Re: [Audyssey] ninja turtle game

2008-02-11 Thread Dark
Sounds cool! I must have missed that one.

the definitive turtles game for me has always been the arcade beat em 
up,  which ate loads of my ten P's as a child.

i love the fact you fight all the enemies, from bebop and rocksteady to 
backster stockman and general trag, and all the original voice samples and 
such are there.

Of course it's not in arcades anymore, but I might just have been able to 
acquire it somehow,  wink wink! and it's stil great!

Beware the Grue!

Dark.- Original Message - 
From: Bryan [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 11:30 PM
Subject: Re: [Audyssey] ninja turtle game


 Yeah. Radical Rescue for Game Boy actually was really big on the 
 xxploration
 factor. It was almost like Metroid in a way. You started as Mike and 
 atually
 had to rescue the other three turtles, and certain areas couldn't be
 accessed without the special abilities of certain turtles. Don could climb
 walls and Leo could drill through cetain floors and walls.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 4:03 PM
 Subject: Re: [Audyssey] ninja turtle game


 There are actually a load of ninja turtles games on different
 systems, 
 from original arcade, to amiga, comador 64, to playstation 2 today (the
 game
 produced from the recent film).

 I've love a tmnt game, but it'd have to be decided what sort.

 the mainstream games have ranged I believe from walk along fighters, to
 one
 on one beat em ups, to mission based 2D platformers and even full 3D
 games.

 Copywrite might be an issue though unless the game was produced for free
 the
 way freedom millionair is.

 Beware the Grue!

 Dark.

 - Original Message - 
 From: nicol [EMAIL PROTECTED]
 To: gamers Gamers@audyssey.org
 Sent: Sunday, February 10, 2008 2:42 PM
 Subject: [Audyssey] ninja turtle game


 By playing  the ninja question set for freedom millionaire, I've heard
 that
 there are ninja turtle mainstream games for the nes and gameboy.
 How difficult would it be to develop an accessible ninja game?


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[Audyssey] Urchan Lord

2008-02-11 Thread Jozwiak, Hunter (K12)
Could someone help me defeat the Urchan Lord on Self Destruct? He'll
keep zapping me with his laser, but thank heavans for the health packs!

 

Hunter

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[Audyssey] extremely! extremely! curious!

2008-02-11 Thread nicol
First of all, congrats raul. You did a terrific job with  your super 
liam
game recording!
I have an ugly monster of a dad, he makes me crying, he makes me feel bad.
He is a monster, he doesn't allow me my own financial freedom.
He doesn't allow me any games which I want to buy myself, he squashes me
like a bug, nic oosthuizen is a bad, ugly monster.
I wish I could insert an emoticon to cry on -list.
Anyway, I want to know something about  the ending of the game.
Spoiler
space
The ending music is lovely, it sounds like crackers fired with the music.
But then super liam finds a crystal and it explodes into a fire and he
shouts,  it sounds as if he dies,  and then a voice says: to be continued.
What does that mean? Super liam is suppose to be the hero, there should be
nothing killing him, he defeated x1, so  nothing else should kill him.
What does that mean?
I don't think raul's recording spoil the game for me, raul got hurt a lot of
times in the game, so if I play the game if I found a friend who can help me
buy the game, I can still find challenge in the game.
Raul's game recording doesn't give away all the secrets, if he never got
injured, then it would have spoiled it, but the fact that raul got injured
it means his recording doesn't spoil it for me who doesn't own the game yet.
But I would just like to know what that crystal thing means.


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Re: [Audyssey] extremely! extremely! curious!

2008-02-11 Thread Dark
Hi Nickle.

ask your dad nicely about the game,  afterall twenty dollars strikes me 
as a reasonable price if you really want it.

the cracking sounds are I think the cliff breaking as Liam grabs the 
christal, and him falling down to another location, but where, and what 
happens after that we shal never know unless Liam creates superliam 2, that 
is sits down and actually releases superliam 2, --- that's that superliam 2 
which we all want Liam to create and release, which he could release because 
we all wish to play superliam 2,  and of course we would never go on in 
a very obvious hinting manner trying to persuade Liam that we might wish him 
to create superliam 2 in an E-mail that happens to mention superliam 2 in 
connection with liam creating superliam 2.

Hopefully that's clear enough.

Beware superliam 2,  er -- I mean the Grue!

Dark. 


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Re: [Audyssey] chineese checkers.

2008-02-11 Thread Dark
I think asabat software at http://www.azabat.co.uk/ have an accessible 
draughts game in their collection,  perhaps if you don't want to buy the 
Cd you could e-mail Steve crawford and ask if he could sell the draughts 
game individually as he already has done with backgammon.

Hth.

Beware the Grue!

Dark.
- Original Message - 
From: Lisa Hayes [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 9:27 AM
Subject: [Audyssey] chineese checkers.


 Hi all,  anyone got a computerised chimeese checkers or just checkers 
 game? thanks.  Or draughts.
 Lisa Hayes
 skype name, lisa12257
 join my chat list subscribe at [EMAIL PROTECTED]
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Re: [Audyssey] chopper challenge

2008-02-11 Thread Ryan Smith
Hi,
X-Sight websites is currently limited since the FTP issues, so he doesn't
have CCount ready because of that, so you unfortunately cannot get chopper
challenge at this second
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Damien Sadler
Hey Tom,
How about flame throwers, various types of clubs and truncheons, shoes, 
belts, and various body parts?

Regards,
Damien



- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 4:04 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I think that is a good idea. I don't know about the shield idea
 just yet, but I definitly want to redo the game with a variety of
 weapons to choose from. At the start I am thinking of whip, sword, and
 bow and arrow to start out with.
 If you have any other weapon ideas let me know and I wil put them in the
 ideas box. That box is getting quite full already.


 Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we
 encounter a skeleton and use them?  Hmm.  A new item in the temple to 
 look
 for?



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[Audyssey] chopper challenge

2008-02-11 Thread josh
Hi,

Instead of replying I should have changed the subject. Where can I get this 
chopper challenge game at?

Josh



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Re: [Audyssey] chineese checkers.

2008-02-11 Thread Lisa Hayes
Right, thanks for this will take a look.
Lisa Hayes
skype name, lisa12257
join my chat list subscribe at [EMAIL PROTECTED]
- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 12, 2008 9:48 AM
Subject: Re: [Audyssey] chineese checkers.


I think asabat software at http://www.azabat.co.uk/ have an accessible
 draughts game in their collection,  perhaps if you don't want to buy 
 the
 Cd you could e-mail Steve crawford and ask if he could sell the draughts
 game individually as he already has done with backgammon.

 Hth.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: Lisa Hayes [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, February 11, 2008 9:27 AM
 Subject: [Audyssey] chineese checkers.


 Hi all,  anyone got a computerised chimeese checkers or just checkers
 game? thanks.  Or draughts.
 Lisa Hayes
 skype name, lisa12257
 join my chat list subscribe at [EMAIL PROTECTED]
 ---
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Re: [Audyssey] extremely! extremely! curious!

2008-02-11 Thread Bryan
Actually no, that wasn't a fiery explosion. That was Liam falling down a 
hole in the ground. The to be continued was preparation for the sequel, 
although development on that was haulted indefinitely a while back. I don't 
know if Liam plans to resume work on that but he's a busy guy so you never 
know.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: nicol [EMAIL PROTECTED]
To: gamers Gamers@audyssey.org
Sent: Monday, February 11, 2008 1:36 PM
Subject: [Audyssey] extremely! extremely! curious!


 First of all, congrats raul. You did a terrific job with  your super liam
 game recording!
 I have an ugly monster of a dad, he makes me crying, he makes me feel bad.
 He is a monster, he doesn't allow me my own financial freedom.
 He doesn't allow me any games which I want to buy myself, he squashes me
 like a bug, nic oosthuizen is a bad, ugly monster.
 I wish I could insert an emoticon to cry on -list.
 Anyway, I want to know something about  the ending of the game.
 Spoiler
 space
 The ending music is lovely, it sounds like crackers fired with the music.
 But then super liam finds a crystal and it explodes into a fire and he
 shouts,  it sounds as if he dies,  and then a voice says: to be continued.
 What does that mean? Super liam is suppose to be the hero, there should be
 nothing killing him, he defeated x1, so  nothing else should kill him.
 What does that mean?
 I don't think raul's recording spoil the game for me, raul got hurt a lot 
 of
 times in the game, so if I play the game if I found a friend who can help 
 me
 buy the game, I can still find challenge in the game.
 Raul's game recording doesn't give away all the secrets, if he never got
 injured, then it would have spoiled it, but the fact that raul got injured
 it means his recording doesn't spoil it for me who doesn't own the game 
 yet.
 But I would just like to know what that crystal thing means.


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[Audyssey] chess challenge - Re: logic and spatial awareness games

2008-02-11 Thread Charles Rivard
Ah.  So you're a chess player?  What was your rating?  Maybe, if you still 
have a set laying around, we can play a game some time?  I love the game.  I 
have successfully completed the Hadley chess courses.  The guy that 
originally showed me how to play was not very good, and the 2 chess courses 
gave me a different way of looking at the possibilities and I now have 
improved my strategy.  I'm working on beating KChess Elite at 43 percent 
playing strength if that's a clue to my lack of skill?  (grin)

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 8:52 AM
Subject: Re: [Audyssey] logic and spatial awareness games


 Hmmm, well if you just mean logic puzles and riddles, ---there are a 
 couple
 of places you can try.

 One is the spoken network's quiz section on http://www.pressakey.net/

 Another is http://www.qbyte.org/

 also look around for online quizzes and riddles, written in text (there 
 are
 quite a few of those around I think).

 As to chess, well i used to be a member of the braille chess association
 myself,  as did my brother (who was under 21 champion and on the 
 British
 team at one point, though I was never that good of course).

 I don't think the logic required looking at the board and predicting moves
 and situations for pieces has that much to do with site,  sinse
 incredibly good chess players can predict a board situation many moves in
 advance and visualize (or probably a more correct term would be
 conceptualize), a completely different state of play than that at the
 moment.

 Practically though, under the sport rules of chess, blind players get a 
 time
 advantage on the clock, sinse it takes them longer to examine the board by
 touch,  and obviously the touch move rule (if you touch a piece you 
 must
 move it), doesn't apply. Oh, and sinse in serious chess tournaments each
 player has their own board, so your quite free to examine it while your
 opponent is moving.

 they then mention the move in chess notation,  Eg, pawn to edward 4),
 and you make it on your board.

 You use names for each letter to stop confusion,  Eg, anna and bela
 instead of A and B, and there are reffs wandering around to check that 
 your
 board and your opponent's are the same, for this reason it's also a good
 idea to keep records of your moves (I used to use an a P H tape recorder).

 the really hard thing is that playing internationally, you need to do
 everything in German, which I remember as a real pest!

 Oh and for spacial stuff and chess, I actually found it much easier with 
 the
 board in front of me than on a computer reading square by square,  and 
 I
 would probably find the other grid based games easier in a physical form 
 as
 well.

 Beware the Grue!


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Re: [Audyssey] Urchan Lord

2008-02-11 Thread Dark
I didn't know you could just hold the key, i just hammered it repeatedly.

Beware the Grue!

Dark.
- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 5:21 PM
Subject: Re: [Audyssey] Urchan Lord


 Spoiler
 space
 when the urchin lord battle begins, first collect all the health packs.
 Just hold down your right arrow until you hear you bumping into a wall. 
 Now
 hold down down arrow, then left arrow, until you reached the bottom edge 
 of
 the grid.
 Now go back to room1 in the top left hand corner and just hold down your
 control key and you will manage to drain the urchin lord of all its 
 health,
 although it will take a few shots from you he will die eventually.
 Just stay in room1 the whole time keeping your control key down until you
 hear the urchin lord dying.
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of Jozwiak, Hunter (K12)
 Sent: Monday, February 11, 2008 3:46 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Urchan Lord

 Could someone help me defeat the Urchan Lord on Self Destruct? He'll
 keep zapping me with his laser, but thank heavans for the health packs!



 Hunter

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[Audyssey] Montezuma's Revenge - Re: Montezuma's Return Progress Report.

