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I have fond memories of playing these kinds of extremely difficult but satisfying games in my distant youth, but now I'm looking at making one I'm wondering if there are any particular design tips worth bearing in mind...?
For example, going back to these games now, it looks like they have normal levels like in a typical top-down 2D game, with the only difference being that they scroll vertically and have limited movement space. Was this actually how they were made, or would there have been/is there a more efficient way of handling this?
eg. parts of a level are only generated when a player reaches that point, rather than loading a massive map and having the player traverse it.
This all seems pretty straightforward, but I was wondering if anyone had any particular insight or ideas related to this type of game. eg. what modern conventions (like checkpoints) would be worth using?