HI Clement, I'm curious why you're saying that Audio Quake was 'too lucky?"
The original (pre-Jedi Quake) version is Quake itself with only the adaptive features in place to allow VI players to play the game. Can you clarify your comments a bit for me? I ask as the first-person 3D genre is obviously a pet interest of mine. ;) So I'm curious to hear more feedback on how this has worked for other VI players. thanks so much! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 1:48 AM, Clement Chou <[email protected]> wrote: I definitely agree. As fun as Troopanum and Pacman talks are, the inovations that James came up with and the way he executed them are unique and shouldn't be underestimated. As I already said, his blueprint for Max Shrapnel and Montazuma's Revenge were two of my dream games and Max still is. I'm still hoping it will be fashioned in one form or another, maybe not as max shrapnel, but as a multiplayer shooter that is more complicated than simply point and shoot. Of all the games I've played and seen played, the ones I've always wanted in on were multiplayer first-person shooters. Sadly, that's never come to fruition in anything even close to resembling how complicated a shooter culd be. Audio Quake and Road to Rage are good foundation points... but both those games are far too simple to play and far too lucky. Road to Rage, made by Ghorthalon on the audiogames forum, for all its amazing sounds and high action, is not complex nearly to the degree that Max Shrapnel probably would've been let alone something like Unreal tournament. It's far too easy to just stand there and shoot and eventually hit something. But I digress. James North's contributions are definitely still missed by me.. especially as I got to know him a little more personally in the last year or so when he was around. His games are still some of my favorite ones to play. ----- Original Message ----- From: "Thomas Ward" <[email protected]> To: "Gamers Discussion list" <[email protected]> Sent: Saturday, May 04, 2013 1:41 AM Subject: Re: [Audyssey] Mysteries of the Ancients Considerations > Hi Clement, > > Exactly. The mouse demo was suppose to give gamers an idea of how Max > Shrapnel was to be controlled, and to give them a little practice > using the mouse as Max Shrapnel was to be largely played using the > mouse much like Swamp is today. Of course, I remember people wined > and complained about lack of keyboard support back then as they did > with Che over Rail Racer and Jeremy over Swamp until a majority found > out they actually liked it. Lol. > > Anyway, I think a lot of people forget what a great innovator James > North really was. He created Alien Outback before Justin and Dan came > out with Troopanum. He came out with Dynaman before Phil came out with > Pac-Man Talks for Windows. He created Monkey Business and I think it > was the very first attempt at an audio FPS game. He wrote Pinball > Classic and it still remains only one of two pinball games for the > blind. He came out with his rendition of Montezuma's Revenge in 2004 > which is the very first audio 2d side-scroller with a vertical and > horizontal axis of movement. Shall I continue? > > The point is James North created a lot of firsts, and this community > would be a lot worse off without his contributions. Oh, sure Troopanum > would have come along, and I'm sure Phil would have released Pac-Man > Talks for Windows as he did. Someone would have come up with a 2d > side-scroller eventually, but all of these things were done in the > first few years of the audio game industry and James North was the one > cranking out new games and new ideas that other devs hadn't thought > about yet. > > Cheers! > > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
