Best player movement
What games had the best main character movement and control? I'm thinking here of games where the programmer designed in something more advanced than just simple directions and linear speed of movement which had a direct impact on improving playability. Some examples I can think of:
Jetpac - had inertia to direction change and "realistic" gravity.
I, Ball 2 - took similar movement to an even more precise level, with added bounce!
Super Off Road - great drive-ability with controllable skids making it by far the best Supersprint game
Jetpac - had inertia to direction change and "realistic" gravity.
I, Ball 2 - took similar movement to an even more precise level, with added bounce!
Super Off Road - great drive-ability with controllable skids making it by far the best Supersprint game
Post edited by Gwyn on
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My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
Twitter: Sokurah
Hmmm, must be an MIA, seeing as this is all I get:
Applied search expression: *ronjeremy*
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Seriously?
...it's not the name of a game - try to Google him...he's got lots of movements. ;)
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
Twitter: Sokurah
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He was in a Mario game once...look
:lol:
I found him when I did an Advanced Search, under Author ... Interesting fella. Apparently he made, and used his own brand of white-out for editing his type-ins.
sabre wulf. very fluid movement, fast, subtle animation etc...
You got there before me, The fact that you can change you pace to out-run an opponent and your turning circle is decided by how fast your running made Emyln great.
x4 joysticks blown up on that :)
Admittedly I initially found it a real nightmare to get to grips with the momentum/inertia, the rope swinging and the fighting, but after persevering with it I loved it..! I enjoyed the way you can hit a full speed running jump or rope swing and go flying catastophically through the screens...
I thought the range of actions the main sprite could produce were very imaginitive additions for what could have been a fairly average platformer.
Oh and of course, Gift From The Gods was stunning
It's pretty simplistic but the Bombjack controls and the gliding from platform to platform just worked well and was satisfying to control. You didn't often feel cheated with cheap deaths as you can manoeuvre quite nimbly :)
Myth was certainly great, with good animation.
Some of those I've never played - I had a look on YouTube for Prince of Persia and now I understand what all the hype was about at the time. I must give it a try!
Sir Fred is another interesting one that seemed to have passed me by back in the day. In fact the developers behind that - "Made In Spain" - look to have written multiple good-looking games that got little exposure outside Spain. "Paris-Dakar" looks good - has anyone every played that?
Bytes:Chuntey - Spectrum tech blog.
The movement of the runner in Super Test's menu screen is even better, very well done.
I'm not talking here about main character animation - there are plenty of well-known examples of that (some already mentioned in this thread).
I'm talking about the movement and control of the character - the feel. Something that's been programmed in that enhances the playability.
e.g. I wouldn't count Arjun's suggestion of Exolon. While the animation and movement looks nice, it feels and is programmed linearly. Even the jump action is a pretty wooden-looking, pre-rendered regular arc.
So more games with irregular movement. e.g. a lot of my examples had some sort of built-in inertia.
Some nice momentum built in to Sabreman's movement. Oh the thrill of zooming along the mountain foothills only to suddenly happen upon the Wulf - OOOOOH NOOOOO! Sabreman's inertia makes it take too long to turn and run before the beastie leaps into action and mows you down! Happy days....
agreed. puts a certain other egg to shame in that department :-)
Agree with myth, and ... they also say I got some nice moves, and it just happens to be true :p
P.S. What about Batman the Movie?
A second vote for Batman the Movie (the "rope" effect) and a third vote for Myth.
Wasn't Tir Na Nog considered jaw-dropping? I understand the topic is more about the movement, not the frames used for the character animation, but still...
If movement is what you want, here's a few to add to the list:
-Hard Drivin
-Street Fighter 2
-Final Fight
-Pitfighter
-Paradise Cafe
:p:p
/on-topic:
Hudson Hawk also comes to mind. Looks like the coder spent a lot of time perfecting the movement routine, but for some reason I never cared too much for that game.