Badman III: Badboys Are Back!'''''&lt;br /&gt;
|file=[[File:Badman3Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Incomplete]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' [[1996]][[Category: 1996]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 42&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman]]'', ''[[Badman II]]''}}If ''[[Badman II]]'' was sort of the ''Sonic 2'' to ''[[Badman]]''’s ''Sonic the Hedgehog'' — new sidekick and all — the unfinished ''Badman III: Badboys Are Back!'' is [[PPP Team]]’s ''Sonic 3 &amp;amp; Knuckles''. This game is ridiculously huge — so much so that its 42 level nodes account for only the first world and a half or so. Even in its unfinished state the game is so vast and complicated that it’s difficult to take in. &lt;br /&gt;
&lt;br /&gt;
As far as story goes, ''Badman III'' picks up where ''Badman II'' leaves off, recycling the &amp;quot;BadBoys&amp;quot; who abducted Rubish Binn and developing them into a larger, organised team of vilains in the spirit of a sort of Sci-Fi &amp;quot;S.P.E.C.T.R.E.&amp;quot; type organisation (as detailed in Piet Martin's [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=12&amp;amp;lid=58 backstory document]). Several design elements and techniques -- the multiple characters and destructible block monsters -- are derived from an earlier PPP prototype, ''[[4 to Save Toon Land]]''. &lt;br /&gt;
&lt;br /&gt;
Again the visuals have received a total upgrade, this time with the benefit of [[Deluxe Paint]] gradients (lending the game that ''Sonic 3'' flavor of 3D shading). Now the game gives a choice of two characters, each of whom can interact with and navigate the levels very differently. Badman himself controls much more smoothly, and has more abilities. &lt;br /&gt;
&lt;br /&gt;
[[File:Badman3.png|thumb|320px|Toying around in ''Badman III'']]&lt;br /&gt;
&lt;br /&gt;
The team included some in-game cutscenes, and even managed to compose a bit of original music. During development, Piet found an Adlib tracker and discovered that the infamous [[.CMF]] file format is nothing more than a MIDI track with embedded Adlib instruments. Pype then reverse-engineered the format in ASM and developed an experimental .AST -&amp;gt; .CMF converter. Although it never quite worked properly, it did allow the team to insert one original, single-channel melody (&amp;quot;Stille Nacht&amp;quot;) into the aforementioned cutscenes.&lt;br /&gt;
&lt;br /&gt;
Overall ''Badman III ''gives an imposing sense of command and professionalism. Had they ever finished the game, PPP Team would have created a monster the likes of which rarely even saw a commercial release. This is proto-''Cave Story'' material here.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman3-cheese.png|thumb|320px|An intro cut-scene from ''Badman III'' starring Rex, the guidecat]]&lt;br /&gt;
&lt;br /&gt;
Summary of the previous episode&lt;br /&gt;
&lt;br /&gt;
Party in Egypt in search of his companion Rubish Binn who vanished during the prosecution of Seb Valenti (see Badman 1: &amp;quot;Pneu-Mania&amp;quot;), Badman discovers in the pyramid of Tote-a-Karton a curious room containing none other than a teleporter: Badman foolishly switches in a parallel dimension.&lt;br /&gt;
&lt;br /&gt;
So, overcoming dangers unheard ... Passing countless trials, battle-hardened, he paved his way to the castle par-del in Skyville, to rescue his cowardly companion who had been abducted.&lt;br /&gt;
&lt;br /&gt;
Our national Super-Zero awkwardly bypasses the traps laid by the two Badboys who tried to block his route: #1 Burner and #2 Skyboy...&lt;br /&gt;
&lt;br /&gt;
Armed with the Astroflash Megawatt III of Skyboy, our two friends wander in the gloomy castle of the latter. When, at the turn of a corridor, they meet a friendly guide and familiar places that led them safely to the usual haunt of Skyboy (once Badman manfully clears the surface of the castle!). There, they discover with horror that the Badboys' project (in the most insidious of senses) is to DOMINATE THE WORLD!&lt;br /&gt;
&lt;br /&gt;
Without hesitating a second, our three Zeros teleport from the installation of Skyboy in pursuit of the other Badboys.&lt;br /&gt;
&lt;br /&gt;
The adventure begins (again)!&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman3-choice.png|thumb|320px|Choosing a hero in ''Badman III'']]&lt;br /&gt;
&lt;br /&gt;
===General instructions===&lt;br /&gt;
&lt;br /&gt;
: F1: Instructions - help&lt;br /&gt;
: F2: View status&lt;br /&gt;
: F3: Stop ADLIB music&lt;br /&gt;
: F4: Stop SOUNDBLASTER sound&lt;br /&gt;
: F5: Save the game&lt;br /&gt;
: F6: Load the game&lt;br /&gt;
: F10: Calibrate the joystick&lt;br /&gt;
&lt;br /&gt;
If the settings become troublesome, delete the 'config.dat' file in the game directory.&lt;br /&gt;
&lt;br /&gt;
===Some Blah===&lt;br /&gt;
&lt;br /&gt;
In this episode of the adventures of super-national zero, the Bold Badman*, You can freely run with Badman (the one with a cape) or his paunchy sidekick Rubish Binn* (the other guy).&lt;br /&gt;
&lt;br /&gt;
[[File:badman3-char.png|center]]&lt;br /&gt;
&lt;br /&gt;
To aid in your decision, several 'SELECT ROUND' or selection levels will be offered throughout your career.&lt;br /&gt;
&lt;br /&gt;
* Any resemblance to persons existing or otherwise, and we would have a good laugh.&lt;br /&gt;
&lt;br /&gt;
===Badman===&lt;br /&gt;
&lt;br /&gt;
A super-zero of stupid situations (see previous episode), he possesses an array of weapons and has becomingly fashioned a noisy little car...&lt;br /&gt;
&lt;br /&gt;
Generally he exhibits a disability that exceeds the limits of imagination.&lt;br /&gt;
&lt;br /&gt;
: Jump: 7 8 9&lt;br /&gt;
: Walk: 4 6&lt;br /&gt;
: Fire: / * -&lt;br /&gt;
: Duck and crawl: 1 2 3&lt;br /&gt;
&lt;br /&gt;
===Rubish Binn===&lt;br /&gt;
&lt;br /&gt;
Badman's stupid, inept, useless companion. At a thought, I know that he was a garbage man before embarking on his fight against crime. He has the unpleasant habit of being systematically dispatched by the first villain who pass by (see ''[[Badman II]]'').&lt;br /&gt;
&lt;br /&gt;
He has cauliflower ears, and a purple leotard that perhaps he has a little too much cholesterol to be running and jumping around in. &lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
'''BADMAN'''&lt;br /&gt;
&lt;br /&gt;
Slide&lt;br /&gt;
: [1] [3]&lt;br /&gt;
&lt;br /&gt;
Fire upwards&lt;br /&gt;
: [*]&lt;br /&gt;
&lt;br /&gt;
'''RUBISH BINN'''&lt;br /&gt;
&lt;br /&gt;
Spin around&lt;br /&gt;
: [*]&lt;br /&gt;
&lt;br /&gt;
===Search, search...===&lt;br /&gt;
&lt;br /&gt;
* Ace of clubs: 500 Points&lt;br /&gt;
* Ace of hearts: 1 Life&lt;br /&gt;
* Ace of spaces: 2 HP&lt;br /&gt;
* Arrow: Direction&lt;br /&gt;
* Key: (You know this.)&lt;br /&gt;
* END: The exit&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
[[file:grator 000.png|320px|thumb|The nightmare of integrating levels in ''Badman III'' &amp;lt;br /&amp;gt;(character select &amp;amp; cutscenes in purple)]]&lt;br /&gt;
&lt;br /&gt;
The [[PPP Team]] Software&lt;br /&gt;
&lt;br /&gt;
'''Pierre Martin ALIAS Piet'''&lt;br /&gt;
* 18 years&lt;br /&gt;
* Tracker under ScreamTracker III and Impulse Tracker, although his tracks couldn't be integrated in the game. &lt;br /&gt;
* sound effects&lt;br /&gt;
* some level design and gameplay consultant&lt;br /&gt;
&lt;br /&gt;
'''Pierrick Hansen'''&lt;br /&gt;
* Musician-designer-Programmer&lt;br /&gt;
* Voice Acting for Badman&lt;br /&gt;
* Badman character design, monster design consultant&lt;br /&gt;
&lt;br /&gt;
'''Sylvain Martin ALIAS Pypein'''&lt;br /&gt;
* Graphic artist / programmer&lt;br /&gt;
* Pixel art, most level design and game-maker trickery.&lt;br /&gt;
&lt;br /&gt;
'''Valentin Boigelot ALIAS Tentacle Bob'''&lt;br /&gt;
'''Simon Boigelot ALIAS Puce'''&lt;br /&gt;
* Additional NPC design&lt;br /&gt;
&lt;br /&gt;
'''Pascal Deiting ALIAS Vegeta'''&lt;br /&gt;
'''Lawrence Mazzapichi ALIAS Parmy'''&lt;br /&gt;
'''Francois Bare ALIAS the Clicker'''&lt;br /&gt;
* Quality Control Loop&lt;br /&gt;
&lt;br /&gt;
So add it all up, and you've got a swell band of misfits.&lt;br /&gt;
&lt;br /&gt;
Badman, Rubish Binn and the Badboys are original copyrighted characters by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;dl7ftIshIWs&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/badman3.html PPP Team's download site]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Badman Sylvain Martin's blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/ The Brussels Spout, Book 2 (DIYGamer)]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/badman3.php Play ''Badman III'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/badman3.zip Badman III]''''' (451.4 kB)&lt;br /&gt;
* Soundtrack: &lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/07/04/226-badman-iii-in-the-zone/ title song] (370.1 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/22/badman-in-the-toys-zone/ badboy fighting theme] (123 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/02/02/326-badman-rubish-bin-in-the-blizzard/ blizzard ambiance (ice zone)] (168.9 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/30/304-badboys-are-back/ badboys-are-back theme] (178.7 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/09/06/468-b-a-d-here-comes-the-bad-boys/ B.A.D. story theme] (788.1 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Incomplete games]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: Sequels]]&lt;br /&gt;
[[Category: Satire]]&lt;br /&gt;
[[Category: In-game cinematics]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=11727</id>
		<title>Badman II: He's Back Again!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Badman_II:_He%27s_Back_Again!&amp;diff=11727"/>
		<updated>2011-07-26T06:24:51Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Credits */ license&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''Badman II: He's Back Again!'''''&lt;br /&gt;
|file=[[File:Badman2Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware|Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' [[1995]][[Category: 1995]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman]]'', ''[[Badman III]]'', ''[[4 to Save Toon Land]]''}}Although the first ''[[Badman]]'' is a clean, entertaining game, it's with the sequel that the ''Badman'' series really finds its identity. All of the visuals are original, and indeed both clean and distinctive. All of the sprites, including the character, have received an upgrade. Then after the presentation ropes you in, you start to appreciate the scale of the thing. &lt;br /&gt;
&lt;br /&gt;
The game includes sophisticated boss battles, involving moving and shooting villains and complex solutions. There are all manner of hidden secrets, including a warp zone. And finally we find the most clever credit sequence we’ve seen in years, calling to mind the ''Zelda'' inventory roll and all those NES instruction booklets that named and illustrated all of the game’s monsters and their personalities. &lt;br /&gt;
&lt;br /&gt;
For all of Game-Maker’s limitations, ''Badman II'' is about as good a demonstration as you’ll find of its latent potential.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman2.png|thumb|320px|An arrowing time in ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
''PPP CLICKER DATABASE SHELL''&lt;br /&gt;
&lt;br /&gt;
'''USER: -BADMAN-'''&lt;br /&gt;
&lt;br /&gt;
'''Missing...'''&lt;br /&gt;
: '''NAME:''' BINN&lt;br /&gt;
: '''FIRST NAME:''' Rubish&lt;br /&gt;
: '''PROFESSION:''' Justiciary&lt;br /&gt;
: '''AGE:''' 19 years&lt;br /&gt;
: '''Distinguishing signs:''' Wears a purple costume adorned with an &amp;quot;R&amp;quot;, and a purple mask&lt;br /&gt;
:'''Current status:''' In EGYPT, remains of the GREAT PYRAMID, in the company of persons unknown. &lt;br /&gt;
:'''Address:''' 45 rue Software chez PPP&lt;br /&gt;
:'''CHANCES OF SUCCESS: 50%'''&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman 2 Desert map.png|thumb|320px|Desert map from ''Badman II'']]&lt;br /&gt;
&lt;br /&gt;
Move Badman with your '''keypad'''.&lt;br /&gt;
&lt;br /&gt;
Fire with '''/''' and '''-''' &lt;br /&gt;
&lt;br /&gt;
... and then collect the stars!&lt;br /&gt;
&lt;br /&gt;
Duck with the '''down arrow'''.&lt;br /&gt;
&lt;br /&gt;
And '''h''' to call for help (actually release a bomb for self-kill in the case you've managed to lock yourself and want to restart the level).&lt;br /&gt;
&lt;br /&gt;
[[File:badman2-char.png|center]]&lt;br /&gt;
&lt;br /&gt;
Look for the following bonuses&lt;br /&gt;
* Ace of Diamonds: Health&lt;br /&gt;
* Key card: Key&lt;br /&gt;
* Ace of Hearts: 1-Up&lt;br /&gt;
* Logo card: Badmobile (access to bonus level)&lt;br /&gt;
* Gun card: Upgrade shotgun&lt;br /&gt;
* Ace of Clubs: Bonus (500 PTS)&lt;br /&gt;
* Ladder: Ladder, pick with &amp;quot;p&amp;quot;, drop with &amp;quot;d&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
This game was made by [[PPP Team]] Software (95): &lt;br /&gt;
* Piet - Pierrick - Pypein&lt;br /&gt;
&lt;br /&gt;
The Badman, Rubish Binn and the Badboys are original copyrighted characters by [[PPP Team]]. Free distribution and use of the game is granted. Production of derivative works without prior consent is forbidden.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;Yuz18hqL4zw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/badman2.html PPP Team's download site]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Badman Sylvain Martin's blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/ The Brussels Spout, Book 2 (DIYGamer)]&lt;br /&gt;
* '''[http://www.aderack.com/game-maker/java/badman2.php Play ''Badman II'' online]'''&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* '''''[http://www.aderack.com/game-maker/downloads/badman2.zip Badman II]''''' (451.4 kB)&lt;br /&gt;
* Soundtrack: &lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/11/27/67-badman-2-out-of-this-world/ title song] (228.5 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1995/09/05/28-badman-ii-out-of-our-world/ jingle/gameover/random techno] (341.8 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/01/08/311-badman-2-factory-zone/ Burner's Factory] (119.1 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1996/12/24/badman-ii-skyboys-castle-theme/ sky castle theme] (221.7 kB)&lt;br /&gt;
** [http://www.studio-quena.be/cyborgjeff/site/1997/02/25/348-badman-rubish-bin-kaktus-battle/ Kaktus Battle (Loufok Desert Zone)] (128.9 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games]]&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: Sequels]]&lt;br /&gt;
[[Category: Satire]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Capn_Zapn_1:_Kozmik_Journeys&amp;diff=7645</id>
		<title>Capn Zapn 1: Kozmik Journeys</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Capn_Zapn_1:_Kozmik_Journeys&amp;diff=7645"/>
		<updated>2011-02-15T14:21:04Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Capn Zapn 1: Kozmik Journeys'''''&lt;br /&gt;
|file=[[File:capnzapn.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' 1992&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[Acord Games]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://acordgames.webs.com/ Acord Games]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration bonus:''' ''Capn Zapn 2'' and ''Capn Zapn 3'', hint sheet, secret bonus game, copies of all shareware games, membership in the Zapper Game Club&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Registration price:''' $20&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Superheroes]]'', ''[[Anyworld]]''&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;
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&lt;br /&gt;
I'm not sure what distinguishes Capn Zapn from Major Marvel.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
You are Capn Zapn, space explorer, traveling to other worlds collecting treasures and fighting monsters. &lt;br /&gt;
&lt;br /&gt;
[[File:CapnZapn.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Superhero adventure game with arcade-style action, easy-moving character, scrolling screens, fully animated enemies &amp;amp; bizarre worlds. &lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:capnzapnshot.png|320px|thumb|The same old routine in ''Capn Zapn'']]&lt;br /&gt;
&lt;br /&gt;
: Arrows move around&lt;br /&gt;
: Spacebar fires weapon&lt;br /&gt;
: Z jumps left, X jumps right.&lt;br /&gt;
: A fires secondary weapon.&lt;br /&gt;
: N, M tight squeeze left or right&lt;br /&gt;
: P picks up objects. B drops bombs.&lt;br /&gt;
: F1 is help screen.&lt;br /&gt;
: F2 is inventory/health screen.&lt;br /&gt;
