there a re a few more passages in the game you don't need to complete the game.
Right however the game almost never uses them, maybe items will be
put obscurely, or items and monsters will be dropped in passages but
items are not dropped in passages randomely as a rule even main ones.
items can be behind locked doors even if you can't get to the doors,
ie a security key may be behind a door that was locked.
or a wafter may be on a monster that does not exist in the game or a
message may be on a monster that you can't find.
I still play the game on normal level because its good for a good
keyboard bash.
Out of most of the old games I have lonewolf is the only other and
thats with the borgified mod on it only.
At 10:26 PM 3/25/2013, you wrote:
Hi Tom.
As you know I'm an exploration fiend, so the maze aspect of shades
of doom is very much something else I like about the game,
aprticularly given that David did a great job with ambient sound
sources in the maze which give it an interesting background to
explore too even though the game didn't involve much music. combine
this with the item randomization and you've got a great game with
lots of replay.
The two things I'd have liked to see in shades most are 1, more
enemies, since the 7 or so types the game has do seem a little samy
after a while especially mid game, and 2, more areas which it was
not! necessary to complete to finish the game, but which added to
the over all levels.
To explain, as it stand you need to pretty much go everywhere on
each level to make sure you get all the data wafers and those
messages. it'd be great to see a game that has false trails as well
as genuine routes through the levels, so that people can choose to
explore fully or to just head for the exit. This would be
particularly of advantage in a game with stat boosts or other extras
to collect, since then there is always the possibility that
exploring leads to more items.
this is something many of my favourite exploration games do, indeed
in many of the more recent and large size fan created Turrican
levels, there are so many false trails that finding the correct
route is near impossible, aprticularly considdering Turrican levels
can have their exit anywhere, and some of the fan created ones are
truly gigantic!
While I know some people find exploration in audio based games a
trial, I'd say that thanks to shades and swamp, not to mention
previous mota betas ad games like Airic, we're familiar enough now
over using things like coordinates, difference in environment (be
these sound sources, room names or whatever), to be albe to have
maps at least as complex as those in a game like Original prince of persia.
Beware the Grue!
Dark.
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