There were actually two more potions, at least in the PC version. There was 
one that would slow your descent when you fell off a ledge, so that if you 
fell from a height that would normally have killed you you could actually 
land safely, albeit only for a short time. Then there was one that would 
flip the whole level upside down. That was actually kinda interesting to see 
according to my brother.
Time is an illusion, lunchtime doubly so.
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, May 19, 2008 8:41 AM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


> Hi Bryan,
> Oh, yeah. the original prince of Persia ruled. I had the Super NES
> version and I loved that game. As games goes it should be pretty easy to
> convert to an audio only format. A lot of the sound effects required for
> the game I have in my sound libraries already.
> As I recall there were three different types of potions. There was a
> life potion that restores one lost life, a health potion that restores
> lost health bars, and a poison potion that takes away a life if drank.
> On level one there was a sword that Prince needed to complete the game.
> As far as traps goes there was falling ceilings, spike pits, the metal
> jaw trap, standard pits, blade traps, and of course bad guys everywhere.
> Anyway, as far as developing Space Invader clones goes for a brand new
> game developer it is probably the easiest type of game to make. the
> problem is it seams to be were some game developers stop. Writing a FPS
> game is much more involved and takes a lot more skill, time, and I guess
> some people don't want to put the time into it.
>
>
>
> Bryan Peterson wrote:
>> Here here! I couldn't agree with you more Tom. If and when I start
>> attempting to learn a programming language you can bet that I won't be
>> writing many Space Invaders games if indeed any at all. We've already got
>> way too many of those. And Nichol, I have to disagree with you about Dark
>> Destroyer. I beat that on my first try. Me, I'd love to see an RPG like
>> Zelda or Final Fantasy or ann FPS style game like what Metroid Prime was. 
>> Of
>> course I'd love to see a Metroid style audio game but something like that
>> might be difficult to render in audio. I'm not sure how you'd represent
>> platforms above or below your current position although I see no reason 
>> why
>> it couldn't be done. I suppose you could do it with pitch bending (I 
>> think
>> that's what they call it), where a higher platform would have a higher 
>> sound
>> versus a platform below you having a lower sound. Now a Prince of Persia
>> style audio game might be pretty doable since all the action I.E. sword
>> fights, jumping, climbing and stuff is all happening pretty much in the 
>> same
>> position as the player. And in a game like that you have great potential 
>> for
>> some truly incredible sound design, especially when it comes to the 
>> traps.
>> Time is an illusion, lunchtime doubly so.
>
>
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