2008-02-11 Thread Charles Rivard
It's the water.

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Stephen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 11:54 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hey tom..  I thought montezuma's revenge was what happened to you
 when hollidaying in mexico and you eat something that makes you sick? 
 hahaha
 

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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
In england as well for many years,  hence some of the hempen rope pirate 
references in books like treasure island, and the pirate song in Peter pan:

Yoho Yoho, a pirate life, a flag of skull and bones!

a merry hour, a hempen rope and hay for Davy Jones.

Many platformers had a thing about climbing and swinging on ropes and vines 
though,  even in the sand crawler level on super starwars for example.

If we are having swinging ropes, does that me more platforming puzles?

And also there's then the fun of areal enemies such as bats or hanging 
spikes to be encountered while on the rope.

One of my favourite old amstrad cpc platformers,  rowland on the ropes, 
even had falling scorpions which would drop on your head on one side of the 
rope or the other, so you had to make certain which side of the rope you 
were climbing up.

Beware the Grue!

Dark. 


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Re: [Audyssey] logic and spatial awareness games

2008-02-11 Thread nicol
I shall say any fps shooter game will improve your spacial awareness.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of ari
Sent: Monday, February 11, 2008 5:18 PM
To: Gamers Discussion list
Subject: [Audyssey] logic and spatial awareness games

Hi all,
Does anyone know of games to improve a person's ability to use and grasp
logic, and another one, if not the same, to also somehow improve spatial
awareness, because I'm rubbish at both of these. I don't know if games for
helping to improve such things exist, but if there is, could someone advise
what games are the best to play.
Thanks
Ari


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Re: [Audyssey] Shades of Doom 1.2 recordings

2008-02-11 Thread Dark
Yep, I have a copy on my harddrive at the moment,  nice recording I'd 
love to here more,  either shades of doom or other games.

Beware the Grue!

Dark.
- Original Message - 
From: Raul A. Gallegos [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 4:32 PM
Subject: [Audyssey] Shades of Doom 1.2 recordings


I have recordings of Shades of Doom 1.2. I cover all levels except level 9.

 Dark said the following on 2/10/2008 5:45 PM:
 well, I'm a big fan of Pbx and the party pack,  and look forward to
 future packs they mentioned. I think it was just a bad day, and I 
 couldn't
 be bothered mucking about with runtime errors, so iuninstalled it, and
 unfortunately it's one of those one time only things.

 sinse doing the audio games.net posting, I sort of feel it's my job to 
 try
 all audio games anyway so as to give a fair opinion, - though sinse I
 was following this philosophy before Richard gave me the job it probably
 doesn't make too much difference anyway, and at least this way I was able 
 to
 try some games that I might not normally have considdered, - such as
 railracer.

 Btw, yes Bryan, a 1.2 walkthrough of shades would be nice,  in fact 
 on
 the subject of walkthroughs, there are several things that could be done,
 Sarah, Th, trophies in Jd etc.

 If I can ever sort out the sterrio and voice recording business, I might
 well considder doing some audio ones myself.

 Beware the Grue!

 Dark.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Bryan,
Exactly. I like the idea of adding more strategy and options to the game 
play, combat, and traps.
For example, let us say you have a roaring fire, and you happen to have 
some kind of container with you. Oh, you remembered the under ground 
lake you saw a couple of rooms back. Run back, draw some water, and toss 
it on the flames. They go out and you can walk over that place.
Perhaps there is a room with spikes or darts that will kill you as soon 
as you walk into that room. Maybe there is a hidden lever somewhere in 
the temple you can pull and it will reset the spikes so they won't kill you?
It is all apart of rethinking how the game works, adding in some puzzle 
solving or something.

Bryan wrote:
 You could have it set up so that maybe i some situations the sword wouldn't 
 be feasible, so you'd have to swith to the whip or some other weapon. 
 There's a Skeleton on a distant platform that would prevent you from making 
 the jump unless it was dealt with. Sine trying to jump and swing a sword at 
 the same time might be dangerous, she could always draw her bow and take it 
 out before even attempting the leap. Makes a lot of sense, especially if 
 Angela had to grab onto the ledge or whatever to pull herself up. Kinda hard 
 to do that when swinging a sword.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
I personally think there should be a few bosses, perhaps every few levels or 
so. Helps to break up the monotony. One could be say a more powerful undead 
warrior, another could be like a stone guardian of some kind, while a third 
could be a demon who started out in spirit form and you had to hit him with 
his own magic to force him to become solid. Then you could slash him with 
your sword or whatever to actually cause damage.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 9:18 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles,
 yes, there is definitly going to be an evil boss. I don't know what form
 this boss will be, but I really want it to be cool.

 Charles Rivard wrote:
 The evil guardian could be the boss, battled in the last room of the 
 game?



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Dark,
As for my agreement with them I simply agreed to change the name. I said 
somewhere in one of my other posts that I decided on my own initiative 
to go ahead and rework the levels. I had two reasons for deciding this.
First, while working on Beta 10 I got several requests to add a feature 
to report distance and direction to items and monsters. Well, as I 
worked on said feature for Beta `10 I discovered that the way James and 
I was creating level maps and the way my game formulas worked were 
completely different. As a result I either reneeded to work my game 
calculations or recreate the maps to add said feature. That actually 
uncovered a bug I wasn't aware existed, but now I know exists, and needs 
fixed one way or another.
Second, since this copyright issue came up I decided to go ahead and 
redo the maps. Sure I can use the existing maps as a template, but if I 
am going to update the maps why not add in some changes and extras while 
I am at it?

Dark wrote:
 Hi Tom.

 Well, I'm glad it's fixed, and I'm always a fan of new levels.

 but tom, as has been said, nobody can copywwrite a concept or even a level 
 layout, and it seems a distinct shame for you to have to wrip up all the 
 level designing you've already done.

 How about keeping the levels you've got  maybe as a specific option in 
 the main menue under the name montizuma's temple or astec ruins or something 
 like, and then do your own fiendish level designing for some new 
 levels,  perhaps under another option in the main menue.

 It just strikes me as rather sad,  especially with all the work you did 
 designing them to begin with, and from playing through them myself I will 
 say their good and interesting levels and deffinately worth keeping.

 I certainly would also like to see your own level designs, but why do we 
 have to have one or the other?

 Beware the Grue!

 Dark. 


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Re: [Audyssey] logic and spatial awareness games

2008-02-11 Thread Dark
Hmmm, well if you just mean logic puzles and riddles, ---there are a couple 
of places you can try.

One is the spoken network's quiz section on http://www.pressakey.net/

Another is http://www.qbyte.org/

also look around for online quizzes and riddles, written in text (there are 
quite a few of those around I think).

As to chess, well i used to be a member of the braille chess association 
myself,  as did my brother (who was under 21 champion and on the British 
team at one point, though I was never that good of course).

I don't think the logic required looking at the board and predicting moves 
and situations for pieces has that much to do with site,  sinse 
incredibly good chess players can predict a board situation many moves in 
advance and visualize (or probably a more correct term would be 
conceptualize), a completely different state of play than that at the 
moment.

Practically though, under the sport rules of chess, blind players get a time 
advantage on the clock, sinse it takes them longer to examine the board by 
touch,  and obviously the touch move rule (if you touch a piece you must 
move it), doesn't apply. Oh, and sinse in serious chess tournaments each 
player has their own board, so your quite free to examine it while your 
opponent is moving.

they then mention the move in chess notation,  Eg, pawn to edward 4), 
and you make it on your board.

You use names for each letter to stop confusion,  Eg, anna and bela 
instead of A and B, and there are reffs wandering around to check that your 
board and your opponent's are the same, for this reason it's also a good 
idea to keep records of your moves (I used to use an a P H tape recorder).

the really hard thing is that playing internationally, you need to do 
everything in German, which I remember as a real pest!

Oh and for spacial stuff and chess, I actually found it much easier with the 
board in front of me than on a computer reading square by square,  and I 
would probably find the other grid based games easier in a physical form as 
well.

Beware the Grue!

Dark. 


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[Audyssey] Shades of Doom 1.2 recordings

2008-02-11 Thread Raul A. Gallegos
I have recordings of Shades of Doom 1.2. I cover all levels except level 9.

Dark said the following on 2/10/2008 5:45 PM:
 well, I'm a big fan of Pbx and the party pack,  and look forward to 
 future packs they mentioned. I think it was just a bad day, and I couldn't 
 be bothered mucking about with runtime errors, so iuninstalled it, and 
 unfortunately it's one of those one time only things.
 
 sinse doing the audio games.net posting, I sort of feel it's my job to try 
 all audio games anyway so as to give a fair opinion, - though sinse I 
 was following this philosophy before Richard gave me the job it probably 
 doesn't make too much difference anyway, and at least this way I was able to 
 try some games that I might not normally have considdered, - such as 
 railracer.
 
 Btw, yes Bryan, a 1.2 walkthrough of shades would be nice,  in fact on 
 the subject of walkthroughs, there are several things that could be done, 
 Sarah, Th, trophies in Jd etc.
 
 If I can ever sort out the sterrio and voice recording business, I might 
 well considder doing some audio ones myself.
 
 Beware the Grue!
 
 Dark.
 
 
 
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Re: [Audyssey] logic and spatial awareness games

2008-02-11 Thread ari
Thanks Dark, but what's really rubbish is you know, what I was also thinking 
of for logic, are logic puzzles, but I can't find accessible ones, I've been 
to plenty of sites and I they're all flash-based, you know, the kind of 
puzzles where, for example, five boys date five girls, and they give you 
clues for you to work out who dated who. For spatial, I'm with you, but, 
something like Blank Block, I'm just rubbish at trying to picture moves in 
advance, that's probably why I'm also rubbish at chess, I just don't vision 
all the possibilities with all the ifs and buts, this spatial question is 
really tricky! About chess, I heard someone once, would love to know you 
guy's thoughts on this, but do you guys think it's harder for a blind person 
to play chess given the same amount of time with a chess clock as compared 
to a sighted person, I'm not talking about braininess here, I'm talking 
about do you guys think sighted people can see moves mor obviously, since 
their eyes can sort of do a more visualisation of the different parts of the 
board sort of quicker then a blind person having to use their hands, not to 
mention that, while the blind person is moving, the sighted person can look 
at the board, but the blind person can't feel the board while the sighted 
person is moving, lol, can you imagine!
Ari 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Charles,
Well, I might have to add a few extra key strokes, but I think the basic 
keyboard layout is going to remain the same.
For example, if I add extra weapons and tools I am probably going to 
want to asign each weapon and tool to a number key so you can select it 
such as 1 sword, 2 whip, 3 bow and arrow, 4 healing potion, 5 torch, 
etc. When you press space bar it will take the proper action like swing 
sword, light torch, drink potion, etcThe Tomb Raider games are like this 
and it is sort of nice. All you need to remember is to press the space 
key when you are holding the proper item/tool.
Another idea is I think I am going to reverse the arrow and shift+arrow 
combos. I have had several request to asign run to left and right arrows 
and asign walk to the shift+arrow combos. As i run a lot myself it is 
one of those ideas that does make sense.
One thing we could do with this run/walk idea is there are certain traps 
like spikes you can only avoid by walking, but if you run you will fall 
on them and Angela is run through. Interesting?


Charles Rivard wrote:
 Could this mean more keystrokes in a learning curve?  I like the fact that 
 there aren't currently a whole flock of them.  I do like the strategic 
 possibilities, though.  It could be sort of a trade off.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Charles and all,
Yeah, I know that this might be a bit of a let down for some in the 
beginning, but I do think this all may have been all for the better in 
the long run. Besides not having to worry about using someone else's 
copyrights I am now free to redesign the game with different traps, 
difficulties, and add some new monsters that were not present before. I 
also am more free to listen to end user suggestions and requests.
For example, one of the common complaints about the game was you had to 
find a new sword every time you killed a snake, skull, or spider. I 
would tell people that is how the Atari game was, and that didn't settle 
well. They always came back with some response  that made sense, but I 
was strait jacketed to the games rules, and the way that game operated.
Another common request was to let the user decide when to light his or 
her own torches. Many players disliked the fact that the torches light 
automatically, and often they would light in rooms that you had visited 
before. This time round I am just going to pull the automatic torch 
feature and let you choose when to light them on your own.


