Yes, being able to turn the brake between mouse controlled and keyboard 
controlled would be very good as I lost lots of speed too--or maybe the 
brake could be spinning the scroll wheel on the mouse?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- 
From: "Dark" <[EMAIL PROTECTED]>
To: <Gamers@audyssey.org>
Sent: Thursday, June 14, 2007 10:33 AM
Subject: [Audyssey] Rale racer impressions


> Well.
>
> I've now played rale racer for a good few races, fed art my dust at Rale 
> racer pro level, (the bonus track is one nasty piece of work), and so can 
> probably give an honest opinion about the game.
>
> Firstly, I must admit racing games aren't my favourite genre, I've been 
> interested in the developement of rale racer because it seemed to involve 
> a lot of new things that hadn't been tried before in audio games, but I 
> wasn't certain whether the game would appeal to me or not, but it 
> certainly does! I love the way everything can be done intuatively just 
> using the sfx without too much calculating numbers. a great job there, 
> especially given the complexity of the game.
>
> One thing though, at the start of the game I did find that things took a 
> bit of getting used to. The tutorials are extremely good, but obviously 
> hereing someone else do something and doing it yourself are slightly 
> different things. Also, I noticed that despite me getting used to the 
> original demo track, the bonus track is stil fairly hard, ----- especially 
> at first.
>
> therefore, i wondered if you'd considdered adding a practice option, where 
> people could race the various tracks without interference from Art, 
> neither winning nor losing money. This would let first time players get 
> accustomed to things, and make sure that new tracks didn't always equal 
> losses (it might also be good for trying out the mouse control).
>
> I also like the customization aspects, particularly as regards gear ratio 
> changing, ----- usually as I understand in driving games the differences 
> in top speed, acceleration and handling are controled by variation in car 
> types, but having them set  by the player adds a good deal of stratogy to 
> the game.
>
> the nitros and gravity puller are also nice additions, ----- it was using 
> a nitro that let me do for art at Pro level, with longer tracks, I'll also 
> be interested to see how fuel management figures into the equation.
>
> Perhaps in a future version you might also considder adding atmospheric 
> sounds for the various tracks to emphasise the theme and location, just to 
> add a bit of realism and variety to the soundscape. You could for example 
> have an alpine track with snow and wind sfx in the background, with the 
> track containing many sharp curves and jumps, ----- a long desert themed 
> track with some long streights, ----- or even some tracks from the Uk with 
> appropriate sounds of driving rain (smile!). If this is something that 
> would be a pest to program I appologise, it just struck me as something 
> that might add to the feeling of the game.
>
> finally, i have a question. thus far I've been playing the game on 
> keyboard (and fun it is). I did try the mouse but I found it rather 
> difficult to keep up a constant accelleration, sinse when the mouse got to 
> the back of my desk and I had to pick it up and move it I'd lose a lot of 
> speed, ------ any suggestions?
>
> all in all it's a great game, and I'll look forward to getting the full 
> version.
>
> appologies for the long and rambling mail.
>
> Beware the Grue!
>
> Dark
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