Welcome to 8 Bit Horse

8 Bit Horse is a website dedicated exclusively to 2D video games for all systems, old and new.

Lessons in 2D Game Design

We delve into the design lessons learned from classic 2D video games.

Picks of the Decade

Our picks of the most memorable games from the previous decade.

A Celebration of 2D

Our list of notable 2D video games.

Showing posts with label Heritage. Show all posts
Showing posts with label Heritage. Show all posts

Cannon Dancer - Osman

A game by Mitchell Corporation and ININ Games for Arcade, Switch, PS4, PS5, Xbox One, and Xbox X/S, originally released in the arcade in 1996, with the enhanced version released in 2023.
Cannon Dancer - Osman is an enhanced version of the 1996 arcade game Osman, which was known in Japan as Cannon-Dancer (キャノンダンサー). While the original arcade game was fairly obscure, it was mostly known for its similarities to Strider, which released in arcades several years before. Both games feature melee combat, lots of angled platforms, and an agile hero who can climb walls and walk hand-over-hand across ceilings. These similarities can be traced to Kouichi Yotsui, who worked on Strider and was the designer on Osman.
The game takes place in a futuristic Middle Eastern setting filled with neon lights, expansive cityscapes, and gigantic mechanized constructions. You take on the role of a Cannon Dancer known as Kirin (he was named Osman in the game of that name), a martial arts master and member of a mercenary group called Teki. He is summoned by the director of the world government to battle the forces of Abdullah the Slaver, an evil sorceress bent on world domination… or so it seems.


Galaga

A game by Namco for the arcade, originally released in 1981.
In 1978, Space Invaders took the world by storm, popularizing shmup mechanics with its simple yet effective design. The game features rows of alien invaders marching back and forth along the top of the screen and slowly descending on the player's position. Enemies drop bombs and the player fires shots of his own, with only a row of barriers along the bottom of the screen to protect him, but these are worn down with each hit they take, even with friendly fire. As the player destroys his foes, they begin speeding their descent (a result of the original arcade processor being able to more quickly animate smaller numbers of sprites), becoming more menacing as the level wears on.
The popularity of this game led to other developers trying their hand at similar gameplay styles, but few were as popular as Namco's Galaxian, which was released in 1979, predating their most seminal arcade title, Pac-Man, by a matter of months.

Galaxian features multi-colored insect-based enemies (with true color, rather than overlays) that move back and forth along the top of the screen, but rather than simply dropping lower and lower, these enemies break off from their formation to dive bomb the player's ship.

In Galaxian, the player is able to attack dive-bombing enemies or focus his fire on the larger formation, but he can only have one bullet onscreen at a time. As a result, firing on the dive-bombing enemies presents a greater risk but also allows the player to fire more quickly if he hits his target. Once enough enemies are destroyed, they no longer return to the formation but rather continuously dive-bomb the player, and later levels allow more enemies to dive bomb simultaneously and fire more shots while doing so.

In Galaga, Namco refined this formula, making improvements in every aspect of gameplay. For starters, enemy waves fly across the screen in a line before taking their places in the formation, giving the player the opportunity to clear some of the enemies before they form up, but also giving the enemies a chance to drop bombs and send some of their ships down to dive bomb the player. Instead of simply marching back and forth, alien formations eventually pause and begin expanding and contracting. Once enough enemies have been destroyed, they begin to dive bomb they player continuously, with more ships doing this at once in later levels.

The game features three main enemy types, each with its own set of behaviors. The red enemy is fast and can drop straight down the screen. The yellow one can fly in circles, sometimes dropping below the player ship’s position at the bottom of the screen, and then circling back up to hit it from below. And finally, the most impressive baddie of all of them all… an enemy that takes two hits to destroy and can capture the player's ship.

This large ship dive bombs the player along with other enemies, but it sometimes halts and extends a tractor beam downward that can capture the player's ship when it comes in contact. The player has a bit of time to fire at the enemy ship before the tractor beam reaches him, or he can dodge out of the way, but if his ship is captured, the enemy moves back into formation with the player's ship in tow.

If the player manages to kill this enemy when it dive bombs again, he then recaptures his ship, allowing him to control two ships simultaneously for double the firepower. However, this endeavor has its risks, as the player may potentially destroy his own ship when trying to recapture it, and playing with two ships at a time makes the player a larger target for enemies, potentially causing him to lose additional lives. This mechanic adds a layer of strategy that had not previously been seen in games of this type.