Charles Rivard wrote:
 There's a lot of Email that has come in over the past few hours, but it 
 sounds like what we'll get in the future will not be a remake of Montezuma's 
 Revenge, which is what I was hoping for, with minor changes.  I'm sure it 
 will be a great, fun game, but not what was in the original plans.  If I'm 
 right, I'm not complaining, nor would I want my money back.  Just a bit 
 disappointed.  Then again, have you really liked one particular song by an 
 artist, found that the only way you could get it was on an album with 11 
 songs you'd never heard on the radio, said Oh, what the heck.  I! Want! 
 that! song! and bought the album, and found that you liked the rest of it? 
 I'm thinking that's what this'll be, although not quite that extreme, 
 because most of the game will be the same.  I already think I'll like these 
 sword wielders.
   


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Re: [Audyssey] logic and spatial awareness games

2008-02-11 Thread Dark
H Ari, well my spacial awareness is pretty pants as well.

Your best bet on both counts are probably grid based games employing 
reasoning such as gma mine sweaper, the various solitare games, all the Bg 
word games, 15 numbers and lap, Sudocu, Jim kitchin's battle ships, and 
sound puzle, and blank block from Lighttech interactive.

Because of my own spacial awareness business I am pretty awful at these 
sorts of games myself.

for pure reasoning and logic, I'd suggest mastermind, Bg hearts or even Uno 
(determining your opponent's cards and how they will play), and cribbage, 
also light locater, and maybe the sticks game from Liam's Lworks arcade 
package.

there are probably others as well which haven't occurred to me as yet.

Of course though, any game which features more than just reflex based action 
is going to stretch your mind somewhat,  determining your location in a 
3D game like Sarah or Mb, ifficient searching techniques in galaxy ranger, 
basic resource management again in galaxy ranger and in lords of the 
galaxy,  extreme resource management in sound rts and smugglers 3.

then there's multitasking of course,  and something like sound rts or 
lone wolf has that in spades!

Hth.

Beware the Grue!

Dark. 


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[Audyssey] logic and spatial awareness games

2008-02-11 Thread ari
Hi all,
Does anyone know of games to improve a person's ability to use and grasp 
logic, and another one, if not the same, to also somehow improve spatial 
awareness, because I'm rubbish at both of these. I don't know if games for 
helping to improve such things exist, but if there is, could someone advise 
what games are the best to play.
Thanks
Ari 


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Re: [Audyssey] Important Montezuma's Return announcement

2008-02-11 Thread josh
Hi,
I agree with you Ari.

- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 09, 2008 6:20 PM
Subject: Re: [Audyssey] Important Montezuma's Return announcement


 really Thomas, feel very sorry for you about this, can't stand bloody evil
 people like that, these big bullying corporate-types who try and find
 anything to sue over to just make money, that's the one thing I find not
 great about America, the culture over there of people just wanting to find
 problems and suing all the time. It's absolutely disgusting, I mean, how
 could anyone even confuse them with you, you are making a game for blind
 people, they're not even bothering to do that anyway.
 Ari


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Yohandy
swinging swords! awesome! or metal spikes that drop from the ceiling when 
you step on a trap. . ouch!

- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 6:51 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 hi i reckon the traps at the moment in the game are too easy so yeah
 swinging swords and other things make it worth it in my view

 On 11 Feb 2008, at 11:47, Bryan wrote:

 I've just always heard in legends that a lot of temples and places
 like that
 were guarded, at least in part, by some form of undead. Then there
 were of
 course other traps like swinging blades, slamming metal jaws like in
 Prince
 of Persia and things like that that you had to time carefully in
 order to
 avoid. Think of it as those annoying lasers in Super Liam except
 that those
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 10:05 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and
 skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they
 exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it
 guarded
 by the undead forms of those who protected it in life? Skeletons
 are,
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Mich
hi tom and all. How about a Boomerang? that would be cool. from Mich.
- Original Message - 
From: Damien Sadler [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 3:28 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hey Tom,
 How about flame throwers, various types of clubs and truncheons, shoes,
 belts, and various body parts?

 Regards,
 Damien



 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Monday, February 11, 2008 4:04 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I think that is a good idea. I don't know about the shield idea
 just yet, but I definitly want to redo the game with a variety of
 weapons to choose from. At the start I am thinking of whip, sword, and
 bow and arrow to start out with.
 If you have any other weapon ideas let me know and I wil put them in the
 ideas box. That box is getting quite full already.


 Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we
 encounter a skeleton and use them?  Hmm.  A new item in the temple to
 look
 for?



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[Audyssey] chopper challenge

2008-02-11 Thread josh
Hi,

When I try downloading chopper challenge I get the following error.

Warning:  file(click_count.dat) [
function.file
]: failed to open stream: No such file or directory in 
/home/xsighti1/public_html/xsight/ccount/click.php on line 47

Warning:  Invalid argument supplied for foreach() in 
/home/xsighti1/public_html/xsight/ccount/click.php on line 52
 This ID doesn't exist!

Josh



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Re: [Audyssey] chopper challenge

2008-02-11 Thread James Scholes
http://www.x-sight-interactive.net

--
From: josh [EMAIL PROTECTED]
Sent: Monday, February 11, 2008 9:50 PM
To: gamers discussion list gamers@audyssey.org
Subject: [Audyssey] chopper challenge

 Hi,

 Instead of replying I should have changed the subject. Where can I get 
 this
 chopper challenge game at?

 Josh



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Re: [Audyssey] chess challenge - Re: logic and spatial awareness games

2008-02-11 Thread Dark
Well Charles, as I said, my brother was the fantastic chess player, and was 
on the Uk chess team for a while.

i just sort of tagged along to tournaments and enjoyed a game or two,   
god knows what my wrating was.

Also, it's about 7 years sinse I played, so I'd be incredibly rusty. At some 
point I've considdered trying chess illete with hal,  it's in my rather 
large things to do pile, but as it's a limited time demo I'm rather loath to 
try it unless I have a large amount of free time to spend on the different 
options etc,  wich at the moment (and for the forseeable future), I 
probably don't.

If I ever get back into chess though I'll give you a yell.

Btw, in the tournaments I played in, sitting back to back wasn't 
mandatory,  in fact we usually sat facing the opponents, though the rest 
was very much as you describe.

Beware the Grue!

Dark. 


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Re: [Audyssey] Educational games problem

2008-02-11 Thread Stefen Hudson
This wasn't made strictly for the blind, but there was a toy/game called 2XL 
that had a lot of educational stuff. It was like a robot-shaped tape 
recorder. You'd get a question and you'd press a button to give an answer.

--
From: ari [EMAIL PROTECTED]
Sent: Monday, February 11, 2008 7:44 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Educational games problem

 Hi all,
 Has anyone else noticed that it's really unfortunate and awful that there
 are suddenly, as far as I know, hardly any educational games for blind
 children? Before there used to be so many, MindsEye2, or something like
 that, they apparrently had good quality educational games, and Code 
 Factory
 also had all those fairy tales, now they've stopped, I can't think of
 anything teachers of young blind children can use, how did this suddenly
 happen? PCS also had one, I think.
 Ari


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Re: [Audyssey] extremely! extremely! curious!

2008-02-11 Thread Tj
That's the question.  What does that mean?

Did he die?  Did x1 teleport him somewhere, one last time?  Did the crystal 
do something to Liam?  I guess only Liam knows.

I'm sorry to hear about your dad,  That's unfortunate.  In your own time, 
you'll get to live your own life.  Hang in there!

Tj
- Original Message - 
From: nicol [EMAIL PROTECTED]
To: gamers Gamers@audyssey.org
Sent: Monday, February 11, 2008 1:36 PM
Subject: [Audyssey] extremely! extremely! curious!


 First of all, congrats raul. You did a terrific job with  your super liam
 game recording!
 I have an ugly monster of a dad, he makes me crying, he makes me feel bad.
 He is a monster, he doesn't allow me my own financial freedom.
 He doesn't allow me any games which I want to buy myself, he squashes me
 like a bug, nic oosthuizen is a bad, ugly monster.
 I wish I could insert an emoticon to cry on -list.
 Anyway, I want to know something about  the ending of the game.
 Spoiler
 space
 The ending music is lovely, it sounds like crackers fired with the music.
 But then super liam finds a crystal and it explodes into a fire and he
 shouts,  it sounds as if he dies,  and then a voice says: to be continued.
 What does that mean? Super liam is suppose to be the hero, there should be
 nothing killing him, he defeated x1, so  nothing else should kill him.
 What does that mean?
 I don't think raul's recording spoil the game for me, raul got hurt a lot 
 of
 times in the game, so if I play the game if I found a friend who can help 
 me
 buy the game, I can still find challenge in the game.
 Raul's game recording doesn't give away all the secrets, if he never got
 injured, then it would have spoiled it, but the fact that raul got injured
 it means his recording doesn't spoil it for me who doesn't own the game 
 yet.
 But I would just like to know what that crystal thing means.


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Re: [Audyssey] Educational games problem

2008-02-11 Thread Dark
yes, 2Xl rocked! I spent hours of fun with mine. Sadly, i think it might now 
be out of stock and unavailable, and unfortunately tapes tend to wear out.

Beware the Grue!

Dark.
- Original Message - 
From: Stefen Hudson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 9:16 PM
Subject: Re: [Audyssey] Educational games problem


 This wasn't made strictly for the blind, but there was a toy/game called 
 2XL
 that had a lot of educational stuff. It was like a robot-shaped tape
 recorder. You'd get a question and you'd press a button to give an answer.

 --
 From: ari [EMAIL PROTECTED]
 Sent: Monday, February 11, 2008 7:44 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: [Audyssey] Educational games problem

 Hi all,
 Has anyone else noticed that it's really unfortunate and awful that there
 are suddenly, as far as I know, hardly any educational games for blind
 children? Before there used to be so many, MindsEye2, or something like
 that, they apparrently had good quality educational games, and Code
 Factory
 also had all those fairy tales, now they've stopped, I can't think of
 anything teachers of young blind children can use, how did this suddenly
 happen? PCS also had one, I think.
 Ari


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 10/02/2008 12:21
 


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Re: [Audyssey] chineese checkers.

2008-02-11 Thread ari
Hi Lisa,
If you mean Checkers as in Draughts, then there is a wonderful Draughts game 
especially designed for the blind, with three other games on a CD. It comes 
from Azabat in the UK, it costs I think it was 40 pounds, I ordered mine 
from RNIB. Sorry, don't even know if I've spelled the company properly, and 
I don't have the site either, maybe someone else knows.
Ari 


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Re: [Audyssey] ninja turtle game

2008-02-11 Thread ari
Hi Constantine,
I think you'll also enjoy my article about the NES, which I sent Ron to, if 
it's good, he will put it in Audyssey. I also wrote that article, because I 
hope it will get more of us talking about how we got into games. I'm 
fascinated by your history as well, yes, we couldn't play half the stuff, 
but that doesn't stop us from just racing and crashing the car, but now that 
consol games are so expensive, it's probably quite awful for people getting 
into it, as they actually have to spend lots of money just on the one game, 
not having the cool -in-one stuff we did. What other games did you enjoy on 
the NES, I still have mine.
Ari 


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Re: [Audyssey] chess challenge - Re: logic and spatial awarenessgames

2008-02-11 Thread ari
Hi Dark and Charles,
I don't know chess braille at all, but is it true what I've heard that 
American chess braille is different to British chess one?
Ari 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Ah yes, Kali. Wasn't she the molevolent form of their mother goddess?
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 8:19 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi,
 Yeah, your idea of the spikes dropping down reminds me of that part in
 Indiana Jones and the Temple of Doom where the spikes came up out of the
 floor and celing and tried to run Indi and Willy Scott through.
 Fortunately, Indi was able to escape that trap.
 Now, that I think of it that adventure was in India. What a cool and
 mysterious place to have a plot line. Especially, anything with the
 goddess Collie in it. Of all the Indian gods/goddesses Collie has always
 struck me as a cool enemy to fight.

