With all the other comments, it becomes pretty obvious that the easiest way to do it, would be being a multi-billionaire in the first place… Wait a second…
With all the other comments, it becomes pretty obvious that the easiest way to do it, would be being a multi-billionaire in the first place… Wait a second…
See, you are right and that’s exactly why I started with “This might be a little on the side of the main topic”…
This is a fantastic timeline if you want to go into details.
Well then… To stay true to the history, we probably would have to go back to Galaxian from ‘79, which introduced 1-UPs / additional lives, bonus stages and player upgrades, plus simple summary / statistics for hits and misses.
Well, when I was writing that, after midnight I will add, I had this feeling that Mario was doing this thing earlier but for me Mario stands as an icon for the first level design overall as a golden standard for introduction to mechanics and really efficient use of memory for data, and one of the first uses of dynamic music… So you are totally right, Mario brought a lot of things, I’ve just played Crash much more.
This might be a little on the side of the main topic but there was always something cool about Crash Bandicoot 100 Apples > 1 Life, and you could grind more to make some levels more forgiving, like semi-adjustable difficulty level based on your previous approach… And later on — warp zones, you get to choose from a few options so the progression has variation.
Another thing that comes to mind, not sure if a first game to do it, THPS for unlocking movies and later cheat codes, modes and characters for finishing the career. Plus the whole gap marathon for Private Carrera.
Oh, and chanting from Oddword where it had various uses, for saving friends or for changing into enemies, or using special abilities. This definitely was something, because I still remember thinking as a kid, “how cool is that this one ability has so many different uses”.
Black Mirror was supposed to mostly be a cautionary tale, not instructional.
With the original they wanted the immersion part to feel like you are actually racing with toy cars and make everyday / mundane surroundings feel unique from this perspective and scale — I guess they still want this to be the main fun factor / appeal.
For me the amazing part was somehow pacing. Every single time I felt like I am starting to cruise through levels, I was knocked down really hard… and my brain exploded more than a few times.
Stunningly, this created one of the best mechanics for me — “if it was too easy, you probably missed a valuable lesson there”.
Arvi created something special, where every bit of that frustration pays off at least tenfold.
“I’d love to say Walking on Sunshine relates to a significant event in my life, like walking out of my front door, seeing a comet and being inspired. But it’s just a piece of simple fun, an optimistic song, despite us not being outstandingly cheery people. We were a typical young band, insecure and pessimistic. We didn’t have big hair and didn’t look anything like a Motown-influenced group. We didn’t have any credibility or a fanbase in awe of our mystique. We were a second-on-the-bill-at-a-festival-in-Germany pop band. But we had this song.” — Kimberley Rew, guitarist and songwriter
My path to this information:
[PL] Tego to się tutaj nie spodziewałem…
[EN] Quite unexpected to see some older polish vibes here!
There should be a special division in all patenting offices called Burning With Fire ™
Quit your boloney, just bring some sweet honey!