Speaking of examples, we could use some research into what other Game Boy games have done that we can borrow. Play a Game Boy videogame and write up a short description of elements in the game that we can borrow for our games.
There were a couple of elements i found interesting:
Moving characters (potential issue)
Multiple different ways that the game approached moving characters, and this was something that we dismissed earlier as impossible for mobs to move while the character is moving but there may be things that are still possible
Rotating characters
Some trainers would at given intervals face different directions, to trigger a fight scenario
Maybe in this case its not true movement so its able to be done while the player is moving?
“Cutscenes” where if a trainer or character spotted the player, the player would be locked for a moment as the character approached the player and then started talking to the player
In this case, the player is not moving at the same time, and the game pauses to let the other character approach the player, may be another approach
Moving in a fixed pattern, back and forth in a specific area
In certain cities some characters would move back and forth, but not too much to the point it is like “action’ or disrupts the game experience. Rather, some npcs just move like this to simulate them being “alive” kind of
Use of Random
I will just list a myriad of RNG things that the game uses
Tall Grass (and fishing) -> encounter enemies
What pokemon is encountered RNG
What level pokemon is encountered rng
Combat
Crit %
Miss %
Being able to run or not?
Sidequest calls from NPCs (like ralph) who ask to fight again
In-game casino
Generative Grammar storyline elements
Rival choosing the starter which counters you
When NPC interactions change after you finish some story element (squirtbottle at goldenrod city)
Needing certain HMs or TMs to go to the next stage of some area i.e. Surf, Rock Smash, Cut
Soft layering
Level progression required to be strong enough to face the next gym leader, grinding necessary
Offering pokemon that are strategically powerful against the next gym leader at a low level to encourage building that one up (machop)
Items which cost coins which need to be earned by beating other trainers
Interesting Game Mechanics
Level design which requires you to pass tall grass and get annoyed
Bike is a interesting game mechanic, how they let you change your sprite and speed up
Night-time pokemon so its based on your time too
Naming ability and you can name your pokemon
Easter egg like pokemon balls scattered around
Having levels that are previously not completable but you remember to return to them later after you get some level-ups
Speaking of examples, we could use some research into what other Game Boy games have done that we can borrow. Play a Game Boy videogame and write up a short description of elements in the game that we can borrow for our games.