A challenge stage appears every few levels where enemy waves enter the screen, fly though a pattern without dropping any bombs, and leave without entering a formation. Bonus points are awarded based on the number of ships destroyed during these stages, and destroying all 40 ships awards an additional bonus. Destroying every enemy relies somewhat on the player's knowledge of where enemies will emerge and what patterns they will perform. Having two ships makes it easier to achieve a perfect score in these stages, and the player is granted extra lives at certain score thresholds.

The player’s ship is faster and more maneuverable than its Galaxian counterpart, and 2 bullets can be onscreen at a time, allowing for a faster firing rate. As a result, a skilled player can stave off death as enemies become incredibly aggressive in later levels, increasing their speed, firing more shots, and descending in larger numbers. The game also offers some surprises in the form of enemies that can transform and spawn additional foes that speed ahead or trail behind them.

Namco continued to iterate on this formula with titles like Bosconian and Gaplus (later re-released as Galaga 3) before returning to the ever-popular Galaga foundation with the release of Galaga '88 and Galaga Arrangement, along with ports and emulations of Galaga for a variety of platforms, and the occasional new Galaga-themed effort such as the 3D rail shooter Galaga: Destination Earth and the fast-paced pattern-based Galaga Legions.


2D CRED
Galaga was developed by Namco, the developer behind a number of formative arcade titles from the late 1970's and early 1980's, including Pac-Man, Rally-X, Dig Dug, Pole Position, Xevious, and Mappy, as well as their subsequent sequels and spin-offs. The studio has gone on to re-release these games - along with various updates and new takes on their franchises - across numerous systems, while also developing entirely new popular series, including Ridge Racer, Ace Combat, Tekken, Klonoa, and Katamari Damacy. Bandai purchased Namco in 2005 and formed Bandai Namco Entertainment, which primarily focuses on releasing games that fall within Namco's established franchises.


Montezuma’s Revenge

A game by Robert Jaeger for a variety of home computer systems, originally released in 1984.
Montezuma’s Revenge stars a treasure hunter called Panama Joe on an adventure through the ancient Aztec tomb of Montezuma II. Of course, the only reason he is exploring Montezuma’s tomb as opposed to anything else is so the developers could use the name “Montezuma’s Revenge”… a euphemism for the terrible and potentially life-threatening diarrhea that comes from drinking the water in Mexico. This puts the game on a very short list of quality titles named for bodily functions. (ed note: All Montezuma's Revenge screens were taken from the C64 version of the game.)
Montezuma’s Revenge is a game of fast-paced exploration across a series of single-screen rooms littered with enemies, obstacles, and items. Among the enemies are snakes that sit stationary and must be jumped over, spiders that move back and forth and sometimes climb ladders, and skulls that roll along the floor or bounce high into the air.


Centipede

A game by Atari for the arcade, originally released in 1981.
Atari’s Centipede was one of the most iconic games of early 80’s arcade gaming. In this era, an arcade machine’s physical design and attract mode essentially played the part of the carnival barker, offering hints as to the amazing things that lay beyond the opaque curtain (“Step right up! See the amazing Centipede! Cut it in half, and it just keeps coming! Only 25 cents, folks!”).
Centipede lured players in with its amazing cabinet art, unique visuals and audio, and its use of a trackball as its primary control input – one of the first arcade games to do this. The unique mechanics, environmental interaction, visual progression indicators, and tension-driven gameplay kept players coming back to sustain the centipede on its diet of precious quarters.

As is typical of arcade game design, the game starts out slow and escalates very quickly, offering a balance of engaging gameplay and frequent death, tempting the player to drop in another coin when his stock of lives is depleted. The player character sits at the lower end of a mushroom field, and the player is able to move around in a confined area at the bottom of the screen and shoot upward. At the top of the screen, your multi-legged foe moves back and forth, dropping one level downward and reversing direction when it touches a mushroom or the edge of the screen, steadily descending on your position.

You must fire upward at the centipede, but hitting it in the middle causes one segment to be destroyed – and replaced by a mushroom – while the centipede splits at that point, sending one part onward and the other part backward, making it an even tougher target. For each section of the centipede you destroy, a new mushroom is added to the playfield. And the more mushrooms there are, the faster the centipede is able to move downward.


The Legend of Zelda 101

LESSONS IN 2D GAME DESIGN
A game by Nintendo for NES, originally released in 1986.
Looking at the history of gaming in general, a number of arcade and computer titles are immediately recognizable for their influence on the medium. However, while console gaming grew from the same basic nutrients as computer and arcade gaming, it managed to flower into something entirely different.

Early console games tended to mimic the quarter-driven sensibilities of the arcade, or simply offered conversions of the arcade experience on a smaller scale. But the NES managed to popularize home console gaming in a way that none of its forebears had, and it brought with it a slew of console-originated gaming experiences where high scores were no longer the primary goal. Rather than the endlessly-repeating screens of Pac-Man and Nintendo’s own Donkey Kong, games like Super Mario Bros. offered a variety of landscapes, new obstacles to overcome in each area, and clear progress toward an end goal.



