Game Level: Difference between revisions

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Shows utilizing [[Pac-Man Fever]] will often show video games using the "linear" type of level movement, regardless of whether or not the game actually has this kind of progression - or levels at all.
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* ''[[Gorf]]'' is an early example of a game that presented genuinely different levels to the player, rather than simply repeating the same level over and over with increasing difficulty. Other early examples include ''[[Galaga]]'', ''[[Scramble (Video Game)|Scramble]]'', ''[[Pole Position (Videovideo Gamegame)|Pole Position]]'', ''Astro Blaster'', and ''[[PacmanPac-Man|Ms. Pac-Man]]''.
* ''[[Super Mario Bros.]]'' introduced the organizational unit of the "world". ''Super Mario Bros 3'' was the first of the franchise to introduce a [[World Map]], where the player went between levels to traverse the network of levels. Levels often reflect different styles of play: some levels auto-scroll, some are underwater, others underground.
* ''[[Metroid]]'' plays down the separation between levels by allowing the player to visit them in any order and as often as she likes, but each level is self-contained, and only accessible via an elevator ride (which also serves as a [[Check Point]]).
* Spy games tend to have radically different styles of play between levels: ''Golgo 13: Top Secret Episode'' had several different types of level, ''Spy Hunter'' had both driving- and boating- type levels, and many of the recent James Bond games alternate between First or Third Person Shooter and Driving.
* [[Adventure Game|Adventure Games]] tend to use levels (often called "Chapters" or "Days") as an organizational unit, and may or may not have specific effects from the previous level carry over. Unlike most other genres, the ordering of levels is most often linear, while events within a level tend to be far less linear. Before the emergence of DVD-ROM, these chapter breaks tended to be where disc changes were required.
* Part of the popularity of ''[[Mega Man 1 (Video Game)|Mega Man 1]]'' was its freeform level design; it was the one of the first [[Platformer|Platformers]] -- and one of the first video games overall -- to have it.
** To be more precise, the first several stages of each game were freeform, then they switched to a linear structure for the few leading to the final boss.
* ''[[Soul Calibur]] II'' has a Network style arrangment for it's ''Weapon Master'' story mode.
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* The SNES space shooter ''Darius Twin'' explicitly displays the level lattice and lets the player decide based on that. The lattice is cross-connected, unlike the one in ''[[Soul Calibur]] III'', but the lattice is narrow enough that it generally boils down to a choice of one or two levels.
* ''[[Sonic the Hedgehog|Shadow the Hedgehog]]'' provides a broad, cross-connected level lattice and keeps track of which paths through the lattice the player has ever taken on a winning playthrough. Lattice paths are taken based on whether the Hero, Neutral, or Dark mission was accomplished.
* ''[[Wing Commander (Videovideo Gamegame)|Wing Commander]]'' included a level lattice based on the success or failure of the campaign in each star system.
* ''[[Eternal Darkness]]'' has a linear level progression, but as most of the actual levels are in reality just biographical stories in a book, any magick spells the various characters learned in their own chapters are automatically learned by anybody else who picks up the book later.
* ''[[Star Fox (Video Gameseries)|Star Fox]] 64'' used the ''Lattice'' system. Most levels had two paths depending on whether you complete a certain objective or not. If you complete it, you can chose both paths, if you fail, you're restricted to the easier path. The ending is decided by whether you enter Venom by the hard or easy path, with the easy path leading to the bad ending.
** ''Command'' also has a ''Lattice'' system and no less than ''nine'' different endings, although you're restricted to one path on the first time through.
* Prior to the [[Wham! Episode|Wham Level]], ''[[Portal (Video Gameseries)|Portal]]'' follows the ''Linear'' system, with 19 self-contained test chambers of incremental difficulty.
** Some parts of ''[[Portal 2 (Video Game)|Portal 2]]'' also follow this system.
* The Sega driving game ''[[Out Run]]'' used a seamless lattice system. At the end of each stage the road would fork, the direction chosen would determine the next level. This spread of road would then lead to multiple endings.
** In general, forking right would give an easier level and forking left would give a harder level.
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** ''[[Legacy of Kain|Soul Reaver]]'' did the single, seamlessly loading game world thing two years before Dungeon Siege was released.
* At least the [[PS 1]] ''[[Spyro the Dragon|Spyro]]'' games used a ''freeform'' mechanic, where multiple levels were accessible from the hub in no particular order-you could even do the boss levels first in some hubs in the first game. Also in the first game, to get to the next hub you had to fulfill a requirement-dragons rescued, gems found, etc.-which, if you work hard enough, you could sometimes have complete ''as soon as you entered'' a new hub, letting you skip ''all'' of its levels.
* The original [[Ape Escape (Video Game)|Ape Escape]] was ''both'' linear and somewhat freeform. You unlocked levels linearly, but after unlocking all of them, you had to capture all the monkeys you missed the first time around before fighting the final boss. In this second playthrough, you can visit the levels in any order.
* The original [[Kingdom Hearts]] uses the node system with the Gummi Ship stages in between worlds. The worlds were the nodes and could be explored freely, while the Gummi Ship stages were divided into linear levels that could be accessed depending on the world where you begin the level. It is averted later (but still near the beginning) in the game when you obtain the warp Gummi that allows you bypass Gummi Ship stages as long as you have been to the destination world before.
* Similar to [[Sonic the Hedgehog]], each of the levels in ''[[Bug! (Video Game)|Bug]]!'' were split into four scenes (three normal stages played in order and a "finale", aka boss).
** The sequel ''Bug Too!'' had levels that consisted of different scenes that had to be completed before fighting the level boss, but you could choose the order of scenes to play although you could not backtrack an entire level once it was complete.