Actually, the combat in Montezuma's Revenge was a bit strange even for
games of that era. When you picked up a sword as soon as you got near to
a skull or spider Panama Joe would automatically swing it. after the
monster was killed the sword vanished from your inventory, and of course
you had to find another one. If you didn't have a sword you had to jump
over the monster.
However, as best I can recall in games like Double Dragon, Legend of
Kage, as long as you were close enough to an enemy you hit it. There are
some exceptions like the bosses in Megaman that would evade attacks, and
they were even invonerable to certain attacks. So having Angela miss
isn't completely out of line, and nor was I upset by that feature
request. It is more to do with I am getting requests both on and off
list dealing with all kinds of features that aren't typical for a
side-scroller. Features that would be better suited for an FPS game.
If I don't add those feature requests it is completely possible those
people may not buy the game. It dosn't have the features they want and
If I do add them I get nagged from the other side saying they baught
Montezuma's Revenge, a classic side-scroller at least, and I'm not
delivering the type of game I promised etc, etc, etc. All those nifty
features most people like, would be willing to pay for, aren't what a
few other people want.
Phil Vlasak wrote:
My opinion is that the game is great the way it is and there is no
need to make drastic changes in it.
There was never a blind friendly side scroller so I think having a
swoosh sound when you miss, is consistent with the idea of making a
pure visual game accessible.
I didn't know that when you were in range of a creature in a side
scroller that you hit 100 percent of the time.
I am satisfied that if that is what happened in the original MR, then
keep MOTA doing that.
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