Sorry to disagree here, but in sited games, it is not always half as clear
as you might think.
Take mario as an example. A large pit you might need to be on the very edge
of, or do a running jump, and in both of these circumstances you may well
miss the edge (especially with running), you might also missjudge the
distance and fall down, or, if jumping in a small area, jump too high and
hit your head on the cieling, falling down once again.
These sorts of factors to do with varying the distance of jumps are less
easy to add in an audio side scroller (in fact, I don't think any audio game
has had variable hight jumps), so you need another factor for challenge, and
lack of edges is a very good one, sinse it forces you to calculate matters
as carefully as in a sited game rather than just get all the information.
How about a compromise? either, removing the bounderies on higher difficulty
levels, or keeping the bounderies on chasms but not on fire pits.
Personally, with the review mode and by taking it slow, i don't find lack of
edges really a big deal at all.
Beware the Grue!
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.