 Yohandy wrote:
 swinging swords! awesome! or metal spikes that drop from the ceiling when
 you step on a trap. . ouch!



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Re: [Audyssey] ninja turtle game

2008-02-11 Thread Bryan
Stupid the villains in Raddical Rescue weren't. Nor were they the same cast. 
Scratch, Triceriton, Scale Tale and Dirtbag. Any one of them could easily 
flatten unwary turtles. Shredder was also pretty tough in that game as wel, 
not the least because you fought him twice in rapid succession.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 7:53 PM
Subject: Re: [Audyssey] ninja turtle game


 Hi Dark,
 Yeah, I still like the TMNT beat-m-up games too. I always thought Bebop
 and Rock Steady were too whimpy. Though, according to the tv series they
 were always pretty stupid anyway so a smart turtle should be able to
 clean their clock easily. As long as you avoided their blaster fire you
 could kick butt, and of course rescue April O'neal.
 When it came to cool battle the battles against Krang and Shredder were
 ultra cool. Let us just say my Mom and Dad couldn't have given me enough
 quarters to finish playing those arcade coin ops so they usually  got
 the games for Christmas or something.
 Oh, and where is my slice of pizza dude? I'll have the peperoni with
 cream cheese pizza, and extra sossage. Lol!

 Dark wrote:
 Sounds cool! I must have missed that one.

 the definitive turtles game for me has always been the arcade beat em
 up,  which ate loads of my ten P's as a child.

 i love the fact you fight all the enemies, from bebop and rocksteady to
 backster stockman and general trag, and all the original voice samples 
 and
 such are there.

 Of course it's not in arcades anymore, but I might just have been able to
 acquire it somehow,  wink wink! and it's stil great!

 Beware the Grue!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Cara Quinn
   Thomas et al;  I think the reference to such oddities as  
disappearing platforms and warp platforms are a round-about reference  
to the idea that certain 'primitive' cultures had knowledge of more  
modern tech as in a sci-fi element that still exists today…

I personally look forward to where you'll take the game.

Very glad this has all worked out for the best for you!…

Have a lovely evening!…

Smiles,

Cara  :)


On Feb 10, 2008, at 8:45 PM, Thomas Ward wrote:

 Hi Josh,
 Chill out, dude. I don't see this as a major crisis, and neither  
 should
 you. They were in there legal rights to ask me to change the name of  
 my
 game. I decided on my own if I have to drop the name I might as well
 pull the levels too, and rework the game with a new theme and back  
 story.
 When it is done you should still be able to gather gems, gold coins,
 fight big ugly spiders, slithery snakes, and some kind of undead
 creature or creatures. As I see it changing it to be a little more
 modern is not a bad thing.
 For example, while the vanishing platforms were in the original game
 that is kind of weird to find in an ancient temple. I might be able to
 rework the game to have more realistic traps and pitfalls. Another  
 thing
 is the warp platforms are sort of weird to. I'd rather just have  
 doors,
 secret passages, and maybe trap doors to take you where you want to  
 go.
 Are you seeing it my way?

 josh wrote:
 this country is communist if they think they can force a developer  
 to change
 his or her ideas and games like that! this really makes me mad!  
 spending
 months to redesign your game due to a stupid copyright? I would  
 have blocked
 the bastard's email address and then I would have put a link on my  
 website
 stating something like...
 if you are blind, which means your eyes do not work at all, you  
 have had
 your eyes surgically removed, or you vision is that bad you have to  
 read
 large print then enter my site. sounds crazy but maybe that's what  
 it takes
 to get through to greedy money hungry sighted people? stupid  
 idiots! that's
 my opinion of'em! if I were a dev I would have said I'll change my  
 game when
 mainstream developers realise that us blind people want and demand  
 equal
 accessibility to your playstations and x-boxes!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Yeah, your idea of the spikes dropping down reminds me of that part in 
Indiana Jones and the Temple of Doom where the spikes came up out of the 
floor and celing and tried to run Indi and Willy Scott through. 
Fortunately, Indi was able to escape that trap.
Now, that I think of it that adventure was in India. What a cool and 
mysterious place to have a plot line. Especially, anything with the 
goddess Collie in it. Of all the Indian gods/goddesses Collie has always 
struck me as a cool enemy to fight.

Yohandy wrote:
 swinging swords! awesome! or metal spikes that drop from the ceiling when 
 you step on a trap. . ouch!
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Yeah, that is another possible strategy element right there. A whip 
might do more damage to a spider than say a skeleton. On the other hand 
a sword might be needed to take out that skeleton warrior hell bent on 
taking off your head.

Stefen Hudson wrote:
 Or perhaps certain monsters are resistant or immune to certain weapons. As 
 an example, in some games, skeletons are weak to weapons such as clubs 
 because they shatter bone, etc.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Phil Vlasak
Hi Tom,
Just as you were thinking of doing for another game, you could also put  out 
mods of the Angela's Quest  game using Montezuma's Return and Montezuma's 
Revenge sounds.
And as for jumping over skeletons, they could be crawling on their hands and 
bony knees.


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 9:40 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Liam,
 Yeah, I think so as well. Just this afternoon I worked on the game and I
 decided to import a lot of sound effects, music, etc from Tomb Hunter.
 The reason is the games are similar and the music is of a high quality
 to make the new version of this side-scroller better. I might even be
 able to call this one Tomb Hunter I Angela's Quest or Tomb Hunter I
 Mysteries of the Aztecs or something like that.

 Liam Erven wrote:
 actually.  I'm glad it won't be a remake.  the more I've thought about 
 it.
 the more enjoyable it soundes if it weren't like the original game.
  just my two cents



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Right. Don't forget the fire pits. Someone would have to constantly keep 
them stocked with burning material unless the fire is magical which 
would put that fire out of the bounds of known physics.

Bryan wrote:
 Well if there could be undead warriors there could certainly be burning 
 ropes and vines. Magic works differently than physics after all, and there 
 would already have to be magic in the environment for there to be undead 
 wandering around.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Important Montezuma's Return announcement

2008-02-11 Thread Thomas Ward
Hi Bryan,
Well, I've been doing some thinking about that, and I have decided first 
off to include this game as apart of the Tomb Hunter series of games. 
This will be volume 1 in the Tomb Hunter installment featuring Angela 
Summers as are daring female treasure hunter. I've already imported the 
Tomb Hunter music, and some of the ambiance so it will match up with 
volume 2 which is a First Person action adventure.
You are right that Angela's Quest might be to generic. I have considered 
making this temple an ancient Mian ruins which Angela Summers is 
exploring when she finds it is cursed with undead Mian warriors, giant 
spiders, and huge giant Pythons to start off with. Though the Aztec's 
would work too.
If it is Aztec's we are sticking with there could be a couple of names 
we could use. Your name Treasure of the Aztec's or Mysteries of the Aztec's.

Bryan wrote:
 If I might make a suggestion for the title? I personaly think Angela's Quest 
 sounds a little too generic. Might I suggest Angela Summers and the 
 Treasures of Montezuma? Or just plain Treasures of the Aztecs. We could 
 still kep the Aztec connection, which I've always thought was kinda neat.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] super liam demo question

2008-02-11 Thread constantine (on laptop)
There are a lot of demmos that exit you from the game. Why do you need to be 
taken back to the main menu if you can just start up the game again? 
snickers. I think trupenem does that, too.


Have a good day from Tyler C. Wood!

contact details:

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- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 10:29 AM
Subject: Re: [Audyssey] super liam demo question


I know.
 I was just wondering, just out of  curiosity, if liam have a specific 
 reason
 why he  choses the demo to exit or did  he just  forgot to let the game
 return you to the main menu.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of Charles Rivard
 Sent: Sunday, February 10, 2008 8:00 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] super liam demo question

 There is nothing stopping you from playing the demo again, and again, and
 again.  Just start it over.  Just because a game ends, that does not mean
 that it cannot be played again.

 ---
 If you don't stand behind our troops,
 please, feel free ... to stand in front of them!

 - Original Message -
 From: nicol [EMAIL PROTECTED]
 To: gamers Gamers@audyssey.org
 Sent: Sunday, February 10, 2008 6:46 AM
 Subject: [Audyssey] super liam demo question


 HI
 At the end of the demo I hear the voice saying: to purchase the full
 product
 go to l-works.net, and  then the program exits.
 Does liam prefer us not to play the demo multiple times?
 Why doesn't the program return me to the main menu instead of exiting.
 Sure  its easy to create a keyboard shortcut and just press it if I want
 to
 play again but I was just wondering if liam had a specific reason for not
 having the program  take me back to the main menu?
 Does he feels that one should only play the demo once and not again?


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[Audyssey] chess between blind and sighted players - Re: logic and spatial awareness games

2008-02-11 Thread Charles Rivard
In tournament chess, the players sit back to back.  Each has a chess board 
in front of him.  The moves are verbally spoken and confirmed before the 
chess clock of your opponent is set in motion.  I mention this because it 
shows that neither player can see what the other player is doing, as in 
possibly tracing out the plan of attack or defense.  You can study the board 
while the other player is working out their next move without being 
interfered with.  This is one reason I like to play against a computer 
program--I can study the board without being bothered by the opponent.  I 
like KChess Elite, which can be found at

www.arkangles.com

because of its flexibility as far as configuration and the wide range of 
skill that is available, and it works well with JAWS.  The trial period is 
30 days, after which the game must be purchased, but it is well worth the 
money.

As for the clock, the sighted player is at a definite advantage when playing 
a 5-minute game, or having to make a move every 10 seconds or in lightning 
chess.  However, if you are playing with a restriction of, let's say, 40 
moves in 2 hours, which averages out to 3 minutes per move, I don't see it 
as a problem.  The same goes for having 90 minutes to play your entire game 
regardless of the number of moves.

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 8:23 AM
Subject: Re: [Audyssey] logic and spatial awareness games


 Thanks Dark, but what's really rubbish is you know, what I was also 
 thinking
 of for logic, are logic puzzles, but I can't find accessible ones, I've 
 been
 to plenty of sites and I they're all flash-based, you know, the kind of
 puzzles where, for example, five boys date five girls, and they give you
 clues for you to work out who dated who. For spatial, I'm with you, but,
 something like Blank Block, I'm just rubbish at trying to picture moves in
 advance, that's probably why I'm also rubbish at chess, I just don't 
 vision
 all the possibilities with all the ifs and buts, this spatial question is
 really tricky! About chess, I heard someone once, would love to know you
 guy's thoughts on this, but do you guys think it's harder for a blind 
 person
 to play chess given the same amount of time with a chess clock as compared
 to a sighted person, I'm not talking about braininess here, I'm talking
 about do you guys think sighted people can see moves mor obviously, since
 their eyes can sort of do a more visualisation of the different parts of 
 the
 board sort of quicker then a blind person having to use their hands, not 
 to
 mention that, while the blind person is moving, the sighted person can 
 look
 at the board, but the blind person can't feel the board while the sighted
 person is moving, lol, can you imagine!
 Ari


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Re: [Audyssey] BPC Programs

2008-02-11 Thread constantine (on laptop)
Well, I also love mario, all be it its free, I should try pinball out, - 
though I've never grasped the concept of it.



Have a good day from Tyler C. Wood!

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- Original Message - 
From: Bryan [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 6:59 AM
Subject: Re: [Audyssey] BPC Programs


I haven't played Pacman Talks in years, because to be honest it just didn't
 feel anything like the original despite using the original sound effects.
 They just didn't seem quite the same. Now the ones they used in PBC, now
 those were definitely the original ones, and that definitely made it feel
 more like the original despite it being a pinball table. I actually own 
 both
 PBC and PBX and am proud to do so. And let's not forget the Party Pack.
 Right now Old Man Stanley's my favorite. But so far nothing from BPC has
 managed to keep my interest for very long. Not to say they're a bad dev
 beause they're not. But my interests lie elsewhere, and few of our devs 
 have
 really produced anything that's caught and held my interest. Among those 
 who
 have are Draconis (obviously), Liam and Thomas. Oh and let's not forget 
 GMA.
 Hmmm, I suppose I ought to get working on my walkthrough for Shades 1.2.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 5:20 AM
 Subject: Re: [Audyssey] BPC Programs


 My view on keys personally is that if I own a game on one computer, I 
 want
 it on another on the offchance i'll desire to play it again even if I've
 completed it many times.

