Project 67

One of my oldest games made with GameMaker. What I had in mind with the game was to make something in the likeness of Zelda: Link's Awakening, but not exactly like it.
The end result was a pretty short game with unfitting music and sfx. Still, it's been archived here for the sake of posterity, and as an example of how long I've come since then.
The beta 7 to beta 18 builds was basically a sort of extension of the original game. Aside from a few screens not present in the original along with some minor changes, the main game is otherwise identical.
The "Project 67 beta" build is a version of one of the earliest prototypes of the game mainly intended for showing at the school that I was attending at the time.
The "beta 6" build is what I consider the final version of the original game. I admit the naming scheme I used for my games was quite inconsistent at the time, but I suppose we've all been amateurs at one point in life.
Unused Stuff
A single water tile
room8
A unused glitch-like room. Nothing much can be done in here besides going outside the room. The only in-game way of leaving the room is by touching the purple blocks which returns the player to the first screen seen when starting the game.
S2_Long_v1_005.wav
A sound that was intended to play in the unused glitch-like room. The original file for it has been lost, so its last modified date is no longer known, but I presume it would have been created in around middle to late February 2006.
| Version: | Info |
|---|---|
| beta 1 Download | |
| beta 2 Download | |
| pre-beta 4(backup) Download | |
| pre-beta 4 Download | |
| final(backup) Download | |
| beta 4 Download | |
| beta 5 Download | |
| beta 6 Download | |
| beta 7 Download | |
| beta 8 Download | |
| beta 9 Download | |
| beta 10 Download | |
| beta 11 Download | |
| beta 12 Download | |
| beta 13 Download | |
| beta 14 Download | |
| beta 15 Download | |
| beta 16(backup1) Download | |
| beta 16(backup2) Download | |
| beta 16 Download | |
| beta 17 Download | |
| beta 18(backup1) Download | |
| beta 18(backup2) Download | |
| beta 18 Download | |
| beta Download |
"beta 1" build
Player graphic is different and only consist of a single frame. The thing in the middle is supposed to represent the tail of the character. It was omitted from the final graphics because it looked a bit out of place.
The house is one tile shorter, and the entrance is drawn on the graphic itself instead of being a separate object.
The flowers are white instead of red, and also have no transparency set, creating a unsightly rectangle of white around it.
3dblast_000.wav
Doesn't play in either this build or beta 2, though it can be heard in the "beta" build that was shown in school, which was modified specifically for that purpose. Was removed completely by the final game.
sonic2beta_001.wav
| Beta 1-beta 2 | Pre-beta 4 onwards |
|---|---|
Used as the theme that plays during the game. It would be replaced with the track heard in the final game. By replaced I don't mean that the sound simply got changed into something different; the original sound was removed completely, with a different sound being added coming much later in the sound IDs, just after sound3 that would be the only unused sound left in the final game.
S2_Long_v1_001.wav
| Beta 1-Pre-beta 4 | beta 4 onwards |
|---|---|
The little jingle that plays after losing all lives. Suffered the same fate as the other sounds above.
room0
Five flowers instead of eight, and all but one of them are placed differently. No health/lives pickup. A black tile exists in the upper right corner which was removed from the final, and entering it leads to a deliberately made glitch-like room that is seemingly unfinished. There's a path below the screen which was removed that doesn't lead anywhere, though one of the road tiles was kept.
room2
Different flowers arrangement. No "!" object, and no extra lives object.
room6
Different enemy and flower placements. Two wall tiles are also different. This room was made with the older player sprite in mind. The lower wall tile was changed to a green tile and the upper wall tile was changed to a downwards facing one, and one of the enemy direction changers was adjusted. Interestingly, the placement of the enemy at the bottom made it a bit more of a threat to the player, whereas its positioning in the final makes it less as such.
room5
Flowers in different positions, and no "S" extra life object. The hidden object that continously increments the player's lives also doesn't exist yet.
"pre-beta 4" build
Sprite has been redrawn and animated. There is only a idle animation for a single direction, and it is of the player character facing right, and it always displays regardless of what arrow key(s) was let go of.
The animations in this build animates much faster. This is clearly an oversight since beta 6 fixed the animations by lowering their speed. The sprites animate alot quicker in game than what is shown above, but maybe you get the idea.
House extended by one tile.
room0
Looks almost like the final game except for a ninth flower, and the flowers are still white as opposed to red. The downwards path still exists, and the tile leading to the glitch-like room has been removed. There are still no lives(or health) pickup here, since those objects didn't exist at this point of development.
room2
No changes apart from the player sprite.
room6
No changes apart from the player sprite. Due to the size of the new player sprites it is now impossible to get through the gap.
room5
No visual changes apart from the player sprite.
room8
Although now inaccessible in normal gameplay, the controller objects for going to the next room was remove from this room, leaving only the purple block-like tiles in. They function identically to the "beta 1" and "beta 2" builds in that touching them makes the player return to the first screen seen when starting the game.
"beta 4" build(backup)
Flowers are now red(and transparent) like the final version.
room0
Layout is now similar to the final version. Curiously, the player object has been removed from this screen for some reason that I now can't recall.
room2
Looks exactly like the final game, apart from the absense of the "!" object.
room6
General room layout is similar to the final version, except for one of the wall tiles not being properly layered behind the grass. The flowers and enemies are still in their positions from previous builds.
room5
Apart from the flowers now being red and the "S" object having been added near the left bed, this room is still otherwise the same like previous builds.
room14
No changes in layout apart from the lack of lives objects, and the boss object being positioned one tile further to the right.
