
Players assume the role of Jack the WorldRunner, a wild "space cowboy" on a mission to save various planets overrun by serpentine beasts. When the 3D mode is selected, the game uses computer image processing techniques to combine images from two slightly different viewpoints into a single image, known as anaglyph images. To view the game in 3D, players had to use the included pair of cardboard glasses. To enter or exit 3D mode, players would press the select button. and It was the first of three games by Square to feature such an option. Part of the appeal and selling point of WorldRunner was its "3D mode". In this screenshot, the "3D mode" has been activated.ģD red cyan glasses are recommended to view this image correctly. Jack's basic actions consist of jumping, used to dodge canyons and enemies, and firing collectible missiles of various types to destroy enemies. When fighting Serpentbeasts at the end of each world, the player is capable of moving Jack freely in all directions. The player is also allowed a degree of limited horizontal movement. A status bar at the bottom of the screen displays the player's score, the time counter, the world number, the world quadrant, the number of bonus stars (items that increase the player's score count) collected by the player, and the number of lives remaining.īecause the game is set against a constantly scrolling screen, Jack's movement cannot be stopped, but the player can speed up or slow down Jack's pace. At the end of each world's last quadrant is a serpentine creature which must be defeated to advance. In each quadrant, the player can find pillar-like columns that house power-ups, objects that are beneficial or add extra abilities to the game character such as temporary invincibility or laser missiles. Each world is divided into different quadrants, and the player must pass through each quadrant before the time counter on the bottom of the game screen reaches zero. Īs Jack, players make their way through eight worlds, battling hostile alien creatures such as blob monsters and leaping over bottomless canyons. 3-D WorldRunner incorporates a distinct third-person view, where the camera angle is positioned behind the main character. WorldRunner features many sprite-based elements that are typical of a forward-scrolling rail shooter game, where the player focuses on destroying or dodging onscreen enemies against a scrolling background. WorldRunner battles Menacing Meanies in the first world All would later rise to fame as core members of the team behind the popular Final Fantasy role-playing video game series. WorldRunner was designed by Hironobu Sakaguchi and Nasir Gebelli, and composed by Nobuo Uematsu. It was also notable for being one of the first stereoscopic 3-D games.
DARK RUNNER BATTLE FREE
3-D WorldRunner was an early forward-scrolling pseudo-3D third-person platform-action game where players were free to move in any forward-scrolling direction and had to leap over obstacles and chasms. įor its time, the game was technically advanced the game's three-dimensional scrolling effect is very similar to the linescroll effects used by Pole Position and many racing games of the day as well as the forward-scrolling effect of Sega's 1985 third-person rail shooter Space Harrier. It was later ported to cartridge format and published by Acclaim for the Nintendo Entertainment System. The 3-D Battles of WorldRunner (shortened to 3-D WorldRunner on the North American box art), originally released in Japan as Tobidase Daisakusen, is a 1987 third-person rail shooter platform video game developed and published by Square for the Family Computer Disk System.