 I stil for example occasionally stick on pipe2, hunter or Superliam for a
 quick blast through the game, even though I've finished them all on
 several
 occasions.

 Th is in my ossilations list, I've tried the demo several times and the
 game
 is interesting, but I seem to get killed and lost a heck of a lot. I am
 inclined at the moment to just see about buying it anyway though.

 My ossilations list are games that I have made no final decision yet on
 buying or not buying. Also on the list are Packman talks and Esp pinball
 classic, - which i uninstalled very quickly after  a runtime error
 message and never got to try. I think it's been debugulated though, so
 I'll
 try the demo on my laptop at some point and give the game some
 considderation.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Bryan,
Well, in the current Beta with the Skeleton warriors, (soon to be 
released,) you can still jump over them, but that will likely be 
changing in a later update. HOwever, in this release if a skeleton 
attacks and you jump the sword will likely miss.


Bryan wrote:
 Maybe they couldn't be jumped over themselves, but their swords could be. 
 And you could probably run from them if you did it right.
 Time is an illusion, lunchtime doubly so.
   


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[Audyssey] enemy attack game mods?

2008-02-11 Thread josh
Hi Kenn,

Can we put our own sounds in the enemy attack game if we want to? 

Josh



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Ah, I wasn't aware of either the bug or the decision to rework things.

I stil hope though somethingg is salvageable from the design you've done.

On the other hand, as you've said yourself, you are now free to play with 
the game,  add a lot! more levels, scenarios and enemies, traps etc.

One request I would make for the changes if possible, is varying the 
background ambience betwene levels,  or every few levels if there are 
many, thus giving the player a greater sense of achievement.

Perhaps you could include several locations as toom rader did,  south 
america, Egypt, Africa, china and maybe even atlantis,  perhaps with a 
different ambience for each.

Another idea might be to use different types of enemies in different 
environments to fullfil the same functions,  so South america has sword 
wielding skeletons as it's generic walk along grunts, egypt has mummies etc.

You could also considder including a more extensive storyline to keep things 
moving as well.

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Darren,
Yeah, I had been thinking about it, but do to the delays etc I was 
proceeding ahead with the original plans so to speak. There is a 
conflict in the math and maps, but I could have solved that problem by 
rewriting the calculations. That is ok, but that doesn't really excuse 
the fact I was following James North's level editor rather than checking 
to see if my engine code was compatible with his stuff. I found out the 
way his calculations worked and the way mine worked were different, and 
I frankly didn't like the way his worked.
For example, the way the current world engine works if Angela is 
standing at 9,9 and she jumps her y axis is subtracted and she might be 
at 9,6 at the top of her arc. To my way of thinking her y axis should 
increase to 9,12 rather than decrease to 9,6. So The way James was 
building his worlds was backwards from the way I think, and my 
calculations were off and I had to correct them to work properly. Not a 
huge problem, but I don't want the game engine to operate that way for 
every game. Better off fixing the source of the problem, the world map 
engine, and be done with it.


Darren Harris wrote:
 It sounds to me as if Thomas wanted to do this in the first place. And now
 he's got a good reason to do it. It sounds fun either way.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Will there be bosses? I had an interesting idea for a boss that might fit 
well into the theme of the new game. It actually features an element of the 
Twinrova battle from the Legend of Zelda games. My idea was that he'd be a 
demon of some kind who would start out in spirit form. He would warp around 
the area, firing off blasts of magical energy. He would have two attacks, 
fire and ice. The idea would be that you would use your sword or perhaps a 
magical shield to deflect the blasts of energy back at him. The trick, then, 
would be to absorb three blasts of the same attack I.E. three blasts of fire 
or three blasts of ice. After you'd absorbed three of the same attacks you 
would automatically launch the attack at the demon. This wouldn't actually 
damage him but it would cause him to assume a solid form. He would then 
attack you in some other form perhaps, and this would be the time to cause 
damage. You would then run up and slash him a few times. After being hit a 
few times he might resume his spirit form and the pattern would have to be 
repeated. It would involve an element of strategy, but then again it might 
be hard to do from a programming perspective. But there's my idea. You might 
need an ehcnanted shield that perhaps had to be found on that level in order 
to block the demon's magical attacks.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 9:00 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I know that this might be a bit of a let down for some in the
 beginning, but I do think this all may have been all for the better in
 the long run. Besides not having to worry about using someone else's
 copyrights I am now free to redesign the game with different traps,
 difficulties, and add some new monsters that were not present before. I
 also am more free to listen to end user suggestions and requests.
 For example, one of the common complaints about the game was you had to
 find a new sword every time you killed a snake, skull, or spider. I
 would tell people that is how the Atari game was, and that didn't settle
 well. They always came back with some response  that made sense, but I
 was strait jacketed to the games rules, and the way that game operated.
 Another common request was to let the user decide when to light his or
 her own torches. Many players disliked the fact that the torches light
 automatically, and often they would light in rooms that you had visited
 before. This time round I am just going to pull the automatic torch
 feature and let you choose when to light them on your own.





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Re: [Audyssey] ninja turtle game

2008-02-11 Thread Charles Rivard
Hi Q is a good example of this, as is Bop It or Simon.  None of them were 
designed with the blind in mind, but, hey, what the heck.  If we can play 
them, that's what counts.

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Ron Schamerhorn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 5:43 PM
Subject: Re: [Audyssey] ninja turtle game


 Hi Tyler

  As it outlines in the magazine, games accessible to the blind/VI either 
 by
 accident or design.  Indeed a write up about those games would work fine 
 as
 an addition to Audyssey.

 Ron


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Re: [Audyssey] ninja turtle game

2008-02-11 Thread Ron Schamerhorn
Hi Tyler

  As it outlines in the magazine, games accessible to the blind/VI either by 
accident or design.  Indeed a write up about those games would work fine as 
an addition to Audyssey.

Ron 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Kuvvosh
Sounds like Faxanadue game on NES, or Millions Castle type game.  But, you
talking about a major game tho.

Kuvvosh  

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Sunday, February 10, 2008 10:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Return Progress Report.

Hi Richard and all,
Well, one of the cool things about replacing skulls with armed skeleton 
warriors could be the game could be mor combat oriented. Perhaps Angela 
would have to find bows and arrows, whips, swords, and other sorts of 
weapons around the temple to kill undead warriors with.
As it stands now you need to find a sword  for every monster. We all 
would agree that is pretty unrealistic. Perhaps one sword for the entire 
game, or a series of different types of swords.  A long sword would have 
greater range than a short sword, but a whip would have good range but 
do less damage. If you look at these sorts of elements maybe this is 
good that this has happened. You know?


Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump 
 over the rolling skulls. but it seems likely that we would be able to jump

 over a sword wielding skeleton. I don't have a better replacement for the 
 skulls, but a skeleton just doesn't seem to fit also. That is my only 
 concern at this time.

 Rich
   


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Re: [Audyssey] X-Sight-Interactive news

2008-02-11 Thread constantine (on laptop)
OO! danger city? are you serious? I can't wait for that. I've so wanted 
to play that for such a long time, and it sounded so streets of rage like.

Congrats on the site being back up, too.


Have a good day from Tyler C. Wood!

contact details:

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system details:
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- Original Message - 
From: Damien Sadler [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 08, 2008 11:55 AM
Subject: [Audyssey] X-Sight-Interactive news


 Hi gang,

 We are proud to announce that X-Sight-Interactive's website is finally 
 back up, thanks to the spiffing open port network provided by my good 
 friend and his family.
 Acefire is very close to release now, just fixing bugs and one more 
 feature to put in.
 Self Destruct and Danger City will soon be up on X-Sight.
 Any questions, then please contact.

 Regards,
 Damien
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Re: [Audyssey] formerly abandoned games

2008-02-11 Thread constantine (on laptop)
He just said he would.

heh,

Have a good day from Tyler C. Wood!

contact details:

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- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 08, 2008 2:37 PM
Subject: Re: [Audyssey] formerly abandoned games


 is someone going to complete danger city?

 On 8 Feb 2008, at 20:05, Damien Sadler wrote:

 um, activating the bomb.
 regards,
 damien

 - Original Message -
 From: nicol [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, February 08, 2008 7:48 PM
 Subject: Re: [Audyssey] formerly abandoned games


 How  do I get to  the end before the bomb  blows up?
 I love the intro to level2, although there is no level2 yet, that
 intro is
 sooo cool!
 The man  walking in the water and then the older man talking to him
 and
 then
 the cars coming which he have to jump over.
 It sounds like phil's voice.
 However, sometimes while the intro  with the water sound is
 playing  I
 still
 hear that bomb sound.
 Damion, please explain to me what that intro of act3 means.
 I hear someone walking and then I hear him pressing buttons on a
 machine.
 What is he actually doing?

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:gamers-
 [EMAIL PROTECTED]
 Behalf Of Damien Sadler
 Sent: Wednesday, February 06, 2008 9:53 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] formerly abandoned games

 Danger City isn't impossible, the only reason it's usually hard to
 jump
 over
 mines is because there are enemies blocking the other side, so they
 attempt
 to throw you back.
 Regards,
 Damien



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Charles and all,
Yeah, I think that is a good idea. I don't know about the shield idea 
just yet, but I definitly want to redo the game with a variety of 
weapons to choose from. At the start I am thinking of whip, sword, and 
bow and arrow to start out with.
If you have any other weapon ideas let me know and I wil put them in the 
ideas box. That box is getting quite full already.


Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we 
 encounter a skeleton and use them?  Hmm.  A new item in the temple to look 
 for?
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Thanks for the suggestion. I haven't read that book series, but sounds 
like something to scope out some time.


Stefen Hudson wrote:
 I'm not sure if you've heard of it, but there's a book series called Rogue 
 Angel about an archaeologist who has to fight monsters and things. There 
 might be some more ideas in there for weapons and what not.

   


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Re: [Audyssey] ninja turtle game

2008-02-11 Thread constantine (on laptop)
I stil have it for my nes, though I haven't played it in years. Man, the 80s 
were so...
What do you call it?
I'm not an 80s kid, but I just love the fact that nintendo and sega came out 
then, and a few others, I love the sega genisus. That system will always 
have value to me. If I seel it, it'll sell for a million bucks - which 
basically means that I won't sell it. Some of my first ever games were 
played on the thing. Sonice and hmmm what else? mortal kombat. Now that was 
the thing back in, for me at least, 1998 or so. I got my nintendo 64 in 1999 
for christmas. I was so excited. Keep in mind I've been blind all my life. 
It came with wave race 64. I sware I never played anything so much- even 
though I could bearly do anything, it, well, it rocked. I loved it. There 
are a few accessible games out there for the n64. One example is 1080 
snowboarding (somehwat). It speaks the menus, and I love stunt mode because 
it speaks the tricks you do, too. It speaks the track you choose, and many 
FAQS are around on gamefaqs.com to dicipate Have a good day from Tyler C. 
the remaining confusion. There is also rush 2: extreme racing. I would 
gladly write an article on it. I love it that much (Can we include 
accessible mainstream games in the mag)?
I stand by that game, and, well, I love it, you get the picture. So I'll 
probably over-praise it or something, I'll try not to, but really I don't 
see anything wrong with it. Its one of my favorite games of all time, and my 
life was changed by it.

have a good day from Tyler C. Wood!

contact details:

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- Original Message - 
From: Stefen Hudson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 4:09 PM
Subject: Re: [Audyssey] ninja turtle game


 Haha. I remember that game. It had some cool sound effects in it. It was
 kind of fun letting the enemies fire weapons at you and you just jump up 
 and
 down so the shots don't hit, then do a flying kick. Bwahaha! Of course I
 played the game without any sight at all, since NES was a lot more
 accessible back then.