: F3 joggles sound&lt;br /&gt;
: F5 saves game. F6 loads game.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
[[Acord Games]]&lt;br /&gt;
&lt;br /&gt;
Some background graphics ripped from Jill of the Jungle&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;m7LLCOFYrH8&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.dosmuseum.com/pages/view.php?ref=1199 ''Capn Zapn'' (DOS Museum)]&lt;br /&gt;
&lt;br /&gt;
[[Category: Shareware]]&lt;br /&gt;
[[Category: Acord Games]]&lt;br /&gt;
[[Category: Varied perspective]]&lt;br /&gt;
[[Category: Action games]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Dragon_Ball_Z_2:_The_Death_of_Vegeta&amp;diff=7634</id>
		<title>Dragon Ball Z 2: The Death of Vegeta</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Dragon_Ball_Z_2:_The_Death_of_Vegeta&amp;diff=7634"/>
		<updated>2011-02-06T12:34:23Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: that wasn't badlands, actually.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Dragon Ball Z 2: The Death of Vegeta'''''&lt;br /&gt;
|file=[[File:DBZ2Title.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' June, 1995&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Dragon Ball Z]]''}}[[Category:Pending articles]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[File:DBZ2.png|thumb|320px|Back in time on Namek in ''Dragon Ball Z 2'']]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iirc, we initially received a &amp;quot;prototype&amp;quot; DBZ from a friend (Pascal) who had completed level design, but used fairly crude graphics. You could almost reconstruct that game by merging the background graphics of DBZ2 and the character from DBZ2 remix. We did not understand by then what were his plans for the final graphics,﻿ and we hadn't seen much of DBZ mangas either.&lt;br /&gt;
&lt;br /&gt;
[[file:dbz.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In order to improve the quality of the game, we &amp;quot;[[Badman]]ified&amp;quot; the hero and vilains, which was definitely a bad idea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Remix==&lt;br /&gt;
&lt;br /&gt;
[[File:DBZ2-R.png|thumb|320px|''DBZ 2 Remix'']]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;later on, Pascal himself acquired a Logitech hand-scanner and he wanted to make the game closer to what he'd like to have by digitizing backgrounds from &amp;quot;comics&amp;quot; : this is﻿ DBZ2 remix. &lt;br /&gt;
&lt;br /&gt;
[[file:dbz-remix.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The job of colouring those digitized things (his scanner was only B/W) was exhausting and we couldn't really make it look right. Plus, importing large backgrounds into BBL sets was a real pain. I don't think there has been more than 2 levels reshaped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
After saving the planet of Majin Boo, you head home. But as it turned out, the villain was not dead. He destroyed everyone, even Dende. Now the dragon balls are gone. You decide to leave in the past to save the present.&lt;br /&gt;
&lt;br /&gt;
In this game there are 5 secret passages and many characters. Have fun finding them!&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
To play with the numeric keypad:&lt;br /&gt;
     _________________&lt;br /&gt;
    |     |     |     |&lt;br /&gt;
    |  7  |  8  |  9  |&lt;br /&gt;
    |_____|_____|_____| &lt;br /&gt;
    |     |     |     |&lt;br /&gt;
    |  4  |  5  |  6  |&lt;br /&gt;
    |_____|_____|_____|&lt;br /&gt;
    |     |     |     |&lt;br /&gt;
    |  1  |  2  |  3  |&lt;br /&gt;
    |_____|_____|_____|&lt;br /&gt;
&lt;br /&gt;
To play with the joystick press:&lt;br /&gt;
* F8: joystick&lt;br /&gt;
* F9: Calibration&lt;br /&gt;
&lt;br /&gt;
The game can be played with a sound card.&lt;br /&gt;
&lt;br /&gt;
===Character actions===&lt;br /&gt;
&lt;br /&gt;
Energy ball:&lt;br /&gt;
: Space (or button 1 on the joystick)&lt;br /&gt;
Recharge energy:&lt;br /&gt;
: Enter (or button 2)&lt;br /&gt;
Dash:&lt;br /&gt;
: . (for right)&lt;br /&gt;
: 0 (for left)&lt;br /&gt;
: For joystick, press forward + button 2. (You must have expended all your energy charges.)&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
&lt;br /&gt;
Vegeta, Gotenks, young Goku, adult Goku, Gogeta, young Gohan, adult Gohan, Super Kaioh, or great sayanman:&lt;br /&gt;
: B (front)&lt;br /&gt;
: V (rear)&lt;br /&gt;
or (Gogeta only):&lt;br /&gt;
: K&lt;br /&gt;
: J&lt;br /&gt;
or (Gogeta only):&lt;br /&gt;
: T&lt;br /&gt;
: R&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
Scenario&lt;br /&gt;
: Akira Toriyama&lt;br /&gt;
Graphics&lt;br /&gt;
: Pascal&lt;br /&gt;
Music&lt;br /&gt;
: [[Game-Maker]]&lt;br /&gt;
Sound&lt;br /&gt;
: Pascal&lt;br /&gt;
Design&lt;br /&gt;
: Pascal&lt;br /&gt;
Testing   &lt;br /&gt;
: Pascal&lt;br /&gt;
&lt;br /&gt;
Finished on 22/03/95&lt;br /&gt;
&lt;br /&gt;
Previously released by Pascal:&lt;br /&gt;
: Dragon Ball Z 1 (JANUARY 95)&lt;br /&gt;
Next games by Pascal&lt;br /&gt;
: It depends on my mood&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;-ka5CE7yq6M&amp;lt;/videoflash&amp;gt;&amp;lt;videoflash&amp;gt;9CgeP8UWIc0&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Adaptations]]&lt;br /&gt;
[[Category: Sequels]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Blinky_2:_The_Return_of_Blinky&amp;diff=7627</id>
		<title>Blinky 2: The Return of Blinky</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Blinky_2:_The_Return_of_Blinky&amp;diff=7627"/>
		<updated>2011-01-30T10:12:45Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: a small review :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured}}{{box&lt;br /&gt;
|header='''''The Return of Blinky'''''&lt;br /&gt;
|file=[[File:BlinkyTitle.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:''' [[Jeremy LaMar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://www.webcomicsnation.com/otto_germain/ Otto Germain's Comic Wasteland]&lt;br /&gt;
'''Related games:''' ''[[Blinky]]'', ''[[Blinky 3]]'', ''[[Blinky 4]]''&lt;br /&gt;
}}The original ''[[Blinky]]'', [[Jeremy LaMar]]’s first [[Game-Maker]] project, is now lost to time and computer failure along with half a dozen other games. Its essence lives on, though, in ''The Return of Blink''y. This first sequel, which LaMar classes as a near-remake, is heavily inspired by ''Link to the Past'', with its exploration-based design and pseudo-3D cliffs. &lt;br /&gt;
&lt;br /&gt;
Blinky, the pink dinosaur, sets out to save Funky Forest from the evil Schnookwad. He does this primarily by wandering through forests, caverns, and factories, tossing doughnuts at enemies, and bribing his cat (also named Doughnut) to clear a path.&lt;br /&gt;
&lt;br /&gt;
LaMar got the basics down just fine – admirably, even. The presentation is clear and appealing, reminiscent of a late-era Sega 8-bit game. Controls are simple and very responsive. The actual design, from level to level, flows smoothly with few moments of outright confusion. Where the game excels, though, is in the flourishes – the conveyor belts, the amorphous spore clouds that the player can whittle away, but only so far. &lt;br /&gt;
&lt;br /&gt;
Game-Maker’s biggest limitation and greatest potential is in its monsters, and here LaMar uses them about as well as [[PPP Team]] at their best. Feeding the cat a doughnut briefly focuses its attack pattern. Aside from the spore clouds, there are complex multi-segmented threats like ''Zelda''-esque snakes and ''Mario''-style firebars. Every four levels the player faces an enormous boss, often with long multi-segmented limbs and complex attack patterns.&lt;br /&gt;
&lt;br /&gt;
[[File:BlinkyShot.png|thumb|320px|Playing with height in ''The Return of Blinky'']]&lt;br /&gt;
&lt;br /&gt;
As with ''[[Badman 2]]'', even the ending credits are something special, with a monster roll against a miniature scene of victory.&lt;br /&gt;
&lt;br /&gt;
''The Return of Blinky'' is earnest, well-judged, and well-implemented. It is works well not just as a Game-Maker game or as a shareware game, but as a children’s game – amongst the hardest of games to get right. It does make sense that if any Game-Maker game were to develop a cult following, it would be this one.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
The evil Shnookwad has taken over Funky Forest... again! Unfortunately for Blinky, Shnookwad has found the legendary Pit of Creepy Things That Aren't Very Nice. With his new army of monsters he took over Funky Forest with ease.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Blinky is at the local doughnut shop (as usual) when he hears the bad news. &lt;br /&gt;
&lt;br /&gt;
[[File:Blinky2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Can Blinky stop Shnookwad again with only his Box of Everlasting  Doughnuts and his faithful cat Doughnut? Will he survive this suicide mission through 16 levels of hideous creatures? And will I ever stop asking these stupid questions??&lt;br /&gt;
&lt;br /&gt;
==Reviews==&lt;br /&gt;
&lt;br /&gt;
''I enjoyed giving a try to the first 3 levels of Blinky. Levels are huge and the monsters bring in interesting variety through camouflage and pattern diversity. The large amount of hitpoints compensate for such long level playing time, although one can clearly imagine that, monsters being frequently respawn at nests, those hitpoints will become precious in the long term. If anything, I'd say that the game could benefit of some sort of level map or other kind of in-game hint of the road to follow. The bridge of lv. 1, for instance, isn't introduced anywhere. Zelda maps ensure that you would encounter a broken bridge or identify something as being a &amp;quot;boulder in the shortest path&amp;quot; to hint you that you should try to reach a specific point, but that the road to reach it has to be discovered.'' &lt;br /&gt;
   Pype/[[PPP Team]].&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Blinky2_1-1.png|thumb|320px|Inside and outside the Doughnut Shop]]&lt;br /&gt;
&lt;br /&gt;
* Use the '''arrow keys''' to move blinky around the screen&lt;br /&gt;
&lt;br /&gt;
* To shoot doughnuts, press the '''space bar'''&lt;br /&gt;
&lt;br /&gt;
* Blinky starts with '''100 hitpoints''', and loses some whenever he gets hurt (attacked by a monster, falling onto spikes, etc.) when his hitpoints reach zero, he's dead! &lt;br /&gt;
&lt;br /&gt;
* '''boxes of doughnuts''' will give you 5 hitpoints. Don't miss any of these!&lt;br /&gt;
&lt;br /&gt;
* Blinky starts with '''4 lives'''. When he croaks, he'll lose one of them. When Blinky runs out of lives, the game's over.&lt;br /&gt;
&lt;br /&gt;
* eat a '''mystic magic doughnut''' to gain one life. There aren't too many of these!&lt;br /&gt;
&lt;br /&gt;
* Your '''cat''', Doughnut, can kill monsters for you, but he can't do a thing against the bosses!&lt;br /&gt;
&lt;br /&gt;
* There are 16 levels, and every fourth level there's a '''boss'''. They aren't easy to defeat, unless you know how...&lt;br /&gt;
&lt;br /&gt;
===Levels===&lt;br /&gt;
&lt;br /&gt;
# Doughnut Shop&lt;br /&gt;
# Rocky Cliff&lt;br /&gt;
# Doughnut Factory&lt;br /&gt;
# '''Boss #1''': Cyberstupid&lt;br /&gt;
# Fungus Falls&lt;br /&gt;
# The Swamp&lt;br /&gt;
# Wizard's Castle&lt;br /&gt;
# '''Boss #2''': Lizardwizard&lt;br /&gt;
# Grassy Plain&lt;br /&gt;
# Bomb Factory&lt;br /&gt;
# Snake Pit&lt;br /&gt;
# '''Boss #3''': Snake Patrol&lt;br /&gt;
# The Gateway&lt;br /&gt;
# Outer Fortress&lt;br /&gt;
# Inner Fortress&lt;br /&gt;
# '''Boss #4''': Shnookwad&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
[[File:Blinky2_1-2.png|thumb|320px|It's not just water that falls in ''The Return of Blinky''.]]&lt;br /&gt;
&lt;br /&gt;
* If you feed Doughnut, He may help you.&lt;br /&gt;
&lt;br /&gt;
* When fighting Cyberstupid, try to find a safe spot to stand in.&lt;br /&gt;
&lt;br /&gt;
* When fighting Lizardwizard, try to use his own power against him.&lt;br /&gt;
&lt;br /&gt;
* When fighting the Snake  Patrol, aim for the slower  heads.&lt;br /&gt;
&lt;br /&gt;
* After defeating Shnookwad, watch out for things coming out of the Pit.&lt;br /&gt;
&lt;br /&gt;
* When fighting an evil linky clone, try to back  it against a wall so it  can't dodge your shots.&lt;br /&gt;
&lt;br /&gt;
* the small red monsters will eat anything that touches them, so try to keep them in one place by feeding them doughnuts and let the other monsters run into them and get eaten too.&lt;br /&gt;
&lt;br /&gt;
* Collecting doughnuts is  the key to winning.&lt;br /&gt;
&lt;br /&gt;
* If you are being attacked by a monster, repeadedly hit an arrow key to escape.&lt;br /&gt;
&lt;br /&gt;
* Don't hang around bombs too long, the fireballs they  create are both fast and indestructible.&lt;br /&gt;
&lt;br /&gt;
* Don't hang around places where monsters come out, or soon you'll be surrounded by hideous creatures.&lt;br /&gt;
&lt;br /&gt;
* When falling from a high place, repeadedly shoot downwards to take out any monsters waiting at the bottom&lt;br /&gt;
&lt;br /&gt;
* Save often, especially after completing a level.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
&lt;br /&gt;
[[File:Blinky2Boss.png|thumb|320px|Fighting Cyberstupid in ''The Return of Blinky'']]&lt;br /&gt;
&lt;br /&gt;
* Bushwacker&lt;br /&gt;
* Twiggy&lt;br /&gt;
* Grow-nut&lt;br /&gt;
* Roll-nut&lt;br /&gt;
* Droid&lt;br /&gt;
* Mooshyblibble&lt;br /&gt;
* Discisis&lt;br /&gt;
* Bomb&lt;br /&gt;
* Hot-head&lt;br /&gt;
* Goober-grabber&lt;br /&gt;
* Blinky-clone&lt;br /&gt;
* Shmoe-nut&lt;br /&gt;
* Mini-mage&lt;br /&gt;
* Blobbish&lt;br /&gt;
* Shnook-bot&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
[[File:Blinky2Conveyor.png|thumb|320px|Moving without moving in ''The Return of Blinky'']]&lt;br /&gt;
&lt;br /&gt;
This game was made by &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;
 ||_ || ||||  |||| ||||\\&lt;br /&gt;
 |__||| ||||  |||| |||| \\&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;VV-mUT93gqI&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://blinky.wikia.com/wiki/Blinky_Wiki Blinky Wiki]&lt;br /&gt;
* [http://replay.waybackmachine.org/20041230103210/http://maxpages.com/stuff2001/The_Return_Of_Blinky Blinky fanfic]&lt;br /&gt;
* [http://www.dosgames.com/forum/viewtopic.php?t=6074&amp;amp;start=30 DOSGames.com thread 1]&lt;br /&gt;
* [http://www.dosgames.com/forum/viewtopic.php?t=13637&amp;amp;highlight=blinky DOSGames.com thread 2]&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;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* [http://www.aderack.com/game-maker/downloads/blinky2.zip ''The Return of Blinky''] (265.1 kB)&lt;br /&gt;
* [[Media:Blinky2Intro.png|Introduction]] (5.4 kB)&lt;br /&gt;
* [[Media:Blinky2_1-1.png|Doughnut Shop]] (317.9 kB)&lt;br /&gt;
** [[Media:Blinky2_1-2.png|Rocky Cliffs]] (266.6 kB)&lt;br /&gt;
** [[Media:Blinky2_1-3.png|Factory]] (192.4 kB)&lt;br /&gt;
** [[Media:Blinky2_1-4.png|Boss #1]] (25.3 kB)&lt;br /&gt;
* [[Media:Blinky2_2-1.png|Fungus Falls]] (351.9 kB)&lt;br /&gt;
** [[Media:Blinky2_2-2.png|Murky Swamp]] (323 kB)&lt;br /&gt;
** [[Media:Blinky2_2-3.png|Castle]] (155.4 kB)&lt;br /&gt;
** [[Media:Blinky2_2-4.png|Boss #2]] (44.9 kB)&lt;br /&gt;
* [[Media:Blinky2_3-1.png|Grassy Plains]] (275.7 kB)&lt;br /&gt;
** [[Media:Blinky2_3-2.png|Bomb Factory]] (180.5 kB)&lt;br /&gt;
** [[Media:Blinky2_3-3.png|Snake Pit]] (95.5 kB)&lt;br /&gt;
** [[Media:Blinky2_3-4.png|Boss #3]] (90 kB)&lt;br /&gt;
* [[Media:Blinky2_4-1.png|Gateway]] (211.8 kB)&lt;br /&gt;
** [[Media:Blinky2_4-2.png|Outer Fortress]] (165.9 kB)&lt;br /&gt;
** [[Media:Blinky2_4-3.png|Inner Fortress]] (155.4 kB)&lt;br /&gt;
** [[Media:Blinky2_4-4.png|Boss #4]] (23.4 kB)&lt;br /&gt;
* [[Media:Blinky2Ending.png|Ending]] (24.5 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker games|Blinky 2]]&lt;br /&gt;
[[Category: Feature games|Blinky 2]]&lt;br /&gt;
[[Category: Shareware|Blinky 2]]&lt;br /&gt;
[[Category: Jeremy LaMar|Blinky 2]]&lt;br /&gt;
[[Category: Top-down|Blinky 2]]&lt;br /&gt;
[[Category: Action-adventure|Blinky 2]]&lt;br /&gt;
[[Category: Character games|Blinky 2]]&lt;br /&gt;
[[Category: Sequels|Blinky 2]]&lt;br /&gt;
[[Category: In-game cinematics|Blinky 2]]&lt;br /&gt;
[[Category: New discoveries|Blinky 2]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=6577</id>
		<title>Category:PPP Team</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=6577"/>
		<updated>2010-12-11T20:38:16Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Current Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PPP_Team.gif|thumb|320px|PPP Team]]&lt;br /&gt;
&lt;br /&gt;
