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Released in March of 2001, this first installement to the Loonyland series has the player guiding Loony around the world of Halloween Hill, collecting powerups, gems, and fighting bosses in many dungeons. The game features many different Modes, and merit Badges; each with their own game-modifier. Jamul has stated the gameplay of Loonyland was to mirror an experience similar to Zelda and Loonyland 2 is a more Diablo-esque experience.

LL1 Timeline[]

October 2000 Development Begins on LL1
March 2001 LL1 is officially released
May 2004 A new patch adds merit badges and other features.
July 7th, 09 Loonyland and Kid Mystic get editors!

Contents[]

Loonyland: Halloween Hill!
Quests Monsters Map
Badges Modes Items
Editing

Remix Mode[]

Loonylandoverview

The Loonyland 1 overworld in its entirety

One of the new features that was added with the patch of May 2004 was the Remix Mode feature. What is Remix Mode? It’s a special variation of Adventure Mode that you unlock by earning 25 badges. It is a lot harder than Adventure Mode, and features new enemies. Every Power-Up has also been moved and hidden in a new place. Many of the puzzles have been changed in some way (like that horrible nightmare in the second floor of the Haunted Tower is now replaced with a nice relaxing battle to the death). It’s a new experience for those who have mastered Adventure Mode!


Trivia[]

  • An old concept was that LL1 was set in 1800's Euskal Herria (Basque Country), however this has been forgotten as LL2 became its own universe.
  • It is remarkable for the fact development only took five months which is both incredibly short for a Hamumu development cycle and game development in general.
  • The demo was included on both eGames and Global Star Software game compilation packs.
  • The raw CD artwork didn't have much details but just grey mud where the hole was positioned. This was to save needless work on desiging the cover.
    Loonylandprotoart

    The artwork before it was printed to the physical media

  • Loonyland features a lot of enemies with palette swaps that feature radically different behaviours. This is in part due to the short development time, to increase diversity without extra assets, and to reduce the game's overall size. Jamul explains in a journal entry:

    The increased diversity comes from the fact that there's no way I would have sat down and modeled and rendered 60-some different enemies, but since I only had to render 10-20, and make 3 or 4 alternate versions of each, it was fun and easy to create a wide variety of creatures. I could satisfy my whims and make, for example, a skeleton that glows green and spits poison gas (the Gangrene of course) and even 'mini-boss' type enemies, equivalent to the Super Zombie in Dr. Lunatic. For example, the dreaded Numbskull is the most powerful of the skeletons. It doesn't do much on its own, just shoots streams of flame along the ground, but its real power is that it can interrupt dying skeletons to bring them back to life (and does so relentlessly!). So if you meet a group of skeletons, you're gonna be taking out the Numbskull first if you don't want to be caught in an endless loop of rekilling monsters.[3]

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