I should also add that I will upload it only if James doesn't mind... Or 
care. If he does, well then... Nope, sorry... Otherwise I'll upload it.
----- Original Message ----- 
From: "Yohandy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, January 15, 2006 7:12 PM
Subject: Re: thanks, James - Re: audyssey: demo of monty


> Wow cool! I'd love to check it out.
>
> ----- Original Message ----- 
> From: "Jason" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Sunday, January 15, 2006 7:32 PM
> Subject: Re: thanks, James - Re: audyssey: demo of monty
>
>
>> I'm not sure, but I think I might have the ancient concept demo around
>> here
>> somewhere... Heh. If enough people want it I can upload it somewhere.
>>
>> ----- Original Message ----- 
>> From: "Charles Rivard" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Sunday, January 15, 2006 5:37 PM
>> Subject: thanks, James - Re: audyssey: demo of monty
>>
>>
>>> Monkey Business started out to be a concept demo?  Based on this, any
>>> thoughts on the concept demo you currently offer?  Also, thanks for the
>>> explanation on why raceway hasn't, and this is the key word, yet!, been
>>> released.  It lends insight to those who did not know how you do things.
>>> I
>>> think there are two sides to the issue from the standpoint of game
>>> players.
>>> If you had released the games as they were, I would think, "Sheesh!  I
>>> paid
>>> money for this?  It's not what I figured it would be.  It sort of 
>>> reminds
>>> me
>>> of Grizly Gulch.  There's no replay value.  I don't think I'll be buying
>>> any
>>> more of this guy's games based on this one."  If the game doesn't come
>>> out,
>>> and I wait and wait and wait, I'm thinking "Where's! that! game!!  It's
>>> been
>>> 2 years since I ordered it!  Jeez!"  When the game does come out, I
>>> think,
>>> "I'm glad I waited!  An awesome final product!  I think I'll get the 
>>> next
>>> one when I can.  It'll be worth the wait.  I know, because this one sure
>>> was
>>> worth it."  I do hope others see it this way.  Thanks again.
>>> ----- Original Message ----- 
>>> From: "James from Alchemy" <[EMAIL PROTECTED]>
>>> To: <[email protected]>
>>> Sent: Sunday, January 15, 2006 3:14 PM
>>> Subject: RE: audyssey: demo of monty
>>>
>>>
>>>>
>>>> Hi, Figure (or, was it Sarah?  Can't recall..)
>>>>
>>>> Well, I think maybe a lot of time away from the community and the lack
>>>> of
>>>> pressure by developing behind-the-scenes is potentially the only thing
>>>> that
>>>> could give me enough time to become genuinely re-interested in it.
>>>>
>>>> While I owned ESP Softworks, I really went out of my way to be an 
>>>> active
>>>> member of the community and I was pretty visible.  Once I started
>>>> Alchemy,
>>>> I
>>>> wasn't so visible or available.  Both ways about it had its own set of
>>>> problems.
>>>>
>>>> Part of my problem with the games is that I tend to not know when to
>>>> stop
>>>> adding onto a game because every time I see the opportunity or 
>>>> potential
>>>> to
>>>> improve what I'm developing, I do it.  It makes the product better, but
>>>> unfortunately, drags the release on and on and on..
>>>>
>>>> For example, when I wrote Monkey Business, it was never intended to be 
>>>> a
>>>> game.  It was only supposed to be a single area where people ran around
>>>> and
>>>> caught monkeys.  Basically, an accessibility test.  The beta testers 
>>>> did
>>>> extremely well with it and so I began adding all sorts of things onto 
>>>> it
>>>> until I realized that, out of nowhere, I had this game.  I was even 
>>>> told
>>>> that after what it'd evolved into that I'd *better* release it because
>>>> otherwise they'd never know how the 'game' ended.
>>>>
>>>> Likewise with Monty.. the original idea was simply to make an 
>>>> accessible
>>>> version of the old classic, but has since then has become much more.
>>>> The
>>>> original game only had a handful of monsters--spiders, skulls, and
>>>> snakes--and, aside from the rolling skulls, the only other moving
>>>> element
>>>> in
>>>> the game were the conveyor belts (which moved you).
>>>>
>>>> Poles, ropes, gems, conveyor belts, platforms, electric fields, swords,
>>>> fire
>>>> pits, doors, keys and torches were about it for the game.  The game 
>>>> play
>>>> was
>>>> rather simple.. jump over the monsters, grab gems, and find keys to 
>>>> open
>>>> doors.
>>>>
>>>> If you've read through the manual, yet, you can see that my simple
>>>> accessible conversion has turned into another major incarnation.
