It depends on how you execute them, really. For all intents and purposes, the auto-scrolling part of the fight is just an aesthetic that shouldn't affect the actual boss's attack patterns; It only affects the player's movement.
When creating a boss room, a strategic question should be asked: How would increasing the game's resolution affect the boundaries? If yes (which is always the case with invisible walls), then you should add proper boundaries. Taxman had to do this for Spring Yard's boss in the Sonic 1 remake, since otherwise Sonic would be free to stand outside the bridge for the whole fight (which he couldn't do on the Genesis due to the smaller resolution).
On a related note, it may be worth experimenting with large, enclosed boss rooms that take up more than a single screen. I can see some good benefits to creating a boss fight that takes place in a room much larger than the screen, including freedom of movement and more versatility in how to approach and attack the boss. Collision Chaos from Sonic CD and Casino Night from Sonic 2 spring to mind. The latter is actually a really good example of a boss room that doesn't feel so restricting since you can spindash up the walls and ceilings and stuff; It feels like an arena that Robotnik has intentionally trapped you in rather than the game forcefeeding you into a boss battle.
When creating a boss room, a strategic question should be asked: How would increasing the game's resolution affect the boundaries? If yes (which is always the case with invisible walls), then you should add proper boundaries. Taxman had to do this for Spring Yard's boss in the Sonic 1 remake, since otherwise Sonic would be free to stand outside the bridge for the whole fight (which he couldn't do on the Genesis due to the smaller resolution).
On a related note, it may be worth experimenting with large, enclosed boss rooms that take up more than a single screen. I can see some good benefits to creating a boss fight that takes place in a room much larger than the screen, including freedom of movement and more versatility in how to approach and attack the boss. Collision Chaos from Sonic CD and Casino Night from Sonic 2 spring to mind. The latter is actually a really good example of a boss room that doesn't feel so restricting since you can spindash up the walls and ceilings and stuff; It feels like an arena that Robotnik has intentionally trapped you in rather than the game forcefeeding you into a boss battle.
This post has been edited by Strife: 15 August 2013 - 04:24 AM


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