Stickman Limited Productions

Second Time Around

August 24th, 2009

I don’t really review old games. I don’t really review new games. I just review the games that some of us were too (*&%ing cheap, or broke, to get to the first time around. Welcome to Second Time Around with Tirade.

Stickman Limited has a URL again! We’re not completely up and running, due to a combination of harddrive failure and previous-webhosts-can’t-find-their-ass-with-both-hands failures. But I go the bare bones of the site up, and I was probably going to want to overhaul the damn thing anyway.
So sit back while I get this thing running again. Most of the graphics on the site (including screenshots from games) has gone down the dead harddrive black hole, but the HTML and most of the downloads are still here. And in addition to the game demos, there’s a new review series called Second Time Around, for the cheap/broke gamers out there who missed the newest releases the first time around.

Break Invaders 2

May 24th, 2008



Break Invaders 2

It is a dark time in the galaxy. Alien forces are sweeping through, one star system at a time. Their mission: total annihilation of any sentient beings that can oppose them. Piloting a new spacecraft, capable of firing both conventional weapons and a powerful energy ball, your mission is to destroy any enemy spacecraft as well as the building blocks they are using to create their bases.
The newest improvement to your vessel is one that will allow you to harness any enemy energy that might fall from destroyed building blocks. Your ship will be able to do different things with different kinds of energy.


The bright blue globes of energy help power your laser cannons and make them stronger.

The yellow globes with a red core multiply your energy ball into three seperate balls.

The plain yellow globes help your laser coolant system work better, giving you a more rapid rate of fire.

The turquoise globes reinforce your ship’s shields.

The green globes temporarily charge your energy ball with a kind of energy that makes it into what your fellow pilots refer to as a ‘shieldbreaker’. It will not bounce off of shields, instead it will stick to them and drain them of power very quickly.

The red globes temporarily charge your energy ball with destructive power. When your energy ball glows red, it can tear through almost anything that isn’t shielded. This is very handy when you need to take out the golden alloy blocks, or a particularly tough boss.

The purple globes give you extra lives. Hoard them well. When you run out, it’s all over. For all of us.

Ship controls are very simple. The left and right arrow keys move the ship, and the spacebar releases the energy ball. After the energy ball is released, the spacebar can be used to fire the laser cannons. Once you have collected at least one yellow globe, you can hold down the spacebar for automatic rapid fire. The more yellow globes you have, the faster you can fire. And the more blue globes you collect, the stronger your cannons will be.
Most blocks can be taken down with one hit by an energy ball, or three hits from a low-powered laser. However, there are some stronger alloy blocks that will be harder to destroy. Levels can be completed without destroying these, however. The important thing is to take down any enemies, and any regular building blocks.
Some areas will have built in shields. These can help protect you from enemy fire, however you will also be unable to fire upon your enemies. Some enemies may also be shielded. You will have to take down their shields before you can hit them. However, if you get a green energy globe, your energy ball will be able to drain enemy sheilds very fast. This can be quite an advantage at times, but be careful not to take out any shields you’re currently trying to hide behind.
There may be occasional enemies that are much larger or tougher than the average. Be careful with them, as they can be very dangerous.
Look out for gun turrets. The turrets can fire in any direction. Some turrets might be set on automatic, so they will fire randomly. Others will be manned, and will take aim at your ship.

Good luck, pilot. We’re all depending on you.



All graphics, music, and just about everything else in this program is copyright 2007 Hugh Sullivan and Stickman Limited Software.
GameMaker 7.0 by Mark Overmars
The first ten levels offered here are only a demo. This version is not to be sold in any way, shape or form. If you paid money for it, you were ripped off.

Click here for screenshots
Screenshot 1
Screenshot 2
Screenshot 3
Click here to download demo

Demo requirements:
Windows 95 or above
Decently fast computer
DirectX

Filesize: 3.45mb zipped

Kill Die 2: Die Tryin’

May 24th, 2005

Version 1.22
Kill Die 2: The sequel to the ASCII game Kill Die. Now with actual graphics and a psuedo-plotline!
Kill Die 2 chronicles the events of a lone man, caught in the midst of an alien invasion. The point of the game: Shoot everything you find. Now with new weapons and creatures!

