Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-30 Thread dark
Well Mk3 had it's moments for easter eggs that was true, especially things 
like the extra stage fatalities like knocking your opponent onto the train 
tracks and seeing them smooshed by the treain.


I just didn't like the dialacombo system, neither did I think much to many 
of the new characters who were added like night wolf and Kabal, indeed it 
says something that after original Mk3 dropped a lot of people's favourite 
characters like Scorpian Kitana and Raiden they actually had to produce a 
second (and indeed third and fourth), versions of the game with them back.


It actually amuses me in the Mk  story, that for a game series renowned for 
it's ways of brutally slaying characters, no characters actually get to exit 
the story at all :D.


This is again why I personally liked 2 best.

Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 29, 2014 10:02 PM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


LOL. I also liked Liu-Kang's Dragon Snack fatality where he turned into a 
dragon and either ate the other guy or just bit his head off. I actually 
liked MK3 and more specifically Ultimate MK 3(which is the version I own), 
partly because I love the music and sound effects. Some of the Easter eggs 
were pretty cool too. I loved playing as Motaro and Shao Kahn in 
two-player matches, especially beating the other player into submission 
with Shao Kahn's hammer.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Thursday, May 29, 2014 1:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Bryan.

Your right that I probably ought to have said serious rather than 
realistic,

though my point was rather to do with thier plot, atmosphere and setting
than actual levels of realism.

You are right though, the Mk games are almost like the Monty Python black
knight fight in terms of gore, there, especially after you blow someone's
head off or chop them in half the rest of them just stands there with 
blood

spurting out :D.

Mk2 is likely still my favourite mk game, sinse it was before the plot 
went

off the rails and stupid, when they'd just started experimenting with
fatalities and expanding the combat engine but hadn't just dragged things
out the way they did with Mk3.

I particularly like Jax's arm rip off fatality in that one, just because
it's amusing to watch the opponent simply stand there as jacks tosses 
their
arms away and poses, I also love the Kitana's kiss and blow up fatality, 
not

only because the idea of a kiss making someone explode is so ridiculous,
especially the sort of noise the opponent makes as their body swells to
bursting point which sounds actually a little like their going to be sick
:D.

Then again deadly alliance, which is the only modern mk game I've played 
has

some funny moments, I like Quan Chi's fatality where he leaps onto the
opponent's shoulders and makes their kneck stretch out until it's around
four foot long :D.

I've not played any after that sinse either they were on consoles I didn't
own (and wouldn't buy the console just for beat em ups), or, as in the 
case

of deception they had a completely 3D  inaccessible story mode. I really
enjoyed the story mode of MkDa and soul calibur sinse with a faq to read 
the

text it was a great way to get the game.

Then again the plot seemed to go very off the rails anyway after that.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread Thomas Ward
Hi Dark,

Well, you are in luck. I found a copy of Super Tux for Windows at
http://supertux.lethargik.org/download.html
as well as Mac and Linux downloads. You might want to swing by there
and give the game a try.

They have both the stable and developmental versions available, and I
for one am going to grab a copy to install on my son's PC since he
loves the game.

Cheers!


On 5/28/14, dark d...@xgam.org wrote:
 Hi Tom.

 If there were a windows version I'd certainly give it a try and see if my
 level of sight would let me play it.

 While I don't particularly scour the net for graphical windows games because

 finding something that my level of sight and my inability to read text can
 cope with can be a little frustrating I have found some graphical windows
 games I have had lots of fun with, most noteably some awsome Turrican
 remakes.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread dark

Hi Tom.

Thanks a lot for the link. I confess it took me a while to start the game 
sinse annoyingly the manual doesn't mention the menu options or what screens 
you needed to go through, indeed I was actually looking for my character on 
what I thought was the main screen and what turned out to be another menu 
screen :D.


I also do rather wish there was a high contrast option, or just the ability 
to turn the sky off, sinse the background is very bright and blue, (ice and 
sky environments were always my lleast favourite for contrast).


That being said I can see from playing the game why your son enjoys it. 
things move more quickly than in Marrio, though it has several very similar 
mechanics and in game elements.


Tux doesn't seem to have as bad stopping distance as Mario did, but that 
might just be because my sight is forcing me to play the game more slowly so 
I don't often have the penguin running at his top speed.


I'll definitely see what I can do with the game, and also show it to my dad 
who is a big Mario fan, maybe ask a friend to look over the menus for me, 
sinse I imagine once I finish a level and want to restart at the same place 
I'll need to know where that option is.


All the best,

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 29, 2014 7:48 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Dark,

Well, you are in luck. I found a copy of Super Tux for Windows at
http://supertux.lethargik.org/download.html
as well as Mac and Linux downloads. You might want to swing by there
and give the game a try.

They have both the stable and developmental versions available, and I
for one am going to grab a copy to install on my son's PC since he
loves the game.

Cheers!


On 5/28/14, dark d...@xgam.org wrote:

Hi Tom.

If there were a windows version I'd certainly give it a try and see if my
level of sight would let me play it.

While I don't particularly scour the net for graphical windows games 
because


finding something that my level of sight and my inability to read text 
can

cope with can be a little frustrating I have found some graphical windows
games I have had lots of fun with, most noteably some awsome Turrican
remakes.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread Shaun Everiss
well the basic version could be done on bgt but its meaningless if 
there is no structure to this.
Someone tried to make mario in python and then in bgt and sonic the 
hedgehog with real sfx and music but none of these ever really got 
off the ground so there is probably more to converting this stuff 
than meets the eye.


At 12:28 a.m. 29/05/2014, you wrote:

Hi Dark,

Sure. Too bad Super Tux isn't accessible as I think you and a lot of
others would really enjoy it.

The basic concept of the game is you play Tux, the Linux penguin, as
he travels through his icy world doing a lot of things Mario does such
as breaking blocks of ice, jumping over patches of ice, and can
shrink, grow bigger, or throw fireballs, etc. Obviously, not being
accessible I haven't played it myself, but my son loves the game and
plays it all the time. I have thought many times of trying to see what
would need to be done to add some sort of access to that game.

Cheers!


On 5/28/14, dark d...@xgam.org wrote:
 Hi Tom.

 Ah, I didn't realize Supertux was lynux only or who this Tux character was.

 I wouldn't worry about another port, particularly of a graphical game that
 won't be accessible either to yourself or to other members of the 
community,


 I was just vaguely interested sinse it's always nice to find new things to
 try out.

 Beware the grue!

 Dark.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread Thomas Ward
Hi Shaun,

Well, for one thing a lot of the items in Mario, for example, wouldn't
have real world sounds. There are flowers that make Mario grow,
shrink, shoot fireballs, etc. I have often wondered since flowers do
not have a specific sound how one is suppose to make them accessible
other than using a beep to indicate where they are or something
similar. There are other items and such in Mario that have no exact
audio counterpart to the graphics making it somewhat tricky to figure
out how to make Mario's world come alive in audio. Not saying it can't
be done just requires some extra work to make non-auditory items
auditory. This is probably a case where designing a game like Mario
from a completely auditory perspective than recreating the classic
game would be useful.

Cheers!

On 5/29/14, Shaun Everiss sm.ever...@gmail.com wrote:
 well the basic version could be done on bgt but its meaningless if
 there is no structure to this.
 Someone tried to make mario in python and then in bgt and sonic the
 hedgehog with real sfx and music but none of these ever really got
 off the ground so there is probably more to converting this stuff
 than meets the eye.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread Thomas Ward
Hi Dark,

Glad you like it. As it so happens when I started having vision
troubles snow and ice environments against a blue sky gave me a lot of
troubles too. That seems to be a common contrast problem for people
with visual disabilities. All the same I am interested in looking at
the code and the mechanics of the game as I think they may give me
some ideas how to improve my own designs.

Cheers!


On 5/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 Thanks a lot for the link. I confess it took me a while to start the game
 sinse annoyingly the manual doesn't mention the menu options or what screens

 you needed to go through, indeed I was actually looking for my character on

 what I thought was the main screen and what turned out to be another menu
 screen :D.

 I also do rather wish there was a high contrast option, or just the ability

 to turn the sky off, sinse the background is very bright and blue, (ice and

 sky environments were always my lleast favourite for contrast).

 That being said I can see from playing the game why your son enjoys it.
 things move more quickly than in Marrio, though it has several very similar

 mechanics and in game elements.

 Tux doesn't seem to have as bad stopping distance as Mario did, but that
 might just be because my sight is forcing me to play the game more slowly so

 I don't often have the penguin running at his top speed.

 I'll definitely see what I can do with the game, and also show it to my dad

 who is a big Mario fan, maybe ask a friend to look over the menus for me,
 sinse I imagine once I finish a level and want to restart at the same place

 I'll need to know where that option is.

 All the best,

 Dark.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread dark

Hi Tom.

I think the contrast thing is fairly general and doesn't just apply to 
games, sinse any bright background can glare a lot and overwhelm certain 
objects, while it's much easier to pinpoint a light object on a dark 
background.


I will see what I can do with the game though, sinse hopefully like Mario 
there are some different backgrounds in the game that might be better.


In terms of code and mechanics though, tux's jumps and movements would be a 
good place to start. I believe as I said he moves more quickly than mario, 
his stopping distance for normal jumps also doesn't seem quite as bad, but 
all of these are things you can tinker with from game to game.



Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread dark

Hi Tom.

To be honest realism seems more a matter of what type of game you want to 
make. I can after all think of lots of great games which range from totally 
surreal, often cutesy affairs such as Mario, James Pond, bubble bobble, 
several Kirby games, to ultra serious quests to save the universe, often 
with adult themes and sometimes even with realistic or semi realistic levels 
of violence. Mortal Combat, doom, several games tied into films like The 
Terminator etc.


In audio games thus far, games like Q9 Kirtwolf and Superliam are about as 
far down the surreal and sometimes Cutesy road as audio games have gone. 
These games are more like super hero commics or tv series, but there is no 
reason not to go a little more weerd, indeed part of what has made short 
games of the more surreal type such as  Kringle crash popular has been this 
aspect.


So, if you werecreating an audio marrio, or even an audio game with a 
similar character and style as Supertux did, I don't see why you couldn't 
also use similarly weerd jingles and indicators, it all depends upon what 
style of thing you want, which is totally separate from how good a game it 
is.


BEware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread Bryan Peterson
Kombat in Mortal Kombat is actually spelled with a K rather than a C. I 
wouldn't call it realistic though considering some of the things the 
characters can do to each other when it comes to the Fatalities. Swallowing 
someone whole and then spitting out the bones for instance. LOL. I think my 
favorite was always Rayden electrocuting his opponents and then making them 
explode. I actually used to be pretty good at the SNES MK games, to the 
point tat I'd actall piss off a lot of sighted friends whe I'd beat them.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Thursday, May 29, 2014 12:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Tom.

To be honest realism seems more a matter of what type of game you want to
make. I can after all think of lots of great games which range from totally
surreal, often cutesy affairs such as Mario, James Pond, bubble bobble,
several Kirby games, to ultra serious quests to save the universe, often
with adult themes and sometimes even with realistic or semi realistic levels
of violence. Mortal Combat, doom, several games tied into films like The
Terminator etc.

In audio games thus far, games like Q9 Kirtwolf and Superliam are about as
far down the surreal and sometimes Cutesy road as audio games have gone.
These games are more like super hero commics or tv series, but there is no
reason not to go a little more weerd, indeed part of what has made short
games of the more surreal type such as  Kringle crash popular has been this
aspect.

So, if you werecreating an audio marrio, or even an audio game with a
similar character and style as Supertux did, I don't see why you couldn't
also use similarly weerd jingles and indicators, it all depends upon what
style of thing you want, which is totally separate from how good a game it
is.

BEware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread dark

Hi Bryan.

Your right that I probably ought to have said serious rather than realistic, 
though my point was rather to do with thier plot, atmosphere and setting 
than actual levels of realism.


You are right though, the Mk games are almost like the Monty Python black 
knight fight in terms of gore, there, especially after you blow someone's 
head off or chop them in half the rest of them just stands there with blood 
spurting out :D.


Mk2 is likely still my favourite mk game, sinse it was before the plot went 
off the rails and stupid, when they'd just started experimenting with 
fatalities and expanding the combat engine but hadn't just dragged things 
out the way they did with Mk3.


I particularly like Jax's arm rip off fatality in that one, just because 
it's amusing to watch the opponent simply stand there as jacks tosses their 
arms away and poses, I also love the Kitana's kiss and blow up fatality, not 
only because the idea of a kiss making someone explode is so ridiculous, 
especially the sort of noise the opponent makes as their body swells to 
bursting point which sounds actually a little like their going to be sick 
:D.


Then again deadly alliance, which is the only modern mk game I've played has 
some funny moments, I like Quan Chi's fatality where he leaps onto the 
opponent's shoulders and makes their kneck stretch out until it's around 
four foot long :D.


I've not played any after that sinse either they were on consoles I didn't 
own (and wouldn't buy the console just for beat em ups), or, as in the case 
of deception they had a completely 3D  inaccessible story mode. I really 
enjoyed the story mode of MkDa and soul calibur sinse with a faq to read the 
text it was a great way to get the game.


Then again the plot seemed to go very off the rails anyway after that.

Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-29 Thread Bryan Peterson
LOL. I also liked Liu-Kang's Dragon Snack fatality where he turned into a 
dragon and either ate the other guy or just bit his head off. I actually 
liked MK3 and more specifically Ultimate MK 3(which is the version I own), 
partly because I love the music and sound effects. Some of the Easter eggs 
were pretty cool too. I loved playing as Motaro and Shao Kahn in two-player 
matches, especially beating the other player into submission with Shao 
Kahn's hammer.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Thursday, May 29, 2014 1:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Bryan.

Your right that I probably ought to have said serious rather than realistic,
though my point was rather to do with thier plot, atmosphere and setting
than actual levels of realism.

You are right though, the Mk games are almost like the Monty Python black
knight fight in terms of gore, there, especially after you blow someone's
head off or chop them in half the rest of them just stands there with blood
spurting out :D.

Mk2 is likely still my favourite mk game, sinse it was before the plot went
off the rails and stupid, when they'd just started experimenting with
fatalities and expanding the combat engine but hadn't just dragged things
out the way they did with Mk3.

I particularly like Jax's arm rip off fatality in that one, just because
it's amusing to watch the opponent simply stand there as jacks tosses their
arms away and poses, I also love the Kitana's kiss and blow up fatality, not
only because the idea of a kiss making someone explode is so ridiculous,
especially the sort of noise the opponent makes as their body swells to
bursting point which sounds actually a little like their going to be sick
:D.

Then again deadly alliance, which is the only modern mk game I've played has
some funny moments, I like Quan Chi's fatality where he leaps onto the
opponent's shoulders and makes their kneck stretch out until it's around
four foot long :D.

I've not played any after that sinse either they were on consoles I didn't
own (and wouldn't buy the console just for beat em ups), or, as in the case
of deception they had a completely 3D  inaccessible story mode. I really
enjoyed the story mode of MkDa and soul calibur sinse with a faq to read the
text it was a great way to get the game.

Then again the plot seemed to go very off the rails anyway after that.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-28 Thread Thomas Ward
Hi Dark,

Perhaps, but sometimes talking to other developers isn't always
necessary per se. Besides tutorials there is always the possibility of
looking at sample code such as the various open source retro remakes
for ideas on how to get around a certain problem.

To give you an example there is a free and open source game called
Super Tux which is in the style of Mario Brothers etc. Since it is
open source anyone can download the C code and look through it to see
how the basic mechanics work and then incorporate those concepts into
your own design. Seeing an actually working set of game mechanics is
in my opinion worth more than getting concept and theory when working
code is right there for the taking.

Cheers!


On 5/27/14, dark d...@xgam.org wrote:
 Hi Tom.

 I certainly think looking for tutorials is a good idea, I just wondered if
 for necessary formulae chatting to developers of graphical games of a
 similar style to the classic ones your trying to make in audio might be
 helpful if there isn't a resource that gives precise answers to those
 questions.

 Beware the grue!

 Dark.



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-28 Thread dark

Hi Tom.

That is a good thought.

Btw, where exactly can I get this supertucks game?

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 28, 2014 8:00 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Dark,

Perhaps, but sometimes talking to other developers isn't always
necessary per se. Besides tutorials there is always the possibility of
looking at sample code such as the various open source retro remakes
for ideas on how to get around a certain problem.

To give you an example there is a free and open source game called
Super Tux which is in the style of Mario Brothers etc. Since it is
open source anyone can download the C code and look through it to see
how the basic mechanics work and then incorporate those concepts into
your own design. Seeing an actually working set of game mechanics is
in my opinion worth more than getting concept and theory when working
code is right there for the taking.

Cheers!


On 5/27/14, dark d...@xgam.org wrote:

Hi Tom.

I certainly think looking for tutorials is a good idea, I just wondered 
if

for necessary formulae chatting to developers of graphical games of a
similar style to the classic ones your trying to make in audio might be
helpful if there isn't a resource that gives precise answers to those
questions.

Beware the grue!

Dark.



