Three Rooms Gameplay Prototype Mac OS
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Blake Stone: Aliens of Gold (also known as 'Blake Stone 3-D') is a first-person shooter for DOS created by JAM Productions and published by Apogee Software in 1993. The following year, a sequel called Blake Stone: Planet Strike was released, which continues where Aliens of Gold leaves off. The Mac OS X Gift Pack includes a small suite of tools that were written to experiment with some of the spore.com feeds. On the disk image, you will find: a Dashboard widget that shows the current set of Featured Creations, a Dashboard widget that lets you see any spore.com user's latest creations, and a screen saver that shows images from a feed.
This page details prerelease information and/or media for Freedom Planet.
- 4Music
- 52011
- 62012
Subpages
Characters From redesigns to the simpler things. |
Development Timeline
- 2011
- October, 3rd - First mentioning of Freedom Planet.
- December, 22nd - Co-composer Woofle is announced to have joined the team.[1]
- 2012
- April, 25th - Auditions for the voices of Lilac, Carol, Milla, Serpentine, Spade, and Brevon have begun.[2][3]
- May, 21st - The first round of auditions is over.[4] Auditions for the remaining characters have begun.[5]
- June, 12th - The second round of auditions is over. [6]
- August, 4th - First demo release.
- 2013
- January, 16th - The Kickstarter for Freedom Planet went alive. That same day, it reached its goal of $2.000.[7]
- January, 16th - Freedom Planet has been submitted to Steam Greenlight. [8]
- February, 15th - With a contribution of $25.472 total, the Kickstarter campaign ended successfully.[9]
- April, 17th - The Closed Alpha phase started.[10]
- August, 28th - Freedom Planet has ben greenlit for a release on Steam.[11]
- 2014
- February, 19th - GalaxyTrail announces the first release date: May. 30th.[12]
- May, 5th - GalaxyTrail announces that the release date will be moved by one month, to Jun. 30th.[13]
- May, 30th - First anticipated release date.
- April, 12th - The Closed Beta phase started.[14]
- June, 20th - GalaxyTrail announcing that they will delay the game once more by two and a half weeks, to Jul. 19th.[15]
- July, 19th - Second anticipated release date. GalaxyTrail announcing their last delay to Jul. 22nd due to Steam not releasing any of their games during the weekend.[16]
- July, 22nd - Freedom Planet is released worldwide for Windows on Steam.[17]
- 2015
- April, 3rd - Open Beta testing for Mac and Linux has started.[18]
- April, 17th - Freedom Planet is now supported on Mac and Linux.[19]
- October, 1st - The game is released in the USA on the Wii U eShop.[20]
- October, 29th - The game is released in Europe on the Wii U eShop.[21][22]
- December, 25th - The Open Beta for the Torque expansion has started, also allowing for Milla to be played in Adventure mode.[23]
- 2016
- February, 24th - The 'Milla Adventure Mode' Update has been released.[24]
- June, 6th - Strife announces the indefinite hiatus of the Torque and Spade expansions.[25]
- 2017
- March, 21st - The game is released in the USA on the Playstation Store.[26]
- September, 11th - The game is released in Europe on the Playstation Store.[27]
- 2018
- August, 30th - The game is released in the USA and Europe on the Nintendo Switch eShop.[28]
- August, 30th - The Language Update has been released on Steam, adding Spanish, French, German, Japanese, and Korean translations.[29]
Stage Order
Initial Concept
| Alpha
| Beta
| Final
|
Music
Dragon Valley 2 Beta
First arrangement of 'Minor Boss'
On August 4th, 2020, Woofle uploaded 2011vs2020 [Freedom Planet/2], a comparison between her oldest work for Freedom Planet and a newer piece of music for its sequel. The first 32 seconds of the file consists of the oldest known version of 'Minor Boss', which used to be a more straightforward arrangement of the original MIDI file.
Point Cedar (Rage Ravine Unused Stage)
Present on the game's soundtrack. As can be inferred by the name, the song was intended for a level cut from the game. Through a document stored on the OST, the developer had this to say:
Thereisnopasswordscreen
On July 15th, 2014, Woofle uploaded Thereisnopasswordscreen.mp3, the description of the track stating that it is unused BGM for Freedom Planet.
Woofle's Commentary
Included with the Soundtrack release of Freedom Planet, there's a document that includes
- She originally intended for the 'Main Theme' to be more emotional, which didn't work out.
- 'Dragon Valley 1', 'Dragon Valley 2', and 'MEANIE Boss!' were redone late in development as Woofle weren't happy with them.
