FELNEYSOFT LOST MEDIA

Well, this is a bit embarrasing...

This was going to be a page about various home-made videogames I made, but then lost. Only I then went and re-found a bunch of them. There's still a few that are lost to time, but they were also really crappy.

Game 1

At least I think it was called that. Probably the first ever thing I saved into an .exe in my cracked copy of The Games Factory. It used a bunch of the default graphics and was essentially a really crappy Sinistar, with no "Sinistar" and enemies that just randomly flew about. It was pretty pointless, but for some reason I still uploaded it.

Is what I said before. Now, once again, I have FOUND this lost media game! It was corrupted, but I was able to open and re-save it in Multimedia Fusion 2. Actually the crap I remembered is better than the shit it actually was. It's not like Sinistar at all, it's more like Space Invaders, if Space Invaders had boss battles, really easy ones. For some reason, the game over screens (winning or losing) have a "Hall of Mirrors" effect I couldn't fix. Also if you win the enemy "stays dead" if you try to play again. You have to exit the game and come back in.

Download link

Insanity 2

I thought this game was lost media, until I went and FOUND it! BUT, It was corrupted, so I wrote the description below in italics from memory. THEN, I went and FOUND an uncorrupted, working version! Some of the stuff I described (and can remember making!) was evidently removed from the final version of the game, and is thus actually lost media!

A game with (a few) original graphics! Based on the Insanity Please comic, of course. There were various levels, all crappy...

Level 1 - A "platform" level, but as I couldn't work out how to make platforming yet, it was actually just a level where you could only go left or right, in a Magitek, shooting Shinra soldiers. Very short and crappy. Actually, the magitek part was removed. Instead you have to climb up an akward and annoying "cave".

Level 2 - Driving. I made every building an "active object", which there was a limit on (and they used more ram), so my dreams of creating a huge city fell flat, and it just a few streets. Blue blobs representing Shinra soldiers drifted around, bumping into the walls. They could be run over but it didn't really matter. Also I set the MIDI background music to "play" "always", which meant it was constantly starting to play every millisecond (well, every two milliseconds, really), which created a metallic grating sound I just convinced myself was "engine noise". Actually, this part was removed entirely, so level 2 was actually...

Level 2 - Tanks. This one was crazy! Due to the Games Factory engine being a piece of shit, any moving objects didn't move until you could see them on the screen. the enemy tanks all fired their guns at once, at a regular time interval, and in a fairly random direction. This basically meant that you were always driving around in a cloud of randomly-flying shells. I had to reduce their damage to almost nothing or the level was impossible. The level ended when all the enemy tanks died, so it was possible to fire a "wall" of shells to the edge of the screen, where they would hover until you "caught up" to them, then just drive around until they hit something. You could win this level without even seeing an enemy!

Level 3 - Flying. This time you were in a helicopter and had to shoot missiles at enemy helicopters (who just kamikaze'd at you, then drop bombs on enemy trucks. I was too lazy to make the bombs damage the helicopters and the missiles damage the trucks, and angrily demanded the players play it "properly" in the .txt!

Level 4 - Infiltrate the base. This was a much-better platforming level (I'd read some tutorials!), it only scrolled in one direction, so putting the health bar on the screen actually worked this time! Anyway you had to go through a Shinra base shooting enemy soldiers, then "fight" (by igoring and pushing a switch) a tank at the end. Due to the aforementioned "things don't move until you can see them" bug, the tank fired a big "stack" of shells at regular times, and when you reached the end they'd all fly at you at once and cause an instakill. So I had to reduce the damage the shells did down to almost nothing, making the actual boss fight after the initial "surprise" shell swarm trivially easy and boring.

Level 5 - Driving. Drive a car through a forest to the end, that's it.

Download link check out that nutty .txt!

Insanity 3

A much-improved platformer, made using a lot of default library graphics from MMF 2 (at least they look good). While it still uses the bug-ridden default Clickteam platforming movement, it's plenty more polished and actually sort of playable. It has two "chapters", The Forest and The Mountains, though they are indistinguishable from each other. There's also a short minigame between the two. Each level has a boss (though one of them is just a crowd of enemies), and then there's a final boss that actually takes some time to beat (though it's still really easy).

There's even a bit where you can capture a Magitek and drive that... which just makes it even easier!

Download link

Insanity Please RPG

I beleive I may actually still have the development files for this... somewhere on a disc in the UK! It wasn't really "lost", as I never finished it Barely started it, in fact (but the potted history page links here when I mention it!). Basically I wanted to make Final Fantasy 6, with the magic system of 7... in a cracked version of The Games Factory. Yeah, nah, even if I had the official pro version, and was the best Games Factory developer ever, there's no way that would have been possible, it would have choked on the global variables alone.

But, as I was a complete n00b, it wasn't even close to that. Actually it had an "always on" dialogue box at the bottom of the screen, because I didn't even know how to make them appear and disappear in appropriate places. Soon after, I discovered RPG Maker 2000 (also cracked, greetz to Don Miguel), and started making the Insanity Please RPG in that, instead. RPG Maker 2000 didn't allow for many of the things I wanted either, so I later started making it innnn....

Insanity Please RPG - RPG Maker 2003 version

This was a casualty of the same series of fuckups of my old Win XP b0x which killed all enthusiasm for Ultimate Hell. Seriously, I had to format the fucker 3 times a month, then totally reinstall the OS. My mate had to it so much, his Windows XP wouldn't reinstall, as he'd used the registration code "too many times". Yeah well maybe if you cunts didn't make an OS that fucked up every 11 days we wouldn't need to be using the registration code so much.

Anyway, this had much better maps, more sidequests (including a rock-scissors-paper like "wrestling" section Celes could take part in for prizes) and I was starting to make some custom sprites for the side-view battles when I lost it. Unlike Ultimate Hell, I'm not sure I gave the files to some guy at Pelcombe Training, shortly before getting my first job. Either way, I never met him again, so it was a moot point.

See Also:

Doom Lost Media

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