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-28 Thread Thomas Ward
Hi Dark,

As far as I am aware Super Tux isn't available for Windows, Super tux
is a game made specifically for Linux based operating systems using
Tux, the Linux penguin, as the protagonist. If you want I can see if I
can grab the source for Super Tux and see how easy it would be to port
to Windows.

Cheers!


On 5/28/14, dark d...@xgam.org wrote:
 Hi Tom.

 That is a good thought.

 Btw, where exactly can I get this supertucks game?

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 28, 2014 8:00 AM
 Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


 Hi Dark,

 Perhaps, but sometimes talking to other developers isn't always
 necessary per se. Besides tutorials there is always the possibility of
 looking at sample code such as the various open source retro remakes
 for ideas on how to get around a certain problem.

 To give you an example there is a free and open source game called
 Super Tux which is in the style of Mario Brothers etc. Since it is
 open source anyone can download the C code and look through it to see
 how the basic mechanics work and then incorporate those concepts into
 your own design. Seeing an actually working set of game mechanics is
 in my opinion worth more than getting concept and theory when working
 code is right there for the taking.

 Cheers!


 On 5/27/14, dark d...@xgam.org wrote:
 Hi Tom.

 I certainly think looking for tutorials is a good idea, I just wondered
 if
 for necessary formulae chatting to developers of graphical games of a
 similar style to the classic ones your trying to make in audio might be
 helpful if there isn't a resource that gives precise answers to those
 questions.

 Beware the grue!

 Dark.



 ---
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-28 Thread dark

Hi Tom.

Ah, I didn't realize Supertux was lynux only or who this Tux character was.

I wouldn't worry about another port, particularly of a graphical game that 
won't be accessible either to yourself or to other members of the community, 
I was just vaguely interested sinse it's always nice to find new things to 
try out.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 28, 2014 9:44 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Dark,

As far as I am aware Super Tux isn't available for Windows, Super tux
is a game made specifically for Linux based operating systems using
Tux, the Linux penguin, as the protagonist. If you want I can see if I
can grab the source for Super Tux and see how easy it would be to port
to Windows.

Cheers!


On 5/28/14, dark d...@xgam.org wrote:

Hi Tom.

That is a good thought.

Btw, where exactly can I get this supertucks game?

Beware the grue!

Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 28, 2014 8:00 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal 
disturbance




Hi Dark,

Perhaps, but sometimes talking to other developers isn't always
necessary per se. Besides tutorials there is always the possibility of
looking at sample code such as the various open source retro remakes
for ideas on how to get around a certain problem.

To give you an example there is a free and open source game called
Super Tux which is in the style of Mario Brothers etc. Since it is
open source anyone can download the C code and look through it to see
how the basic mechanics work and then incorporate those concepts into
your own design. Seeing an actually working set of game mechanics is
in my opinion worth more than getting concept and theory when working
code is right there for the taking.

Cheers!


On 5/27/14, dark d...@xgam.org wrote:

Hi Tom.

I certainly think looking for tutorials is a good idea, I just wondered
if
for necessary formulae chatting to developers of graphical games of a
similar style to the classic ones your trying to make in audio might be
helpful if there isn't a resource that gives precise answers to those
questions.

Beware the grue!

Dark.



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-28 Thread Thomas Ward
Hi Dark,

Sure. Too bad Super Tux isn't accessible as I think you and a lot of
others would really enjoy it.

The basic concept of the game is you play Tux, the Linux penguin, as
he travels through his icy world doing a lot of things Mario does such
as breaking blocks of ice, jumping over patches of ice, and can
shrink, grow bigger, or throw fireballs, etc. Obviously, not being
accessible I haven't played it myself, but my son loves the game and
plays it all the time. I have thought many times of trying to see what
would need to be done to add some sort of access to that game.

Cheers!


On 5/28/14, dark d...@xgam.org wrote:
 Hi Tom.

 Ah, I didn't realize Supertux was lynux only or who this Tux character was.

 I wouldn't worry about another port, particularly of a graphical game that
 won't be accessible either to yourself or to other members of the community,

 I was just vaguely interested sinse it's always nice to find new things to
 try out.

 Beware the grue!

 Dark.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-28 Thread dark

Hi Tom.

If there were a windows version I'd certainly give it a try and see if my 
level of sight would let me play it.


While I don't particularly scour the net for graphical windows games because 
finding something that my level of sight and my inability to read text can 
cope with can be a little frustrating I have found some graphical windows 
games I have had lots of fun with, most noteably some awsome Turrican 
remakes.


Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-27 Thread Thomas Ward
Hi Dark,

Sure. Although, I think I would prefer having some sort of tutorial or
guide explaining the implementation of analog movement from a
programmer's perspective than just talking to mainstream programmers
from retro remakes etc. However, that I am aware of how the old NES
and SNES controllers worked I am more in a position of figuring out
how to work it with a keyboard since the mechanics should not be that
difficult to replicate.

Cheers!


On 5/26/14, dark d...@xgam.org wrote:
 Hi Tom.

 nope, as I said up until the quite late 90's the 3D thumb stick controllers

 didn't exist and all input was either on or off, meaning analogue movement
 was handled entirely by the game itself.

 Older arcade sticks (and indeed sticks like my X arcade one), basically
 work the same way as joypads with several small metal switches in the base
 around the stick, so pressing the stick in one direction presses the
 switch.

 This is why the vast majority of 16 bit era games were equally playable on a

 stick or a joypad, or indeed on a keyboard for that matter.

 Regarding the correct formulae, over movement speed, key presses and
 movement, perhaps this would be an occasion where communicating with
 programmers of graphical games would help.

 There are after all lots of people on places like retroremakes who freely
 program old style games from scratch. While obviously a lot of what is done

 graphically even in old style games won't be relevant, some ideas of
 relative speeds for movement would likely be just the same particularly if
 you really wanted to replicate similar mechanics to mainstream games.
 Obviously it'd need tweaking depending upon the game, but just some basic
 ideas might be a handy starting point to begin tinkering.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-27 Thread dark

Hi Tom.

I certainly think looking for tutorials is a good idea, I just wondered if 
for necessary formulae chatting to developers of graphical games of a 
similar style to the classic ones your trying to make in audio might be 
helpful if there isn't a resource that gives precise answers to those 
questions.


Beware the grue!

Dark.



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-26 Thread Thomas Ward
Hi Dark,

Interesting. I certainly wasn't aware the classic joysticks for Atari
and NES had simple on/off input systems like a keyboard. I of course
have studied how PC game controllers like how the Logitech game
controllers for the PC work, and naturally assumed that the joysticks
for older systems used a similar input system. Now, that you explained
how they worked I do see how some of those games can be adapted for a
keyboard.

Basically, all it comes down to is coming up with the right formulas
to calculate speed based on the length of time the key or keys are
pressed. I'll have to look into this further as I am interested in
adding more analog mechanics into my games as I grew up with the
Atari, NES, Super NES, etc and I know I personally haven't done enough
research into emulating those sorts of mechanics in my own games and
game engine.

One thing we do agree on writing and having some tutorials would be
very helpful. To be honest I have been programming for over 14 years
and I am still unclear how to do it myself so need to check the web
for some tutorials to find out what would be good analog game
mechanics. My guess is every developer learns this by trial and error
and they do so simply by trying to emulate the mechanics in game x so
there is no set way to do this specifically.

Cheers!


On 5/25/14, dark d...@xgam.org wrote:
 Hi Tom.

 I'm afraid I completely disagree about analogue movement. The sort of sticks

 your talking about, the 3D thumb sticks that directly calibrated player
 movement to stick position, eg, far right = walk fast right less far right =

 slower,  didn't come into  the mainstream world until the 32/64 bit era in
 the mid 90's.

 All the previous games, including classics like mario, sonic, MEga man etc
 had a simple on/off input system, even for joysticks. I know this very
 certainly because I have read the manual for my X arcade stick which
 precisely imitates those movements, so have a vague idea at least how the
 hardware works.

 The way that all those 8 and 16 bit era games handled analogue movement was

 much more to do with the software and game engine than the hardware. For
 example, instead of having a character's walking speed be constant, have it

 gradually increase when the correct direction is held. With jumps, have the

 amount of time held on the jump button dictate the hight of the jump, in
 combination with how much the directional buttons are pressed and what speed

 the character was going.

 Many games (like mario), also had a run button which, when held would cause

 the character to run further and any running jumps be hier.

 All of this is quite possible on a pc keyboard by simply tracking the time
 spent holding the keys, indeed I've played freeware graphical games that do

 this quite nicely so that playing on a keyboard isn't that different
 technically to playing on a stick. indeed when  playing the Pc turrican
 remakes, I don't miss my old comador Amigar Zip stick half as much as I
 would expect to :D.

 So yes, the analogue thumb stick controllers could be used to create in game

 movement, but certainly for something with the same movement model as all
 the games of the pre 32 bit era had wouldn't be difficult at all at least
 from a design perspective.

 The problem however is firstly that as you said, if people have not
 experienced the mechanics of mainstream games they do not know! the fine
 differences in say Mario's walking and jumping speed, and secondly precisely

 working out some mathematics to create a more analogue system of control
 rather than just a basic press button movement model such as games like
 Superliam and Q9 have.

 Perhaps this is where writing some tutorials or basic formulae for
 programmers would be helpful.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-26 Thread Thomas Ward
Hi Jim,

Yeah, it makes a big difference in Mach 1 TTS having a racing wheel
and peddles. Same goes for Rail Racer. You can use the keyboard, but
it isn't nearly as precise or as seamless as using a racing wheel with
those games.

Cheers!


On 5/25/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 The keyboard verses game input devices is why for Mach 1 tts I said
 I wrote Mach 1 tts specifically for my Logitech MOMO Racing steering wheel
 joystick.  It should work ok with other game controllers as well.  However
 some of the tracks may be very difficult if not impossible to drive via the
 keyboard.

 And you know that is because it makes it easier to drive some of the tracks
 if you can press the gas peddle just a bit rather than full on or off.  And
 the same with the steering.

 BFN

  Jim

 My steering wheel is a Logitech MOMO Racing.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-26 Thread dark

Hi Tom.

nope, as I said up until the quite late 90's the 3D thumb stick controllers 
didn't exist and all input was either on or off, meaning analogue movement 
was handled entirely by the game itself.


Older arcade sticks (and indeed sticks like my X arcade one), basically 
work the same way as joypads with several small metal switches in the base 
around the stick, so pressing the stick in one direction presses the switch.


This is why the vast majority of 16 bit era games were equally playable on a 
stick or a joypad, or indeed on a keyboard for that matter.


Regarding the correct formulae, over movement speed, key presses and 
movement, perhaps this would be an occasion where communicating with 
programmers of graphical games would help.


There are after all lots of people on places like retroremakes who freely 
program old style games from scratch. While obviously a lot of what is done 
graphically even in old style games won't be relevant, some ideas of 
relative speeds for movement would likely be just the same particularly if 
you really wanted to replicate similar mechanics to mainstream games. 
Obviously it'd need tweaking depending upon the game, but just some basic 
ideas might be a handy starting point to begin tinkering.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-25 Thread Thomas Ward
Hi Dark,

Precisely. I think a lot of VI gamers have an incomplete or inaccurate
idea of various mainstream games. After all many of them have played
games like Mario Brothers, but with help from a friend or family
member who probably described it to them. However, describing it and
experiencing it first-hand are two very different things. Therefore
sadly the audio remakes have been under developed compared to what
could have been done and lacks some features of the original game.

That said, there are technical issues here too. Take the analog
movement and mechanics. That's not something that can really be
replicated on a keyboard, because the way keyboards work.

With a joystick, gamepad, whatever it usually has an access ranging
from -5000 to 5000 and a game developer can get the x and y position
of the stick to apply things like speed to the movement of the
character in real time. Move the stick slightly to the right and the
character does a slow walk. Move the stick a little further right and
he/she goes into a fast walk. Move it further to the right and the
character goes into a run. The amount of speed the character moves is
based on the amount of movement on the stick.

Unfortunately, the same can't be done with a keyboard. Keys are either
pressed or released. Therefore a game developer can't poll the
keyboard to find out how hard the key is being held down because it is
either pressed or not. It is precisely for that reason that many PC
games have a static walking and running speed.

So if you want a more analog movement system in say Super Liam it
would require the input be rewritten to support a dedicated game
controller that supports analog movement. Keyboards are just not good
for trying to replicate various mechanics designed for a console with
a gamepad or joystick.

On 5/24/14, dark d...@xgam.org wrote:
 Hi Tom.

 that is a good point, sinse obviously iff a person is only working from a
 partial idea of a mainstream game, at best they will only come up with an
 audio convertion, and I do admit some of the more famous game mechanics are

 a little illogical.

 For example, I could imagine someone who has never seen the dimentions of
 super mario brothers believing the play was more 1D, after all on the face
 of it the idea of someone who regularly jumps about threee times their own
 hight and comes down on monsters heads is a little whacky unless you've seen

 it working. This is one reason i raise such discussions anyway.

 One other interesting fact I've noticed in audio games however, is analogue

 movement and mechanics are much less common, unless the game is! something
 like a racing game or Gma luna lander, the mechanics of player and enemy
 movement always seem fairly streight forward. For example in super liam,
 liam has one walking speed and one running speed which he reaches fairly
 instantly. Same goes for most of the enemies.

 Even in a 1D game, varying the movement speed of enemies can be a major
 factor in difficulty, for example look at the bears in Q9.

 If someone is making up their own mechanics for games, or indeed looking at

 what makes a good game, maybe it'd be worth starting with how can I
 challenge the player's judgement by giving them several things to assess and

 considder than how fast can I make the player react to oncoming threats

 Beware the grue!
 dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-25 Thread Thomas Ward
Hi Dark,

Yeah, the games themselves aren't a good guide as to what console you
had. I know my Atari 7800 could play pretty much anything from the
2600, 5200, and 7800 so all I needed to have was the one console to be
the Atari king. Of course, I also had an old Atari 2600 as well, but
once I got the 7800 naturally that is what I used most.

Cheers!


On 5/24/14, dark d...@xgam.org wrote:
 Hi Tom.

 I'm not sure on the model number myself. I've occasionally assumed it was
 some varient of the 2600, sinse when i've sinse seen 2600 versions of games

 I remember like Berzerk and joust they are the same as I thought, but as you

 said sinse 2600 games could play on the later consoles that might not be a
 good guide.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-25 Thread dark

Hi Tom.

I'm afraid I completely disagree about analogue movement. The sort of sticks 
your talking about, the 3D thumb sticks that directly calibrated player 
movement to stick position, eg, far right = walk fast right less far right = 
slower,  didn't come into  the mainstream world until the 32/64 bit era in 
the mid 90's.


All the previous games, including classics like mario, sonic, MEga man etc 
had a simple on/off input system, even for joysticks. I know this very 
certainly because I have read the manual for my X arcade stick which 
precisely imitates those movements, so have a vague idea at least how the 
hardware works.


The way that all those 8 and 16 bit era games handled analogue movement was 
much more to do with the software and game engine than the hardware. For 
example, instead of having a character's walking speed be constant, have it 
gradually increase when the correct direction is held. With jumps, have the 
amount of time held on the jump button dictate the hight of the jump, in 
combination with how much the directional buttons are pressed and what speed 
the character was going.


Many games (like mario), also had a run button which, when held would cause 
the character to run further and any running jumps be hier.


All of this is quite possible on a pc keyboard by simply tracking the time 
spent holding the keys, indeed I've played freeware graphical games that do 
this quite nicely so that playing on a keyboard isn't that different 
technically to playing on a stick. indeed when  playing the Pc turrican 
remakes, I don't miss my old comador Amigar Zip stick half as much as I 
would expect to :D.


So yes, the analogue thumb stick controllers could be used to create in game 
movement, but certainly for something with the same movement model as all 
the games of the pre 32 bit era had wouldn't be difficult at all at least 
from a design perspective.


The problem however is firstly that as you said, if people have not 
experienced the mechanics of mainstream games they do not know! the fine 
differences in say Mario's walking and jumping speed, and secondly precisely 
working out some mathematics to create a more analogue system of control 
rather than just a basic press button movement model such as games like 
Superliam and Q9 have.


Perhaps this is where writing some tutorials or basic formulae for 
programmers would be helpful.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-25 Thread Jim Kitchen

Hi Thomas,

The keyboard verses game input devices is why for Mach 1 tts I said
I wrote Mach 1 tts specifically for my Logitech MOMO Racing steering wheel 
joystick.  It should work ok with other game controllers as well.  However some 
of the tracks may be very difficult if not impossible to drive via the keyboard.

And you know that is because it makes it easier to drive some of the tracks if 
you can press the gas peddle just a bit rather than full on or off.  And the 
same with the steering.

BFN

Jim

My steering wheel is a Logitech MOMO Racing.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-24 Thread dark
The music was interesting, sinse those atmospheric choso city background 
thremes weren't much on their own, but could get dam creepy if you were 
crawling up a wall to one unexplored corner of a huge cave, or not knowing 
when a metroid was about to jump out at you. I also love the bit in the 
queen's laire where you suddenly get a musical sting then the theme starts 
with extra echo, just before the metroid hatchlings come after you. 
According to some faqs I've read this is where the metroid counter which 
counts how many metroids you need to kill suddenly goes up with the 
hatchlings, though I can't see the counter myself.


even though the game only had four different types of bosses accepting the 
queen, the different places you encountered them could be quite surprising. 
One of my favourite fights for example is when your dropping down and a gama 
metroid literally pops up in mid air, you then have to fly up with the 
spacejump and try to land on one of the few ledges in the room where you can 
nail it.


