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Metroidvaina.

The scoop on the Samurai Jack video game as a "Metroidvania" – a term coined by Billy that resonates with gamer culture – landed in Capcom's hands through the notes he provided. This project bears similarities to Megaman, headed by these very creators. Billy has been immersed in his numerous designs, crafting everything from the new double jump mechanics to powerful combos reminiscent of Street Fighter, all integrated into a game that slots right into the Metroidvania genre.

The various developmental avenues for the game manifest as visible and sentient forms within the gaming industry. Many of these pathways adhere to a distinctive design of a man who clings to what he knows, what he creates, and what he experiences. The challenge with imagination is that sometimes, an exceptional creation can become a fixed target that's tough to detach from. It's a rigid, enclosed state that sometimes obstructs new avenues. Only a dose of brilliance, study, assistance, or learning can alter the course.

Faced with this novel idea, it merely suited the American division's interests to undertake the project, considering the potential failure from headquarters. The austerity for this game is nearly as profound as the American investment in Japan; between Asia and the West, there isn't much love at play, and it's only business that can motivate them to act appropriately.

Takashi Nishiyama, the creator of Street Fighter, took the time to try out the Samurai Jack game. With a passion for video games, they've crafted a brief script outlining the odds of the game's success.

The classic design focused on a basic 2D screen. Samurai Jack's profile isn't overly complex to bring to life. A straightforward shot was taken, focusing on the background landscape created through different frames and photographs painted by Billy himself. With someone designing the superior structure, there's no need to program a background field.

-All this organization, Mr. Takashi, - said Brian Banks, a young full-time programmer at the company. Currently, he's aligning the game controls for a Nintendo, a Sega, and another console.

-Any news from Suo? - Takashi inquired, getting ready to test the game controls.

-For now, Mr. Nagatomo is in the second stage of the game, and this is expected to be the most challenging part of the entire program, - Clara, the administrative assistant, said.

-A man I can trust. Has the programming team requested anything else? - Takashi asked, pleased with the company's good work.

There are three checkpoints in game development: the first when starting the game, the second when the test cut is made if the game gets the company's approval to proceed, and the last when the finished game is delivered.

-They haven't directly requested anything that requires your approval. We're working closely with Billy Carson; he's constantly sending designs for everything we need, -  Clara replied.

Brian Banks continued programming the computer with great enthusiasm; he has learned a lot about programming and has gradually become a gamer himself.

-Indeed, indeed, - Takashi said.

The game featured an unforgettable early '90s retro style driven by a fierce samurai story. The previous images of Samurai Jack, the characteristic red and black locations, formulated stunning details under the light. Akuu was visible alongside Jack, with glimpses of various civilizations.

The map resembled a massive forest, with three layers: the subterranean filled with roots, the cave near the waterfall, and the treetop area. It takes nearly two hours to complete the first stage of the game. An intricate maze was designed for players, with different decisions needed to navigate it. However, creating such a large map isn't feasible at these times.

-There are some quick-loading errors, among them I see that there are noninterlaced frames in some shots. Let's fine-tune these frames with better skill, - Takashi advised.

-Yes, sir, - said Brian, noting down every detail in the sequence for the team. He tested the games on different screens, various consoles, and static machines.

-We need a few more villains, more movement patterns, perhaps some airborne ones, or different trajectory options, -Takashi said aloud, narrating the ideas he was considering.

-According to the plan, we have an established difficulty method, and this first maze is simpler to adapt to the controls. The ultimate goal is to unify all mazes into one. As bosses are defeated, they'll release Akkuu's power, doubling the strength of villains in the area, - Brian Banks explained, referencing the report provided by Suo that followed Billy's game guide transparently.

-Take note of that. We'll test it after the first boss, - Takashi suggested.

The game has clear and visible strokes. The attempt was made to create an organized map, featuring different loading points and open zones with dungeons containing smaller major bosses. Jack's sword can also be upgraded with different metals mined throughout the game, adhering to the collectivist aspect that metroidvanias should have.

-Let's wrap it up here. I've seen all I needed to, - Takashi said.

-It's a good game, though I don't find it exciting just yet. We'll see that later, - Takashi remarked.

He proceeded to send a few messages; business never sleeps. He should inquire about the difficulty of implementing the game in a coin-operated machine for arcades. However, the difficulty level would have to differ. The game spans hours, and very few can master its gameplay.

A password method was proposed, but it's still under consideration. After all, the players are 10-year-olds, and remembering a password can be quite cumbersome even for adults.

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1. Initially, the grand Atari was launched, but it eventually faced bankruptcy due to various market and financial issues. The significant competition came from the NES, Nintendo Entertainment System. On the other side was the Sega Mega Drive, the NEC Turbografx-16 console, the Sega Game Gear, a second-generation console, and the Neo Geo.

All of these consoles ultimately lost out to the technological advancements of the Nintendo 64 and the first-generation PlayStation, both released within a year, between 1994 and 1996.

2.  "Metroidvania" is a fusion of two iconic video game  franchise names: "Metroid" and "Castlevania." This genre term is used to describe games that follow a path of distinctive design and common gameplay mechanics.

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