Re: Mechanic Ideas

So i was playing Bare Knuckle 3 / SoR3, and MMPR: The Movie, and aside from some bizarre dash clunkiness that makes me think my A/S keys might be wearing out ... there really is no excuse for those to be superior to *counts* all the audio side-scrollers. And the latter is not exactly the most impressive thing ever (I like what they did with the soundtrack and I think they did something clever with the helmets so they could recycle animation, I guess).
MMPR:TM has combos (simple buttonmashy combos, but it's still more than audio games have! Why is it still more than audio games have?), dash attacks, flying kicks via dash-jump-attack, which are distinct from jump-attack or forward-jump-attack, a special move with a health cost (which is pathetic compared to its SoR counterparts, but it's there), character-specific projectiles which have enough startup time that they are only OP if you know what you're doing (they should probably be more costly than they are, tbh). There are zord-battles, in which you trade the ability to jump for the ability to block (and the Falconzord can fly!). Oh, and there are throws, and even though there are, like, 5 enemies in the entire game, one of them can turn into an invincible puddle and move around to attack you from a more interesting position, they all have more than one attack, etc. And there are scenery items you can throw at enemies. And a level where you're just being constantly blasted from above and can do nothing about it but dodge while also fighting enemies.
SoR3 has: unlockable characters, ... multiple characters in general, which audio games uniformly lack, three distinct melee attacks (though only the one can combo), along with a variety of moves for jumping, dashing, side-rolling, etc. A special move system that does some shenanigans to make the costs more complicated, unique things that the characters can do with weapons, a variety of things you can do while grabbing / grabbed, throwing, the ability to sometimes land on your feet from a throw, etc. There are multiple endings, a time-sensitive mission in a multi-story building with an elevator and a variety of traps (a ceiling laser that makes jumping dangerous, electric sparks running along the floor, a laser that scans from side to side, conveyer belts, etc). Oh, and there's this bizarre level in a disco where lighting does weird things that make it a lot harder to play visually.
Oh, and both have the option for multiplayer co-op. SoR has tricks you can do to jump off / be thrown by the other player to get an advantage for aerial attacks. The difficulty and which enemies spawn adjust accordingly.
Oh, and SoR3 has this ... odd... rush system, with special moves that you unlock by leveling up.
These are both on a 16-bit system with 2mb of ROM and 65k of RAM.
Oh and they're both Isometric 2.5d. There's 3 dimentions, but you can't really move as much in y or z as x. And I'm pretty sure they're using tricks to achieve this, and are actually 2d under the hood, but whatever.

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