That one can be tough, though what I did this time was fly up a bit, get the 
metroid to chase me down to the floor then fire upwards and murder it from 
the ground :D.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 23, 2014 3:00 PM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


No kidding. It's interesting how there wasn't much actual music, just 
groups of sound effects in te caves. Then the Chozo ruins did have a theme 
as did the planet's surface and metroid battles. My favorite was when you 
finally got down to the queen's lair and you had that deep, slow, menacing 
tune as you explored.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Friday, May 23, 2014 7:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Bryan.

It's a hugely under rated game. Lots of the items and mechanics that made
Super metroid what it is came from metroid Ii, and I absolutely love the
spider ball. People pan the game because it was separated into 
recognizable

zones each holding several metroids, but honestly in a game where you can
litterally climb across the entire cieling! things take lots of finding.

The atmosphere is also awsome, getting into the omega zone you just can't
stop until the end, despite the fact that the omegas are pretty tough
customers even with all the energy tanks and missiles in the game to throw
at them.

I haven't got that! involved with an action game for quite some time, 
indeed

I actualy am quite pleased I finished the game because on several previous
occasions I'd try out a game I used to always be good at, end up getting
creamed and just leave feeling frustrated.

Maybe I've not lost it after all :D.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-24 Thread dark

Hi Tom.

I'm not sure on the model number myself. I've occasionally assumed it was 
some varient of the 2600, sinse when i've sinse seen 2600 versions of games 
I remember like Berzerk and joust they are the same as I thought, but as you 
said sinse 2600 games could play on the later consoles that might not be a 
good guide.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-24 Thread dark

Hi KAra.

I don't unfortunately remember that tactic, sinse I was rather young at the 
time, indeed if I wanted to play warlord I usually had to get someone to 
plug the paddle controlers in for me.


Makes me want to play it again :D.

Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-24 Thread dark

Hi Tom.

that is a good point, sinse obviously iff a person is only working from a 
partial idea of a mainstream game, at best they will only come up with an 
audio convertion, and I do admit some of the more famous game mechanics are 
a little illogical.


For example, I could imagine someone who has never seen the dimentions of 
super mario brothers believing the play was more 1D, after all on the face 
of it the idea of someone who regularly jumps about threee times their own 
hight and comes down on monsters heads is a little whacky unless you've seen 
it working. This is one reason i raise such discussions anyway.


One other interesting fact I've noticed in audio games however, is analogue 
movement and mechanics are much less common, unless the game is! something 
like a racing game or Gma luna lander, the mechanics of player and enemy 
movement always seem fairly streight forward. For example in super liam, 
liam has one walking speed and one running speed which he reaches fairly 
instantly. Same goes for most of the enemies.


Even in a 1D game, varying the movement speed of enemies can be a major 
factor in difficulty, for example look at the bears in Q9.


If someone is making up their own mechanics for games, or indeed looking at 
what makes a good game, maybe it'd be worth starting with how can I 
challenge the player's judgement by giving them several things to assess and 
considder than how fast can I make the player react to oncoming threats


Beware the grue!
dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-24 Thread Bryan Peterson
That's what I figured. I've seen one of the later models but never owned 
one.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Friday, May 23, 2014 8:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Bryan,

Yours was the original Atari 2600. The wood-grain panel was the
earlier version of the console. The later 2600 was smaller and all
black, and instead of switches had buttons as I recall.

Cheers!


On 5/23/14, Bryan Peterson bpeterson2...@cableone.net wrote:

I'm guessing then that it wasn't a 2600 or, if it was it was the later
model. The one I have is the big one with the wood-grained panel on the
front wich is also the model my brother had when we were kids.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-24 Thread Bryan Peterson
Ah yes, the Metroid hatchlings. You're mooning along thinking you've got 
just the one Metroid left to deal with and suddenly the counter jumps to 
nine. That actually scared my brother the first time it happened to him what 
with that little musical sting and suddenly there were eight baby Metroids 
chasing you. I imagine Metroid hatchlings have been the source of many a 
nightmare over the years LOL. The first time my dad got to that point he'd 
forgotten to grab the ice beam and so he ended up dying a few times.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Saturday, May 24, 2014 2:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

The music was interesting, sinse those atmospheric choso city background
thremes weren't much on their own, but could get dam creepy if you were
crawling up a wall to one unexplored corner of a huge cave, or not knowing
when a metroid was about to jump out at you. I also love the bit in the
queen's laire where you suddenly get a musical sting then the theme starts
with extra echo, just before the metroid hatchlings come after you.
According to some faqs I've read this is where the metroid counter which
counts how many metroids you need to kill suddenly goes up with the
hatchlings, though I can't see the counter myself.

even though the game only had four different types of bosses accepting the
queen, the different places you encountered them could be quite surprising.
One of my favourite fights for example is when your dropping down and a gama
metroid literally pops up in mid air, you then have to fly up with the
spacejump and try to land on one of the few ledges in the room where you can
nail it.

That one can be tough, though what I did this time was fly up a bit, get the
metroid to chase me down to the floor then fire upwards and murder it from
the ground :D.

Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 23, 2014 3:00 PM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


No kidding. It's interesting how there wasn't much actual music, just 
groups of sound effects in te caves. Then the Chozo ruins did have a theme 
as did the planet's surface and metroid battles. My favorite was when you 
finally got down to the queen's lair and you had that deep, slow, menacing 
tune as you explored.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Friday, May 23, 2014 7:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Bryan.

It's a hugely under rated game. Lots of the items and mechanics that made
Super metroid what it is came from metroid Ii, and I absolutely love the
spider ball. People pan the game because it was separated into 
recognizable

zones each holding several metroids, but honestly in a game where you can
litterally climb across the entire cieling! things take lots of finding.

The atmosphere is also awsome, getting into the omega zone you just can't
stop until the end, despite the fact that the omegas are pretty tough
customers even with all the energy tanks and missiles in the game to throw
at them.

I haven't got that! involved with an action game for quite some time, 
indeed

I actualy am quite pleased I finished the game because on several previous
occasions I'd try out a game I used to always be good at, end up getting
creamed and just leave feeling frustrated.

Maybe I've not lost it after all :D.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-24 Thread dark

Hi Bryan.

Lol, that's quite funny about the ice beam. Amusingly enough,  when I first 
finished the game when i was 16I had the same thing happen, I got a 
hatchling munching my brains. I ended up wandering all the way back  through 
the omega zone and through all the shafts to that room in the previous choso 
city which has a choice of all  the beams in the game and picking up the ice 
beam then trecking all the way back.


needless to say I was very narked when I discovered there was another 
icebeam over the other side, indeed I only realized it was! the icebeam 
because when I kept getting the item pickup  jingle and nothing happening I 
asked my dad to read the screen and when he read ice beam I really kicked 
myself :D.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread dark

Hi Kara.

I've never run into issues with Snes games on my 42 inch, which is also wide 
screen as you say. The few nes remakes I have for the gba also play very 
well, indeed I've recently been having some casual fun with ice climbers.


The only games I've noticed look a little whacky are original gb and gb 
colour games played on the gameboy player I've got attached to my gamecube, 
that being said the appearence isn't enough to be unsettling, it just makes 
Mega man look as if he lost a fight with snackfood man :D.


Interestingly enough though I just finished playing through metroid Ii 
return of Samas for the original gb, and that looked fine. Indeed I got very 
involved with the game, and though I was severely out of practice and ended 
up feeding the metroid queen a couple of times, i was finally victorious!


As for Tempest, the pc remake I played was massively colourful almost like a 
coliderscope, indeed so much so it was very difficult for me to tell the 
enemy spaceships and shots from my own. Thus I didn't do to well with it, 
but it was great to look at :D.



Beware the Grue!

Dark./ 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread dark

Hi Kara.

That is good to know, and actually I might considder getting one of those at 
some point myself, though obviously I still have some vision so at least 
some games will be playable.


My dad used to own a thing called a power joy which was like a joypad 
attacched to a cartridge that directly plugged into the tv. It had I believe 
around 50 games on, many from the Atari and nes on it, and was actually a 
lot of fun. I partiuclarly enjoyed playing ice climbers, balloon fight and 
warp man on that machine. Sadly I've not seen it for a few years, he had it 
back in around 2005 or 6, but maybe on that basis it would be worth looking 
at one of these flashback things for myself.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread dark
The paddles took a little getting used to, but one game I always remember 
that required them was warlord.


This was basically like a four player version of pong or breakout, with each 
player in the corner of a screen. You had a ball (on some levels more than 
one), that boused around, and behind each player was a shield that covered a 
large glowing stick thing weused to call a gun. Like breakout, if the ball 
hit your shield it knocked some away, and if it hit your gun you were out of 
the game.


The aime was obviously to be the last standing.

My favourite level was the one where you could hold the fire button to suck 
in the ball, and then spit it in a direction of your choice at one of the 
other players, that was pretty awsome! :D.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread dark

Hi Tom.

I'm afraid I'm not sure which version of atari we had. I know we got it 
second hand from a friend, so it might have been an older earlier console, 
or a later one.


it had a silver strip on the front and  two buttons and two switches on the 
top. One of the swtiches turned the sound off, the other seemed to change 
the colour in some games.


Games wise we had a selection, though all were second hand at the time. Some 
of my favourites included joust, berzerk and reactor.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Bryan Peterson

Metroid II is actually one of my most favorite of Samus' adventures.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Friday, May 23, 2014 7:03 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Kara.

I've never run into issues with Snes games on my 42 inch, which is also wide
screen as you say. The few nes remakes I have for the gba also play very
well, indeed I've recently been having some casual fun with ice climbers.

The only games I've noticed look a little whacky are original gb and gb
colour games played on the gameboy player I've got attached to my gamecube,
that being said the appearence isn't enough to be unsettling, it just makes
Mega man look as if he lost a fight with snackfood man :D.

Interestingly enough though I just finished playing through metroid Ii
return of Samas for the original gb, and that looked fine. Indeed I got very
involved with the game, and though I was severely out of practice and ended
up feeding the metroid queen a couple of times, i was finally victorious!

As for Tempest, the pc remake I played was massively colourful almost like a
coliderscope, indeed so much so it was very difficult for me to tell the
enemy spaceships and shots from my own. Thus I didn't do to well with it,
but it was great to look at :D.


Beware the Grue!

Dark./


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Bryan Peterson
My favorite paddle game was Circus Atari which I actually have for my Atari. 
That's another one I've considered trying to do a audio version.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Friday, May 23, 2014 7:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

The paddles took a little getting used to, but one game I always remember
that required them was warlord.

This was basically like a four player version of pong or breakout, with each
player in the corner of a screen. You had a ball (on some levels more than
one), that boused around, and behind each player was a shield that covered a
large glowing stick thing weused to call a gun. Like breakout, if the ball
hit your shield it knocked some away, and if it hit your gun you were out of
the game.

The aime was obviously to be the last standing.

My favourite level was the one where you could hold the fire button to suck
in the ball, and then spit it in a direction of your choice at one of the
other players, that was pretty awsome! :D.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Bryan Peterson
I'm guessing then that it wasn't a 2600 or, if it was it was the later 
model. The one I have is the big one with the wood-grained panel on the 
front wich is also the model my brother had when we were kids.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Friday, May 23, 2014 7:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Tom.

I'm afraid I'm not sure which version of atari we had. I know we got it
second hand from a friend, so it might have been an older earlier console,
or a later one.

it had a silver strip on the front and  two buttons and two switches on the
top. One of the swtiches turned the sound off, the other seemed to change
the colour in some games.

Games wise we had a selection, though all were second hand at the time. Some
of my favourites included joust, berzerk and reactor.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread dark

Hi Bryan.

It's a hugely under rated game. Lots of the items and mechanics that made 
Super metroid what it is came from metroid Ii, and I absolutely love the 
spider ball. People pan the game because it was separated into recognizable 
zones each holding several metroids, but honestly in a game where you can 
litterally climb across the entire cieling! things take lots of finding.


The atmosphere is also awsome, getting into the omega zone you just can't 
stop until the end, despite the fact that the omegas are pretty tough 
customers even with all the energy tanks and missiles in the game to throw 
at them.


I haven't got that! involved with an action game for quite some time, indeed 
I actualy am quite pleased I finished the game because on several previous 
occasions I'd try out a game I used to always be good at, end up getting 
creamed and just leave feeling frustrated.


Maybe I've not lost it after all :D.

Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Bryan Peterson
No kidding. It's interesting how there wasn't much actual music, just groups 
of sound effects in te caves. Then the Chozo ruins did have a theme as did 
the planet's surface and metroid battles. My favorite was when you finally 
got down to the queen's lair and you had that deep, slow, menacing tune as 
you explored.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Friday, May 23, 2014 7:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Bryan.

It's a hugely under rated game. Lots of the items and mechanics that made
Super metroid what it is came from metroid Ii, and I absolutely love the
spider ball. People pan the game because it was separated into recognizable
zones each holding several metroids, but honestly in a game where you can
litterally climb across the entire cieling! things take lots of finding.

The atmosphere is also awsome, getting into the omega zone you just can't
stop until the end, despite the fact that the omegas are pretty tough
customers even with all the energy tanks and missiles in the game to throw
at them.

I haven't got that! involved with an action game for quite some time, indeed
I actualy am quite pleased I finished the game because on several previous
occasions I'd try out a game I used to always be good at, end up getting
creamed and just leave feeling frustrated.

Maybe I've not lost it after all :D.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Thomas Ward
Hi Bryan,

Yours was the original Atari 2600. The wood-grain panel was the
earlier version of the console. The later 2600 was smaller and all
black, and instead of switches had buttons as I recall.

Cheers!


On 5/23/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 I'm guessing then that it wasn't a 2600 or, if it was it was the later
 model. The one I have is the big one with the wood-grained panel on the
 front wich is also the model my brother had when we were kids.



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
 don't!

---
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Thomas Ward
Hi Dark,

That's definitely a later model console. I'm not sure which console
you had, but it sounds like the Atari 7800 which could play both 2600
and 7800 games. I seem to recall my 7800 could change colors and stuff
like that too.

The early Atari 2600 was way different from what you described. It was
brown with a wood-grained appearance with several silver switches on
top to change the number of players, to reset the game, and other
things. Later versions were primarily black with a silver strip on the
front and buttons instead of switches.

Cheers!


On 5/23/14, dark d...@xgam.org wrote:
 Hi Tom.

 I'm afraid I'm not sure which version of atari we had. I know we got it
 second hand from a friend, so it might have been an older earlier console,
 or a later one.

 it had a silver strip on the front and  two buttons and two switches on the

 top. One of the swtiches turned the sound off, the other seemed to change
 the colour in some games.

 Games wise we had a selection, though all were second hand at the time. Some

 of my favourites included joust, berzerk and reactor.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Thomas Ward
Hi Dark,

Well, I do see where you are coming from, but I don't think the issue
here is purely technical. What I mean by that is that it is not just a
difficulty of converting mainstream mechanics  to audio, but more a
matter of if the audio game developer realizes that his/her game is
lacking in features.

Keep in mind many, certainly not all, game developers are blind and
have had little to no experience with mainstream games. Therefore
developing a 1d side-scroller may seem like a good idea to him/her and
it may not occur to him/her that adding a 2d element would be more
interesting and more challenging or that having diamonds fall from the
sky would be more fun than just picking them up off the floor.

The point being if we want things to change as a person who has played
both you need to be more vocal with game developers in what their
games are lacking in order to get more mainstream like play because I
think many blind developers honestly don't know how to improve their
games. They just go along with other blind games they have played or
come up with their own mechanics not even trying to emulate mainstream
games in the first place. Thus we end up with games lacking features a
mainstream equivalent would probably have.

Cheers!


On 5/22/14, dark d...@xgam.org wrote:
 Hi Tom.

 I would never suggest giving up on an attempt to replicate mainstream
 mechanics in audio games entirely, certainly i've occasionally been quite
 surprised at the ingenuity of developers.

 My problem however, is that as you said yourself, developing games is not
 easy and developers aren't always in a position to know how to implement
 something in a game. The problem is this has too often resulted in partial
 convertions, eg, space invaders games with no shields and no shooting
 invaders, or supposed 2D side scrollers with no 2nd dimention or
 recognizable enemy attacks.

 My suggestion is not to completely abandon efforts to try and convert
 mainstream games to audio, only that when a developer comes up against a
 problem which cannot be solved, instead of simply missing something out and

 reducing the game to a reaction test, considder substituting an audio
 mechanic to keep the game at the same level of challenge and complexity as
 the original rather than reducing it to another boppit clone.

 For example, yes your skull suggestion would be quite workable, however if
 you can't think of a similar thing to dictate the jewel position and require

 the player to vary his/her jump hight to grab them, instead of saying oh
 dear, well we'll just stick the jewels on the floor and let them be easy to

 pickup find a similar audio challenge to substitute into the game, eg, the

 falling jewels suggestion.

