Posts Tagged amiga
Rodland bits.
Posted by The Management in games on April 3, 2009
Rodland is an ultra-cutesy, single-screen, side-view arcade game in the vein of Bubble Bobble.
These games used to be a dime a dozen, but Rodland had a few interesting gameplay elements that set it apart from the crowd.
Its significant bits:
- Instead of jumping, the player traverses the maps with the use of a magical ladder. The ladder can be deployed at any time, although the player possesses only one of these. If a ladder is summoned, it’s simply teleported from its previous location to where the player is currently standing. The ladder is also strictly vertical, but it can be used to reach platforms above and below the player character.
- The game’s enemies can also utilize the player’s ladder, which the player can exploit to funnel and box them in.
- The main weapon in the game is a magical rod that fires a short burst of energy. This beam can pop balloons and hurt bosses, but it’s generally used to entangle enemies. Once an enemy is entangled, the player can lift it over his head and repeatedly hurl it left and right, smashing it into the ground. It’s actually a little brutal, and somewhat reminiscent of Kirby’s Throw in Kirby’s Adventure where the little puffball can viciously suplex an enemy.
- Performing the rod slam less than three times simply stuns an enemy, while a full three hits will burst it and leave behind some sort of a powerup or collectible, e.g., a fruity points-bonus, a rocket that flies horizontally away from the direction it was touched, four balls that frantically bounce around the level, etc.
- While performing the rod-slam, the player is pretty much invincible. Any enemies that get close will inevitably get smashed by their entangled brethren. When this happens, they’ll get pushed away and go into a stunned mode.
- The game’s various console conversions slightly tweaked the rod slam mechanic. In the arcade version, if the player is standing on the edge of a platform and slams an enemy into empty air, his foe will simply drop down. In the console version(s), though, this will actually kill the enemy.
- Once all the enemies are defeated, the player has a limited amount of time to collect leftover items before the game automatically moves on to the next stage.
- The game’s bosses are just as cute and non-threatening as the regular enemies – there’s a grinning whale that spurts water from its blowhole, and a giant elephant that flies around by flapping its ears a la Dumbo (although he’s actually suspended from the ceiling by two small chains). Even the somewhat imposing last boss throws up a tiny white flag once he’s defeated.
As a side note, Rodland is a great fit for limited platforms such as cellphones. The controls are basic, the movement of the player and the enemies is quite slow, there’s no processor intensive graphical effects (scrolling parallax, gradients, transparencies, etc.), and, most importantly, it contains some very simple and approachable gameplay elements.
DreamWeb bits.
Posted by The Management in games on February 24, 2009
DreamWeb is an old DOS/Amiga cyberpunk-themed adventure game developed by Creative Reality. The titular DreamWeb is what secretly holds the world together. Some guys are out to destroy it, though, so the monks that maintain it awaken you, the chosen one, to save the it. It’s all very Matrix-y, and, oddly enough, takes place in just a postage-stamp area of the screen. Unfortunately, the rest of the visual real estate isn’t used for your inventory, and the whole game has a pretty horrible interface.
Still, its dark graphics and brooding audio fit the theme, and it has a couple other notable parts:
- The projected 2D view is almost entirely top-down (which is very rarely used), helping to give the game a distinct look.
- The bottom-left corner of the screen contains a small window which shows a “zoomed-in” (i.e., scaled up) portion of the postage-stamp where the cursor is currently residing. This helps to offset the small viewport and enhances the investigative aspect of the game. It also makes navigation easier since the window contains a verbal description of what’s underneath the cursor.
- The size of the postage stamp itself is relative to the area the player is in, adding a sense of scale to the locations he visits.
- There are a lot of well animated cutscenes in DreamWeb that are seamlessly implemented in the game. For example, the player’s first assassination mission ends with him bursting into a room where a couple is having sex (yes, this is the somewhat famous sex scene). As soon as this happens, the naked woman scuttles away and hides under the bed, while Crane, the player’s target, grabs a pillow to cover his crotch.
- Although the player gathers various weapons throughout the game, they’re all context sensitive and only used during specific segments (which don’t even require the player to select a target).
- Putting on sunglasses is reflected in the game’s HUD via the player’s portrait.
- The game has a very brutal atmosphere, best exemplified by the second assassination mission where the player drops a heavy crate on top of his target during a live TV broadcast (this also makes very good use of the perspective).
If you’re curious about DreamWeb, you can also check out the various YouTube videos, including this full playthrough of the game.








Hi, my name’s Radek Koncewicz, and I work as a videogame design consultant. I'm also the creative lead of