Sylvain “Pypein” Martin, his brother Pierre, and associate Pierrick Hansen form the core of a mid-’90s Belgian demogroup called PPP Team. Later on they would release some tracker music and projects coded in assembler. It seems, though, that they got their start with [[Recreational Software Designs]]’ [[Game-Maker]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Martins and their burgeoning group seized RSD's engine with a ferocity and a measured European flavor of design. Over two or three years they assembled upwards of 24 games, each more ambitious than the last. Since they were developing with an unlicensed copy of Game-Maker, most of those games were strictly for their own entertainment — which may to some extent explain the energy that went into them.&lt;br /&gt;
&lt;br /&gt;
It's unclear exactly how many games they worked on; many are unfinished, and some appear lost to time and computer failure. Depending on how you count, maybe 17 or 18 games still survive in some form. The games touch several genres, but mostly focus on and toy with the side-scrolling platformer mold. They include a few long-running or frequently referenced series, several one-off games, and a fair number of tributes or pastiches.&lt;br /&gt;
&lt;br /&gt;
Though the earliest games freely borrow sprites and backgrounds from existing sources, the group soon graduated to completely original elements. Even within a series the sprites are rarely duplicated from one game to the next. By the time they start to import graphics from Deluxe Paint, PPP Team seems to have total control over its resource pipeline.&lt;br /&gt;
&lt;br /&gt;
At this point it’s the areas without that control — for instance the music — which glare the most. RSD’s chosen [[music|music format]] is famously lacking in available tools, and their software is famously lacking in support for more sensible formats. More than other authors, PPP Team’s choice of temp tracks always feels temporary; you can sense the eagerness to replace the music with original pieces that never materialized. It’s frustrations like these that seem to have been the last straw, eventually leading the team to move on from Game-Maker.&lt;br /&gt;
&lt;br /&gt;
Even as the team outgrew Game-Maker, “Pypein” turned his growing skills back to RSD’s file formats, to dissect and study them in hopes of salvaging some material for future projects. Although those projects never quite materialized, the research continued sporadically. Recently Martin’s attention has turned to porting some of his Game-Maker material to the Nintendo DS, so since mid-2009 he has posted a handful of Perl scripts used to manipulate Game-Maker’s tile, map, sprite, and organizational files. At the moment the tools are more or less a curiosity, most useful for rendering precise diagrams of game levels, but they lay an intriguing groundwork.&lt;br /&gt;
&lt;br /&gt;
Overall PPP Team is both one of the more productive and focused Game-Maker developers. &lt;br /&gt;
&lt;br /&gt;
==Branches of design==&lt;br /&gt;
&lt;br /&gt;
There are three branches of PPP Team software. On the one hand there are the one-off, often experimental titles. These games tend to be both character driven and strongly inspired by Commodore and shareware design sensibilities. One of those games, ''[[Blork Carnage]]'', introduces a character named Jack Booster. This game and this character serve as the roots for the second of PPP Team’s branches — their defining franchises.&lt;br /&gt;
&lt;br /&gt;
If the one-off games housed a wealth of interesting whims, it’s PPP Team’s series that received the bulk of their effort and originality. Of those, both the most significant and the most varied series are spun off from the ''Duke Nukem'' styled ''Blork Carnage''. A third, early series also showed itself during the team’s Game-Maker era, to further build off one of those spin-offs. &lt;br /&gt;
&lt;br /&gt;
The third design branch is PPP Team's tribute games. They pay no apologies for their influences, and indeed take every opportunity to strip them down and play with them like so many action figures. Between studying their design influences and studying how those games may or may not work within [[RSD]]'s game engine, the team seemed to quickly absorb a bunch of information for their own purposes.&lt;br /&gt;
&lt;br /&gt;
==Game-Maker Demo==&lt;br /&gt;
PPP Team used and internally swapped [[Game-Maker#Downloads|a three-floppy copy of RSD Game-Maker version 3]] that was found in december 1994 on some BBS by a classmate and that featured the following games:&lt;br /&gt;
* ''[[Tutor]]''&lt;br /&gt;
* ''[[The Patchwork Heart]]''&lt;br /&gt;
* ''[[Peach the Lobster]]''&lt;br /&gt;
* ''[[Nebula]]''&lt;br /&gt;
* ''[[Zark]]''&lt;br /&gt;
* ''[[Sample]]''&lt;br /&gt;
The heritage of [[A-J Games]] (especially ''Peach'') will show up in several games until the team gathered sufficient skills and tools mastering. Because it wasn't possible for the team to purchase a registered copy of RSD Game-Maker -- and because most game featured copyrighted soundtracks, none of the games could be converted into a shareware or accepted for publication as reader's creations by game press.&lt;br /&gt;
&lt;br /&gt;
==Team roster==&lt;br /&gt;
&lt;br /&gt;
[[File:Badmanstuff.png|thumb|320px|Early level concepts for the ''Badman'' series]]&lt;br /&gt;
&lt;br /&gt;
(translated from Pype's '97 presentation in ''[[Badman III]]'')&lt;br /&gt;
The [[:Category:PPP Team|PPP Team]] Software&lt;br /&gt;
&lt;br /&gt;
'''Pierre Martin ALIAS Piet'''&lt;br /&gt;
* 18 years&lt;br /&gt;
* Tracker under ScreamTracker III. Formerly just a level designer and head of PPP Team, he is starting to slowly become a &amp;quot;competent&amp;quot; graphic designer, specializing in abstract scenery.&lt;br /&gt;
* MASCOT: Spector&lt;br /&gt;
&lt;br /&gt;
'''Pierrick Hansen'''&lt;br /&gt;
* Musician-designer-Programmer&lt;br /&gt;
* Departing on CPC programmer, he quickly came to teach us the art of basic graphic and animation&lt;br /&gt;
* MASCOT: Badman&lt;br /&gt;
&lt;br /&gt;
'''Sylvain Martin ALIAS Pypein'''&lt;br /&gt;
* Graphic artist / programmer&lt;br /&gt;
* Responsible for most of the graphics in PPP's games. Even when he's not, he works on them anyway! He also is a programmer in BASIC and assembler A86. His sense of humor leaves a mark on all his games.&lt;br /&gt;
* MASCOT: Bilou&lt;br /&gt;
&lt;br /&gt;
'''Pascal Deiting ALIAS Vegeta'''&lt;br /&gt;
* Japanese Branch - Manga Master &lt;br /&gt;
* Pascal is primarily a sort of &amp;quot;underground&amp;quot; level designer, in that his images are not the same size as his maps: his monster mazes are of such monstrous complexity that there isn't a tile to spare!&lt;br /&gt;
* MASCOT: Gohan&lt;br /&gt;
* PS: It is often said that we forget that Pascal is not supposed to be an artist, but he draws anyway, sometimes to funny results. Furthermore, we don't always fix it properly...&lt;br /&gt;
&lt;br /&gt;
'''Laurent Mazzapichi ALIAS Parmy'''&lt;br /&gt;
* BASIC Programmer&lt;br /&gt;
* Parmy is a man traumatized by his time with the C-64. Using the glorious Quickbasic, we have reproduced 'Island' and several other little Commodore games. (Those were good times.) Parmy is also a musician. It was he who composed &amp;quot;Outer Space&amp;quot;.&lt;br /&gt;
* MASCOT: Purple Basic Blob&lt;br /&gt;
[[File:CREDITS.GIF|thumb|320px|All the mascots of PPP Team members]]&lt;br /&gt;
&lt;br /&gt;
'''Valentin Boigelot ALIAS Tentacle Bob'''&lt;br /&gt;
* Realization in Game-Maker&lt;br /&gt;
* TBob and his brother Puce often make their games together, with a few alterations by Pypein or Piet. Their games have a strongly surreal quality. (It's they who concocted Ratman, Tentacle Bob, and Bart Simpson.)&lt;br /&gt;
* MASCOT: Tentacle Bob&lt;br /&gt;
&lt;br /&gt;
'''Simon Boigelot ALIAS Puce'''&lt;br /&gt;
* Director of games under GM&lt;br /&gt;
* Simon, as his name suggests, is the brother of Tbob. There are not many games for them yet because they have DESTROYED their Game-Maker not so long ago, they're just like &amp;quot;It's no good, we're moving on.&amp;quot;&lt;br /&gt;
* MASCOT: Ratman&lt;br /&gt;
&lt;br /&gt;
'''Francois Bare ALIAS the Clicker'''&lt;br /&gt;
* Turbo C and A86 programmer&lt;br /&gt;
* Francois is an application programmer in TURBO-C, and very very advan-C. (Haha!) He controls the mouse, screen, and everything. It's just a bit excessive: he tries to do a 'Clicker' (I will not detail here). And believe it or not, I offered to help!&lt;br /&gt;
* MASCOT: none yet.&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
&lt;br /&gt;
{{box&lt;br /&gt;
|header='''''Latest PPP Game to date'''''&lt;br /&gt;
|file=[[File:Aa-ok-shot.png|256px|border]]&lt;br /&gt;
|text='''Game''': AppleAssault&amp;lt;br&amp;gt;&lt;br /&gt;
'''Starring''': Bilou &amp;lt;br&amp;gt;&lt;br /&gt;
'''Release date''': 2010 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Platform''': PPP's Game Edition for DS engine&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tools''': Sprite Editor for DS, Level Editor for DS, the Gimp, devkitpro, libntxm&amp;lt;br&amp;gt;&lt;br /&gt;
'''Read More''' on [[http://sylvainhb.blogspot.com/search/label/apple%20assault this blog]]&lt;br /&gt;
}}Most of the members of PPP Team have maintained occasional contacts over the last 10 years. Although none of them have pursued a career in game development, PPP characters game and game programming remains a frequent discussion topic, especially since Pype started homebrew game development on the NintendoDS as a hobby in 2006. The games so far are starring Bilou, PPP Team's #1 mascot who only occasionally showed-up in Game-Maker games (in the lost-in-disk-crash &amp;quot;Bilou's Sky Quest&amp;quot;), since it was supposed to have Mario-like game mechanics. The latest output of this project is a arcade-oriented platforming game dubbed &amp;quot;Apple Assault&amp;quot; based on a game design idea from Pierrick, featuring music and monsters designed by Piet almost unmodified, with pixel art from Pype. The remaining members are regularly polled on design orientation or for beta-testing.&lt;br /&gt;
&lt;br /&gt;
The RSD Game-Maker influence still shows up here, as Pype first programmed a GM-inspired sprite editor and an accompanying level editor. Moreover, the game's logic is not directly hard-coded, but separated from the C++ engine and expressed in term of states for monsters/characters. Providing a set of tools that allows non-experts to have a first experience in game making is the long term objective, partly to invite former members to resume hobby game-making. Special efforts are made to avoid the limitations that were inherent to Game-Maker : allowing separate idle sequences depending on the last character direction, allowing monsters to be affected by gravity and to have more complex behaviour thanks to a state-machine abstraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Biokid-xp.png|200px|thumb|left|Biokid revised in 2010]]&lt;br /&gt;
&lt;br /&gt;
Major PPP Team characters such as Badman, Biokid or Spector are regularly revisited, waiting for their turn to be revived. The extracting perl script for Game-Maker also indirectly feeds this slow process with original design maps, although direct porting of the old Game-Maker games into GEDS games isn't the ultimate objective.&lt;br /&gt;
&lt;br /&gt;
==Contact information==&lt;br /&gt;
&lt;br /&gt;
Address any inquiries to ''pype_1999.geo(at)yahoo.com''.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/gamesdownload.html Distribution page]&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/viewcat.php?cid=23&amp;amp;orderby=hitsD Cyborg Jeff's distribution page]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Sylvain Martin's Game-Maker recollections]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Game-Maker Game-Maker blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article (part 1)] [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/? (part 2)]&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=6575</id>
		<title>Category:PPP Team</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=6575"/>
		<updated>2010-12-11T09:43:45Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Contact information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PPP_Team.gif|thumb|320px|PPP Team]]&lt;br /&gt;
&lt;br /&gt;
Sylvain “Pypein” Martin, his brother Pierre, and associate Pierrick Hansen form the core of a mid-’90s Belgian demogroup called PPP Team. Later on they would release some tracker music and projects coded in assembler. It seems, though, that they got their start with [[Recreational Software Designs]]’ [[Game-Maker]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Martins and their burgeoning group seized RSD's engine with a ferocity and a measured European flavor of design. Over two or three years they assembled upwards of 24 games, each more ambitious than the last. Since they were developing with an unlicensed copy of Game-Maker, most of those games were strictly for their own entertainment — which may to some extent explain the energy that went into them.&lt;br /&gt;
&lt;br /&gt;
It's unclear exactly how many games they worked on; many are unfinished, and some appear lost to time and computer failure. Depending on how you count, maybe 17 or 18 games still survive in some form. The games touch several genres, but mostly focus on and toy with the side-scrolling platformer mold. They include a few long-running or frequently referenced series, several one-off games, and a fair number of tributes or pastiches.&lt;br /&gt;
&lt;br /&gt;
Though the earliest games freely borrow sprites and backgrounds from existing sources, the group soon graduated to completely original elements. Even within a series the sprites are rarely duplicated from one game to the next. By the time they start to import graphics from Deluxe Paint, PPP Team seems to have total control over its resource pipeline.&lt;br /&gt;
&lt;br /&gt;
At this point it’s the areas without that control — for instance the music — which glare the most. RSD’s chosen [[music|music format]] is famously lacking in available tools, and their software is famously lacking in support for more sensible formats. More than other authors, PPP Team’s choice of temp tracks always feels temporary; you can sense the eagerness to replace the music with original pieces that never materialized. It’s frustrations like these that seem to have been the last straw, eventually leading the team to move on from Game-Maker.&lt;br /&gt;
&lt;br /&gt;
Even as the team outgrew Game-Maker, “Pypein” turned his growing skills back to RSD’s file formats, to dissect and study them in hopes of salvaging some material for future projects. Although those projects never quite materialized, the research continued sporadically. Recently Martin’s attention has turned to porting some of his Game-Maker material to the Nintendo DS, so since mid-2009 he has posted a handful of Perl scripts used to manipulate Game-Maker’s tile, map, sprite, and organizational files. At the moment the tools are more or less a curiosity, most useful for rendering precise diagrams of game levels, but they lay an intriguing groundwork.&lt;br /&gt;
&lt;br /&gt;
Overall PPP Team is both one of the more productive and focused Game-Maker developers. &lt;br /&gt;
&lt;br /&gt;
==Branches of design==&lt;br /&gt;
&lt;br /&gt;
There are three branches of PPP Team software. On the one hand there are the one-off, often experimental titles. These games tend to be both character driven and strongly inspired by Commodore and shareware design sensibilities. One of those games, ''[[Blork Carnage]]'', introduces a character named Jack Booster. This game and this character serve as the roots for the second of PPP Team’s branches — their defining franchises.&lt;br /&gt;
&lt;br /&gt;
If the one-off games housed a wealth of interesting whims, it’s PPP Team’s series that received the bulk of their effort and originality. Of those, both the most significant and the most varied series are spun off from the ''Duke Nukem'' styled ''Blork Carnage''. A third, early series also showed itself during the team’s Game-Maker era, to further build off one of those spin-offs. &lt;br /&gt;
&lt;br /&gt;
The third design branch is PPP Team's tribute games. They pay no apologies for their influences, and indeed take every opportunity to strip them down and play with them like so many action figures. Between studying their design influences and studying how those games may or may not work within [[RSD]]'s game engine, the team seemed to quickly absorb a bunch of information for their own purposes.&lt;br /&gt;
