Deadris was essentially an idea of Rex. I once told him that I initially intended to include a hidden game in Megablasters, but didn't had the time to write it anymore since the release date forced me to finish the game early. So Rex had the idea that we should remedy this flaw in our next collaboration: our planned release "Rigor Mortis".

You know Rex kept sending me discs with ideas and designs for new graphics and enemies for our upcoming game "Rigor Mortis". On one of these discs he had the graphics for Deadris and he added a hand written document with information on it.

So what's Deadris all about?

Basically it's a Tetris clone with a little twist or two. You have all the regular tiles, e.g. the "L" piece, the small "T" piece, a cube, a line consisting of four squares and the "s" piece. But different to Tetris these pieces are not comprised of individual squares but are full color graphics that, if assembled the right way, combine to look like a dead human body. That is all these pieces are parts of this dead body, e.g. the head is the Tetris cube, the legs are two different types of the "L" piece, the body is made up of the "T" piece as the hip bone and the four square long bar as the spine, finally two different "s" pieces form the arms of the body.

In line with the game "Rigor Mortis" Deadris was also meant to become very bloody and disgusting. Instead of the jar in which the Tetris blocks would fall we wanted to use an open coffin in which the body parts would fall from the top of the screen.

All the pieces, falling as well as those that had already landed somewhere, were meant to drip blood every now and then which would gather at the bottom of the coffin. Once the final gap in a horizontal line was filled the line would dissappear, almost like in the original Tetris. Just with the little difference that it would disappear in a big splash of blood.

If you were able to assemble the full dead body by dropping all the parts at the appropriate positions there was going to be some special event, like a jump to a higher level or maybe some special animation or a digitized scream or something like that - Rex and I hadn't really decided what would happen at this occasion.

Unfortunately, when I decided to discontinue the Rigor Mortis project Deadris met its premature end as a consequence. For some time I thought that I might continue with Deadris and release it as an individual game instead, but due to a lack of time and a loss of interest in the CPC in general I didn't follow up that matter.

The only existing evidence of Deadris are the two graphics screens Rex had painted. No programming whatsoever had been done.




★ ANNÉE: 1995


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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.