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Mechanics That Changed Gameplay Forever

grammar fascist writes "A feature at 1up.com explores the various gameplay devices that revolutionized videogaming, and you might not believe how simple they are: life bars, power-ups, bosses, and combos make the list. From the article: 'As good as these ideas may sound on paper, they don't always work in execution. Sometimes they don't even make sense. But every once in a while, a game designer comes up with a fantastic concept that engages the player -- and influences the work of other designers.'"

143 comments

  1. Hmm by Ethan+Allison · · Score: 3, Funny

    Do paddles count? I say they do. You shoulda seen the Pong pre-release.

    1. Re:Hmm by bigman2003 · · Score: 1

      That's not really a game mechanic. That's more of a mechanical device used for games.

      They're a little different.

      --
      No reason to lie.
    2. Re:Hmm by Anonymous Coward · · Score: 0

      Although certain controller types were referred to as paddles GP Poster was refering to your avatar in Pong. ie: the "racket". You fail at humot.

  2. They missed a biggie by systemic+chaos · · Score: 4, Informative

    Where does "computer-generated breasts on cover" fall into this list? Hey, I mean, it moves packages...

    1. Re:They missed a biggie by Hannah+E.+Davis · · Score: 4, Interesting

      The concept of a static image of boobs (particularly fake boobs) as a marketing tool is not limited to gaming, so I don't know if it would qualify as a gameplay mechanic. Boob physics, however... that's an interesting one. It took a long time for the game industry to come up with character models that jiggled in the right places, and I'm actually surprised that they didn't do it earlier. It's not quite as surprising how many... uhm... packages it moved when it was finally implemented, though.

    2. Re:They missed a biggie by Traiklin · · Score: 1
      Where does "computer-generated breasts on cover" fall into this list? Hey, I mean, it moves packages...
      wait, you mean people don't buy Dead or Alive for it's fighting mechanics?

      oh wait, I forgot about the eXtreme beach vollyball.
    3. Re:They missed a biggie by RsG · · Score: 4, Funny

      Indeed. The modern advances in tata-rendering, textured bump mapping and inverse nippomatics are truely a driving force in the industry :-P

      Actually, I wonder how they'd do motion capture for this sort of thing? "Here, wear these patches and bounce"? Who gets the privlege of helping the motion capture subject with her equipment?

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    4. Re:They missed a biggie by Elder+Entropist · · Score: 2, Funny

      Shouldn't that be "They missed two biggies"?

    5. Re:They missed a biggie by Skippy_kangaroo · · Score: 2, Funny

      Hey, I mean, it moves packages...

      I know it moved my package.

    6. Re:They missed a biggie by KDR_11k · · Score: 1

      Motion capture? Naah, someone has to code the simulation and do MANY test runs with different parameters comparing the effect with large amounts of reference material to make sure it looks perfect ;).

      Inverse nippomatics would be if a big breasted character that stopped running would be thrown off-balance by the inertia of her huge breasts.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:They missed a biggie by IsoRashi · · Score: 0, Redundant

      Hey, I mean, it moves packages...

      Indeed...

      --
      This is not the greatest sig in the world, no. This is just a tribute.
    8. Re:They missed a biggie by revlayle · · Score: 0, Redundant

      ... yeah it certainly moves MY package

      *looks around suspiciously*

    9. Re:They missed a biggie by Anonymous Coward · · Score: 0

      I know it moves my package.

    10. Re:They missed a biggie by SoapDish · · Score: 1

      I remember reading an add for a motion capture bra in a 3D graphics magazine about 4 years ago.

  3. Saving beats all of that.... by MagicDude · · Score: 5, Insightful

    I'll tell you what changed games - Saving

    Lets face it, nobody would have ever finished the original Zelda if you had to start from the beginning everytime. Saving is what made games evolve from 3-6 hours of maximum gameplay to the massive sprawling indepth masterpieces we know today. Playing a game over and over and over so that you're perfectly adept at every nook and cranny is for the kids who have hours to spend on it, and is frustrating as hell (Ninja Gaiden I through III, I'm looking in your direction). The older crowd doesn't have the patience or the time for that kind of thing. Saving has made replayability an option, rather than a requirement.

    The same argument also applies the natural extension of saving, which is unlimited continues.

    1. Re:Saving beats all of that.... by Ankou · · Score: 4, Insightful

      Game saving also got rid of all those uber players. If you met a guy who finished all of those Ninja Gaiden games in one sitting he was one BAD dude at video games. I think the most frustrating was Contra III. Even WITH the 99 men cheat it was ficken impossible.

    2. Re:Saving beats all of that.... by happyemoticon · · Score: 4, Interesting

      Generally speaking I'm in favor of saving, and when not available, emulator state saving and loading. Of course, I do feel like kind of a hack when arbitrary saving and loading allows me to essentially have infinite lives and ammo, since I can ensure, with scientific accuracy, that each encounter goes perfectly.

      It sort of makes me wonder when the innovation of multiplying the actual length of the game by several times came about. You know, like when you get to the end of one of those really hard, old-school platformers and it tells you, "Actually, you need to play the whole game again - except now you have to finish the whole thing without getting hit once, and in this certain amount of time." This is frequently in those games on the other end of the spectrum - you know, the ones with no saving at all. I prefer a middle-ground myself. I mean, sure, I love RPGs and those rare platform-style games that allow you to save your progress, but back when I was younger, I was really freaking good at Mario.

      These days I actually crave a hard game. When I get my new apartment, I'm planning on buying an Xbox specifically for Ninja Gaiden.

    3. Re:Saving beats all of that.... by SharpFang · · Score: 2, Interesting

      Savegame - THE ultimate cheat.

      I wish I knew how to make a game that allows you to save&quit, then resume gameplay freely the next day, disallow to "retry" the same part for better outcome (if you screw up, restart from scratch or live with your mistakes) while keeping you immune from crashes, bugs etc. There were some games that kept saves only with purpose of resuming the game, but a crash or a critical bug that killed your character would unfairly force you to restart. OTOH I feel quite guilty if I retry for the 6th time the same battle to get the grenade exactly through the narrow gap into the bunker. Oh, and games where saving costs you money, health, save crystals or such solves nothing.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    4. Re:Saving beats all of that.... by SharpFang · · Score: 1

      By the way, I remember there was savegame in Hobbit for Spectrum. Anything earlier?

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    5. Re:Saving beats all of that.... by Quiet_Desperation · · Score: 1

      Nothing wrong with scientific gameplay. :) In ES4:Oblivion, I manual save before opening any door with a red map pointer behind it.

    6. Re:Saving beats all of that.... by Gulthek · · Score: 1

      You sound like you would enjoy Metal Slug 3 on the XBox then. That game is the definition of hard.

    7. Re:Saving beats all of that.... by snuf23 · · Score: 1

      Pretty sure there are save games going back earlier on the Apple 2 and such. Certainly Ultima 1 in '81 beats the Hobbit by a year.