&lt;br /&gt;
==Game-Maker Demo==&lt;br /&gt;
PPP Team used and internally swapped [[Game-Maker#Downloads|a three-floppy copy of RSD Game-Maker version 3]] that was found in december 1994 on some BBS by a classmate and that featured the following games:&lt;br /&gt;
* ''[[Tutor]]''&lt;br /&gt;
* ''[[The Patchwork Heart]]''&lt;br /&gt;
* ''[[Peach the Lobster]]''&lt;br /&gt;
* ''[[Nebula]]''&lt;br /&gt;
* ''[[Zark]]''&lt;br /&gt;
* ''[[Sample]]''&lt;br /&gt;
The heritage of [[A-J Games]] (especially ''Peach'') will show up in several games until the team gathered sufficient skills and tools mastering. Because it wasn't possible for the team to purchase a registered copy of RSD Game-Maker -- and because most game featured copyrighted soundtracks, none of the games could be converted into a shareware or accepted for publication as reader's creations by game press.&lt;br /&gt;
&lt;br /&gt;
==Team roster==&lt;br /&gt;
&lt;br /&gt;
[[File:Badmanstuff.png|thumb|320px|Early level concepts for the ''Badman'' series]]&lt;br /&gt;
&lt;br /&gt;
(translated from Pype's '97 presentation in ''[[Badman III]]'')&lt;br /&gt;
The [[:Category:PPP Team|PPP Team]] Software&lt;br /&gt;
&lt;br /&gt;
'''Pierre Martin ALIAS Piet'''&lt;br /&gt;
* 18 years&lt;br /&gt;
* Tracker under ScreamTracker III. Formerly just a level designer and head of PPP Team, he is starting to slowly become a &amp;quot;competent&amp;quot; graphic designer, specializing in abstract scenery.&lt;br /&gt;
* MASCOT: Spector&lt;br /&gt;
&lt;br /&gt;
'''Pierrick Hansen'''&lt;br /&gt;
* Musician-designer-Programmer&lt;br /&gt;
* Departing on CPC programmer, he quickly came to teach us the art of basic graphic and animation&lt;br /&gt;
* MASCOT: Badman&lt;br /&gt;
&lt;br /&gt;
'''Sylvain Martin ALIAS Pypein'''&lt;br /&gt;
* Graphic artist / programmer&lt;br /&gt;
* Responsible for most of the graphics in PPP's games. Even when he's not, he works on them anyway! He also is a programmer in BASIC and assembler A86. His sense of humor leaves a mark on all his games.&lt;br /&gt;
* MASCOT: Bilou&lt;br /&gt;
&lt;br /&gt;
'''Pascal Deiting ALIAS Vegeta'''&lt;br /&gt;
* Japanese Branch - Manga Master &lt;br /&gt;
* Pascal is primarily a sort of &amp;quot;underground&amp;quot; level designer, in that his images are not the same size as his maps: his monster mazes are of such monstrous complexity that there isn't a tile to spare!&lt;br /&gt;
* MASCOT: Gohan&lt;br /&gt;
* PS: It is often said that we forget that Pascal is not supposed to be an artist, but he draws anyway, sometimes to funny results. Furthermore, we don't always fix it properly...&lt;br /&gt;
&lt;br /&gt;
'''Laurent Mazzapichi ALIAS Parmy'''&lt;br /&gt;
* BASIC Programmer&lt;br /&gt;
* Parmy is a man traumatized by his time with the C-64. Using the glorious Quickbasic, we have reproduced 'Island' and several other little Commodore games. (Those were good times.) Parmy is also a musician. It was he who composed &amp;quot;Outer Space&amp;quot;.&lt;br /&gt;
* MASCOT: Purple Basic Blob&lt;br /&gt;
[[File:CREDITS.GIF|thumb|320px|All the mascots of PPP Team members]]&lt;br /&gt;
&lt;br /&gt;
'''Valentin Boigelot ALIAS Tentacle Bob'''&lt;br /&gt;
* Realization in Game-Maker&lt;br /&gt;
* TBob and his brother Puce often make their games together, with a few alterations by Pypein or Piet. Their games have a strongly surreal quality. (It's they who concocted Ratman, Tentacle Bob, and Bart Simpson.)&lt;br /&gt;
* MASCOT: Tentacle Bob&lt;br /&gt;
&lt;br /&gt;
'''Simon Boigelot ALIAS Puce'''&lt;br /&gt;
* Director of games under GM&lt;br /&gt;
* Simon, as his name suggests, is the brother of Tbob. There are not many games for them yet because they have DESTROYED their Game-Maker not so long ago, they're just like &amp;quot;It's no good, we're moving on.&amp;quot;&lt;br /&gt;
* MASCOT: Ratman&lt;br /&gt;
&lt;br /&gt;
'''Francois Bare ALIAS the Clicker'''&lt;br /&gt;
* Turbo C and A86 programmer&lt;br /&gt;
* Francois is an application programmer in TURBO-C, and very very advan-C. (Haha!) He controls the mouse, screen, and everything. It's just a bit excessive: he tries to do a 'Clicker' (I will not detail here). And believe it or not, I offered to help!&lt;br /&gt;
* MASCOT: none yet.&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
{{box&lt;br /&gt;
|header='''''Latest PPP Game to date'''''&lt;br /&gt;
|file=[[File:Aa-ok-shot.png|256px|border]]&lt;br /&gt;
|text='''Game''': AppleAssault&amp;lt;br&amp;gt;&lt;br /&gt;
'''Starring''': Bilou &amp;lt;br&amp;gt;&lt;br /&gt;
'''Release date''': 2010 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Platform''': PPP's Game Edition for DS engine&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tools''': Sprite Editor for DS, Level Editor for DS, the Gimp, devkitpro, libntxm&amp;lt;br&amp;gt;&lt;br /&gt;
'''Read More''' on [[http://sylvainhb.blogspot.com/search/label/apple%20assault this blog]]&lt;br /&gt;
}}&lt;br /&gt;
Most of the members of PPP Team have maintained occasional contacts over the last 10 years. Although none of them have pursued a career in game development, PPP characters game and game programming remains a frequent discussion topic, especially since Pype started homebrew game development on the NintendoDS as a hobby in 1996. The games so far are starring Bilou, PPP Team's #1 mascot who only occasionally showed-up in Game-Maker games (in the lost-in-disk-crash &amp;quot;Bilou's Sky Quest&amp;quot;), since it was supposed to have Mario-like game mechanics. The latest output of this project is a arcade-oriented platforming game dubbed &amp;quot;Apple Assault&amp;quot; based on a game design idea from Pierrick, featuring music and monsters designed by Piet almost unmodified, with pixel art from Pype. The remaining members are regularly polled on design orientation or for beta-testing.&lt;br /&gt;
&lt;br /&gt;
The RSD Game-Maker influence still shows up here, as Pype first programmed a GM-inspired sprite editor and an accompanying level editor. Moreover, the game's logic is not directly hard-coded, but separated from the C++ engine and expressed in term of states for monsters/characters. Providing a set of tools that allows non-experts to have a first experience in game making is the long term objective, partly to invite former members to resume hobby game-making. Special efforts are made to avoid the limitations that were inherent to Game-Maker : allowing separate idle sequences depending on the last character direction, allowing monsters to be affected by gravity and to have more complex behaviour thanks to a state-machine abstraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Biokid-xp.png|200px|thumb|left|Biokid revised in 2010]]Major PPP Team characters such as Badman, Biokid or Spector are regularly revisited, waiting for their turn to be revived. The extracting perl script for Game-Maker also indirectly feeds this slow process with original design maps, although direct porting of the old Game-Maker games into GEDS games isn't the ultimate objective.&lt;br /&gt;
&lt;br /&gt;
==Contact information==&lt;br /&gt;
&lt;br /&gt;
Address any inquiries to ''pype_1999.geo(at)yahoo.com''.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/gamesdownload.html Distribution page]&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/viewcat.php?cid=23&amp;amp;orderby=hitsD Cyborg Jeff's distribution page]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Sylvain Martin's Game-Maker recollections]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Game-Maker Game-Maker blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article (part 1)] [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/? (part 2)]&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Biokid-xp.png&amp;diff=6574</id>
		<title>File:Biokid-xp.png</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Biokid-xp.png&amp;diff=6574"/>
		<updated>2010-12-11T09:37:44Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: Biokid, latest character design in 2010, and a revised design for defence bots (here a C-SC0 traffic shaper)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biokid, latest character design in 2010, and a revised design for defence bots (here a C-SC0 traffic shaper)&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Aa-ok-shot.png&amp;diff=6573</id>
		<title>File:Aa-ok-shot.png</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Aa-ok-shot.png&amp;diff=6573"/>
		<updated>2010-12-11T09:12:22Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: PPP Team's latest project : Apple Assault for NDS starring Bilou&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PPP Team's latest project : Apple Assault for NDS starring Bilou&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Droid_in_the_Fire_Cavern&amp;diff=6345</id>
		<title>Droid in the Fire Cavern</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Droid_in_the_Fire_Cavern&amp;diff=6345"/>
		<updated>2010-12-07T17:02:49Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: some trivias.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Droid in the Fire Cavern'''''&lt;br /&gt;
|file=[[File:unknown.png|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' one copy installed on one machine at the local computer club&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' May 95 &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 1 &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html  Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Blork Carnage]]''&lt;br /&gt;
}}[[File:Droid.png|thumb|320px|A literal screenshot of ''Droid in the Fire Cavern'']]&lt;br /&gt;
&lt;br /&gt;
A solo effort from Piet, reusing a &amp;quot;baddie&amp;quot; from ''[[Blork Carnage]]''. You control a small, wheeled spherical droïd in a platforming labyrinth, hopping over pits of lava until you reach the big, bad robot (see the muscular guy on the screenshot) and manage to defeat it.&lt;br /&gt;
&lt;br /&gt;
Droïd was notable for being the earliest PPP game that imported some (ripped) graphics out of Deluxe Paint. It is also one of the few PPP games that feature elevator platforms. Gameplay focused on doing impossible jumps to grab bonuses and 1-UPs without any real scenario or specific theme on the baddies you encounter (if any).&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html My RSD Game-Maker Years (Bilou HomeBrew)]&lt;br /&gt;
&lt;br /&gt;
[[Category: Unknown games]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=4_to_Save_Toon_Land&amp;diff=6172</id>
		<title>4 to Save Toon Land</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=4_to_Save_Toon_Land&amp;diff=6172"/>
		<updated>2010-12-07T09:39:23Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured}}{{box&lt;br /&gt;
|header='''''4 to Save Toon Land'''''&lt;br /&gt;
|file=[[File:ToonTitle.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 1995)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 15&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Badman II]]''}}One of [[PPP Team]]’s half-completed experiments, ''4 to Save Toon Land'' is one of the more ambitious [[Game-Maker]] games. There are at least two elements that stand out: its approach to storytelling, and its multifaceted approach to level design.&lt;br /&gt;
&lt;br /&gt;
On the former count, the game starts off with a cursor that the player can scroll across a lushly illustrated backdrop. As the player scrolls, the images and some accompanying captions gradually paint the scenario. Houses begin to burn, malevolent figures loom, and plight is established.&lt;br /&gt;
&lt;br /&gt;
Eventually the player is supplied a choice of four characters, each with unique abilities and dimensions. Apparently the main reason they abandoned the game was the headache of accounting for four separate perspectives when designing the levels. What they did finish, however, they composed very well. You find passages that tall characters simply can’t fit through, blocks that only some characters can break, and various other tricks to ensure that each character can wind its own path and find its own secrets.&lt;br /&gt;
&lt;br /&gt;
If you can imagine a sequel to ''Clash at Demonhead'' produced for the Sega Genesis, maybe around the same time as ''Kid Chameleon'' and ''Alisia Dragoon'', that’s sort of the game’s tone. If it were finished, ''4 to Save Toon Land'' might have been the best thing ever done with Game-Maker. As it stands, it’s a neat demonstration of how much potential still lays untapped even in such a limited framework.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Toon.png|thumb|320px|The four heroes of Toon Land]]&lt;br /&gt;
&lt;br /&gt;
Everything was calm in Toon Land ...&lt;br /&gt;
&lt;br /&gt;
But not for long.&lt;br /&gt;
&lt;br /&gt;
For the cruel Machiavelik has begun to sow terror.&lt;br /&gt;
&lt;br /&gt;
4 heroes have been chosen for this mission:&lt;br /&gt;
&lt;br /&gt;
[[File:4heroes.png|center]]&lt;br /&gt;
&lt;br /&gt;
* Tiny -- one of the survivor of Fury of the Furries (a Kalisto game)&lt;br /&gt;
&lt;br /&gt;
* Gan -- a.k.a. [[Futurboy]]&lt;br /&gt;
&lt;br /&gt;
* Skott -- a terminator android under cover&lt;br /&gt;
&lt;br /&gt;
* Mol -- a punk mole seeking for revenge after [[Badman_II|Badman]].&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
[[File:Toon1.png|thumb|320px|Skott explores the depths of Toon Land]]&lt;br /&gt;
&lt;br /&gt;
* F2 Info board&lt;br /&gt;
* F3 Toggle sound&lt;br /&gt;
* F4 Toggle music&lt;br /&gt;
* F5 Save a game&lt;br /&gt;
* F6 Load a ame&lt;br /&gt;
* F8 Use joystick&lt;br /&gt;
* F9 Calibrate joystick&lt;br /&gt;
&lt;br /&gt;
'''Action keys:'''&lt;br /&gt;
* Keypad to make move your hero&lt;br /&gt;
* /*-+ to use your weapon&lt;br /&gt;
* A-G for the sound test !!&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
* '''Piet Martin''' : Level design, game concept and storytelling&lt;br /&gt;
* '''Pype Martin''' : Character design for Gan/Futureboy and Mol (a cameo from ''[[Badman II]]'') plus some tiles (reused from ''Badman II'')&lt;br /&gt;
* Atreide Concepts/Kalisto : Tiny character and additional tiles, ripped from ''Fury of the Furries''&lt;br /&gt;
* '''Greg Pogo''' : Skott character design&lt;br /&gt;
* Pierrick Hansen : Voice actor.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;h9pF8QcyP_E&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html My RSD Game-Maker Years (Bilou Homebrew)]&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/singlefile.php?cid=23&amp;amp;lid=208 Cyborg Jeff's site]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article]&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* [http://www.aderack.com/game-maker/downloads/4tstl.zip 4 to Save Toon Land] (468.7 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Feature games|Four to Save Toon Land]]&lt;br /&gt;
[[Category: Game-Maker games|Four to Save Toon Land]]&lt;br /&gt;
[[Category: Incomplete games|Four to Save Toon Land]]&lt;br /&gt;
[[Category: PPP Team|Four to Save Toon Land]]&lt;br /&gt;
[[Category: Side-scrolling|Four to Save Toon Land]]&lt;br /&gt;
[[Category: Platformers|Four to Save Toon Land]]&lt;br /&gt;
[[Category: In-game menus|Four to Save Toon Land]]&lt;br /&gt;
[[Category: In-game cinematics|Four to Save Toon Land]]&lt;br /&gt;
[[Category: New discoveries|Four to Save Toon Land]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Badman&amp;diff=5825</id>
		<title>Badman</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Badman&amp;diff=5825"/>
		<updated>2010-12-06T13:01:44Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Story */ showing the &amp;quot;peach-the-lobster-zone&amp;quot; :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{box&lt;br /&gt;
|header='''''Badman'''''&lt;br /&gt;
|file=[[File:BadmanTitle.gif|290px|border]]&lt;br /&gt;
|text=&lt;br /&gt;
'''Release type:''' [[Shareware|Freeware]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Release date:''' March, 1995&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Levels:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Author:''' [[PPP Team]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Website:''' [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Bilou Homebrew's Blog]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Related games:''' ''[[Blork Carnage]]'', ''[[Badman II]]'', ''[[Badman III]]''}}Our eponymous hero is basically a chubby, inept satire of DC’s Batman — or at least that’s how he started off. Badman’s first role was as an incidental enemy in [http://sylvainhb.blogspot.com/2009/10/lile-des-colons-that-was-bilou-rpg.html ''Bilou's Quest'' (BASIC)]. Yet after doodling the character for a while, he captured the Martins’ imaginations and rather like Fonzie on Happy Days, he soon became the center of [[PPP Team]]’s attentions. Other ties to earlier games include the overall art design and the antagonist Seb Valenti (who served a more nebulous role in [[Blork Carnage]]).&lt;br /&gt;
