Talk:Hocus Pocus

There's a prototype of this game floating around the internet, in case you are curious. --From: divingkataetheweirdo 19:53, 31 August 2012 (EDT)

Level Maps
Since Hocus Pocus alters its level maps dynamically, I'm wondering how that should be handled in a static image. There are three ways in which maps can be altered: There are five ways I can think of to handle this: What do you think? MainMemory (talk) 11:44, 27 January 2014 (EST)
 * Setting a series of switches to the correct order or putting a key in a keyhole may cause part of the high plane to be erased, allowing you to pass through and revealing any items on the low plane.
 * Setting a series of switches to the correct order or putting a key in a keyhole may cause tiles to be transferred to the high plane from a secondary high plane map, making stairs or platforms to appear.
 * Shooting the level's designated "shootable" tile will cause the tile on the high plane to be erased, allowing you to pass through and revealing any items on the low plane.
 * Just put the low and high planes together and call it a day. Example
 * Put the low, high and secondary high planes all together. (E1L1 doesn't have unique data for the secondary high plane)
 * Have all three planes visible separately. Examples: Low High
 * Have two maps: a "before" map, with just the low and high planes, and an "after" map, with all the appropriate tiles added or removed based on the level's events. Examples: Before After
 * Have one map, with all the tiles that are added or removed rendered with 50% transparency. Example