no, that isn't actually what I was thinking at all.
imagine a system of coordinates, and you are on a ledge at 3-2, but here
nothing to the right of you, just a long pit.
However, if you activate the look up command, instead of hereing just that
pit to the right of you, you will here the normal ledge sound of a ledge at
4-3, directly above and to the right of your current position.
The sound of the ledge does not change in pitch, but you know it is there
sinse you have activated the look up function, and can therefore jump up and
to the right.
The same could be true if there was a ledge at 4-1, just below your position
if you activated look down.
This would let you build more complex jumping structures such as those found
in games like mega man and marrio showing what is above and below the
character rather than what is just immediately to the right or left of them
or having to rely upon pitch.
Another way of thinking about it might be that in looking up you are
virtually changing your characters position, pretending that he/she is at
coordinates 4-2 instead of 3-2, thus allowing you to here what is up there
to the right and left.
This is a similar concept to the idea of scrolling the screen with look
commands. i can't recall if any nes era games did this, though quite a few
snes and mega drive ones such as super starwars and micky mouse castle of
illusion certainly did.
It just strikes me this is a way to get more mileage out of 2D sterrio sound
and a better way to show what is above and below your character.
Beware the Grue!
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