 --
 From: Thomas Ward [EMAIL PROTECTED]
 Sent: Sunday, February 10, 2008 8:24 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] ninja turtle game

 Hi Nicol,
 Yes, there are some Nintendo and Game Boy Teenage Mutant Ninja Turtle
 games. I own the original TMNT 1 and 2 games for the NES, and played
 them like crazy when I still had sight to play them.
 Of course when those games came out in 1989 and 1990 Ninja Turtles were
 like the rave of every kid in America. I had ninja Turtle action
 figures, a stuffed Ninja Turtle on my bed, Ninja Turtle t-shirts, video
 taped copies of the tv shows, read the comic books, had the video games,
 etc.
 Anyway, I certainly could write a ninja fighting game, but I wouldn't
 specifically base it on Ninja Turtles. Ninja Turtle stuff is still being
 made, and while not as popular as it once was it still has a rather
 expensive copyright.

 nicol wrote:
 By playing  the ninja question set for freedom millionaire, I've heard
 that
 there are ninja turtle mainstream games for the nes and gameboy.
 How difficult would it be to develop an accessible ninja game?


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Jeremy Gilley
HI,
will monsters be able to disarm us?
and i think if you throw a weapon, you lose it until you go find it unless 
the monster picks it up eh?
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 11:04 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I think that is a good idea. I don't know about the shield idea
 just yet, but I definitly want to redo the game with a variety of
 weapons to choose from. At the start I am thinking of whip, sword, and
 bow and arrow to start out with.
 If you have any other weapon ideas let me know and I wil put them in the
 ideas box. That box is getting quite full already.


 Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we
 encounter a skeleton and use them?  Hmm.  A new item in the temple to 
 look
 for?



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Yohandy
Oh I love that series. You all should check out the graphic audio dramatized 
adaptations. Definitely plenty of ideas there. the author must do lots of 
research.

- Original Message - 
From: Stefen Hudson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 1:03 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 I'm not sure if you've heard of it, but there's a book series called Rogue
 Angel about an archaeologist who has to fight monsters and things. There
 might be some more ideas in there for weapons and what not.

 --
 From: Thomas Ward [EMAIL PROTECTED]
 Sent: Sunday, February 10, 2008 8:37 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.

 Hi Ryan,
 No I am not going to convert Montezuma's Return into a ninja fighting
 game or something like that. I still want to keep the game with a
 treasure hunting and exploration type theme. Though, I can certainly
 give Angela more weapons and treasure items to find.
 Now, that I know it will not, and never will be, Montezuma's Revenge I
 am going to totally recreate the game with a new vision. I have a good
 background in Indiana Jones and Tomb Raider style games and movies so I
 should be able to come up with something pretty good.

 Ryan Conroy wrote:
 Hi Tom,

 If you have to change the game, instead of changing what comes at you,
 why not give the character some weapons, and just change the storyline
 all together? Ninja Turtles type of game would be awesome. I think it's
 what most of the BG community has been waiting for.
 Ryan
 _
 Click for free info on online degrees and make up to $150K/ year.
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Andy Smith
I agree with Dark, why not keep the levels you've already got and then a new 
option for new 
levels.



On Mon, 11 Feb 2008 10:37:26 -, Dark wrote:


Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a 
level 
layout, and it seems a distinct shame for you to have to wrip up all the 

level designing you've already done.

How about keeping the levels you've got  maybe as a specific option 
in 
the main menue under the name montizuma's temple or astec ruins or 
something 
like, and then do your own fiendish level designing for some new 
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you 
did 
designing them to begin with, and from playing through them myself I 
will 
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we 

have to have one or the other?

Beware the Grue!

Dark. 


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Re: [Audyssey] Important Montezuma's Return announcement

2008-02-11 Thread Stefen Hudson
Now we need a Brain blaster game. Then we could all blast brains.

--
From: Dark [EMAIL PROTECTED]
Sent: Monday, February 11, 2008 2:27 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Important Montezuma's Return announcement

 If everyone who needed their brains blasting got them blasted, the world
 would be full of blasted brains!

 Beware the Grue!

 Dark.
 - Original Message - 
 From: Darren Harris [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, February 10, 2008 11:31 PM
 Subject: Re: [Audyssey] Important Montezuma's Return announcement


 Yes well they were just stupid fools. If they want to change the name of 
 a
 book that has been around for a good few decades just because of that 
 well
 they need their brains blasting.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Bryan
 Sent: 10 February 2008 23:32
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Important Montezuma's Return announcement


 They were the WWF for years. It was kinda like the stink some people
 raised
 about the second Lord of the Rings movie being called Two Towers. After
 September 11 they got all uptight because they said it referenced the 
 twin
 towers of the World Trade Center.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 4:07 PM
 Subject: Re: [Audyssey] Important Montezuma's Return announcement


 H, why would it be a good thing?

 all I can see it as is an annoyence, - though in fairness this
 does
 seem
 to come up a lot, - look at the way the world wrestling federation 
 is
 now world wrestling entertainment because the world wildlife fund
 complained
 about them using the letters wwf as their name.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Stefen Hudson
Or perhaps certain monsters are resistant or immune to certain weapons. As 
an example, in some games, skeletons are weak to weapons such as clubs 
because they shatter bone, etc.

--
From: Bryan [EMAIL PROTECTED]
Sent: Monday, February 11, 2008 3:38 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Montezuma's Return Progress Report.

 You could have it set up so that maybe i some situations the sword 
 wouldn't
 be feasible, so you'd have to swith to the whip or some other weapon.
 There's a Skeleton on a distant platform that would prevent you from 
 making
 the jump unless it was dealt with. Sine trying to jump and swing a sword 
 at
 the same time might be dangerous, she could always draw her bow and take 
 it
 out before even attempting the leap. Makes a lot of sense, especially if
 Angela had to grab onto the ledge or whatever to pull herself up. Kinda 
 hard
 to do that when swinging a sword.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 9:21 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Richard and all,
 Well, one of the cool things about replacing skulls with armed skeleton
 warriors could be the game could be mor combat oriented. Perhaps Angela
 would have to find bows and arrows, whips, swords, and other sorts of
 weapons around the temple to kill undead warriors with.
 As it stands now you need to find a sword  for every monster. We all
 would agree that is pretty unrealistic. Perhaps one sword for the entire
 game, or a series of different types of swords.  A long sword would have
 greater range than a short sword, but a whip would have good range but
 do less damage. If you look at these sorts of elements maybe this is
 good that this has happened. You know?


 Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to
 jump
 over a sword wielding skeleton. I don't have a better replacement for 
 the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread william lomas
hi i reckon the traps at the moment in the game are too easy so yeah  
swinging swords and other things make it worth it in my view

On 11 Feb 2008, at 11:47, Bryan wrote:

 I've just always heard in legends that a lot of temples and places  
 like that
 were guarded, at least in part, by some form of undead. Then there  
 were of
 course other traps like swinging blades, slamming metal jaws like in  
 Prince
 of Persia and things like that that you had to time carefully in  
 order to
 avoid. Think of it as those annoying lasers in Super Liam except  
 that those
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 10:05 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and  
 skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they  
 exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it
 guarded
 by the undead forms of those who protected it in life? Skeletons  
 are,
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
That was another reason why he changed the name to Return instead. 
Apparently the real emperor whom Montezuma is based on was known for having 
very severe problems in that area himself
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Stephen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 12:54 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hey tom..  I thought montezuma's revenge was what happened to you
 when hollidaying in mexico and you eat something that makes you sick? 
 hahaha

 At 03:37 PM 11/02/2008, you wrote:
Hi Ryan,
No I am not going to convert Montezuma's Return into a ninja fighting
game or something like that. I still want to keep the game with a
treasure hunting and exploration type theme. Though, I can certainly
give Angela more weapons and treasure items to find.
Now, that I know it will not, and never will be, Montezuma's Revenge I
am going to totally recreate the game with a new vision. I have a good
background in Indiana Jones and Tomb Raider style games and movies so I
should be able to come up with something pretty good.

Ryan Conroy wrote:
  Hi Tom,
 
  If you have to change the game, instead of changing what comes at
 you, why not give the character some weapons, and just change the
 storyline all together? Ninja Turtles type of game would be
 awesome. I think it's what most of the BG community has been waiting for.
  Ryan
  _
  Click for free info on online degrees and make up to $150K/ year.
 
 http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
I've just always heard in legends that a lot of temples and places like that 
were guarded, at least in part, by some form of undead. Then there were of 
course other traps like swinging blades, slamming metal jaws like in Prince 
of Persia and things like that that you had to time carefully in order to 
avoid. Think of it as those annoying lasers in Super Liam except that those 
won't kill you instantly the way, say, the jaws would.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 10:05 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it 
 guarded
 by the undead forms of those who protected it in life? Skeletons are, 
 unless
 I'm muh mistaken, a form of undead.



 ---
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 [EMAIL PROTECTED]
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
You could have it set up so that maybe i some situations the sword wouldn't 
be feasible, so you'd have to swith to the whip or some other weapon. 
There's a Skeleton on a distant platform that would prevent you from making 
the jump unless it was dealt with. Sine trying to jump and swing a sword at 
the same time might be dangerous, she could always draw her bow and take it 
out before even attempting the leap. Makes a lot of sense, especially if 
Angela had to grab onto the ledge or whatever to pull herself up. Kinda hard 
to do that when swinging a sword.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 9:21 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Richard and all,
 Well, one of the cool things about replacing skulls with armed skeleton
 warriors could be the game could be mor combat oriented. Perhaps Angela
 would have to find bows and arrows, whips, swords, and other sorts of
 weapons around the temple to kill undead warriors with.
 As it stands now you need to find a sword  for every monster. We all
 would agree that is pretty unrealistic. Perhaps one sword for the entire
 game, or a series of different types of swords.  A long sword would have
 greater range than a short sword, but a whip would have good range but
 do less damage. If you look at these sorts of elements maybe this is
 good that this has happened. You know?


 Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to 
 jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Darren Harris
It sounds to me as if Thomas wanted to do this in the first place. And now
he's got a good reason to do it. It sounds fun either way.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Dark
Sent: 11 February 2008 10:37
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a level 
layout, and it seems a distinct shame for you to have to wrip up all the 
level designing you've already done.

How about keeping the levels you've got  maybe as a specific option in 
the main menue under the name montizuma's temple or astec ruins or something

like, and then do your own fiendish level designing for some new 
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you did 
designing them to begin with, and from playing through them myself I will 
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we 
have to have one or the other?

Beware the Grue!

Dark. 


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Checked by AVG Free Edition. 
Version: 7.5.516 / Virus Database: 269.20.2/1270 - Release Date: 10/02/2008
12:21



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Re: [Audyssey] Important Montezuma's Return announcement

2008-02-11 Thread Dark
If everyone who needed their brains blasting got them blasted, the world 
would be full of blasted brains!

Beware the Grue!

Dark.
- Original Message - 
From: Darren Harris [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, February 10, 2008 11:31 PM
Subject: Re: [Audyssey] Important Montezuma's Return announcement


 Yes well they were just stupid fools. If they want to change the name of a
 book that has been around for a good few decades just because of that well
 they need their brains blasting.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Bryan
 Sent: 10 February 2008 23:32
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Important Montezuma's Return announcement


 They were the WWF for years. It was kinda like the stink some people 
 raised
 about the second Lord of the Rings movie being called Two Towers. After
 September 11 they got all uptight because they said it referenced the twin
 towers of the World Trade Center.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 4:07 PM
 Subject: Re: [Audyssey] Important Montezuma's Return announcement


 H, why would it be a good thing?

 all I can see it as is an annoyence, - though in fairness this
 does
 seem
 to come up a lot, - look at the way the world wrestling federation is
 now world wrestling entertainment because the world wildlife fund
 complained
 about them using the letters wwf as their name.

 Beware the Grue!

 Dark.


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Re: [Audyssey] super liam demo question

2008-02-11 Thread Dark
Actually Bryan, I deffinately remember Kelly reviewing the game on 
mainmenue. He played through a bit of sandy serf, lava lake and one level of 
silver spaceship, and it was this variety of environments that encouraged me 
to look further into the game.

