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6.
Magic Sword
Many items, Bubble Bobble-like
item functions, and surprisingly deep strategy
Published & developed by
Capcom
Designed by Y. Ohnishi, T.
Sadamoto and Y. Okamoto.
Reason for inclusion:
Sorta like Bubble Bobble
with barbarians, a hack-and-slash platformer with a lot more personality
and depth than it has any right having.
The game:
Magic Sword is an inexplicably
awesome little arcade game. It's a fantasy hack-and-slash that doesn't
take itself too seriously, and feels more like a relative of stuff like
Pang and Rainbow Islands than contemporary Capcom fantasy
games King of Dragons and Knights of the Round.
Those two games are actually
brawlers, more like Final Fight than D&D. Magic Sword
manages to feel more genuinely adventurous because, mostly, of the wide
variety of secret things to find. The game's "helper" character
system plays a role here. Helpers are assistant characters who follow
the player and generally copy his movements. They work a bit like options
in Gradius, but the player can only have one at a time, and they can
take damage. As the player makes it through the tower's 50 levels, he
encounters various doors with different kinds of locks on them. Opening
a door uses up a key but makes available the contents -- usually a helper
and a item. There's actually not a key shortage per se, and the early
levels give the player an essentially infinite supply of each type (but
finishing a level with extra keys is worth more points, and more bonus
health).
The keys add an element of
resource management to the search for treasure. Most of the doors are
plainly visible, but opening all of them costs the player a key if he
has one to spare. Inside there are a variety of items and helpers, but
the player doesn't know what unless he's memorized them on previous
playthroughs. (Some even contain enemies.) The helpers have different
strengths that make them better suited for some areas than others: some
have powerful melee attacks, some fast distance attacks, some magic
that's strong against undead enemies, and one, the Thief, locates hidden
objects for the player. A couple helpers are themselves secret,
appearing only in a few places or from special means, and are fairly
high-caliber discoverables for this kind of game.
The thing that makes the secrets
in Magic Sword particularly impressive is the amount of coding
that went into them. The helpers each have their own subroutines and
effects upon the game for finding them. The big tradeoff for including
truly secret secrets in games is: why waste manpower including content
that will only be seen by a small percentage of players?
One reason is that it randomizes
the game. If players can't always find a useful object because he doesn't
know what makes it show up, or doesn't even know it exists, it increases
the diversity of experience, and ultimately makes the game more replayable.
Different players end up facing different challenges. Beating
a boss with a Lizardman is easier than with a Thief, but the Thief will
show hidden chests that may provide their own advantages, which could
be just a useful in the boss fight.
Another reason is that it makes
the game feel more mysterious. Most games these days are laid out on
a linear track without opportunity for meaningful deviation. Deviation
could come from providing alternate territory to explore, like in
Mario games, or it could come from varying the resources available
to the player.
Design lesson:
Although the enemy and item
positions are generally hard-coded, there's enough randomness in
Magic Sword, enough changes to the game situation made possible
by whatever helper or item he has, that in practice it's really quite
replayable. This way, the implications of the pre-made levels vary according
to the player's helper and carried item, where the player can only have
one of either of those things at a time. It's a style of game design
that's relatively uncommon anymore, yet can greatly extend playability
if done well.
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