      --
      Sometimes my arms bend back.
    8. Re:Saving beats all of that.... by Manmademan · · Score: 1
      I'll tell you what changed games - Saving Lets face it, nobody would have ever finished the original Zelda if you had to start from the beginning everytime. Saving is what made games evolve from 3-6 hours of maximum gameplay to the massive sprawling indepth masterpieces we know today...
      I think you've forgotten about the much loathed predecessor to the battery backed save..The massively overly complex password based continue system (context sensitive, using upper and lowercase letters in addition to numerals) that plagued such games as Metroid, The Guardian Legend, and POSSIBLY the battle of olympus. While these games didn't truly allow you to save your progress they came "close enough" though more than one game was "lost" due to a mixup between O's and 0's, l's and 1s....
    9. Re:Saving beats all of that.... by MagicDude · · Score: 1

      In regards to the password system on Metroid, the battery backed save did preceed it by a good 6 months. The Famicon version of Metroid had a battery save, and it was only the American release that utilized the password system.

      http://en.wikipedia.org/wiki/Metroid#Famicom_Disk_ System

    10. Re:Saving beats all of that.... by honkycat · · Score: 1

      Yeah, I always hated the font designers for those damn games. It was like they went out of their way to choose fonts where 1 l and I looked as similar as possible. 0 and O, and heck, sometimes Q did too. I could never understand why they didn't pick a better font. And I was like 10, you'd think a professional game designer would think of it...

    11. Re:Saving beats all of that.... by KDR_11k · · Score: 1

      The infinite credits hurt it (especially since scores are kept past continues making highscore hunting almost pointless), would be nice if you could get the game to enforce a credit limit so you don't have to count them yourself. The infinite credits are nice for two players, that way we don't end up like in Alien Hominid where the better player still is in the game while the worse one has to wait for the game to end. Maybe they changed that for the XBox, I've only played the PS2 version of MS3.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    12. Re:Saving beats all of that.... by KDR_11k · · Score: 1

      Fortunately the ROM included with Metroid Zero Mission saves the password.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:Saving beats all of that.... by WWWWolf · · Score: 1
      Game saving also got rid of all those uber players. If you met a guy who finished all of those Ninja Gaiden games in one sitting he was one BAD dude at video games.

      On the contrary! Nethack has save feature, yet I tend to think people who finished Nethack as As Leet Gamers As Anyone Can Get...

    14. Re:Saving beats all of that.... by VGPowerlord · · Score: 1

      It sort of makes me wonder when the innovation of multiplying the actual length of the game by several times came about. You know, like when you get to the end of one of those really hard, old-school platformers and it tells you, "Actually, you need to play the whole game again - except now you have to finish the whole thing without getting hit once, and in this certain amount of time."

      Capcom's Ghosts & Goblins sticks out in my mind. "Oh, you beat the next to last boss, but you need item X to reach the last boss. Go through the game again, because it inexplicibly doesn't appear the first time through!"

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    15. Re:Saving beats all of that.... by ingvar · · Score: 1

      Well, NetHack also has a "single death" concept (you try to restore a copied savefile...), making it noticeably harder to actually continue from where you died.

    16. Re:Saving beats all of that.... by bateleur · · Score: 1

      Nice theory, but in fact the elite gamers of today are probably more skilled than ever. If nothing else, it's now possible for the very best to make a living as professional video game players. That feeds back into the amount of time they can afford to spend training.

    17. Re:Saving beats all of that.... by Gulthek · · Score: 1

      Infinite credits? Not on the XBox version. All we can do is kick up the lives to 5 instead of 3. My brother and I can barely get to Level 3, but we get a little further (side note: which is more appropriate for gaming, farther or further?) each time.

    18. Re:Saving beats all of that.... by Manmademan · · Score: 1

      you're almost correct here- the famicom disk system wasn't a battery backed, it was a rewritable medium like a 3.5 inch floppy. Since the FDS wasn't produced in the states we saw horrendously long passwords until the battery-backed cart save system was introduced.

    19. Re:Saving beats all of that.... by RsG · · Score: 5, Insightful

      Eh, not really. I got my start on the Sega Genesis and arcade machines back in the day, and have since gone over into PC gaming exclusively. I've had it both ways.

      Not saving typically meant either A) you spent alot of quarters in the arcade or B) you learned to make the most of your lives/continues/whatever. It didn't really make you "uber".

      Nowadays, games have more depth and skill involved. They're longer and typically harder to finish. Yes, you can reload save games to keep your progress, but the tradeoff is that reloading is neccesary. Beating an old side scroller without saving was difficult, but not impossible, for an average player; beating a modern FPS of any respectable length without saving is damn near impossible for even an expert player. There are no extra lives, no continues, and no slot to put in more quarters - you either save or start over all the way from the beginning. And the time it takes to get to the end is so much longer as well.

      And the games that do let you respawn are often the ones in which dying is taken for granted, and thus the game is corrospandingly more frustrating. MMOs like WoW are a good example of this - you might die a dozen times in a dungeon instance, but actually beating the fights is hard. Multiplayer FPS games are another example - you spawn, you're fragged, you respawn, you hope to god you'll get a kill - nope, fragged again. This is somehow easier than falling into a spike pit in Sonic the Hedgehog?

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    20. Re:Saving beats all of that.... by Das+Modell · · Score: 1

      You won't like this speedrun of Contra III, then. Entire game finished in 17 minutes on Hard more without a single death.

    21. Re:Saving beats all of that.... by IpalindromeI · · Score: 2, Informative

      (side note: which is more appropriate for gaming, farther or further?)

      Farther is used as a measure of concrete distance. "I rode 5 miles farther than yesterday." You could maybe use it in this case if you're referring to the distance you've traveled in the game.

      Further is used as a measure of relative degree. "He took that bad joke further than he should have." It would be more appropriate in this case, in my opinion, since game progression can't really be measured in distance. It's measured relative to past playings.

      --

      --
      Promoting critical thinking since 1994.
    22. Re:Saving beats all of that.... by angrymilkman · · Score: 1

      I don't like saving, in too many games it just reverts to numerous load-save actions just to beat a tough end boss. Games are simulations of "some" real world. In the real world you can't save why should you in a game? There must be ways around see for example mechanisms like SLOW and REWIND (in prince of persia or Full auto that allow you to slow/reverse time if you made a mistake (e.g. get killed by an end boss)). I think such mechanisms are much better then save/load combo's.

      --
      ...what matters is what you like, not what you are like...
    23. Re:Saving beats all of that.... by Wolfrider · · Score: 1

      --I submit to you sir, that EVERY GAME SOLD TODAY should be saveable AT ANY POINT in the game, not just at certain points in the level. To do otherwise is lazy coding, and affects the average gamer when he's called to dinner, take out the garbage, walk $dog, etc.

      " Aw, MOM!!! I can't save it right now!! "
      :b

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
    24. Re:Saving beats all of that.... by shotfeel · · Score: 1

      Not saving typically meant either A) you spent alot of quarters in the arcade or B) you learned to make the most of your lives/continues/whatever.