Personally, while I've sometimes had fan and barrier related issues, it's 
those blasted superguards in lethal lab that I hate, particularly those 
moments just before the roof lasers and just before the exit when you get 
swarmed by a load of those things!

That isn't nice at all.

Beware theGrue!

Dark.l
- Original Message - 
From: Bryan [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 11:26 PM
Subject: Re: [Audyssey] super liam demo question


I don't think Kelly reviewed SL. Me, I've just rediscovered why I hate 
Water
 Works and Lethal Lab so much. Granted I find the electricity barriers 
 easier
 to avoid than the fans, but I hate them both.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 3:53 PM
 Subject: Re: [Audyssey] super liam demo question


 Nothing synister I should think nickle, --- sinse as you point out
 yourself,
 it's not exactly difficult to replay the game again.

 I just imagine it was easier from a programming point o view for Liam to
 make the demo just exit, than to return you to the main menue.

 Of course, the full game exits to main menue as you would expect, -
 and
 I'd personally recommend getting it as after the first two levels things
 just keep getting better (check out Raul's recordings or Kelly sepergia's
 review for a sneak preview).

 Beware the Grue!

 Dark.


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Re: [Audyssey] Important Montezuma's Return announcement

2008-02-11 Thread Darren Harris
Why don't you read every email with regarding to this subject instead of
posting pointless 1 liners that is only worth a delete key. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of josh
Sent: 11 February 2008 01:12
To: Gamers Discussion list
Subject: Re: [Audyssey] Important Montezuma's Return announcement


hi thomas,

why don't they download and play your game before making acuzations?

- Original Message - 
From: darren harris [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, February 10, 2008 11:58 AM
Subject: Re: [Audyssey] Important Montezuma's Return announcement


 Hi Thomas,

 Well, a chance meeting is a chance meeting. If someone outside the 
 blind community saw this game, if they are thinking for example to 
 make a law sute against you, then in order to properly make a case 
 against you they would logically have to look at the game, both in 
 terms of how it's played, code etc so on and so forth. I'm not saying 
 they will go down that road, but in order to make a case logically or 
 I would have thought, someone would have to play the game, a 
 programmer look at the code etc to see what the viability of such a 
 case would be. Not that they would say such things at the start 
 logically there's no reason why they should. Now, lets assume for
 a moment that someone has done as I have already outlined. To look at the
 game from as many angles as they can. They will see what you've done and 
 how
 you have done it. They may even be able to play the game without the use 
 of
 eyes and I don't mean that patronisingly. It's very difficult initially 
 when
 you are used to playing games by looking, to switch over to pure audio.
 Something a total from birth could not understand. In principle yes but 
 not
 in reality. So think of it like this. They could just as easily let this
 whole thing go. But at the very least you've got a bit of exposure. At
 worced they could make a case against you. But as you have said you doubt
 very much that they will. At best? You've earn't some outside curiosity
 which may well help to spread the word with regards to making games
 accessible for blind people.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
 On Behalf Of Thomas Ward
 Sent: 10 February 2008 16:27
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Important Montezuma's Return announcement


 Hi,
 I don't know what good can come from this, but I am certain this will 
 blow over in a few days. I am not treating this as a big deal. Like 
 you I think they are just

 cureous more than anything else.


 Darren Harris wrote:
 Well yes I mean what's in a name anyway. Like I say this may do the 
 blind friendly games community some good anyway. Like I say this 
 doesn't actually have to be a bad thing. A funny way to go about it 
 am sure but it could well be that they are just blatently cureous 
 about the game but haven't outright said so yet.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Stephen
Hey tom..  I thought montezuma's revenge was what happened to you 
when hollidaying in mexico and you eat something that makes you sick? hahaha

At 03:37 PM 11/02/2008, you wrote:
Hi Ryan,
No I am not going to convert Montezuma's Return into a ninja fighting
game or something like that. I still want to keep the game with a
treasure hunting and exploration type theme. Though, I can certainly
give Angela more weapons and treasure items to find.
Now, that I know it will not, and never will be, Montezuma's Revenge I
am going to totally recreate the game with a new vision. I have a good
background in Indiana Jones and Tomb Raider style games and movies so I
should be able to come up with something pretty good.

Ryan Conroy wrote:
  Hi Tom,
 
  If you have to change the game, instead of changing what comes at 
 you, why not give the character some weapons, and just change the 
 storyline all together? Ninja Turtles type of game would be 
 awesome. I think it's what most of the BG community has been waiting for.
  Ryan
  _
  Click for free info on online degrees and make up to $150K/ year.
  
 http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Dark,
Well, as far as this game goes I don't plan to have it playout in 
several locations as Tomb Raider does for the primary fact I already 
have one game that does this. My Tomb Hunter FPS game is very much like 
Tomb Raider in that you will explore pyramids, underground tombs, 
ancient temples, caves, etc all over the world. I don't really want to 
repete features of another game already under development.
As far as salvaging code most of the underlying engine is fine. Most of 
it is recreating just the llevel maps, upgrading the monsters, and 
adding a few new traps here and there. If I dd puzzles and that kind of 
thing then that will need to be coded, but is still quite a ways along 
in development so it isn't like starting over from scratch.

Dark wrote:
 Ah, I wasn't aware of either the bug or the decision to rework things.

 I stil hope though somethingg is salvageable from the design you've done.

 On the other hand, as you've said yourself, you are now free to play with 
 the game,  add a lot! more levels, scenarios and enemies, traps etc.

 One request I would make for the changes if possible, is varying the 
 background ambience betwene levels,  or every few levels if there are 
 many, thus giving the player a greater sense of achievement.

 Perhaps you could include several locations as toom rader did,  south 
 america, Egypt, Africa, china and maybe even atlantis,  perhaps with a 
 different ambience for each.

 Another idea might be to use different types of enemies in different 
 environments to fullfil the same functions,  so South america has sword 
 wielding skeletons as it's generic walk along grunts, egypt has mummies etc.

 You could also considder including a more extensive storyline to keep things 
 moving as well.

 Beware the Grue!

 Dark. 
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Dark,
Ok, that would be funny as heck. I'd love to see a monster swing a sword 
or something, hit one of those electric force fields, and get fried 
Though, I am kind under a time crunch so I am going to probably go bare 
bones with 1.0 of this game..

Dark wrote:
 Well, as a mega man fan, I'm always in favor of strategical bosses. I also 
 like the ones where you have to use the environment against them,  such 
 as pushing crocomire into the acid pit in Super metroid, or the 
 electricution of Draigan (the fish boss).

 something similar could work in an audio side scroller,  for example 
 there is an electric fense on one side of the arena, and a monster trying to 
 attakc you with a chain mase, the art being to stand in front of the trap 
 long enough for the monster to swing at you, then jump or duck out of the 
 way just in time so the chain hits the electricity and the monster gets 
 zapped.

 Beware the Grue!

 Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Flame throwers? Sounds cool, but i am trying to think of weapons that 
might have been native to the culture we are considering on fighting.

Damien Sadler wrote:
 Hey Tom,
 How about flame throwers, various types of clubs and truncheons, shoes, 
 belts, and various body parts?

 Regards,
 Damien

   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Wo, dude! Slow down one thing at a time. First, depending on where this 
takes place we need to think about what sorts of weapons would be 
available to pick up.
Second, I need to dig up a bunch of new sound effects to do all those 
weapons, and that could take some time. So I will have to sort through 
all the possabilities and figure out which weapons would work.

shaun everiss wrote:
 what about some sort of axe, long and shord swords, spears and daggers, 
 nives, etc.
   


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Re: [Audyssey] Urchan Lord

2008-02-11 Thread nicol
No no no!
If you press the control  key  continuously you will never ever manage to
kill the urchin lord.
I have found that holding down control is the only way and you have to stand
at the top  left corner, standing on any spot won't work.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Dark
Sent: Monday, February 11, 2008 7:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Urchan Lord

I didn't know you could just hold the key, i just hammered it repeatedly.

Beware the Grue!

Dark.
- Original Message -
From: nicol [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 5:21 PM
Subject: Re: [Audyssey] Urchan Lord


 Spoiler
 space
 when the urchin lord battle begins, first collect all the health packs.
 Just hold down your right arrow until you hear you bumping into a wall.
 Now
 hold down down arrow, then left arrow, until you reached the bottom edge
 of
 the grid.
 Now go back to room1 in the top left hand corner and just hold down your
 control key and you will manage to drain the urchin lord of all its
 health,
 although it will take a few shots from you he will die eventually.
 Just stay in room1 the whole time keeping your control key down until you
 hear the urchin lord dying.
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of Jozwiak, Hunter (K12)
 Sent: Monday, February 11, 2008 3:46 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Urchan Lord

 Could someone help me defeat the Urchan Lord on Self Destruct? He'll
 keep zapping me with his laser, but thank heavans for the health packs!



 Hunter

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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
I can assure you the new game still will be a side-scroller. The core 
engine is already built, and all it needs is some upgrades. Going to a 
First Person or Third Person Shooter game would require some major 
alteration of the way the game operates. The new Genesis 3D engine I am 
working on is more suited for the First Person and Third Person style games.

Bryan wrote:
 There really aren't that many of those in the AG market. That much at least 
 I hope will remain the same.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Well, fists could be added, but I don't see them as very effective 
against undead warriors. Actually, you ever seen anyone try and use 
fists against a giant python, or huge black hairy spider?

shaun everiss wrote:
 WHY JUMP, BATTLE i WOULD THINK.
 aLTHOUGH SINCE WE AR CHANGING THE GAME, WE CAN HAVE 1 SWORD THAT DOES NOT 
 BREAK, WELL UNLESS YOU FIGHT SOMETHING WITH A THICK SKIN THEN YOU NEED 
 ANOTHER.
 wHAT ABOUT FISTS.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Shaun,
No, it would not have to be a side-scroller, but that is the way the 
current engine is designed. To convert the game to an FPS it would have 
to be rebuilt upon the Genesis 3D engine which I have not even completed 
do to my work on Monte and other  projects.

shaun everiss wrote:
 WELL ALL OUT NINJA WOULD ROCK.
 aND DOES IT HAVE TO BE SIDE SCROLER?
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Well, as a mega man fan, I'm always in favor of strategical bosses. I also 
like the ones where you have to use the environment against them,  such 
as pushing crocomire into the acid pit in Super metroid, or the 
electricution of Draigan (the fish boss).

something similar could work in an audio side scroller,  for example 
there is an electric fense on one side of the arena, and a monster trying to 
attakc you with a chain mase, the art being to stand in front of the trap 
long enough for the monster to swing at you, then jump or duck out of the 
way just in time so the chain hits the electricity and the monster gets 
zapped.

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Nice, I like I like!

In fact with temples and traps, switch puzles, falling rock puzles and such 
are a bit of a must.

You could also considder some reaction puzles,  for example, you come 
upon an area with a wooden floor, and then a bit further up you have a 
rolling ball trap, and have to deliberately activate the trap and run like 
the clappers back to the wooden floor so the ball smashes through and you 
can proceed downwards.

If using sapi, you could also have messages on the walls of the temple to 
read,  for either plot info or puzle solving, to give the game more 
depth.

Beware the Grue!

Dark.
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Shaun,
The new game will still have climbable ropes. Historically speaking 
ancient peoples did know how to make ropes. In South and Central 
American cultures they made their ropes out of hemp. For the uninitiated 
that is the same plant we get marijuana from. Which could get real 
interesting if it was burning. Lol!
I can just see it now. Angela comes upon a hemp rope. It is burning. She 
starts getting high as a kite.Oo baby. Far out, man.
Seriously, hemp made very good rope making material. It is very strong, 
lasts a long time, and would be more trustworthy than a simple vine. 
Compared to modern times it would have been the nylon ropes of ancient 
cultures.
Anyway, I do want the ropes to stay in the game. They can be used to get 
to ledges above and below Angela, swing out over lava pits, fire pits, 
and other traps, etc. They have allot of uses in a game like this.


shaun everiss wrote:
 WHAT ABOUT THE ROPES AND BURNING ROPES?
 would TEMPLES REALISTICALLY HAVE ROPES OR WOULD THEY BE VINES.
 ALSO WOULD THEY BE BURNING NECESSARILY.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Cara Quinn
   Love Tomb Hunter, Mysteries of the Aztecs!…  Great title!…

Smiles,

CQ  :)


On Feb 11, 2008, at 6:40 PM, Thomas Ward wrote:

 Hi Liam,
 Yeah, I think so as well. Just this afternoon I worked on the game  
 and I
 decided to import a lot of sound effects, music, etc from Tomb Hunter.
 The reason is the games are similar and the music is of a high quality
 to make the new version of this side-scroller better. I might even be
 able to call this one Tomb Hunter I Angela's Quest or Tomb Hunter I
 Mysteries of the Aztecs or something like that.

