That's true damien, ---- but that's what a walk slowly key would be for.
Beware the grue!
Dark.
----- Original Message -----
From: "Damien C. Sadler" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, December 15, 2009 7:03 AM
Subject: Re: [Audyssey] Run feature in games
Hi Dark,
The problem lies when you are playing the game for the first time and you
don't know what is around you, you are bound to walk slowly, as you do in
life.
Regards,
Damien.
----- Original Message -----
From: "dark" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, December 15, 2009 3:41 AM
Subject: Re: [Audyssey] Run feature in games
Hi Tom.
What you mention the tomb rader series using sounds a lot like the system
prince of persia pioneered in 1991, which similarly featured innumerable
spike traps throughout the game which you had to get around, ---- as well
as the necessity to sneak to the edge of ledges in order to climb down
from them.
As I said, if longer running jumps or dash attacks were introduced (even
original mario brothers had long running jumps, --- -allbeit with a
penalty of stopping distance), I could certainly see the point of a run
mode, but it just seems that in games like Q9 and superliam, ---- and
mota as it stands now, it doesn't serve too much purpose other than
getting you through the levels faster, ---- which you should probably be
doing by default anyway.
Beware the grue!
Dark.
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