Hi Tom.

Well, sinse the Nes never did particularly well over here in England my 
gaming was on a comador amigar computer from 1989 and then a snes from about 
1991 onwards. So I missed out on a lot of the original Nes games until 
comparatively recently, ----- in fact my first Mega man was Mega man X 2 on 
the snes, bought quite a bit later on.

To get back on track here though, it's this sort of variation in environment 
that I'd say provides progression and insentive to the player, to see wat 
the next level is like, and what new things there are to explore, what 
enemies it has etc. It doesn't even matter if some of the enemies are almost 
the same as ones on previous levels,  ---- I believe Double dragon featured 
a grand total of about 5 different enemies repeated over and over again, but 
this didn't matter because of the variations in environment, ---- such as 
fighting above a cliff. Mario never had many enemy types either, but look at 
what environment changes did in that game!

another tactic, often used in later walk along beat em ups like streets of 
rage, though also used in platformers was the good old pallet swapping, 
technique, ---- ie, painting an enemy a different colour and sticking it on 
a later level as a different enemy,  ----- the way in double dragon Mubobo, 
the boss of the cliff level, was basically just a normal abobo in green. 
Castlevania also seemed to have a different colour skeleton for each 
stage, ---- gold ones in Dracula's treasury for example.

My point is, I don't see why these sorts of techniques can't be used in a 
similar way in audio games, to give more variety to an environment, which is 
wy I suggested the invincible enemies in Monti with different sfx to normal 
ones,  ---- Eg, scorpions for invincible spiders.

This is also the reason wy i'm always a fan of altering the Background music 
and sfx for various levels, the same way a mainstream game would feature 
different graphical environments.

Of course, wat I expect out of a game very much comes from what games were 
around when I was growing up and first getting interested in computer 
games, ---- the same as other people here, I expect.

so just a couple of thoughts about developement of audio games, and some of 
the tings I'd like to see in the future.

appologies for the miner wrant.

Beware the Grue!

Dark. 


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