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Traps 'n' Treasures

Traps 'n' Treasures is a platforming and action-adventure video game developed by Roman Werner for the Amiga.[1][2] Initially released in Germany in 1993 by Starbyte Software, the English version of the game was released several months later, in 1994, by Krisalis Software.[3]

Traps 'n' Treasures
Cover art
Developer(s)Roman Werner
Publisher(s)Starbyte Software (Germany)
Krisalis Software
Designer(s)Roman Werner
Ruedi Hugentobler
Programmer(s)Roman Werner
Artist(s)Roman Werner
Orlando Petermann
Composer(s)Ruedi Hugentobler
Platform(s)Amiga
Release
Genre(s)Platform. action-adventure
Mode(s)Single player

Plot edit

In 1641 the pirate captain Jeremy Flynn and his crew are sailing around Tortuga when the compass breaks. Drifting off course they reach the pirate Redberd's base on Devil's Island where they get attacked. Redbeard's men kidnap the crew and take all valuables while Flynn manages to hide from them. It is now up to him to rescue his crew, get back his treasures and escape Devil's Island.[4]

Gameplay edit

 
Flynn in the Skull-Grotto stage.

The player takes the role of Jeremy Flynn, who is controlled using a joystick and the keyboard. The joystick is used for movement (running, jumping, ducking, crawling), using the primary weapon (a dagger at first), operating switches/levers and carrying boxes. Additionally a parachute can be deployed to slow his descent, as long falls can kill Flynn. The weapon does not work while in the air and is replaced by a ground-stomp used to destroy breakable blocks. The keyboard's arrow keys are used to navigate through Flynn's inventory while the Space key uses/activates the selected inventory item. The Escape key kills Flynn in case the player falls into a trap and cannot escape by other means.

Flynn starts with a life meter of five units (which can be extended) and three extra lives. Touching enemies, enemy projectiles or environmental hazards (poison, spikes) will reduce the life meter depending on the specific enemy. When the life meter reaches zero Flynn will lose a life, the game ends when the last life is lost. The game has four stages and the player will be given a password between each of them which can be used to continue a game after shutting it off or losing all of the lives. However, the password only provides level access and does not save any score or other inventory items. The life meter can be filled by picking up potions or buying food. Additionally Flynn can pick up fruit from defeated enemies and pots which fill a "Vitamins" gauge which, when full, is reset to zero and rewards one life point.

During the game Flynn can pick up treasure such as silver/gold coins and money bags. They are found in treasure chests, dropped by enemies, lying in the open or in secret coin-collection bonus stages (which are started by hitting a hidden block with the head). The stages contain shops where the player can use the gold to purchase a variety of items, including stronger weapons (with more power and/or better range), food to restore health, an item to extend the life meter and bombs to blow up walls. The player can also find parts of treasure maps. When six parts are collected a bonus game starts where gems must be collected. At the end of the stage the player receives gold depending on how many gems were picked up and also at least one additional extra life.

Development edit

Roman Werner was born in 1967 from a father who was a cameraman and a mother who was a director assistant, both were working for the Swiss national television. His first contact with videogames was with the game Pong that his father brought back from a trip to Taiwan.[5] Werner experienced with graphic design and programming, but was first know is the Swiss developer scene as music producer. In 1998, he started working for Linel,[6] the only official Amiga game publisher in Switzerland, for who he made demo songs for the software SoundFx and also the title music of the game Eliminator.[7] Next year he composed the music for Leonardo[8] and Clown-O-Mania,[9] both Swiss games produced by Starbyte Software.

