RetroGaming Shorts Part 071 - Section Z

Section Z 1987 (Famicom/NES)

Section Z is an NES game nominally based on the arcade game, but Capcom dramatically redesigned the game for the home version. This video dives into the game design changes, and why the home version is much better and more interesting than the original arcade version.

Section Z mixes things up by having different scrolling speeds - some sections scroll so fast that you can do little more than dodge the terrain. Some sections scroll very slowly, turning them into endurance survival tests. Unfortunately none of the levels scroll at a rate of classic force scrolling games, like TRS-80 Sea Dragon, where you must judiciously use diagonal rearward movement and sprinting forward when you get the chance, to navigate the terrain. But, for a Section Z inspired game, you could add that into the design.

Another thing that makes Section Z particularly interesting is the way you choose the next section to go to. Unfortunately, it does not include any sort of "automap" feature, but if you design a Section Z inspired game, you can include this. Without automap, Section Z only becomes playable with manual mapping. Bleh.

I'm not sure, but I may use both ideas with Rivers of Impossibility. Forced scrolling with different speeds allows interesting different player challenges, while keeping the basic game engine and graphics assets the same. The non-linear choices of which section to go to next all for a feeling of exploration while automap should alleviate the frustration of uselessly going in circles. The basic idea is that you need to seal off all of the spawn points in a level, so a "single pass" scrolling paradigm won't do. The player must be able to circle around to redo any sections as needed to seal off remaining spawn points.

https://www.youtube.com/watch?v=aPljIydOWOk

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