Hi,
Blankblock? If you can play Tank Commander you can play that one. If you
have to make a physical board out of it.

Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, January 25, 2011 12:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

well I don't mind if centors exist in one room, sod has been a 
replayed over and over.
While its true some monsters are not random, items still are and I 
still come back again and again.
same with gtc.
these are really old games now and I still play em.
At 02:30 a.m. 26/01/2011, you wrote:
>Hi,
>To be honest though, it all depends on just how complex something 
>is. There are some games that I just cannot play because of the 
>complexity of it. For example, I can't do some of the games where 
>you can turn at angles etc, like Shades of Doom, Monkey Business 
>etc. I purchased some of the titles so that I could really sit down 
>and study them, but I feel it's just been a waste of my money. Same 
>with the puzzles. True, once I beat Chillingham I was happy, but 
>while I couldn't do those puzzles I was constantly frustrated as to 
>which way I should go and what I should do. Games like Change 
>Reaction, Monkey Business, 15 Numbers, Sudoku, Blankblock etc are 
>just so complicated for me. Even my partner struggles with these 
>sorts of games. Whether it's the blindness, the way we've been 
>taught, or other conditions we have, I don't know. But the only 
>games that we did on our own that has some degree of what we call 
>complexity are tank commander, the last crusade and descent into madness.
>If you couldn't see the picture, or in the case of an audiogame hear 
>the object, then how are we supposed to know exactly how to do 
>something? If there is no logic behind it, like for example the 
>puzzle in Chillingham used to open the back door in the church...
>I'm pretty much flustered over it all.
>Regards,
>Damien.
>
>
>
>----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
>To: "Gamers Discussion list" <gamers@audyssey.org>
>Sent: Tuesday, January 25, 2011 11:07 AM
>Subject: Re: [Audyssey] MOTA Last Minute Comments
>
>
>>Hi Ryan,
>>
>>Ryan wrote:
>>
>>As it stands now, you may be right, but I don't think that's a good reason
>>not to include such puzzles. If we keep the bar intentionally low, we'll
>>never teach people to jump higher.
>>
>>My reply:
>>
>>That's quite true, but my concern is actually translating some of
>>these complex puzzles into audio. Some of the things in Tomb Raider
>>are extremely visual, challenging, and not the easiest thing to pull
>>off even if you can see. That's what makes people keep buying those
>>games.
>>
>>For example, recently my wife purchased a copy of the latest
>>installment of the Tomb Raider saga for me, Guardian of Light, which
>>is arguably the best Tomb Raider title in years. It is challenging,
>>very fast paced, has great replay value, and well is a real treat for
>>TR fans.
>>
>>Anyway, On level one there is this large spike pit Lara Croft has to
>>cross. She can't jump over it, can't swing over it, can't walk over
>>it, and can't run over it. It is one of those cases that will have you
>>scratching your head wondering how to get passed that trap. As it
>>turns out on the other side of the trap there is this picture on the
>>wall which is in fact a pressure switch. If you throw a spear at it or
>>shoot it with Lara's magnum it will cause the spikes to lower, and
>>Lara can cross safely to the other side.
>>
>>In a visual game they can hide a solution like that in plane view and
>>it still requires a bit of guess work and trial and error. In an audio
>>game how do you clue someone in that there is a certain place on the
>>wall they must shoot?
>>
>>If you make some sort of audio indication this is were you must shoot
>>then you give the solution to the puzzle away. If you use the view
>>command to tell them that the picture is there it isn't as much of a
>>dead give away, but could cause trouble aiming at the picture.  Either
>>way, converting puzzles like that to audio are difficult, and I'm not
>>quite sure how to do it in an accessible format.
>>
>>Ryan wroe:
>>overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
>>Monkey Business took a day and a half. Super Liam took another day.
>>All of these games were fun in their own right, but nothing has
>>compared--especially in action/adventure titles--to mainstream difficulty.
>>
>>My reply:
>>
>>I know the feeling. That's why I want to break out of the simple game
>>mold we have set for ourselves.
>>
>>
>>Cheers!
>>
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>
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