Jeepney Jeepers: All-Original Retrogame from Myth Core Productions

Matt Barton's picture

Jeepney Jeepers: Multiball FTW!Jeepney Jeepers: Multiball FTW!Armchair Arcade is pleased to present Jeepney Jeepers, the all-new game from Myth Core Productions, designed and programmed by Matt Barton with comics and graphics by Elizabeth Barton.

Aliens have landed in southeast Asia, and the only thing standing between THEM and humanity is...one man and his jeepney. Are you brave, fast, and just plain dumb enough to snap on that space-age laser prototype and defend the earth? Of course you are! So get your butt in that jeepney, yup!

  • An homage to classics block-busting games like Arkanoid and Breakout but with a crazy twist!
  • Blow up blocks, roast the invaders, rescue your fellow humans and--above all else--get to the last level and take on the awesome might of THE GORFINATOR
  • Collect upgrades and unleash the unbelievable block-busting power of the five-pronged MULTIBALL
  • Bust that crit bubble for the amazing SUPERBALL
  • Bounce up them balls as much as YOU want, no more, no less
  • Feelin' lonely? Bust out those poor little refugees for fun, fame, and profits
  • Get the energy boost powerups and ram right through the blocks with your jeepney
  • Surrounded? Don't panic, make THEM panic with your amped up car horn
  • Twelve colorful levels with an awesome retro-arcade inspired boss fight
  • Compete with friends and family for the honor of the High Score table
  • Why ain't you playing this already?

Download this sweet mama right now!
JEEPNEY JEEPERS (version: 1.04b)

And if you enjoy playing this game, please leave us a comment below. It's man and womandatory.

Comments

bytex666
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Joined: 11/02/2011
I always loved

I always loved arkanoid/breakout games, this is the freshest spin on it I've seen in years.

Nice that you crammed in so many features into a simple idea aswell. And the Gorfinator. Best. Name. Ever.

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clok1966
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Joined: 01/21/2009
I got to try it after work

I got to try it after work and was going to reply this morning.. but dang work.. I had to actually do it this morning (and should be now too). once again the first thing that strikes me about your games Matt is the way you are combining gameplay in ways I would have never thought of. Creative is the word I would use. I see its not a tank..its a BUS! hehe. I have lost sof questions, answer if you would like, if not no worries.

graphics, i see a few icons are PD ones (gems, dimonds) at least i think they are.. but BUS/ people/ enemies.. did you do those? The bus is pretty dang good and the people running is nice too, heck even the look of the enemies is good.

that turrent on top of bus.. do you have a link to an example of how you did that? or is that all your own? I know how to make a shot go where my mosue is.. but im having issues with the the shot going to top of screen while my turrent is still pointing left.. (my turrent isnt as fast as yours, as speed of its rotation is part of gameplay). I been fooling around with some Tower Defence examples -turrent that follows enemies- but its not working out as easy as i hoped.

as for cons: The bus turns too fast i think, as for how fast it should turn? geez that s hard to say.. to me it turns to fast, but I get thinking and wonder if slowing its turn down might happer gameplay (alot) so maybe its not.. I just seem to have a slight issue with controling the bus.. and for the WASD player i keep thinking its thegmae not me ( but its probebly me). I think the fire rate is a bit high.. i just spam/rapid fire on most everything and it seems to work. You should put in what i call the Bezerk RULE . (if you just sit on a screen an almost impossilbe enmy will attack (evil otto)).. you do great on gameplay.. but now you have to work on keeping the player 'going" so to speak.. nothing wrong with unlimited time.. but some how, urgency does lend itself to exciting game play.. and also makes the player make mistakes and either get the thrill of a close call or dies due to being lazy. but now thats out of way...

PRO: Comic before it.. nice touch. Instructions worked for me, but i think i downloaded after you added them. Ithink you have just enough of all the right things.. random ( i would guess) bonus's for block breaking.. im sure somebody out ther will break every single one!.. Feel good of resuceing people (im still not clear on why? points only or?) but its a goal.. new levels after the one you are on.. alwasy a goal.. differnt enemies -again always a goal. its all here it seems.. I didnt get to the boss.. had company last night..

excellent 2nd try .. in fact both are better then about 70% of the ones i download on the gamemaker forums.. as for the HTML thing rob talks about.. I think you can just load it into it.. But I see the HTML version is $200! I bought gamemaker 6 way back.. .. Im on 8.1Pro now. If it was in the html5.. could you just host it here and it would be playable? That seems to be the case but .. im so out of touch with that stuff (never botherd with flash really either).

Bill Loguidice
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Joined: 12/31/1969
GML
clok1966 wrote:

excellent 2nd try .. in fact both are better then about 70% of the ones i download on the gamemaker forums.. as for the HTML thing rob talks about.. I think you can just load it into it.. But I see the HTML version is $200! I bought gamemaker 6 way back.. .. Im on 8.1Pro now. If it was in the html5.. could you just host it here and it would be playable? That seems to be the case but .. im so out of touch with that stuff (never botherd with flash really either).

It's actually only $99, though if you pre-ordered like I did, you could have saved $20. Yes, the idea with the HTML5 version is that you can embed it in ANY Website and make it playable on any browser or device that supports HTML5 (including mobile - yes, it will support touch). In fact, you can just put in one simple line of code and it will only be playable on the site you want it to be playable on (cuts down on stealing).

The ultimate goal is to have our own Armchair Arcade games sub-site, with the team's games, as well as friends of AA's such as yourself who want their games formally hosted outside of YoYo Games' own site.

I'm also looking forward to the GameMaker that will allow you to make mobile apps directly, as well. That will complete the package and make it more competitive with some of the other solutions out there for hobbyist game creation.

