Hi Michael,
Exactly. Montezuma's Revenge is what I would call a classic 
side-scroller since the purpose was to emulate originality. If I were 
however going to invent my own side-scroller I can think of several ways 
in which to randomize the elements some.
One way is to create several different versions of say the layout of a 
level and have the game randomly load one each time that game is played. 
As a result items doors, etc would appear in new locations each time.
Other random elements could be how much a health pickup gives you, how 
much damage your weapon does to the enemy, how much damage an enemy does 
to you, and so on. there are ways of making side-scrollers totally 
unique or at the least make it different enough you won't repeat the 
same game twice in a row. it is all in the design.


Michael Fair wrote:
> There are plenty of ways to add longevity and replay value to sidescrollers. 
> The genre of game doesn't demand they be linear or devoid of randomness. You 
> just have to keep in mind the prospect of the computer setting up impossibly 
> hard challenges and build in rules conserning what can be placed where. One 
> way might be to have a large stock of pre-designed sections of levels which 
> could be fitted together randomly. Another would be to have rules the 
> computer used to entirely create each level. There are plenty of other 
> things you can do as well. You could have secret and entirely optional 
> sections of a game which are hard to discover. For instance, think about the 
> warps in Mario. Say the entrances to them were in certain spots which didn't 
> change as they apparently are in Mario. Now, let's suppose that the square 
> they're on only occasionally generates a slight bleep, mystical swish or 
> other such indication of their existance, perhaps once every twenty or 
> thirty seconds. You might play many times before you hit upon that exact 
> spot even after noticing the sonic clue. If other things such as monsters 
> could be in different places as well as perhaps treasures which made their 
> own sounds and forced you to play differently, you can have much of your 
> levels remain essentially the same while still having the player's 
> experience alter each time. It all comes down to how much thought and effort 
> is put into something like that.
>   


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