&lt;br /&gt;
The first ''Badman'' game is a rough assembly of materials — some borrowed, some original — into a fairly genial Tim Sweeney flavored action platformer (complete with music lifted from ''Jill of the Jungle''). Maybe with a whiff of ''Mighty Bomb Jack''. Notably, ''Badman'' avoids feeling like a typical Game-Maker game. The character’s movements are perfectly married to the level design, and both the character and backdrop strive less to show off than to achieve a certain consistency of style and tone. &lt;br /&gt;
&lt;br /&gt;
Each level has its own fairly original theme. Instead of ice and fire worlds, we have blue skies and desert caves, a rooftop stage, a Japan world (where Badman trades his gun for a samurai sword), a Lego dungeon, a haunted castle, a prison camp, and — well, a ''[[Peach the Lobster]]'' zone. Very little in this game was just slapped together; you get the sense that every tile, every monster placement was agonized over.&lt;br /&gt;
&lt;br /&gt;
The game also borrows a few sounds from ''[[Zark]]'', ''[[Patchwork Heart]]'', and ''Jill of the Jungle''. &lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
[[File:Badman1.png|thumb|320px|PPP Team's ''Badman'']]&lt;br /&gt;
&lt;br /&gt;
P: The Earth is threatened by Seb Valenti... He wants to destroy EVERYTHING!&lt;br /&gt;
&lt;br /&gt;
P: No Problem. What's the number for Bilou?&lt;br /&gt;
&lt;br /&gt;
P: 668171*884&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not here at the moment. Please leave your message after the Beep ...&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
'''CLACK'''&lt;br /&gt;
&lt;br /&gt;
P: Bilou isn't there!&lt;br /&gt;
&lt;br /&gt;
P: Mario?&lt;br /&gt;
[[File:badman-peach-zone.png|thumb|320px|A spiky moment in the &amp;quot;peach-the-lobster&amp;quot; zone (officially, the &amp;quot;Field Zone&amp;quot;)]]&lt;br /&gt;
P: Too Old!&lt;br /&gt;
&lt;br /&gt;
P: Superman?&lt;br /&gt;
&lt;br /&gt;
P: Retired!&lt;br /&gt;
&lt;br /&gt;
P: Superwoman?&lt;br /&gt;
&lt;br /&gt;
P: Maternity leave, for the next 32 light years.&lt;br /&gt;
&lt;br /&gt;
P: Mickey?&lt;br /&gt;
&lt;br /&gt;
P: Not competent enough!&lt;br /&gt;
&lt;br /&gt;
P: ....&lt;br /&gt;
&lt;br /&gt;
'''PUFF'''&lt;br /&gt;
&lt;br /&gt;
I am the Terror&lt;br /&gt;
&lt;br /&gt;
Who makes Errors&lt;br /&gt;
&lt;br /&gt;
I Am ....&lt;br /&gt;
&lt;br /&gt;
[[File:badman-char.png]]&lt;br /&gt;
&lt;br /&gt;
: '''BADMAN'''&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
For best results, use the numerical keypad or a joystick&lt;br /&gt;
&lt;br /&gt;
: 8,7,9: Jump&lt;br /&gt;
: 4,6: Walk&lt;br /&gt;
: 2: Duck&lt;br /&gt;
: /,-: Fire&lt;br /&gt;
: P: Surprise!&lt;br /&gt;
&lt;br /&gt;
: F2: view status&lt;br /&gt;
: F3: stop the music&lt;br /&gt;
: F5: Save&lt;br /&gt;
: F6: Load&lt;br /&gt;
: F8: Enable the Joy&lt;br /&gt;
: F9: Calibrate the Joy.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
A new game developed by [[PPP Team]] Software.&lt;br /&gt;
&lt;br /&gt;
Scenario:&lt;br /&gt;
: Piet &amp;amp; Pierrick&lt;br /&gt;
Character graphics:&lt;br /&gt;
: Pierrick &amp;amp; Pypein&lt;br /&gt;
Backgrounds:&lt;br /&gt;
: Piet &amp;amp; Pierrick&lt;br /&gt;
Music:&lt;br /&gt;
: Epic &amp;amp; GM&lt;br /&gt;
FX: &lt;br /&gt;
: Piet, GM &amp;amp; Pierrick&lt;br /&gt;
Character animation: &lt;br /&gt;
: Piet &amp;amp; Pypein&lt;br /&gt;
Background animation:&lt;br /&gt;
: Piet &amp;amp; Pierrick&lt;br /&gt;
Level design:&lt;br /&gt;
: Piet&lt;br /&gt;
Debugging:&lt;br /&gt;
: Pypein&lt;br /&gt;
Bugging:&lt;br /&gt;
: Piet&lt;br /&gt;
Thanks you:&lt;br /&gt;
: IK and Audrey, for moral support.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;6eQLXMY5H58&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/Games/badman1.html PPP Team's download site]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Badman Sylvain Martin's blog]&lt;br /&gt;
* Soundtrack: [http://www.studio-quena.be/cyborgjeff/site/1996/12/31/306-badman-in-the-japanese-falls/ Waterfall level] [http://www.studio-quena.be/cyborgjeff/site/1997/03/29/367-waterfall/ (+CD version)]&lt;br /&gt;
* [http://www.diygamer.com/2010/12/gamemaker-archive-brussels-spout-book-2/ The Brussels Spout, Book 2 (DIYGamer)]&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
* [http://www.aderack.com/game-maker/downloads/badman.zip Badman] (451.4 kB)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game-Maker_games]]&lt;br /&gt;
[[Category: Freeware]]&lt;br /&gt;
[[Category: PPP Team]]&lt;br /&gt;
[[Category: Side-scrolling]]&lt;br /&gt;
[[Category: Platformers]]&lt;br /&gt;
[[Category: Character games]]&lt;br /&gt;
[[Category: Satire]]&lt;br /&gt;
[[Category: New discoveries]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=File:Badman-peach-zone.png&amp;diff=5824</id>
		<title>File:Badman-peach-zone.png</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=File:Badman-peach-zone.png&amp;diff=5824"/>
		<updated>2010-12-06T12:59:35Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: A spiky moment in the &amp;quot;Peach-the-lobster&amp;quot; zone (officially, the &amp;quot;Fields Zone&amp;quot; due to the presence of LEGO-shaped farmers).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spiky moment in the &amp;quot;Peach-the-lobster&amp;quot; zone (officially, the &amp;quot;Fields Zone&amp;quot; due to the presence of LEGO-shaped farmers).&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Talk:Calimero_II&amp;diff=5520</id>
		<title>Talk:Calimero II</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Talk:Calimero_II&amp;diff=5520"/>
		<updated>2010-12-02T19:55:49Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Before Fang Duck Became Evil ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that there is a jetpack hidden in the caves of the level #1 : that may explain why some jumps are impossible (without it).&lt;br /&gt;
: Yes, that does come in handy later. It would be useful in the first level too, though -- all of that platforming around the upper part of the map. Many of those jumps I just make within a pixel or so, after several attempts. It often seems if gaps were just one block shorter, they would be perfect. --[[User:Aderack|Aderack]] 05:31, 2 December 2010 (PST)&lt;br /&gt;
&lt;br /&gt;
== Before Fang Duck Became Evil ? ==&lt;br /&gt;
&lt;br /&gt;
There's something disturbing in the similarity between Calimero's walk and the cave ducks of Peach the Lobbster. Aren't we helping Young Fang Duck to rule his land before he decides to take over the rest of the island ?&lt;br /&gt;
&lt;br /&gt;
: That would be a funny idea, but Calimero[http://en.wikipedia.org/wiki/Calimero] is a chicken, not a duck. Although it would certainly be funny to have a lobster (or any similar shrimpy creature) playing the role of the Evil Emperor and inserting more cross-over between the two games :P --[[User:PPPTeam|PPPTeam]] 11:54, 2 December 2010 (PST)&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Talk:Calimero_II&amp;diff=5519</id>
		<title>Talk:Calimero II</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Talk:Calimero_II&amp;diff=5519"/>
		<updated>2010-12-02T19:54:04Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Before Fang Duck Became Evil ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that there is a jetpack hidden in the caves of the level #1 : that may explain why some jumps are impossible (without it).&lt;br /&gt;
: Yes, that does come in handy later. It would be useful in the first level too, though -- all of that platforming around the upper part of the map. Many of those jumps I just make within a pixel or so, after several attempts. It often seems if gaps were just one block shorter, they would be perfect. --[[User:Aderack|Aderack]] 05:31, 2 December 2010 (PST)&lt;br /&gt;
&lt;br /&gt;
== Before Fang Duck Became Evil ? ==&lt;br /&gt;
&lt;br /&gt;
There's something disturbing in the similarity between Calimero's walk and the cave ducks of Peach the Lobbster. Aren't we helping Young Fang Duck to rule his land before he decides to take over the rest of the island ?&lt;br /&gt;
&lt;br /&gt;
: That would be a funny idea, but [[http://en.wikipedia.org/wiki/Calimero|Calimero]] is a chicken, not a duck. Although it would certainly be funny to have a lobster (or any similar shrimpy creature) playing the role of the Evil Emperor and inserting more cross-over between the two games :P --[[User:PPPTeam|PPPTeam]] 11:54, 2 December 2010 (PST)&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category_talk:Character_games&amp;diff=5518</id>
		<title>Category talk:Character games</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category_talk:Character_games&amp;diff=5518"/>
		<updated>2010-12-02T19:47:31Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: complementary sections proposition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category would essentially become interesting if we also know &amp;quot;what else&amp;quot; type of game remain once we remove character games :P&lt;br /&gt;
: Well, there are games like ''Tetris'' and ''Breakout'' with no real identifiable character at all. Then there are games with anonymous characters or avatars, like the ship in ''Asteroids'' or the Avatar in ''Ultima''. Then there are games like ''Gauntlet'' and ''Rolling Thunder'' which have distinctive character design but the characters themselves are more a cipher for the mechanics and the themes. Then you have games like ''Sonic'' and ''Mega Man'', where the character's unique traits or personality form the basis for all other design.&lt;br /&gt;
&lt;br /&gt;
:You don't play ''Rolling Thunder'' because you're a big fan of Albatross; you play it because of concepts like flipping over banisters and hiding in doorways. You do play ''Mega Man'' because of who and what Rock is, and what that means. There wouldn't be much of a point to a ''Gauntlet'' comic book, but the Archie ''Sonic the Hedgehog'' book has been going for nearly two decades now.&lt;br /&gt;
&lt;br /&gt;
:Though I kind of would like to see a regular comic based on ''Tetris''. That would take a bit of imagination. --[[User:Aderack|Aderack]] 09:31, 2 December 2010 (PST)&lt;br /&gt;
&lt;br /&gt;
:so that suggests &amp;quot;world-based game&amp;quot;, &amp;quot;mechanics-based game&amp;quot; and &amp;quot;puzzle game&amp;quot; as additional Categories of games, no ?&lt;br /&gt;
--[[User:PPPTeam|PPPTeam]] 11:47, 2 December 2010 (PST)&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Dragon_Ball_Z_2:_The_Death_of_Vegeta&amp;diff=4734</id>
		<title>Dragon Ball Z 2: The Death of Vegeta</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Dragon_Ball_Z_2:_The_Death_of_Vegeta&amp;diff=4734"/>
		<updated>2010-11-02T10:52:27Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DBZ2.png|thumb|320px|''Dragon Ball Z 2'']]&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;
&amp;quot;Iirc, we initially received a &amp;quot;prototype&amp;quot; DBZ from a friend (Pascal) who had completed level design, but used fairly crude graphics. You could almost reconstruct that game by merging the background graphics of DBZ2 and the character from DBZ2 remix. We did not understand by then what were his plans for the final graphics,﻿ and we hadn't seen much of DBZ mangas either.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In order to improve the quality of the game, we &amp;quot;[[Badman]]ified&amp;quot; the hero and vilains, which was definitely a bad idea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Remix==&lt;br /&gt;
[[File:DBZ2-R.png|thumb|320px|''DBZ 2 Remix'']]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;later on, Pascal himself acquired a Logitech hand-scanner and he wanted to make the game closer to what he'd like to have by digitizing backgrounds from &amp;quot;comics&amp;quot; : this is﻿ DBZ2 remix. The job of colouring those digitized things (his scanner was only B/W) was exhausting and we couldn't really make it look right. Plus, importing large backgrounds into BBL sets was a real pain. I don't think there has been more than 2 levels reshaped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
After saving the planet of Majin Boo, you head home. But as it turned out, the villain was not dead. He destroyed everyone, even Dende. Now the dragon balls are gone. You decide to leave in the past to save the present.&lt;br /&gt;
&lt;br /&gt;
In this game there are 5 secret passages and many characters. Have fun finding them!&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
To play with the numeric keypad:&lt;br /&gt;
     _________________&lt;br /&gt;
    |     |     |     |&lt;br /&gt;
    |  7  |  8  |  9  |&lt;br /&gt;
    |_____|_____|_____| &lt;br /&gt;
    |     |     |     |&lt;br /&gt;
    |  4  |  5  |  6  |&lt;br /&gt;
    |_____|_____|_____|&lt;br /&gt;
    |     |     |     |&lt;br /&gt;
    |  1  |  2  |  3  |&lt;br /&gt;
    |_____|_____|_____|&lt;br /&gt;
&lt;br /&gt;
To play with the joystick press:&lt;br /&gt;
* F8: joystick&lt;br /&gt;
* F9: Calibration&lt;br /&gt;
&lt;br /&gt;
The game can be played with a sound card.&lt;br /&gt;
&lt;br /&gt;
===Character actions===&lt;br /&gt;
&lt;br /&gt;
Energy ball:&lt;br /&gt;
: Space (or button 1 on the joystick)&lt;br /&gt;
Recharge energy:&lt;br /&gt;
: Enter (or button 2)&lt;br /&gt;
Dash:&lt;br /&gt;
: . (for right)&lt;br /&gt;
: 0 (for left)&lt;br /&gt;
: For joystick, press forward + button 2. (You must have expended all your energy charges.)&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
&lt;br /&gt;
Vegeta, Gotenks, young Goku, adult Goku, Gogeta, young Gohan, adult Gohan, Super Kaioh, or great sayanman:&lt;br /&gt;
: B (front)&lt;br /&gt;
: V (rear)&lt;br /&gt;
or (Gogeta only):&lt;br /&gt;
: K&lt;br /&gt;
: J&lt;br /&gt;
or (Gogeta only):&lt;br /&gt;
: T&lt;br /&gt;
: R&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
Scenario&lt;br /&gt;
: Akira Toriyama&lt;br /&gt;
Graphics&lt;br /&gt;
: Pascal&lt;br /&gt;
Music&lt;br /&gt;
: [[Game-Maker]]&lt;br /&gt;
Sound&lt;br /&gt;
: Pascal&lt;br /&gt;
Design&lt;br /&gt;
: Pascal&lt;br /&gt;
Testing   &lt;br /&gt;
: Pascal&lt;br /&gt;
&lt;br /&gt;
Finished on 22/03/95&lt;br /&gt;
&lt;br /&gt;
Previously released by Pascal:&lt;br /&gt;
: Dragon Ball Z 1 (JANUARY 95)&lt;br /&gt;
Next games by Pascal&lt;br /&gt;
: It depends on my mood&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;-ka5CE7yq6M&amp;lt;/videoflash&amp;gt;&amp;lt;videoflash&amp;gt;9CgeP8UWIc0&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:PPP Team]]&lt;br /&gt;
[[Category: Tributes]]&lt;br /&gt;
[[Category: Sequels]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Martin_Bros.&amp;diff=4634</id>
		<title>Martin Bros.</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Martin_Bros.&amp;diff=4634"/>
		<updated>2010-10-30T10:47:50Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Martin.png|thumb|320px|Character art from ''Martin Bros'']]&lt;br /&gt;
&lt;br /&gt;
An experimental self-insertion platformer, starring Piet and Pype. Originally named ''Burner &amp;amp; Ice''. The only one level was attempting to reproduce SMB level 1-1, which had been manually redrawn from its &amp;quot;Super Mario All Stars&amp;quot; incarnation.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html My RSD Game-Maker Years (Bilou HomeBrew)]&lt;br /&gt;
&lt;br /&gt;
[[Category:PPP Team]][[Category:Unknown games]]&lt;br /&gt;
[[Category:Insertion games]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=The_Bounerim&amp;diff=4633</id>
		<title>The Bounerim</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=The_Bounerim&amp;diff=4633"/>
		<updated>2010-10-30T10:29:18Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: (more questions could arise after having tested the game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bounerim.png|thumb|320px|The Bounerim]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pending articles|Bounerim]]&amp;lt;center&amp;gt;'''FULL ENTRY COMING SOON!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q: From what we can see, &amp;quot;Bounerim&amp;quot; is a labyrinthic platformer where you control a red ball that hides a laser-spitting eye. You mentioned several times that ''[[Orb]] : The derelict planet'' was one of your favourite G-M game. Has it been an inspiration source here ?&lt;br /&gt;
&lt;br /&gt;
