you have to press switches in a certain order whilst avoiding them rockets.
Simon
msn: simod...@hotmail.com
skype, slifinger
fortis et egregious
----- Original Message ----- From: "william lomas" <will.d.lo...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, March 25, 2011 5:25 PM
Subject: Re: [Audyssey] Monkey business was shell shock


s
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I think you have to go to each robot and disable it not sure though haven't played for years

On 25 Mar 2011, at 17:09, Darren Duff wrote:

What's the seecrit to the last level? I've been stuck there for ages and
can't seems to overcome . Can someone help?

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, March 25, 2011 12:21 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Monkey business was shell shock

I agree that level navigation can sometimes be difficult. That said, the
Aztec level is probably my favorite out of the whole game. The final level comes in a close second, but is somewhat simplistic after the other levels.

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, March 25, 2011 12:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monkey business was shell shock

Hi Dark,

Although, I'm pretty good at FPS games I found Monkey Business rather
disorienting the first few times I played it as well. Eventually, I got the
hang of it, but as you said relying totally on audio won't help much. The
only way I really got the hang of Monkey Business is by creating a mental
map of the levels and could get around pretty much by memory. That made
catching monkies easier because I remembered I'd have to walk around a
stone, tree, etc and could use those stationary items as landmarks. They
also could be used to hide, and you could jump out from behind a tree or
stone to catch the monkeies as they pass buy. The absolutely worst level is
the ledges level. I've never beaten it just by exploring it. Instead I've
had to memorize it step by step to successfully get passed it.



On 3/25/11, dark <d...@xgam.org> wrote:
Hi Phil.

Actually, following the professor was never the bit I had trouble with
and did it first time I played the game.

I just waited for the professor to get a bit ahead then kept his
footsteps or humming in the center of my sterrio field, occasionally
adjusting with either right and left arrows or ctrl arrows, ---- much
as in fact I do when doing the follow the truck mission in tank commander.

sinse there isn't much other sound going on at the time it's fairly
easy to isolate the prof from everything else.

it's the jungle that really gives me trouble.

firstly, the tracking of sound sources seems amazingly imprecise.
Frequently I'll here an object bleep in my locator of say the sword or
a coin, center it, walk towards it and go right past.

Then, the placement of sounds relative to obstacles seems very dodgy.
Frequently I'll here something but not be able to get to it and go
slamming into a tree, this is true of both stationary objects, and
moving ones and makes catching monkies a right royal pest. For someone
who navigates by markers and directional memory rather than by
actually creating a mental map of the terrain, this is frankly a
nightmare, because it means I cannot accurately work out where sound
markers of certain things are and plan routes around that without
slamming
head on into something.

Just to make things even harder, there is no handy backup as in the
gma engine of things like scan or object identity menues, so I can't
get a 360 or 180 scan around me, ---- the sonar I find nearly useless.

Finally, it seems the engine has no distinction betwene forground
sound sources eg, object sounds or purely sound objects which move in
the 3D field, and background ones, ie, constant ambience. Everything
seems to have the same volume, which makes distinguishing one from the
other a right pest.

this is why, even with the manual description, I find the jungle and
the game generally so hard to play, ---- pluss of course there are a
few mechanical issues with the game, such as the way you can't swing
your net, ---- or even actually navigate very well, while swimming, it
always seems when I'm just about to gnab one of those bloody monkies
it dives into the river, and not only can I not use my net but I end
up getting disorientated and swept of somewhere else, ---- often to my
doom!

Actually Phil, even though Sarah is probably a more complex game
overall, especially in terms of many sound objects, I find it far
easier to play owing to the good sound positioning and distinction,
handy review commands and precise location of sounds in the Gma engine.

Beware the grue!

Dark.

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