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Lawyers, Guns, and Money: a Warren Zevon game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #32 | 4.143 | 4.143 |
| Gameboy Soul | #35 | 3.952 | 3.952 |
| Soundtrack/SFX | #43 | 3.571 | 3.571 |
| Quirkiness | #53 | 3.476 | 3.476 |
| Overall | #68 | 3.302 | 3.302 |
| Gameplay | #110 | 2.476 | 2.476 |
| Secondary Theme Interpretation | #126 | 2.190 | 2.190 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
The game is based on the Warren Zevon song Lawyers, Guns, and Money. Even when things appear to be going well (for example, Warren is going home with a waitress), the sh-t always hits the fan. Nothing of course makes it more clear than Warren singing "I'm down on my luck!" Poor, poor, pitiful Warren.
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This feels like one of those bootleg Game Boy games, and I love it! The art and programming is exceptionally competent, the musical covers evoke the originals without being overbearing, and the mishmash of cultural iconography is cerebral and surreal. Very janky and very fun!
The art is both well-made and quite inconsistent. While it's a neutral stylistic choice in menus and cutscenes, the constant mix of drawn toon-style art and high-fidelity posterized renders can make it difficult to read obstacles against the background in levels.
This is one of the most technically proficient GB ROMs in the jam. Parallax scrolling, animated cutscenes, and smooth mechanics! The choice to run on GBC while sticking to the graphical jam limitations was a wise choice; it runs as smooth as butter, which helps make the difficulty fairer.
Great work! Congratulations on the submission!
Believe it or not, this game was a pretty much a first for me. While it is really the fourth game I made (Game boy Hero I & II were rhythm games, and I'm pretty much done with a board game that I haven't published yet), this was my first platformer, my first time working with large scale animation, my first time creating actual backgrounds (and designing them for parallax scrolling), and my first time making sprites that weren't just 16x16 people.
As for the art, the mixed styles wasn't really intentional, it just sort of happened. I actually was a little concerned about the inconsistency of it all, but it all did a great job of telling the story and came out great so I just ran with it. I never really thought about it, but yes, it does lend itself to a bootleg kind of feel which I think is pretty appropriate for a game whose whole concept was pretty much a joke to me. But while I made it as a sort of joke, at the same time I do feel that it is a fitting tribute to Warren Zevon and that he'd probably have a good laugh at it if he were still alive today.
Anyways, I'm really glad you like it. I'm currently working on another game for a different jam that will follow in similar footsteps.
I agree; it's an appropriate tribute!
Nice game, especially the art style is great! I wish I could do pixel art that well too! If you have any tips for me, I’d love to hear them!
So for the splash screens all I do is take an image, then convert it down to only a few colors, sometimes 4, other times more, depends on how it looks. If its more than 4, I then need to choose which colors get changed to which, and sometimes I may divide them in half, so a color might be light green on a head but dark green on a body, or whatever. And then I need to make adjustments here are there to make it look better, working on a pixel at a time. It can take some time, but I enjoy it.
As for the backgrounds, I tend to take inspiration from places and run with it. For example, the Moscow background is literally the splash screen from Tetris on Game Boy, then I just expanded it a bit keeping the same style and throwing in a few more of Stalin's palaces. Havana came from a picture of Havana, I saw the same patterns on every building, just in different heights and colors, so I simply recreated that pattern and then adjusted colors and heights of the buildings. As for Honduras, I worked with actual pictures of palm trees and Mayan pyramids.
With splash screens and backgrounds you also have the issue of tile limits, and I used the DMG limits, not GBC as I intended for it to be GB game. So you gotta be smart and cut and paste tiles where it won't be noticeable to get it within the limits. Ultimately I had to make it a GBC game because it just ran too slowly on the DMG that it wasn't fun.
The sprites, also pictures, cartoon pictures, or even sprite pictures that I then ran thru the same processes. Since they are on a small scale and only have three colors you really gotta put some effort into it to make them look good, but since they're small it doesn't take all that long.
I actually studies architecture so took a lot of classes on using phot editting and 3D modeling tools in grad school, and all of that translates really well into making Game Boy art. Well maybe not the 3D modeling.
Hope this helps!
Thanks!
Happy to help!