Click here for screenshots
Screenshot 1
Screenshot 2
Click here to download

Demo requirements:
Windows 95 or above
Pentium 133 or above
DirectX

Filesize: 2218k

Alabama Bones and the Temple of Gloom
Archaologist Alabama Bones is minding his own business, getting ready to leave the museum he works at when he hears a noise coming from what should be an empty museum.
You control Alabama as he chased down the thieves, and finds out what they were really after. The location of the Temple of Gloom. Fight ninjas, thieves, nazis, and a host of other enemies in this action-packed 2d sidescroller!
(Creator’s note: Unfortunately the files used to make this game are on a dead computer, and it is unkown as to whether or not this game can be continued. However, it is the hope of the creator that it will be reborn anew if it cannot be continued)
On Hiatus
Click here for a screenshot from level 1
Level 2
Level 3(not on demo)
Level 3(not on demo)
Click here to download MIDI music version of the demo(smaller filesize)
Click here to download MP3 music version of the demo

Demo requirements:
Windows 95 or above
Pentium 133 or above (166 recommended)
DirectX

Filesize: MIDI version 1.94mb unzipped, 852k zipped
Full version 2.74mb unzipped, 1.56mg zipped

Version 1.22
Break Invaders is an innovative blend of the fast-paced action of two classic arcade games, Breakout and Space Invaders. It features both blocks and moving enemies to destroy, as well as fast paced battles and bouncing and many ways to test your concentration and reflexes. Destroy the alien invasion as best you can, and good luck!

Click here for screenshots
Screenshot 1
Screenshot 2
Screenshot 3
Click here to download

Demo requirements:
Windows 95 or above
Pentium 133 or above
DirectX

Filesize: 1251k zipped

Kill Die

May 24th, 2000

The very first game I ever made in PASCAL. The very first game I ever made, if you don’t count the few text adventure games I made in BASIC all the way back in elementary school
This game was made in PASCAL class, immediately after I learned how to do arrays. It took about 20 minutes to make. I had intended to make more levels, but then I learned how to do graphics in PASCAL, and started working on a graphical game engine.
Unfortunately, that file has been lost due to a dead harddrive. Which is just as well, as I had given up on the game engine when I discovered that PASCAL could not do any kind of sound other than ‘bleep’.
Click here for screenshots
Screenshot 1
Screenshot 2
Click here to download

System requirements:
DOS, or a functioning DOS emulator.
Filesize: 12k

Old uncategorized site news

January 1st, 2000

Saturday, August 29, 2009
And we’re back. With not only a new URL, but a new product. This time its a review show, Second Time Around. And I’m still working at recovering or remaking half the content of the site.

Monday, May 14, 2007
A new demo is up for a game that is nearly finished (in it’s beta stage), Break Invaders 2. In my opinion, far superior to the original in terms of graphics, gameplay, artwork, design, and just about everything else that makes a game good. And fun to play.

Monday, December 4, 2006
Between several computer crashes, day jobs going under, ect., This site hasn’t been updated in quite a while. Gamemaking has not been on my priority list.
Until now. While the data files for Temple of Gloom are unfortunately on a dead harddrive, I have hopes to resurrect the game. I may play with the format a bit, since I’m going to be starting from (mostly) scratch. However, in the meantime, I have been working on a fairly simple game to get back into the swing of things… a sequel to my very first game ever.
Check out the demo for Kill Die 2: Die Tryin’.

Saturday, April 24, 2004
The demo for Temple of Gloom has been updated with mp3 music. Older MIDI version still available, but the final game will probably only have MP3.

Thursday, April 22, 2004
The new Temple of Gloom section of the cafepress store is now open! it can be seen here.

Tuesday, April 13, 2004
Once again this has taken longer than I thought it would, mostly because up until the last week or so my ‘day’ job has been taking up a lot of my time, but I have some new screenshots for Temple of Gloom here.

Thursday, March 18, 2004
Sorry for the delay everybody, but the newest version of the Temple of Gloom demo is up. That’s right, it has the second level, along with a few other changes that I hope are improvements.

Tuesday, February 10, 2004
Version 2.0 for the Alabama Bones and the Temple of Gloom demo is available! New features include an improved status bar at the top of the screen, and two more weapons.

Thursday, January 29, 2004
The first of hopefully many free minigames is available, Break Invaders. Also, work on the three level shareware version of Alabama Bones and the Temple of Gloom is coming along very well.

Friday, January 09, 2004
One week after the opening of this site, the demo for our first game is up. Check it out here!

Friday, January 02, 2004
No news other than the fact that the page is up, and all the sections are being put up.

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