Hello Tom.
Oncemore, ---- this is something which changed entirely as side scrollers
evolved.
the first turrican game for instance produced in 1990, had five worlds.
While certain enemy types were recycled for the levels of one world, each
level also had unique features as well, ---- and of course each world had a
completely unique enemy and trap set.
The second turrican game released in 1991 had an even more unique set of
settings for levels and their enemies.
while some enemies, ---- such as the generic walkers, would appear in
multiple stages, others, ---- right up until the last level, would be
completely unique.
Again, this was an evolution of the side scrolling genre from the days of
the 80's onwards.
Beware the Grue!
dark.
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Thursday, October 29, 2009 12:50 AM
Subject: Re: [Audyssey] MOTA Side-Scroller vs FPS
Hi Bryan and all,
Another point most proponents of a side-scroller don't realize is that the
majority of side-scrollers don't have much variation from level to level.
In the classic Super Mario Brothers you had an overworld level, underworld
level, a waterworld level, and the castle level. After a while the game
just looped through variations of these levels with very miner changes
thrown in here and there, but were basically the same levels over and over
again.
Montezuma's Revenge had the same problem. After a few levels you would get
to play the same level again only with some variation like a burning rope
instead of a regular rope, skulls were invincible, the rooms were darker,
enemies were faster, whatever. Back then it didn't seam like a big deal if
the game kept giving you the same levels over and over again because that
is what we all were use to.
Ok, now I am writing this side-scroller. I don't want to reuse the same
levels over again so I have been trying to come up with 12 unique game
levels. That's harder said than done since most side-scrollers start at
the bottom lefthand corner and you must work your way to the righthand
corner of the level. There are some exceptions to that rule, but let's not
forget we are working with a 2d flat serfice which limits the number of
rooms, secret areas, whatever we can add to that level.
Bryan Peterson wrote:
I'd say the same Sean. It doesn't sound as though leaving it as is and
just finishing it that way if I read Thomas' message right. I like the
more challenging game that MOTA has become, so if keeping that means we
need to go FPS I'm all for it. One thing Side Scroller pushers aren't
considering is that any one of our devs could, if they so chose, create
the classic, true 80s style side scroller anytime. And since Thomas has
spent three years and more on a project that wasn't really even his to
begin with I feel he deserves some say in the matter. And since FPS style
games are more to his taste I think that if enough people agree with him
we should all live with the consequences. I for one don't want to see the
classic side scroller if it means it'll go back to being static.
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