Clock Legends

  • Platform: Flash
  • Released: August 15, 2003
  • Genre: Platformer
  • Role: Game Design and Development
  • Awards: Daily Feature on Newgrounds, 1st place on Clock Crew

Clock Legends is a 2D sidescrolling game like Mario made in collaboration with Robert Lovelett, where you try to save Peggeys before they are killed, and then fight a giant, beautifully animated mutant peggey for the boss.

Run, jump, or make Strawberry Clock yell “Kamehameha!” and become invincible, which also reduces Strawberry Clock’s gravity, allowing him to jump much higher and farther by gliding through the air and through enemies.

The game is fairly difficult and short, but is very fluid and considered by many on Newgrounds to be the best Flash platform game at the time, and was the top rated Flash submission that day.


Clock Legends began with a member of the Clock Crew who randomly messaged me one day with questions about how to make a “Mario game” in Flash. A couple of years prior I had released a demo of an RPG game called Jamnar, which at one point in 2001 was the top #19th rated submission on Newgrounds, so the guy figured I knew enough to help him.

So night after night, I would teach myself, and then tutor him. Eventually I noticed a posting about a flash competition on the Clock Crew site, and decided to compete. I told Rob Lovelett about the project and he decided to make art for the game shortly after. We worked tirelessly, and by the deadline submitted half a level of the final game.

The game impressed a lot of people, and we easily won the competition and split the $50 gift card reward. We then decided to make the full game, and wrote up an early design document which promised all sorts of crazy things, including Strawberry Clock riding down ziplines, driving a truck across bumpy terrain while mowing down Frogbags, and fighting a boss that tried to kill you with Easy Cheese.

We had a hard time keeping the momentum going, though, and eventually axed a lot of the planned features just so we had a more realistic target to hit the release date. We were determined to release on Clock Day 2003, and we only succeeded thanks to the last-minute help of my brother, Brad (credited as ‘Aeiri’), who did a couple of Strawberry Clock’s animations and some sound effect work.

A tile-based sequel was planned and designed. There was going to be multiple blocks with special properties, some light RPG touches, a branching world map, and wands that granted the main character different powers. Rob was done with the Clock Crew at this point, so ArticClock was recruited to do the animations instead. Some of the art was completed, and a map editor was created, but Artic and I had some creative differences and parted ways. Some of his tile animations would eventually make their way into the unreleased Frosty platformer I would work on next that Clock Legends 2 evolved into.