      C) You left the game console on while you slept, went to work, etc... and hoped nobody messed with it because you just spent several hrs a day for the last week getting where you are.

      Unfortunately C) only works if there's only a single gamer/console. Once you have a kid who also wants to play, or two kids ...

      So for me "Saves" are essential.

    25. Re:Saving beats all of that.... by shotfeel · · Score: 1

      I got to that point at 3:00 a.m. when I had to get up at 6:00 to go to work. That's when I needed a "Save Game". As it was, I paused the game and left the console on while I slept and went to work.

      Even worse was they made it sound like if I had just played on the hard level to begin with, I wouldn't have to go back through on the hard level to get the special weapon you had to have. I was again a little perterbed to find that even then you still had to go through a second time.

      But I kept playing it anyway...

    26. Re:Saving beats all of that.... by Yold · · Score: 1

      someone has seen Finding Forester.........

    27. Re:Saving beats all of that.... by Great+Beyond · · Score: 1

      Beating an old side scroller without saving was difficult, but not impossible, for an average player; beating a modern FPS of any respectable length without saving is damn near impossible for even an expert player. There are no extra lives, no continues, and no slot to put in more quarters - you either save or start over all the way from the beginning. And the time it takes to get to the end is so much longer as well.

      Bah - if you were a true old skool gamer, you'd know that the best games didnt HAVE an endpoint. Thus no need for saving (except for the high scores, but only so you could taunt others in the arcade - that or get a giggle when you input "ASS" or "GAY" for all to see.)

    28. Re:Saving beats all of that.... by WNight · · Score: 1

      I dislike games where you can't not die the first time you play it. The fantasy is that one person, your character, can actually do all this stuff - that you're playing a fantasy 007 who just is *that* good. But when the game is impossible to survive, not just very hard, but impossible, it completely breaks that.

      I'm referring to totally unmarked traps (with no way of detection via thrown stuff, etc), leaps of faith (Super Mario!) or other things that would be guaranteed to kill someone who didn't happen to guess right. I guess the point is that Bond is lucky, but he doesn't play Russian Roulette without cheating, he doesn't rely on it. He'd never jump blindly, hoping for a handy ledge, neither should the character have to.

      This doesn't seem much different because of save-games, but they do make it less frustrating. I think it depends more on the culture of the developer. If I were to divide everything into two camps, there'd be the console camp where saves are a reward and where you're just expected to be thankful it didn't cost a quarter, and the PC camp where you can save at almost any time, have handy quicksave keys, etc. It feels like the difference between a performer playing to a captive audience, or not. If your market doesn't have any choice, just repackage the arcade games. If your market does have a choice (as on PCs, where you don't pay through the nose for the permission to develop a game) you usually can't command that sort of thing. (Unless you're Rockstar releasing the hottest console game on a PC, but even still it lost them a lot of points in reviews...)

  4. Mario! by Neoncow · · Score: 5, Funny

    Oh wait, they said mechanics...

    1. Re:Mario! by PaganRitual · · Score: 1

      You. In the corner, now. You're not to move from that position until you realise that what you did was WRONG.

  5. Mad Tiger Balls by Anonymous Coward · · Score: 0

    I guess Mad Tiger Balls is a game dynamic that didn't take off.

  6. Disappointing by Dr.+Eggman · · Score: 4, Insightful

    No Free-cam?
    No "sandbox mode" ala Simcity/Grand Theft Auto?
    Sniper Shots made it but "target locking?"

    This list may all be great mechanics, but many of them are far from the best.

    --
    Demented But Determined.
    1. Re:Disappointing by aywwts4 · · Score: 1

      I would say a glaring one they missed right after bosses would be "The Weak Spot" So many games have them... The blinking yellow point that you need to hit to take out the boss. Im not saying its a particularly good mechanic, but I would say it made it in to a lot more games than sniper shot.

      --
      Web Developers: Celebrate to our roots! Animated Gifs and Tiled Backgrounds, dont let our history die!
  7. They missed a biggie People Mover. by Anonymous Coward · · Score: 0

    "Where does "computer-generated breasts on cover" fall into this list? Hey, I mean, it moves packages..."

    That's the problem with double-D's. Kind of hard to have a meal at a restaurant with everything moving when you reach for it.

    1. Re:They missed a biggie People Mover. by BiggerIsBetter · · Score: 0, Offtopic

      Obviously you need bigger hands. And you know what they say about guys with big hands...

      /Asian GF has DDs. :-D

      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
  8. Excuse Me But Nethack by Benwick · · Score: 3, Insightful

    Seems to me that having a canine companion premiered in Nethack. ...And which, I might add, flamebaitingly, happens to be better than all those other games!

    1. Re:Excuse Me But Nethack by Solra+Bizna · · Score: 1

      I once cried when my dog died. He stepped onto a fire trap and was consumed in flames... *whoosh*, half dozen tripe rations down the drain.

      -:sigma.SB

      --
      WARN
      THERE IS ANOTHER SYSTEM
    2. Re:Excuse Me But Nethack by Anonymous Coward · · Score: 0

      Yeah! I mean, in how many *other* games can your pet rob shops? :-)

    3. Re:Excuse Me But Nethack by mlk · · Score: 1

      [url=http://en.wikipedia.org/wiki/Hack_(computer_g ame)]Hack[/url] includes pets. :P

      --
      Wow, I should not post when knackered.
  9. Elite by Threni · · Score: 1

    I remember being impressed with the little 3d map in Elite for the BBC micro, especially the height. Was that patented, or was there prior are or what? Anyone know?

    1. Re:Elite by bobthesloth · · Score: 2, Informative

      They were the first to come up with it. A lot of the most interesting features in Elite were squeezed into the game in literally bytes. Initially, where the 3d map was there would have been two columns of numbers that told you where you were. It wasn't very intuitive, and the creators came up with the 3D map in a couple of spare bytes.

    2. Re:Elite by Anonymous Coward · · Score: 0

      Yeah, that was the best 3d-in-2d display I've seen in twenty-five years of gaming. It's a shame it never caught on, and we've been stuck with flat radar screens in space games ever since.
        (My rating: "Deadly." Both my C64s bit the dust before I could hit "Elite"! Damn you, faulty display cable!)
        - mantar

  10. Mechanics That Changed Gameplay Forever by xstonedogx · · Score: 2, Funny

    Mario! No wait, he's a plumber, not a mechanic...

  11. up down up down left right left right b a start by grapeape · · Score: 4, Insightful

    What about cheat codes?

    1. Re:up down up down left right left right b a start by Anonymous Coward · · Score: 0

      timbo+F5 !! - extra curricular points for remembering from which game this was :-)

    2. Re:up down up down left right left right b a start by EggyToast · · Score: 1

      Perhaps, except it's "up up down down left right left right b a start"

    3. Re:up down up down left right left right b a start by KDR_11k · · Score: 1

      Start isn't part of the code, it just unpauses the game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:up down up down left right left right b a start by masterzora · · Score: 1

      Or it starts the game if it's that type of game. No matter what, the user generally hit start immediately after a (except when they hit select start), so it's usually remembered to be "a start" even if start isn't technically part of it.