 No, this might not result in a %100 accurate remake, but better a %50
 accurate audio remake with another %50 of similar style challenge but in
 audio, than just! a %50 remake with nothing added and those mechanics simply

 missing.

 Btw, with the duckhunt idea, the only problem I see in replicating the
 gorbian style levels is that the gorbians were predicated on the idea that
 once a ship was targeted horizontally, the target wouldn't move from that
 horizontal position and you would then just have to target it vertically,
 which is why you always hit the left and right arrows before the up or down

 ones. Obviously this worked for space invaders sinse most invaders don't
 move horizontally much.

 To be accurate, the ducks would need to move in diagonals and the player
 would need to move the target in both horizontal and vertical incriments at

 the same time. you'd therefore probably need two distinct target sounds, one

 for vertical target one for horizontal target, and require the player to get

 both solutions correct before the shot would hit.

 That! could be a most challenging game, sinse the player would need to line

 up their target quite carefully and continually try to keep a beed on the
 moving duck much as in the graphical version, making for a game which would

 be much more interesting to play.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Thomas Ward
Hi Dark,

An interesting concept. Deserves thinking about at any rate.

Cheers!


On 5/22/14, dark d...@xgam.org wrote:
 Hi Tom.

 Yep, i definitely remember the enemy blasting holes in the shields, indeed a

 favourite tactic of mine was blasting through the center of the shield
 myself so I was protected on both sides and using it to take out lots of
 invaders while I got the cover.

 You mentioning shield power did give me a thought however. Suppose instead
 of giving the player say 5 shields at the start of each game, the shield
 started with a percentage power meter. When at %100, the shield was
 absolutely certain to stop an enemy shot. However, as it took damage, the
 percentage of the shield was the percentage it would stop the enemy's
 bullet.

 So when at %50, if you deployed the shield, there was also a %50 chance
 you'd get hit anyway.

 This would be easy to show in audio, (simply a status key to report
 percentage), and would replicate the fact that enemies blasted through the
 shields and would add complexity to the game. For example, do you use a
 shield at %30, knowing there is a good chance it won't work.  This could be

 potentially even more interesting than a limited number of shields, sinse
 there would be an element of risk and chance involved along with the
 conservation required, and a little calculated risk can always make for an
 addictive game.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Thomas Ward
Hi Dark,

Oh, it was definitely something playing games like Space Invaders and
other games on a 78 inch screen. Not that I got to do so that often.
That was my parents TV, and naturally they bought it to watch movies
etc in the den. So most of the time I ended up playing games on a
standard 25 inch TV in my room.

Anyway, I imagine there were several color variations of the games out
there. I know on my Atari 7800, for example, I could toggle between
color modes and get variations of the same game just by pressing a
button on top of the console which was cool. That doesn't even include
all the various retro remakes over the years.

Cheers!




On 5/22/14, dark d...@xgam.org wrote:
 Hi Tom.

 Wow! I bet original space invaders on a 78 inch projector was cool. I
 currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen,
 which is pretty awsome after years of playing on standard sized tv screens,

 but I'm still jealous! :D.

 Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't
 imagine the invaders were very clear.

 I also however do wonder if there was a different version of space invaders.

 The one we had on the Atari 2600 had the invaders in rows and columns, but
 if I remember rightly the invaders were yellow, and the shields between you

 and them were orange while your gun was green. it also had a two player
 option with one green gun and one purple gun.

 I have played a version with red invaders and blue shields on one of those
 multi game consoles that have hundreds of games on one machine and you just

 plug into the tv.

 I suppose though just like Packman and several other games at the time,
 there were various different versions of space invaders around and it's
 entirely possible that the first one I played wasn't the original.

 All the best,

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Cara Quinn
Dark, I totally loved that version as well. If you got to the side of the 
screen quick enough so you could let the fireball go at the neighboring castle 
just before the opponent's shield blocked you, the opponent shield would end up 
bouncing the fireball back at its own castle again and again and again until 
its king was destroyed.

The trick was to time it just right so you could fire and then the opponent 
shield would get between you and the fireball. Then the fireball would hit the 
castle, bounce backward, hit the opponent shield and then hit its own castle 
again and the cycle would then continue until the end. It would make a neat 
little path straight through the castle wall… The AI was not that sophisticated 
so it didn't 'know' enough to move out of the way once that started happening!… 
lol!

Fun fun!…

Smiles,

Cara :)
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On May 23, 2014, at 6:13 AM, dark d...@xgam.org wrote:

The paddles took a little getting used to, but one game I always remember that 
required them was warlord.

This was basically like a four player version of pong or breakout, with each 
player in the corner of a screen. You had a ball (on some levels more than 
one), that boused around, and behind each player was a shield that covered a 
large glowing stick thing weused to call a gun. Like breakout, if the ball hit 
your shield it knocked some away, and if it hit your gun you were out of the 
game.

The aime was obviously to be the last standing.

My favourite level was the one where you could hold the fire button to suck in 
the ball, and then spit it in a direction of your choice at one of the other 
players, that was pretty awsome! :D.

Beware the grue!

Dark. 

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread dark

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I 
currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, 
which is pretty awsome after years of playing on standard sized tv screens, 
but I'm still jealous! :D.


Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't 
imagine the invaders were very clear.


I also however do wonder if there was a different version of space invaders. 
The one we had on the Atari 2600 had the invaders in rows and columns, but 
if I remember rightly the invaders were yellow, and the shields between you 
and them were orange while your gun was green. it also had a two player 
option with one green gun and one purple gun.


I have played a version with red invaders and blue shields on one of those 
multi game consoles that have hundreds of games on one machine and you just 
plug into the tv.


I suppose though just like Packman and several other games at the time, 
there were various different versions of space invaders around and it's 
entirely possible that the first one I played wasn't the original.


All the best,

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread dark

Hi Tom.

Yep, i definitely remember the enemy blasting holes in the shields, indeed a 
favourite tactic of mine was blasting through the center of the shield 
myself so I was protected on both sides and using it to take out lots of 
invaders while I got the cover.


You mentioning shield power did give me a thought however. Suppose instead 
of giving the player say 5 shields at the start of each game, the shield 
started with a percentage power meter. When at %100, the shield was 
absolutely certain to stop an enemy shot. However, as it took damage, the 
percentage of the shield was the percentage it would stop the enemy's 
bullet.


So when at %50, if you deployed the shield, there was also a %50 chance 
you'd get hit anyway.


This would be easy to show in audio, (simply a status key to report 
percentage), and would replicate the fact that enemies blasted through the 
shields and would add complexity to the game. For example, do you use a 
shield at %30, knowing there is a good chance it won't work.  This could be 
potentially even more interesting than a limited number of shields, sinse 
there would be an element of risk and chance involved along with the 
conservation required, and a little calculated risk can always make for an 
addictive game.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread dark

Hi Tom.

I would never suggest giving up on an attempt to replicate mainstream 
mechanics in audio games entirely, certainly i've occasionally been quite 
surprised at the ingenuity of developers.


My problem however, is that as you said yourself, developing games is not 
easy and developers aren't always in a position to know how to implement 
something in a game. The problem is this has too often resulted in partial 
convertions, eg, space invaders games with no shields and no shooting 
invaders, or supposed 2D side scrollers with no 2nd dimention or 
recognizable enemy attacks.


My suggestion is not to completely abandon efforts to try and convert 
mainstream games to audio, only that when a developer comes up against a 
problem which cannot be solved, instead of simply missing something out and 
reducing the game to a reaction test, considder substituting an audio 
mechanic to keep the game at the same level of challenge and complexity as 
the original rather than reducing it to another boppit clone.


For example, yes your skull suggestion would be quite workable, however if 
you can't think of a similar thing to dictate the jewel position and require 
the player to vary his/her jump hight to grab them, instead of saying oh 
dear, well we'll just stick the jewels on the floor and let them be easy to 
pickup find a similar audio challenge to substitute into the game, eg, the 
falling jewels suggestion.


No, this might not result in a %100 accurate remake, but better a %50 
accurate audio remake with another %50 of similar style challenge but in 
audio, than just! a %50 remake with nothing added and those mechanics simply 
missing.


Btw, with the duckhunt idea, the only problem I see in replicating the 
gorbian style levels is that the gorbians were predicated on the idea that 
once a ship was targeted horizontally, the target wouldn't move from that 
horizontal position and you would then just have to target it vertically, 
which is why you always hit the left and right arrows before the up or down 
ones. Obviously this worked for space invaders sinse most invaders don't 
move horizontally much.


To be accurate, the ducks would need to move in diagonals and the player 
would need to move the target in both horizontal and vertical incriments at 
the same time. you'd therefore probably need two distinct target sounds, one 
for vertical target one for horizontal target, and require the player to get 
both solutions correct before the shot would hit.


That! could be a most challenging game, sinse the player would need to line 
up their target quite carefully and continually try to keep a beed on the 
moving duck much as in the graphical version, making for a game which would 
be much more interesting to play.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Bryan Peterson

I never even thought of the Gorbianthing. LOL.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 21, 2014 9:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Dark,

I certainly see where you are coming from, but I see two problems with
your conclusions. One, is that not every programmer has the same
skills, and sometimes one programmer might think of a novel solution
to solve a problem that another programmer would not think of to
resolve a particular problem in converting some mainstream mechanics
to audio. Two, just because a solution has not been introduced does
not mean one does not exist. Merely that not all the possibilities
have been tried yet.

Let's take your example of Duck Hunt here. I'll be the first to admit
Liam did not do the best job of converting that game to audio, because
its overly simplistic compared to the NES version. The ducks simply
fly across the screen and when they are in the center you hit space to
shoot them. Pretty dull and not at all like the original game.

However, as I sit here I can think of away to restore the original
challenge of the game, and write Duck Hunt to be on par with the video
game version. The way to do it would be to add an audio targeting
system similar to what Justin did in the Gorbian levels of Troopanum
2. You would be able to move the targeting beep left and right until
the duck is centered and then move it up and down to center it on the
duck. When the pitch of the beep is at its maximum shoot. If tied with
a game controller, mouse, or something we would effectively be
recreating Duck Hunt almost exactly like the classic NES version, and
have it be fully accessible. Not sure Liam had thought of trying
anything like that when creating his version of Duck Hunt, but that is
a case of where I think the experience could be drastically improved
to be fairly close to the original in challenge and still use the same
basic mechanics.


I'll freely admit when I was working on Montezuma's Revenge I wasn't
trying too hard to find solutions for various issues. I was primarily
in a big hurry so if there was not something I knew how to do or have
an idea how to get around some problem with converting some aspect of
the game to audio I just skipped it intending to come back to the
problem at a later time. Therefore certain things such as the bouncing
skulls were left undone.

That said, now that six years have passed since working on the game I
have a few ideas in which I could have implemented the bouncing
skulls. One way would be by introducing a bounce or jump sound for
when the skulls bounced into the air, and a land sound for when they
hit the ground. The Airbot battle in Super Liam is an example of one
way the bouncing skulls could be made accessible, but I was in too
much of a hurry at the time to really look for that kind of solution
at the time.

My point being just because various audio games lack a certain feature
found in a video game counterpart doesn't mean it is impossible or too
difficult to convert a specific mechanic from a video game to audio.
It could be a lack of skill, shear laziness on the developers part, or
simply a case of not thinking the problem completely through. I'm
personally not ready to put the smackdown on converting video game
mechanics to audio and give it the 1, 2, 3 until all alternatives have
been explored.

Cheers!




On 5/21/14, dark d...@xgam.org wrote:

Hi Tom.

I do see your point in trying to give people who have not played the
original the same experience, however my problem is what usually happens
when a game is translated to audio from an original graphical conceptmy
problem is that when a developer simply cannot replicate a mechanic in 
audio


that mechanic gets missed.

Take Liam's duckhunt for example. The original Duckhunt was challenging
because the ducks could move at any angle across the screen, and the 
player


had to either target them with the nes connected gun, or (even more
difficult), line up a circle with his/her pad on the screen. The lining up
targeting process was complex sinse the player could never guarantee 
his/her


target was in the right place and it required the player to track the
movement of his/her target, and the movement of the oncoming duck.

Sinse however  there wasn't a way to replicate the vertical movement or
random target lining up of the ducks, we end up with a sterrio targeting
game where the player hears the sound of the duck and must hit space when
it's in the center, thus all the need to coordinate the original target
position vs the position of the oncoming duck is missing from the game and
once again we have

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Cara Quinn
Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and have 
a 60 inch 3D plasma screen so am wondering how games like Tempest etc would 
come off.

Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback is 
different though.

It would be an excellent game for 3D. The TV itself is active 3D but also has a 
mode where it will take 2D content and create a pseudo 3D appearance so am just 
wondering if it might render some games nicely?

I agree! Space Invaders, or any game for that matter, on a 78 inch screen would 
be quite something to see!

Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure were 
for full screen viewing so I wonder how they would render in a wide screen 
format?…

It would be pretty funny-looking if all the invaders were in a little clump in 
the center of the screen! lol!

Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
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On May 22, 2014, at 1:23 AM, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I currently 
have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is 
pretty awsome after years of playing on standard sized tv screens, but I'm 
still jealous! :D.

Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine 
the invaders were very clear.

I also however do wonder if there was a different version of space invaders. 
The one we had on the Atari 2600 had the invaders in rows and columns, but if I 
remember rightly the invaders were yellow, and the shields between you and them 
were orange while your gun was green. it also had a two player option with one 
green gun and one purple gun.

I have played a version with red invaders and blue shields on one of those 
multi game consoles that have hundreds of games on one machine and you just 
plug into the tv.

I suppose though just like Packman and several other games at the time, there 
were various different versions of space invaders around and it's entirely 
possible that the first one I played wasn't the original.

All the best,

Dark. 

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Bryan Peterson

Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Cara Quinn

Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and 
have a 60 inch 3D plasma screen so am wondering how games like Tempest etc 
would come off.


Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback 
is different though.


It would be an excellent game for 3D. The TV itself is active 3D but also 
has a mode where it will take 2D content and create a pseudo 3D appearance 
so am just wondering if it might render some games nicely?


I agree! Space Invaders, or any game for that matter, on a 78 inch screen 
would be quite something to see!


Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure 
were for full screen viewing so I wonder how they would render in a wide 
screen format?…


It would be pretty funny-looking if all the invaders were in a little clump 
in the center of the screen! lol!


Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 1:23 AM, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I 
currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, 
which is pretty awsome after years of playing on standard sized tv screens, 
but I'm still jealous! :D.


Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't 
imagine the invaders were very clear.


I also however do wonder if there was a different version of space invaders. 
The one we had on the Atari 2600 had the invaders in rows and columns, but 
if I remember rightly the invaders were yellow, and the shields between you 
and them were orange while your gun was green. it also had a two player 
option with one green gun and one purple gun.


I have played a version with red invaders and blue shields on one of those 
multi game consoles that have hundreds of games on one machine and you just 
plug into the tv.


I suppose though just like Packman and several other games at the time, 
there were various different versions of space invaders around and it's 
entirely possible that the first one I played wasn't the original.


All the best,

Dark.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Cara Quinn
Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games.

There are currently I believe, 6 or 7 generations / variations of this system 
which each have varying numbers of built-in games.

• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware so 
it can be modded to accept original Atari cartridges.

There are also Atari 2600 junior systems which are meant to run original Atari 
cartridges which do not have built-in games.

Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.

There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.

It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not sure 
how well / fun these would carry over just listening to the rather well, older 
audio for hours on end. lol!

Thanks,

Cara :)
---
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---
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Follow me on Twitter!

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On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and have 
a 60 inch 3D plasma screen so am wondering how games like Tempest etc would 
come off.

Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback is 
different though.

It would be an excellent game for 3D. The TV itself is active 3D but also has a 
mode where it will take 2D content and create a pseudo 3D appearance so am just 
wondering if it might render some games nicely?

I agree! Space Invaders, or any game for that matter, on a 78 inch screen would 
be quite something to see!

Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure were 
for full screen viewing so I wonder how they would render in a wide screen 
format?…

It would be pretty funny-looking if all the invaders were in a little clump in 
the center of the screen! lol!

Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 1:23 AM, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I currently 
have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is 
pretty awsome after years of playing on standard sized tv screens, but I'm 
still jealous! :D.

Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine 
the invaders were very clear.

I also however do wonder if there was a different version of space invaders. 
The one we had on the Atari 2600 had the invaders in rows and columns, but if I 
remember rightly the invaders were yellow, and the shields between you and them 
were orange while your gun was green. it also had a two player option with one 
green gun and one purple gun.

I have played a version with red invaders and blue shields on one of those 
multi game consoles that have hundreds of games on one machine and you just 
plug into the tv.

I suppose though just like Packman and several other games at the time, there 
were various different versions of space invaders around and it's entirely 
possible that the first one I played wasn't the original.

All the best,

Dark.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Bryan Peterson
Wow. I may have to look into one. Yeah I do have a working Atari but it'd be 
nice to have a backup option in case the Atari itself ever went on the 
blink. My one question is if the Flashback could play games that used the 
paddle controllers.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Cara Quinn

Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar 
games.