It was towards the end of 1989 that Roman Werner decided to create his own game: Traps 'n' Treasures. What motivated him was his love for platform games and the desire to create an Amiga game as good as those he played on consoles. However, an important point is that this was the first game he programmed and it was not a small project.[10] On November 20 1990, the Christmas Party of Starbyte Software took place in Bochum, Germany. On this occasion, developers, freelancers and business partners are gathered. Roman Werner decided to seize the opportunity by taking a demo of his game with him that evening. The general manager and his assistant quickly showed interest in his game and a contract was offered to him. At that point everything seemed to be going well, but during the negotiations on the price they reached an impasse. The general manager decided to take a dice out of his drawer and asks Werner to choose between even and odd. Fortunately for Roman Werner, he won and signed the contract with the price he wanted.[11] However, the contract allowed for eight months to complete the game. At the time Roman thought it was feasible, but by his own admission he was inexperienced in game development and did not realize that this time frame was too short.[12]

In July 1991, he realized that it would not be possible to finish the game within the time limit. Although he had already invested many hours in the graphic design, he decided to ask Orlando Petermann[13] to do it. Petermann will gladly take care of it, but as he is an experienced designer and the task is not trivial, he has asked to be paid. Werner did not mind, even if it meant missing out on a significant part of the payment he was to receive from Starbyte Software. Ruedi Hugentobler, another friend of Werner's, was responsible for the level design and also composed the sound effects. Everything seemed to be going well in the process of creating the game, until December 13, 1991. On that day, Roman Werner received a letter from Starbyte Software giving him a final deadline of January 2, 1992 to finish his game, or they would sue for damages to the tune of 200,000 Deutsche Mark. Werner felt devastated at the time, but after several phone calls he managed to convince them that finishing the game was the best outcome for everyone.[14]

In July 1993, after almost four years of development, Traps 'n' Treasures was finally finished. Roman Werner prepared the final version, taking care to replace the title screen with a dummy picture, so that Starbyte could not publish and distribute the game until they had paid Werner. A few days later, a friend from Germany called him and congratulated him on the release of his game in stores. He couldn't believe it, Starbyte had simply replaced the dummy picture with a title picture from one of the previous versions and released the game to the market. As if that wasn't enough, Starbyte Software became insolvent and declared bankruptcy. With no money in sight, Werner thought he could offer his game to another publisher, but no: the rights to his game were tied up and perished with the company. Nevertheless it didn't end there: some time later the company was taken over by another one whose name was also Starbyte. The only difference was that it operated under the name of the former CEO's wife. According to Werner, this was a way to recover the rights to the games without having to pay their debts. After hiring a lawyer, the creator of Traps 'n' Treasures managed to recover some money, but the balance sheet is not very pleasing: about 4,000 Swiss francs for almost four years of work.[15] In spite of this mitigated balance, Roman Werner affirmed that he would not hesitate to start again if it were to be done again[16]

Reception edit

The reviews of Traps 'n' Treasures in the Amiga Magazines are of 79 % or more, except for two : one of 49 % and another one of 65 %.[17] The 49 % review comes from Amiga Computing, the author is unknown, but the negative points are that the game is just another platformer, the puzzle solving aspect is more frustrating than intriguing and that Jeremy Flynn dies too easily when he falls from platforms.[18] The 65 % review comes from CU Amiga, even though the magazine is known as "soft" for their game ratings.[19] Amiga Format gave a review of 82 %, Rob Mead, the author, recognized nonetheless the difficulty and the frustrating side of the game but for him it is part of the challenge.[20] Amiga Power whose philosophy was to use the full range of the grading scale[21] gave Traps 'n' Treasures 79 %. Steve McGill, who wrote the review also finds the game to be on the harder side of things concerning the enemies you meet, but on the puzzle solving aspect he thinks the difficulty is perfect. He also mentions the beauty of the graphics, the numerous possibilities and tools the player can use.[22] Traps 'n' Treasures was also awarded game of the month by the German Amiga-Magazin. It received a note of 10.3/12. Carsten Borgmeier who wrote the review describes it as an attractive platform game with all the refinements of the genre, but also mentions that it is an arcade-adventure for advanced players.[23]

Legacy edit

Traps 'n' Treasures is part of the games that were produced in the early days of Game Design in Switzerland.[24] The game is representative of this period with other games such as War Heli,[25] Ball Raiders[26] and Clown-O-Mania.[27] Traps 'n' Treasures is mentioned as an emblematic Swiss video game in Switzerland by Memoriav,[28] or as cult by the swiss newspaper 20 minuten.[29] It is also mentioned in a blogpost from the Swiss National Museum, who did an exposition on video games in 2021.[30] Traps 'n' Treasures was presented in the gamezFestival in Zurich as part of a retrospective of the early days of Game Development in Switzerland.[31]