- 'Lilac's Treehouse' was created accidentally while trying to redo Dragon Valley.
- For 'Relic Maze 1', she went for a slower rhythm and added more layers to it to compensate for the slower pace.
- 'Relic Maze 2' was the first song she was allowed to solo compose. She ended up taking the melody of 'Relic Maze 1' and turned it into a different track altogether. As proposed by Strife, the track went with a 'spy movie'-like vibe.
- For 'Fortune Night 1', she used one of the tracks she composed during middle school, one she originally intended for a desert highway level. She ended up incorporating the melody Strife originally composed for the stage after the first run of the chorus.
- The Cutscene tracks 'To The Rescue', 'Here Comes Trouble!', and were all composed by her alone.
- 'Major Boss Battle' originally stemmed from the same project file as 'MEANIE Boss!', the melody being different at certain parts. She also included a heavier beat to make it feel more dire and frantic.
- For 'Shang Tu Royal Palace', Strife proposed something that sounds regal, refined, and noble.
- 'Meet The Team' may be one of Woofle's favorite tracks.
Prototype Tracks
From 2014 to 2017, Strife occasionally posted some of the base tracks that eventually made it into the final game.
2011
December 14th Footage
New beta video of Dragon Valley. This is a full playthrough with both acts. The only thing that's left to do, really, is replace the Robotnik signpost.[30]
The earliest gameplay footage currently found is an eight and a half minute YouTube video. It had originally been uploaded on Dec 14, 2011.
At some point, Strife removed the video from her channel, but it eventually found its way in form of a re-upload. This re-upload was quickly made private but before that, another person had the chance to record the video and made another re-upload[7].
As Strife eventually confirmed, the build of the game seen in the video has never been made public and has since been overwritten.
Health is shown with a ring bar, as opposed to flower petals. Collecting more rings replenishes health, and getting hit costs one or two. The course time also used to be right above the health bar, until it was eventually moved across from it.
Each zone is composed of 3 frames. The middle frame contains both the end of Act 1 and the beginning of Act 2, such that when the boss is defeated, the gameplay picks up right after the fight ala Sonic 3. The downside is that I have to copy and paste code to more frames than normal, but I think it's a fair trade in order to keep the game running smoothly.[31]
The stages used to be split into two acts like in the Genesis Sonic titles; in the final game, they are considered one big stage.
Similar to the Sonic games, a sign has to be crossed to complete the first act.
Like in Sonic 3 and Knuckles, there's a seamless transition to the second act and the character starts from where they left off.
The right side of the mid-boss room isn't blocked off by foreground tiles and breakable rocks but the camera still prevents the player from walking away.
Dragon Valley ends earlier; after the player goes through the brief underwater section and climb up the ladder, they come across a door that leads to the boss room.
The Serpentine (Hunter Snake in the final game) had a health bar to the bottom-right of the screen that would decrease every time it's hit directly.
- Only the mechanical enemies explode after colliding with foreground tiles.
- The Star Flounder shoots its projectiles in six directions instead of two.
- Lilac, while boosting, gets bounced back after hitting one of the Hunter Snake's parts.
- The springs look vastly different to the ones seen in the August 4th prototype.
- Most sound effects used are still taken from Sonic games, many of which were replaced before the release of the August 4th prototype.
- Sonic the Hedgehog: Ring, Monitors, Springs, Spinning, Dash, Fire Ball, Splash, and some of the Explosion sounds.
- Sonic the Hedgehog 3: Grab sound
- Sonic Adventure: Jump sound
- Voice clips from Mischief Makers are used as placeholders for Lilac.
The music in the footage is different from any of the prototypes and the final game.
- The mid-boss, invincibility, and stage clear themes are all in an earlier state and sound more like synthesized midi tracks.
- Both acts of Dragon Valley use placeholder tracks from the game Dragon Seeds, Battle on the Holy Plane[8], and Dragon Fire[9] to be exact.
- Prologue Part 2[10] from LaTale is played during the major boss fight.
2012
To do: Make notes of the differences. |
April 2nd Footage
This shows about half of Relic Maze Act 1, along with some of the changes that have taken place since the last video.[32]
- Relic Maze's music lacks the background vocals of the final version.
