There is a side-view scene where you
control a robot in Santa's workshop and a Gun-shooter scene
where you have a snowball fight with several Santas. In the former, the box you receive is placed in the central machine and dropped into a slot of the same color as the wrapped box. If you don't do a quick job, the next box that flows will fall to the floor. There are also boxes that reduce the miss count by 1 or change the speed of the robot's movement, but in any case, the game ends by the time you reach a certain score. Well, let's just call it a shitty game. The music of "Rudolph the Red-Nosed Reindeer" and the robot's movement is a nice touch,though! The latter is mouse control only. All you have to do is move the cursor to Santa Claus and left click to throw snowballs at him to defeat him. You'll hit Santa's snowballs if you don't do it quickly. This is what it looks like. It's a silly game, so it would have to fit it on a single diskette. In 1997, Amiga (MC68k series), which had a long life in Europe, had clearly passed the "turning point" in the commercial market. If anyone played this in the cold winter, he/she must have felt very sad. |
A Christmas themed platformer with over
3MB of data, if someone makes an ADF version, it will probably
be a 4-disc set. You control a boy who must defeat all enemies in the level, and if they overlap with the Christmas tree, the level is completed. The first weapon is a snowball, but if you pick up an item that enemies drop, it can turn into a dagger, a shockwave or a fireball. Enemies don't just move back and forth from side to side. Some of them shoot projectiles. It's basically a low-difficulty game, but since there are no continues while you complete all 30 levels, it's a great game with a certain amount of tension. |
Every time you complete a level, you'll see a nice picture like these ones. (Here are examples.) |
...And the levels continue. The background and platform graphics change every 10 levels, but as you can see, the enemies that appear in the game also change. As for gimmicks, there are teleporters and platform-erasers available, that would not make you boring maybe, so don't give up if possible. One thing to note is that the monster on the right that appears at the end levels should be defeated as soon as possible or it will cause a bug that seems it runs out of your ammunition. |
The fact that this game ended up in "Amiga
Game Making Competition" in 2009 with a disappointing result
makes me wonder if it's still a matter of "derivative works". There are some parts taken from the 1993 commercial title, and the characters themselves are copyrighted. I said that I have no body and no lid, though! But here's the actual game screen. It is based on the CG of "Sam & Max Ice Station Santa", a game that came out in November 2007 for Windows PC. Isn't it nice? First, I surveyed objects around Santa's workshop. The size of main heroes grow and shrink in perspective. Make Sam walk to the position you clicked on the left. Menu at the bottom of the screen. Left click to select "Look", "Take", "Grab" and "Talk". In fact, right click to do it. |
And when you enter the workshop, first
right click on the Door while selecting "Use". When the door opens, double-click the left mouse button (it's hard to notice this). There are fewer objects in the workshop than in "Ice Station Santa", but some of them are there and you can enjoy the conversation with Max. According to the author, they didn't have enough time to add any puzzle elements to the project. In other words, at this stage we are going to take a look around the workshop with Max to see what's going on immersing ourself in the Christmas atmosphere...that's all. The motivation for working on this game in the first place was to evoke the creation of an ADV game using GRAC, the author also said. Yeah, I get it, but it would be better if you complete the "game", even if it's short. For example, Sam could throw that snowball at Santa, and while he's distracted, Sam could take elves out and end the game... |