References edit

  1. ^ "King for a Day - The making of Traps'n'Treasures". at Kingroman.
  2. ^ "Traps 'n' Treasures". at GameSpot.
  3. ^ "Traps 'n' Treasures". at HOL.
  4. ^ Amiga Power, Future plc, June 1994, n°38, Steve McGill, p. 42.
  5. ^ "King for a Day - The making of Traps'n'Treasures". www.kingroman.com. Retrieved 2023-01-16.
  6. ^ Bauer, Suter (16 April 2021). "Anfänge des Schweizer Game Designs – Teil III". Spiel-Kultur-Wissenschaft (in German). Retrieved 2023-01-16.
  7. ^ "Eliminator - ExoticA". www.exotica.org.uk. Retrieved 2023-01-16.
  8. ^ "Leonardo for Amiga (1989)". MobyGames. Retrieved 2023-01-16.
  9. ^ "Clown-O-Mania for Amiga (1989)". MobyGames. Retrieved 2023-01-16.
  10. ^ zapiy (2019-01-22). "RVG Interviews: Roman Werner". RVG. Retrieved 2023-01-16.
  11. ^ "King for a Day - The making of Traps'n'Treasures". www.kingroman.com. Retrieved 2023-01-16.
  12. ^ zapiy (2019-01-22). "RVG Interviews: Roman Werner". RVG. Retrieved 2023-01-16.
  13. ^ "Orlando Petermann Video Game Credits and Biography". MobyGames. Retrieved 2023-01-16.
  14. ^ "King for a Day - The making of Traps'n'Treasures". www.kingroman.com. Retrieved 2023-01-16.
  15. ^ "King for a Day - The making of Traps'n'Treasures". www.kingroman.com. Retrieved 2023-01-16.
  16. ^ zapiy (2019-01-22). "RVG Interviews: Roman Werner". RVG. Retrieved 2023-01-16.
  17. ^ «Traps 'n' Treasures review, Other Reviews», Retrieved 2023-01-16.
  18. ^ Amiga Computing, Europress, July 1994, n°75, p. 106-7, Retrieved 2023-01-16.
  19. ^ "Magazine Commodore User / CU Amiga - ABANDONWARE FRANCE". www.abandonware-france.org (in French). Retrieved 2023-01-16.
  20. ^ Amiga Format, Future plc, June 1994, n°60, Rob Mead, p. 84, Retrieved 2023-01-16.
  21. ^ "AP - KICK OFF 96 REVIEW". worldofstuart.excellentcontent.com. Retrieved 2023-01-16.
  22. ^ Amiga Power, Future plc, June 1994, n°38, Steve McGill, p. 43, Retrieved 2023-01-16.
  23. ^ Amiga-Magazin, Markt & Technik, July 1993, Carsten Borgmeier, p. 90-91, Retrieved 2023-01-16.
  24. ^ René Bauer und Beat Suter, „Anfänge des Schweizer Game Designs Teil 3: Atari/Amiga-Cracker und Demoscene “ in:  Spiel-Kultur-Wissenschaften, http://spielkult.hypotheses.org/2977 16.04.2021
  25. ^ "War Heli". zarkonnen.github.io. Retrieved 2023-01-16.
  26. ^ "Ball Raider for Amiga (1987)". MobyGames. Retrieved 2023-01-16.
  27. ^ "Clown-O-Mania for Amiga (1989)". MobyGames. Retrieved 2023-01-16.
  28. ^ "Sauvegarde des jeux vidéo suisses : Memoriav lance une étude collaborative #pixelvetica". Memoriav (in French). 2022-12-15. Retrieved 2023-01-16.
  29. ^ "Vom Schweizer Hacker zum Gamedesigner". 20 Minuten (in German). 2013-09-04. Retrieved 2023-01-16.
  30. ^ Rochat, Yannick (2021-04-28). "Jeux vidéo «Made in Switzerland»". Musée national - Blog sur l'histoire suisse (in French). Retrieved 2023-01-16.
  31. ^ Roman, King (2013-10-06). "King for a Day - My Blog: Traps'n'Treasures @ the gameZfestival in Zurich". King for a Day - My Blog. Retrieved 2023-01-16.

