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Reverse Engineering of Pokémon Red

Reverse Engineering of Pokémon Red

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Published by Chris Walden
We were told to reverse engineer the design document of a game of our choice. I say choice, what choice did I have when such a game begs to be done!

If you have any questions or wish to get in contact with me for any projects, email me on christopher.walden (at) hotmail.com. You can also visit my website at www.chriswalden.co.uk.
We were told to reverse engineer the design document of a game of our choice. I say choice, what choice did I have when such a game begs to be done!

If you have any questions or wish to get in contact with me for any projects, email me on christopher.walden (at) hotmail.com. You can also visit my website at www.chriswalden.co.uk.

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Published by: Chris Walden on May 01, 2010
Copyright:Attribution Non-commercial

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05/20/2013

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Christopher Walden 08002952 Games Design 1A- 1 -
Games Design 1A:Reverse Engineering of a DesignDocumentDesign Documentation for
P
okémon RedChristopher Walden08002952
 
Christopher Walden 08002952 Games Design 1A- 2 -
Document Contents
1.0
 
 ± 
Game Concept1.1
 
Intro1.2
 
Genre1.3
 
Platform2.0
 
 ± 
Game Mechanics2.1
 
Core Game Play2.2
 
Battling in the Wild2.3
 
Battling with Trainers2.4
 
Battling in the Safari Zone2.5
 
Status Afflictions2.6
 
Levelling Up and Evolution2.7
 
Types, Advantages and Disadvantages2.8
 
Game Rules2.9
 
Actors2.9.1
 
Environment2.9.2
 
World Objects2.9.3
 
 Non-Competitive Characters2.9.4
 
In Battle Actors2.9.5
 
Trainers2.9.5.1
 
Standard Trainers2.9.5.2
 
Rival Battles2.9.5.3
 
Gym Leaders2.9.5.4
 
Elite Four 2.9.6
 
Comprehensive Pokémon Details and Stats2.10
 
Progression2.10.1
 
Game Flow2.10.2
 
Attack List2.10.3
 
Rule Bending and Abnormal Attacks2.10.4
 
Modes of Play2.10.5
 
Scoring2.10.5.1
 
Points2.10.5.2
 
Collectibles2.10.5.3
 
Life Management2.10.6
 
 Navigation2.10.7
 
Methods of Travel3.0
 
- Interface3.1
 
Interface Flow Chart3.2
 
Game Flow By Screen3.3
 
Controls3.3.1
 
In-Game Menus3.3.2
 
World Map3.3.3
 
Battle Screen3.3.4
 
Coin Machine4.0
 
- Style4.1
 
Graphics4.2
 
Music and Sound Effects4.3
 
Story Synopsis
 
Christopher Walden 08002952 Games Design 1A- 3 -4.4
 
Script Sample5.0
 
- Levels Overview5.1
 
Pallet Town5.2
 
Route 15.3
 
Viridian City5.4
 
Route 25.5
 
Viridian Forest5.6
 
Pewter City5.7
 
Route 35.8
 
Mt Moon5.9
 
Route 45.10
 
Cerulean City5.11
 
Route 24 and 255.12
 
Route 55.13
 
Route 65.14
 
Vermillion City6.0
 
- Options7.0
 
- Support Documentation7.1
 
Competitive Analysis7.2
 
Staff Credits7.3
 
Blob Diagram
Ga
me Concept
Intro
Pokémon (short for pocket monsters) Red Version is a role playing game for theGameboy handheld system, where players capture a team of six monsters toeventually become the strongest pokémon trainer in the game.
Ge
nr 
e
 
Pokémon Red Version is a role playing game seemingly similar to games such asMother and Dragon Quest. However, the game features the ability to hold ³one onone´ battles with up to teams of six, and also be able to pick different combinations of monsters from the 151 available. The game also features an in-depth and detailedstoryline, akin to many great adventure games like The Legend of Zelda and FinalFantasy. Due to the nature of many attacks and abilities in-game, Pokémon is alsoheavily strategy based.
Platform
Pokémon Red Version has been created specifically for the Gameboy system, both for  being a handheld console, as well as the ability to connect to a friend¶s game via the Nintendo Link Cable port, and play co-operatively. No other system on the markethas these capabilities, and with the rare ability of multi-console multi-player, thegame will benefit from word of mouth.

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