Hi Michael,
I was googleing Montezuma's Revenge and ran across this description of the 
original game:
I found Montezuma's Revenge
a major coordination/memory challenge that sparked a fierce competition 
between my brother and I. He finally won out. For those of you who have 
never seen
it, the last level is played completely in the dark. Alas, this was my 
brother's triumph and not my own.

Sounds like a level for a blind person to play!
But if Tom was true to the game how would you create the same effect?
I can think of one way, to remove the object descriptor from the level.
This is when you use the shift key in coordination with one of the direction 
keys and it describes what is there.
Phil


----- Original Message ----- 
From: "michael feir" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, March 12, 2006 11:13 AM
Subject: Re: audyssey: New Monty Trailor.


> Nice to know I'm not the only one who thought she sounded a bit on the
> desperate and wimpy side. It reminded me very much of listening to the
> Tennis matches my father used to watch where the players would always 
> grunt
> seeming whenever they did anything other than merely breathe.
>
> What concerns me far more than the merely cosmetic change in sound effects
> is the increasingly likely prospect of the game play being changed to the
> point where it can no longer be fairly called Montezuma's Revenge. The
> changes James made to it nudged it about as far as one could properly go
> while still staying faithful to the original. James was focussed on
> delivering the best product he ultimately could and then calling it quits.
> Tom, on the other hand, is on his way into the industry and needs to make
> his mark. Now that Tom's taken up the torch, it's going through a second
> instance of a new developer wanting to put his own stamp on the ultimate
> result. Unfortunately, while James was inspired by the original 
> Montezuma's
> Revenge, Tom has at least played the original but seems just as inspired 
> by
> Tomb-raider whose game play and mechanics are entirely different than 
> Monty.
> For the majority of people, that likely won't matter since they have no
> conception of the actual original game. For me, it does matter for reasons
> I've already gone over. It also matters for another reason which I may not
> have elaborated on as much. Once the full product comes out, the industry 
> as
> a whole will have something they can have people actually compare to the
> original game. Sighted people will be able to play the original Monty and
> then intuitively grasp how we can play the game with sounds. It won't be a
> case of comparing apples to oranges. New prospective sighted developers 
> can
> have a very clear example of how a game of that calibre can be made
> accessible.
>
> I have every confidence that what Tom eventually comes out with will be a
> fun game. The sidescroller/platformer genre of game holds a lot of
> possibilities for blind people since it's primarily two-directional and
> thereby lends itself to good sound translation. I very much look forward 
> to
> developers pushing the envelope and including many elements that early
> sidescrollers like Monty didn't have. However, I've been waiting, fighting
> for and dreaming of playing the original game or something as close as
> possible to that since childhood. That's ultimately what I'd like from
> Monty. Having said that, I certainly wouldn't hold it against Tom if he
> decided to make lots of changes provided he makes it clear that that's 
> what
> he's ultimately going to do. In that case, the game name should be changed
> so that people don't expect to get Classic Coke and find out they've
> actually gotten New Coke.
>
> Michael Feir
> Creator and former Editor of Audyssey Magazine
> 1996-2004
> E-mail: [EMAIL PROTECTED]
>
> ----- Original Message ----- 
> From: "Chris Frahm" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Sunday, March 12, 2006 9:50 AM
> Subject: Re: audyssey: New Monty Trailor.
>
>
>> Hi.
>> I love the trailer though I have no concept as to what the sounds are in
>> corrolation to.  I only have one critisism and that people will most
>> probably disagree with.  In the gaming industry, most games are male
>> oriented.  Or if they have females, they are either.
>> a. sexy
>> or
>> b. very feminine (feminine being society's notion of what a "good" woman
>> is)
>> Sorry, I'm reading a lot of femininist books right now, but the girl when
>> she jumps sounds....uhh...wimpy.  If she's an intreped archiologist
>> following her feminine soul wouldn't she sound more brave, adventuresome
>> something?  Not manly...just stronger or more robust or something like
>> that.
>> I don't know how to put it. *shrugs*
>> I'm not meaning to critisize so don't take offense, please.  Just a
>> thought.
>> Plus I think I'm one of the only women on this list...most games are made
>> for men it seems like to me.
>>
>> At any rate, please give me your thoughts and I didn't mean to flame or
>> anything.
>> Much love,
>> Chrissie
>> ----- Original Message ----- 
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Saturday, March 11, 2006 7:26 AM
>> Subject: audyssey: New Monty Trailor.
>>
>>
>>> Hi list,
>>> Yesterday I created a totally new trailor for Montezuma's Revenge
>>> featuring the new game, and what the USA Games version will be like. If
>>> you want to take a listen go to
>>> http://www.usagames.us
>>> and click the downloads link. From there it is in the audio trailors
>>> section. Let me know what Y'all think.
>>> Smile.
>>>
>>>
>>>
>>>
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>>>
>>
>>
>>
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>>
>>
>>
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>
>
>
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