Hi Dark,

Yeah, I am not really sure how to handle the mushrooms in an audio
rendition of Centipede. to be honest I didn't get that far through the
thought process. However, as they say if there is a will there is a
way I suppose.'

Cheers!


On 5/23/14, dark <[email protected]> wrote:
> Hi Tom.
>
> I like the idea of centipeeds having unique sounds, and I can imagine how
> you could equally represent the bouncing spiders and the snales that run
> down the screen. Indeed sinse most enemies in the game other than the snails
>
> tended to move side to side it'd be very easy to represent them in audio.
>
> My only concern is how you represent the mushrooms, sinse a major part of
> the stratogy in centipeed was the fact that if a centipeed (or a part
> centipeed), hit a mushroom, it'd immediately drop further down the screen
> and run the other direction, thus part of the game's stratogy involved
> taking out the shrooms so that you didn't end up with centipeeds coming
> streight for you really quickly.
>
> Given the shear amount of shrooms there could be on screen, representing
> their location logically could be interesting, sinse even if you included
> sounds for shrooms, or sounds when the player passed under a shroom that
> might not be enough positional information to help you to know wwhich
> shrooms were closest to the descending centipeeds and which to take out.
>
> Beware the grue!
>
> Dark.
>
>
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