Voice Acting Demo Reel
Time Stamp | Transcript |
---|---|
00:00 | Milla: barks |
00:01 | Lilac: Don't be scared, I promise I'll keep you safe. |
00:05 | Milla: Really? Can... Can I touch your hair? |
00:11 | Carol: Earth to Lilac. Earth to Lilac. Is anyone in there? Hehe. |
00:15 | Lilac: Carol, this isn't funny! |
00:16 | Torque: Sooner or later there's gonna be a war. |
00:19 | Carol: What do you mean, there's no way that would happen! |
00:22 | Torque: Those oversized tin cans ain't gonna care we're ready or not! |
00:26 | Spade: Hmpf. Am I supposed to be afraid of you? |
00:28 | Zao: We have been totally honest with you, Doc! Our supplies are dwindling! We barely have enough crystal energy to get through the month! |
00:34 | Brevon: Those crystals are mine. And my property will be returned to me, one way or another. It would be most... unfortunate, if you chose not to return them, willingly. |
00:49 | Serpentine: There is only one way to deal with troublemakers like you! |
00:52 | Magister: We are aware of the invader's true intentions, but we are also aware of the terrible power he possesses. |
00:59 | Neera: We don't have time for your questions. If I were you, I would back away. Very slowly. |
01:01 | Lilac: Don't think I'm going to give up because of this, I'll never let you win! |
01:09 | Spade: sigh You just don't know when to fold up, do you!? |
01:14 | Brevon: laughs |
July 19th Gameplay Footage
Three Rooms Gameplay Prototype Mac Os Download
This one shows many of the changes and adjustments that have been made since the sorely outdated beta video of Dragon Valley. It also shows Carol's gameplay in the second half.[33]
- Dragon Valley is still split into 2 acts, marked with a spinning flag as opposed to a sign. This was changed before the first demo.
- Music and sound effects have been changed. The death noise from Sonic games is still in the game and remained in the first demo.
Images
To do: Add more screenshots and be more descriptive. |
Lilac's old running animation, still based on the style seen in Genesis Sonic titles
A mock-up of the Half-Corkscrew
A mock-up of the rising pillar
Some screenshots of Lilac's Treehouse
The original stage select screen.
References
- ↑'First of all, Woofle has agreed to help me compose the game's soundtrack, ...' — Sabrina DiDuro (Strife), December 18th, 2011, on soahcity.com/forums[1]
- ↑'Anyway, I've decided to open up auditions for anyone who might be interested in voicing one of the characters in Story Mode.' — Sabrina DiDuro (Strife), April 25th, 2012, on soahcity.com/forums[2]
- ↑'I'll accept auditions until
June 1stMay 20th for the six characters listed, and I'll likely add the rest later on.' — Sabrina DiDuro (Strife), April 25th, 2012, on forums.tigsource.com[3] - ↑'So, it wasn't easy, but I managed to pick my voice actors for the main characters out of 57 people who auditioned.' — Sabrina DiDuro (Strife), May 2nd, 2012, on forums.tigsource.com[4]
- ↑'If anyone is still interested in trying out auditions, I've added 3 new characters to the casting list. The deadline for this batch is June 3rd.' — Sabrina DiDuro (Strife), May 2nd, 2012, on forums.tigsource.com[5]
- ↑'So, I finally wrapped up the second round of voice acting auditions. I now have a total of 10 unique voice actors, which is more than enough for the Story mode methinks.' — Sabrina DiDuro (Strife), June 13th, 2012, on soahcity.com/forums [6]
- ↑Goal Reached! A Big Thank You! - Kickstarter.com, Jan. 16th, 2013
- ↑Steam Greenlight::Freedom Planet
- ↑Kickstarter Success! A Massive Thank You! - Kickstarter.com, Feb. 15th, 2013
- ↑Testing, Textures and Next Tasks - Kickstarter.com, Jun. 20, 2014
- ↑We're Greenlit! - Steamcommunity.com, August 28, 2013
- ↑A Wild Update Appears! Release Date Announced And More - Kickstarter.com, Feb. 19, 2014
- ↑Release Date Moved: June 30th - Kickstarter.com, May. 5th, 2014
- ↑We're in Beta! We're in a Magazine (Soon)! - Kickstarter.com, Jun. 20, 2014
- ↑Final Release Date Change - July 19th - Kickstarter.com, Jun. 20, 2014
- ↑We launch on Monday! - Kickstarter.com, Jul. 19th, 2014
- ↑We've Launched! - Kickstarter.com, Jul. 22nd, 2014
- ↑Turbocharged PC/Mac/Linux Version Now In Beta!
- ↑Now Turbocharged for PC, Mac and Linux!