As for converting a regular GameMaker game to an HTML5 version, speaking from experience, it's not an automatic process. It MOSTLY converts, though quite a few things break because the HTML5 version - due in part to the limitations in HTML5 itself at the moment - does not support all the features. In that case, you're better off starting a game from scratch in the HTML5 version until you become experienced enough to fix all the stuff that's broken.

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clok1966
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Joined: 01/21/2009
Im wondering if one uses the

Im wondering if one uses the moslty drag and drop stuff, if it converts better to HTML 5. maybe (depending on how much script or actual programming matt did) matt could send you the GM build and you could try load it and see? I would be intersted.. I would be really interested to see how it played in a browser too.. maybe a somthing you dont have time to check, or ? No worries but would be interesting. I know with my map building for games liek L4D i forget im cranking some more then Average hardware.. and even my backup machine is canking a 7 on win index.. so testing it is tricky for me.. 'works great on my machine" is not alwasy what happens on others.. SOURCE map building is easy, map optimising so it runs on the average machine, BRUTALLY hard.

Bill Loguidice
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Joined: 12/31/1969
Did it already...
clok1966 wrote:

Im wondering if one uses the moslty drag and drop stuff, if it converts better to HTML 5. maybe (depending on how much script or actual programming matt did) matt could send you the GM build and you could try load it and see? I would be intersted.. I would be really interested to see how it played in a browser too.. maybe a somthing you dont have time to check, or ? No worries but would be interesting. I know with my map building for games liek L4D i forget im cranking some more then Average hardware.. and even my backup machine is canking a 7 on win index.. so testing it is tricky for me.. 'works great on my machine" is not alwasy what happens on others.. SOURCE map building is easy, map optimising so it runs on the average machine, BRUTALLY hard.

I had already put both of his games through, actually. Mayhem mostly worked, but had some annoying omissions, whereas JJ wouldn't work at all outside of debug mode. I'm not sure what Matt's future plans are, but he now owns GM HTML5 as well, so perhaps he can make more progress.

In any case, I'm SUPER slowly working in it myself and I'll be in HTML5 mode from the start, so I'm hoping it only enables features/options that compile correctly. In the program you have a choice of working in either original GML mode or HTML5 mode.

My personal plan of action is to create a super simple game to make sure it works properly on our site and across all compatible HTML5 systems, then get to working on a full game. I'm juggling several things behind the scenes, though, so I'm just not sure when I'll get to it, sadly. Sporadic work in GM HTML5 is not helping with the learning...

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Mark Vergeer
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Joined: 01/16/2006
Wow!

Love it. Absolutely love it. I am weird as I totally grasped the game mechanics right away. They are complex - just the way I like it. The way you need to time your shots - how you get a power up. Moving about your 'car' aliens firing at you and you having to resque the people.

I am hooked. It is nerdy and classy!

Thanks for making this and thanks for letting us play it for free Matt!

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Matt Barton
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Joined: 01/16/2006
Thanks, guys! I could easily

Thanks, guys!

I could easily make it so that you can't rapid fire or some sort of "gun too hot" thing. I left it out because it was making it all but impossible when an enemy was bearing down on you. Besides, there is a catch--if you rapid fire, it destroys the bullet you just shot.

I've had a couple say that, though, so I should probably think about putting it back in, or at least put in a timer so you must wait at least a few seconds before firing again.

Anyway, thanks for trying it out!

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clok1966
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Joined: 01/21/2009
More play, bus turns just

More play, bus turns just fine.. more play the better i get.. so its player not game. Rapid fire, again i think you may be ok, you are correct that the otehr bullet ending is its con.. and i think its perfect that way. I find it strange i smoked through the first 4-5 screens, my 2nd play through the first monster? got me.. moved way faster then i expected. The wya you use shots matter much more as you advance and that sorta tricked me into thinking the spam bullet idea was ok.. it starts to matter a little more later. I had a small issue with the tight area's (the long thin yellow coridors about 4-5 "rooms" in?).. i found i got hung on a wall.. it wasnt really hung, just like i was in sludge..it wouldnt turn to come out of it so i just kept pressign forward till it 'came lose" but i couldnt repoduce it.. (good god.. i bug test all day when im troubleshooting now im doing it a agame :) )

I still havent got to the BOSS... some coool touchs, the people you rescue are in the seat at bottom of screen.. didnt notice it till a few plays in. Again.. dang some creative ideas.

Matt Barton
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Joined: 01/16/2006
If you get too close to a

If you get too close to a wall you will only turn away only one degree instead of eight. I did that to try to keep the back end from getting stuck in a block or wall. Not perfect, but hopefully not something that happens much. My advice is to try to clear out some space first and not try to squeeze into narrow corridors of blocks if you can help it.

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Rowdy Rob
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Joined: 09/04/2006
More comments

First off, my new high score is 102422! I think I might have made it to level 8 or 9.

Secondly, the new instruction screen is fantastic, much better and more informative (and attractive) than the previous version.

Thirdly, this game is seriously addictive and challenging! The base mechanic of trying to aim your ball while timing it to the color dial is like walking and chewing gum at the same time while patting yourself on the head. I often times have my eyes glued to the color dial, when suddenly BOOM, a shot hits my jeepney because I wasn't paying attention!

The later levels are almost "Gauntlet-like" in the way the enemies are pot-shotting you over walls. Except with "Breakout".... :-)

This game is seriously challenging! In a good way. I'm actually surprised that I haven't beat it yet. I don't know whether to congratulate you on a job well done, or strangle you out of frustration. :-)

My life's goal is now to be the first person whose name is not "Matt Barton" to beat "Jeepney Jeepers."

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