traps, treasures, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, template, messages, this, article, relies, excessively, references, primary, sources, please, improve, this, article, addi. This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article relies excessively on references to primary sources Please improve this article by adding secondary or tertiary sources Find sources Traps n Treasures news newspapers books scholar JSTOR December 2011 Learn how and when to remove this message The topic of this article may not meet Wikipedia s notability guidelines for products and services Please help to demonstrate the notability of the topic by citing reliable secondary sources that are independent of the topic and provide significant coverage of it beyond a mere trivial mention If notability cannot be shown the article is likely to be merged redirected or deleted Find sources Traps n Treasures news newspapers books scholar JSTOR December 2011 Learn how and when to remove this message Learn how and when to remove this message Traps n Treasures is a platforming and action adventure video game developed by Roman Werner for the Amiga 1 2 Initially released in Germany in 1993 by Starbyte Software the English version of the game was released several months later in 1994 by Krisalis Software 3 Traps n TreasuresCover artDeveloper s Roman WernerPublisher s Starbyte Software Germany Krisalis SoftwareDesigner s Roman WernerRuedi HugentoblerProgrammer s Roman WernerArtist s Roman WernerOrlando PetermannComposer s Ruedi HugentoblerPlatform s AmigaReleaseGermany 1993WW 1994Genre s Platform action adventureMode s Single player Contents 1 Plot 2 Gameplay 3 Development 4 Reception 5 Legacy 6 ReferencesPlot editThis section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed December 2011 Learn how and when to remove this message In 1641 the pirate captain Jeremy Flynn and his crew are sailing around Tortuga when the compass breaks Drifting off course they reach the pirate Redberd s base on Devil s Island where they get attacked Redbeard s men kidnap the crew and take all valuables while Flynn manages to hide from them It is now up to him to rescue his crew get back his treasures and escape Devil s Island 4 Gameplay edit nbsp Flynn in the Skull Grotto stage This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed December 2011 Learn how and when to remove this message The player takes the role of Jeremy Flynn who is controlled using a joystick and the keyboard The joystick is used for movement running jumping ducking crawling using the primary weapon a dagger at first operating switches levers and carrying boxes Additionally a parachute can be deployed to slow his descent as long falls can kill Flynn The weapon does not work while in the air and is replaced by a ground stomp used to destroy breakable blocks The keyboard s arrow keys are used to navigate through Flynn s inventory while the Space key uses activates the selected inventory item The Escape key kills Flynn in case the player falls into a trap and cannot escape by other means Flynn starts with a life meter of five units which can be extended and three extra lives Touching enemies enemy projectiles or environmental hazards poison spikes will reduce the life meter depending on the specific enemy When the life meter reaches zero Flynn will lose a life the game ends when the last life is lost The game has four stages and the player will be given a password between each of them which can be used to continue a game after shutting it off or losing all of the lives However the password only provides level access and does not save any score or other inventory items The life meter can be filled by picking up potions or buying food Additionally Flynn can pick up fruit from defeated enemies and pots which fill a Vitamins gauge which when full is reset to zero and rewards one life point During the game Flynn can pick up treasure such as silver gold coins and money bags They are found in treasure chests dropped by enemies lying in the open or in secret coin collection bonus stages which are started by hitting a hidden block with the head The stages contain shops where the player can use the gold to purchase a variety of items including stronger weapons with more power and or better range food to restore health an item to extend the life meter and bombs to blow up walls The player can also find parts of treasure maps When six parts are collected a bonus game starts where gems must be collected At the end of the stage the player receives gold depending on how many gems