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  1. Now before you old-schoolers go and get all offended, make note of the (Some) in the title, and then watch and listen with an open mind as Snoman Gaming breaks down the bad AND the good of retro games. The crux of the issue is that games of the time were made to mimic (or were direct copies of) arcade games. The difficulty in such games was meant to keep you feeding quarters into the machine. Learn about how some recent games are taking old school style games and making them more palatable and playable for the general gaming populace, along with other lessons that are being applied to curre
  2. This is the second part of a three part series of articles dealing with level design in action adventure games. Part 1 described Level Flow Diagrams, that act as the core of the level brief provided to a team by the Leads. Part 2 describes a process of expanding that brief into a detailed level plan. This stage of the process is most often carried out by a cross-discipline team of designers, artists and coders, who will expand the level brief into a detailed level plan, but this process can equally be the next step that an individual designer takes when designing a level solo. A Note on Co
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