Top To Bottom Game
Why some games got a nearly perfect score of 10/10 and some other game using the same mechanic got a score of 5/10?
That’s a difficult question to answer but first, let’s take a look at 2 first person shooter, using the same core gameplay mechanic:
James Cameron’ Avatar FTUE(59 Metacritic score)
This is a video of the first time user experience of James Cameron’s Avatar. You should take a look at 9:05 and pay attention to the player first encounter.
Gears of War 2 FTUE (93 Metacritic score)
A Top-to-Bottom Explanation of Game Emulation. There is something special about older games. Some call it nostalgia, while others believe that games from the past.
- This online quiz is called top to bottom. This game is part of a tournament. You need to be a group member to play the tournament.
- How to play Top & Bottom Tag - Gather your players into two teams. Tell one team to put one of their hands on their head, and the other team to put one of their hands on their rear. Then tell them that if they are tagged by someone on the other team, they must switch (players with their hand on their heads who are tagged by players with their hand on their rear switch to the hand-on-rear team.
- This game is just as outrageous & dirty as you and your friends. Maybe even dirtier! As simple to play as spotting a closeted republican, one player draws a pink card and reads it aloud, and each remaining player chooses one fierce white card to answer. To come out on top.
Now, take a look at Gears of War 2 at the 5:25 and pay attention to the player first encounter.
In the Avatar game, the first encounter (The dogs) is a small enemy, that moves really fast, that is often not visible to the player and there’s a lot of them. The player must hit multiple bullets on each target and there’s multiple of them.
In Gears of War 2, the first encounter (The bomb) is a good size on the screen, don’t move, is always visible to the player and there’s only one that is taking eliminating a bunch of enemies at the same time. The player must only hit one bullet on the bomb to make it explode.
Gears of war have been built with having the player skill’s challenge in mind while Avatar doesn’t. Gears of war first encounter challenge minimum player skills while Avatar first encounter is challenging the player with all his parameter set at the most difficult rate. I’m pretty sure that the equivalent enemy can be found nearly to the end of the game in Gears of war. This is where Bottom up process and Atomic design can make a difference to your game.
These are the most 2 common way of working in game design, there’s the top bottom process or the bottom up process. From what’s I’ve seen over the years is that most of the game companies and game designers are using the top bottom process and this is their biggest mistake.
Both processes are not necessarily independent from each other it’s just a question of step to follow. The top down process will be really useful for your editorial team or your client. While the bottom up process will be really important to create a strong game design.
The top down process is most of the time feed by aesthetics and story. These are useful for the brainstorm session, clarify the idea and even sell the idea. Unfortunately, great ideas and the visually stunning ideas don’t mean that it will result in an awesome gameplay and player experience. And as game developers, we should spend most of our time focus more on gameplay and player experience than visual and storyline.
At one point, after that you high-level concept has been approved by your client, you must take a step back, put it on the side and stop thinking about it.
This is where the bottom up process will become the most important effort for the game designer team. When you play a game, it is sometimes pretty really clear what is the game that has been produced using a top bottom process and what are the ones that I’ve used the bottom up process.
I don’t say that bottom up process is the only way to go, my point is that use it to a certain point and then after that, do your designer jobs. My game design formation offer on this website will focus more on the bottom up process than the top down process. I have the chance to work with around 30 games designers and teach to another 30 designers and few of them really have a designer thinking. That formation will give you learning and tools to get that design thinking and communicate it in a more efficient way and the most important of all, create a better game.
If you are convinced, it’s time for you to pass at the next step of the game design fundamentals
A vertically scrolling video game or vertical scroller is a video game in which the player views the field of play principally from a top-down perspective, while the background scrolls from the top of the screen to the bottom (or, less often, from the bottom to the top) to create the illusion that the player character is moving in the game world.[1]
Continuous vertical scrolling is designed to suggest the appearance of constant forward motion, such as driving. The game sets a pace for play, and the player must react quickly to the changing environment.