Q: We fight against walking alarm clocks, hand-waving cactuses, potatoes, pumpkins and ... flying heads. Pretty unusual ? Is that a reference to any co-worker ?&lt;br /&gt;
&lt;br /&gt;
Q: We can hear that you had fun with the sounds on that one. Have they received a special attention ?&lt;br /&gt;
&lt;br /&gt;
Q: Bounerim could be an afternoon project to show off how the thing works, but it could also be the prelude to something more ambitious (I guess counting the levels would tell). Had you a precise goal/motivation when you started it ?&lt;br /&gt;
&lt;br /&gt;
Q: There's an impressive amount of 1-UPs in that sample level. How tempting is it to hide such things in a game ? It somehow makes you better prepared for battle compared to any one else, right ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;bCBsfAHsYQ8&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Don'Pan Software|Bounerim]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Link_vs._Gannon&amp;diff=4632</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=4632"/>
		<updated>2010-10-30T09:30:40Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: (done with my questions)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Link.png|thumb|320px|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;
Q: 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;
Q: 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;
Q: 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;
Q: Which is the NES feature you missed the most in this game ?&lt;br /&gt;
&lt;br /&gt;
Q: 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;
Q: Can we actually fight Gannon at the end of the game ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&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>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Link_vs._Gannon&amp;diff=4631</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=4631"/>
		<updated>2010-10-30T07:26:05Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: (more question coming as soon as the battery is fully charged)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Link.png|thumb|320px|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;
Q: 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;
Q: 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&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>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Stock_tracks&amp;diff=4630</id>
		<title>Stock tracks</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Stock_tracks&amp;diff=4630"/>
		<updated>2010-10-30T07:14:18Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* GMSONG5.CMF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the tracks included in the Game-Maker sample library, and used to track all of [[RSD]]'s demo games. They are, therefore, the most commonly reused pieces.&lt;br /&gt;
&lt;br /&gt;
: ''Also see: [[Music library]]''&lt;br /&gt;
&lt;br /&gt;
===GMSONG1.CMF===&lt;br /&gt;
[[File:GMSong1.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sort of the ''Super Mario Bros.'' overworld theme or Green Hill Zone theme of the [[Game-Maker]] world. Used in nearly every Game-Maker game in some form, often in the first level or primary area.&lt;br /&gt;
&lt;br /&gt;
====Known uses:====&lt;br /&gt;
* ''[[Sample]]'' (Overworld)&lt;br /&gt;
* ''[[Nebula]]'' (Titles, Star map)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Overworld, Maze 6)&lt;br /&gt;
* ''[[Tutor]]'' (Level 2)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Levels 1 &amp;amp; 2)&lt;br /&gt;
* ''[[Peach the Lobster]]'' (Menu)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Level 3)&lt;br /&gt;
&amp;lt;!--* ''[[A-J's Quest]]'' (Level 1)&lt;br /&gt;
* ''[[A-J 2]]'' (?)&lt;br /&gt;
* ''[[Sign of the Hedgehog 2]]'' (?)&lt;br /&gt;
* ''[[The Bounerim]]'' (?)&lt;br /&gt;
* ''[[Pac]]'' (?)&lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Link Vs. Gannon]]'' (?)&lt;br /&gt;
* ''[[Dusk Rose]]'' (?)&lt;br /&gt;
* ''[[Kill Brady!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Paper Airplane]]'' (?)&lt;br /&gt;
* ''[[Yuphex]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Badman]]'' (story, info, Field Zone 2, Space Zone, Football)&lt;br /&gt;
* ''[[Commander Xeen]]'' (?)&lt;br /&gt;
* ''[[Orb: The Derelict Planet]]'' (Second area)&lt;br /&gt;
* ''[[Space Cadet]]'' (Level 2)&lt;br /&gt;
* ''[[Time After Time]]'' (?)&lt;br /&gt;
* ''[[Reptalia]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)&lt;br /&gt;
* ''[[Hi-Tech Demo]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG2.CMF===&lt;br /&gt;
[[File:GMSong2.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A traipsing, bucolic theme often used for laid-back, period, or natural settings. After GMSONG1, probably the most common theme.&lt;br /&gt;
&lt;br /&gt;
(There is no GMSONG3 and, at least for public use, there never was.)&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Nebula]]'' (Blue planet)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Mazes 1 &amp;amp; 2, Last stage)&lt;br /&gt;
* ''[[Houses]]'' (Hero map)&lt;br /&gt;
* ''[[Clyde &amp;amp; Zeke]] (Main level)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Level 4 &amp;amp; 5)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Ending)&lt;br /&gt;
&amp;lt;!-- * ''[[A-J 2]]'' (?)&lt;br /&gt;
* ''[[Gridline]]'' (?)&lt;br /&gt;
* ''[[Cireneg's Rings]]'' (?)&lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Dusk Rose]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)&lt;br /&gt;
* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG4.CMF===&lt;br /&gt;
[[File:GMSong4.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise known as the ''Jaws'' track. It's not literally the theme from the movie, but it evokes a similar feeling. Used for dark and sinister moments. The bit where it switches to a childlike melody is especially unnerving.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Pipemare]]'' (Level 1)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Maze 3, Underwater)&lt;br /&gt;
* ''[[Tutor]]'' (Level 3)&lt;br /&gt;
* ''[[Houses]]'' (Ending)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Level 4)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Level 1)&lt;br /&gt;
&amp;lt;!-- * ''[[The Bounerim]]'' (?)&lt;br /&gt;
* ''[[Cireneg's Rings]]'' (?) &lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Link Vs. Gannon]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Paper Airplane]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Commander Xeen]]'' (?)&lt;br /&gt;
* ''[[Space Cadet]]'' (Boss level)&lt;br /&gt;
* ''[[Firefall]]'' (Level 1)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG5.CMF===&lt;br /&gt;
[[File:GMSong5.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A track suggesting wonder and adventure; a wide-eyed journey into the unknown. Sometimes there's danger. Sometimes there are concepts and technologies beyond your understanding. Sometimes it's thrilling. Sometimes a little overwhelming.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Pipemare]]'' (Level 2)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Maze 4)&lt;br /&gt;
* ''[[Tutor]]'' (Level 1)&lt;br /&gt;
* ''[[Houses]]'' (Biker map)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Level 6)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Level 5)&lt;br /&gt;
&amp;lt;!-- * ''[[Sign of the Hedgehog 2]]'' (?)&lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Link Vs. Gannon]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Badman]]'' (Lego Zone)&lt;br /&gt;
* ''[[Twinbee Land]]'' (?)&lt;br /&gt;
* ''[[Orb: The Derelict Planet]]'' (Opening scene, third area)&lt;br /&gt;
* ''[[Shanna]]'' (Level 1)&lt;br /&gt;
* ''[[Firefall]]'' (Ending)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)&lt;br /&gt;
* ''[[Hi-Tech Demo]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG6.CMF===&lt;br /&gt;
[[File:GMSong6.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An arrangement of &amp;quot;[http://en.wikipedia.org/wiki/Beer_Barrel_Polka Beer Barrel Polka]&amp;quot;, often used sort of interchangeably with GMSONG2. Also used for droll, sardonic, or otherwise strange moments.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Sample]]'' (Menu)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Maze 5, Final area)&lt;br /&gt;
* ''[[Houses]]'' (Heroine map)&lt;br /&gt;
* ''[[Zark]]'' (Ending)&lt;br /&gt;
&amp;lt;!--* ''[[Cireneg's Rings]]'' (?) &lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Dusk Rose]]'' (?)&lt;br /&gt;
* ''[[Kill Brady!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Commander Xeen]]'' (?)&lt;br /&gt;
* ''[[Space Cadet]]'' (Ending)&lt;br /&gt;
&amp;lt;!--* ''[[Baxter Vs. The Brain Snatching Aliens]]'' (?)&lt;br /&gt;
* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMOPENIN.CMF===&lt;br /&gt;
[[File:GMOpenin.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A brief fanfare heard at the start of many games. Its main problem is that it immediately repeats, creating a maddening DVD menu effect if you allow it to sit too long on one element.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Sample]]'' (Ending)&lt;br /&gt;
* ''[[Pipemare]]'' (Ending)&lt;br /&gt;
* ''[[Nebula]]'' (Ending)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Menu, Ending)&lt;br /&gt;
* ''[[Houses]]'' (Menu)&lt;br /&gt;
* ''[[Terrain]]'' (Menu)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Ending)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Menu)&lt;br /&gt;
&amp;lt;!--* ''[[Dusk Rose]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Blork Carnage]]'' (?)&lt;br /&gt;
* ''[[Orb: The Derelict Planet]]'' (Menu)&lt;br /&gt;
* ''[[Shanna]]'' (Menu)&lt;br /&gt;
&amp;lt;!--* ''[[Baxter Vs. The Brain Snatching Aliens]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Die Blarney!]]'' (?)&lt;br /&gt;
* ''[[Reptalia]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Viki: Escape from Videoland]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Robo Wars]]'' (?)&lt;br /&gt;
&lt;br /&gt;
===GMZARDOZ.CMF===&lt;br /&gt;
[[File:GMZardoz.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A theme that begins with the famous GMOPENIN fanfare, and then transitions into a dark, contemplative, medium-tempo yet driving traveling music. Calls to mind dungeon exploration with a mission. &lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!-- * ''[[Luigi's Heroic Debut!]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Badman II]]'' (?)&lt;br /&gt;
* ''[[Blork Carnage]]'' (?)&lt;br /&gt;
* ''[[Barracuda]]'' (Main map, Wrecks 1 &amp;amp; 4)&lt;br /&gt;
* ''[[Firefall]]'' (Menu)&lt;br /&gt;
&lt;br /&gt;
===GMDARKMO.CMF===&lt;br /&gt;
[[File:GMDarkmo.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another dark, contemplative piece. Tense, prickly. A bit mechanical-sounding. Music for bravely wandering into places where you really don't belong. Often used for moments involving concentration, focus, or determination. When this music appears, that's when things get serious.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Zark]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
&amp;lt;!-- * ''[[A-J 3]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
* ''[[Friction]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
* ''[[Nejillian Flux]]'' (?) [as '''GMSCI-FI.CMF''']&lt;br /&gt;
* ''[[Ricci's Cow Hunt]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
* ''[[Gridline]]'' (?) [as '''GMSCI-FI.CMF''']&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Yuphex]]'' (?) [as '''GMSCI-FI.CMF''']&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
* ''[[Barracuda]]'' (Wreck 2)&lt;br /&gt;
* ''[[Firefall]]'' (Level 2)&lt;br /&gt;
&lt;br /&gt;
===GMRAILRO.CMF===&lt;br /&gt;
[[File:GMRailro.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A moody minor-key piece with percussive, driving piano. Tense, a bit mournful, and old-fashioned sounding.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!-- * ''[[Luigi's Heroic Debut!]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Pengo Adventure]]'' (?)&lt;br /&gt;
* ''[[Barracuda]]'' (Submarine levels)&lt;br /&gt;
&lt;br /&gt;
===GMMOONLT.CMF===&lt;br /&gt;
[[File:GMMoonlt.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An arrangement of Bethoven's Piano Sonata No. 14, aka The ''Moonlight Sonata''. Often used for water levels, for some reason. Also distinguished as one of the few stock tracks not to contain an awkward loop within the first two minutes. A player might finish a whole level before the track finishes.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
&amp;lt;!-- * ''[[Kill Brady]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
&amp;lt;!-- * ''[[Luigi's Heroic Debut!]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Barracuda]]'' (Wreck 3)&lt;br /&gt;
* ''[[Firefall]]'' (Story, Game Over)&lt;br /&gt;
&lt;br /&gt;
[[Category:Music]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Stock_tracks&amp;diff=4629</id>
		<title>Stock tracks</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Stock_tracks&amp;diff=4629"/>
		<updated>2010-10-30T07:12:27Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* GMSONG1.CMF */ used gam2xml.pl to find out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the tracks included in the Game-Maker sample library, and used to track all of [[RSD]]'s demo games. They are, therefore, the most commonly reused pieces.&lt;br /&gt;
&lt;br /&gt;
: ''Also see: [[Music library]]''&lt;br /&gt;
&lt;br /&gt;
===GMSONG1.CMF===&lt;br /&gt;
[[File:GMSong1.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sort of the ''Super Mario Bros.'' overworld theme or Green Hill Zone theme of the [[Game-Maker]] world. Used in nearly every Game-Maker game in some form, often in the first level or primary area.&lt;br /&gt;
&lt;br /&gt;
====Known uses:====&lt;br /&gt;
* ''[[Sample]]'' (Overworld)&lt;br /&gt;
* ''[[Nebula]]'' (Titles, Star map)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Overworld, Maze 6)&lt;br /&gt;
* ''[[Tutor]]'' (Level 2)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Levels 1 &amp;amp; 2)&lt;br /&gt;
* ''[[Peach the Lobster]]'' (Menu)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Level 3)&lt;br /&gt;
&amp;lt;!--* ''[[A-J's Quest]]'' (Level 1)&lt;br /&gt;
* ''[[A-J 2]]'' (?)&lt;br /&gt;
* ''[[Sign of the Hedgehog 2]]'' (?)&lt;br /&gt;
* ''[[The Bounerim]]'' (?)&lt;br /&gt;
* ''[[Pac]]'' (?)&lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Link Vs. Gannon]]'' (?)&lt;br /&gt;
* ''[[Dusk Rose]]'' (?)&lt;br /&gt;
* ''[[Kill Brady!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Paper Airplane]]'' (?)&lt;br /&gt;
* ''[[Yuphex]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Badman]]'' (story, info, Field Zone 2, Space Zone, Football)&lt;br /&gt;
* ''[[Commander Xeen]]'' (?)&lt;br /&gt;
* ''[[Orb: The Derelict Planet]]'' (Second area)&lt;br /&gt;
* ''[[Space Cadet]]'' (Level 2)&lt;br /&gt;
* ''[[Time After Time]]'' (?)&lt;br /&gt;
* ''[[Reptalia]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)&lt;br /&gt;
* ''[[Hi-Tech Demo]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG2.CMF===&lt;br /&gt;
[[File:GMSong2.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A traipsing, bucolic theme often used for laid-back, period, or natural settings. After GMSONG1, probably the most common theme.&lt;br /&gt;
&lt;br /&gt;
(There is no GMSONG3 and, at least for public use, there never was.)&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Nebula]]'' (Blue planet)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Mazes 1 &amp;amp; 2, Last stage)&lt;br /&gt;
* ''[[Houses]]'' (Hero map)&lt;br /&gt;
* ''[[Clyde &amp;amp; Zeke]] (Main level)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Level 4 &amp;amp; 5)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Ending)&lt;br /&gt;
&amp;lt;!-- * ''[[A-J 2]]'' (?)&lt;br /&gt;
* ''[[Gridline]]'' (?)&lt;br /&gt;
* ''[[Cireneg's Rings]]'' (?)&lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Dusk Rose]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)&lt;br /&gt;
* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG4.CMF===&lt;br /&gt;
[[File:GMSong4.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise known as the ''Jaws'' track. It's not literally the theme from the movie, but it evokes a similar feeling. Used for dark and sinister moments. The bit where it switches to a childlike melody is especially unnerving.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Pipemare]]'' (Level 1)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Maze 3, Underwater)&lt;br /&gt;
