The problem I find with audio games that doesn't exist in mainstream games
is the fact there's no velocity sensitivity when pressing buttons. Meaning
you can press the keys as hard or softly as you want and it won't make the
slightest difference for jump distances etc. in mainstream platforming games
sometimes you need to press and hold down the button if you're doing a
really high jump. we don't have such control for audio games. is this
because this wouldn't be possible to do on a keyboard? Also you guys mention
ledges hanging out above the lava. I'd so love to see something like this in
an audio game. this is definitely something sighted folks had to worry about
when playing. in games like supermario there were also levels where you had
various platforms that appeared above lava or pits or such similar hazards
that would disappear if you didn't get across them fast enough. some levels
even had a whole bunch of them that you had to make it through in succession
without falling to your doom. These types of things is what I'd love to
experience in an audio game.
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 11:10 AM
Subject: Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version
1.2.
Hi Clement,
In Monte there were ledges hanging out above the middle of the lava
pits you could jump onto and then use them to jump safely to the next
ledge etc. They weren't exactly in the lava, but hanging out above the
lava. Make sense?
Cheers!
---
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