|The size of this level can be rather arbitrary. Early in the game-oriented mode of CGA were inherent in the relatively small size of levels, which are usually attributed to the fact that the games themselves were fairly small and focused on not very fast computers. So often the level held by one or more consecutive screen displays, and return back to the already traversed the region was impossible. |
In modern games, the situation has changed significantly. VGA mode has become absolutely necessary, and the size level is incredibly increased. The motion of a character to level can be quite long and require frequent changes of direction. Thus, modern games require that their authors allow smooth or abrupt scrolling the entire screen in all possible directions. This is not too easy task (given the presence of moving objects) brilliantly solved in almost all modern games.
The task of the hero (and, accordingly, the user) level is fairly straightforward. It may consist of two parts, with a particular game may be found both options separately or a combination thereof. The first task requires the achievement of exit level. This output is always in terms of overall approach to the game, this problem is equivalent to the problem of "find a way through the maze."
The second task requires the character found at the level of the required number of certain items that are collected is required to be able to complete a level. This item can only be one, and its finding may be equivalent to the achievement of outputs. Required items can be many and even more than is necessary to collect (for example, in the game Trolls), and perhaps put more stringent condition: to collect all items at the unknown of their total number (Crystal Caves). Combined objective implies that the hero has to collect all the necessary items, and then reach the exit.