Chris Canfield
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Postmortem: The Abyss

 
   

Quick Statistics

Working Title:
Skybound
In
Preproduction
Author:
Christopher L. Canfield
Target Machine:   Game Boy Advance
Game Type: Sports Skydiving
Inception: 2001
Estimated Development Time: 9 Months

Based on the Skydiving sequence from the SNES game Pilotwings, Skybound would be a low-tech skydiving game based around the scaling, rotating sprites and 2 mode-7 playfields of the Game Boy Advance to create the sensation of falling through a progressive level, closer and closer to the inevitable ground. Players would dodge metal beams and enemies, collect power-ups, and shoot to interact with the constantly flowing terrain (turn off fans, etc).

Sample levels


Pilotwings (c) 1990, Nintendo

 

Level Structure:

The levels in Skybound are broken down into different "tiers." Tier Three contains three levels, Tier two contains two, and Tier One contains only one. The player can play any level on his or her current tier, and any of the previous tiers. The overarching goal is to collect all of the Trebles in a level, cute little creatures that multiply very quickly and must be stopped, and avoid all of the Maluvians who are trying to stop you.

Tier three levels include:

Blue Sky
Difficulty: *

Jump out of a helicopter and into the wild blue yonder. This level features free-floating trails of Trebles, Maluvians, floating platforms in the sky, reward cash, and many pretty cloud banks. Blue Sky is a training level more than anything else, allowing the player to get acquainted with the controls and mechanics in an almost non-threatening environment, and earn enough cash to buy their first upgrade

 

Moon
Difficulty: *

Jump down through the Space station to the moon below while collecting Trebles from this, the source of the outbreak. Gameplay areas include: giant rotating sail fans, exposed girders, vertical teleporters, swiss-cheese like building patterns. This level is still very easy

 

Ground construction
Difficulty: **

Ground construction opens up the intensity a little as the player is launched out of a roof-mounted cannon, to fall back down through an exposed-girder construction building. With frequent patterned cross beams and lots of hidden Trebles, the player will need a pretty good grasp of the handling to make it through the first section in one piece.

The second area of the level actually takes the player underground. Passing through a narrow pixel-based tunnel of dirt, the player emerges into an underground sky-falling sequence with far more bonuses than problems, eventually splashing down into an underground lake.

Tier two levels include

Skyscraper
Difficulty: ***

The skyscraper level starts with a nice arial of a city, with the top of a skyscraper scrolling into view. Our hero jumps out of a helicopter (off camera), and into a shaft at the top

This level is very intense and tunnel-oriented, containing an elevator shaft sequence, an open mall area, pipes, interior construction girders, and a parking lot.

Tier one level

Re-Entry
Difficulty: ****

Here we go, the most intense level of them all. We start at a deceptively quiet space station fall over earth, leading quickly into re-entry, then sky, girders, and finally into an underground sequence. This area is brutal and fast, with no punches pulled. While other levels should be timed for 5 minute runs, this should be twice as long as all other levels.

 

Upgrades:

Players earning enough cash can add special equipment / abilities. All abilities use the power meter, which refills over time. Two abilities can be worn at a time, which the player can map to the L/R buttons at will. Included are:

Jet boost - Turn on the power for short pushes in the right direction.

Teleport - Jump back up several hundred meters.

Streamer - A relatively low-tech and cheap way to slow your descent for short periods of time.

Iron Ball - Wrap yourself in a heavy, impervious shell for a quick and brutal fall. You are fast and invincible, but good luck getting any items. You strafe to steer.

Super Bomb - Clear several hundred meters ahead of obstructions and enemies. Items and Trebles can stay around.

Net - Only useful for multiplayer, the net sends a large mass of webbing hurling down towards the nearest opponent. When netted, the opponent cannot move their character, and is slowed down.

 

Items:

Additionally, the following items can be found in the game.

Health-up - restores one unit of health

Power-up - restores some of your power bar

Heart container - adds one container for health storage

Piece of power bar - adds one section to your power bar

Teleporter - travel up several hundred meters. Useful for getting Trebles.

Bomb - clear the screen and several hundred feet afterwards of all obstructions and Maluvians. Breathing room.

Balloon - Catch a break from the pressure. An individual balloon will slow you down a little, but you can keep adding up to three to slow you down quite a lot.

 

Multiplayer

There is a hybrid competitive / cooperative 4-player race mode. Each player must pick one of four characters (duplicates handled with a palette swap), and everyone plays together. The person with the fastest time, wins. The winner gets a boost to their (otherwise unused) ranking, a trophy for their case, and all of the Trebles that were collected counting towards their single-player game. Second and Third players both get appropriate trophies, slight ranking boosts, and whatever they collected plus whatever was collected by those who came in after them. The last place person just gets what they collected. The winner can alternatively give all of the Trebles to one of the other players, and accept that player's prize instead.

 

 

 
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