One thing that might help is to have a general idea of how far Angela can go
in a single jump. This probably isn't something you'd necessarily want to
actually put in the game, but maybe in the manual. Then again I guess that
would be just another way of taking away challenge. Actually the problem I
have most often is remembering where stuff is. It took me quite a while to
remember where that green key was, so I'd be wandering all over the temple
only to realize I'd just passed right by it. Again, I'll say that if level
1's that exciting I can't wait to see the rest of the game, and let's not
forget Final Conflict. Oddly enough I discovered that after uninstalling a
whole bunch of the programs I'd installed on my mom's computer (it was
actually done in preparation for receiving my Laptop and initially had
nothing whatsoever to do with STFC), the game worked just fine. I'm looking
forward to seeing more of it at a later date.
It ain't pretty when the pretty leaves you with no place to go.
From: Thomas Ward <[EMAIL PROTECTED]>
Reply-To: Gamers Discussion list <[email protected]>
To: Gamers Discussion list <[email protected]>
Subject: Re: [Audyssey] some people don't like challenge
Date: Sun, 25 Jun 2006 23:40:29 -0400
Hi, Charles.
I have noticed that observation as well. That is one reason I don't add
cheet codes, and some things are intentionally left out for a purpose.
When I play GMA's titles say GTC everyone wanted to give out cheats when
I wanted was hints on different approaches to try. Cheating takes away
from agames discovery, trial and error, etc.
In some cases in my games like in Monty I can't give you a specific time
to jump as it really is a hand ear thing. It took me practice as well,
and it was true for the original game for the Atari. The only difference
was you had to see when it was getting to close and jump. This case is
hear and jump.
The spider at the lava pit. Knowing when to jump is key to getting
passed him, and getting over the second lava pit successfully. How do
you gain that knolege? Simple practice.
Charles Rivard wrote:
> I've noticed the Emails being sent asking how to do stuff when playing
Tom's newest demo. People want cheats and hints and tricks already, and it
has been available for, um, how? long?? Part of the fun of a game is
figuring out the game, isn't it?? Think about it--if you were given a file
that told you, step by step, how to beat the game when you first bought it,
and you used that file to beat the game enough times that you could,
figuratively speaking, beat it blindfolded, what would you then do with the
game? Here's an idea for Tom: Create just such a file. Explain, step by
step, how to beat the game, level by level. Each level is a separate file,
and can be purchased for, well, that would be up to Tom, wouldn't it? How
many people would buy it?
>
>
> shepherds are the best beasts
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