Hi Dark,

I agree with all your points. Although, Q9 is a simple side-scroller
it was well thought out and well designed from a development
standpoint. It had good game mechanics, good music, good sounds, a bit
of light humor, and a lot of beginners just aren't quite able to
deliver that quality. The reason it was such a good game is that
Philip wasn't a newbie, had in fact developed other games before, and
thus had more skill and experience than your average newbie. Plus he
was willing to put more money into the project thus was able to buy
high quality sounds and music. Q9 is an example of what can be done
with experience and a bit of money on a developer's side.

As for my surprise when it was released that was because I have played
all kinds of arcade games from the 80's and Q9 reminded me a lot of
what was available 30 years ago, and that is not a bad thing. Although
simple Q9 played quite a bit like classic arcade games such as
Pitfall, and that made it special and unique since I have not found
many audio games that reminds me so much of mainstream games. It is
not easy to capture that nostalgia and exact feeling of yesteryear and
Q9 did it for me.


On 8/8/15, dark <[email protected]> wrote:
> Hi Tom.
>
> In light of this debate, I did go and play Q9, and one thing struck me. Lots
>
> of people have tried! to develop games like Q9 but not many have been as
> successful, look at games like Battle Zone, indeed I would say that these
> are probably the most common type of audiogames people first try to make
> with Bgt and I've seen plenty of practice games and works in progress over
> on the audiogames.net forum that have employed the same idea. Yes, the 1D
> side scroller concept is very simple, but Q9 executed it particularly well,
>
> with the properties of how the attacks and enemies worked, the great sound
> and music, and Philip's extremely funny acting.
>
> Could someone create a similar game in the future? very probably, however
> the number of people who have tried and not quite succeeded makes me think
> that there was a lot more care and craftsmanship in Q9 than the phrase
> "simple side scroller" would imply, which is precisely why it's sad that in
>
> future the game's availability will be so restricted thanks to one person's
>
> greed.
>
> As I said previously, it's the very disrespect to Philip's great work on Q9
>
> essentially turning a stand alone game into just an extra freeby for people
>
> who buy a very specific software package that gets up my nose, and I'm sorry
>
> that Philip didn't sell the rights to his game to someone more perceptive.
>
> There really isn't much else to add to the hating on Greasy and it's
> developer that has not been said, my point however is that even a simple
> side scroller like Q9 requires quite some design, and Q9 had that design.
>
> ?
>
> For example, enemy movement speed. I loved the points in Q9 when you'd be
> fighting wolves in the cave but then have a bear coming to get you. The bear
>
> moved slowly, but you couldn't generally inflict damage on it without it
> damaging you first, you thus had to coordinate your quick attacks against
> the wolves, the encroaching bear, and any bats in the area. Thus, even
> though Q9 was a side scroller with not much by way of enemey attack
> properties to play with, it still required you to judge a number of factors
>
> together, not just hear, react and hit as quickly as possible, not to
> mention preserving amo.
>
> Whether the most recent entry in the side scroller category, Psycho strike
> has this level of design I don't know sinse I'm still waiting for the Xp
> issue to be fixed with the game in order to try it, but undoubtedly it's the
>
> design that went into Q9 that made it such a major release.
>
> Indeed I remember at the time it was released five years ago that you
> yourself Tom said "well it's surprising how many people are enjoying such a
>
> simple arcade style game"
>
> All the best,
>
> Dark.
>
>
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