Oh how irrirrirrirrirrirratating to get that rarrarrarrong.

tha'tha'tha'that's all folks!

Seriously, any comments on the idea would be more than welcome.


----- Original Message ----- 
From: "Bryan Peterson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, February 18, 2007 9:29 PM
Subject: Re: [Audyssey] Forcing accessibility


> One R, Dark, only one R in Mario.
> Bryan and Jennie
> ----- Original Message ----- 
> From: "Dark" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> 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" <gamers@audyssey.org>
>> 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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>
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