Gravitar

A game by Atari for the arcade, originally released in 1982.

CONTEXT
In March of 1981, Atari designer Mike Hally and programmer Rich Adam began working on a concept for a game that combined elements of Lunar Lander and Asteroids. The result was a prototype called Lunar Battle. The game went through a number of design changes, the greatest of which was to reduce the effect of gravity and lower the aggressiveness of the enemies in order to make the game less difficult. The Atari marketing department then changed the name of the game, which was released into arcades in the summer of 1982 as Gravitar.



Drill Dozer

A game by Game Freak for GBA, originally released in 2006.


CONTEXT
If you’ve never heard of Game Freak, that’s probably because you haven’t been on a decade-long quest to capture elemental animals to become the best trainer the world has ever known. That’s right, Game Freak is primarily known as the “second party” developer behind the core (i.e. handheld) games in the Pokémon series.


Mega Man ZX Advent

A game by Inti Creates for DS, Switch, PS4, and Xbox One originally released in 2007.


CONTEXT
Mega Man… Where does one even begin? There have been more titles released in the Mega Man series than in any other franchise in Capcom’s history, and that’s saying something, given the company’s penchant for sequels and spinoffs. The series spans dozens of games from multiple genres, with releases on most of the major gaming platforms from the NES onward. To understand where Mega Man ZX Advent begins, it’s important to examine the continuity of the “core” Mega Man series, which is as follows:

Mega Man >> Mega Man X >> Mega Man Zero >> Mega Man ZX


The series started simply enough. In 1987, the Blue Bomber made his debut on the NES with its now-famous atrocious box art. The original game established a number of the gameplay elements that would go on to define the series for decades to come, including multiple stages available at the beginning of the game, which could be completed in any order, and which opened up a final set of linear stages leading to Wily’s fortress. The title also introduced gameplay that allowed players to gain new abilities from fallen bosses, and then turn those abilities against other bosses who were weak against them. The original game had only 6 bosses, and there wasn’t a 1-boss-per-weakness system as there would be in the later entries in the series, but the core gameplay was there.


Metal Storm

A game by Tamtex and Irem for NES, originally released in 1991.

CONTEXT
Metal Storm was never a terribly popular game, despite the fact that it was published by Irem, the company behind R-Type and a longtime publisher/developer of games on the NES. The game also did not benefit much from its 12-page cover story in Nintendo Power.


Wario Land 3

A game by Nintendo for GBC, originally released in 2000.

CONTEXT
Wario is an odd choice to be the star of a Nintendo game, given his greedy and power-hungry nature, a nasty habit of freely letting loose with his bodily functions, and his morbid obesity. Wario was obviously based on the character of Mario, the famous and somewhat portly plumber who travels the world collecting coins and grabbing powerups to defeat the evils of the land. Wario, on the other hand, is a character built on the same foundations, except that he grabs coins to line his pockets, and seeks power for personal gain.


Rocket Knight Adventures

A game by Konami for Genesis, originally released in 1993.

CONTEXT
The video game industry has never been afraid to take someone else’s good idea, and steal it outright. It has been going on since Pong, and it shows no signs of slowing.

When Sega decided to take on their direct competitor (Nintendo) during the 16-bit days, they went straight for the Super Mario Bros. series, the reigning king of not only the platforming genre, but gaming in general. In doing so, they created a character who was antithesis of Mario, and attempted to capture the attention of gamers who were entering their teenage years. Sonic was fast, edgy, and had attitude (or the more cringe-worthy term, ‘tude). Sonic the Hedgehog was a system-seller, and a game-changer, and marked Sega’s strongest foothold in the home console gaming industry. Not only did the character sell games, he also became the face of Sega itself… and everyone wanted in on that kind of action.


Super Mario Bros. 101

LESSONS IN 2D GAME DESIGN
A game by Nintendo for NES, originally released in 1985.
People have a strong tendency to use Super Mario Bros. as a comparison when discussing any type of platforming game, and even side-scrolling action games in general. This is due, in part, to the fact that the original Super Mario Bros. has been experienced by more people than practically any other console game ever made, and is therefore easily relatable. But more than that, the game is tightly designed. It wasn’t successful just because it was technically superior to the other games on the market; it was a better designed game overall. At the time of its release it was a revelation, but even decades later, it still holds up.

