How to
Save the World
Part Five
An important
concept of role playing games is that of dimensions. When the first games were
made, as you probably know, they were only in 2D form, either in a
scroll-screen view or overhead view. There simply wasn’t good enough technology
to make a 3D game. To make up for this lack of a third dimension, game makers
soon replaced it with a fourth dimension: time. At first, this mean a person
playing a game had to complete it within a given timeframe or he would lose a
life. Later, the concept of time travel was introduced to the gaming world. Now
that 3D graphics are available, most games employ a four-dimensional scheme to
their layout in one way or another.
In addition to
these four “common” dimensions, consider working in some other possible
elements. Here are dimensions 5-9. They are the only other ones I can think of.
If you can find any others, feel free to use them.
Fifth dimension:
A shortcut (warping from on place to the next).
Sixth dimension:
Implosion (this turns an object or world inside out).
Seventh
dimension: Growth, expansion (or, the exact opposite, shrinking).
Eighth
dimension: Time warping (Literally, the fourth dimension x 2)
Ninth dimension:
Explosion (the supernatural ability to completely surround all 360 degrees of
an object and view every side at once. This is particularly used for designing
villains, bosses usually.).
Now to get back
to my adventure. Ahem:
Alexandra Chi
has just walked into the Heartland Castle unarmed, but capable of all of
Lewis’s basic and combination moves. As soon as she enters the castle, a ninja
character jumps at her and promises to avenge the death of his brothers much
earlier in the game. Where the first ninjas, if you remember, had a bow staff
and throwing stars, this guy has a sword. He is still easy to beat, so
Alexandra can gain the Ninja Sword before going on into her half of the
dungeon.
She walks into
the next room, the central room of the castle. As soon as she walks in, the
Voice laughs and says, “Good! Someone has come over to play!” The room
resembles that of the classic optical illusion in which there are stairs and
doorways coming from every which direction. Remember how I said earlier there
must be doors the hero can open as well as ones he can’t? Well, the doors that
to Chi are right side up are the ones she can enter, and the ones in other
directions are the ones she can’t. Next to the door is a switch marked
“SWITCH.” At first, it seems odd that the sign should be there, but it is
actually a pun on “switch.” When you activate the switch, you are no longer
controlling Chi’s actions, but instead control Lewis Dominick. When Dominick
hits a similar switch, your control goes back to Chi.
Lewis Dominick
rushes into the castle to find a fourth ninja waiting for him. This one carries
no weapon; however, on defeating him you do get an item: a map… or, more
precisely, one part of a map. It only shows the areas on Lewis’s side of the
castle, which because of the optical illusion layout of the castle is only one
side out of four. Lewis walks through the doorway to find out that the castle
itself did not split when the drawbridge and entrance did; he is in the same
room as Chi. The only thing is that they are on different sides of the dungeon,
so they look sideways to each other.
I’ll admit that
this concept sounds complicated, but the dungeon is actually fairly short. Chi
must solve two logic problems and defeat one enemy to get her two sides of the
map and full access to her two sides of the castle. Lewis has the exact same
task. And of course, there are minor rooms with lesser enemies on the way.
After all this is done, Chi and the Ace both meet in the same place, a hallway
that looks like a funhouse. On one end of the hall is a door that is huge. At
the other end is a small door. Walk in either direction and you either get huge
or small.
Ky: I think you
should take one door while I take on whatever’s behind the other. Agreed?
Lewis: Sure. So,
which one do you want?
Ky: I’ll go for
the small door over there. Good luck!
Lewis: Thanks.
See ya later, I guess.
Ky goes behind
door number one. You are automatically controlling Lewis at this point. You go
through the large door, and this castle’s boss, Kamikaze Jester, attacks you. A
full description of this boss and the temple in general will come later when I
go to design the finer aspects of the game. For now, let’s just say you beat
him by dodging the balls he throws at you, which are really Alarums from
earlier in the miniature dungeon. When he throws a Boomerang Alarum, it comes
back and hits him, stunning him for three seconds, in which time you must
strike with your bow. Use a combo move or two to make the battle go faster and
increase your chances of winning. Win the battle, and you’ll find a red bird in
a birdcage: the Flying Ruby.