History[edit]

In the 1970s, most vertically scrolling games involved driving. The first vertically scrolling video game was Taito's Speed Race, released in November 1974. Atari's Hi-way was released eleven months later in 1975. Rapidly there were driving games that combined vertical, horizontal, and even diagonal scrolling, making the vertical-only distinction less important. Both Atari's Super Bug (1977) and Fire Truck (1978) feature driving with multidirectional scrolling. Sega's Monaco GP (1979) is a vertical-only scrolling racing game, but in color.
One of the first non-driving vertically scrolling games was Atari Football (1978). Scrolling prevents the entire field from having to fit on the screen at once.[2]
Another early concept that leaned on vertical scrolling is skiing. Street Racer (1977), one of the launch titles for the Atari VCS, includes a slalom game in which the gates move down an otherwise empty playfield to give the impression of vertical scrolling. Magnavox published Alpine Skiing! in 1979 for their Odyssey² game console.[3] In 1980, the same year Activision published Bob Whitehead's Skiing for the Atari 2600, Mattel published a different slalom game, also called Skiing, for their Intellivision console. In 1981 Taito published Alpine Ski, an arcade game with three modes of play.
1980's Crazy Climber (Nichibutsu, arcade) has the player scaling a vertically scrolling skyscraper.
Vertically scrolling shooters[edit]
The 1981 arcade game Pleiads is a fixed-shooter that vertically scrolls as a transition between stages and then continuously scrolls during a docking sequence. 1981's Space Odyssey (Sega, arcade)[4] and Vanguard (TOSE, arcade)[5] have both horizontally and vertically scrolling segments—even diagonal scrolling in the case of the latter. Three purely vertical scrollers were released that year: the ground vehicle based Strategy X (Konami, arcade), Red Clash (Tekhan, arcade), and Atari 8-bit computer game Caverns of Mars. Caverns of Mars follows the visual style and some of the gameplay of the horizontally-scrolling Scramble arcade game released earlier in the year. The Atari 8-bit computers have hardware support for vertical, as well as horizontal, smooth scrolling.[6]Caverns of Mars was cloned for the Apple II as Cavern Creatures (1983).
In 1982, Namco's Xevious established the template for many vertically scrolling shooters to come: a ship flying over a landscape with both air and ground targets. That same year, Carol Shaw's River Raid was published, a highly rated vertically scrolling shooter for the Atari 2600. The less successful vertical scroller Fantastic Voyage (based on the 1966 film) was also published for the 2600 in 1982. A similar concept was used in Taito's 1983 Bio Attack arcade game.
Top To Bottom Game Online
Xevious-esque vertically scrolling shooters rapidly appeared in the following years: Konami's Mega Zone (1983), Capcom's Vulgus (1984), Exed Exes (1985), Terra Cresta (1985), and TwinBee (1985). Capcom's 1942 (1984) added floating power-ups and end-of-level bosses to the standard formula.
Taito's mostly vertical Front Line (1982) focuses on on-foot combat, where the player can shoot, throw grenades, and climb in and out of tanks while moving deeper into enemy territory. The game seemingly had little influence until three years later when Commando (1985) implemented a similar formula, followed by the even more comparable Ikari Warriors in 1986.
See also[edit]
Top To Bottom Oregon
References[edit]
- ^Lecky-Thompson, Guy W. (2007). Video Game Design Revealed. Boston: Charles River Media. p. 258. ISBN9781584505624. OCLC176925220.
- ^Meaux, Robert. 'History of Atari Football'. Atari Football Restoration Site.
- ^'High Tech / High Touch'. Skiing. CBS Magazines. 36 (4): 98. 1983. ISSN0037-6264. OCLC320541702. Retrieved 22 May 2013.
- ^'Space Odyssey at the Killer List of Video Games'.
- ^'Vanguard'. Gaming History.
- ^Weigers, Karl E. (December 1985). 'Atari Fine Scrolling'. COMPUTE!.