Also though, don't forget games like mario where you only had at most two or
three hits anyway.
There, even some of the normal enemies could be most tricky in avoiding what
they threw at you.
This is actually another thing I think has contributed to the boppit style
effect of a lot of audiogames. Most, if not all are simply based on damaging
something before it damages you, or damaging something before it lands in
space invaders style.
While I do appreciate the issues of showing enough space around enemies or
trps in order to avoid them, or in being able to accurately represent the
trajectory, number and area of effect of enemy projectiles in audio, I do
think far more could be done.
For instance, several bosses in the mega man series have an attack which
strikes the ground in one place, but also creates sparks which fan along the
ground at point of impact.
While this is going on of course, you also have to avoid the boss
themselves, who may be charging at you or jumping at you.
Spark mandril in the Mega man X game worked exactly like this.
There is no reason why this sort of attack shouldn't! occur in an audio side
Youu need to listen for the descending lightning balt, then jump other
sparks along the ground, while listening out for the boss's position.
All quite possible.
While I grant some attacks, such as Sigmas in mega man x 2 where he shot a
fan of five fireballs across most of the screen depending upon your position
relative to him, or dracula's in Castlevania where he not only teleported
around, but shot a single, super fast fireball that split into many smaller
ones if you hit it, there is stil I think more that can be done;.
then of course is the matter of hits.
the cooper kids in super mario world all have easy attacks to avoid, for
instance roy rolls across the floor, then up the walls and tries to jump on
you from above, so you first need to avoid his charge, then his cieling
Two hits however, and it's over for mario, while Roy needs his head stomping
five times, ---- and of course you can't stomp him until he's finished his
charge and roll routine.
Oh, and of course in all these examples, sinse jumps and movement are
analogue, even jumping over a boss' charge once is a matter of timing and
And when you get to the donkey kong country games, things get ridiculous!
Beware the grue!
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