Hi Tom.
In light of this debate, I did go and play Q9, and one thing struck me. Lots
of people have tried! to develop games like Q9 but not many have been as
successful, look at games like Battle Zone, indeed I would say that these
are probably the most common type of audiogames people first try to make
with Bgt and I've seen plenty of practice games and works in progress over
on the audiogames.net forum that have employed the same idea. Yes, the 1D
side scroller concept is very simple, but Q9 executed it particularly well,
with the properties of how the attacks and enemies worked, the great sound
and music, and Philip's extremely funny acting.
Could someone create a similar game in the future? very probably, however
the number of people who have tried and not quite succeeded makes me think
that there was a lot more care and craftsmanship in Q9 than the phrase
"simple side scroller" would imply, which is precisely why it's sad that in
future the game's availability will be so restricted thanks to one person's
greed.
As I said previously, it's the very disrespect to Philip's great work on Q9
essentially turning a stand alone game into just an extra freeby for people
who buy a very specific software package that gets up my nose, and I'm sorry
that Philip didn't sell the rights to his game to someone more perceptive.
There really isn't much else to add to the hating on Greasy and it's
developer that has not been said, my point however is that even a simple
side scroller like Q9 requires quite some design, and Q9 had that design.
?
For example, enemy movement speed. I loved the points in Q9 when you'd be
fighting wolves in the cave but then have a bear coming to get you. The bear
moved slowly, but you couldn't generally inflict damage on it without it
damaging you first, you thus had to coordinate your quick attacks against
the wolves, the encroaching bear, and any bats in the area. Thus, even
though Q9 was a side scroller with not much by way of enemey attack
properties to play with, it still required you to judge a number of factors
together, not just hear, react and hit as quickly as possible, not to
mention preserving amo.
Whether the most recent entry in the side scroller category, Psycho strike
has this level of design I don't know sinse I'm still waiting for the Xp
issue to be fixed with the game in order to try it, but undoubtedly it's the
design that went into Q9 that made it such a major release.
Indeed I remember at the time it was released five years ago that you
yourself Tom said "well it's surprising how many people are enjoying such a
simple arcade style game"
All the best,
Dark.
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