Before your
battle with this joker, he informs you that Chi has gone through a portal that
brings her back to the past. And after the jester is done for, it seems as if
there’s no way to bring her back…
But as you walk
out of the temple onto the Broken Heartlands, you see a message waiting for you
at the gate. It reads:
Dear Lewis
Dominick,
I left this here a few days ago,
your time. Of course, I had to make sure it would survive the destruction of
Heartlandtown, and I didn’t know how to do that, but if you’re reading this, I
guess that’s not an issue anyway. Lewis, I’ve seen to it that Club Town is safe
for the moment. And I also know how we both got into the future in the first
place: it seems that King Aetre summoned us from the past by using a spell he
found that brings to the future all who are of destiny and all who have a
special power vested in them by a Jack. Now I trust you have two of the four
Jacks: the one from the forest and the one from Hector’s hands. All I was able
to find out from looking in the old Legend Books in the Club Town Library
(unfortunately not available to you at the moment) is that the one in the “safest
of vaults” is in a diamond mine, and the one in the “darkest of lands” is atop
a huge mountain. Get these Jacks and send them to me in the past. How, you ask?
Here is King Aetre’s spell book, in its entirety. Use the Messenger Spell to
send me the Jacks, and all that you have will come safely to me, and I will
proceed to give them to King Aetre. Got it? Good. I’ve left some other notes
around that I think you’ll find helpful. Good luck!
Alexandra Chi
But wait!
There’s something wrong! The spell book she sent you is missing all of its
pages; they must have gone when Heartlandtown was destroyed. There is a clue as
to the pages’ whereabouts, though…
By now you have
hopefully collected some of the Jack’s Feathers. These feathers fall into the
book automatically to form pages of the book. It takes five jacks to fill one
page, front and back, and there is one spell on each side of a page. You
must get all five feathers of a page before that spell is activated for Lewis
to use.
At this point in
the game, you may have gotten up to fifteen jacks (if you’ve been perfect.)
This means you have a possible six spells to begin with (all in all there are
fifty feathers, twenty spells).
*What did we
learn from this story so far? Well, to start with, there must be a specific
purpose to the subquest. In my game, Dominick is required to obtain the Jack’s
Feathers to gain spells, but the basic idea of the feathers, as we will see, is
extracurricular. I’ll explain this later. We also learned, hopefully, that a
sidekick must remain a sidekick, and no more. There comes a point at which the
hero must do most of his thinking for himself. Ky’s notes ensure that she is
still giving advice without becoming too involved or too intrusive on
Dominick’s adventure. Another point is that the second dungeon follows the
format of the first so closely that the same rules apply for both dungeons. The
only thing that really changes from dungeon to dungeon is the difficulty—and I
don’t think I need to write out a set of instructions for that.
Now to explain
what I mean about the Jack’s Feathers being purely extracurricular. In the
spell book, the spell that sends the Jacks to Ky is the last spell in the book.
Most people, when they play the game, won’t get that far into the spell book,
so they’ll never send the Jacks back, but they’ll still win the game. This
Messenger Spell is used to bring about an alternate ending, which is a very
nice addition to any RPG if you can program it in. Do I have you guessing at
the ending yet? If I do, good… very good… I’ve trained you well. If you’re not
guessing at it at all, though, that’s all the better. We’ve just gotten past
the second dungeon, so don’t get ahead of yourself, okay?
In fact, I think
it’d be a good idea to summarize the game so far before we move on, since so
much has happened in the last few sections.
Lewis Dominick
is on an adventure for the Four Jacks, which are all birds trapped in various
places. With the help of Alexandra Chi, daughter to a deceased messenger, he
has gotten two of them: the Flying Emerald and the Flying Ruby. Now, Alexandra
has slipped back into the past, where she has left notes she hopes will help
Lewis on his quest. Working against Lewis are the forces of General Reginald
Dastard, an evil Spade Mountain opponent to the good King Aetre of Diamondland.
To win the game, Lewis must collect the Jacks and defeat General Dastard, thus
restoring peace to the land.
Several elements
of the latter plot have already been revealed, such as Dastard’s weakness at
close range attacks and the legend of those who are “destined.” The questions
arise now as to why Lewis and Alexandra, two seemingly normal people from
ordinary backgrounds, could be considered destined as King Aetre or the departed
King Hector.
Next
time, Part Six: Advancement