      --
      Remember, open source is free as in speech, not free as in bear.
  12. spread shot by fearanddread · · Score: 4, Interesting
    In fact, the only shooters where you're not likely to find the spread shot are those of the first-person variety, like Halo and Quake. Alas, this weapon of mass destruction would simply be too much of an advantage in multiplayer matches.
    I disagree. The rocket launcher in Unreal Tournament had spread-shot capability that was devastating but in no way an unbalancing factor.
    1. Re:spread shot by 2008 · · Score: 1

      I think Epic disagrees, since they changed it from 6-spread in unreal tournament to 3-spread in UT2003.

      --
      I quit!
    2. Re:spread shot by milamber3 · · Score: 1

      You can't say for sure they made it 3-spread in UT:2003 because it was overpowered in UT. It is a totally different game engine with many different features. This is like saying nintendo must have thought links sword was underpowered in the original nintendo because they gave link a power spin move in Zelda: A Link to the Past. That is simply not the case, they just had a different game which they molded the items/moves specifically to fit. Had there been a patch released for UT which changed the spread then you might have a leg to stand on.

    3. Re:spread shot by roseblood · · Score: 1

      Halo also has a "spread shot" weapon. The shotgun. Up cloase multiple projectiles hit for big damage. At medium range the dispersion of the shot makes you more likely to score at least some damage against a target.

      --
      There are lies, damned lies, and statistics.
    4. Re:spread shot by masterzora · · Score: 1

      What part of "I think" says "I'm sure"?

      --
      Remember, open source is free as in speech, not free as in bear.
  13. Transcendence has a nice model.... by MrTrick · · Score: 2, Interesting

    (http://neurohack.com/transcendence/) You can save&quit, and resume later. You can purchase 'insurance' from a broker for protection against death (if your ship is destroyed you'll re-appear at the broker with full health) but the cost of insurance increases exponentially every time you make a 'claim'.

  14. And RTS? by loraksus · · Score: 2, Interesting

    And what about RTS's?
    The genre has evolved by leaps and bounds in terms of gameplay in the last 5 years (try playing the original command and conquer and you can see the evolution. Ignoring the whole genre is doing a pretty big disservice.

    --
    1q2w3e4r5t6y7u8i9o0pqawsedrftgthyjukilo;p'azsxdcfv gbhnjmk,l.;/
    1. Re:And RTS? by Sigma+7 · · Score: 3, Insightful
      And what about RTS's?


      In my opinion, most modern RTS games feel just as advanced as C&C. Here's a quick test to show why:

      - Select a group of units, and assign them to hotkey 1.
      - Have them attack an enemy group. Naturally, they overwhelm them and are victorious.
      - Some your units are damaged and need to be sent back to base for repair. Do so without pulling away healthy units. While you can do this on Dark Reign, Red Alert 2, and a few other games... most games on the market do not support Auto-repair or otherwise send damaged units back to base without micromanaging them.
      - While you were attacking the enemy forces, you were naturally building up another attack force with your build panel on the right-hand side of the screen. Select those new units and add them to group 1.
      - Oh look, the enemy is launching another attack - have group 1 engage and destroy them. (They will do so easily, since the computer AI sucks.)
      - Now, since the enemy base is weakly defended, have your reinforced group obliterate the enemy in one large swarm. To do so, wait until your reinforcements join up, and charge (which will be forever in every modern game other then Tiberian Sun and Red Alert 2 - as units stop in their tracks as soon as their assigned target is destroyed.)

      The order of events shown above are highly reasonable in a military assault. However, RTS games have the most basic of flaws in unit AIs that prevent these things from being possible - and these flaws are fixable by anyone who knows what they are doing.
    2. Re:And RTS? by doti · · Score: 4, Informative

      Have you ever heard of Total Annihilation?

      It is to C&C, Starcraft and other RTSs what chess is to checkers.

      --
      factor 966971: 966971
    3. Re:And RTS? by Sigma+7 · · Score: 1
      Have you ever heard of Total Annihilation?


      It's auto-attack feature is nice... but TA:K demonstrated that it does not handle "melee-range" units. That game needed a patch to add a "Move-fight" command.

      It still has some of the flaws I mentioned - you still have to individually select units to pull them back for repair (although there are ways around this), and units still stop in their tracks when their targets are destroyed (and queueing orders doesn't count, because of the neat trick of pulling units back to mess up tactics).

      It is to C&C, Starcraft and other RTSs what chess is to checkers.


      Total Annihilation uses a large quantity of units - however, most of these units are highly similar with a stanadard forward-firing attack mounted on a turret. This is checkers.

      C&C, however, makes sure that there is counterability - Minigunners defeat Rocket Solders which defeat Tanks, which defeat Minigunners (although this isn't a simple closed loop.) In Chess, the Queen is countered by the knight (especially through forks), and through anti-queen tactics.
    4. Re:And RTS? by KDR_11k · · Score: 1

      units still stop in their tracks when their targets are destroyed (and queueing orders doesn't count, because of the neat trick of pulling units back to mess up tactics).

      A move order before the attack order might take care of that. Of course it's queueing but at least your reinforcements will move in. Otherwise I prefer the attack-move command in most games to denote an attack (and thankfully Earth 2160 binds that to a double right click so you can use it almost permanenty), there's few situations where you really want to attack a single unit only.

      Total Annihilation uses a large quantity of units - however, most of these units are highly similar with a stanadard forward-firing attack mounted on a turret. This is checkers.

      C&C, however, makes sure that there is counterability - Minigunners defeat Rocket Solders which defeat Tanks, which defeat Minigunners


      TA doesn't use damage modifiers much but it still has different unit strengths and weaknesses. The Annihilator is pretty pointless against large numbers of cheap units, a ballistic cannon has trouble hitting airborne targets, large groups of aircraft get ripped apart by a flak and a slow tank can get destroyed before it manages to close in on the enemy artillery. Reality doesn't have much unit variation either but most weapons are only good at specific uses. Chess has a variety of piece movements but it doesn't state "a rook may only be beaten with a knight or bishop" instead relying on the pieces' natural abilities to make the difference.

      C&C's system only makes sense if you imagine each unit as a group of these units (since a tank shell would kill a single soldier but a machinegun is much faster for killing ten of them in a loose spread), in TA you can make each of them a group of units as TA is geared for mass. In C&C you'll go insane if you try to build a group of 50 tanks and 50 anti infantry vehicles without losing time because you take too long to reinput the build order. Even with queues it still requires a LOT of attention to make that work. In TA you just tell your factory "50 tanks, 50 missile launchers" and after a while you'll have those units at the specified location without further interaction.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:And RTS? by ChronoReverse · · Score: 1
      Are you sure this is TA you're talking about?