The artwork looks great, and the chiptune slaps. For some reason I couldnt jump, the A key didnt do anything for me and my only option was sliding. Since you die rather fast and the cutscene is unskippable I gave up without ever finding out how to get the player to jump after about 10 retries. For that reason I didnt save a rating (would be unfair to rate a game I couldnt really play) but I wanted to leave some feedback :)
I don't know if its possible to play in a browser on a desktop/laptop. However, on a phone it will give you a Game Boy control pad to play with, or you can use the roms. Anyways, I'm glad you at least liked the portion you could play.
Cool style! very gameboy feeling, music was great!
Thanks so much, glad you like it!
By FAR my favorite submission so far!
Thats great to hear, I had a lot of fun making it.
you've absolutely nailed the gameboy aesthetic! nice work
Thanks so much, GB Studio makes that part very easy!
Fun animations!
Thanks, thats pretty much where I spent all of my time!
There is some quality sprite work in this. It is pretty easy to mess up and need to start over so I would have appreciated the ability to skip through cutscenes since I had already seen them at least once or more.
There actually is a way to kinda skip them. Once the text finishes being typed, you can press any button and move onto the next screen. But the game is very simple and the cutscenes are where I spent 95% of my development time, so I didn't really want them to be skipped over.
The animations are fantastic and funny. Great artwork! :D
Thanks so much, this really became an experiment in what sort of animations I could pull off in a Game Boy game. The amazing thing is that they would all work perfectly fine on a DMG. It was the actual gameplay that had lag and is the reason why I made it a GBC game.
I found this to be charming and fun. The music was a standout to me, and the sort of wackiness of the game made for an interesting experience. Cool concept and execution.
Yep, wackiness was definitely what I was going for with this one, I decided to make it just one big Warren Zevon-related joke. The music I actually got a down to a science in the first two games I made which are the Game Boy Hero games. I had found the sheet music for these Warren Zevon songs while making those, but they were incomplete songs and had the wrong bpm for those games. But I realized that they would be perfect for a game about being unlucky so quickly transcribed them in the tracker and did my best to add drums.
I've done a few GB covers of songs myself and you knocked it out of the park on this one. Music is excellent, the runner graphics are great but the cut scenes are where you really pushed it. Endless runner is not a style of game I think of when I think of gameboy and it's cool to see a genre that I associate with the smart phone era run on original hardware. I'm excited to see how the ROM plays and sounds on my Miyoo Mini.
I got really good at making music from my Game Boy Hero games, and I still have probably 30 songs I want to add to Game Boy Hero II. And I think the endless runner concept worked amazingly well given it is a Game Boy game. Sadly its a bit too much for the DMG to handle so I had to make it a GBC game, but it was all designed to be played on the DMG. But the animations is where I spent the bulk of my development time, it became a lot of fun to experiment with how far I could push the Game Boy, and where its limits truly are. I can tell you that the rom plays flawlessly on my Analogue Pocket.
The cool thing is, I think taking what I learned about large scale animation from this game, and creating a simplified Game Boy version of an endless runner, I think I can probably make a very legitimate Temple Run port for the GBC, and I plan on doing so in the not too distant future.
I put the ROM on my Miyoo Mini along with a bunch of the other Jam entries and it played and sounded great.
My game Mega Mall features a cover of Shortnin' Bread and the first GB Game I ever finished was Hall of Hoops was really just a reason to cover Roundball Rock by John Tesh.
I gotta check out your Game Boy Hero stuff too!
So the first Game Boy Hero I had originally named Conquest and it was going to be a Zelda-like game about the White Stripes. In fact, that’s sort of the origins of the music festival, but I didn’t really know what I was doing and had trouble finding free sheet music for anything other than Seven Nation Army. But maybe I’ll buy a White Stripes piano book and make the game someday.
I’ve done GB covers using guitar tabs before, it can be a little clunky but I’m sure you can find tons of WS tabs. Any time I’ve used that method I just kind of transpose everything to the Key of C so I just have to worry about steps instead of notes.
I wish knew how to convert guitar tabs, I'm not a musician so I really only know how to use piano sheet music.
We don't even know what we just played, but it was freakin' awesome!
So glad to hear it, and it sounds like you need to acquaint yourself with the music of Warren Zevon.
I like that you pushed animations in a very gameboy style. It looks like a good gb game
Thanks so much, those animations is where the bulk of my time got spent. I actually wanted to take them a bit further, but just didn't have the time.
im loving all the sprite work in this. did so well with the palette and screen size limitations .
Thanks so much. I spent a lot of time on that stuff and making sure that everything would look good.