>>>>
>>>> With Raceway, sure I could've stopped with keyboard control and stereo
>>>> sound, but after seeing steering wheels with force feedback at the 
>>>> store
>>>> one
>>>> day, I decided because it was possible that I would add it.  And,
>>>> because
>>>> it
>>>> was possible to make it graphical at the same time as accessible, I
>>>> began
>>>> adding that, too.  I mean, why just push a key to start the car and
>>>> steer
>>>> back and forth with the arrow keys?  We already have that with Jim
>>>> Kitchen's
>>>> Mach 1.  I'd rather push a button on the steering wheel and feel the
>>>> engine
>>>> start while holding onto the steering wheel, feel the weight of the car
>>>> pull
>>>> the wheel through turns, it moving back and forth against your grip
>>>> while
>>>> you're spinning out, or slam to the side in a head on crash into a 
>>>> wall.
>>>> Analog gas and brake pedals.. that's what I'm talking about! *grin*
>>>>
>>>> And, as those ideas were implemented or began being implemented, I
>>>> updated
>>>> the product page and described the new features in the update list.
>>>> Needless to say, Raceway became something very complex and wasn't a
>>>> project
>>>> that Adora was likely to finish or finish well at the time, so after
>>>> requests from several customers for me to take it back and finish it 
>>>> the
>>>> way
>>>> it was meant to, I did.
>>>>
>>>> Of course, things occurred during the time I didn't have it.. like Max
>>>> and
>>>> Monty.
>>>>
>>>> Anyway, that's just the way I work.  I can apologize over and over for
>>>> it,
>>>> but that's just the way it is.  It's not like I'm a fly-by-night
>>>> developer
>>>> who came, promised the world, and then took off with everyone's money.
>>>> I'm
>>>> still here and I'm still developing on a promise made.  And, that's the
>>>> only
>>>> promise that can be counted on.. that whoever orders a game from me 
>>>> will
>>>> get
>>>> the absolute best I can give and they will receive it.  As to when,
>>>> well..
>>>> buy a Magic 8 Ball from Wal Mart and they can ask it. *smile*
>>>>
>>>> - James
>>>>
>>>> -----Original Message-----
>>>> From: [email protected] [mailto:[EMAIL PROTECTED]
>>>> On
>>>> Behalf Of FigureInTheCloak
>>>> Sent: Sunday, January 15, 2006 12:58 PM
>>>> To: [email protected]
>>>> Subject: Re: audyssey: demo of monty
>>>>
>>>> I'm really, really, really sorry to hear that all the bitching on this
>>>> list
>>>> has caused your spirit to no longer be in the creation of accessible
>>>> games.
>>>> That constitutes a tragedy, both for you who have had something you 
>>>> once
>>>> loved killed by people being miserable, and for us who will loose out 
>>>> in
>>>> the
>>>>
>>>> number and probably quality of games produced.  Because how can you
>>>> produce
>>>> a really top quality accessible game if your heart's not in it?  As
>>>> someone
>>>> else, it might even have been you yourself, pointed out, sure, they
>>>> might
>>>> be
>>>>
>>>> technically up to standard, but they will have lost that special
>>>> something
>>>> that is reflected in a product which is truly a labour of love.  God
>>>> knows
>>>> there are few enough people developing accessible games, it is really
>>>> stupid
>>>>
>>>> and, I'm sorry about the expression, but, short-sighted of us to drive
>>>> one
>>>> of those few away with petty complaining.  OK, sure.  I'm as broke as
>>>> any
>>>> of
>>>>
>>>> you.  God knows I don't have tons of cash to throw around preordering
>>>> products which then don't arrive.  But, as again has been already
>>>> pointed
>>>> out, we're not dealing with huge corporations who are out to rip us 
>>>> off.
>>>> We're dealing with small, one-person, on-a-shoestring companies being
>>>> run
>>>> by
>>>>
>>>> individuals out of there spare time, simply for the love of doing it;
>>>> and
>>>> they give us freequent updates of what's going on in the developement 
>>>> of
>>>> their games, and good, precise reasons why they're held up; a kind of
>>>> explanation and communication, I might add, that you would not get from
>>>> a
>>>> larger corporation.  What more can we ask for?  I'll say it again, it 
>>>> is
>>>> truly a tragedy to see someone's love of doing this killed by such 
>>>> petty
>>>> stupidity.
>>>>
>>>> James.  Is there anything the rest of us can do to help you get your
>>>> heart
>>>> and spirit for it back?
>>>>
>>>> ----- Original Message ----- 
>>>> From: "James from Alchemy" <[EMAIL PROTECTED]>
>>>> To: <[email protected]>
>>>> Sent: Sunday, January 15, 2006 3:09 PM
>>>> Subject: RE: audyssey: demo of monty
>>>>
>>>>
>>>>>
>>>>> Ah, good.
>>>>>
>>>>> Well, since Brenda can't seem to keep her dislike of me under
>>>>> control--or,
>>>>> perhaps she's just generally a hostile and miserable person since she
>>>>> appears to dislike several other members as well--I'll hang around
>>>>> until
>>>>> the
>>>>> demo is posted and then I'll catch those who are genuinely interested
>>>>> in
>>>>> the
>>>>> games on the Alchemy lists in a few days.
