Hi,
Yeah, how about making Athena unbeatable? Hmmm...that'd be interesting, and
Thomas might be on the run quite soon, considering myself and others would
be screaming ans screeching about getting our money back.
Best regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, March 17, 2010 9:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about games

As MOTA might get more difficult and complex as we progress through it, 
maybe this idea could be incorporated somewhere near the end of the game, 
unless other challenges are in the evil mind of Thomas Ward that would be 
harder.
---
In God we trust.
----- Original Message ----- 
From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Wednesday, March 17, 2010 9:41 PM
Subject: Re: [Audyssey] question about games


> Hi Thomas,
> Personally, I think you should leave it to Level 3. Leave Level 1 as it 
> is,
> is my advice, though this sounds quite intreeging.
> Best Regards,
> hayden
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Wednesday, March 17, 2010 8:16 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] question about games
>
> Hi Dark,
> Yes, good point. I know exactly what you mean. About the best example
> I can think of to relate to what you are talking about is Tomb Raider
> Prophecy.
> As you may or may not know Tomb Raider Prophecy was a side-scroller
> released in the late 1990's for the Nintendo Gameboy. While there were
> plenty of staircases to climb it also featured a series of ledges you
> need to jump over or jump up and grab.
> For instance, in level 2 when you enter the ancient mountain temple
> there are a number of ledges you need to get to. You need to run and
> jump onto ledges high above you, walk a ways, run and jump onto a
> higher ledge, and so on. There are also cases where you are standing
> on a high ledge and need to jump across a chasm to a ledge far below
> you. This is imho something I've strongly considered for MOTA.
> Although, I have elected to leave it out of the early levels as I'm
> not sure how easy or difficult it may be fore a blind gamer to play.
> It is certainly something I'm willing to try though. In fact, now the
> the updated Genesis Engine written in C++ is just about ready to use I
> could redraw level one with more ledges and things of that nature if
> you would like.
>
> Cheers!
>
> On 3/17/10, dark <d...@xgam.org> wrote:
>> Hi Tom.
>>
>> To be honest, while Tmnt (like turrican or metroid), was very advanced 
>> for
>> alternate routes, ---- it even featured different perspectives in levels,
> I
>> was thinking on a much smaller and less profound scale with my example.
>>
>> To put it another way, in all the audio side scrollers thus far, ----
>> including Monti (and possibly mota), your character only can interact 
>> with
>> what is to their left and right. You cannot jump up to a ledge above you,
> or
>> fall down to one below, much less jump up a series of ledges to go 
>> through
> a
>> complex route.
>>
>> I know that both of your games employed stairs and ladders for vertical
>> movement which was certainly a step in the right direction, ---- but is
> stil
>> imho far less than what might be achieved in a side scroller in audio.
>>
>> In a game like Mario, you can jump to ledges above you or to one side,
> fall
>> down onto ledges below (often avoiding enemies on the way).
>>
>> Games like Mega man took this to an extreme, ---- for instance the 
>> dreaded
>> moving ledge section in guts man's stage where you had to time your drops
>> from one moving mine cart to the other, or elec man's stage where you had
> to
>> alternate betwene standard left to right movement, or jumping on
>> progressively higher ledges to scroll upwards.
>>
>> Metroid and turrican really took vertical movement to it's ultimate
>> progression, where making your way through the game required moving left
> to
>> right, or up or down, in any number of combinations. I remember for
> instance
>> one section in Turrican 1 which was shaped like a square. you walked
> across
>> the bottom, then jumped up some ledges at the side, then had to make your
>> way across some ledges at the top to the top left hand corner exactly
> above
>> where you entered, ---- however if you fell, you'd be on the bottom 
>> again.
>>
>> This was why Turrican was probably the game that really made me fall in
> love
>> with gaming (and weerd miner music chords), at the age of nine, the
> feeling
>> of totally unrestricted movement and exploration, even though the game
>> featured comparatively symple arcade style gameplay, with only a choice 
>> of
>> two or three basic shooting weapons (a third was added in Turrican 2), a
>> close range but multi directional surround shot weapon, and three special
>> limited use weapons. Actually, I think Mota already has more weapon 
>> choice
>> than Turrican did, however it was the huge explorable levels (and the
> award
>> winning music), that means there are stil a bunch of developers who use
>> their free time to produce turrican remakes and extra levels today, 20
> years
>> after the game was first released.
>>
>> Beware the grue!
>>
>> Dark.
>
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