There are currently I believe, 6 or 7 generations / variations of this 
system which each have varying numbers of built-in games.


• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware 
so it can be modded to accept original Atari cartridges.


There are also Atari 2600 junior systems which are meant to run original 
Atari cartridges which do not have built-in games.


Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.


There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.


It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not 
sure how well / fun these would carry over just listening to the rather 
well, older audio for hours on end. lol!


Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and 
have a 60 inch 3D plasma screen so am wondering how games like Tempest etc 
would come off.


Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback 
is different though.


It would be an excellent game for 3D. The TV itself is active 3D but also 
has a mode where it will take 2D content and create a pseudo 3D appearance 
so am just wondering if it might render some games nicely?


I agree! Space Invaders, or any game for that matter, on a 78 inch screen 
would be quite something to see!


Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure 
were for full screen viewing so I wonder how they would render in a wide 
screen format?…


It would be pretty funny-looking if all the invaders were in a little clump 
in the center of the screen! lol!


Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 1:23 AM, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I 
currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, 
which is pretty awsome after years of playing on standard sized tv screens, 
but I'm still jealous! :D.


Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't 
imagine the invaders were very clear.


I also however do wonder if there was a different version of space invaders. 
The one we had on the Atari 2600 had the invaders in rows and columns, but 
if I remember rightly the invaders were yellow, and the shields between you 
and them were orange while your gun was green. it also had a two player 
option with one green gun and one purple gun.


I have played a version with red invaders and blue shields on one of those 
multi game consoles that have hundreds of games on one machine and you just 
plug into the tv.


I suppose though just like Packman and several other games

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Cara Quinn
HI Brian,

Yes they can.

The Flashbacks can use analog controllers but convert the signal to digital 
whereas I believe the Atari 2600 juniors are actually clones of the Atari 2600 
so I am assuming they would preserve the analog feel.

So far in my research, no one has complained about the movement of the paddles 
on the Flashbacks so I'm betting this is really a matter of how much of a 
purist are you? :)

Some Flashback systems come with a set of paddles and you can also purchase 
them on amazon (among other places) as well.

Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 11:17 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

Wow. I may have to look into one. Yeah I do have a working Atari but it'd be 
nice to have a backup option in case the Atari itself ever went on the blink. 
My one question is if the Flashback could play games that used the paddle 
controllers.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games.

There are currently I believe, 6 or 7 generations / variations of this system 
which each have varying numbers of built-in games.

• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware so 
it can be modded to accept original Atari cartridges.

There are also Atari 2600 junior systems which are meant to run original Atari 
cartridges which do not have built-in games.

Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.

There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.

It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not sure 
how well / fun these would carry over just listening to the rather well, older 
audio for hours on end. lol!

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and have 
a 60 inch 3D plasma screen so am wondering how games like Tempest etc would 
come off.

Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback is 
different though.

It would be an excellent game for 3D. The TV itself is active 3D but also has a 
mode where it will take 2D content and create a pseudo 3D appearance so am just 
wondering if it might render some games nicely?

I agree! Space Invaders, or any game for that matter, on a 78 inch screen would 
be quite something to see!

Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure were 
for full screen viewing so I wonder how they would render in a wide screen 
format?…

It would be pretty funny-looking if all the invaders were in a little clump in 
the center of the screen! lol!

Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 1:23 AM, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I currently 
have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is 
pretty

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Cara Quinn
Hi again Brian,

If you were looking for a backup option, I would suggest either a Flashback 2 
(not a 2+) or an Atari 2600 junior.

The FB 2 can be modded to accept atari 2600 carts and the junior as I 
mentioned, is a clone of the original 2600.

HTH

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 11:17 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

Wow. I may have to look into one. Yeah I do have a working Atari but it'd be 
nice to have a backup option in case the Atari itself ever went on the blink. 
My one question is if the Flashback could play games that used the paddle 
controllers.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games.

There are currently I believe, 6 or 7 generations / variations of this system 
which each have varying numbers of built-in games.

• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware so 
it can be modded to accept original Atari cartridges.

There are also Atari 2600 junior systems which are meant to run original Atari 
cartridges which do not have built-in games.

Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.

There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.

It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not sure 
how well / fun these would carry over just listening to the rather well, older 
audio for hours on end. lol!

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and have 
a 60 inch 3D plasma screen so am wondering how games like Tempest etc would 
come off.

Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback is 
different though.

It would be an excellent game for 3D. The TV itself is active 3D but also has a 
mode where it will take 2D content and create a pseudo 3D appearance so am just 
wondering if it might render some games nicely?

I agree! Space Invaders, or any game for that matter, on a 78 inch screen would 
be quite something to see!

Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure were 
for full screen viewing so I wonder how they would render in a wide screen 
format?…

It would be pretty funny-looking if all the invaders were in a little clump in 
the center of the screen! lol!

Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 1:23 AM, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I currently 
have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is 
pretty awsome after years of playing on standard sized tv screens, but I'm 
still jealous! :D.

Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine 
the invaders were very clear.

I also however do wonder if there was a different version of space invaders. 
The one we had

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Bryan Peterson

Hmmm.Interesting. Definitely might look into that.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Cara Quinn

Sent: Thursday, May 22, 2014 12:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

HI Brian,

Yes they can.

The Flashbacks can use analog controllers but convert the signal to digital 
whereas I believe the Atari 2600 juniors are actually clones of the Atari 
2600 so I am assuming they would preserve the analog feel.


So far in my research, no one has complained about the movement of the 
paddles on the Flashbacks so I'm betting this is really a matter of how much 
of a purist are you? :)


Some Flashback systems come with a set of paddles and you can also purchase 
them on amazon (among other places) as well.


Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 11:17 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


Wow. I may have to look into one. Yeah I do have a working Atari but it'd be 
nice to have a backup option in case the Atari itself ever went on the 
blink. My one question is if the Flashback could play games that used the 
paddle controllers.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar 
games.


There are currently I believe, 6 or 7 generations / variations of this 
system which each have varying numbers of built-in games.


• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware 
so it can be modded to accept original Atari cartridges.


There are also Atari 2600 junior systems which are meant to run original 
Atari cartridges which do not have built-in games.


Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.


There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.


It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not 
sure how well / fun these would carry over just listening to the rather 
well, older audio for hours on end. lol!


Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and 
have a 60 inch 3D plasma screen so am wondering how games like Tempest etc 
would come off.


Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback 
is different though.


It would be an excellent game for 3D. The TV itself is active 3D but also 
has a mode where it will take 2D content and create a pseudo 3D appearance 
so am just wondering if it might render some games nicely?


I agree! Space Invaders, or any game for that matter, on a 78 inch screen 
would be quite something to see!


Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure 
were for full screen viewing so I wonder how they would render in a wide 
screen format?…


It would

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Bryan Peterson

Very cool.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Cara Quinn

Sent: Thursday, May 22, 2014 12:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi again Brian,

If you were looking for a backup option, I would suggest either a Flashback 
2 (not a 2+) or an Atari 2600 junior.


The FB 2 can be modded to accept atari 2600 carts and the junior as I 
mentioned, is a clone of the original 2600.


HTH

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 11:17 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


Wow. I may have to look into one. Yeah I do have a working Atari but it'd be 
nice to have a backup option in case the Atari itself ever went on the 
blink. My one question is if the Flashback could play games that used the 
paddle controllers.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar 
games.


There are currently I believe, 6 or 7 generations / variations of this 
system which each have varying numbers of built-in games.


• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware 
so it can be modded to accept original Atari cartridges.


There are also Atari 2600 junior systems which are meant to run original 
Atari cartridges which do not have built-in games.


Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.


There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.


It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not 
sure how well / fun these would carry over just listening to the rather 
well, older audio for hours on end. lol!


Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and 
have a 60 inch 3D plasma screen so am wondering how games like Tempest etc 
would come off.


Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback 
is different though.


It would be an excellent game for 3D. The TV itself is active 3D but also 
has a mode where it will take 2D content and create a pseudo 3D appearance 
so am just wondering if it might render some games nicely?


I agree! Space Invaders, or any game for that matter, on a 78 inch screen 
would be quite something to see!


Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure 
were for full screen viewing so I wonder how they would render in a wide 
screen format?…


It would be pretty funny-looking if all the invaders were in a little clump 
in the center of the screen! lol!


Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Cara Quinn
Brian,

Just out of curiosity, which games do you have for the Atari?

which ones are your favs?

How easy are these to play without sight?

thanks and have a great day!

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 11:17 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

Wow. I may have to look into one. Yeah I do have a working Atari but it'd be 
nice to have a backup option in case the Atari itself ever went on the blink. 
My one question is if the Flashback could play games that used the paddle 
controllers.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games.

There are currently I believe, 6 or 7 generations / variations of this system 
which each have varying numbers of built-in games.

• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware so 
it can be modded to accept original Atari cartridges.

There are also Atari 2600 junior systems which are meant to run original Atari 
cartridges which do not have built-in games.

Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.

There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.

It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not sure 
how well / fun these would carry over just listening to the rather well, older 
audio for hours on end. lol!

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and have 
a 60 inch 3D plasma screen so am wondering how games like Tempest etc would 
come off.

Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback is 
different though.

It would be an excellent game for 3D. The TV itself is active 3D but also has a 
mode where it will take 2D content and create a pseudo 3D appearance so am just 
wondering if it might render some games nicely?

I agree! Space Invaders, or any game for that matter, on a 78 inch screen would 
be quite something to see!

Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now) and the older Atari games I'm sure were 
for full screen viewing so I wonder how they would render in a wide screen 
format?…

It would be pretty funny-looking if all the invaders were in a little clump in 
the center of the screen! lol!

Any ideas Thomas or others?…

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 1:23 AM, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I currently 
have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is 
pretty awsome after years of playing on standard sized tv screens, but I'm 
still jealous! :D.

Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine 
the invaders were very clear.

I also however do wonder if there was a different version of space invaders. 
The one we had on the Atari 2600 had the invaders in rows and columns, but if I 
remember rightly

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Bryan Peterson
I don't know what allI have. I do have Pac-Man and Ms. Pac-Man, Missile 
Command, Space Invaders and a bunch of the other classics. Not all are 
really playable but I still enjoy them immensely. I grew up with them. My 
favorites are the Pac-Man games, Centipede, Millipede, Defender, Cosmic Ark, 
Kangaroo, Frogs and Flies. These are just a few. I also like Adventure but 
given that game's extremely sparse audio that one would be all but 
impossible to play. One of my goals in learning to programw as to create an 
audio remake or as close to it as possible.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Cara Quinn

Sent: Thursday, May 22, 2014 12:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Brian,

Just out of curiosity, which games do you have for the Atari?

which ones are your favs?

How easy are these to play without sight?

thanks and have a great day!

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 11:17 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


Wow. I may have to look into one. Yeah I do have a working Atari but it'd be 
nice to have a backup option in case the Atari itself ever went on the 
blink. My one question is if the Flashback could play games that used the 
paddle controllers.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Brian,

The Atari Flashback is a system which emulates old Atari 2600 and Jaguar 
games.


There are currently I believe, 6 or 7 generations / variations of this 
system which each have varying numbers of built-in games.


• Atari Flashback (20 games)

• Flashback 2 (40 games)

• Flashback 2+ (40 games - different than FB2)

• Flashback 3 (60 games)

• Flashback 64 (64 games)

• Flashback 4 (75 games)

• Flashback 4 (different version - 76 games)

These are all plug and play systems and the 2 has actual Atari 2600 hardware 
so it can be modded to accept original Atari cartridges.


There are also Atari 2600 junior systems which are meant to run original 
Atari cartridges which do not have built-in games.


Additionally, there are joystick versions of these plug and play emulation 
devices for the Atari 2600, which have smaller numbers of games in them.


There are also other emulation systems which emulate other consoles from the 
80s and 90s as well.


It's really amazing to see these older Atari games making revivals after so 
long. While these were way fun to play visually, for myself, I'm just not 
sure how well / fun these would carry over just listening to the rather 
well, older audio for hours on end. lol!


Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 10:42 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


Atari Flashback?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Am curious myself! :)

I have been considering getting an Atari Flashback 4 and possibly a 2 and 
have a 60 inch 3D plasma screen so am wondering how games like Tempest etc 
would come off.


Tempest was originally done in color vector graphics so looked absolutely 
amazingly cool in the arcade. I'm sure the legacy version on the Flashback 
is different though.


It would be an excellent game for 3D. The TV itself is active 3D but also 
has a mode where it will take 2D content and create a pseudo 3D appearance 
so am just wondering if it might render some games nicely?


I agree! Space Invaders, or any game for that matter, on a 78 inch screen 
would be quite something to see!


Actually this brings up another point I'm curious about. My screen is a wide 
screen (as are pretty much all TVs now

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Thomas Ward
Hi Dark,

Yeah, I am pretty sure there were color variations of the game out
there, and I believe that was the main difference between the Atari
2600 and Atari 7800 versions. Plus keep in mind there were two
different Atari 2600's released. There was the original 2600 consoles
from the early 80's and there was a much newer Atari 2600 that came
out in the late 80's along side the 7800models.  So it is entirely
possible yours was a later edition of Space Invaders as they did
release updated versions of their 2600 catalog before going under.

Cheers!


On 5/22/14, dark d...@xgam.org wrote:
 Hi Tom.

 Wow! I bet original space invaders on a 78 inch projector was cool. I
 currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen,
 which is pretty awsome after years of playing on standard sized tv screens,

 but I'm still jealous! :D.

 Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't
 imagine the invaders were very clear.

 I also however do wonder if there was a different version of space invaders.

 The one we had on the Atari 2600 had the invaders in rows and columns, but
 if I remember rightly the invaders were yellow, and the shields between you

 and them were orange while your gun was green. it also had a two player
 option with one green gun and one purple gun.

 I have played a version with red invaders and blue shields on one of those
 multi game consoles that have hundreds of games on one machine and you just

 plug into the tv.

 I suppose though just like Packman and several other games at the time,
 there were various different versions of space invaders around and it's
 entirely possible that the first one I played wasn't the original.

 All the best,

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Thomas Ward
Hi Cara,

I am not sure. Its possible the legacy version of the games on the
Atari Flashback take wide screen in to consideration, and they'd
almost have to considering most televisions now days all are for wide
screen formats.

I guess the games that are setup for full screen would behave more or
less like old movies in that you would just end up with black strips
to the left and right of the game screen, and the game itself would
appear in a square in the center of the screen. Hard for me to say for
sure since I have had non-functioning eyeballs for quite a while now,
and haven't really had to worry about how older things look on a newer
wide screen TV.

Cheers!


On 5/22/14, Cara Quinn caraqu...@caraquinn.com wrote:
 Am curious myself! :)

 I have been considering getting an Atari Flashback 4 and possibly a 2 and
 have a 60 inch 3D plasma screen so am wondering how games like Tempest etc
 would come off.

 Tempest was originally done in color vector graphics so looked absolutely
 amazingly cool in the arcade. I'm sure the legacy version on the Flashback
 is different though.

 It would be an excellent game for 3D. The TV itself is active 3D but also
 has a mode where it will take 2D content and create a pseudo 3D appearance
 so am just wondering if it might render some games nicely?

 I agree! Space Invaders, or any game for that matter, on a 78 inch screen
 would be quite something to see!

 Actually this brings up another point I'm curious about. My screen is a wide
 screen (as are pretty much all TVs now) and the older Atari games I'm sure
 were for full screen viewing so I wonder how they would render in a wide
 screen format?...

 It would be pretty funny-looking if all the invaders were in a little clump
 in the center of the screen! lol!

 Any ideas Thomas or others?...

 Thanks,

 Cara :)
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

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Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Thomas Ward
Hi Bryan,

Just goes to prove my point. There are answers out there to some of
these problems in audio, but developers either don't know of them or
don't remember what has been tried before when developing their own
games. A particular answer just may not occur to a person at that time
and the fault of the game isn't that it can not be converted to audio
but just our own human shortcomings.

Cheers!


On 5/22/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 I never even thought of the Gorbianthing. LOL.



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
 don't!

---
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread dark

Hi Tom.

I do see your point in trying to give people who have not played the 
original the same experience, however my problem is what usually happens 
when a game is translated to audio from an original graphical conceptmy 
problem is that when a developer simply cannot replicate a mechanic in audio 
that mechanic gets missed.


Take Liam's duckhunt for example. The original Duckhunt was challenging 
because the ducks could move at any angle across the screen, and the player 
had to either target them with the nes connected gun, or (even more 
difficult), line up a circle with his/her pad on the screen. The lining up 
targeting process was complex sinse the player could never guarantee his/her 
target was in the right place and it required the player to track the 
movement of his/her target, and the movement of the oncoming duck.


Sinse however  there wasn't a way to replicate the vertical movement or 
random target lining up of the ducks, we end up with a sterrio targeting 
game where the player hears the sound of the duck and must hit space when 
it's in the center, thus all the need to coordinate the original target 
position vs the position of the oncoming duck is missing from the game and 
once again we have a reaction test boppit affair.


