I agree with this. I think that was a good concept in Monty, and
should be kept at least to an extent. That to me would add that extra
bit of challenge... and that chasm, for example. If one couldn't find
the switch, you could have an alternative method... but a much harder
one. So you have two options. Explore and try and find the hidden
switch to lower a drawbridge, or jump from ledge to ledge keeping in
mind different widths and distances.
At 07:52 AM 04/11/2010, you wrote:
The problem I find with audio games that doesn't exist in mainstream
games is the fact there's no velocity sensitivity when pressing
buttons. Meaning you can press the keys as hard or softly as you
want and it won't make the slightest difference for jump distances
etc. in mainstream platforming games sometimes you need to press and
hold down the button if you're doing a really high jump. we don't
have such control for audio games. is this because this wouldn't be
possible to do on a keyboard? Also you guys mention ledges hanging
out above the lava. I'd so love to see something like this in an
audio game. this is definitely something sighted folks had to worry
about when playing. in games like supermario there were also levels
where you had various platforms that appeared above lava or pits or
such similar hazards that would disappear if you didn't get across
them fast enough. some levels even had a whole bunch of them that
you had to make it through in succession without falling to your
doom. These types of things is what I'd love to experience in an audio game.
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.