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.
>>
>>
>
>
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