MARLOW: In Apocalyptic Acid World (2024) for ZX Spectrum, TK90X, and compatibles. This is a Demo version that includes only the 1st World of the game, which consists of 4 levels and ends after the first Boss (Half of the Episode 1) -------------------------------- ~ Introduction ~ Malow in Apocalyptic Acid World is a platform game for ZX Spectrum 128k, inspired by "The Great Giana Sisters." What? You thought the inspiration came from a certain mustached plumber? No way… Navigate this vast apocalyptic world by jumping, stomping on enemies, collecting crystals, and breaking blocks with your head across 4 worlds, totaling 16 levels and 5 Boss battles. This project was only possible thanks to MPAGD Gen2, modified version of the engine by Xavisan, that expands memory usage beyond the 48kb, without which the complex title screens, introduction, and ending, as well as the large number of music tracks, screens, and code, would not have been possible. -------------------------------- ~ Story ~ Marlow is a guy living in this dark and surreal future, but he has a plan to defeat the unscrupulous Landlords who control the terrible "Panoptic Towers", and guard the access passwords to the central AI computer. Only with skills and a lot of sabotage can he achieve this goal. -------------------------------- ~ Program ~ You need a real ZX Spectrum with 128kb memory or an emulator to play the game. The game is divided into 2 programs: "Episode 1" (Side A) contains Worlds 1 and 2, their levels, and respective bosses, while "Episode 2" (Side B) contains Worlds 3 and 4, their respective bosses, and the game's final boss. You can load Side B at any time without needing passwords; however, due to its higher difficulty, it is advisable to master the previous chapter first, ensuring you are ready to fully enjoy the second part's experience. -------------------------------- ~ Controls ~ The controls can be redefined on the title screen. By default, the keyboard controls follow the QAOPM layout: jump/up, down, left, right, and attack (when the ability is acquired). -------------------------------- ~ Gameplay and Tips ~ You defeat most enemies by jumping on them, but be careful—certain creatures like mutant fish and radioactive plants cannot be stomped on and can only be eliminated with Molotov cocktails. Marlow has 3 basic forms: 1) Normal Marlow: He dies with just one hit, can jump, kill stompable enemies, break blocks, and walks slowly. 2) Molotov Marlow: When you get the power-up, in addition to the normal abilities, you can throw Molotov cocktails with the attack button. If you take damage, you revert to Normal Marlow. 3) Chernobyl Marlow: With the oxygen mask, Marlow can breathe better in the toxic air and gains the ability to run. Jump and dodge enemies swiftly while maintaining normal abilities. If you take damage, you revert to Normal Marlow. You can take small jumps pressing and fast releasing the jump command. If you hold the Jump key for long enough you can jump higher. If you hold jump key while stomping an enemy you will jump highter again. Spikes and bottomless pits kill Marlow instantly, regardless of his form. Breakable blocks can be empty, contain crystals, power-ups, or extra lives. There are also hidden invisible blocks scattered throughout the world; find them for a great bonus. You can enter some pipes that connect to secret rooms where Marlow keeps reserve supplies. Have fun! -------------------------------- ~ Special Thanks ~ - Jonathan Cauldwell, creator of the AGD and MPAGD engines, without whom it would not be possible for me to create these games. - Xavisan (Javier Sánchez), for his modifications and additions to the engine in the form of MPAGD GEN2. - Ramón Fernández, for his work on MPAGD SoundMod, on which the GEN2 version is based. - Erico (Fued) Monteiro, for his help as a beta tester of the game. - Filipe Veiga and Marcus Garrett, for their support and effort in the physical publication of my games. - Laudelino and Luiz Felipe, friends and partners at Mangangá Team. - Pedro Paiva, for the exchange of ideas about underground video games and support in the community. Also, to all other friends and supporters: my wife Ju, Dante, Luiz Souza, my brothers Luiz Felipe and Gabriel, and my parents Osmarina and Paulo. -------------------------------- ~ Credits ~ Characters, programming, game design, graphics, and official artwork by Amaweks. Public domain music compositions, ZX Spectrum versions by Amaweks. -------------------------------- ~ Music ~ It is noteworthy that all the songs in the game are popular anarchist, revolutionary, or anti-fascist resistance compositions from the 19th and 20th centuries. They are all public domain songs, some of which are often played by punk rock or Ska bands, among others, and were used as inspiration for the game's