Hi Tom.
I've actually often thought part of the problem in the developement of some
games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something to
maintain the complexity.
for instance in original duckhunt you tracked the ducks flying diagonally on
a large playing field with a light gun, but in Liam's port you just track
them in sterrio and not verticlly.
Well obviously tracking with a light gun the same as the original game is
not possible, but why not add in something else to compensate, ----- for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit the
ducks directly in the center of the field and get points accordingly.
similarly, in your original monti game, so we can't have bouncing skulls,
well why not put in another hazard that falls from above which you need to
simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and! jumping a
skull at the same time would offer a similar spacial exercize to the
bouncing skull.
Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple factors the player needs
to judge into the mix so that the game does not devolve into boppit.
Pipe 2 is a good example of an attempt at this, though even there I think
more could've been added, for instance more directional hazards similar to
lectricity on pipe levels which you needed to be aware of.
Beware the grue!
Dark.
---
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