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Thread: Do any other games use the Monster World style of indoor/outdoor areas?

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    Outrunner roundwars's Avatar
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    Megadrive Do any other games use the Monster World style of indoor/outdoor areas?

    I really like how in Wonderboy V and Monster World IV, if you go into a building, it just reveals the inside of the building and hides the sprites outside it, rather than taking you into a new screen. Monster World IV in particular makes really sophisticated use of this, with multiple layers and routes that take you behind buildings to other parts of the town. It's a lot of fun, and similar techniques could potentially have a lot of uses in all sorts of different types of games. I haven't seen it a whole lot though.

    One thing that does come to mind is the indoor/outdoor transitions in Launch Base Zone and Flying Battery Zone in Sonic. It's more of a purely visual effect in that instance -- the gameplay area seems to all fit into one plane -- but it's still really effective in making the level feel the way it's supposed to.

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    Master of Shinobi Segadream's Avatar
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    There are, but I cant remember what they were.
    Sorry, at least you know there's light at the end of it.
    All I can remember is Exodus Ultima for NES right now.

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    ding-doaw Raging in the Streets tomaitheous's Avatar
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    Two games come to mind: Dragon Warrior (some of the houses/areas) and the Startropics games. Though both are overhead. There are some other games, but I can't remember them off the top of my head (also top/down view).

    But yeah, similar concept but not quite the same effect.

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    I DON'T LIKE POKEMON Hero of Algol j_factor's Avatar
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    I don't know of anything else like that for indoor/outdoor transitions, but the "multiple layers and routes" thing from Monster World IV was done kinda similarly in a few other games. Hunter Hunted for PC is built on it, every level is composed of a number of layers (6ish) that you can move between at specific points. It's a seamless transition without taking you to a new screen, although the layer in "front" of you isn't visible at all and the layer "behind" you is only seen a little bit. Adventures of Lomax also does this to a much lesser extent, but instead of entire levels it's certain specific areas. I think there's a bit of this in Flink too. I know that's not exactly what you're talking about, but it's related.


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    Raging in the Streets A Black Falcon's Avatar
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    Some platformers have multiple layers, yeah... the Tomba games for PS1, for example (are they 2.5d, or 3d? I guess it depends on your definition.). Virtual Boy Wario Land is built around a two-layer design, as well. But I'm not sure if any have that Monster World-style of houses, with the people outside disappearing...

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    Wildside Expert Phexar's Avatar
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    Shining Force I and II kinda do this as well, though they don't hide the outside stuff.

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    Master of Shinobi Alianger's Avatar
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    Regarding similar techniques, how about Revenge of Shinobi and SMB2?
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