I'm afraid clemment, even if we considder q9 and sperliam in the same vane
as final fight or streets of rage, the games are stil ridiculously
simplistic sinse once again they miss a vertical dimention.
This is slightly hard to explain to someone who has not actually seen the
graphics of such a game but I'll have a go.
if you imagine the three letter rows of your keyboard as the playing area
going left to right, with an action man facing to the right positioned on
the letter A.
You may now move up to the q, down to the z, or streight forward, all while
facing to the right and attacking right, or alternatively, may turn around.
Thus to avoidattacks by your enemies it's often necessary to circle around
them above or below, or indeed some enemies had moves that could affect the
top or bottom of where you are, for instance R bare the boss from streets of
rage two could duck down at one vertical point and jump up to do a cannon
ball move that would cut across several rows and hit you, meaning to defeat
him you have to anticipate where he would land vertically as well as
horrizontally.
The playing area was also far more than three rows wide, more like 25 or
more.
Then, jumping and jumping attacks had to be factored into the mix, sinse
where you hit with a jumping attack on an opponent could affect what
happened afterwards, as well as where you were vertically on the screen and
what other enemies were arround.
for example with haggar on final fight his dropkick had a huge horizontal
range but was bad at taking out enemies close by, while his splash could
take out enemies close, thus a good combo was to jump into the air, let fly
a drop kick, then splash quickly afterwards to take out any punks below you
that the kick missed.
And lets not forget the huge fun of grabbing one punk for haggar's pile
driver, jumping and slamming him into a bunch of others to send them flying
like skittles! :D.
then, considder that even in a very basic game like final fight which was
the first major release of this type, each character had far more than just
one or two attacking moves which had different range aand priority just like
in a beatemup.
for example in double dragon (even earlier and simpler than final fight), a
punch could hit a single enemy in front of you and put them into a dazed
state where you could go for a hold and throw, where as a kick had a litle
more range, but could take out more than one enemy at once.
thus, even considdered on the basis of games like final fight, Q9 and
superliam are extremely! simplistic in their gameplay.
Personally, given the jumping platforms, the use of a single main attack as
well as projectiles, and the fact that enemies also have only one attack I
considdered the game far more a proto platformer than anything else, though
even thought of as a walk along beat em up I'm afraid it's stil! lacking
very much of the second dimention, ---- possibly even more than were we to
compare it to a platformer where at least you cannot walk up and down.
Btw, sorry if this explanation made sense, it's a litle hard to explain if
you haven't knolidge of the point of view in such games.
Beware the grue!
Dark.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.