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A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games

August 4, 2006 Article Start Previous Page 24 of 31 Next
 

4 – Challenge and Reward Design

The factors below will reveal further detail differences and similarities between the chosen games.
























Hazards (within first ten minutes)

Score and Pick-up bonuses

Exploration bonuses from HTR areas

Area finish bonuses

Kill-zones.
Kill-touch enemies.
Static enemies.
Horizontal moving enemies.
Pop-up enemies. Sentries.
Shelled enemies.
Enemies bouncing in arc path.
Projectile enemies.
Time limit.

100 finance grants you Extra life.
80,000 score grants you a bonus mini-game.
Transform map-hazards into bonus-levels, providing specific score conditions on levels of an even number are met.
Meeting finance conditions in certain levels makes an additional bonus item container (shop) appear.

Throughout the game:
Level warp item.
Hidden stages.
Portals that lead to bonus rooms.
Environment deformers that grant access to HTR areas or reveal secret portals.
Hidden area with additional pick-ups.

In first minutes of play:
Roulette block – once three roulette blocks have been hit, you get a prize! + Time related score bonus.
Later levels:
Unlocker items for later sections in level.
Unlocker items for sections in world map.

Floor-based enemies shooting diagonal projectiles.
Treetop enemies throwing projectiles.
Kill-zones.
Touch-kill hazards.
Hazards that surprise pop-up from the floor.
Floor, wall and ceiling mounted touch-hurt hazards.
Inertia guiding you against your will.
Time limit.

100 finance grants you Extra life.
50 finance grants you bonus level entry.
Every 50,000 score grants you Extra life.

Throughout the game:
Non-hostile pick-up area.
Bonus level entrance/checkpoint.

All game:
100 finance or more at end of level grants an extra continue.

Touch-hurt hazards.
Kill pits.
Tall horizontally moving hazards on a beat.
Short horizontally moving hazards on a beat.
Front protected horizontally moving floor hazard on a beat.
Leaping horizontal moving floor hazards.
Projectile.
Vertical upward travelling airborne hazards.

If context-set finance quota upon finding hidden character is met – you’re teleported to bonus level.

Throughout the game:
Non-hostile pick-up area.
Portal to bonus pick-up sub-game.
Prisoner cages.
Nav-objects to reach further HTR areas.
Trigger usability and visibility of hidden prisoners, platforms or pick-ups.

In first minutes of play:
Ability to save.
Access to new level.
Later in game:
Occasional upgrade.

X+Y axis moving floor hazard on a beat.
Overhead-attack protected diagonal ricochet moving floor hazard with limited movement area.

100 finance gives you an Extra life.
3 health-up gives you invincibility.

In first minutes of play:
Trigger usability of hidden platforms or pick-ups
Finance containers.
Later in game:
Bonus level-Unlock/Quota items.
Super bonus Unlock/Quota item.
Extra level Unlock/Quota item.

In first minutes of play:
If all containers in a level are smashed and no-lives are lost, you activate a platform to appear in the next area.
Later in game:
Path is built to one-off bonus section using Quota-unlock items as platforms.

Inertia.
Walking enemy along X + Y-axis throwing projectiles.
Projectile launching boss-hazard with disappear ability.
Front-protected floor-based player-targeting, aggressive enemy.
Hurt-touch mover moving up and down repeatedly.
Kill-Zone.
Selected parts of water area as kill-zone.

100 finance grants you Extra life.

Throughout the game: Hidden shortcut(s) to level end.
Hidden non-hostile pick-up area(s).

All game:
New character, Access to main game world.
Score bonus.
Rating bonus.
Quota Token bonus.
Sub-game relevant avatars collected in-level appear in designated area.

Kill-hazard in water area.
Static floor based hurt-hazard

50 health tokens give you a hit point. Context dependent amount of unlock tokens grant you access to a new area.
100 unlock tokens give you a second ending

In first minutes of play:
Finance.
Later in game:
World Quota tokens, sub Quota tokens and finance.

All game:
Access to next area.

Static floor hazard.
Static removable floor hazard with tentacle-like moving part.

100 finance grants you Extra life.
8 super-finance type A grants you a Quota-token.
10 super-finance type B grants you Quota-token.

In first minutes of play:
Only finance.
Later in game: Unlock/Quota tokens, sub-Quota tokens and all kinds of finance and super-finance.

All game:
Access to main game world.

Kill-zones.
Kill-touch enemies.
Pop-up enemies.
Horizontal moving enemies.
Inertia from rocking platforms.
Seesaw platforms dropping you.
Enemies bouncing in arc path.
Time limit.

100 finance grants you Extra life.
10 sequential hits on a special coin-block gives you a power-up.
Hitting the end goal on a certain time grants you a free bonus on the game map.
Smash through x number of items when super-powered for an Extra life.
Start a level when a red block flies on it for a free power-up.
Jump through an icon and collect 8 quota tokens before the time runs out for an Extra life.
Search within unique block formations to find secret power-ups and Extra lives.
Find Unlock level token to unlock later levels and game map paths.

Throughout the game:
Level warp.
Hidden stages.
Portals that lead to bonus rooms.
Environment deformers that grant access to HTR areas or reveal secret portals.
Hidden area with additional pick-ups.
Hidden area only accessible with special power-up.
Bonus destruction mini-game power-up in a specifically designed environment.
Secret power-ups.
Additional level exits.
Quota tokens that unlock later levels.

In first minutes of play:
Hit the end marker at the highest point for an Extra life.
Hitting the end marker at points beneath the peak give you points bonuses relative to how high you hit it.
Access to hidden levels if you find the correct exit.
Hitting the end marker at a certain time – matching end digits – unlocks a bonus in the game map.
Later levels:
Unlocking of major junction in game map path.


Article Start Previous Page 24 of 31 Next

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