Follow TV Tropes

Following

History VideoGame / GloomAmiga

Go To

OR

Is there an issue? Send a MessageReason:
None


''Gloom'' is a 1995 FirstPersonShooter made by Black Magic Software from New Zealand for the UsefulNotes/{{Amiga}} system, and one of the many, ''many'' blatant ''Franchise/{{Doom}}'' clones at the time. And like so many clones back then, ''Gloom'' doesn't really have much of a plot.

to:

''Gloom'' is a 1995 FirstPersonShooter made by Black Magic Software from New Zealand for the UsefulNotes/{{Amiga}} Platform/{{Amiga}} system, and one of the many, ''many'' blatant ''Franchise/{{Doom}}'' clones at the time. And like so many clones back then, ''Gloom'' doesn't really have much of a plot.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CoversAlwaysLie: ''Gloom 3'' was released in a box called ''Ultimate Gloom'' which implies it was supposed to be a CompilationRerelease that also includes both versions of the original game (basically re-using the art from the original game's box, as well as using original ''Gloom's'' screenshots on the back adds credence to this, at least it does have new blurbs and bullet points describing ''Gloom 3'' and its zombies). The CD however only contains ''Gloom 3''.
Is there an issue? Send a MessageReason:
None


** ''Gloom 3'' ends with a still frame and a lengthy essay revealing that the entire game was set on a zombie ''planet''. And you then made it to your spaceship before flying away.

to:

** ''Gloom 3'' ends with a still frame of [[Film/DayOfTheDead1985 Bub]] and a lengthy essay revealing that the entire game was set on a zombie ''planet''. And you then made it to your spaceship before flying away.

Added: 4848

Changed: 6973

Is there an issue? Send a MessageReason:
None


''Gloom'' is a 1995 FirstPersonShooter made for the UsefulNotes/{{Amiga}} system, and one of the many, ''many'' blatant ''Franchise/{{Doom}}'' clones at the time. And like so many clones back then, ''Gloom'' doesn't really have much of a plot.

The plot ([[ExcusePlot or lack of it]]) sees the player character in control of what appears to be a SpaceMarine (assuming the squad of armor-clad men in the single-frame intro before the starting screen is ''supposed'' to be the players) engaged in an all-out deathmatch against a rival platoon in the labyrinthe bowels of a spaceship; the player just keep going forward from a first-person perspective, blasting and shooting their way through other marines, alien creatures, and robots with assorted weapons.

Two settings are available in the original release, "Meaty" in which slain enemies explodes into piles of LudicrousGibs and remains onsscreen the entire game, and "Messy", where slain mooks turns into a bloody splat but dissappears almost immediately. It has ''zero'' impact on gameplay difficulty.

A sequel, ''Gloom 3'' (also known as ''Gloom 3: Zombie Edition'') is released... while skipping ''Gloom 2'', a game which was announced but not released. Weird title aside, the sequel plays out pretty much like the first game, but set in a planet filled [[EverythingsDeaderWithZombies with zombies]].

to:

-> ''Yeah! Right! As you emerge from the teleport, plasma cannon at the ready, Hordes of Cultist warriors rush you from dark corners of the [=StarCruiser=]! You, or you and a friend, must find the exit before you get killed...and eventually locate the Cultist's destination. Along the way, you collect Weapon boosts for your cannon, the occasional health drink, and lots of other goodies! You begin a game with three lives, and continue until you either run out of lives, or discover the secret of Gloom.''
->-- The "Playing Gloom" section from [[AllThereInTheManual the game's manual]].

''Gloom'' is a 1995 FirstPersonShooter made by Black Magic Software from New Zealand for the UsefulNotes/{{Amiga}} system, and one of the many, ''many'' blatant ''Franchise/{{Doom}}'' clones at the time. And like so many clones back then, ''Gloom'' doesn't really have much of a plot.

