Isn't saying that we have enough side scrollers sort of like saying something like, "We can buy Laura Scutter's potato chips, Lays potato chips, and Pringles potato chips, so why make others? We have enough potato chips, don't we?" That's how I see it, anyway.

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Shepherds are the best beasts!
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, December 27, 2010 4:03 PM
Subject: Re: [Audyssey] BGT / Gamepad support?


Hi Bryan,

Yeah, that's just non-sense. I think a lot of VI gamers forget the
fact before Doom was released in 1993 there wasn't such a thing as
First Person Shooters. Before that most mainstream games were all
side-scrollers. Even though they were side-scrollers there were some
serious diferences in the games. You had your walk along beat-m-up
side-scrollers like Double Dragon, Ninja Turtles, and Legend of Kage.
You had your puzzle and maze oriented side-scrollers like Montezuma's
Revenge. You had your blast-m-all games like Super Contra. No matter
what nobody confused say Mario Brothers with Megaman. Even though they
were both side-scrollers the game play, story, and everything else was
fairly different. Why then should side-scrollers stop being produced
just because a half-a-dozen accessible games were released in that
format?

The mainstream market created hundreds of side-scrollers for more than
a decade, and only fell out of fassion once Doom, Quake, and the other
FPS and Third Person type of games became more popular with mainstream
gamers. It certainly wasn't because side-scrollers were boring or
uninteresting. Games like Megaman, Castlevania, and Mario were huge
sellers, and still are big names in the industry. IN fact, there is a
new Mario Brothers game coming out for the Nintendo DS. No, what
happened is games like Doom, Quake, and other games like it became so
popular that mainstream game developers saw a way to improve sales etc
and started creating several games like it. What you might call the
way of the future, a way to be innovative, and break out of the mold
of the 2d side-scroller that they had been creating for a good dozen
years or so. However, for us it is a largely untapped style of game,
and have gotten nowhere near reaching the limit.


On 12/27/10, Bryan Peterson <bpeterson2...@cableone.net> wrote:
Well I definitely hope to do my share of side scrollers since unlike some
people I don't feel that now that the genre has been slightly tapped into we
can abandon it altogether. And I have heard comments like that, to the
effect that now that we have Super Liam, MOTA, Tarzan Junior, Q9 and now
Battle Zone there are enough side scrollers out there.
We are the Knights who saaaaay...Ni!
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, December 27, 2010 1:28 PM
Subject: Re: [Audyssey] BGT / Gamepad support?


Hi Bryan,

Oh, I'm pretty certain you could create something like TDV with the
BGT Engine. You need to remember that BGT's primary roll is to handle
the low-level end of game programming like input, audio, speech,
networking, etc wrapped by a powerful scripting language. Beyond that
what you create with BGT is completely up to you. If you want to crank
out a 2d side-scroller like MOTA that is easy enough with BGT.
However, you could create TDV and other games like it just as well. It
really comes down to personal skill and how much money you have to
spend on acting, music, and sounds.

On 12/27/10, Bryan Peterson <bpeterson2...@cableone.net> wrote:
That would come in handy, especially for a game like TDV. I wonder if BGT will ever be able to develop something like that. Then again, considering
the types of games that have already been developed using it I'm not
unhopeful.
We are the Knights who saaaaay...Ni!

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