Revolutionary Gameplay

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Revolutionary Gameplay

Postby MessengerOfDreams » August 24th, 2012, 2:09 pm

Hey guys, so I think I'm gonna make the poll a regular thing. This next one will be about classic gameplay moments that are just sincerely boss. They revolve around memorable, iconic moments, gameplay that revolutionized how we make levels, original concepts, trademark design or just very fun moments. This list is more subjective to taste but I hope my 16 moments are cool with everyone. I got some very notable moments as well as some underrated ones. I have a screenie for each one as well as a more detailed explanation.

Boss fights will not be included in this one except for Volcove's temple escape, which isn't so much a boss fight after all, haha. (Volcove also has four of the sixteen moments, hehehe.)

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Level: Arid, Arid Desert
The gimmick: Clever puzzlework
Description: The aforementioned tomb held a several-tiered puzzle that involved finding out a set of chosen paths to unlock the way out of the tomb. Three rooms like the above with twelve doors and different interlocking paths created the effortless puzzle as well as set the stage for almost every puzzle ahead of it.

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Levels: Many within 24murph's series, notably Final Rush
The gimmick: Reoccuring enemy
Description: These technicolor bullet launchers appeared many times in 24's levels, becoming one of the first custom enemy stages without really being known for it. It was also repeated by other designers such as Krazy321, and was one of the first instances of ingenuity in designing.

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Level: Ethereal Mansion
The gimmick: Priceless Halloween Tribute
Description: Fourinone showed that having fun in a level could be as simple as some disabled koopas with good senses of humor. This portion of the story had no gameplay but plenty of laughs, taking Mario trick or treating throughout the neighborhood which provided a nice lead in to the stark, challenging Ethereal Mansion.

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Level: Temple of the Penguin God
The gimmick: Moving blocks and a temple to escape
Description: Volcove used moving blocks in their original state to provide an exhilarating blast by forcing Mario to escape the Temple of the Penguin God and keep his hat intact, a la Indiana Jones. There isn't much room to breathe so one must stay alert at all times!

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Levels: Temple of the Penguin God, Paradox Bridge, Into the Depths
The gimmick: Secret exits
Description: Volcove created a simple yet clever way to get the players to come back for more: secret exits. In his three most iconic levels, Volcove hid red coins or silver stars throughout his levels; hard to get but too much on one's curiosity to avoid. If one were to reach them all, they would unlock ingenious alternate endings that were worth the find.

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Level: Epic Mario World Bonus Level 1
The gimmick: Moving block tricks
Description: Venexis, the technical SM63 wizard he is, found a way to exploit moving blocks for every glitch imaginable and mixed it with the most cleverly simple design concept available- nothing but gray blocks everywhere. It was a success.

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Level: Dimension Infinity
The gimmick: A whole new slew of tricks, including invisible tiles
Description: In the aptly named Dimension Infinity, Star king opened up a whole new pandora's box of glitches and tricks with his award winning series. Tricks used included color-coded trap blocks, aforementioned invisible tiles to create a walking-on-air illusion and clever, mindbending graphical design.

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Level: Classic Mario Revamped
The gimmick: Authentic, quirky narration
Description: While some may disagree (and it in fact did bend some of the 14th LDC's rules), this simple, catchy platformer that was Myst's only level was spiced up by some amusing and heartwarming narration. Sometimes that's all it takes.

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Level: Stone Tower Temple
The gimmick: Level transformation
Description: As much as Volcove tries to disassociate himself from it, there's no denying how ingenious his idea was to turn the temple upside down and have the player re-traverse it, as well as how flawless the execution was, to the point that it made it look deceptively easy.

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Level: Ghostly Cave
The gimmick: Ghostlights
Description: Taking a cue from Mr_SaxMan, Nwolf takes the disabled transition and makes a new gameplay element out of it called Ghostlights, which 'spawns' platforms and items wherever they meet. This original gameplay element has never been replicated in someone else's level but is still an unforgettable idea.

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Level: Destinations
The gimmick: A dizzying dreamworld
Description: The prophetic dreams the level was based off of, MessengerOfDreams created a convincingly trippy nightmare with several stunning elements (words you could walk on, a 360 degree ghost house, a deteriorating staircase) that was further accented by Venexis' frightening block boss in level three. This was one of the earlier instances of intricate storytelling in a level and sometimes more could be said in images than in text.

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Level: Dark
The gimmick: Intensive storytelling, original world creating
Description: MoD took a risk by taking his storytelling skills one step further, creating an original world and linking to large chunks of text to tell a story of an amnesiac with a deep compelling to restore light to a dark world that is about to lose everything. While some argued that the level went against the very credo that Mario was built around, his risk paid off with one of the most acclaimed levels of all time.

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Level: Into the Depths
The gimmick: Excellent block-related and bullet related challenges.
Description: One of the most incredible levels of all time boasted many praised challenges (including its block boss, the Parasite Queen) but what it also brought was seamless integration of block enemies that were not bosses, such as that bad boy in the picture. Add to that Touhou-inspired bullet firing and you have just a few ingredients of Volcove's most acclaimed masterpiece.

