Totally Finished Game (Game Jam Version) Mac OS
- Totally Finished Game (game Jam Version) Mac Os X
- Totally Finished Game (game Jam Version) Mac Os 11
- Totally Finished Game (game Jam Version) Mac Os Catalina
Portal | |
---|---|
Developer(s) | Nexa Corporation |
Publisher(s) | Activision |
Designer(s) | Brad Fregger |
Writer(s) | Rob Swigart |
Platform(s) | Amiga, Commodore 64, Apple II, MS-DOS |
Release | 1986 |
Genre(s) | Interactive fiction |
Mode(s) | Single-player |
Portal is a text-driven adventure with a graphical interface published for the Amiga in 1986 by Activision. The writing is by American author Rob Swigart, and it was produced by Brad Fregger. Ports to the Commodore 64, Apple II, and MS-DOS were later released. Versions for the Macintosh and Atari ST were announced and developed, but not published.
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“The game is quite different from the first version that came out on steam but is not completely finished yet. The exact date is difficult to determine, but it will not come out of early access until it is completely finished. The game was originally made “during a game jam that took place at a castle in a really small town in Sweden.” The developers had no idea that it would blow up on YouTube. On April 1st, 2019, Landfall released TABS in early access on Steam for Windows PC and MAC OS. Since then, it has garnered an overwhelmingly positive rating on Steam of.
Plot[edit]
The player, taking on the role of the unnamed astronautprotagonist, returns from a failed 100-year voyage to 61 Cygni to find the Earth devoid of humans. Cars are rusted and covered with moss, the streets are completely barren, and everything appears as though the entire human race had just vanished suddenly. The player happens upon a barely functioning computer terminal that is tied into a storytelling mainframe, Homer. Through this interface, the player, assisted by Homer who attempts to weave the information into a coherent narrative, discovers information in order to piece together the occurrences leading to the disappearance of the human race. For instance, spending some time in the Medical Records section may unlock a piece of data in the Science section, and through these links the player can finish the game.
Reception[edit]
Info gave the Commodore 64 version of Portal five stars out of five, describing it as 'engrossing, fascinating, and somewhat disturbing ... like a murder mystery, an expedition, and having amnesia all rolled into one'.[1] Roy Wagner of Computer Gaming World described the story as 'interesting and well-written', but felt the interface was tedious. The Amiga version, using a mouse, was considered superior to that of the C64, and only bothered the reviewer by way of slowing down the reading of the story.[2] The magazine's Charles Ardai agreed that the interface was tedious and hesitated to recommend it because it was not a game, but said that the quality of the writing was very high.[3]
Novel[edit]
A hardcover novel, titled Portal: A Dataspace Retrieval (1988) and composed mostly of the text from the interactive novel with some new additions, was written by the same author, Rob Swigart, and first published by St. Martin's Press. It takes the form of a series of notes on different subjects, in an order the player would encounter them through Homer. A softcover edition was released by Backinprint.com in 2001.[4]
An eBook was released 'under the Creative Commons BY-NC-ND Unported license 3.0'. The author has allowed it to be uploaded to the MobileRead forum.[5]
Legacy[edit]
In April 2012, author Rob Swigart and Subliminal Games launched a Kickstarter fundraising campaign called 'Rob Swigart's Portal (1986) Reborn' to recreate the world of Portal as a modern third-person adventure game.[6] Some of the features set to be included were moving backward or forward in time through a simulation of the past and changing the character's appearance for different responses and reactions by virtual non-player characters.
On June 5, 2012, the project creator cancelled the Kickstarter project having raised only $22,796 of the $530,000 target.[7]
See also[edit]
References[edit]
- ^Dunnington, Benn; Brown, Mark R.; Malcolm, Tom (January–February 1987). '64/128 Gallery'. Info. pp. 14–21.
- ^Wagner, Roy (May 1987), 'Portal: A Very Novel Game', Computer Gaming World, pp. 32–34
- ^Ardai, Charles (June–July 1987). 'Titans of the Computer Gaming World / Part Three of Five: Ardai on Activision'. Computer Gaming World. p. 36.
- ^Swigart, Rob (2001). Portal: A Dataspace Retrieval. Backinprint.com.
- ^Swigart, Rob (May 16, 2009). Portal: A Dataspace Retrieval V1.1. MobileRead Forums Science Fiction.
- ^Rob Swigart's Portal (1986) Reborn
- ^'Rob Swigart's Portal (1986) Reborn'. Kickstarter.
