WhYdOyOuThInKtHaThApPeNeD
02-08-2010, 07:43 AM
Kings Bounty for the Sega Genesis was one of my favorite games. Recently got some emulators to play it again, still very fun. Granted the SG version isn't truly the original but is close enough and has much better graphics and other features than the DOS version. Anyway. I was thrilled to find these new versions TL & AP and that they preserved much of the originals features and unique feel. When I speak of the original I'm referring to the really old school version for DOS & Genesis, not TL vs. AP.
One thing I really liked about the original, the inland lakes and rivers that opened up to the sea. What would be great to see in a KBAP style sequel are really huge continents with inland lakes and rivers that one can sail up from the sea.
The main quest plot for the original could probably easily be added to KBAP with a mod. Player has a large map that is concealed by square sections. Throughout the game parts of the map are found revealing 1 square at a time. The map shows some location anywhere in the whole game world where a hidden item can be dug up. Digging for the item has some sort of cost associated with it so one can't just run around digging everywhere. Could be a special type of dig, perhaps digging deep.
I'm surprised that fairies don't show up till so late in the game though. In the original they were one of the initial starter units and had some of the most movement points of any unit in the game.
The difference seems to be that in AP the races are kept mostly to their own continent even to the degree that early level units are held back even till mid to late game, while in the original it followed a pretty simple form of low level units are found early in the game and the further one progresses the higher the level of units are available, without regard to race or racial continent. I like the AP style of open endedness of exploration and relatively variable availability of new continents as opposed to a purely linear path. Something about the use of fairies early in the game though is nostalgic. Units like werewolves and certain others should be available earlier I think.
The weekly support cost for the army was a fun strategic factor of the original. I like AP's feeling of freedom without that factor but it's also fun with it. I can see how it would make the game more appealing to a wider audience by not having it. In future versions I think it should be an option that one can choose from the start when making a new game, adventure mode with or without weekly income. Both styles should be equally challenging in their own way. I think it would virtually make for 2 totally different games within 1.
The original also had a feature to instant resolve a battle. It was a bit of a trick because you could instant resolve some battles to get a really good victory, so good that even if the battle were played manually there would be no way to achieve that level of success no matter what. Other times the instant resolve provided a terrible outcome.
Any other comparisons, observations, comments from those who played the original for Genesis?
One thing I really liked about the original, the inland lakes and rivers that opened up to the sea. What would be great to see in a KBAP style sequel are really huge continents with inland lakes and rivers that one can sail up from the sea.
The main quest plot for the original could probably easily be added to KBAP with a mod. Player has a large map that is concealed by square sections. Throughout the game parts of the map are found revealing 1 square at a time. The map shows some location anywhere in the whole game world where a hidden item can be dug up. Digging for the item has some sort of cost associated with it so one can't just run around digging everywhere. Could be a special type of dig, perhaps digging deep.
I'm surprised that fairies don't show up till so late in the game though. In the original they were one of the initial starter units and had some of the most movement points of any unit in the game.
The difference seems to be that in AP the races are kept mostly to their own continent even to the degree that early level units are held back even till mid to late game, while in the original it followed a pretty simple form of low level units are found early in the game and the further one progresses the higher the level of units are available, without regard to race or racial continent. I like the AP style of open endedness of exploration and relatively variable availability of new continents as opposed to a purely linear path. Something about the use of fairies early in the game though is nostalgic. Units like werewolves and certain others should be available earlier I think.
The weekly support cost for the army was a fun strategic factor of the original. I like AP's feeling of freedom without that factor but it's also fun with it. I can see how it would make the game more appealing to a wider audience by not having it. In future versions I think it should be an option that one can choose from the start when making a new game, adventure mode with or without weekly income. Both styles should be equally challenging in their own way. I think it would virtually make for 2 totally different games within 1.
The original also had a feature to instant resolve a battle. It was a bit of a trick because you could instant resolve some battles to get a really good victory, so good that even if the battle were played manually there would be no way to achieve that level of success no matter what. Other times the instant resolve provided a terrible outcome.
Any other comparisons, observations, comments from those who played the original for Genesis?