versions. Below is the list of songs in order of appearance in the game and a brief description: Title Screen: "La Ravachole" A parody of "La Carmagnole," a popular song during the French Revolution, this version is attributed to Sébastien Faure in honor of Ravachol, known as "the anarchist bomber," who was condemned to death and executed in 1892. More info: https://bibliotecaanarquista.org/library/sebastien-faure-la-ravachole About Ravachol: https://pt.wikipedia.org/wiki/Ravachol Reference Recording: https://youtu.be/e0Nh6ueFvQo Acid Overworld: "A las Barricadas" Song associated with the Spanish anarcho-syndicalist movement from the 1930s. This song is closely linked to the Spanish Civil War. More info: https://pt.wikipedia.org/wiki/%C2%A1A_Las_Barricadas! Reference Recording: https://www.youtube.com/watch?v=AVmMc_7F-Z4 Underground: "Arroja la Bomba" "Arroja La Bomba" (Throw the Bomb) is one of the most well-known anarchist songs from the battlefronts of the Spanish Civil War (1936-1939). More info: https://pt.wikipedia.org/wiki/Arroja_La_Bomba Reference Recording: https://youtu.be/e0Nh6ueFvQo https://youtu.be/Te35ZGT06ls Atletics and game End: "Bella Ciao" Popular Italian song, likely composed by temporary rural workers, later modified as a protest song against World War I, and eventually with lyrics related to the Italian resistance against Fascism during World War II. More info: https://pt.wikipedia.org/wiki/Bella_ciao Reference Recording: https://youtu.be/L2VRqcx-ZlY?list=PLYMBc1aXoQVP-v7246MqaLjxOiZwrgGUW Sky Towers: "Kampflied gegen den Faschismus" German communist song against the rise of the Nazi Party, performed in 1932 by Ernst Busch and subsequently censored and banned by the German government in 1933. More Info: https://en.wikipedia.org/wiki/Ernst_Busch_(actor) Reference Recording: https://youtu.be/V3CBAnZqWZc Landlords (Bosses): "Ay Carmela" Originally composed in 1808 against the French invasion during the Spanish War of Independence (1808-1814), the song was revived by Republican soldiers as one of the resistance songs in the Spanish Civil War (1936-1939). More Info: https://pt.wikipedia.org/wiki/El_paso_del_Ebro Reference Recording: https://www.youtube.com/watch?v=BAdIgWBro4E Poluted Waters: "No pasaran" "No Pasarán" (They Shall Not Pass) is another popular song from the Spanish Civil War and the resistance against Franco's dictatorship. More Info: https://pt.wikipedia.org/wiki/N%C3%A3o_passar%C3%A3o! Reference Recording: https://youtu.be/DfXEfJ2-f3g?list=PLSba2DeYlTo6uzU0-VtixOebicb7dFJrQ -------------------------------- Personal Thoughs It was 2014, and I was bringing an arcade machine with my first game, As Aventuras de Zé Baldinho, to events organized by Geodésica Cultural Itinerante and watching kids play it. While the game keep them interested, many of the kids found Zé Baldinho’s mechanics too difficult, and they constantly asked me, “Uncle, put in the Mario game.” I heard this so often that day that I decided to make a game with similar mechanics to the famous plumber. By 2016, I had completed the first version of Marlow, made for PC using the now obsolete ARGS engine. Obviously, if I was going to make a game inspired by Mar... I mean, “Giana Sisters,” I shouldn’t repeat the typical video game clichés, like saving the princess. From the beginning, my intention was to subvert this in every way in the creation of the character and his universe in my games, only retaining the “surreal” atmosphere of the environments and enemies. Now, in 2024, after several years of working on games for MSX, ZX Spectrum, and Mega Drive, it was time to revisit Marlow. After Bruxólico, a lengthy project that took almost a year due to its narrative complexity, complete with an illustrated book and more all done by myself, I wanted something more “easy” and focused on gameplay. Marlow was perfect for this, although, as usual, it turned out to be much more work than planned, and the project grew and became complex in it's way. It may not seem like it, but a game with these mechanics requires complex interactions, collisions, and programming. There are many variables, including what can be broken, platforms, enemies, blocks, or all at the sime time, among other situations that interrelate, requiring a series of exceptions within exceptions in the logic. It’s quite complex for a modest developer like me, but here it is, working satisfactorily on the modest yet beloved ZX Spectrum and its emulators. Marlow doesn’t have an elaborate narrative development, but it doesn’t need to. Despite this, it is there; it has aesthetic, ethical, and political content, and its story can be complemented by the player’s imagination. I hope people enjoy the experience of the game, the music, and the graphics I crafted with passion in this one more game. --------------------------------