Hi Dark,

Precisely. I think a lot of VI gamers have an incomplete or inaccurate
idea of various mainstream games. After all many of them have played
games like Mario Brothers, but with help from a friend or family
member who probably described it to them. However, describing it and
experiencing it first-hand are two very different things. Therefore
sadly the audio remakes have been under developed compared to what
could have been done and lacks some features of the original game.

That said, there are technical issues here too. Take the analog
movement and mechanics. That's not something that can really be
replicated on a keyboard, because the way keyboards work.

With a joystick, gamepad, whatever it usually has an access ranging
from -5000 to 5000 and a game developer can get the x and y position
of the stick to apply things like speed to the movement of the
character in real time. Move the stick slightly to the right and the
character does a slow walk. Move the stick a little further right and
he/she goes into a fast walk. Move it further to the right and the
character goes into a run. The amount of speed the character moves is
based on the amount of movement on the stick.

Unfortunately, the same can't be done with a keyboard. Keys are either
pressed or released. Therefore a game developer can't poll the
keyboard to find out how hard the key is being held down because it is
either pressed or not. It is precisely for that reason that many PC
games have a static walking and running speed.

So if you want a more analog movement system in say Super Liam it
would require the input be rewritten to support a dedicated game
controller that supports analog movement. Keyboards are just not good
for trying to replicate various mechanics designed for a console with
a gamepad or joystick.

On 5/24/14, dark <[email protected]> wrote:
> Hi Tom.
>
> that is a good point, sinse obviously iff a person is only working from a
> partial idea of a mainstream game, at best they will only come up with an
> audio convertion, and I do admit some of the more famous game mechanics are
>
> a little illogical.
>
> For example, I could imagine someone who has never seen the dimentions of
> super mario brothers believing the play was more 1D, after all on the face
> of it the idea of someone who regularly jumps about threee times their own
> hight and comes down on monsters heads is a little whacky unless you've seen
>
> it working. This is one reason i raise such discussions anyway.
>
> One other interesting fact I've noticed in audio games however, is analogue
>
> movement and mechanics are much less common, unless the game is! something
> like a racing game or Gma luna lander, the mechanics of player and enemy
> movement always seem fairly streight forward. For example in super liam,
> liam has one walking speed and one running speed which he reaches fairly
> instantly. Same goes for most of the enemies.
>
> Even in a 1D game, varying the movement speed of enemies can be a major
> factor in difficulty, for example look at the bears in Q9.
>
> If someone is making up their own mechanics for games, or indeed looking at
>
> what makes a good game, maybe it'd be worth starting with "how can I
> challenge the player's judgement by giving them several things to assess and
>
> considder" than "how fast can I make the player react to oncoming threats"
>
> Beware the grue!
> dark.
>
>
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