External links[edit]
- Portal at MobyGames
- Portal can be played for free in the browser at the Internet Archive
- An official Internet Edition of the novel - No Longer available. Backup on Archive.org is available *[1]
- Portal at Home of the Underdogs
- Images of Portal box, manual and map at C64Sets.com
There's a bug in a certain room in the Audience Engagement Update that can lead to a game softlock. 1.1.1 fixes the problem and is now active on browser builds and being uploaded to downloadable builds as we speak. Sorry for the inconvenience!
Presenting Friday Night Death Slot, the only TV game show where our participants die for realsies! Play through six-second platforming challenges, while risking yourself and grabbing Audience Tokens to keep the ratings at bay in this frantic platformer! Also, prepare to die. A lot.
In a world where audience retainment is as low as it could be and the interest on TV is dropping at a rapid pace, a totally-not-evil television host sets out to create a new kind of game show - one accomodated to the audience's short attention span that adjusts to their reactions as it goes on. You, the contestant (slash victim), will need to act quick as you zoom past these production sets, getting to the exit, dying while you try to do so and collect Audience Tokens along the way to not lose the interest of the watchers at home - how many levels can you survive until your inevitable demise?
A controller and a downloadable build is recommended for full gamepad support (including rumble!), true full-screen, faster loading times and better music support. The HTML5 version is an unsupported build and is designed for pick-up-and-play. You can download the Itch app for easy file management!
- CONTROLS -
In-Game:
GAMEPAD - L-Stick for movement, A for jumping, START for pausing/unpausing, BACK for restarting (or quitting while paused)
KEYBOARD - Arrow keys for movement, Up key for jumping, ESC for pausing/unpausing, ENTER for restarting (or quitting while paused)
Menu:
GAMEPAD: A to start, B to go to Settings, X to close (downloadable version). D-pad to scroll through Settings, A to select, B to go back to the main menu. Rock the L-Stick while on the menu to see some wacky parallax effects.
KEYBOARD/MOUSE: Click on PLAY button to start, SETTINGS menu to go to Settings, CROSS to close. Up-Down to scroll through Settings, ENTER to select, click on SETTINGS to go back to the main menu. Rock the arrow keys while on the menu to see some wacky parallax effects.
- CREDITS -
A more in-depth credits list is available here. Check the in-game credits on the Settings menu.
DespediteErik (Erik Bianco) | Coding, pixel-art | Website |
SlightlySqueamish | Character designs | --- |
Ahmaykmewsik | In-game music | Twitter |
Ariel Kim | Menu music | Itch, Soundcloud |
Artists from Freesound.org | Sound effects | TaraMG, InspectorJ |
Created for the Extra Credits Holiday 2018 Game Jam. And Knuckles.
Status | Released |
Platforms | Windows, macOS, Linux, HTML5 |
Rating | |
Authors | despedite, Ariel Kim |
Genre | Platformer, Survival |
Made with | Construct |
Tags | 2D, chiptune, Controller, Fast-Paced, Female Protagonist, gamepad, Pixel Art |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller, Gamepad (any), Joystick |
Download
Development log
- FNDS: The Audience Engagement Update!Jan 07, 2019
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maybe I dont get it. I keep falling through the walls. maybe its buggy. maybe its me idk
As always, I'm not a good player so I couldn't past the very first level. Keeping the audience happy is hard... :' ) Sounds suited the style overall and I liked the art style very much. Nice game, hard for noobs like me but I liked it. :) Good job!
Works on Linux with Wine. Very fun in that 'Super Meat Boy' kinda way. I want to try it with D-pad instead of analog stick. Can you make it do both?
I'm glad you liked it - Super Meat Boy's style is exactly what I was going for!
As for D-pad support, sure enough! I had problems making it work in the last hours of the jam, as I had to rework every animation event. Will be coming in the near future!
Totally Finished Game (game Jam Version) Mac Os X
Great game! It gave me a 'chip and dale' for nes feeling (I love that game).
But the timer was hard to spot at the begining, and got killed some times for reasons that I dont understand.
The arwork and the tunes were great!
Just this page itself looked so awesome I just had to try the game :D
I played the browser version briefly, but I had a really hard time telling between background elements and elements I could walk or wall jump on. Also, sometimes stuff seemed to randomly kill me even when I had time left.
However, I like the pixel art, the animation, and game's level of polish. But I think core mechanics like the visibility of the level should be of higher priority. (I learned this the hard way while making my jam entry.)
Totally Finished Game (game Jam Version) Mac Os 11
Keep up the good work!
Totally Finished Game (game Jam Version) Mac Os Catalina
Thank you so much for playing! I was working with a very limiting 16 colour palette, so it was quite hard to make background objects stand out without using all of the same colours. Will keep in mind for a potential update! :)