Random Game Interpretations

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  • One of the things that I always liked (and was reminded of it by reading the Son of Blagger coverage in Retro Gamer) was when you entered a room and could see parts of the game currently inaccessible, like a cellar below or a roof above. This always added to the atmosphere as you got glimpses of the map and were wondering how you could get there. Different graphics and unique enemies made some of these parts feel special and not just generic.
    Cheeky Funster (53)
  • ^^^ that was always extremely tantalyzing - being so close and yet still so far (as was often the case).

    Seeing the otherside of a wall in Wanted: Monty Mole always did that for me, possibly more so than any other speccy game (in my experience).

    In JSW: it was often the passageways under the drive, below the front door area, that held lots of promise... Even if it was Hades! :P

    In JSW: The Nightmare Edition, the Hornets Nest has a little of this going on, with the small space accessible from the ground above, just below the Megatree, and the larger chamber accessible only from Tree root (although not so much a room which lead to other unexplored caverns, as it's more of a cul de sac addition, than an annex to futher exploration.

    Still - a nice little cave / nest nonetheless! :)
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