      I personally am not convinced that the tactical depth in TA is as high as a game like Starcraft, but your description of TA seems overly simplistic.

      For example, two basic units, the AK and the Peewee.

      One had a rotating turrent rapid-firing short-ranged plasma rounds. Not too bad for shooting other kbots and can definitely do tricks like circle strafing.

      The other had a short ranged missile. Perhaps not so great at tracking a target while moving, but then it has more range and better accuracy.

      You can then quickly move on to units that utilize the height of the terrain (artillery) that can lob shells over terrain.

      Of course there's the difference between kbots, vehicles (not to mention the different types of vehicles) and air-craft.

    6. Re:And RTS? by KDR_11k · · Score: 1

      While you can do this on Dark Reign, Red Alert 2, and a few other games... most games on the market do not support Auto-repair or otherwise send damaged units back to base without micromanaging them.

      That's because most games tend to rely on micromanagement to make the game "fun" because they saw that it worked for Starcraft. I've seen plenty of games with enough options to make autorepair possible (Warzone 2100, Earth series, etc)

      - While you were attacking the enemy forces, you were naturally building up another attack force with your build panel on the right-hand side of the screen. Select those new units and add them to group 1.

      Why select? In Earth 2160 you can just tell the units to automatically belong to a specific group and you can tell them to reinforce the group instead of going to the gathering point and waiting for orders. TA allows auto-assignment but not auto-gathering.

      - Now, since the enemy base is weakly defended, have your reinforced group obliterate the enemy in one large swarm. To do so, wait until your reinforcements join up, and charge (which will be forever in every modern game other then Tiberian Sun and Red Alert 2 - as units stop in their tracks as soon as their assigned target is destroyed.)

      Attack move?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:And RTS? by fyonn · · Score: 1

      try playing the original command and conquer and you can see the evolution

      never mind C&C, Dune 2 was the origin of the modern RTS wasn't it? I put many hours into that on my Amiga 500. I won as Harkonnen, but never managed it as Atredies or Ordos (the 2 nuke's coming at me, instead of one, was abit too much for my limited abilities).

      dave

    8. Re:And RTS? by Anonymous Coward · · Score: 0

      You are missing the point of total annihilation. in SC, when faced with the need to break down a fortified segment of a base, it generally involves recognising if there are any vulnerabilities in the defenses (usually there wont be any, to either air or ground.) So one has to consider what units will be able to survive to make an impact against them, or more commonly, how many.

      In TA the concept of defending or attacking a fortification takes enormous consideration given in profound choice in the matter, could you run the guardians/punishers down with a squad of bombers? can the terrain be exploited? should i use the longer range artillery kbots/vehicles, or should i send out a construction unit to build a static weapon against it (again, is this viable in the first place?) should i not advance and encroach the boundaries with LRPC's?

      and when the main defenses are tackled, one has to consider how to make use of the breached area, with what short-range units and to what quantity can they be used? should i attack the vital infrastructure directly, or should i down the AA artillery, move the units out and run bombers through it... the STRATEGY goes on and on (and then we have naval units which is a whole different pie.)

    9. Re:And RTS? by doti · · Score: 1

      That game needed a patch to add a "Move-fight" command.

      Better than move-fight, is the anycommand-anycommand that is already in the game: the command queue (shift+command adds command to end of queue, without shift the queue is cleared). To use it, click on the enemy to attack, then shift-click on the ground nearby. That way, if the enemy is killed before the unit gets there, it will not stop in middle way.

      You still have to individually select units to pull them back for repair (although there are ways around this).

      Funny thing is that planes have something like this. When there are plane pads (forgot their name), they automatically retreat for healing.

      I use to have some farks patrolling all the base. When patolling, any constructor (unit that nanolathes) will automatically repair any other unit or building, aid buildings, and reclaim metal. You can also make off-base temporary hospitals with them.

      and units still stop in their tracks when their targets are destroyed (and queueing orders doesn't count, because of the neat trick of pulling units back to mess up tactics)

      Wtf? Queueing attack and move like I said before solves it. If you want the unit to continue fighting, queue to move there, if you want it to attack and retreat, queue to move back. Am I missing something?

      Total Annihilation uses a large quantity of units - however, most of these units are highly similar with a stanadard forward-firing attack mounted on a turret. This is checkers.

      As other poster said, you really don't know TA very well.

      C&C, however, makes sure that there is counterability - Minigunners defeat Rocket Solders which defeat Tanks, which defeat Minigunners.

      In TA I could go on and on with very long chains like that.

      --
      factor 966971: 966971
    10. Re:And RTS? by doti · · Score: 1

      A move order before the attack order might take care of that. Of course it's queueing but at least your reinforcements will move in. Otherwise I prefer the attack-move command

      Just use the move order after the attack, and not before.

      In TA you just tell your factory "50 tanks, 50 missile launchers" and after a while you'll have those units at the specified location without further interaction.

      Later in the game when you have massive production capacity, it would be useful to put the factory in two kinds of "patrol" mode: to keep the army (if the unit dies, it builds another), or to keep producing forever. You could have a plane factory just to keep 20 Peepers pattroling the front of your base, so your defence artilery can shoot visitors from far.

      --
      factor 966971: 966971
  15. Rhythm games...? by AdamTrace · · Score: 5, Interesting

    The earliest I'm familiar with was Parappa the Rapper, but given the whole DDR/Guitar Hero trend, I think rhythm games are a whole genre that shouldn't be overlooked.

    Adman

  16. In today's world... by Lord+Kano · · Score: 1

    How long will it be until people start to patent gameplay ideas like the lifebar?

    Imagine all of the royalties that would be due if the inventer of the life bar had gotten a patent on the idea.

    LK

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    1. Re:In today's world... by 0racle · · Score: 1

      Since episodic content delivery and apparently MMO's in general seem to already be patented, anything else listed here probably already is patented.

      --
      "I use a Mac because I'm just better than you are."
    2. Re:In today's world... by snuf23 · · Score: 1

      Do you honestly think this type of patenting didn't happen back in the '70s and '80s with Atari and the like?
      Take a look at this page and scroll down to the section on Magnavox vs Atari regarding patents over Pong. Magnavox went on to sue Activision over this patent as well.
      There have been lots of these types of patent lawsuits since the beginning of the video game industry.

      --
      Sometimes my arms bend back.
  17. Nethack. by irc.goatse.cx+troll · · Score: 4, Insightful

    Nethack is a good example of no save cheating(well, not built in anyways.)

    You can save and quit, but you can't save without quitting. When you load you can resume your savegame or delete. Outside of these two option, you can't do anything else. This way you arn't stuck playing continuously, but you also can't replay anything before your savegame. Either you're playing and 'live', or you're saved and taking a break.

    Of course as a result, the vast majority of the game never gets more than half way through it, but that just makes it worth replaying. Most games today are just stuck on rails trying to tell you a story. Theres no way to fail, only fail to do what they want you to do forcing you to try again. You are not playing the game, the game is playing you.