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Level: An Act of Antichesm
The gimmick: A completely new concept
Description: Not many people create entirely new words and concepts in their levels, but MP3 Amplifier did in her level 'An Act of Antichesm' which detailed a factory that extracted souls from people. The haunting atmosphere and the breathtaking set pieces only served further to convince players of the idea, and Amp took home the gold medal of the 19th LDC with it.

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Level: Inscius Memoriam
The gimmick: A genuine je ne sais quoi in platforming.
Description: BrawlerEX is an underrated wizard in gameplay, creating original platforming, mostly green platforming, with an intelligent, unique style that can't quite be replicated. This was shown well in this portion of Inscius Memoriam, an incomplete yet skillful entrant to the 20th LDC that, if finished, could be Brawler's most acclaimed work to date.

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Level: Super Mario Adventure: Mirror Island Level 4: Hanmeus' Castle
The gimmick: Several throwbacks to classic Mario castles
Description: Debateably the best gameplay-related part of the superseries by the two LDC winners, Hanmeus' castle sported some of the best moments of Mario castles, but the two most shining moments were the snake platforming through obstacles and the rotating castle hall, throwbacks to SMW and NSMB that were executed flawlessly and were highly entertaining.


So, here's the poll! http://www.zoomerang.com/Survey/WEB22GJGGSBCRZ

Good luck to the entrants!
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Fanfic: Worth a Thousand Words
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Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
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Original: Your Hand in Mine
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Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
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Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
"You were always a revolutionary, now there's just less of a chance of you crying in the corner." ~Ridder
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Re: Revolutionary Gameplay

Postby ~MP3 Amplifier~ » August 24th, 2012, 3:23 pm

Haha, an entry from someone who isn't even good at getting high fun scores? Wow :D That's pretty cool. :>

(by that I mean I can't believe I even got a mention :3)
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Re: Revolutionary Gameplay

Postby BrawlerEX » August 24th, 2012, 4:30 pm

Out of all of my works, I get Dotwood Tree.


And the 20th LDC?

Best acclaimed work yet?

Pfffffffffffff
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Re: Revolutionary Gameplay

Postby SuperMIC » August 24th, 2012, 5:28 pm

Nyoro~n
<Arocado:> I'm Asian.
PROOF.

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Re: Revolutionary Gameplay

Postby Volkove » August 24th, 2012, 7:47 pm

4 out of 16? Oh my.
Will do sporadic level reviews on request - PM if interested. I will only do one level at a time. I tend to be rather critical.
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Both made by MoD, naturally.
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Re: Revolutionary Gameplay

Postby MessengerOfDreams » August 24th, 2012, 8:21 pm

Also if you get to me now with moments you think I missed, yours or not, I'll have a mini-poll in which one additional item will reach the semifinals.
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My Most Recent Works: show
I switch my signature a lot. If you wanna see some of my past ones, here you go.
Silent Conversations and a Crow's Final Song!
My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

Form (25quared)
This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
-------------------------
Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
--
Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
"You were always a revolutionary, now there's just less of a chance of you crying in the corner." ~Ridder
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Thumbs Up given: 519 times
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Re: Revolutionary Gameplay

Postby ~MP3 Amplifier~ » August 25th, 2012, 9:25 am

Oh yeah.
I think you should mention something about powerup challenges- I've seen Volcove use it in Light's Rebirth and Garden of Life, and Nin used it in Omniquet. They're all quite similar examples, but yeah. :P
"I treat everyone equally, depending on how much I like them." ~Me
The below image is a montage of my individual highest placing LDC creations, as a reminder to myself that level designing is a part of my life that I can't just leave behind

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I made this sig so credits to mee :amp smile:
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Re: Revolutionary Gameplay

Postby KABOOM » August 25th, 2012, 12:46 pm

MessengerOfDreams wrote:Also if you get to me now with moments you think I missed, yours or not, I'll have a mini-poll in which one additional item will reach the semifinals.

Ooh, how about that one level I forget what it was called that had that Goonie named Isadora which you had to ride at the end.

(I now feel really stupid.)
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Re: Revolutionary Gameplay

Postby ~MP3 Amplifier~ » August 26th, 2012, 4:16 am

Lawl that's The Escapists by MoD. Hidden Oasis by Krazy321 also had riding the goonie in it.
"I treat everyone equally, depending on how much I like them." ~Me
The below image is a montage of my individual highest placing LDC creations, as a reminder to myself that level designing is a part of my life that I can't just leave behind

Image
I made this sig so credits to mee :amp smile:
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~MP3 Amplifier~
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LDC #30: Finale/The Ultimate Battle

Thumbs Up given: 226 times
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Re: Revolutionary Gameplay

Postby nin10mode » August 26th, 2012, 1:49 pm

Isadickweed escapissed me off.

That's all I would like to say.
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