* ''[[Tutor]]'' (Level 3)&lt;br /&gt;
* ''[[Houses]]'' (Ending)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Level 4)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Level 1)&lt;br /&gt;
&amp;lt;!-- * ''[[The Bounerim]]'' (?)&lt;br /&gt;
* ''[[Cireneg's Rings]]'' (?) &lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Link Vs. Gannon]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Paper Airplane]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Commander Xeen]]'' (?)&lt;br /&gt;
* ''[[Space Cadet]]'' (Boss level)&lt;br /&gt;
* ''[[Firefall]]'' (Level 1)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG5.CMF===&lt;br /&gt;
[[File:GMSong5.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A track suggesting wonder and adventure; a wide-eyed journey into the unknown. Sometimes there's danger. Sometimes there are concepts and technologies beyond your understanding. Sometimes it's thrilling. Sometimes a little overwhelming.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Pipemare]]'' (Level 2)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Maze 4)&lt;br /&gt;
* ''[[Tutor]]'' (Level 1)&lt;br /&gt;
* ''[[Houses]]'' (Biker map)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Level 6)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Level 5)&lt;br /&gt;
&amp;lt;!-- * ''[[Sign of the Hedgehog 2]]'' (?)&lt;br /&gt;
* ''[[Linear Volume]]'' (?)&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Link Vs. Gannon]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Badman]]'' (?)&lt;br /&gt;
* ''[[Twinbee Land]]'' (?)&lt;br /&gt;
* ''[[Orb: The Derelict Planet]]'' (Opening scene, third area)&lt;br /&gt;
* ''[[Shanna]]'' (Level 1)&lt;br /&gt;
* ''[[Firefall]]'' (Ending)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)&lt;br /&gt;
* ''[[Hi-Tech Demo]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMSONG6.CMF===&lt;br /&gt;
[[File:GMSong6.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An arrangement of &amp;quot;[http://en.wikipedia.org/wiki/Beer_Barrel_Polka Beer Barrel Polka]&amp;quot;, often used sort of interchangeably with GMSONG2. Also used for droll, sardonic, or otherwise strange moments.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Sample]]'' (Menu)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Maze 5, Final area)&lt;br /&gt;
* ''[[Houses]]'' (Heroine map)&lt;br /&gt;
* ''[[Zark]]'' (Ending)&lt;br /&gt;
&amp;lt;!--* ''[[Cireneg's Rings]]'' (?) &lt;br /&gt;
* ''[[Explorer Jacko]]'' (?)&lt;br /&gt;
* ''[[Sushi-X Breaks Loose]]'' (?)&lt;br /&gt;
* ''[[Dusk Rose]]'' (?)&lt;br /&gt;
* ''[[Kill Brady!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Luigi's Heroic Debut!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Commander Xeen]]'' (?)&lt;br /&gt;
* ''[[Space Cadet]]'' (Ending)&lt;br /&gt;
&amp;lt;!--* ''[[Baxter Vs. The Brain Snatching Aliens]]'' (?)&lt;br /&gt;
* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Kirk Voodia]]'' (?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GMOPENIN.CMF===&lt;br /&gt;
[[File:GMOpenin.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A brief fanfare heard at the start of many games. Its main problem is that it immediately repeats, creating a maddening DVD menu effect if you allow it to sit too long on one element.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Sample]]'' (Ending)&lt;br /&gt;
* ''[[Pipemare]]'' (Ending)&lt;br /&gt;
* ''[[Nebula]]'' (Ending)&lt;br /&gt;
* ''[[Penguin Pete]]'' (Menu, Ending)&lt;br /&gt;
* ''[[Houses]]'' (Menu)&lt;br /&gt;
* ''[[Terrain]]'' (Menu)&lt;br /&gt;
* ''[[Glubada Pond]]'' (Ending)&lt;br /&gt;
* ''[[The Patchwork Heart]]'' (Menu)&lt;br /&gt;
&amp;lt;!--* ''[[Dusk Rose]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Blork Carnage]]'' (?)&lt;br /&gt;
* ''[[Orb: The Derelict Planet]]'' (Menu)&lt;br /&gt;
* ''[[Shanna]]'' (Menu)&lt;br /&gt;
&amp;lt;!--* ''[[Baxter Vs. The Brain Snatching Aliens]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Die Blarney!]]'' (?)&lt;br /&gt;
* ''[[Reptalia]]'' (?)&lt;br /&gt;
&amp;lt;!--* ''[[Caves]]'' (?)&lt;br /&gt;
* ''[[Viki: Escape from Videoland]]'' (?)&lt;br /&gt;
* ''[[Ricky Rat!!]]'' (?)--&amp;gt;&lt;br /&gt;
* ''[[Robo Wars]]'' (?)&lt;br /&gt;
&lt;br /&gt;
===GMZARDOZ.CMF===&lt;br /&gt;
[[File:GMZardoz.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A theme that begins with the famous GMOPENIN fanfare, and then transitions into a dark, contemplative, medium-tempo yet driving traveling music. Calls to mind dungeon exploration with a mission. &lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!-- * ''[[Luigi's Heroic Debut!]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Badman II]]'' (?)&lt;br /&gt;
* ''[[Blork Carnage]]'' (?)&lt;br /&gt;
* ''[[Barracuda]]'' (Main map, Wrecks 1 &amp;amp; 4)&lt;br /&gt;
* ''[[Firefall]]'' (Menu)&lt;br /&gt;
&lt;br /&gt;
===GMDARKMO.CMF===&lt;br /&gt;
[[File:GMDarkmo.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another dark, contemplative piece. Tense, prickly. A bit mechanical-sounding. Music for bravely wandering into places where you really don't belong. Often used for moments involving concentration, focus, or determination. When this music appears, that's when things get serious.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Zark]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
&amp;lt;!-- * ''[[A-J 3]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
* ''[[Friction]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
* ''[[Nejillian Flux]]'' (?) [as '''GMSCI-FI.CMF''']&lt;br /&gt;
* ''[[Ricci's Cow Hunt]]'' (?) [as '''LASER.CMF''']&lt;br /&gt;
* ''[[Gridline]]'' (?) [as '''GMSCI-FI.CMF''']&lt;br /&gt;
* ''[[Explorer Jacko]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Yuphex]]'' (?) [as '''GMSCI-FI.CMF''']&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
* ''[[Barracuda]]'' (Wreck 2)&lt;br /&gt;
* ''[[Firefall]]'' (Level 2)&lt;br /&gt;
&lt;br /&gt;
===GMRAILRO.CMF===&lt;br /&gt;
[[File:GMRailro.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A moody minor-key piece with percussive, driving piano. Tense, a bit mournful, and old-fashioned sounding.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
&amp;lt;!-- * ''[[Luigi's Heroic Debut!]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Pengo Adventure]]'' (?)&lt;br /&gt;
* ''[[Barracuda]]'' (Submarine levels)&lt;br /&gt;
&lt;br /&gt;
===GMMOONLT.CMF===&lt;br /&gt;
[[File:GMMoonlt.mp3]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An arrangement of Bethoven's Piano Sonata No. 14, aka The ''Moonlight Sonata''. Often used for water levels, for some reason. Also distinguished as one of the few stock tracks not to contain an awkward loop within the first two minutes. A player might finish a whole level before the track finishes.&lt;br /&gt;
&lt;br /&gt;
====Known uses====&lt;br /&gt;
&amp;lt;!-- * ''[[Kill Brady]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Invasion of the Blobs!]]'' (?)&lt;br /&gt;
* ''[[Invasion of the Blobs II]]'' (?)&lt;br /&gt;
&amp;lt;!-- * ''[[Luigi's Heroic Debut!]]'' (?) --&amp;gt;&lt;br /&gt;
* ''[[Barracuda]]'' (Wreck 3)&lt;br /&gt;
* ''[[Firefall]]'' (Story, Game Over)&lt;br /&gt;
&lt;br /&gt;
[[Category:Music]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Luigi%27s_Heroic_Debut!&amp;diff=4496</id>
		<title>Luigi's Heroic Debut!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Luigi%27s_Heroic_Debut!&amp;diff=4496"/>
		<updated>2010-10-29T08:30:17Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Luigi.png|thumb|320px|Luigi's Heroic Debut!]]&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;
Although still unperfect in emulating SM* core mechanics, this games goes further than most other attempts. The use of a yoyo-quack interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below.&lt;br /&gt;
Springs are obviously implemented through the same technique as the one seen in ''[[Calimero II]]'', reacting on hit by giving a collection of keys that temporarily turn air into reverse-gravity tiles. Although unrealistic, it does the trick.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;nZHaGZb1jOQ&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Mike Perrucci]]&lt;br /&gt;
[[Category: Tributes]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Luigi%27s_Heroic_Debut!&amp;diff=4495</id>
		<title>Luigi's Heroic Debut!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Luigi%27s_Heroic_Debut!&amp;diff=4495"/>
		<updated>2010-10-29T08:23:54Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: figured out the question-block trick. Is the .zip available anywhere ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Luigi.png|thumb|320px|Luigi's Heroic Debut!]]&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;
Although still unperfect in emulating SM* core mechanics, this games goes further than most other attempts. The use of a yoyo-quack interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;nZHaGZb1jOQ&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Mike Perrucci]]&lt;br /&gt;
[[Category: Tributes]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Jario!&amp;diff=4347</id>
		<title>Jario!</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Jario!&amp;diff=4347"/>
		<updated>2010-10-27T20:56:31Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: questions to the author&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jario.png|thumb|320px|Jario]]&lt;br /&gt;
&lt;br /&gt;
Q: When does Jario appear in your G-M usage timeline&lt;br /&gt;
&lt;br /&gt;
Q: 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;
Q: 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;
Q: Why has Jario been discontinued ?&lt;br /&gt;
&lt;br /&gt;
==Links==&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>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=4346</id>
		<title>Category:PPP Team</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=4346"/>
		<updated>2010-10-27T13:22:29Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Game-Maker Copy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PPP_Team.gif|thumb|320px|PPP Team]]&lt;br /&gt;
&lt;br /&gt;
Sylvain “Pypein” Martin, his brother Pierre, and associate Pierrick Hansen form the core of a mid-’90s Belgian demogroup called PPP Team. Later on they would release some tracker music and projects coded in assembler. It seems, though, that they got their start with RSD’s Game-Maker.&lt;br /&gt;
&lt;br /&gt;
It's unclear exactly how many games they worked on; many are unfinished, and some appear lost to time and computer failure. Depending on how you count, maybe 17 or 18 games still survive in some form. The games touch several genres, but mostly focus on and toy with the side-scrolling platformer mold. They include a few long-running or frequently referenced series, several one-off games, and a fair number of tributes or pastiches.&lt;br /&gt;
&lt;br /&gt;
Though the earliest games freely borrow sprites and backgrounds from existing sources, the group soon graduated to completely original elements. Even within a series the sprites are rarely duplicated from one game to the next. By the time they start to import graphics from Deluxe Paint, PPP Team seems to have total control over its resource pipeline.&lt;br /&gt;
&lt;br /&gt;
At this point it’s the areas without that control — for instance the music — which glare the most. RSD’s chosen [[music|music format]] is famously lacking in available tools, and their software is famously lacking in support for more sensible formats. More than other authors, PPP Team’s choice of temp tracks always feels temporary; you can sense the eagerness to replace the music with original pieces that never materialized. It’s frustrations like these that seem to have been the last straw, eventually leading the team to move on from Game-Maker.&lt;br /&gt;
&lt;br /&gt;
Even as the team outgrew Game-Maker, “Pypein” turned his growing skills back to RSD’s file formats, to dissect and study them in hopes of salvaging some material for future projects. Although those projects never quite materialized, the research continued sporadically. Recently Martin’s attention has turned to porting some of his Game-Maker material to the Nintendo DS, so since mid-2009 he has posted a handful of Perl scripts used to manipulate Game-Maker’s tile, map, sprite, and organizational files. At the moment the tools are more or less a curiosity, most useful for rendering precise diagrams of game levels, but they lay an intriguing groundwork.&lt;br /&gt;
&lt;br /&gt;
Overall PPP Team is both one of the more productive and focused Game-Maker developers. &lt;br /&gt;
&lt;br /&gt;
==Game-Maker Copy==&lt;br /&gt;
PPP Team used and internally swapped a three-floppy copy of RSD Game-Maker version 3 that was found in december 1994 on some BBS by a classmate and that featured the following games:&lt;br /&gt;
* ''[[Tutor]]''&lt;br /&gt;
* ''[[The Patchwork Heart]]''&lt;br /&gt;
* ''[[Peach the Lobster]]''&lt;br /&gt;
* ''[[Nebula]]''&lt;br /&gt;
* ''[[Zark]]''&lt;br /&gt;
* ''[[Sample]]''&lt;br /&gt;
The heritage of [[A-J Games]] (especially ''Peach'') will show up in several games until the team gathered sufficient skills and tools mastering. Because it wasn't possible for the team to purchase a registered copy of RSD Game-Maker -- and because most game featured copyrighted soundtracks, none of the games could be converted into a shareware or accepted for publication as reader's creations by game press.&lt;br /&gt;
&lt;br /&gt;
==Team roster==&lt;br /&gt;
&lt;br /&gt;
[[File:Badmanstuff.png|thumb|320px|Early level concepts for the ''Badman'' series]]&lt;br /&gt;
&lt;br /&gt;
(translated from Pype's '97 presentation in ''[[Badman III]]'')&lt;br /&gt;
The [[:Category:PPP Team|PPP Team]] Software&lt;br /&gt;
&lt;br /&gt;
'''Pierre Martin ALIAS Piet'''&lt;br /&gt;
* 18 years&lt;br /&gt;
* Tracker under ScreamTracker III. Formerly just a level designer and head of PPP Team, he is starting to slowly become a &amp;quot;competent&amp;quot; graphic designer, specializing in abstract scenery.&lt;br /&gt;
* MASCOT: Spector&lt;br /&gt;
&lt;br /&gt;
'''Pierrick Hansen'''&lt;br /&gt;
* Musician-designer-Programmer&lt;br /&gt;
* Departing on CPC programmer, he quickly came to teach us the art of basic graphic and animation&lt;br /&gt;
* MASCOT: Badman&lt;br /&gt;
&lt;br /&gt;
'''Sylvain Martin ALIAS Pypein'''&lt;br /&gt;
* Graphic artist / programmer&lt;br /&gt;
* Responsible for most of the graphics in PPP's games. Even when he's not, he works on them anyway! He also is a programmer in BASIC and assembler A86. His sense of humor leaves a mark on all his games.&lt;br /&gt;
* MASCOT: Bilou&lt;br /&gt;
&lt;br /&gt;
'''Pascal Deiting ALIAS Vegeta'''&lt;br /&gt;
* Japanese Branch - Manga Master &lt;br /&gt;
* Pascal is primarily a sort of &amp;quot;underground&amp;quot; level designer, in that his images are not the same size as his maps: his monster mazes are of such monstrous complexity that there isn't a tile to spare!&lt;br /&gt;
* MASCOT: Gohan&lt;br /&gt;
* PS: It is often said that we forget that Pascal is not supposed to be an artist, but he draws anyway, sometimes to funny results. Furthermore, we don't always fix it properly...&lt;br /&gt;
&lt;br /&gt;
'''Laurent Mazzapichi ALIAS Parmy'''&lt;br /&gt;
* BASIC Programmer&lt;br /&gt;
* Parmy is a man traumatized by his time with the C-64. Using the glorious Quickbasic, we have reproduced 'Island' and several other little Commodore games. (Those were good times.) Parmy is also a musician. It was he who composed &amp;quot;Outer Space&amp;quot;.&lt;br /&gt;
* MASCOT: Purple Basic Blob&lt;br /&gt;
[[File:CREDITS.GIF|thumb|320px|All the mascots of PPP Team members]]&lt;br /&gt;
&lt;br /&gt;
'''Valentin Boigelot ALIAS Tentacle Bob'''&lt;br /&gt;
* Realization in Game-Maker&lt;br /&gt;
* TBob and his brother Puce often make their games together, with a few alterations by Pypein or Piet. Their games have a strongly surreal quality. (It's they who concocted Ratman, Tentacle Bob, and Bart Simpson.)&lt;br /&gt;
* MASCOT: Tentacle Bob&lt;br /&gt;
&lt;br /&gt;
'''Simon Boigelot ALIAS Puce'''&lt;br /&gt;
* Director of games under GM&lt;br /&gt;
* Simon, as his name suggests, is the brother of Tbob. There are not many games for them yet because they have DESTROYED their Game-Maker not so long ago, they're just like &amp;quot;It's no good, we're moving on.&amp;quot;&lt;br /&gt;
* MASCOT: Ratman&lt;br /&gt;
&lt;br /&gt;
'''Francois Bare ALIAS the Clicker'''&lt;br /&gt;
* Turbo C and A86 programmer&lt;br /&gt;
