BenSkywalker
Regular
I remember something like Pitfall, being a side level things, that was on Atari. The other one was my fav for Atari, I think the title was Hero. It involved some shooting and blowing up wall. Then there is the Arcade, I remember playing quite abit of side scrolling game, like Kung-Fu.
Pitfall moved you from 'level' to 'level', it didn't really have scrolling involved. IIRC, didn't Kung-Fu Master hit the arcades after SMB was launched?
What radical departure did Tekken made from VF ?
3D had already been done, the difference for VF was making a fighting game out of it. The biggest difference to me between the originals in both series was speed. VF felt way too sluggish IMO(not that Tekken was great in that aspect, but much better then VF IMO).
We had free roaming in many 3D flight sim games for PC.
We did? IIRC it wasn't until 1999 that the first fully 3D flight sim hit. I know they had psuedo 3D prior to that(dating back ages actually) but the terrain was just a hack and didn't calculate properly.
Beside corridor games were spawned from those Wolfenstain and Doom. As far I as I know, Corridor style was more to do with hardware limitation at the time. They didn't have N64 before than you know.
I didn't mean corridor in the strictest sense of the word. The original Crash was in 3D, a very limited and confining 3D that was akin to being stuck in a corridor. You could move up or down as much as you wanted, or left or right as much as you wanted in a particular area but not in any direction at one point.
Like Miyamoto said, he didn't start with a core level mechanics. He created the underlying mechanic first, than create core level around that. Its too bad many games doesn't have the underlying mechanics to start with and just copy what they can see at the core level design.
The underlying mechanics frequently require entirely new core mechanics to work however. SM64 couldn't have worked under any other engine that was around at the time as a singular example.