We all understand what an important role Super Mario Bros. played in shaping the gaming landscape, and in revitalizing the U.S. game market, but the question is: how is it that a game created at the start of the NES era – with a relatively small team, small budget, and laughably simple hardware – could outshine many of the multi-million dollar blockbusters of today? The answer is in the game. And it’s been right in front of us the whole time.


Skyblazer

A game by Ukiyotei for SNES, originally released in 1994.


CONTEXT
Skyblazer was released in the U.S., Europe, and Japan (as Karuraou) at roughly the same time. The game was published in all regions by Sony, who would go on to debut the Playstation in Japan later that year. Interestingly, the password input screen in Skyblazer is a ring surrounded by 4 icons: X, circle, square, and triangle. This is the same set of icons that Sony would use on its Playstation controller, although the configuration is upside-down.


Monster Tale

A game by DreamRift for DS, originally released in 2011.
Monster Tale stars a determined little girl named Ellie who finds herself flung into the Monster World, where she must fight her way through loads of sprite-based enemies and environments with the assistance of her newborn monster pal named Chomp, as they embark on a quest to save both of their worlds. But before we get into their adventure, we need to start with another…

In 2009, EA’s Tiburon studio released a game on the Nintendo DS called Henry Hatsworth in the Puzzling Adventure. The action/puzzle hybrid game was something of an anomaly for the developer, which had theretofore focused on developing franchise sports titles. It was even more of an anomaly in the gaming marketplace at large, as it integrated puzzle-solving and action-platforming together into a single game, with gameplay split between the 2 screens on the DS. Both the puzzle-solving and platforming were important on their own, but they each affected the other in interesting ways that directly impacted gameplay.


Soul Bubbles

A game by Mekensleep for DS, originally released in 2008.

CONTEXT
Soul Bubbles was created by French developer Mekensleep, and released in the U.S. and Europe in the summer of 2008, and then released in Japan about a year later, with the title of Awatama. In the United States, the game was sold exclusively in Toys ‘R’ Us stores.


Shatterhand

A game by Natsume for NES, originally released in 1991.



CONTEXT
In the NES era, before they started extracting ore from the seemingly bottomless Harvest Moon and River King mines, Natsume was a somewhat more adventurous company. They released games in several genres, including a number of noteworthy action games: Abadox, Shadow of the Ninja, S.C.A.T., and Shatterhand. None of them really took the world by storm, but they were each interesting in their own way.

Shatterhand was developed by much of the same team as Shadow of the Ninja. The game was originally released on the Famicom in Japan as Solbrain. It was a licensed title based on a TV show called Tokkyuu Shirei Solbrain, and it featured a storyline and main character from that show.


Kid Icarus: Of Myths and Monsters

A game by Nintendo and Tose for GB, originally released in 1991.

CONTEXT
The original Kid Icarus and Metroid games share a common history. Both were developed by Gunpei Yokoi, father of the GameBoy (as well as the Game and Watch, VirtualBoy, and the WonderSwan). They shared the same game engine and both had scores composed by Hip Tanaka. Each of them had a followup on the original GameBoy, which were also developed by Yokoi, and again they shared the same game engine.


Metroid II: Return of Samus

A game by Nintendo for GB, originally released in 1991.



CONTEXT
The first two entries in the Metroid series are close cousins to the first two games in the Kid Icarus series. Both Metroid and Kid Icarus began their lives as NES games sharing the same game engine, and both were developed by Gunpei Yokoi and scored by Hip Tanaka. Their GameBoy sequels, Metroid II: Return of Samus and Kid Icarus: Of Myths and Monsters, also shared the same game engine and were produced by Yokoi.


Ninja Five-O

A game by Hudson Soft for GBA, originally released in 2003.

CONTEXT
Ninja Five-O was developed by Hudson Soft, and published by Konami in 2003. Hudson was once a standalone developer and publisher, which saw its heyday in the NES and Turbographx-16 era. But in 2001, Konami became its majority stakeholder.

Ninja Five-O flopped when it hit the market. This could be due in part to its fairly atrocious box art, or the name of the game, which referenced a 70’s television show that was likely unfamiliar to the GBA-playing public of 2003. The “O” in Ninja Five-O is the letter “O”, not the number zero (0), as it is often misrepresented (including the back of the game box). The European version fared a bit better with the name Ninja Cop, but the cover art wasn’t much of an improvement.


Demon's Crest

A game by Capcom for SNES, originally released in 1994.



CONTEXT
Demon’s Crest has a long and somewhat convoluted history. While the game itself is not particularly well known – or at least it wasn’t at the time it was released – most people are at least familiar with the franchise that spawned it, namely Capcom’s Makaimura series, known in the U.S. as the Ghosts ‘n Goblins / Ghouls ‘n Ghosts series, or just GnG.