 Liam Erven wrote:
 actually.  I'm glad it won't be a remake.  the more I've thought  
 about it.
 the more enjoyable it soundes if it weren't like the original game.
 just my two cents



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Charles Rivard
Hmm.  It could be a crushing defeat!

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 11:53 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


Tom thus spoke;

 you ever seen anyone try and use
fists against a giant python, or huge black hairy spider?

   -To which I reply;

Not for very long!  lol!…

Smiles,

Cara  :)


On Feb 11, 2008, at 6:42 PM, Thomas Ward wrote:

 Hi,
 Well, fists could be added, but I don't see them as very effective
 against undead warriors. Actually, you ever seen anyone try and use
 fists against a giant python, or huge black hairy spider?

 shaun everiss wrote:
 WHY JUMP, BATTLE i WOULD THINK.
 aLTHOUGH SINCE WE AR CHANGING THE GAME, WE CAN HAVE 1 SWORD THAT
 DOES NOT BREAK, WELL UNLESS YOU FIGHT SOMETHING WITH A THICK SKIN
 THEN YOU NEED ANOTHER.
 wHAT ABOUT FISTS.



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Re: [Audyssey] Important Montezuma's Return announcement

2008-02-11 Thread Cara Quinn
   I like both, Mayans and/or Aztecs.  I think either would make for  
an interesting and fun gaming environment.

Rock!…

Cara  :)

On Feb 11, 2008, at 7:02 PM, Thomas Ward wrote:

 Hi Bryan,
 Well, I've been doing some thinking about that, and I have decided  
 first
 off to include this game as apart of the Tomb Hunter series of games.
 This will be volume 1 in the Tomb Hunter installment featuring Angela
 Summers as are daring female treasure hunter. I've already imported  
 the
 Tomb Hunter music, and some of the ambiance so it will match up with
 volume 2 which is a First Person action adventure.
 You are right that Angela's Quest might be to generic. I have  
 considered
 making this temple an ancient Mian ruins which Angela Summers is
 exploring when she finds it is cursed with undead Mian warriors, giant
 spiders, and huge giant Pythons to start off with. Though the Aztec's
 would work too.
 If it is Aztec's we are sticking with there could be a couple of names
 we could use. Your name Treasure of the Aztec's or Mysteries of the  
 Aztec's.

 Bryan wrote:
 If I might make a suggestion for the title? I personaly think  
 Angela's Quest
 sounds a little too generic. Might I suggest Angela Summers and the
 Treasures of Montezuma? Or just plain Treasures of the Aztecs. We  
 could
 still kep the Aztec connection, which I've always thought was kinda  
 neat.
 Time is an illusion, lunchtime doubly so.



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[Audyssey] x-sight?

2008-02-11 Thread william lomas
hi is the x-sight down?
wanted to try that chopper challenge before it hits the pac mate, get  
used to it how it works first


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread shaun everiss
what about some sort of axe, long and shord swords, spears and daggers, nives, 
etc.
At 05:04 a.m. 12/02/2008, you wrote:
Hi Charles and all,
Yeah, I think that is a good idea. I don't know about the shield idea 
just yet, but I definitly want to redo the game with a variety of 
weapons to choose from. At the start I am thinking of whip, sword, and 
bow and arrow to start out with.
If you have any other weapon ideas let me know and I wil put them in the 
ideas box. That box is getting quite full already.


Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we 
 encounter a skeleton and use them?  Hmm.  A new item in the temple to look 
 for?
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
That would take even longer to program probably.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Andy Smith [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 5:36 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


I agree with Dark, why not keep the levels you've already got and then a 
new option for new
 levels.



 On Mon, 11 Feb 2008 10:37:26 -, Dark wrote:


Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a
level
layout, and it seems a distinct shame for you to have to wrip up all the

level designing you've already done.

How about keeping the levels you've got  maybe as a specific option
in
the main menue under the name montizuma's temple or astec ruins or
something
like, and then do your own fiendish level designing for some new
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you
did
designing them to begin with, and from playing through them myself I
will
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we

have to have one or the other?

Beware the Grue!

Dark.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Well that's sort of what those jaws were in Prince of Persia. They weren't 
spikes but it was the same thing.They were like these big metal blades that 
would slam into the floor and slice you in half if you walked under them at 
the wrong moment. Then the later games also did feature those swinging and 
spinning blades that wouldn't kill you right away but they did a lot of 
damage.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 6:54 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 swinging swords! awesome! or metal spikes that drop from the ceiling when
 you step on a trap. . ouch!

 - Original Message - 
 From: william lomas [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, February 11, 2008 6:51 AM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 hi i reckon the traps at the moment in the game are too easy so yeah
 swinging swords and other things make it worth it in my view

 On 11 Feb 2008, at 11:47, Bryan wrote:

 I've just always heard in legends that a lot of temples and places
 like that
 were guarded, at least in part, by some form of undead. Then there
 were of
 course other traps like swinging blades, slamming metal jaws like in
 Prince
 of Persia and things like that that you had to time carefully in
 order to
 avoid. Think of it as those annoying lasers in Super Liam except
 that those
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 10:05 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and
 skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they
 exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it
 guarded
 by the undead forms of those who protected it in life? Skeletons
 are,
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Yeah, the swinging blade trap is a very common one in Indiana Jones and 
Tomb Rader games as well. Sometimes I've noticed I have had Lara Croft 
crawl under them, or sometimes I have had to have her try and jump over 
them. Sometimes the only way to avoid them is time your run just right, 
or deactivate it. All depends on the game, specific level, and how hard 
the trap is.
As far as those annoying lasers on SL I hav4 the perfect trap that 
matches up. Some treasure hunting games use dart traps. You enter a room 
and it begins shooting darts at you. You have to either have to jump the 
darts or deactivate the trap.

Bryan wrote:
 I've just always heard in legends that a lot of temples and places like that 
 were guarded, at least in part, by some form of undead. Then there were of 
 course other traps like swinging blades, slamming metal jaws like in Prince 
 of Persia and things like that that you had to time carefully in order to 
 avoid. Think of it as those annoying lasers in Super Liam except that those 
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] ninja turtle game

2008-02-11 Thread Thomas Ward
Hi Dark,
Yeah, I still like the TMNT beat-m-up games too. I always thought Bebop 
and Rock Steady were too whimpy. Though, according to the tv series they 
were always pretty stupid anyway so a smart turtle should be able to 
clean their clock easily. As long as you avoided their blaster fire you 
could kick butt, and of course rescue April O'neal.
When it came to cool battle the battles against Krang and Shredder were 
ultra cool. Let us just say my Mom and Dad couldn't have given me enough 
quarters to finish playing those arcade coin ops so they usually  got 
the games for Christmas or something.
Oh, and where is my slice of pizza dude? I'll have the peperoni with 
cream cheese pizza, and extra sossage. Lol!

Dark wrote:
 Sounds cool! I must have missed that one.

 the definitive turtles game for me has always been the arcade beat em 
 up,  which ate loads of my ten P's as a child.

 i love the fact you fight all the enemies, from bebop and rocksteady to 
 backster stockman and general trag, and all the original voice samples and 
 such are there.

 Of course it's not in arcades anymore, but I might just have been able to 
 acquire it somehow,  wink wink! and it's stil great!

 Beware the Grue!
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Well if there could be undead warriors there could certainly be burning 
ropes and vines. Magic works differently than physics after all, and there 
would already have to be magic in the environment for there to be undead 
wandering around.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 12:28 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 WHAT ABOUT THE ROPES AND BURNING ROPES?
 wOULD TEMPLES REALISTICALLY HAVE ROPES OR WOULD THEY BE VINES.
 ALSO WOULD THEY BE BURNING NECESSARILY.
 At 05:45 p.m. 11/02/2008, you wrote:
Hi Josh,
Chill out, dude. I don't see this as a major crisis, and neither should
you. They were in there legal rights to ask me to change the name of my
game. I decided on my own if I have to drop the name I might as well
pull the levels too, and rework the game with a new theme and back story.
When it is done you should still be able to gather gems, gold coins,
fight big ugly spiders, slithery snakes, and some kind of undead
creature or creatures. As I see it changing it to be a little more
modern is not a bad thing.
For example, while the vanishing platforms were in the original game
that is kind of weird to find in an ancient temple. I might be able to
rework the game to have more realistic traps and pitfalls. Another thing
is the warp platforms are sort of weird to. I'd rather just have doors,
secret passages, and maybe trap doors to take you where you want to go.
Are you seeing it my way?

josh wrote:
 this country is communist if they think they can force a developer to 
 change
 his or her ideas and games like that! this really makes me mad! spending
 months to redesign your game due to a stupid copyright? I would have 
 blocked
 the bastard's email address and then I would have put a link on my 
 website
 stating something like...
 if you are blind, which means your eyes do not work at all, you have had
 your eyes surgically removed, or you vision is that bad you have to read
 large print then enter my site. sounds crazy but maybe that's what it 
 takes
 to get through to greedy money hungry sighted people? stupid idiots! 
 that's
 my opinion of'em! if I were a dev I would have said I'll change my game 
 when
 mainstream developers realise that us blind people want and demand equal
 accessibility to your playstations and x-boxes!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread william lomas
hi yup i agree
make it even more of a challenge than it already is
mind you with this extra work i doubt we'll be ssing betas of raceway  
but the tombraider one is what i am looking forward too in 2008?
will

On 11 Feb 2008, at 10:39, Darren Harris wrote:

 It sounds to me as if Thomas wanted to do this in the first place.  
 And now
 he's got a good reason to do it. It sounds fun either way.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:gamers- 
 [EMAIL PROTECTED] On
 Behalf Of Dark
 Sent: 11 February 2008 10:37
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Tom.

 Well, I'm glad it's fixed, and I'm always a fan of new levels.

 but tom, as has been said, nobody can copywwrite a concept or even a  
 level
 layout, and it seems a distinct shame for you to have to wrip up all  
 the
 level designing you've already done.

 How about keeping the levels you've got  maybe as a specific  
 option in
 the main menue under the name montizuma's temple or astec ruins or  
 something

 like, and then do your own fiendish level designing for some new
 levels,  perhaps under another option in the main menue.

 It just strikes me as rather sad,  especially with all the work  
 you did
 designing them to begin with, and from playing through them myself I  
 will
 say their good and interesting levels and deffinately worth keeping.

 I certainly would also like to see your own level designs, but why  
 do we
 have to have one or the other?

 Beware the Grue!

 Dark.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a level 
layout, and it seems a distinct shame for you to have to wrip up all the 
level designing you've already done.

How about keeping the levels you've got  maybe as a specific option in 
the main menue under the name montizuma's temple or astec ruins or something 
like, and then do your own fiendish level designing for some new 
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you did 
designing them to begin with, and from playing through them myself I will 
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we 
have to have one or the other?

Beware the Grue!

Dark. 


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Re: [Audyssey] Important Montezuma's Return announcement

2008-02-11 Thread Dark
Yes, i heard about that one, - utter insanity! Luckily the name wasn't 
copywrited though so it was just some idiots kicking up a stink oover 
nothing.

One interesting fact about copywriting names though, is that here in england 
the copywrite office is in cardif, so there have been some rather confusing 
mistakes with welsh accents according to my brother (who studdied law)l.

One of them concerned a pub chain who wanted to call themselves A good 
ferkin  Ferkin being an old english word for keg of beer.

I'll let you work out just how this sounds in a welsh accent ;D,   
needless to say their not called that.

Beware the Grue!

Dark. 


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