    --
    Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    1. Re:Nethack. by SharpFang · · Score: 1

      ...and if I play over telnet and the net times out or if I play in xterm and X crashes or something like that, I need to start from scratch. That's the problem I mentioned - save on quit doesn't quite cut it.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:Nethack. by irc.goatse.cx+troll · · Score: 2, Informative

      Then nethack gets the HUP signal and autosaves.
      Should try it, telnet to nethack.alt.org and play around, you'd be surprised how safe the saves are. I've got one I havnt played in months still waiting for me.

      Only time I lost a save there was due to closing right as I did something stupid, in an attempt to cheat it into letting me recover my old save. So basically, I tried to cheat and it didn't let me.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    3. Re:Nethack. by Benwick · · Score: 1

      Spoiler alert. You can also copy your saved games when you exit Nethack and then re-use them when you die.

    4. Re:Nethack. by Soul-Burn666 · · Score: 1

      Not when playing on nethack.alt.org, i.e on a remote server.
      But playing online has its benefit. If you get stuck in a sticky situation, others can spectate your game and help you out, you can spectate others and obviously there's the benefit of bragging rights when you ascend and get into the high scores.
      Here's mine :)
      642 4,788,222 Sakura -5/49 322/382 Val Dwa Fem Law ascended 2004-03-11

      --
      ^_^
  18. Cid by Anonymous Coward · · Score: 0

    I can't count the number times he fixed my air-ship ...

  19. Weak article by Anonymous Coward · · Score: 5, Insightful

    A seriously weak article. It had it spot on with a few of the entries, but come on, dog side-kicks transformed gaming???

    How about:
    Run and jump?
    Scrolling backgrounds? (It changed shooters forever and then changed platform games forever).
    Analog controls? Mario 64 introduced "push the stick a little to tip toe", "medium to walk" and "all the way to run". This feature is in 90% of character based 3D games now!

    There are plenty more, but this article obviously didn't want to get too technical.

    1. Re:Weak article by numbski · · Score: 1

      and no printer-friendly version to read as a normal non-ad-infested article. :(

      So sad. Seems most sites are dropping "printer-friendly" as people are wising up and reading that instead of the click-ad-click-ad-click-ad versions.

      --

      Karma: Chameleon (mostly due to the fact that you come and go).

  20. Errors by MilenCent · · Score: 4, Informative

    I love searching these articles for errors. There are fewer than I expected -- attributing the origin of a health total to a game by *SNK* seemed obviously false at first, but the game offered, Ozma Wars, came out shortly after Space Invaders. (That's real early.) And I respect the writers for remembering Gaplus.

    Doesn't mean the article's entirely accurate though:

    Power-ups: I'm reasonably sure Pac-Man wasn't the first.

    Chain Reactions: Missile Command's "matchbook" explosions far predate those of Bomberman.

    Time Manipulation: Ladybug has a freeze-the-enemies item, as does Q*Bert.

    Spread Shot: Oh please, Contra was NOT the first game to do this.

    Canine Sidekick: What? Stupid.

    Co-op play: Eliminator predated Gauntlet.

    1. Re:Errors by Das+Modell · · Score: 2, Informative

      Grappling Hook: Bionic Commando, 1988. The article is referencing some sort of later version of the game, because the NES certainly didn't have graphics like that, and the main character was not called Radd Spencer. In fact, I don't remember what he was called, but it was not Radd Spencer.

    2. Re:Errors by Anonymous Coward · · Score: 0

      Didn't two other obvious arcade examples, Joust and Mario Bros. (the original, one screen, no mushroom or princess version) offer co-op play before Gauntlet? Sure it was four player co-op, but still...

    3. Re:Errors by Anonymous Coward · · Score: 0

      Bionic Commando was a bad, difficult Capcom *arcade* game before the NES title, a sort of followup to the original Commando. The pic is from this. Strider was a spiritual successor to that.

      The NES title sacraficed graphics for all the other improvements made, like not being crazy hard, the base map, etc.

    4. Re:Errors by Viv · · Score: 1

      Actually, I think it's referencing an earlier version of the game (than the NES). The arcade version of Bionic Commando, which preceded the NES version, had much better graphics.

    5. Re:Errors by MilenCent · · Score: 1

      Actually, that one's correct: the imagine is from the arcade version, which by most accounts is a less interesting game than the NES/Famicom one.

    6. Re:Errors by MilenCent · · Score: 1

      Good call on those. I assume the authors of the article considered those ultimately competitive, although certainly neither player will do well at those games if played that way.

    7. Re:Errors by Das+Modell · · Score: 1

      Ah, I see. I wasn't aware of an arcade version.

    8. Re:Errors by Big_Breaker · · Score: 1

      The NES version was seriously fun. Once you had some practice with the grapple gun you never missed being able to jump.

  21. Re:Nethack savegames by Anonymous Coward · · Score: 0
    When you load you can resume your savegame or delete. Outside of these two option, you can't do anything else. This way you arn't stuck playing continuously, but you also can't replay anything before your savegame. Either you're playing and 'live', or you're saved and taking a break.


    I'm sure you already realized this: if you play it from your local PC (or anywhere you have read/write access to the filesystem), you can obviously make as many backup copies as you like. That allows you to create your own save & restore functionality, so you could go back and start over at any save point.

    QED: You can replay from before your most recent savegame.
  22. Balance by owlman17 · · Score: 3, Interesting

    Finding the right balance while keeping it interesting is hard. Starcraft is a very balanced game. And its probably why it ranks as one of the best all-time games out there despite its age. Of course, Warcraft and the original C&C also had balance in the sense that they had practically identical units, but Starcraft really makes this interesting. Its almost like playing a 3-way chess with the races. Heck, this could be the chess of the future. And yeah, the best games I ever played were always about gameplay, not graphics, though that helps.

  23. Loved it on my Apple ][, too! by Anonymous Coward · · Score: 0

    The eliptical grid (projected circle) established the plane your ship was in, and a vertical bar linked the other ship's position to it's mapping on the grid, showing distance in the plane. The bar was a different color for above the grid vs. below it. I haven't seen anything as clear since.

    But best was docking at the space stations (best while listening to the Blue Danube!)

    --TRick

    1. Re:Loved it on my Apple ][, too! by Threni · · Score: 1

      > But best was docking at the space stations (best while listening to the Blue Danube!)

      Not on the BBC version there wasn't!

      Oh, and here - on a terrible web page - is the source code to the BBC micro version:

      http://home.clara.net/iancgbell/elite/bbc/index.ht m#src

  24. Why aren't drugs listed as a plus to gaming? by AlwaysAnonyminated · · Score: 1

    Wait... power-ups. Nevermind, they covered that.

  25. omissions by Bloater · · Score: 1

    They said the spreadshot premiered in 1988 in "Contra" but I remember it in Rex on the speccy - that must have been before 1988, surely?

    Then they said the canine sidekick premiered in 1990, but what about nethack?

    They said that cooperative play premiered in gauntlet in 1987, but gauntlet was release for speccy in 85 (two years earlier).