The plot ([[ExcusePlot or lack Being one of it]]) sees those games whose ExcusePlot is [[AllThereInTheManual relegated wholy to the player character in control of what appears manual]], we may as well have a short recap here: [[ASpaceMarineIsYou You are Agent Black]] and you've been dispatched by your superiors to be intercept a SpaceMarine (assuming spaceship with FasterThanLightTravel (well, okay, "[[HyperspaceIsAScaryPlace Time Jumping]]") capabilities overtaken by Cultists and find out where the squad of armor-clad men in the single-frame intro before the starting screen is ''supposed'' to be the players) engaged in an all-out deathmatch against a rival platoon in the labyrinthe bowels of a spaceship; the player just keep going forward from a first-person perspective, blasting [[FireAndBrimstoneHell hell]] did they all came from. You grab your trusty plasma cannon and shooting their blast your way in first person through other marines, alien creatures, robots, aliens, ghosts, demons and robots with assorted weapons.

Two
other creatures.

As the Amiga wasn't exactly known for 3D capabilities, the developers have made a number of concessions to the ''Doom''-like formula to make the game run semi reasonably on the hardware (upgrades for said hardware were nonetheless still very recommended). The floor and ceiling are of fixed height like in ''VideoGame/Wolfenstein3D'', the levels tend to be on a smaller side and not as maze-like (the developers themselves were not that fond of maze-like level design so they made ''Gloom'' a bit less labrynthine) and the default resolution is rather low, resulting in a rather pixelated in-game screen. Nonetheless, the game's engine still features angled walls, moving and even ''rotating'' structures (mostly used for various traps), an in-game graphics
settings are available menu to further customize the fidelity, translucent window-like textures and even features [[GameWithinAGame playable arcade machines]]. Oh, and [[LudicrousGibs the mooks explode into various body parts upon their deaths]] not quite unlike ''VideoGame/RiseOfTheTriad'', complete wtih settings that dictate whenever the gibs shall [[EverythingFades dissapear after a while]] (more recommended for weaker hardware) or remain for the duration of the level.

The game has received moderate nough of a success to get an ''UpdatedReRelease''
in the form of ''Gloom Deluxe''. It includes the same levels as the original release, "Meaty" in which slain enemies explodes into piles of LudicrousGibs and remains onsscreen version, but it comes with tweaks to the entire game, and "Messy", where slain mooks turns into a bloody splat but dissappears almost immediately. It has ''zero'' impact on gameplay difficulty.

aesthethics as well as the engine having more customization options, including support for higher resolutions.

A sequel, different developer - Alpha Software - would later follow up the game with ''Gloom 3'' (also known as ''Gloom 3: Zombie Edition'') Edition'')... with the numbering being the way it is released... while skipping due to Alpha's presumption that ''Gloom 2'', a game which Deluxe'' was the second game. [[note]]An actual ''Gloom 2'' was announced but not released. never released.[[/note]] Weird title aside, the sequel plays out pretty much like the first game, but set in a planet filled [[EverythingsDeaderWithZombies with zombies]].
zombies]].



* AbsurdlyShortLevel: The very first level of the original game is almost a straight corridor with amubsh points and a single secret area.
--> '''The level's loading screen:''': Simple stuff! Watch out for ambushes though...



* BottleEpisode: The first game is set entirely in a spaceship. The second is on a planet where you're in various environments, but given how repetitive the graphics look you really ''can't'' tell.

to:

* BottleEpisode: BossOnlyLevel: The first final level of both versions of the original game is set entirely in a spaceship. The second is on BossCorridor with [[SuspiciousVideoGameGenerosity lots of plasma and health pickups]] ending with a planet where you're in various environments, but given how repetitive the graphics look you really ''can't'' tell. teleporter that leads to a circular arena with [[spoiler: [[OurHydrasAreDifferent a two-headed dragon]] inside.]]



* ContinuingIsPainful: Losing a life causes your weapon level to be reset.