This is why I suggest instead of completely missing out a mechanic which is 
difficult to do in audio as most developers have done, and thus ending up 
with a less challenging and paler copy of the original lacking many of it's 
features, we considder adding audio mechanics to approximate the original 
challenge.


I've seen far too many attempts to replicate mainstream games in audio that 
ran into this problem, from space invaders, to duckhunt, and yes, 
montizuma's revenge, indeed about the only game which I've seen succeed in 
replicating all the mechanics is audio pong, and that just for the obvious 
reason that pong has very few mechanics to worry about.


On the other hand, games like packman talks which utterly changed the 
mechanical elements to add additional challenges to the game have been very 
successful, precisely because! where something isn't possible to do in audio 
an additional mechanic is substituted to make up for it, egg losing the 
multi object spacial overview of original packman but having an fps explorer 
with the need for fast evasive action instead.


This is why i'm rather coming to the conclusion that trying to exactly 
replicate mainstream mechanics and simply miss off the less doable ones is a 
less successful path for game design.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread dark

Hi Tom.

I agree on ship numbers, indeed that is another point of game design for 
good audio games, making sure that the sounds actually serve a regular 
purpose.


Regarding the shields above your ship, This might also however be a case 
where changing the game design rather than simply removing something 
difficult to add might be a point in the games' favour. For example instead 
of having defensive shields above the player which absorb some of the enemy 
fire, give the player a number of shield power ups to use throughout each 
level, either by having the player pick them up, or just giving them to the 
player.


This is again where Alien outback did a nice job, sinse having to decide 
when to use those power ups effectively adds another element to the game to 
increase it's challenge.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread dark

Hi Tom.

I don't doubt your right, however bare in mind my experience of the classic 
space invaders was always on consoles like the atari 2600, or very old 
computers like the bbc micro, I've never actually played the original arcade 
version. The graphics were never very specific on those, neither is my 
vision exactly great at instant object identification :D.


i remember being about 4 or 5 and playing the Atari 2600 version, my dad 
explaining to me how to duck under the shields and fire and calling them 
alien spaceships, which might or might not have been correct, that's why I 
always sort of assumed they were spaceships, though it is entirely possible 
my dad wasn't correct either.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Thomas Ward
Hi Dark,

Actually, what I am talking about is the version for the Atari 2600. I
wasn't talking about the actual arcade machines in arcades, bars,
stores, etc. Although, in this case it doesn't make any difference as
they were identical.

However, I'll say that if you and your father played the game on a
standard TV the invaders were not to distinct on smaller screens. I
had a bit of an advantage in that my parents had a 78 inch projection
TV which was huge, and I had no problems making out what the invaders
really were on that scale. They were basically the head and torso of a
guy in a red spacesuit descending from the spaceship at the top of the
screen in columns and rows. However, on smaller screens it was
possible people couldn't make out what they were and assumed they were
little red spaceships not guys in red spacesuits. So the confusion is
understandable even though the conclusion your father made wasn't
correct.

HTH


On 5/21/14, dark d...@xgam.org wrote:
 Hi Tom.

 I don't doubt your right, however bare in mind my experience of the classic

 space invaders was always on consoles like the atari 2600, or very old
 computers like the bbc micro, I've never actually played the original arcade

 version. The graphics were never very specific on those, neither is my
 vision exactly great at instant object identification :D.

 i remember being about 4 or 5 and playing the Atari 2600 version, my dad
 explaining to me how to duck under the shields and fire and calling them
 alien spaceships, which might or might not have been correct, that's why I
 always sort of assumed they were spaceships, though it is entirely possible

 my dad wasn't correct either.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Thomas Ward
Hi Dark,

Sure, I do see where you are coming from. Removing the hovering
shields and just giving them to the player would make sense. It
changes the game, but in a way that forces the gamer to adopt a
strategy when and where to use them rather than just passing under the
hovering shields as needed.

Besides there is a logical reason here to change it. As you may or may
not remember as the level went on the invaders would drop bombs on the
shields putting holes in them. The problem is that if you can see and
want to use that shield you have to position yourself under a part of
the shield that is undamaged. There is no way to represent in audio
which part of the shield is damaged and which part is not. The only
thing we could do is give status of shield power rather than visually
represent holes in the shield meaning that we need to come up with a
slightly different use for those shields that would offer a more audio
friendly challenge.


Cheers!


On 5/21/14, dark d...@xgam.org wrote:
 Hi Tom.

 I agree on ship numbers, indeed that is another point of game design for
 good audio games, making sure that the sounds actually serve a regular
 purpose.

 Regarding the shields above your ship, This might also however be a case
 where changing the game design rather than simply removing something
 difficult to add might be a point in the games' favour. For example instead

 of having defensive shields above the player which absorb some of the enemy

 fire, give the player a number of shield power ups to use throughout each
 level, either by having the player pick them up, or just giving them to the

 player.

 This is again where Alien outback did a nice job, sinse having to decide
 when to use those power ups effectively adds another element to the game to

 increase it's challenge.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Thomas Ward
Hi Dark,

I certainly see where you are coming from, but I see two problems with
your conclusions. One, is that not every programmer has the same
skills, and sometimes one programmer might think of a novel solution
to solve a problem that another programmer would not think of to
resolve a particular problem in converting some mainstream mechanics
to audio. Two, just because a solution has not been introduced does
not mean one does not exist. Merely that not all the possibilities
have been tried yet.

Let's take your example of Duck Hunt here. I'll be the first to admit
Liam did not do the best job of converting that game to audio, because
its overly simplistic compared to the NES version. The ducks simply
fly across the screen and when they are in the center you hit space to
shoot them. Pretty dull and not at all like the original game.

However, as I sit here I can think of away to restore the original
challenge of the game, and write Duck Hunt to be on par with the video
game version. The way to do it would be to add an audio targeting
system similar to what Justin did in the Gorbian levels of Troopanum
2. You would be able to move the targeting beep left and right until
the duck is centered and then move it up and down to center it on the
duck. When the pitch of the beep is at its maximum shoot. If tied with
a game controller, mouse, or something we would effectively be
recreating Duck Hunt almost exactly like the classic NES version, and
have it be fully accessible. Not sure Liam had thought of trying
anything like that when creating his version of Duck Hunt, but that is
a case of where I think the experience could be drastically improved
to be fairly close to the original in challenge and still use the same
basic mechanics.


I'll freely admit when I was working on Montezuma's Revenge I wasn't
trying too hard to find solutions for various issues. I was primarily
in a big hurry so if there was not something I knew how to do or have
an idea how to get around some problem with converting some aspect of
the game to audio I just skipped it intending to come back to the
problem at a later time. Therefore certain things such as the bouncing
skulls were left undone.

That said, now that six years have passed since working on the game I
have a few ideas in which I could have implemented the bouncing
skulls. One way would be by introducing a bounce or jump sound for
when the skulls bounced into the air, and a land sound for when they
hit the ground. The Airbot battle in Super Liam is an example of one
way the bouncing skulls could be made accessible, but I was in too
much of a hurry at the time to really look for that kind of solution
at the time.

My point being just because various audio games lack a certain feature
found in a video game counterpart doesn't mean it is impossible or too
difficult to convert a specific mechanic from a video game to audio.
It could be a lack of skill, shear laziness on the developers part, or
simply a case of not thinking the problem completely through. I'm
personally not ready to put the smackdown on converting video game
mechanics to audio and give it the 1, 2, 3 until all alternatives have
been explored.

Cheers!




On 5/21/14, dark d...@xgam.org wrote:
 Hi Tom.

 I do see your point in trying to give people who have not played the
 original the same experience, however my problem is what usually happens
 when a game is translated to audio from an original graphical conceptmy
 problem is that when a developer simply cannot replicate a mechanic in audio

 that mechanic gets missed.

 Take Liam's duckhunt for example. The original Duckhunt was challenging
 because the ducks could move at any angle across the screen, and the player

 had to either target them with the nes connected gun, or (even more
 difficult), line up a circle with his/her pad on the screen. The lining up
 targeting process was complex sinse the player could never guarantee his/her

 target was in the right place and it required the player to track the
 movement of his/her target, and the movement of the oncoming duck.

 Sinse however  there wasn't a way to replicate the vertical movement or
 random target lining up of the ducks, we end up with a sterrio targeting
 game where the player hears the sound of the duck and must hit space when
 it's in the center, thus all the need to coordinate the original target
 position vs the position of the oncoming duck is missing from the game and
 once again we have a reaction test boppit affair.

 This is why I suggest instead of completely missing out a mechanic which is

 difficult to do in audio as most developers have done, and thus ending up
 with a less challenging and paler copy of the original lacking many of it's

 features, we considder adding audio mechanics to approximate the original
 challenge.

 I've seen far too many attempts to replicate mainstream games in audio that

 ran into this problem, from space invaders, to duckhunt, and yes,
 montizuma's 

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Cara,

That makes sense, and you are absolutely right that the short
attention span issue is a very important one for many gamers. Many
people want a game that is able to be picked up, played for a short
while, set down, and picked up again with ease. there are many games
like that which are hugely popular for that reason alone.

I'll take my personal favorite Blackjack as an example. Its one of
those games that is fairly simple to play, doesn't require in depth
mechanics, and is great for playing when someone doesn't have a lot of
time or just can't focus on a game for very long. I might be sitting
in a waiting room for a few minutes before an appointment and fire up
Blackjack on my laptop precisely because it is a game I can play 10 to
15 rounds, put down, and come back to it any time. Its not too
involved and yet is fun to play for short stretches of time.

Your point about having a longer game with many shorter levels is a
good one. It allows someone constantly on the go or with a short
attention span the ability to make quick and relatively painless
achievements while not having completed the game itself. So instead of
having 10 very large levels it would be better to have 20 smaller
levels that would make it easier for gamers to get through the game
quicker, to make quick achievements, while keeping the over all time
to complete the full game the same. This makes sense as at strikes a
balance between quantity of game while making it feasible to get
instant rewards for playing.

Cheers!


On 5/20/14, Cara Quinn caraqu...@caraquinn.com wrote:
 Hi Thomas,

 Thanks to you and Dark and others for this really great topic.

 Thomas, I personally think the attention span concept is a very important
 issue here. A significant amount of gaming is now done on mobile platforms
 which harkens back to my mention of games which can be played for a short
 time, put down, and then picked back up again later with ease. If one has a
 short attention span, a game like this can work well.

 I say this because most games of this nature are designed in such a way as
 to be able to allow the player achievements even if only played for short
 stretches of time and then put down again. This is specifically meant to
 enable people who may be busy during the day to play a game, move ahead in
 that game and then have it be possible to let it sit for a while before they
 pick it up again.

 Even the mobile games which are designed to be played in one sitting are of
 a shorter variety than some of the audio games we have seen here.

 The more long-form mobile games have shorter levels but more of them, so
 that people can play for a shorter time, accomplish something and then come
 back to it later.

 The constant stream of new available levels keep people coming back and the
 shortness of each level keeps the gameplay conducive to quicker sessions.

 So this works both for people on the go as well as those with a shorter
 attention span.

 Thanks!

 Cara :)
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Cara,

Yes, precisely. During my development of Montezuma's Revenge and later
Mysteries of the Ancients I ran into a number of cases where something
as simple as height couldn't be translated perfectly into an audio
equivalent. Using pitch is helpful, but still wasn't a perfect
solution in all cases.

For example in Montezuma's Revenge the gems are sort of hanging there
in the air and you had to jump up and collect them. In the audio
version they were purposely put on the same level or height because it
was for all intents in purposes too difficult to have too many gems on
the screen at various heights like in the original. I know in the
original some gems were higher up on the screen making it difficult to
get them without a higher jump or a running jump to grab it. I think
James and I both felt having to do that would complicate matters from
an audio only perspective.

Besides that gems were also hanging out over pits, hanging between two
ropes, etc meaning that you had to often times climb up to a certain
height and jump out and catch it in the air. This was a tricky problem
since all we can really do is adjust the panning, volume, and pitch of
the gem making it somewhat tricky to exactly indicate in audio where
that gem is in relation to the player. Using virtual 3d was no help
because all that really did is increase or decrease the volume
depending on height. Therefore we had to fall back on spoken feedback
to render a more precise idea of where that gem was on the screen than
just relying on audio alone.

In Mysteries of the Ancients I had some other more interesting
challenges dealing with height related issues. I had thought about
making the fire pits more dangerous by having them throw fireballs at
the player like in a few mainstream games I had played. If I used
pitch to indicate fast or slow fireballs I could no longer rely on
pitch to indicate weather the fireball should be ducked or jumped. If
I had used that particular hazard I would either have to make all
fireballs move at a static speed and use the pitch to indicate height,
or I would have them come at the player from a static height and use
the pitch for speed. I could not do both in audio.

Cheers!


On 5/20/14, Cara Quinn caraqu...@caraquinn.com wrote:
 Thomas, excellent points!

 Some of the simplest concepts can be extraordinarily difficult to translate
 into audio with any sense of simplicity and intuitiveness.

 For example, I believe Dark has alluded to this in the past; the concept of
 displaying the height of an object in a game with pitch is fine and has been
 used many times before. What about if one does not wish to use pitch so that
 the object's sound remains consistent? What then?

 This is where some very innovative approaches need to come in.

 You're right. Designing a great game is one thing but designing it to be
 great in audio is a whole other level of accomplishment!

 Thanks,

 Cara :)

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Dark,

Ahem...I didn't mean to imply telegraphing attacks was only useful in
fighting games. Just used that as a simple case example. I fully
realize and am aware the concept works in many different styles and
genres of games such as a classic Space Invaders type game. I agree
with you that the concept is a good one. Particularly since it is a
way in order to level the playing field  between blind and sighted
gamers.

Since you mentioned Space Invaders let's go with that as an example. I
remember when I use to play the game that there were frequently bombs
falling out of the sky and one of the biggest challenges of that game
was to avoid the bombs while getting in some shots of my own to blow
the invaders out of the sky.  No audio game version has attempted to
write one where you have to avoid falling bombs while shooting the
invaders out of the sky. I can see having a sound of an invader
launching a bomb and a second or two of sound as the bomb falls
allowing you to move out of the bombs way. In a case like that
telegraphing an attack and continuing to play a sound of the falling
bomb would be entirely appropriate because it would in effect mirror
what a person would see in that particular game.

I do not think, however, that you would have to reduce the number of
ships to about five, because in the classic Space Invaders only the
ships on the lowest row were dropping bombs. Therefore the invaders in
the higher rows were pretty much harmless while the invaders on the
lowest row were trying their best to blow you up. So you were only
concerned with four or five enemies at a time as the invaders higher
up dropped down to fill the space where you vaporized their comrades.

At any rate I do agree there has to be more to the game mechanics than
here it hit it which is what many audio games seem to boil down to.
Sadly many audio games are not much better than Bop It. It is this
aspect we do need to seriously work on/.

Cheers!


On 5/19/14, dark d...@xgam.org wrote:
 Hi Tom.

 I wouldn't say the rule book needs throwing out, so much as just rethinking.

 For example, you list the telegraphing of attacks as something for fighting

 games. While they could be used in that way, there is no reason not to use
 them elsewhere.

 For example, suppose that you were creating a space invaders style game.
 Thus far with a few exceptions, most audio space invaders style games
 haven't given the invaders much chance to do you damage other than by flying

 into you.

 Well suppose you gave a sound for just before the invader fired, and a sound

 when the shot hit the ground, then, instead of having the player instantly
 hit if he/she was under the ship when it fired, have the time the shot took

 to reach the ground dictated by how far the enemy was away from you.

 This would efectively mean that while the invaders would descend slowly,
 your job as a player wasn't simply to knock them off as fast as possible,
 but to dodge their bullets, either shooting them before they had a chance to

 fire, shooting them then dodging out of the way of the bullet, or even
 waiting until the bullet hit the ground, then running in and taking the
 invader out before the invader could fire again.

 Yes, you would have to reduce the number of invading ships on screen to at
 most about five, but I'd much rather need to duck and dive and dodge shots
 to evade five ships then have a hoard of 10 ships who I am just trying to
 blast Asap.

 This is the sort of thing I mean, considdering not just how to replicate a
 given game in audio, but how to replicate the mechanics of it's challenge
 factor so that it becomes more than just a reaction test.

 Of course, this has been done to an extent. Alien outback is great with it's

 various ship types and even has a ship with a powered up shot, (it's a shame

 it still has lots of fairly easy to slay ships too but there you go).

 I'd say it's a matter of trying to make sure the player has to do more than

 just hear and react instantlywhile factors such as analogue movement and
 randomness can help with that, given that audio has a limited view,it's a
 matter of making that view as challenging as possible and requiring  much
 active participation from the player as possible.

 Beware the grue!
 dark.

 SoBeware the grue!

 Dark.



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread dark
Well Bryan as I said, I'll probably have to look for the game sinse I still 
have my snes and I have always heard a lot about it, right from watching 
that old Captain N cartoon which featured King hippo as one of the bad guys.


I'd actually now like to see that cartoon again, sinse I'm now much more 
familiar with many of the characters, in particular Mega man, Dr. wily and 
the various robot masters. Interesting to think when I first saw that back 
when i was about 9 or 10 I had no idea how much fun the mm games were or how 
much I'd enjoy playing them later on, though sinse Super Metroid was my 
favourite game at that point at least some of it was accurate :D..