were picked up and also at least one additional extra life Development editRoman Werner was born in 1967 from a father who was a cameraman and a mother who was a director assistant both were working for the Swiss national television His first contact with videogames was with the game Pong that his father brought back from a trip to Taiwan 5 Werner experienced with graphic design and programming but was first know is the Swiss developer scene as music producer In 1998 he started working for Linel 6 the only official Amiga game publisher in Switzerland for who he made demo songs for the software SoundFx and also the title music of the game Eliminator 7 Next year he composed the music for Leonardo 8 and Clown O Mania 9 both Swiss games produced by Starbyte Software It was towards the end of 1989 that Roman Werner decided to create his own game Traps n Treasures What motivated him was his love for platform games and the desire to create an Amiga game as good as those he played on consoles However an important point is that this was the first game he programmed and it was not a small project 10 On November 20 1990 the Christmas Party of Starbyte Software took place in Bochum Germany On this occasion developers freelancers and business partners are gathered Roman Werner decided to seize the opportunity by taking a demo of his game with him that evening The general manager and his assistant quickly showed interest in his game and a contract was offered to him At that point everything seemed to be going well but during the negotiations on the price they reached an impasse The general manager decided to take a dice out of his drawer and asks Werner to choose between even and odd Fortunately for Roman Werner he won and signed the contract with the price he wanted 11 However the contract allowed for eight months to complete the game At the time Roman thought it was feasible but by his own admission he was inexperienced in game development and did not realize that this time frame was too short 12 In July 1991 he realized that it would not be possible to finish the game within the time limit Although he had already invested many hours in the graphic design he decided to ask Orlando Petermann 13 to do it Petermann will gladly take care of it but as he is an experienced designer and the task is not trivial he has asked to be paid Werner did not mind even if it meant missing out on a significant part of the payment he was to receive from Starbyte Software Ruedi Hugentobler another friend of Werner s was responsible for the level design and also composed the sound effects Everything seemed to be going well in the process of creating the game until December 13 1991 On that day Roman Werner received a letter from Starbyte Software giving him a final deadline of January 2 1992 to finish his game or they would sue for damages to the tune of 200 000 Deutsche Mark Werner felt devastated at the time but after several phone calls he managed to convince them that finishing the game was the best outcome for everyone 14 In July 1993 after almost four years of development Traps n Treasures was finally finished Roman Werner prepared the final version taking care to replace the title screen with a dummy picture so that Starbyte could not publish and distribute the game until they had paid Werner A few days later a friend from Germany called him and congratulated him on the release of his game in stores He couldn t believe it Starbyte had simply replaced the dummy picture with a title picture from one of the previous versions and released the game to the market As if that wasn t enough Starbyte Software became insolvent and declared bankruptcy With no money in sight Werner thought he could offer his game to another publisher but no the rights to his game were tied up and perished with the company Nevertheless it didn t end there some time later the company was taken over by another one whose name was also Starbyte The only difference was that it operated under the name of the former CEO s wife According to Werner this was a way to recover the rights to the games without having to pay their debts After hiring a lawyer the creator of Traps n Treasures managed to recover some money but the balance sheet is not very pleasing about 4 000 Swiss francs for almost four years of work 15 In spite of this mitigated balance Roman Werner affirmed that he would not hesitate to start again if it were to be done again 16 Reception editThe reviews of Traps n Treasures in the Amiga Magazines are of 79 or more except for two one of 49 and another one of 65 17 