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Changed line(s) 34 (click to see context) from:
* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies do not respawn after re-entering the levels.
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* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which (which lead to levels that do not always follow numerical orders)or order) or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies do not respawn after re-entering the levels.
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Changed line(s) 36 (click to see context) from:
* PreexistingEncounters: The enemies move around the map of a level, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, waiting for the players' encounter with them.
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* PreexistingEncounters: The enemies move around the map of a level, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, rooms, waiting for the players' encounter with them.
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Changed line(s) 34 (click to see context) from:
* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does not respawn after re-entering the levels.
to:
* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does do not respawn after re-entering the levels.
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Changed line(s) 34 (click to see context) from:
* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does not respawn after re-entering the levels.
to:
* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to.to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does not respawn after re-entering the levels.
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Changed line(s) 34 (click to see context) from:
%%* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre.
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Changed line(s) 36 (click to see context) from:
* PreexistingEncounters: The enemies move around in map, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, waiting for the players' encounter with them.
to:
* PreexistingEncounters: The enemies move around in map, the map of a level, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, waiting for the players' encounter with them.
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Changed line(s) 36 (click to see context) from:
%%* PreexistingEncounters
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