* EverythingsDeaderWithZombies: The sequel, which isn't any different from the original except for the ''zombies''.
* ExcusePlot: The plot is actually weaker than ''Doom'', the classic FPS that inspired this one. Why are you shooting things? Where do all these alien monsters come from? Why does the sequel has zombies? Never explained, but who cares?
* FlyingFace: The sequel, besides giving you zombies, also have occasional flying faces to menace you. Unlike zombies however killing it only makes the face vanish (in both Meaty and Messy modes).
* GameWithinAGame: The first game's spaceship somehow has arcade machines, that you can approach and play in-game games with, though the only game available is a generic HorizontalScrollingShooter.
* LizardFolk: Reptilian alien-men are another enemy alternative in the first game.
* LudicrousGibs: The "Meaty" settings in both games is far more graphic where chunks of slain enemies would fill up the place and remain on the spot instead of fading out entirely.

to:

* EverythingsDeaderWithZombies: The sequel, ''Gloom 3'', which isn't any different from the original except for the ''zombies''.
* EverythingFades: The "Meaty" violence setting applies this to the gibs, while "Messy" averts this. More powerful hardware and/or emulation setup is recommended when it comes for the latter option unless you'd fancy the framerate dropping as more opponents die.
* ExcusePlot: The plot is actually weaker than ''Doom'', Like, seriously, if you don't have a glance [[AllThereInTheManual at the classic FPS that inspired this one. Why manual]] you'd have no idea why are you shooting things? Where things and where do all these alien monsters come from? Why does from. The ExcusePlot for ''Gloom 3'' facing you against zombies is just around filmsy, even with the sequel OpeningScroll before the game proper boots up.
* FireAndBrimstoneHell: Following the Gothic Tomb levels, the final set of levels in the original game is set in Hell.
* FirstPersonGhost: The original version of ''Gloom'' didn't even come with a weapon sprite, which is something ''Deluxe''
has zombies? Never explained, but who cares?
rectified.
* FlyingFace: The sequel, ''Gloom 3'', besides giving you zombies, also have occasional flying faces to menace you. Unlike zombies however killing it only makes the face vanish (in both Meaty and Messy modes).
* GameWithinAGame: The Both of the first game's spaceship somehow has versions have playable ''Underkill'' arcade machines, machines that you can approach and play lpay in-game games with, though ''VideoGame/{{Defender}}''-esque HorizontalScrollingShooter in them, and scoring high in them is how you gain extra lives. These can be encountered in fourth levels of each of the only game available is first game's episode. (As in, a generic HorizontalScrollingShooter.
space ship, gothic tomb and even ''hell'' somehow have arcade machines).
* HyperactiveMetabolism: Amusingly, ''baby bottles'' serve as health powerups.
* LizardFolk: Reptilian alien-men are another enemy alternative type in the first game.
game, encountered from the Gothic Tomb levels, colloquially referred to as "Raptors".
* LockAndKeyPuzzle: Downplayed. At most the game would throw you switches to find but there isn't much key hunting.
* LudicrousGibs: The "Meaty" Rather than standard death animations the game goes for this instead, with settings in both games is far more graphic where chunks of slain enemies would fill up that change whenever should the place and remain on the spot instead of fading out entirely.gibs be subject to EverythingFades or not.



* OurGhostsAreDifferent: One of the weirdest moments in both games, where you suddenly face ghosts who can shoot energy balls at you, for no reason at all. These ghosts can be killed by your weapons however. The ones from the original are depicted as floating hooded skeletons, while the sequel are generic-looking transparent specters.
* OurZombiesAreDifferent: Zombies in the sequel comes in the standard, shambling corpse variety and zombies capable of ''shooting energy blasts'' at you. Huh?
* PlasmaCannon: Your weapon in the first game blasts greem plasma at foes.

to:

* NothingButSkulls: Downplayed, the hell levels in original game have floors and ceilings consisting of tiles with skulls in them.
* OurGhostsAreDifferent: One The Gothic Tomb levels of the weirdest moments in both games, where original game has you suddenly face screaming ghosts (described in the manual as "undead servants of Gloom") who can shoot energy balls at you, for no reason at all. These ghosts you as well as phase through walls, yet they can be killed by your weapons however. The ones from the original plasma cannon. They are depicted as floating hooded skeletons, while the sequel are generic-looking transparent specters.skeletons.
** ''Gloom 3'' retains the enemy type while changing the look to generic-looking transparent specters and repeatedly moan "Help Me...".
* OurHydrasAreDifferent: [[spoiler: Apparently one such is an overlord of Hell, given it happens to be the FinalBoss of the original game and its ''Deluxe'' version.]]
* OurZombiesAreDifferent: Zombies in the sequel comes in the standard, shambling corpse variety and zombies capable of ''shooting energy blasts'' at you. [[note]]Thanks to them being reskins of Cultist Marines and other projectile shooting enemies.[[/note]] Huh?
* PinballProjectile: The third Plasma shot type - collected from the Gothic Tomb levels - can bounce off walls
* PlasmaCannon: Your sole weapon in of the first game, with an upgrade capability to make up for it. There are a few shot types it can load up with, picking up more of the shot pickups (the bouncing energy balls) increases the weapon's level [[MoreDakka for increased firing rate]], and collecting more of those at max level brings a temporary "Mega Weapon" overcharge that doubles the shots fired.
** ''Gloom 3'' hands you a comically poorly drawn pistol[[note]]Actually a shoddy rescale of the pistol from a fellow 1997 Amiga FPS ''Testament''[[/note]] that works around the same way.
* RealIsBrown: The developers went out their way to downplay this for the original version of the original
game blasts greem plasma by making character and projectile sprites more colorful than the level texures, which would help them stand out against the backgrounds, especially with the low resolution. ''Gloom Deluxe'' has a more muted palette but that poses less an issue for readability thanks to that version supporting higher resolutions.
--> '''Kurt Butler''', one of the artists: ''The other clones' graphic sprites don't really stand out from the background graphics. I think this is due to the fact that they used colours too dull and similar to the background shades. Playability-wise Our graphics have allowed a quicker reaction time, because you can see the enemy sprites
at foes.a longer distance — mainly because our sprites lluminate well from the background.''



* TheWallsHaveEyes: The mansion in the second game have eyes in its walls. Which can ''blink''. And watching your every move...

to:

* UpdatedRerelease: The original game received one in the form of ''Gloom Deluxe''. The levels are essentially the same as with the original game, but it does come with a number of engine tweaks like extra graphical resolutions, as well as being able to be run on the original chipset Amiga models like the 500 provided they're [=RAM-expanded=] (the original release required an [=AGA-based=] Amiga model like an A1200).
** Alpha Software's ''Gloom 3'' was about to have a "director's cut" of its own before getting retooled into ''VideoGame/ZombieMassacre''.
* TheWallsHaveEyes: The mansion in the second game ''Gloom 3'' have eyes in its walls. Which can ''blink''. And watching your every move...move...
* WalkingShirtlessScene: The Space Cruiser levels in original game feature Aggro Skinheads[[note]]That's what the tip on the loading screen leading up to the level they're introduced in calls them[[/note]] that are bald and clad in just pants and serve as that set's melee mooks. Their replacement from the Gothic Tomb levels - the LizardFolk - are also this.



** The sequel ends with a still frame and a lengthy essay revealing that the entire game was set on a zombie ''planet''. And you then made it to your spaceship before flying away.

to:

** The sequel ''Gloom 3'' ends with a still frame and a lengthy essay revealing that the entire game was set on a zombie ''planet''. And you then made it to your spaceship before flying away.


Added DiffLines:

* XRayVision: The Thermo Glasses powerup allows you to see enemies (at least [[TeleportingKeycardSquad those that were spawned in at all]]) and projectiles through walls. Rather useful given how often does the game loves to throw you into ambushes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

!! ''Gloom'' and ''Gloom 3'' contain examples of:
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/5152793_gloom_amiga_cd32_front_cover.jpg]]
[[caption-width-right:350:You are teleported into the first level and left with nothing but a gun. Go for it big time. -- '''Amiga Computing, 1995''']]

''Gloom'' is a 1995 FirstPersonShooter made for the UsefulNotes/{{Amiga}} system, and one of the many, ''many'' blatant ''Franchise/{{Doom}}'' clones at the time. And like so many clones back then, ''Gloom'' doesn't really have much of a plot.

