One R, Dark, only one R in Mario. Bryan and Jennie ----- Original Message ----- From: "Dark" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <[email protected]> Sent: Sunday, February 18, 2007 1:22 PM Subject: Re: [Audyssey] Forcing accessibility
> This actually appears to be one of those times i was talking about where > different people's ideas compensate for each other, sinse I can certainly > think of a way to wrender original Marrio bross in audio, whereas > Bomberman > does have me stumped (we philosophers are very good at over complicating > matters). > > As far as Marrio goes, there are actually only four different types of > collectable items in the game, thus replicating them in audio wouldn't be > too hard, mushrooms (which make Marrio larger and have an extra hit), Fire > flowers, extra lives and coins. > > What requires the thought in marrio is the spacial aspects of the game, > and > how to represent objects vertically, I do think however, it'd be quite > possible. > > (beware, long explanation ahead). > > Taking Superliam as a baseline, representing the charactor's footsteps, > pits, walking or bouncing monsters and power ups lying on the floor is all > fine. > > sinse Marrio's main attack is to jump on his enemies heads, there would > need > to be an added "On targit" sound for when Marrio was in the air above a > potential victim, so that the audio gamer could calculate their jumps > correctly, but I don't think this would be too hard to do (Marrio always > had > quite a lot of air time on his jumps anyway). > > then, sinse in Marrio gaps are of variable distance, there would need to > be > a system to represent gap length. However sinse Marrio is structured > almost > as a board game with descrete steps and tiles, and distances you can > calculate precisely, I don't believe this would present too much trouble. > > For example, you could have a low humming pulse like the shades turn > sound), > to indicate when a pit was deadly, overlayed by either a high, or low > pitched wind sound to indicate the length of the gap and whether a normal > or > dashing jump was required to cross it. > > You would also need an alarm signal noise or different step sound to > represent when Marrio was on the edge of a pit. > > Well, there's the horizontal plane taken care of! > > As to the vertical, when a block was close over marrio's head, the step > sounds could be muffled (think small rooms in shades of doom). Optionally, > there could be drecrease decreased muffling for blocks that were further > away but stil directly overhead, though I don't believe this would be > necessary. Also optionally, when the block overhead contained an item, as > well as the muffled step there could be an indicator sound such as a > continuous ring, (though sinse headbutting blocks in search of items > wouldn't actually be a problem, I don't believe this would be absolutely > crucial either). > > Combine this with an "oof!" sound every time Marrio walks into a wall, and > maybe a check distance key to see how many steps through the level Marrio > is, and Vuala! > > I hope this explanation is clear enough, but iff not, I'm quite willing to > write up an example of how a game of audio Marrio under these > circumstances > would work, however I think if I make this mail any longer I'll have > trouble > posting it. > > all the best, > > Dark. > > > ----- Original Message ----- > From: "Thomas Ward" <[EMAIL PROTECTED]> > To: "Gamers Discussion list" <[email protected]> > Sent: Sunday, February 18, 2007 7:00 PM > Subject: Re: [Audyssey] Forcing accessibility > > >> Hi Dark, >> Well, obviously some games are going to be harder to translate in to >> audio than others. >> I think bomberman would be possible, and you could be over complicating >> it some. I haven't thought it totally through as well as you have, but >> having played the original eons ago I think an audio version could be >> possible. >> What I am thinking would be difficult is games where there are no audio >> equals for the items in the game. For example take a classic game like >> Mario brothers. >> I have been doing allot of thinking about it, and honestly some of the >> things has me baffled how to represent the same things in audio. Take >> the blocks Mario has to break to get items. How would you represent >> them, and not sound corny in the process. >> Then, there are special flowers in Mario that shrink Mario, restore >> Mario, make Mario Super Mario, and one that gives Mario fire ability, >> etc... >> You have to have some auditory way of making the different flowers and >> items apparent to a blind gamer as they would to a sighted gamer, but >> not dumb or silly in the process. >> One way I can imagine it being done is a looping item indicater that >> says fire flower, fire flower, fire flower, over and over until you >> take it. >> That is how Phil did the fruit in Packman and while being different it >> was a pretty good solution for that interesting problem. >> However, for a sighted gamer that would be exceedingly annoying. >> >> > > > _______________________________________________ > Gamers mailing list .. 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