- ↑Freedom Planet for Wii U - Nintendo Game Details - Nintendo.com, Oct. 01st, 2014
- ↑Freedom Planet Wii U download software - Nintendo.co.uk, Oct. 29th, 2014
- ↑Freedom Planet Wii U Download-Software - Nintendo.de, Oct. 29th, 2014
- ↑Torque Beta / 1.21.1 Patch Notes
- ↑Milla Adventure! 1.20.6 Update Notes
- ↑State of the DLC
- ↑Freedom Planet on the Playstation Store US
- ↑Freedom Planet on the Playstation Store Germany
- ↑Freedom Planet for Nintendo Switch - Nintendo Game Details
- ↑The Language Update
- ↑http://soahcity.com/forums/index.php?/topic/6328-freedom-planet-v-14/&do=findComment&comment=139179
- ↑http://soahcity.com/forums/index.php?/topic/6328-freedom-planet-v-14/&do=findComment&comment=139210
- ↑https://web.archive.org/web/20191208183458/http://soahcity.com/forums/index.php?/topic/6328-freedom-planet-v-14/&page=9
- ↑https://forums.tigsource.com/index.php?topic=23793.msg761753#msg761753
Blake Stone: Aliens of Gold | |
---|---|
Developer(s) | JAM Productions |
Publisher(s) | Apogee Software |
Composer(s) | Robert Prince |
Engine | Wolfenstein 3D |
Platform(s) | DOS, Windows, Mac OS, Linux, Amiga |
Release | December 3, 1993 |
Genre(s) | First-person shooter |
Mode(s) | Single-player |
Blake Stone: Aliens of Gold (also known as 'Blake Stone 3-D')[1] is a first-person shooter for DOS created by JAM Productions and published by Apogee Software in 1993. The following year, a sequel called Blake Stone: Planet Strike was released, which continues where Aliens of Gold leaves off. Some copies of the game provided a Command Control Gravis Gamepad.[2]
Plot[edit]
The story is set in the year 2140. Robert Wills Stone III, also known as Blake Stone, is an agent of the British Intelligence, recruited after a highly successful career in the British Royal Navy.
His first major case is to investigate and eliminate the threat of Dr. Pyrus Goldfire, a brilliant scientist in the field of genetics and biology, known for his outright disrespect of professional ethics. Backed by his own organisation, STAR, Dr. Goldfire plans to conquer Earth and enslave humanity using an army of specially trained human conscripts, modified alien species, and a host of genetically-engineered mutants. Agent Stone is sent on a mission to knock out six crucial STAR installations and destroy Goldfire's army before it can assault the Earth.
Gameplay[edit]
The gameplay of Aliens of Gold is very similar to Wolfenstein 3D. Playable areas are single-leveled, with orthogonal walls and textured floors and ceilings, and have a wide variety of human, mutant and alien enemies — the latter two are sometimes dormant in canisters and on work tables — and frequent encounters and fights with Dr. Goldfire. Level features include locked doors that can be opened by four colors of access cards — gold, green, yellow and blue — plus red access cards to enter new floors; an auto-mapping system; food dispensers that exchange tokens for healing items; friendly interactive Informants who are distinguishable from the Bio-Techs by what they say and give information, ammunition and tokens; one-way doors; secret rooms accessible through pushable wall blocks; and teleporters that instantly take the player into another location within the level, or, in one instance, to one of the episode's secret levels. Five weapons are available, consisting of a silent pistol with infinite ammo, three hitscan guns and a grenade launcher type gun.
In every level the player can boost points for score by destroying all enemies, collecting all points and keeping all Informants alive, which increases the three respective statuses. Total Points is affected by both the enemies destroyed and the treasure collected. The 'all informants alive' bonus can only be obtained if all informants survive after the first two bonuses are obtained. Floor rating is affected by the other three statuses. Mission rating is affected by the overall statuses from floors 1 to 9. Killing Informants decreases both Floor and Mission Rating.
Level structure[edit]
The game consists of six episodes, each with 11 levels — nine regular and two secret. A main elevator goes through levels 1 through 10 and is the only means of moving between the levels. The goal of each level from 1 through 8 is to secure a red keycard and use it to unlock the next floor. The elimination of all enemies and the collection of all treasure on the current floor are optional objectives which provide bonuses upon completion. ('Plasma alien' enemies, which spawn repeatedly from electrical outlets, do not count towards the kill ratio.) Blake Stone can take the elevator back down to previous levels to find missed items or kill any remaining enemies.
On level 9 of each episode, defeating a stronger version of Dr. Goldfire forces him to drop a gold keycard. The key is used to unlock the way to the boss, which holds another gold keycard for the level's exit — the episode's end. Each episode features two secret levels. One of them, floor 0, can be accessed through a teleport hidden somewhere within the same episode. The other is floor 10, directly accessible through the main elevator. A red keycard is required to enter, and is usually hidden on floor 9. Secret levels do not have special objectives; their only purpose is to boost the player's score.
