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== Description == |
== Description == |
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− | As the player(s) defeat enemies in rail shooter games, the camera traverses a predefined path. The main ''House of the Dead'' series and ''Vampire Night'', however, have moments where |
+ | As the player(s) defeat enemies in rail shooter games, the camera traverses a predefined path. The main ''House of the Dead'' series and ''Vampire Night'', however, have moments where player decisions can alter the route. |
+ | |||
+ | Events that influence paths have included: |
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* A [[Civilians|civilian]]'s survival or death. |
* A [[Civilians|civilian]]'s survival or death. |
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* The destruction of objects in the environment (trapdoors, locks, statues, control panels, etc.). |
* The destruction of objects in the environment (trapdoors, locks, statues, control panels, etc.). |
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* Manipulating elevator switches by shooting them (''[[The House of the Dead (1996 video game)|The House of the Dead]]'' only). |
* Manipulating elevator switches by shooting them (''[[The House of the Dead (1996 video game)|The House of the Dead]]'' only). |
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+ | * Taking damage from a particular enemy (''The House of the Dead ''only). |
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* Shooting a shining object, like a key (''[[The House of the Dead 2]]'' only). |
* Shooting a shining object, like a key (''[[The House of the Dead 2]]'' only). |
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+ | * Amount of time taken to clear a section of enemies (''[[Vampire Night]]'' only). |
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* Failing certain "controller shake" sequences in ''[[The House of the Dead 4]]''. |
* Failing certain "controller shake" sequences in ''[[The House of the Dead 4]]''. |
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* The player's number of [[lives]] (''[[House of the Dead: Scarlet Dawn]]'' only) |
* The player's number of [[lives]] (''[[House of the Dead: Scarlet Dawn]]'' only) |
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− | Paths can vary in set pieces, difficulty, score potential, [[enemies]] that appear, and even where [[bosses]] can be fought. However, they all lead the same point in the game's story. |
+ | Paths can vary in set pieces, difficulty, score potential, [[enemies]] that appear, and even where [[bosses]] can be fought. However, they all lead to the same point in the game's story. |
=== Route maps === |
=== Route maps === |
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== Development == |
== Development == |
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− | + | ''The House of the Dead ''developer Sega AM1 wanted the branching paths to add replay value and encourage players to discover their preferred routes. The mechanic was originally more complex and influential on the story, with the player able to choose routes when the game began. Ultimately, the mechanic was simplified due to time constraints and the Sega Model 2 arcade hardware's limited data space. Rough maps were designed to plan out the routes.<ref name=":0">"[https://archive.org/stream/Official_Sega_Saturn_Magazine_023/Official_Sega_Saturn_Magazine_023_-_september_1997_UK#page/n58/mode/2up Interview: The House of the Dead]", ''Sega Saturn Magazine'', issue 23, September 1997, page 62.</ref><nowiki/> |
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+ | == Trivia == |
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− | Rough maps were designed to plan out the routes. Throughout ''The House of the Dead''<nowiki/>'s development, the system evolved: it was originally more maze-like and could influence the story, but was simplified for time and system data reasons. Sega AM1 also intended for players to choose paths at the start of the game.<ref name=":0" /> |
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+ | * On the top left-hand corner of ''The House of the Dead 2''<nowiki/>'s route map texture, there is a hidden message: a red fingerprint accompanied by the text "Dream?" |
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+ | * ''The House of the Dead 4''<nowiki/>'s route map has several misspellings ("''Constraction ''elevator", "Station ''attended ''room", etc). |
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== Gallery == |
== Gallery == |
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GameoverMap HotD1.png|''The House of the Dead'' |
GameoverMap HotD1.png|''The House of the Dead'' |
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GameoverMap HotD2.png|''The House of the Dead 2'' |
GameoverMap HotD2.png|''The House of the Dead 2'' |
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− | + | GameoverMap HotD3 second.png|''The House of the Dead III'' |
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GameoverMap HotD4.jpg |''The House of the Dead 4'' |
GameoverMap HotD4.jpg |''The House of the Dead 4'' |
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− | GameoverMap HotD4SP.jpg|''The House of the Dead 4 |
+ | GameoverMap HotD4SP.jpg|''The House of the Dead 4 Special'' |
The House of the Dead Scarlet Dawn – Paths Map.png|Unofficial mock-up for ''House of the Dead: Scarlet Dawn''. |
The House of the Dead Scarlet Dawn – Paths Map.png|Unofficial mock-up for ''House of the Dead: Scarlet Dawn''. |
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VampireNightPathMapScan.jpeg|''Vampire Night'' |
VampireNightPathMapScan.jpeg|''Vampire Night'' |
Revision as of 19:23, 3 September 2020
(Main series and Spin-offs)
Branching paths are a gameplay mechanic in the main House of the Dead series and its spiritual successor, Vampire Night. The mechanic involves nonlinear level designs that are affected by player actions.
Description
As the player(s) defeat enemies in rail shooter games, the camera traverses a predefined path. The main House of the Dead series and Vampire Night, however, have moments where player decisions can alter the route.
Events that influence paths have included:
- A civilian's survival or death.
- The destruction of objects in the environment (trapdoors, locks, statues, control panels, etc.).
- Manipulating elevator switches by shooting them (The House of the Dead only).
- Taking damage from a particular enemy (The House of the Dead only).
- Shooting a shining object, like a key (The House of the Dead 2 only).
- Amount of time taken to clear a section of enemies (Vampire Night only).
- Failing certain "controller shake" sequences in The House of the Dead 4.
- The player's number of lives (House of the Dead: Scarlet Dawn only)
Paths can vary in set pieces, difficulty, score potential, enemies that appear, and even where bosses can be fought. However, they all lead to the same point in the game's story.
Route maps
Upon game over (and game completion, in the case of House of the Dead: Scarlet Dawn), a map of all branching paths is shown. The routes taken are highlighted, with the player characters traversing the map; upon reaching the spot where the game ended, they fall over and die.
The exceptions to this are Vampire Night and The House of the Dead III, the latter of which uses circular icons to mark the player's position; they shed their color when they reach the spot where the player died.
Development
The House of the Dead developer Sega AM1 wanted the branching paths to add replay value and encourage players to discover their preferred routes. The mechanic was originally more complex and influential on the story, with the player able to choose routes when the game began. Ultimately, the mechanic was simplified due to time constraints and the Sega Model 2 arcade hardware's limited data space. Rough maps were designed to plan out the routes.[1]
Trivia
- On the top left-hand corner of The House of the Dead 2's route map texture, there is a hidden message: a red fingerprint accompanied by the text "Dream?"
- The House of the Dead 4's route map has several misspellings ("Constraction elevator", "Station attended room", etc).
Gallery
References
- ↑ "Interview: The House of the Dead", Sega Saturn Magazine, issue 23, September 1997, page 62.