Game Maker Games Roundup: Super Sequels
January 13, 2011
Sequels are relatively rare in the Game Maker world, but among those that exist are some real gems that take the original game’s good bits and make them better. Let’s take a look back at five of the best sequels made with Game Maker.
Jumper Three (Matt Thorson)
Not everyone took a liking to Jumper Three, the threequel released many years after the popular predecessor Jumper 2. The game marks a significant and lovable change in graphical style, with no black outlines to be seen. Ogmo has noticeably twitchier physics which feel great once you get used to them. A new feature in Jumper Three is the inclusion of various different types of Ogmo to help you complete the large number of stages with their special abilities. Difficulty-wise, the platformer is more accessible than its predecessor, whilst still offering the ultimate challenge.
suteF (Ted Lauterbach)
Hot off the press comes suteF, simultaneously scaring players worldwide and inventing a new sequel naming scheme. Compared to other sequels, suteF is more of an improvement rather than a new game, but it improves vastly on what was already a fantastic puzzle platformer. Again, you control the blue character, Aramus, but now among a more detailed environment, aiding the well-captured sadistic atmosphere and complementing the sound level design.
Karoshi 2.0 (Jesse Venbrux)
Yes, everyone and their mum has played it, but that’s a good thing. Jesse capitalises on the innovation of the first game to create the masterpiece that is Karoshi 2.0; by far the most clever and fun to play of the series. For good reason, many of the levels have stuck in my mind; I particularly remember the pictured level. This sequel also gives us a level editor and a speedrun mode of the comparatively tame selection of levels found in the original. The 95000 plays on YoYo Games goes to show how deservedly popular this puzzler is; it’s too bad that original ideas are original only once.
Another Day in the Life of Bob (Polystyrene Man)
It’s fair to say that even the original offered an awarding experience (I and even my sister became addicted to it for a short while) but this sequel dwarfs it in every way imaginable; that’s what three years of development does. The city is much more populated and there are far more things to do, even going so far as allowing you to grow and harvest plants. Visually, the environment is still isometric and the original’s rough graphics are replaced with a bright colour scheme emblazoned with an aptly abstract style. It isn’t without its glitches but this is a gigantic follow-up that deserves devoted hours.
Innoquous 3 (Andrew McCluskey)
The once suitably harmless Innoquous becomes a whole lot more dangerous in this colourful and more feature-packed second sequel; abstractly realised ‘fiery floors’ form one of various new modes. The graphics are polished whilst still maintaining the lovely ground effect found in the original game, and the main menu is a pleasure to navigate. I believe this game represents the ultimate experience that Innoquous could ever be whilst still being Innoquous; it can be as fun and as challenging as you’d like.
Honourable mentions: Visit 2, CoreDase 2, Mercury 2, Timewave 2, Dominos 2