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 20, 2014 1:58 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


To be completely accurate there were indeed a couple punchout games for 
the NES. Te first was Mike Tyson's Punch-out! which was released in I 
believe 1987 or thereabouts. Then a few years later there was Punch-Out! 
featuring Mr. Dream, though this was basically Mike Tyson's Punch-out! 
without Mike Tyson. Allthe fighters were the same including the Tyson 
fight, thoug his name was changed to Mr. Dream since by that time Nintendo 
had lost the license to use the Tyson name. I've also heard that Nintendo 
deliberately let the license lapse without renewing it after the real Mike 
Tyson raped an eighteen-year-old girl, but given that the Mr. Dream 
version of Punchout was released before that incident occurred I don't 
think this is true. Super Punch-out! is a sort of sequel to the NES 
Punch-out! titles, but it's muc more in line with the Arcade version which 
came even before the NES version. It features a few familiar faces from 
the original Punchout game with a bunch of new fighters.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Monday, May 19, 2014 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hmmm, I didn't realize that. If thatwas the case I might look for a copy 
on

Ebay.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread dark

Hi Kara.

I fully well agree that the achievement system and short levels of games can 
help a game's appeal a lot. I also do agree that the more a game can vary 
what is going on from level to level (especially if the progression is 
small), the better it can hold the interest of casual and long scale players 
alike as you said.


The only problem however, is I've seen a lot of mobile games that follow 
this model, but are so simplistic as to be lacking in gameplay and interest.


One example of these are the very many point and attack rpgs like the storm8 
games, epical gladiators, rpg quest etc. These don't have complex stats or 
management to worry about, but equally they have reduced everything down to 
just one click actions. For example in Vampires live you just hit a button 
saying search the park for victims and get stronger, no explanation of 
what you do, no need to navigate around, indeed the player is very divorced 
from the action.


This might work for some people, but for others it is just far too minimal, 
especially sinse it's appeal very much is aimed at sighted people who get 
the games' atmosphere through the pictures.


If Solara's popularity has shown anything in the Vi community, it is that 
even in a casual game atmosphere and setting matter indeed I will say that 
if Solara didn't have the descriptions and story and was just the hero 
lineup and automatic fights I'd likely have never played it myself.


Another interesting fact about mobile devices however,is that instant saving 
means even a long and complex game can be played casually.


For instance I played zombie exodus over quite a long period, sometimes on 
trains, sometimes waiting for a bus. All I needed to do at any point / was 
shut the program and I'd start from where I was before, and of course sinse 
te game was text, itwas always possible to know where I was or what was 
going on.


The same might even be said for King of Dragon pass.

So, while I do agree achievements, gradual rogress and appeal to casual 
gamers is a factor, I don't  think this  necessarily automatically 
translates into cutting the games' complexity or  atmosphere, rather it's a 
question of whether the game is possible to pick up in a relatively short 
time, play a bit and put down then pick up again and yet still make 
progress.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread dark

Hi kara.

You are correct that visually all events in a game require the player to 
notice before hand, however my point was not really about reaction times. 
it's quite possible to react to an audio stimulous as fast as a visual one 
and your absolutely correct about some blind people with super fast speech, 
however the problem is showing information with enough accuracy to make the 
game appeal to a player's faculties of judgement, logic, and knolidge of the 
mechanics, rather than just reducing down to a boppit style reaction test.


One of the things that makes graphical space invaders so appealing is that 
the player is tracking many factors at once. The position of the spaceships 
above them, the firing of bullets from those ships and the need to dodge, 
the position of their shields, and the position of not only the particular 
invader they're shooting but the ones right across the screen.


My suggestion of telegraphing attacks therefore wasn't to slow down the 
necessary reactions, but to give the player more information about factors 
other than the immediate threat, so that the player is required to make 
value judgements about in game objects and how they behave, not just hear 
it, hit it


You are definitely right that such a thing would not be necessary in an fps 
like Audio quake, but that is because the audio fp view already gives the 
player a good amount of information for tracking in game objects and making 
judgements about their movements and position, indeed this is likely why 
games like Swamp, Shades of doom etc have become so popular, sinse they do! 
give the player more to engage with than just basic reaction speed.


hope this makes sense.

Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread dark

Hi kara.

Sorry if I didn't explain the idea adequately.

I have not heard of or played Star castle, but certainly telegraphing 
attacks is not a new idea in mainstream games either, even telegraphing in 
audio. For example, in the super marrio brothers castles, when you get close 
to bowser, fireballs start flying across the screen. Interestingly enough, 
the low, growling sound of each fireball plays before it actually flies out. 
So when you hear that particular growling noise you know you need to prepare 
to jump or dodge a fireball, or duck out of the way somewhere.


It's just a matter of increasing the amount of infomation available to the 
player so that the player is doing more than just reacting to the sound of 
an immediate threat.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread dark

Hi Tom.

I agree on casual games, but there are also cases where the very size of 
levels is what makes them appealing such as the Metroid series, or indeed 
complex muds like Alteraeon.


In these cases this is where instant saving can help a lot, even if the over 
all level is much larger.


Beware the grue!

dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread dark

Hi Tom.

five invaders was an approximate figure, my point was simply that you 
probably couldn't have as many as in a game like troopanum sinse there is a 
problem of informational overload.


Look at the start of the Lord Vector fight at the end of troop 2 as one 
example. There you've got three shields to shoot and falling invader ships, 
but frequently I've found it hard to hear the sound of the ships over the 
sound of the shields.


This of course comes down to good sound design and choosing sounds that are 
possible to distinguish (I thought those shields sounded a bit loud), but 
equally there is a game design point here too.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread dark

Hi Tom.

Interesting thoughts and I will agree problems with depicting hight have 
provided major issues for 2d games in audio.


That being said, maybe this is a case where adapting some of the mechanics 
to be more challenging in audio rather than explicitly trying to replicate 
the mainstream ones would be helpful.


For example, instead of trying to make the sound of fireballs which hit the 
player out of pits, have the fireballs loop out of pits and land on the 
ground creating temporary burning flames that damaged or killed the player. 
Effectively this would mean instead of ducking or jumping fireballs, the 
player would have a floor hazard (the burning section of floor), to time 
their way past in addition to jumping the pits, and a floor hazard who's 
appearence was dictated by the different sounds of fireball landings. By 
varying the rates you could keep the player needing to take note of when the 
fireballs hit and the floors near the pits burned, rather than just timing 
things statically


For the gems, well instead of having the gems at different hights, why not 
have some of the gems initiate a small rock falling from the ceiling Indiana 
jones style which the player needs to dodge, or maybe have some gems on 
sliding shelves so that the player needs to grab them at a given point, 
(both of these could be varied to provide different challenge).


Noo, this does not address the problem of showing hight in a 2D game, in 
audio which is quite another matter, but rather than just missing out the 
fireballs, making them static, or having the player grab gems, you insert 
another factor for the player to be aware of in the game which will increase 
the level of challenge in the audio.


of course, these are just rough ideas and doubtless would need thinking 
about, but this is the sort of thing I mean in terms of creating more 
challenging and in depth audio games that are not just the simple boppit 
affairs, working on the mechanics of what is possible to show in audio and 
working to making those mechanics have a similar level of challenge and 
interest to the mainstream game rather than replicating it exactly.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Bryan Peterson
King Hippo was my favorite fighter in the original punch-out! Super 
Punch-out has a few fighters nearly as corpulant but none of them was quite 
so easy to take down even once you learned their patterns.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Tuesday, May 20, 2014 1:14 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Well Bryan as I said, I'll probably have to look for the game sinse I still
have my snes and I have always heard a lot about it, right from watching
that old Captain N cartoon which featured King hippo as one of the bad guys.

I'd actually now like to see that cartoon again, sinse I'm now much more
familiar with many of the characters, in particular Mega man, Dr. wily and
the various robot masters. Interesting to think when I first saw that back
when i was about 9 or 10 I had no idea how much fun the mm games were or how
much I'd enjoy playing them later on, though sinse Super Metroid was my
favourite game at that point at least some of it was accurate :D..

Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 20, 2014 1:58 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


To be completely accurate there were indeed a couple punchout games for 
the NES. Te first was Mike Tyson's Punch-out! which was released in I 
believe 1987 or thereabouts. Then a few years later there was Punch-Out! 
featuring Mr. Dream, though this was basically Mike Tyson's Punch-out! 
without Mike Tyson. Allthe fighters were the same including the Tyson 
fight, thoug his name was changed to Mr. Dream since by that time Nintendo 
had lost the license to use the Tyson name. I've also heard that Nintendo 
deliberately let the license lapse without renewing it after the real Mike 
Tyson raped an eighteen-year-old girl, but given that the Mr. Dream 
version of Punchout was released before that incident occurred I don't 
think this is true. Super Punch-out! is a sort of sequel to the NES 
Punch-out! titles, but it's muc more in line with the Arcade version which 
came even before the NES version. It features a few familiar faces from 
the original Punchout game with a bunch of new fighters.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Monday, May 19, 2014 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hmmm, I didn't realize that. If thatwas the case I might look for a copy 
on

Ebay.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Dark,

Well, the problem I  see with that is simply this. While not precisely
replicating mainstream mechanics might be helpful from an
accessibility point of view it still does not give us a comparable
experience. What we end up with is a different experience or challenge
entirely which may or may not be favorable depending on the game.

Take Montezuma's Revenge for example. That's a game based on a
mainstream video game. I'd assume for authenticity sake a developer
would keep the traps and challenges as much the same as possible.
Changing the behavior of the gems to fall from the ceiling like the
falling items in Q9 is interesting but not necessarily favorable in
that particular game because the original mainstream game had its own
unique and interesting challenges which I for one would like to see
replicated in audio not changed.

I certainly agree with you to a point sometimes if something can't be
done in audio then changing the mechanics to suit an audio game should
be done rather than replicating mainstream mechanics, but I also see
reasons why that should not be done. Its okay if the game is an
original idea written for an audio game market to use new and
interesting mechanics, but if it is a retro remake of a classic game I
think it should attempt to imitate the game it was based upon as much
as possible.

Cheers!


On 5/20/14, dark d...@xgam.org wrote:
 Hi Tom.

 Interesting thoughts and I will agree problems with depicting hight have
 provided major issues for 2d games in audio.

 That being said, maybe this is a case where adapting some of the mechanics
 to be more challenging in audio rather than explicitly trying to replicate
 the mainstream ones would be helpful.

 For example, instead of trying to make the sound of fireballs which hit the

 player out of pits, have the fireballs loop out of pits and land on the
 ground creating temporary burning flames that damaged or killed the player.

 Effectively this would mean instead of ducking or jumping fireballs, the
 player would have a floor hazard (the burning section of floor), to time
 their way past in addition to jumping the pits, and a floor hazard who's
 appearence was dictated by the different sounds of fireball landings. By
 varying the rates you could keep the player needing to take note of when the

 fireballs hit and the floors near the pits burned, rather than just timing
 things statically

 For the gems, well instead of having the gems at different hights, why not
 have some of the gems initiate a small rock falling from the ceiling Indiana

 jones style which the player needs to dodge, or maybe have some gems on
 sliding shelves so that the player needs to grab them at a given point,
 (both of these could be varied to provide different challenge).

 Noo, this does not address the problem of showing hight in a 2D game, in
 audio which is quite another matter, but rather than just missing out the
 fireballs, making them static, or having the player grab gems, you insert
 another factor for the player to be aware of in the game which will increase

 the level of challenge in the audio.

 of course, these are just rough ideas and doubtless would need thinking
 about, but this is the sort of thing I mean in terms of creating more
 challenging and in depth audio games that are not just the simple boppit
 affairs, working on the mechanics of what is possible to show in audio and
 working to making those mechanics have a similar level of challenge and
 interest to the mainstream game rather than replicating it exactly.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Dark,

Good point. Level 16 in Troop 2 is a royal pain because there are too
many sounds playing making it confusing from an audio perspective
which demonstrates the sort of problem with a true Space Invaders
clone with 24 ships on screen at once.

If I were to write a true Space Invaders clone with the exact number
of ships as the classic game I think ships not in firing range, IE not
in the lower rows, would have to be silenced or the volume drastically
lowered so that the ships in the bottom rows can be heard clearly by
the gamer. However, that isn't the only problem.

As you know there are shields or walls you can hide under to keep from
being attacked by the invaders. Those would also have to be audible
increasing the confusion unless they were quiet enough to hear the
ships and distinct enough they can be identified despite the sound of
enemy ships and bombs all around you.

So I do take your point. While creating the mechanics of a classic
Space Invader game is easy representing it in audio is difficult
because of informational overloading.

Cheers!


On 5/20/14, dark d...@xgam.org wrote:
 Hi Tom.

 five invaders was an approximate figure, my point was simply that you
 probably couldn't have as many as in a game like troopanum sinse there is a

 problem of informational overload.

 Look at the start of the Lord Vector fight at the end of troop 2 as one
 example. There you've got three shields to shoot and falling invader ships,

 but frequently I've found it hard to hear the sound of the ships over the
 sound of the shields.

 This of course comes down to good sound design and choosing sounds that are

 possible to distinguish (I thought those shields sounded a bit loud), but
 equally there is a game design point here too.

 Beware the grue!

 Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Valiant Galaxy Associates

Hi.
This is a good thread. It gives us at VGA things to think about with our 
own projects. Without spoiling too much we definitely have been trying 
to keep the game play really simple. I'm actually concerned that people 
may find our first game to be too simple and wonder why we really 
expected people to want to play it. But in actually the game is pretty 
complex, it's sort of like an iOS device, simplified complexity. At the 
same time, I think you'd have to make sure the game is, as others are 
saying, keeping the player engaged, so they want to keep coming back for 
more. I think replay value itself applies here too, we've talked about 
that on here before. We hope not to make all of our games menu driven, 
that would be a bit tedious just from a coder standpoint, messing with 
the same kind of code all the time for various projects. But at the same 
time, what's really wrong with the menu driven platform? There are lots 
of really cool menu driven games out there. So we thought we would try 
to make a menu driven game that would take advantage of what we could 
think of that the menu driven platform provides. One prime example is 
useful for beginner users. We have built in a menu specific f1 keyboard 
shortcut that opens our documentation up to the specific portion that 
covers what the menu you were in when you hit f1 does. That's a little 
easier to do when the player is in a specific menu as is the case most 
of the time in our yet to be released project. Also, if it were some 
sort of realtime simulation game, this would have to pause the game if 
we did manage to make it activity specific, so if you imagine trying to 
bring this functionality over to shades of doom, I guess you would have 
to figure out maybe you need help navigation around in a room if you 
press f1 while your character is standing in a room. The game would have 
to pause if you press f1 so no monster can come butcher you while you're 
innocently trying to read help files with the game puttering along in 
the background. With menus, the game is always paused when it presents 
you with menus anyway so it makes a little easier sense. We have tried 
to make the speech really good quality and very responsive. This we 
thought was another way to make menus more useful. If it's really fast 
to arrow through the menu in search of the desired option that would be 
a help. Anyway, I feel like I've been rambling on long enough here, but 
this is a good thread, I'm watching closely.






should we finally get to the point where we may try to develop games with me
On 5/20/2014 12:40 AM, Cara Quinn wrote:

Thomas, excellent points!

Some of the simplest concepts can be extraordinarily difficult to translate 
into audio with any sense of simplicity and intuitiveness.

For example, I believe Dark has alluded to this in the past; the concept of 
displaying the height of an object in a game with pitch is fine and has been 
used many times before. What about if one does not wish to use pitch so that 
the object's sound remains consistent? What then?

This is where some very innovative approaches need to come in.

You're right. Designing a great game is one thing but designing it to be great 
in audio is a whole other level of accomplishment!

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 19, 2014, at 12:53 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Eleanor,

I agree. A good game, an especially well designed game, has a good
balance between simple mechanics but complexity and depth. That is
hard to achieve. It is for that reason game developers go back to the
well per se to try and replicate the same thing they have done before
hoping of repeating the success of their previous hit title.

Unfortunately, for us, since we are trying to worry about
accessibility as well as fun and challenge it makes the problem more
complex for the developer. Sighted mainstream game developers have
managed to come up with reasonably simplistic but complex game
mechanics that have worked well in a number of classic titles for the
Atari, NES, Super NES, etc that wouldn't necessarily work so well in
an audio equivalent. Adapting those mechanics to be accessible is the
real trick here.

Cheers!




On 5/15/14, Eleanor elea...@7128.com wrote:

This is an interesting discussion.  I can see that you need to have a
balance between popularity and individual preference as both Cara and
Dark indicate, and that the game needs to be simple to play, but have
depth and complexity to make it a good game.

