Monkey Business has quicksand to drag you down. It has high grass but I
don't remember if that slows you down or if it just hides the coins.
----- Original Message -----
From: "dark" <d...@xgam.org>
Sent: Wednesday, April 20, 2011 11:46 PM
Subject: [Audyssey] Bouncing hopping and stopping
| Once again I've been playing a game people will know, the very original
super marrio brothers game, (actually the version released on the Snes
super mario all stars which has improved graphics, sfx and music, but the
mechanics and game are stil just the same as the Nes).
| One factor which (having not played marrio for a while), I am having to
get used to again, is Marrio's less than precise jumps. not only are his
jumps analogue, eg, you get more distance with a run up, and more distance
depending upon how long you hold the button, but also, Mario is not the
reliable at stopping or controlling his moves in the air.
| When bouncing off enemies, or jumping a gap with a run, I'm having to
re-learn the way you need to hit the opposite direction to stop marrio
| While playing marrio, I found myself trying to considder which elements
could be shown in an audio game.
| Pits of varying distance? ---- no problem. ledges of variable
hight, --- -possibly slightly more complex but doable. Enemy position
walking at you, falling on you etc? ---- for most enemies no trouble
the clockwise or anticlockwise swinging fire chains in bowser's castles
| however, one element is stil not doable, namely the fact that Mario
to take just as much account of things vertically above or below, and that
his chief method of killing enemies, ---- jumping up above them and
on their heads, would not really be easy to do in audio.
| However, one element which seems completely missing from any and all
games, is this business of stopping distance.
| Whether it's sarah, Angela carter or the agent in shades of doom,
seems to be able to stop on an instant, whether their running along or
| This doesn't just count 2D games either, as in many 3D or first person
games, moves like sliding sideways to avoid attacks or ducking and rolling
are very common.
| Then, there is the question of surface. Ice climbers, Mega man, Marrio
and about a hundred other platform games (including original dokey kong if
remember correctly), employ various factors to change your characters
stopping distance or walking speed.
| These could be conveyer belts moving in one direction or another (even
some walk along beat em ups like double dragon and streets of rage had
these), ice to make you slip further when jumping or not stop so quickly
when walking, winds or fans blowing you about and making you do longer
jumps, quick sand or mud to slow you down, turning cog wheels to walk or
jump on (some of the most evil ledge jumping puzles I know in turrican or
castle vania involved these).
| The same goes for 3D games too, indeed in tenchu stealth assassin, you
gravel which you had to walk tthrough softly to avoid making a noise,
you could walk at normal speed on grass.
| I find it quite strange that racing games like topspeed have done a lot
for stopping distance and different surface, but none of the audio 2D or
games as yet have.
| it just strikes me this is a very easy factor to play with in audio, ---
simply by altering the sound of your characters' steps, and I find it a
litle perplexing as to why nobody has yet, which is why I'm bringing it up
| Obviously, if mota's mechanics and traps are already designed so this
of thing won't fit in fair enough, but maybe anyone who is working on a 2D
or 3D action game could considder this.
| Beware the Grue!
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You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the
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