![]() ![]() Instead, the game effectively became an interpreter: The game didn't open a dialogue window, the script itself included the code to open a dialogue window, which the game would parse and execute. You also have to deal with changes in coloration and highlighting, for example when you are selecting from a range of options.Įarthbound also had another trick: The dialogue system was not static text. ![]() The text was smaller, with thinner letter shapes, and when one of your characters was dead, the contrast between text and background was alot lower. Ignoring text that is "baked in" to the graphics, the dialogue was much more interactive. With Earthbound, things are much more complex. With Zelda 1 that would indeed work there was not much text in the first place, and the typeface was blocky and easy to detect. I have technical concerns and non-technical concerns with the idea.
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