    1. Re:omissions by Bloater · · Score: 1

      Speaking of cooperative play. There was a game for the spectrum with an occult theme where you went around a set of rooms and a second player could target the baddies with a sight that they moved around. Anybody know the game?

  26. They missed a biggie! by shoolz · · Score: 3, Informative

    Air control during a jump! Thanks SMB 1! That was a HUGE platform-game improvement that was carried forward all future platform games (that didn't suck).

    1. Re:They missed a biggie! by MagicDude · · Score: 1

      Castlevania didn't have air control in a jump, and it most definately did not suck.

    2. Re:They missed a biggie! by steveo777 · · Score: 1

      What are you talking about?! It sucked every time I fell in a pit! Every time I didn't time my jumps and got slapped by a bat... into a pit!!! Oh, you mean the game itself. Well, then I agree. Almost every Castlevania has been simply amazing. Oh, to grow up with the Belmonts!

      --
      This sig isn't original enough, it's time to come up with something witty...
  27. Re:omissions (really: Origin of Gauntlet) by kabdib · · Score: 2, Interesting

    The original "Gauntlet" was actually my roommates MIT thesis (you don't *have* to do a thesis as an undergrad, but he did). It was called Dandy, it ran on the Atari 400/800 computers, and it let up to four players play using the four joystick ports. Finished in the fall of 1982 or so, before he joined Atari.

    Atari coin-op loved the game, and shamelessly ripped it. When Jack objected, he settled for a copy of the coin-op Gauntlet (which, being a roommate, I had to help schlep from apartment to apartment for a while, until he just brought it into work).

    --
    Any sufficiently advanced technology is insufficiently documented.
  28. Oblig. "They didn't mention..." by Anonymous Coward · · Score: 0

    Pretty lackluster list. What about:

    Mini-maps
    Easter Eggs
    Unlockables
    Playing God (or Mayor, or Theme Park Owner, or whatever)

    etc. etc.

  29. [game] matching. by kesuki · · Score: 1

    Sony, Virgin

    Yakuza, Mafia

    too easy?

    yeah, i had to prove i'm a crazy mofo. :)

  30. Re:Nethack savegames by KDR_11k · · Score: 1

    That trick won't work on games on a console as easily.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  31. dogs? by Anonymous Coward · · Score: 0

    pretty sure dogs shouldnt be on that list, but if your gonna list dog sidekicks, megaman's robodog rush predates anything they listed, by several years..

    1. Re:dogs? by Anonymous Coward · · Score: 0

      Guess again, asshole. Shadow Dancer (the game they mentioned) came out in 1989. Megaman III (the first to feature Rush) came out in 1990.

  32. Dog Sidekick? by Enderandrew · · Score: 3, Informative

    Having a dog sidekick makes the list but for some reason interactive content doesn't?

    You want to talk about mechanics that revolutionized gameplay. Here are some HUGE omissions from the list.

    Pause Button
    Save Feature
    Online play
    Mod tools
    Creating dynamic content in game (like Sim Life or Spore)
    Musical Gameplay
    Force Feedback
    Analog Controls
    Alternate Endings
    Unlockable Content

    But having a dog sidekick beat out all those things.

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
  33. Shmups, Shmups, Shmups! by Soul-Burn666 · · Score: 1

    Try playing Japanese style shmups like Ikaruga or the Zun games on harder difficulty.
    Watch one of the Ikaruga gameplay vids (level 3 to 5 are mad).
    Or look at a screeny from a game like Perfect Cherry Blossom here. The playable char is the girl on the bottom.

    In both games, one hit from an enemy or a projectile means death and extra lives aren't easy to come by.

    It saddens me aswell that Ninja Gaiden is an XBox exclusive, meaning I will probably never play it (and get raped).

    --
    ^_^
    1. Re:Shmups, Shmups, Shmups! by Anonymous Coward · · Score: 0

      Heck, some shmups rub your face in how good you aren't. Battle Garegga on the Saturn had a builtin mode where you could watch a replay of someone beating the entire game, start to end. Did it help me at all? Not slightly -- whoever had made that replay was your canonical Japanese Shooter God..

        I like noiz2sa (et al) for the fact that they're shooter-ness boiled down to the minimum -- personally, the earlier ones more than the later ones, noiz2sa or rrootage owned me for a long time, whereas the newer stuff seems less pure somehow.

  34. Some of those reasons are plain silly by Opportunist · · Score: 1

    Some are quite valid (online game, HP bars, combos, powerups), but others... why the f... should a "dog sidekick" be a revolution in game development?

    Well, it's summer, there's little else to report. I'd call that a filler. On 1up, and on slashdot.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  35. FIRE PRO! by skreeech · · Score: 1

    The article mentioned firepro wrestling, i'm so stoked. Great edit mode.

    --
    [20:36] wwwdot/.dotorg
  36. The Fonz!!! by rishistar · · Score: 1

    Aaaaayyyyyy!!!

    --
    Professor Karmadillo Songs of Science
  37. Best "mechanic" by sonamchauhan · · Score: 1
    1. Re:Best "mechanic" by Stalli0n · · Score: 1

      Actually, when mouselook first came out, it annoyed the hell out of me. The first time I noticed it, Duke Nukem 3d, it wasn't required, and was toggled with the 'u' key. Coincidentally, the 'i' key was necessary for something else, so I'd always get into firefights and die because I'd hit it while my fingers were in the "old school" DooM-ing positions (arrows, control fires, alt strafes) and have the entire control scheme change.

    2. Re:Best "mechanic" by Sqweegee · · Score: 0

      Mouselook is the best feature ever, can't beleive it took almost 10 years for consoles to figure it out. And all console free look still sucks. Give me a mouse and I can hit you in the eye at 200yds with a hand gun... the left eye, and no stupid aim bot.

      I remember a friend of mine raving about being able to look up in Halo (2001), I think the first mouselook game I played was Ultima underworld (1992).

  38. Some debuts they missed! by ajs318 · · Score: 1

    The concept of co-operative play first shew up in "Space Invaders" for the Atari 2600, which featured various modes in which two players worked together. Canine sidekicks have been around since Hack, now NetHack. And "design your own character" was first seen in Citadel on the BBC and Electron. Admittedly, you only had a choice of "male" or "female"; but the clothing and hairstyle were a little bit different.

    Just goes to show, whatever it is, you probably weren't the first person to think of it!

    --
    Je fume. Tu fumes. Nous fûmes!
  39. dnd had a lot of firsts by BaltikaTroika · · Score: 1
    I didn't believe that Gorf was the first game to have a boss, so I turned to the trusty old Wikipedia for the real deal.

    According to the entry on "Boss (Video Game)"http://en.wikipedia.org/wiki/Boss_(video_gam e)/, "The first video game boss was the Golden Dragon from the 1975 video game dnd, running on the PLATO System, one of the first world-wide computer networks."

    Having never heard of this game, I went to the "dnd" entry.