>>>>>
>>>>> It's obvious that Brenda can't just "let it go" even after her public
>>>>> apology and unprofessional list conduct.  I get a feeling that she 
>>>>> felt
>>>>> sleighted having to do that with her "I  wasn't the only one wrong; 
>>>>> but
>>>>> that
>>>>> does not justify my action." predication on Friday and only did so to
>>>>> appease.
>>>>>
>>>>> Many would say that I've been unprofessional in either my responses 
>>>>> and
>>>>> in
>>>>> conducting my business affairs where pre-ordering is concerned and I
>>>>> openly
>>>>> admit so.  Even entering my sixth year into this, I'm still finding
>>>>> there's
>>>>> no good way to balance work, personal life, and writing accessible
>>>>> games
>>>>> on
>>>>> the side while keeping all happy.  I've tried and I have failed.  In
>>>>> learning so, Max will be the last game that's pre-orderable and, if
>>>>> titles
>>>>> are to be produced after its eventual release, they will be done so
>>>>> quietly
>>>>> and under lock and key.  If they're late by my schedule or never 
>>>>> ending
>>>>> up
>>>>> seeing the light of day, then they will have come and gone without 
>>>>> ever
>>>>> being missed.  In a way, since my heart truly isn't in this anymore,
>>>>> the
>>>>> bickering and prodding has actually been the only resolve to finish 
>>>>> the
>>>>> games I've started except to fulfill the expectations and faith that
>>>>> others
>>>>> have had.
>>>>>
>>>>> They are the ones who have the right to moan, not the Brenda's and
>>>>> Will's
>>>>> of
>>>>> the community who apparently have nothing better to do than egg people
>>>>> on.
>>>>> I can't say for Will, but I know first-hand that Montezuma's Revenge 
>>>>> is
>>>>> not
>>>>> Brenda's cup of tea.  And, since her interaction with the community
>>>>> on-list
>>>>> is rather rude, hostile, and sarcastic, I doubt her intentions are
>>>>> advocating for the masses.
>>>>>
>>>>> It's easy to rattle off the names of those few who really spoil this
>>>>> list--people like Will, Shaun, and Brenda--and, I doubt many would
>>>>> disagree.
>>>>> Thankfully, Brenda doesn't usually offer much, but when she does it's
>>>>> usually to admonish, lash out because the post annoys her, or plays
>>>>> control
>>>>> freak.
>>>>>
>>>>> So, as of the release of the demo, I'm unsubscribing to this list.
>>>>> When
>>>>> it
>>>>> can find a more pleasant moderator in addition to Kevin, I'll consider
>>>>> giving it another shot.  You can be sure information that's 
>>>>> distributed
>>>>> via
>>>>> the Alchemy update list will find it's way on here by others that are
>>>>> doing
>>>>> the list a favor, but it'll always come last and second-hand in the
>>>>> future.
>>>>>
>>>>> It's just not worth the time debating what, when, how, did, didn't, 
>>>>> and
>>>>> which day is the last day of the week and what didn't happen.  What
>>>>> didn't
>>>>> happen is irrelevant.  Today is today and it's forward we go.
>>>>>
>>>>> So, to the future and accessible gaming!
>>>>>
>>>>> Best wishes,
>>>>>
>>>>> James
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> -----Original Message-----
>>>>> From: [email protected] [mailto:[EMAIL PROTECTED]
>>>>> On
>>>>> Behalf Of James from Alchemy
>>>>> Sent: Sunday, January 15, 2006 11:10 AM
>>>>> To: [email protected]
>>>>> Subject: RE: audyssey: demo of monty
>>>>>
>>>>>
>>>>> *yawn*
>>>>>
>>>>> So, it looks like I'm on moderated status once again...
>>>>>
>>>>> -----Original Message-----
>>>>> From: [email protected] [mailto:[EMAIL PROTECTED]
>>>>> On
>>>>> Behalf Of brenda green
>>>>> Sent: Sunday, January 15, 2006 11:01 AM
>>>>> To: [email protected]
>>>>> Subject: Re: audyssey: demo of monty
>>>>>
>>>>> James, until last week you were saying the game would be released. On
>>>>> January 12, 2006 you said the demo would be available for download
>>>>> since
>>>>> you
>>>>>
>>>>> were unable to package the game and demo as one release. Until that
>>>>> point,
>>>>> you were saying the game and demo were one package and it would be
>>>>> available
>>>>>
>>>>> for release, first at the end of the year (2004), then a couple of 
>>>>> days
>>>>> were
>>>>>
>>>>> needed, then last week at the end of the week and now you're saying
>>>>> just
>>>>> the
>>>>>
>>>>> demo will be released some time today. Is this right?
>>>>>
>>>>> Yes, you have said there is a problem with the registration of the 
>>>>> game
>>>>> but
>>>>> isn't that the same thing you said was the reason the game didn't ship
>>>>> in
>>>>> December 2003, yes I said 2003?
>>>>>
>>>>>
>>>>>
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