* Francois is an application programmer in TURBO-C, and very very advan-C. (Haha!) He controls the mouse, screen, and everything. It's just a bit excessive: he tries to do a 'Clicker' (I will not detail here). And believe it or not, I offered to help!&lt;br /&gt;
* MASCOT: none yet.&lt;br /&gt;
&lt;br /&gt;
==Contact information==&lt;br /&gt;
&lt;br /&gt;
Address any inquiries to ''pype_1999.geo(at)yahoo.com''.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/gamesdownload.html Distribution page]&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/viewcat.php?cid=23&amp;amp;orderby=hitsD Cyborg Jeff's distribution page]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Sylvain Martin's Game-Maker recollections]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Game-Maker Game-Maker blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article (part 1)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Pengo_Adventure&amp;diff=4345</id>
		<title>Pengo Adventure</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Pengo_Adventure&amp;diff=4345"/>
		<updated>2010-10-27T13:14:21Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pengo.png|thumb|320px|''Pengo Adventure'']]&lt;br /&gt;
&lt;br /&gt;
A side-scrolling platformer, inspired by ''Donkey Kong''. The character -- ''[[Penguin Pete]]'' -- was ripped, unaltered, out of the ''[[Tutor]]'' mini-game shipped with G-M 3.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;jb90RvgoAo8&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Sylvain Martin's Game-Maker recollections]&lt;br /&gt;
&lt;br /&gt;
[[Category:PPP Team]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=4344</id>
		<title>Category:PPP Team</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=4344"/>
		<updated>2010-10-27T06:31:07Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Game-Maker Copy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PPP_Team.gif|thumb|320px|PPP Team]]&lt;br /&gt;
&lt;br /&gt;
Sylvain “Pypein” Martin, his brother Pierre, and associate Pierrick Hansen form the core of a mid-’90s Belgian demogroup called PPP Team. Later on they would release some tracker music and projects coded in assembler. It seems, though, that they got their start with RSD’s Game-Maker.&lt;br /&gt;
&lt;br /&gt;
It's unclear exactly how many games they worked on; many are unfinished, and some appear lost to time and computer failure. Depending on how you count, maybe 17 or 18 games still survive in some form. The games touch several genres, but mostly focus on and toy with the side-scrolling platformer mold. They include a few long-running or frequently referenced series, several one-off games, and a fair number of tributes or pastiches.&lt;br /&gt;
&lt;br /&gt;
Though the earliest games freely borrow sprites and backgrounds from existing sources, the group soon graduated to completely original elements. Even within a series the sprites are rarely duplicated from one game to the next. By the time they start to import graphics from Deluxe Paint, PPP Team seems to have total control over its resource pipeline.&lt;br /&gt;
&lt;br /&gt;
At this point it’s the areas without that control — for instance the music — which glare the most. RSD’s chosen [[music|music format]] is famously lacking in available tools, and their software is famously lacking in support for more sensible formats. More than other authors, PPP Team’s choice of temp tracks always feels temporary; you can sense the eagerness to replace the music with original pieces that never materialized. It’s frustrations like these that seem to have been the last straw, eventually leading the team to move on from Game-Maker.&lt;br /&gt;
&lt;br /&gt;
Even as the team outgrew Game-Maker, “Pypein” turned his growing skills back to RSD’s file formats, to dissect and study them in hopes of salvaging some material for future projects. Although those projects never quite materialized, the research continued sporadically. Recently Martin’s attention has turned to porting some of his Game-Maker material to the Nintendo DS, so since mid-2009 he has posted a handful of Perl scripts used to manipulate Game-Maker’s tile, map, sprite, and organizational files. At the moment the tools are more or less a curiosity, most useful for rendering precise diagrams of game levels, but they lay an intriguing groundwork.&lt;br /&gt;
&lt;br /&gt;
Overall PPP Team is both one of the more productive and focused Game-Maker developers. &lt;br /&gt;
&lt;br /&gt;
==Game-Maker Copy==&lt;br /&gt;
PPP Team used and internally swapped a three-floppy copy of RSD Game-Maker version 3 that was found in 1994 on some BBS by a classmate and that featured the following games:&lt;br /&gt;
* ''[[Tutor]]''&lt;br /&gt;
* ''[[The Patchwork Heart]]''&lt;br /&gt;
* ''[[Peach the Lobster]]''&lt;br /&gt;
* ''[[Nebula]]''&lt;br /&gt;
* ''[[Zark]]''&lt;br /&gt;
* ''[[Sample]]''&lt;br /&gt;
The heritage of [[A-J Games]] (especially ''Peach'') will show up in several games until the team gathered sufficient skills and tools mastering.&lt;br /&gt;
&lt;br /&gt;
==Team roster==&lt;br /&gt;
&lt;br /&gt;
[[File:Badmanstuff.png|thumb|320px|Early level concepts for the ''Badman'' series]]&lt;br /&gt;
&lt;br /&gt;
(translated from Pype's '97 presentation in ''[[Badman III]]'')&lt;br /&gt;
The [[:Category:PPP Team|PPP Team]] Software&lt;br /&gt;
&lt;br /&gt;
'''Pierre Martin ALIAS Piet'''&lt;br /&gt;
* 18 years&lt;br /&gt;
* Tracker under ScreamTracker III. Formerly just a level designer and head of PPP Team, he is starting to slowly become a &amp;quot;competent&amp;quot; graphic designer, specializing in abstract scenery.&lt;br /&gt;
* MASCOT: Spector&lt;br /&gt;
&lt;br /&gt;
'''Pierrick Hansen'''&lt;br /&gt;
* Musician-designer-Programmer&lt;br /&gt;
* Departing on CPC programmer, he quickly came to teach us the art of basic graphic and animation&lt;br /&gt;
* MASCOT: Badman&lt;br /&gt;
&lt;br /&gt;
'''Sylvain Martin ALIAS Pypein'''&lt;br /&gt;
* Graphic artist / programmer&lt;br /&gt;
* Responsible for most of the graphics in PPP's games. Even when he's not, he works on them anyway! He also is a programmer in BASIC and assembler A86. His sense of humor leaves a mark on all his games.&lt;br /&gt;
* MASCOT: Bilou&lt;br /&gt;
&lt;br /&gt;
'''Pascal Deiting ALIAS Vegeta'''&lt;br /&gt;
* Japanese Branch - Manga Master &lt;br /&gt;
* Pascal is primarily a sort of &amp;quot;underground&amp;quot; level designer, in that his images are not the same size as his maps: his monster mazes are of such monstrous complexity that there isn't a tile to spare!&lt;br /&gt;
* MASCOT: Gohan&lt;br /&gt;
* PS: It is often said that we forget that Pascal is not supposed to be an artist, but he draws anyway, sometimes to funny results. Furthermore, we don't always fix it properly...&lt;br /&gt;
&lt;br /&gt;
'''Laurent Mazzapichi ALIAS Parmy'''&lt;br /&gt;
* BASIC Programmer&lt;br /&gt;
* Parmy is a man traumatized by his time with the C-64. Using the glorious Quickbasic, we have reproduced 'Island' and several other little Commodore games. (Those were good times.) Parmy is also a musician. It was he who composed &amp;quot;Outer Space&amp;quot;.&lt;br /&gt;
* MASCOT: Purple Basic Blob&lt;br /&gt;
[[File:CREDITS.GIF|thumb|320px|All the mascots of PPP Team members]]&lt;br /&gt;
&lt;br /&gt;
'''Valentin Boigelot ALIAS Tentacle Bob'''&lt;br /&gt;
* Realization in Game-Maker&lt;br /&gt;
* TBob and his brother Puce often make their games together, with a few alterations by Pypein or Piet. Their games have a strongly surreal quality. (It's they who concocted Ratman, Tentacle Bob, and Bart Simpson.)&lt;br /&gt;
* MASCOT: Tentacle Bob&lt;br /&gt;
&lt;br /&gt;
'''Simon Boigelot ALIAS Puce'''&lt;br /&gt;
* Director of games under GM&lt;br /&gt;
* Simon, as his name suggests, is the brother of Tbob. There are not many games for them yet because they have DESTROYED their Game-Maker not so long ago, they're just like &amp;quot;It's no good, we're moving on.&amp;quot;&lt;br /&gt;
* MASCOT: Ratman&lt;br /&gt;
&lt;br /&gt;
'''Francois Bare ALIAS the Clicker'''&lt;br /&gt;
* Turbo C and A86 programmer&lt;br /&gt;
* Francois is an application programmer in TURBO-C, and very very advan-C. (Haha!) He controls the mouse, screen, and everything. It's just a bit excessive: he tries to do a 'Clicker' (I will not detail here). And believe it or not, I offered to help!&lt;br /&gt;
* MASCOT: none yet.&lt;br /&gt;
&lt;br /&gt;
==Contact information==&lt;br /&gt;
&lt;br /&gt;
Address any inquiries to ''pype_1999.geo(at)yahoo.com''.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/gamesdownload.html Distribution page]&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/viewcat.php?cid=23&amp;amp;orderby=hitsD Cyborg Jeff's distribution page]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Sylvain Martin's Game-Maker recollections]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Game-Maker Game-Maker blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article (part 1)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
	<entry>
		<id>https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=4295</id>
		<title>Category:PPP Team</title>
		<link rel="alternate" type="text/html" href="https://www.aderack.com/game-maker/index.php?title=Category:PPP_Team&amp;diff=4295"/>
		<updated>2010-10-26T13:02:14Z</updated>

		<summary type="html">&lt;p&gt;PPPTeam: /* Team roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PPP_Team.gif|thumb|320px|PPP Team]]&lt;br /&gt;
&lt;br /&gt;
Sylvain “Pypein” Martin, his brother Pierre, and associate Pierrick Hansen form the core of a mid-’90s Belgian demogroup called PPP Team. Later on they would release some tracker music and projects coded in assembler. It seems, though, that they got their start with RSD’s Game-Maker.&lt;br /&gt;
&lt;br /&gt;
It's unclear exactly how many games they worked on; many are unfinished, and some appear lost to time and computer failure. Depending on how you count, maybe 17 or 18 games still survive in some form. The games touch several genres, but mostly focus on and toy with the side-scrolling platformer mold. They include a few long-running or frequently referenced series, several one-off games, and a fair number of tributes or pastiches.&lt;br /&gt;
&lt;br /&gt;
Though the earliest games freely borrow sprites and backgrounds from existing sources, the group soon graduated to completely original elements. Even within a series the sprites are rarely duplicated from one game to the next. By the time they start to import graphics from Deluxe Paint, PPP Team seems to have total control over its resource pipeline.&lt;br /&gt;
&lt;br /&gt;
At this point it’s the areas without that control — for instance the music — which glare the most. RSD’s chosen [[music|music format]] is famously lacking in available tools, and their software is famously lacking in support for more sensible formats. More than other authors, PPP Team’s choice of temp tracks always feels temporary; you can sense the eagerness to replace the music with original pieces that never materialized. It’s frustrations like these that seem to have been the last straw, eventually leading the team to move on from Game-Maker.&lt;br /&gt;
&lt;br /&gt;
Even as the team outgrew Game-Maker, “Pypein” turned his growing skills back to RSD’s file formats, to dissect and study them in hopes of salvaging some material for future projects. Although those projects never quite materialized, the research continued sporadically. Recently Martin’s attention has turned to porting some of his Game-Maker material to the Nintendo DS, so since mid-2009 he has posted a handful of Perl scripts used to manipulate Game-Maker’s tile, map, sprite, and organizational files. At the moment the tools are more or less a curiosity, most useful for rendering precise diagrams of game levels, but they lay an intriguing groundwork.&lt;br /&gt;
&lt;br /&gt;
Overall PPP Team is both one of the more productive and focused Game-Maker developers. &lt;br /&gt;
&lt;br /&gt;
==Game-Maker Copy==&lt;br /&gt;
PPP Team used and internally swapped a three-floppy copy of RSD Game-Maker version 3 that was found in 1994 on some BBS by a classmate and that featured the following games:&lt;br /&gt;
* [Tutor]&lt;br /&gt;
* [The Patchwork Heart]&lt;br /&gt;
* [Peach the Lobster]&lt;br /&gt;
* [Zark]&lt;br /&gt;
* [Sample]&lt;br /&gt;
The heritage of A-J games (especially Peach) will show up in several games until the team gathered sufficient skills and tools mastering.&lt;br /&gt;
&lt;br /&gt;
==Team roster==&lt;br /&gt;
&lt;br /&gt;
[[File:Badmanstuff.png|thumb|320px|Early level concepts for the ''Badman'' series]]&lt;br /&gt;
&lt;br /&gt;
(translated from Pype's '97 presentation in ''[[Badman III]]'')&lt;br /&gt;
The [[:Category:PPP Team|PPP Team]] Software&lt;br /&gt;
&lt;br /&gt;
'''Pierre Martin ALIAS Piet'''&lt;br /&gt;
* 18 years&lt;br /&gt;
* Tracker under ScreamTracker III. Formerly just a level designer and head of PPP Team, he is starting to slowly become a &amp;quot;competent&amp;quot; graphic designer, specializing in abstract scenery.&lt;br /&gt;
* MASCOT: Spector&lt;br /&gt;
&lt;br /&gt;
'''Pierrick Hansen'''&lt;br /&gt;
* Musician-designer-Programmer&lt;br /&gt;
* Departing on CPC programmer, he quickly came to teach us the art of basic graphic and animation&lt;br /&gt;
* MASCOT: Badman&lt;br /&gt;
&lt;br /&gt;
'''Sylvain Martin ALIAS Pypein'''&lt;br /&gt;
* Graphic artist / programmer&lt;br /&gt;
* Responsible for most of the graphics in PPP's games. Even when he's not, he works on them anyway! He also is a programmer in BASIC and assembler A86. His sense of humor leaves a mark on all his games.&lt;br /&gt;
* MASCOT: Bilou&lt;br /&gt;
&lt;br /&gt;
'''Pascal Deiting ALIAS Vegeta'''&lt;br /&gt;
* Japanese Branch - Manga Master &lt;br /&gt;
* Pascal is primarily a sort of &amp;quot;underground&amp;quot; level designer, in that his images are not the same size as his maps: his monster mazes are of such monstrous complexity that there isn't a tile to spare!&lt;br /&gt;
* MASCOT: Gohan&lt;br /&gt;
* PS: It is often said that we forget that Pascal is not supposed to be an artist, but he draws anyway, sometimes to funny results. Furthermore, we don't always fix it properly...&lt;br /&gt;
&lt;br /&gt;
'''Laurent Mazzapichi ALIAS Parmy'''&lt;br /&gt;
* BASIC Programmer&lt;br /&gt;
* Parmy is a man traumatized by his time with the C-64. Using the glorious Quickbasic, we have reproduced 'Island' and several other little Commodore games. (Those were good times.) Parmy is also a musician. It was he who composed &amp;quot;Outer Space&amp;quot;.&lt;br /&gt;
* MASCOT: Purple Basic Blob&lt;br /&gt;
[[File:CREDITS.GIF|thumb|320px|All the mascots of PPP Team members]]&lt;br /&gt;
&lt;br /&gt;
'''Valentin Boigelot ALIAS Tentacle Bob'''&lt;br /&gt;
* Realization in Game-Maker&lt;br /&gt;
* TBob and his brother Puce often make their games together, with a few alterations by Pypein or Piet. Their games have a strongly surreal quality. (It's they who concocted Ratman, Tentacle Bob, and Bart Simpson.)&lt;br /&gt;
* MASCOT: Tentacle Bob&lt;br /&gt;
&lt;br /&gt;
'''Simon Boigelot ALIAS Puce'''&lt;br /&gt;
* Director of games under GM&lt;br /&gt;
* Simon, as his name suggests, is the brother of Tbob. There are not many games for them yet because they have DESTROYED their Game-Maker not so long ago, they're just like &amp;quot;It's no good, we're moving on.&amp;quot;&lt;br /&gt;
* MASCOT: Ratman&lt;br /&gt;
&lt;br /&gt;
'''Francois Bare ALIAS the Clicker'''&lt;br /&gt;
* Turbo C and A86 programmer&lt;br /&gt;
* Francois is an application programmer in TURBO-C, and very very advan-C. (Haha!) He controls the mouse, screen, and everything. It's just a bit excessive: he tries to do a 'Clicker' (I will not detail here). And believe it or not, I offered to help!&lt;br /&gt;
* MASCOT: none yet.&lt;br /&gt;
&lt;br /&gt;
==Contact information==&lt;br /&gt;
&lt;br /&gt;
Address any inquiries to ''pype_1999.geo(at)yahoo.com''.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.run.montefiore.ulg.ac.be/~martin/pppteam/gamesdownload.html Distribution page]&lt;br /&gt;
* [http://cyborgjeff.untergrund.net/site/modules/mydownloads/viewcat.php?cid=23&amp;amp;orderby=hitsD Cyborg Jeff's distribution page]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/p/rsd-game-maker.html Sylvain Martin's Game-Maker recollections]&lt;br /&gt;
* [http://sylvainhb.blogspot.com/search?q=Game-Maker Game-Maker blog]&lt;br /&gt;
* [http://www.diygamer.com/2010/10/gamemaker-archive-brussels-spout-book-1/ DIYGamer article (part 1)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game-Maker artists]]&lt;/div&gt;</summary>
		<author><name>PPPTeam</name></author>
		
	</entry>
</feed>