They do that kind of thing in "the force unleashed" and the second game in
that series as well.  Its... interesting.

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 02 December 2010 21:30
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Accessible Star Wars Games

Hi Dark,

Oh, yeah. The Super Star Wars games were cool for their time. To tell
the truth I wouldn't mind having them in an an accesssible format just
because they were pretty fun to play but were limited by the platform.
Later Star Wars games for the PC added so much more in terms of
graphics and game play.

For example, one of the features Lukas Arts started in Dark Forces II
is the ability to play for skill points, and carried that feature over
into its sequals like Mysteries of the Sith, Jedi Knight II, etc. The
basic idea is you would gain so many skill points and force units per
game level you could put towards inproving certain powers or skills.
That gave you a certain amount of control of customizing the character
by giving you a chance to give them special attacks and moves. If you
put 5 points towards speed the  main character would have a huge speed
advantage against the dark Jedi in combat as well as in a force run.
If you put 5 points towards force healing you would be able to quickly
heal a huge amount of damage at a time without using up your force
power.  If you were playing as a dark sider you could put x points
towards chain lightning which could be an extremely powerful weapon
against other dark Jedi in the game. Basically, what made those PC
games so much better is not just the graphics, but it was hard to get
board with the games quickly because you could experiment with
different combos of force abilities and take different paths to come
up with an alternative ending than the official one. In the case of
Dark Forces II as it turns out the dark side ending where Kyle Katern
becomes corrupted by the dark side and declares himself the new
emperor is the correct path setting up the story line for Mysteries of
the Sith where Mara Jade has to find and stop him. That means you
could have lots of fun using force destruction, chain lightning, and
use choke holds to dispatch the enemies in Dark Forces II without
trying to stick to a light side path. although, a light side path was
available for people not bent on murder and destruction. Grin.



On 12/2/10, dark <d...@xgam.org> wrote:
> Very odd tom.
>
> Obviously the super starwars games were produced in the early 90's, and
were
> most deffinately 2D platformers with their own fairly unique style of
> gameplay.
>
> Even the platform stages were varied sinse some, ---- like the first dune
> sea level of super starwars, were just streight up walk along, jump around
> avoid enemies constantly moving right, while others involved more
> exploration.
>
> they also had some pretty unique traps, ---- for instance in Jaba's thrown
> room you'd have jaba's dancers coming after you chucking spears, while
atht
> the same time you'd have to jump over many holes in the floor which would
> randomly open and drop you into the rankor pit.
>
> Then though when you got to the shield generator base on ender, ---- well
> expect a huge maze with lots of exploration!
>
> As you might gather I was very fond of these games (in fact I might fire
up
> my snes and give them another blast), but at the same time, obviously they
> are very limited, ---- not the least by the Snes' hardware at the time.
>
> Beware the Grue!
>
> Dark.
>
>
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