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Isometric 3D

4 bytes added, 17:35, 1 October 2011
/* Control and Gameplay */
==Control and Gameplay==
A porjection Projection based environment can be used as 2D or 3D environment/engine.
Because it still have some traditional Horizontal and vertical axis, this projection often stick to the up/down and left/right way to move the Player's sprite. as a result, this projection if more than often only cosmetic : the background looks like 3D but the game and the sprites are clearly 2D.
**'''2D :''' As in most beatBeat'hem 'all like Renegade. Or even some shooters like MagMax. They are indeed 2D games. The vertical axis being only limited to jumps on the X axis (left/right) if available.
**'''3D :''' Pacmania is a complete example of a real '''oblique 3D'''.
To move vertically, you need to jump, otherwise the basic 4 directions really stick to the 2 horizontal plane axis', one of them being "diagonal". This is helped by the rail-roaded railroaded aspect of the labyrinth which prevent any Diagonal to be exploited. As a result, you can jump in X and Z axis.
*'''Isometric :'''
But this leads to a strange and odd impression as the levels are designed in diagonals but the player would instinctively move mostly in up/down/left/right 2D fashion.
 
==List of Amstrad "Isometric" and "Oblique" games :==
4,585
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