Variations on a maze

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=== Isometric Games ===
=== Isometric Games ===
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(NOTE: [http://en.wikipedia.org/wiki/Video_games_with_isometric_graphics Isometric video games])
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(NOTE: )
[[Image:Game-Ant_Attack-ZX_Spectrum-(1983).gif|thumb|160px|''Ant Attack'' (1983 ZX Spectrum)]]
[[Image:Game-Ant_Attack-ZX_Spectrum-(1983).gif|thumb|160px|''Ant Attack'' (1983 ZX Spectrum)]]
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(presence of the diagonal line at all -- isometric projection itself not unheard of, but far from the norm -- Marble Madness not until 1984)
 
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Whether close up or distant, continuous mazes or partitioned obstacle courses, what all these period maze-games have in common is that, unlike the diagonal orientation of ''10 Print'', all are constructed of horizontal/vertical walls that are orthogonal to the edges of the screen and the scan line of the display.
Whether close up or distant, continuous mazes or partitioned obstacle courses, what all these period maze-games have in common is that, unlike the diagonal orientation of ''10 Print'', all are constructed of horizontal/vertical walls that are orthogonal to the edges of the screen and the scan line of the display.
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Diagonal orientation did have a place in the design of early maze-like games, but not in simple 2D fields -- instead, it emerged through isometric games that introduced diagonal motion at the same time it challenged the picture plane through the pseudo-3D effect of isometric perspective. In the arcade, two isometric games emerged in 1982: ''Q*bert'', an completion/avoidance platform on an isometric pyramid, and ''Zaxxon'', an obstacle-racer emphasizing pseudo-3D elements. Neither of these game designs is particularly maze-like.
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Diagonal orientation did have a place in the design of early maze-like games, but not in simple 2D fields -- instead, it emerged through [http://en.wikipedia.org/wiki/Video_games_with_isometric_graphics isometric video games] that introduced diagonal motion at the same time it challenged the picture plane through the pseudo-3D effect of isometric perspective. In the arcade, two isometric games emerged in 1982: ''Q*bert'', an completion/avoidance platform on an isometric pyramid, and ''Zaxxon'', an obstacle-racer emphasizing pseudo-3D elements. Neither of these game designs is particularly maze-like.
Later games did incorporate maze-like obstacle elements into isometric gameplay. Part of this limitation was due to available resolution at the time, particularly on home systems. Graphics with isometric effects took up a lot of space, which limited the ability to design large complex level structures like mazes on a unified field. Thus, when ''Ant Attack'' (1983) and ''Marble Madness'' (1984) introduced isometric obstacle course elements on a large field, both did so using scrolling.** By contrast, ''Knight Lore'' (1984) follows the design pattern of ''Adventure'' for the VCS, showing a close-up view of one room at a time in a maze-like castle.
Later games did incorporate maze-like obstacle elements into isometric gameplay. Part of this limitation was due to available resolution at the time, particularly on home systems. Graphics with isometric effects took up a lot of space, which limited the ability to design large complex level structures like mazes on a unified field. Thus, when ''Ant Attack'' (1983) and ''Marble Madness'' (1984) introduced isometric obstacle course elements on a large field, both did so using scrolling.** By contrast, ''Knight Lore'' (1984) follows the design pattern of ''Adventure'' for the VCS, showing a close-up view of one room at a time in a maze-like castle.

Revision as of 20:49, 29 July 2010

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