The 49 review comes from Amiga Computing the author is unknown but the negative points are that the game is just another platformer the puzzle solving aspect is more frustrating than intriguing and that Jeremy Flynn dies too easily when he falls from platforms 18 The 65 review comes from CU Amiga even though the magazine is known as soft for their game ratings 19 Amiga Format gave a review of 82 Rob Mead the author recognized nonetheless the difficulty and the frustrating side of the game but for him it is part of the challenge 20 Amiga Power whose philosophy was to use the full range of the grading scale 21 gave Traps n Treasures 79 Steve McGill who wrote the review also finds the game to be on the harder side of things concerning the enemies you meet but on the puzzle solving aspect he thinks the difficulty is perfect He also mentions the beauty of the graphics the numerous possibilities and tools the player can use 22 Traps n Treasures was also awarded game of the month by the German Amiga Magazin It received a note of 10 3 12 Carsten Borgmeier who wrote the review describes it as an attractive platform game with all the refinements of the genre but also mentions that it is an arcade adventure for advanced players 23 Legacy editTraps n Treasures is part of the games that were produced in the early days of Game Design in Switzerland 24 The game is representative of this period with other games such as War Heli 25 Ball Raiders 26 and Clown O Mania 27 Traps n Treasures is mentioned as an emblematic Swiss video game in Switzerland by Memoriav 28 or as cult by the swiss newspaper 20 minuten 29 It is also mentioned in a blogpost from the Swiss National Museum who did an exposition on video games in 2021 30 Traps n Treasures was presented in the gamezFestival in Zurich as part of a retrospective of the early days of Game Development in Switzerland 31 References edit King for a Day The making of Traps n Treasures at Kingroman Traps n Treasures at GameSpot Traps n Treasures at HOL Amiga Power Future plc June 1994 n 38 Steve McGill p 42 King for a Day The making of Traps n Treasures www kingroman com Retrieved 2023 01 16 Bauer Suter 16 April 2021 Anfange des Schweizer Game Designs Teil III Spiel Kultur Wissenschaft in German Retrieved 2023 01 16 Eliminator ExoticA www exotica org uk Retrieved 2023 01 16 Leonardo for Amiga 1989 MobyGames Retrieved 2023 01 16 Clown O Mania for Amiga 1989 MobyGames Retrieved 2023 01 16 zapiy 2019 01 22 RVG Interviews Roman Werner RVG Retrieved 2023 01 16 King for a Day The making of Traps n Treasures www kingroman com Retrieved 2023 01 16 zapiy 2019 01 22 RVG Interviews Roman Werner RVG Retrieved 2023 01 16 Orlando Petermann Video Game Credits and Biography MobyGames Retrieved 2023 01 16 King for a Day The making of Traps n Treasures www kingroman com Retrieved 2023 01 16 King for a Day The making of Traps n Treasures www kingroman com Retrieved 2023 01 16 zapiy 2019 01 22 RVG Interviews Roman Werner RVG Retrieved 2023 01 16 Traps n Treasures review Other Reviews Retrieved 2023 01 16 Amiga Computing Europress July 1994 n 75 p 106 7 Retrieved 2023 01 16 Magazine Commodore User CU Amiga ABANDONWARE FRANCE www abandonware france org in French Retrieved 2023 01 16 Amiga Format Future plc June 1994 n 60 Rob Mead p 84 Retrieved 2023 01 16 AP KICK OFF 96 REVIEW worldofstuart excellentcontent com Retrieved 2023 01 16 Amiga Power Future plc June 1994 n 38 Steve McGill p 43 Retrieved 2023 01 16 Amiga Magazin Markt amp Technik July 1993 Carsten Borgmeier p 90 91 Retrieved 2023 01 16 Rene Bauer und Beat Suter Anfange des Schweizer Game Designs Teil 3 Atari Amiga Cracker und Demoscene in Spiel Kultur Wissenschaften http spielkult hypotheses org 2977 16 04 2021 War Heli zarkonnen github io Retrieved 2023 01 16 Ball Raider for Amiga 1987 MobyGames Retrieved 2023 01 16 Clown O Mania for Amiga 1989 MobyGames Retrieved 2023 01 16 Sauvegarde des jeux video suisses Memoriav lance une etude collaborative pixelvetica Memoriav in French 2022 12 15 Retrieved 2023 01 16 Vom Schweizer Hacker zum Gamedesigner 20 Minuten in German 2013 09 04 Retrieved 2023 01 16 Rochat Yannick 2021 04 28 Jeux video Made in Switzerland Musee national Blog sur l histoire suisse in French Retrieved 2023 01 16 Roman King 2013 10 06 King for a Day My Blog Traps n Treasures the gameZfestival in Zurich King for a Day My Blog Retrieved 2023 01 16 Retrieved from https en wikipedia org w index php title Traps 27n 27 Treasures amp oldid 1224765556, wikipedia, wiki, book, books, library,

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