The plot ([[ExcusePlot or lack of it]]) sees the player character in control of what appears to be a SpaceMarine (assuming the squad of armor-clad men in the single-frame intro before the starting screen is ''supposed'' to be the players) engaged in an all-out deathmatch against a rival platoon in the labyrinthe bowels of a spaceship; the player just keep going forward from a first-person perspective, blasting and shooting their way through other marines, alien creatures, and robots with assorted weapons.

Two settings are available in the original release, "Meaty" in which slain enemies explodes into piles of LudicrousGibs and remains onsscreen the entire game, and "Messy", where slain mooks turns into a bloody splat but dissappears almost immediately. It has ''zero'' impact on gameplay difficulty.

A sequel, ''Gloom 3'' (also known as ''Gloom 3: Zombie Edition'') is released... while skipping ''Gloom 2'', a game which was announced but not released. Weird title aside, the sequel plays out pretty much like the first game, but set in a planet filled [[EverythingsDeaderWithZombies with zombies]].

No relation to the [[VideoGame/{{Gloom}} 2017 game]].
----
* BodyOfBodies: ''Gloom 3'' ends with you facing the last zombie and the strongest of them all - a ''mega-zombie'' FrankensteinsMonster stitched together from multiple bodies.
* BottleEpisode: The first game is set entirely in a spaceship. The second is on a planet where you're in various environments, but given how repetitive the graphics look you really ''can't'' tell.
* BottomlessMagazines: Your weapon in both games can fire an endless amount of bullets. Collecting power-ups will upgrade it to unleash MoreDakka.
* {{Cyborg}}: You're implied to be one in the first game, if the first stages are any indication. As you walk down a corridor you see screens displaying what appears to be your character, with cybernetic implants abound.
* EverythingsDeaderWithZombies: The sequel, which isn't any different from the original except for the ''zombies''.
* ExcusePlot: The plot is actually weaker than ''Doom'', the classic FPS that inspired this one. Why are you shooting things? Where do all these alien monsters come from? Why does the sequel has zombies? Never explained, but who cares?
* FlyingFace: The sequel, besides giving you zombies, also have occasional flying faces to menace you. Unlike zombies however killing it only makes the face vanish (in both Meaty and Messy modes).
* GameWithinAGame: The first game's spaceship somehow has arcade machines, that you can approach and play in-game games with, though the only game available is a generic HorizontalScrollingShooter.
* LizardFolk: Reptilian alien-men are another enemy alternative in the first game.
* LudicrousGibs: The "Meaty" settings in both games is far more graphic where chunks of slain enemies would fill up the place and remain on the spot instead of fading out entirely.
* MechaMooks: In the first game, the stages will throw robot enemies around halfway through. They're far more durable than the flesh-and-blood mooks.
* OurGhostsAreDifferent: One of the weirdest moments in both games, where you suddenly face ghosts who can shoot energy balls at you, for no reason at all. These ghosts can be killed by your weapons however. The ones from the original are depicted as floating hooded skeletons, while the sequel are generic-looking transparent specters.
* OurZombiesAreDifferent: Zombies in the sequel comes in the standard, shambling corpse variety and zombies capable of ''shooting energy blasts'' at you. Huh?
* PlasmaCannon: Your weapon in the first game blasts greem plasma at foes.
* SpaceMarine: You in both games, basically.
* TheWallsHaveEyes: The mansion in the second game have eyes in its walls. Which can ''blink''. And watching your every move...
* AWinnerIsYou: Both games.
** The first game ends with a single frame of what appears to be you and a squadmate doing a fistpump into the sky. Accompanied by these words:
--> Congratulations! You have completed ''Gloom''!
** The sequel ends with a still frame and a lengthy essay revealing that the entire game was set on a zombie ''planet''. And you then made it to your spaceship before flying away.
--> Your dreams are filled with relief but you dread that they may have another mission waiting for you...
----

Top