Hi Clemment.

sorry, I did find this reply afterall, it was in a different part of my laptop sinse my laptop desplays messages from the list in a wonkey order :D.

the average human reaction time is 0.16 seconds, so there is no need for an audio fighting game to be any the slower at all. Yes, it would take practice before a person was instantly able to identify a move and react, but there would certainly be no need to slow the speed down by much, indeed as you point out yourself during combos and the like a person would not be able to react anyway.

as to my move identification idea, you missunderstand what I meant I think. i wasn't suggesting some complex sound memorization system, merely a different sound for where the move is targited to hit.

the sagat's kick example was one of a move that instead of hitting high up at the head, hit mid range despite being a jumping kick. It doesn't matter beyond flavour description (which could be in a movelist), what the move actually is, it could involve sagat's leg turning into foam rubber for all that matters.

the important information that needs to be got across to the player is where the move hits them.

Yes, an audio fighter would be hard work to play, but that is the point of all fighters, that you need to practice your reactions and stratogies, learn what moves chain together and what do not, how best to react to your opponent etc.

as to frame wrate, well that's just a measure of speed really, and no reason at all it couldn't be in an audio fighter. I agree the design would have to be amazingly good. you'd have to know a lot about the actual speed of different moves, how people react, how different moves go together etc, so it wouldn't be something a person could knock up in a day, but it could deffinately be possible I think.

Beware the grue!

Dark.

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