Development[edit]
Blake Stone uses the Wolfenstein 3Dgame engine. Its working title was 'Secret Agent Game'.[3] Development was handled by JAM Productions, a startup company consisting of Mike Maynard, Jim Row, and Jerry Jones.[3] Little work on the game was done in-house at publisher/distributor Apogee Software, though Apogee programmer Mark Dochtermann implemented the ceiling textures and Joe Siegler participated in playtesting the game.[3]
Complaints about getting lost in Wolfenstein 3D prompted the creation of an automap feature. The protagonist's name was thought up by Maynard and Row, taking some inspiration from action figure marketing techniques.[3] The maps were created using Tile Editor (TEd), which Apogee had previously used for Wolfenstein 3D.[4] The game took about 18 months of development.[5] The antagonist was named Dr. Goldstern in the initial release,[6] but was changed to Dr. Goldfire in response to a complaint that the game portrayed Jewish people as evil.[5]
Reception[edit]
Critical reception[edit]
Publication | Score |
---|---|
Hyper | 73%[7] |
PC Zone | [8] |
Electronic Entertainment | 8/10[9] |
Publication | Award |
---|---|
Software Publishers Association | Codie award[10] |
Computer Gaming World reported in March 1994 that while not quite as good as Doom, 'Blake Stone is nonetheless a high quality, first person blast-fest'. The magazine concluded that the game 'delivers the goods on all counts' and was worth the registration fee.[11]
Promotion[edit]
Three Rooms Gameplay Prototype Mac Os 11
Joe Siegler presented the game at COMDEX in Las Vegas.[3]
Release[edit]
The shareware version of the game was released December 3, 1993. The registered version of Blake Stone shipped with a comic book, called 'Blake Stone Adventure.' id Software released Doom one week after Apogee released Blake Stone.[12]Doom quickly eclipsed Blake Stone, which sold poorly after initial success.[12] In 2009, the game was re-released with Windows support on GOG.com, with support for macOS added in 2013 and Linux in 2014; a Steam release followed in 2015. In 2017, the game was ported to Amiga.[13]
References[edit]
- ^'Privat Bors - Stedet hvor der handles'. COMputer Privat. Vol. 1 no. 30. December 1994. p. 53.
- ^'Grab Ya'Self a Gamepad'. PC Zone. No. 20. Dennis Publishing. November 1994. p. 126.
- ^ abcdeJoe Siegler. 'Happy 20th Blake & Duke'. Agency Pro. Retrieved February 15, 2020.CS1 maint: discouraged parameter (link)
- ^Tom Hall. 'ROTT in Hell'. Kevin Bowen. Retrieved February 21, 2020.CS1 maint: discouraged parameter (link)
- ^ abMike Maynard. 'The Apogee Legacy #12'. 3D Realms. Retrieved February 15, 2020.CS1 maint: discouraged parameter (link)
- ^'The Hottest 3-D action since Wolfenstein'. Computer Gaming World. No. 111. Ziff Davis. October 1993. p. 17.
- ^Mansill, Ben (May 1994). 'Blake Stone Aliens of Gold'. Hyper. No. 6. p. 60. Retrieved March 28, 2021.CS1 maint: discouraged parameter (link)
- ^Burgess, Mark (March 1994). 'PC Zone Review - Blake Stone'. PC Zone. No. 12. Future plc. p. 13.
- ^Olafson, Peter (April 1994). 'VR - Blake Stone: Aliens of Gold'. Electronic Entertainment. No. 4. Dennis Publishing. p. 96.
- ^Blake Stone Ordering Info, Page 11
- ^Miller, Chuck (March 1994). 'Blasters, Dinos and Voodoo Dolls Du Jour'. Best of the Rest. Computer Gaming World. pp. 138, 140.
- ^ ab'Blast - The Old Shoebox: Download Blake Stone: Aliens of Gold - The Online Magazine'. Blastmagazine.com. Retrieved 2008-11-29.CS1 maint: discouraged parameter (link)
- ^'Blake Stone: Aliens of Gold ported to Commodore Amiga'. Generation Amiga. May 31, 2017. Archived from the original on June 11, 2017.
External links[edit]
- Blake Stone: Aliens of Gold at MobyGames
Three Rooms Gameplay Prototype Mac Os X
Three Rooms Gameplay Prototype Mac OS