    The first video game boss was the Golden Dragon from the 1975 video game dnd, running on the PLATO System, one of the first world-wide computer networks.

    It turns out that dnd was responsible for a lot of videogame firsts: "dnd was the first adventure or RPG to have a store where the player could buy magic items... dnd was the first computer game that placed the player within a story with a beginning, middle, climax, denouement and an end. dnd also was one of the first video games to attempt humor and irony within the game."

    OK, now I'm suspicous. Somebody claims that this game was the first to attempt humour within the game? Sounds doubtful to me, but then again, what do I know? Anybody?

  40. Prince of Persia? by sc0ttyb · · Score: 1

    I find it funny that Prince of Persia -- as in the old, sprite-based version(s) -- wasn't mentioned. Surely, some of its platforming mechanics could be considered worthy of the list, like PURE, TOTAL UNFORGIVING EVIL GAMEPLAY. I swear, that game gave me some weird Stockholm Syndrome.

    --
    "Apparently so, but suppose you throw a coin enough times. Suppose one day, it lands on its edge."
  41. WC3 by Anonymous Coward · · Score: 0

    Most of your complaints involve the AI. WC3 settles most of your problems.

    There are 3 settings for computer AI as well as max hp percentages. The 'Insane' mode utilizes much better AI and gives a faster economy to the computer opponent (the second part is essentially cheating). I'm a decent player so I rarely play anything other than Insane 100%, with about a 75/25 win/loss ratio (small maps are a guarenteed loss due to the severe economic disadvantage). If you encounter an enemy unit, expect a swarm to soon appear. If the enemy is launching an attack you will be very lucky to "engage and destroy them" in any way that resembles "easily" - an attacking force by the AI is large, diverse and prepared. The AI is smart enough to remove damaged units from the fight and sometimes even baits you into defended positions.

    The one deficiency with the AI is that it targets the closest units, not the weaker ones. Better players control the strong enemy units while eliminating the weaker ones. For example, a good tactic is to ensare a heavy melee unit while killing the puny ranged units, quickly reducing their numbers.

    When a unit is instructed to attack a building and that building is destroyed, the unit will still move to the location, instead of stopping. Careful what you wish for though - this can cause other problems like splitting up your forces.

    All races allow for out-of-base healing/repair, with some being automatic (Priest healing and Unholy Aura). Worker-type units all have an autorepair capability.

    The enemy base may be weakly defended, but if you managed to defeat their army then the game is essentially over. The outcome of the first major skirmish in a one-on-one game will usually determine the outcome of the entire game.

    One-to-one games (singleplayer or networked) average about 20 minutes.

  42. Passwords you say? by silicon+not+in+the+v · · Score: 1
    The massively overly complex password based continue system (context sensitive, using upper and lowercase letters in addition to numerals) that plagued such games as Metroid[...]
    Yeah, my friend JUSTIN BAILEY told me about this. ;)
    --
    We may experience some slight turbulence and then...explode. -Capt. Mal Reynolds
  43. You screwed up the Konami code by silicon+not+in+the+v · · Score: 1

    The quality of posts, and especially moderating has gone downhill. You got the most popular cheat code of all time WRONG, and got modded up to +5 for it. *hangs head in shame*

    --
    We may experience some slight turbulence and then...explode. -Capt. Mal Reynolds
    1. Re:You screwed up the Konami code by grapeape · · Score: 1

      Yep I screwed it up...realized after I posted. Embarasing but I'll blame it on ulala, been playing space channel 5 with the kids all week :)

  44. seriously... by sammy+baby · · Score: 2, Informative

    The one I can't believe they skipped is "mouselook."

    Seriously, a whole genere of game (FPS) depends on this mechanic. How could it have gone unremarked?

  45. Locational damage in FPS? by Kelbear · · Score: 2, Insightful

    First time I saw this was SWAT from Quake1, then Actionquake2, the team from which Gooseman left to make Counterstrike. And then a billion other "realistic" games spawned a bevy of bullet-based FPS games.

    The popular weaponry was rocket launchers, railguns, freaky energy weaponry and whatnot. Now many games have hit-scan bullet guns instead, and with recoil, stability, and locational damage.

    So many FPSes are tossing in headshots and favoring bullet-based guns. I like the crazy fictional guns, too much same-ness in a pistol/shotgun/chaingun(in whatever form they may take).

  46. Flak Cannon by DeadCatX2 · · Score: 1

    See: Subject

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    :(){ :|:& };:
  47. from the gotta-love-bosses dept. by HTH+NE1 · · Score: 3, Insightful
    from the gotta-love-bosses dept.
    No, I don't gotta love bosses. I even hate that they're called "bosses". And they're so widespread in games and still the gaming definition of a "boss" has yet to make it into a dictionary: an exceptionally difficult opponent at the end of a level of a computer game which must be defeated to advance to the next level or finish the game.

    The very idea that they would have one powerful enemy at the end whose sole purpose is to defeat the one person who had ever managed to cut through all the defenses makes no sense. He should instead be outside to support the other defenses, not held in reserve as a single defensive point.

    Now give me a game where whether you're able to get to the end depends on you surviving your own character's fatigue, where your character really doesn't have the time or endurance to "clear the level" (and not by having infinitely regenerating enemies). Maybe dealing with that would get game designers to stop making games where all you have to do is keep mashing the A button.
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    Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    1. Re:from the gotta-love-bosses dept. by Anonymous Coward · · Score: 0

      ARR! I'm much too serious!

  48. Hmmm.. some more, FPS specific by Rifter13 · · Score: 1

    These are for FPS games.
    Lets see....
    strategy based team games (Defend an destroy, Capture and hold from Tribes)
    Vehicles that you could control (Tribes)
    Wide, out-door expanses (Tribes)
    Coordinated teams (Tribes- laser spotter and heavy armor with mortar)
    Integrated command interface (Tribes... though, later version dropped it)
    intelegence devices to see "more of the map" (Tribes)

    Hell, look at Tribes and all the innovation IT brought to the FPS genre. BF is a modern-day rip off of most of the concepts!

  49. Re:omissions (really: Origin of Gauntlet) by ninti · · Score: 1

    Thank you. I get sick of people saying Gauntlet was the first of its kind and groundbreaking and all that. Dandy was a lot more fun too.

  50. Smart Bombs by FacePlant · · Score: 1

    Smart Bombs a la Defender.

    The Dual Joystick controls of Robotron.

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    My Heart Is A Flower
  51. Re:Nethack savegames by WNight · · Score: 1

    That, in a nutshell, is why consoles suck.

  52. Tilt joysticks by phorm · · Score: 1

    I remember the first space-flight sim that allowed me to use a tilt-joystick... effectively adding another dimension to the gameplay. It's a case of gameplay mechanics+physical mechanics... and actually makes a significant difference in gameplay (many of those who play BF2 as chopper pilots would likely also agree).

    Not sure what the first game to come out with this, or the first joystick for that matter... but definately a bit step for control of virtual aircraft/spacecraft.