But there another component that I have been looking for and admittedly
have not found, and that is an engaging game mechanism. The way in which
you play the game has to suck you in and keep you coming back for more.
It can't be too simple nor too frustrating. The really fun games
increase in difficulty slowly as you 

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Dark,

Obviously, it must be said that not all things will appeal equally to
all people. I myself prefer a game with larger levels, fairly in depth
missions, whatever and therefore casual games don't often appeal to me
for long periods of time. That said, I can see why people with short
attention spans or that are only casual gamers would be drawn to games
with small levels where they can quickly obtain achievements without
feeling overwhelmed by having to do to much to get anywhere in the
game. There is plenty of room for both types here.

As you said having automatic saves or certain restore points would
make larger games more appealing to casual gamers because they could
stop at any time and resume where they left off. A lot of larger games
such as Tomb Raider, for example, have specified restore points where
if Lara Croft grabs a restore crystal the game will be saved and will
be restored from that point making the game easier to get through as
some of those games do have some fairly large and in depth levels to
get through.

As I recall Titan Quest has something similar in place. There are
places in the game where you can go stand to save your game and it
will restore to that point. Such things have been done in many
mainstream titles and therefore automatic saves does help breakup a
large game into several smaller sessions for people who don't want to
sit there playing for x hours at a time.

Cheers!


On 5/20/14, dark d...@xgam.org wrote:
 Hi Tom.

 I agree on casual games, but there are also cases where the very size of
 levels is what makes them appealing such as the Metroid series, or indeed
 complex muds like Alteraeon.

 In these cases this is where instant saving can help a lot, even if the over

 all level is much larger.

 Beware the grue!

 dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Dark,

Just a slight correction if I might. This is not intended to be
anything more than information for information's sake.

Dark wrote:
One of the things that makes graphical space invaders so appealing is
that the player is tracking many factors at once. The position of the
spaceships above them, the firing of bullets from those ships and the
need to dodge, the position of their shields, and the position of not
only the particular invader they're shooting but the ones right across
the screen.
End quote

Actually, the invaders themselves are little guys in red spacesuits
descending from a spaceship at the top of the screen. As I recall the
mothership doesn't attack the player. Only the little guys in red
spacesuits drop bombs or bullets at the player.

I suspect your use of spaceships is based on the various audio
renditions of Space Invaders where many spaceships are used rather
than little aliens in red spacesuits. Its an understandable mistake,
but just wanted to point out in classic Space Invaders, the one you
are talking about, it is several aliens in spacesuits not spaceships
the player is shooting at.

Cheers!

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Thomas Ward
Hi Shaun,

Hmm...Interesting. Admittedly I have only played the demo of Super
Liam, but I never felt the game was that hard. True, you do need to
pay attention and concentrate on what you are doing, but that sort of
applies to any game. However, if you have a short attention span, are
unable to concentrate on the game, then obviously it would be harder
for you to play a game for any length of time. That, unfortunately,
does not address the primary issue here. What makes a good or bad
game.

Cheers!




On 5/16/14, Shaun Everiss sm.ever...@gmail.com wrote:
 what I have found with games is with some of the more challenging
 ones you need the capacity to contrate.
 For me superliam is  quite hard.
 I never seem to have enough brain power to keep concentrated for the
 entire game.
 Most of the time I barely make it past level 4 or if I am lucky 7
 level2 but almost never to the boss.
 After tying to get there I get discouraged and leave the game alone
 for a while.
 And when I finally come back it happens again.
 Ofcause real life has distracted me a lot these days and shows no
 sign of abating which is why I haven't gone after getting codes for
 games from liam lately.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Thomas Ward
Dark,

I think Eleanor was talking about game mechanics the same as you.
Different terminology, but same basic concept.

Cheers!


On 5/16/14, dark d...@xgam.org wrote:
 Hi Eleanor.

 I'm afraid I'm not exactly sure what you mean by game mechanism here.

 I've seen various forms of game with different controllers be more or less
 successful. For example Papasangre on the Iphone very much has the sort of
 difficulty you mention, plus good atmosphere and a simple challenge to get
 into, but features a first person interface and a very unique control method

 using the touch screen.

 Entombed just uses menues and basic arrow key movement, but is one of the
 most engaging games I've seen, albeit there are some balance issues which
 make the flow of the game problematic.

 Your own games use a basic keyboard choice interface which seems fine.

 The problem of difficulty seems only tangentially tied to the game's
 interface and control method. For me a far more serius problem is how!
 difficulty increases.

 For example, if the player is just required to react faster and faster and
 faster, then there will simply be a point when enough is enough. If however

 there are other factors than reaction involved, the player is tempted to try

 again and again, sinse while reaction speed can improve only slowly, the
 ability to get used to game mechanics and make correct judgements can
 improve far more quickly.

 Similarly for rpg or other management style games, if the player is tested
 simply on their abaility to balance lots of equipment, but the fighting
 itself is fairly dull (just hitting attack), the game can quickly become
 uninteresting, sinse the player is not being continually tested,
 particularly sinse the battle might already be lost because the player
 simply does not have the correct gear. If however the player is required to

 look at their enemy's movement and react to what they do, then the player's

 chance of winning is equally dependent upon their ability to interpret and
 react to what their enemy does.

 Beware the grue!

 Dark.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Thomas Ward
Hi Eleanor,

I agree. A good game, an especially well designed game, has a good
balance between simple mechanics but complexity and depth. That is
hard to achieve. It is for that reason game developers go back to the
well per se to try and replicate the same thing they have done before
hoping of repeating the success of their previous hit title.

Unfortunately, for us, since we are trying to worry about
accessibility as well as fun and challenge it makes the problem more
complex for the developer. Sighted mainstream game developers have
managed to come up with reasonably simplistic but complex game
mechanics that have worked well in a number of classic titles for the
Atari, NES, Super NES, etc that wouldn't necessarily work so well in
an audio equivalent. Adapting those mechanics to be accessible is the
real trick here.

Cheers!




On 5/15/14, Eleanor elea...@7128.com wrote:
 This is an interesting discussion.  I can see that you need to have a
 balance between popularity and individual preference as both Cara and
 Dark indicate, and that the game needs to be simple to play, but have
 depth and complexity to make it a good game.

 But there another component that I have been looking for and admittedly
 have not found, and that is an engaging game mechanism. The way in which
 you play the game has to suck you in and keep you coming back for more.
 It can't be too simple nor too frustrating. The really fun games
 increase in difficulty slowly as you progress through the game until you
 are scrambling to complete a level and are really invested in doing so.
 Part of the lack of different kinds of games is that it is difficult to
 find a new mechanism, so many developers fall back on the ones that have
 worked in the past - thus the sequel games of any game that made a name
 for itself.

 Another problem with the story type games is that there is not a good
 tool for building your interactive story that leads you to different
 scenes depending on the choices you make.  It is hard to do the
 connections and dependencies by hand in an intricate story with lots of
 alternatives at each decision point.

 Oh well, that's why we are interested in doing this - it is a challenge.

 Eleanor Robinson
 7-128 Software

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread dark

Hi Tom.

I do agree access is an issue, but what I find quite interesting is that 
many of the very successful audio games have introduced features which 
incorporate elements of the audio experience into the game, rather than 
directly trying to adapt mainstream games verbatim.


For all swamp borrows from various fps elements, there is a lot in the game 
that wouldn't exist without the audio. For example zombi footsteps, the need 
of using rythm to create head shots, even aspects of the mouse targeting 
system.


Audio packman, (as I've said before), is for me a much more intresting play 
experience than graphical packman, it lacks the total maze overview and 
management of several elements at once, ie, being able to see where packman 
and all the ghosts are at all times and tracking movements accordingly. 
however audio packman instead introduces an exporation and area navigation 
mechanic, as well as a good degree of split second timing.


The same could be said for shades of doom and enemies like the silent 
walkers or use of audio nav elements to create hazards.


This is one reason why it is likely a lot of mainstream gamers got 
interested in Papasangre from somethinelse, sinse their games represent a 
lot of use of audio elements for direct challenge, for instance having floor 
sections that when walked over will mean the enemies come to get the player 
by noise, or  hazards created by things that are harder to hear.


I wonder therefore if a good way to considder game design, rather than the 
method in the past of trying to recreate as much of mainstream games as 
possible, might be to work on what might create a good game in audio.


For example, we have mentioned before the problem of judgement vs reaction 
and of showing realistic enemy attacks in a side scrolling game.


Suppose however, rather than trying to directly model the idea of the player 
having to avoid attacks, we introduce audio factors which mean the player 
must use his/her judgement to counter them.


So imagine a 1D side scroller ala superliam (or even one with climbable 
ladders like mota).


The player is armed with a sword and shield, and has two buttons, one to 
attack with the sword, one to block with the shield. Enemies will either 
initiate a melee attack, which must be parried with the sword, or a 
projectile attack which must be blocked with the shield. EAch of these 
attacks is telegraphed, ie, the player hears it coming, however the speed of 
it landing will depend upon the distance from the enemy, meaning the player 
must estimate a specific time interval from hearing the sound of the enemy 
launching the attack and of either parrying or shielding, I'm thinking 
somehting similar to Jim's golf game though with different sounds). In 
addition of course, the player is more likely to hit the enemy when the 
enemy is not attacking. Then of course, if each attack type has specific 
sounds there are possibilities such as arrows flying out of walls, or even 
fire balls out of pits which the player needs to shield against (we'll 
assume it's a magic shield).


In a mainstream game, this sort of thing wouldn't work, sinse the player 
always has access to what the enemy is doing, indeed the original prince of 
persia was cryticised for using soemthing similar, (though slightly 
simpler). It is also absolutely obsurd that any mainstream game would 
telegraph it's attacks before launching them unless for a very specific 
reason.


This would however be a case where audio could be used to create a simple 
judgement based combat system which would contribute significantly to the 
playability of the game where as simply having attack sounds the player 
needs to instantly react to would not.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Thomas Ward
Hi Dark,

Hmm...I honestly haven't thought of things quite that way, but you are
right. While I have been working on Montezuma's Revenge and Mysteries
of the Ancients I have always strived to aim for mainstream game
mechanics and have been trying to adapt them to an audio only
environment. In many ways that has not worked out too well, because
those game mechanics either require some working vision to work
properly or I end up making them overly simplistic in order to make
them accessible. As you pointed out what ultimately needs to happen as
old school developers like myself who are use to mainstream game
mechanics really need to throw out the rule book and think of what
would be good for an audio only environment. That, of course, requires
a bit of thought and planning as we are thinking up an entirely new
set of game mechanics that are specific to an audio only environment.

For one thing I do like your suggestion of enemies telegraphing their
actions or intentions and then being able to block it. I can easily
see that being quite useful for a hand-to-hand fighting game like
Double Dragon where a thug would make various swishing or swooshing
sounds before a kick, chop, or punch. That would give you enough time
to block the attack and then attempt to get in a kick, chop, or punch
of your own. As you stated in a normal mainstream game there is no
need to telegraph an enemy opponent's moves because a sighted person
can see the kick, punch, or chop coming and can dodge out of the way
or block it. Adding some sort of sound to indicate that particular
attack is coming helps give an audio player the same advantage to
dodge or block the attack.

I don't know how much work it would require to do something like this
for MOTA at this late stage of development, but I do see ways of
making that work. Right now when the centaurs attack it is a single
sound of them pulling the bow string back and then firing the arrow.
If I had separate sounds I could use the sound of the bow string as a
queue that the arrow was coming. The player could react to the bow
string by ducking down, jumping out of the way, or blocking an arrow
with a shield. This would make it far more strategic because while
doing those actions you would still have to shoot them and not get
turned into a human porcupine yourself.

Cheers!


On 5/19/14, dark d...@xgam.org wrote:
 Hi Tom.

 I do agree access is an issue, but what I find quite interesting is that
 many of the very successful audio games have introduced features which
 incorporate elements of the audio experience into the game, rather than
 directly trying to adapt mainstream games verbatim.

 For all swamp borrows from various fps elements, there is a lot in the game

 that wouldn't exist without the audio. For example zombi footsteps, the need

 of using rythm to create head shots, even aspects of the mouse targeting
 system.

 Audio packman, (as I've said before), is for me a much more intresting play

 experience than graphical packman, it lacks the total maze overview and
 management of several elements at once, ie, being able to see where packman

 and all the ghosts are at all times and tracking movements accordingly.
 however audio packman instead introduces an exporation and area navigation
 mechanic, as well as a good degree of split second timing.

 The same could be said for shades of doom and enemies like the silent
 walkers or use of audio nav elements to create hazards.

 This is one reason why it is likely a lot of mainstream gamers got
 interested in Papasangre from somethinelse, sinse their games represent a
 lot of use of audio elements for direct challenge, for instance having floor

 sections that when walked over will mean the enemies come to get the player

 by noise, or  hazards created by things that are harder to hear.

 I wonder therefore if a good way to considder game design, rather than the
 method in the past of trying to recreate as much of mainstream games as
 possible, might be to work on what might create a good game in audio.

 For example, we have mentioned before the problem of judgement vs reaction
 and of showing realistic enemy attacks in a side scrolling game.

 Suppose however, rather than trying to directly model the idea of the player

 having to avoid attacks, we introduce audio factors which mean the player
 must use his/her judgement to counter them.

 So imagine a 1D side scroller ala superliam (or even one with climbable
 ladders like mota).

 The player is armed with a sword and shield, and has two buttons, one to
 attack with the sword, one to block with the shield. Enemies will either
 initiate a melee attack, which must be parried with the sword, or a
 projectile attack which must be blocked with the shield. EAch of these
 attacks is telegraphed, ie, the player hears it coming, however the speed of

 it landing will depend upon the distance from the enemy, meaning the player

 must estimate a specific time interval from hearing the sound 

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Bryan Peterson
True Tom. In the old SNES game Super Punch-Out! for instance, some of the 
fighters would telegraph some of their special punches with visual actions 
that were accompanied by small sound effects. Oftentimes there was a certain 
pattern to these cues and it was possible to know what he was about to do 
and when the best time was to try to dodge. The boxer Dragon Chan, to pick 
one at random, had an attack where he would jump onto the ropes and launch a 
karate kick at you. You knew he was about to do this because he would make a 
little noise that almost sounded like oops, then give two hiyahs! You knew 
that on the second hiyah! he would launch his attack, which was pretty much 
guaranteed to down you if it hit you, so you had to duck.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Monday, May 19, 2014 4:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Dark,

Hmm...I honestly haven't thought of things quite that way, but you are
right. While I have been working on Montezuma's Revenge and Mysteries
of the Ancients I have always strived to aim for mainstream game
mechanics and have been trying to adapt them to an audio only
environment. In many ways that has not worked out too well, because
those game mechanics either require some working vision to work
properly or I end up making them overly simplistic in order to make
them accessible. As you pointed out what ultimately needs to happen as
old school developers like myself who are use to mainstream game
mechanics really need to throw out the rule book and think of what
would be good for an audio only environment. That, of course, requires
a bit of thought and planning as we are thinking up an entirely new
set of game mechanics that are specific to an audio only environment.

For one thing I do like your suggestion of enemies telegraphing their
actions or intentions and then being able to block it. I can easily
see that being quite useful for a hand-to-hand fighting game like
Double Dragon where a thug would make various swishing or swooshing
sounds before a kick, chop, or punch. That would give you enough time
to block the attack and then attempt to get in a kick, chop, or punch
of your own. As you stated in a normal mainstream game there is no
need to telegraph an enemy opponent's moves because a sighted person
can see the kick, punch, or chop coming and can dodge out of the way
or block it. Adding some sort of sound to indicate that particular
attack is coming helps give an audio player the same advantage to
dodge or block the attack.

I don't know how much work it would require to do something like this
for MOTA at this late stage of development, but I do see ways of
making that work. Right now when the centaurs attack it is a single
sound of them pulling the bow string back and then firing the arrow.
If I had separate sounds I could use the sound of the bow string as a
queue that the arrow was coming. The player could react to the bow
string by ducking down, jumping out of the way, or blocking an arrow
with a shield. This would make it far more strategic because while
doing those actions you would still have to shoot them and not get
turned into a human porcupine yourself.

Cheers!


On 5/19/14, dark d...@xgam.org wrote:

Hi Tom.

I do agree access is an issue, but what I find quite interesting is that
many of the very successful audio games have introduced features which
incorporate elements of the audio experience into the game, rather than
directly trying to adapt mainstream games verbatim.

For all swamp borrows from various fps elements, there is a lot in the 
game


that wouldn't exist without the audio. For example zombi footsteps, the 
need


of using rythm to create head shots, even aspects of the mouse targeting
system.

Audio packman, (as I've said before), is for me a much more intresting 
play


experience than graphical packman, it lacks the total maze overview and
management of several elements at once, ie, being able to see where 
packman


and all the ghosts are at all times and tracking movements accordingly.
however audio packman instead introduces an exporation and area navigation
mechanic, as well as a good degree of split second timing.

The same could be said for shades of doom and enemies like the silent
walkers or use of audio nav elements to create hazards.

This is one reason why it is likely a lot of mainstream gamers got
interested in Papasangre from somethinelse, sinse their games represent a
lot of use of audio elements for direct challenge, for instance having 
floor


sections that when walked over will mean the enemies come to get the 
player


by noise, or  hazards

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread dark

Hi Tom.

I wouldn't say the rule book needs throwing out, so much as just rethinking. 
For example, you list the telegraphing of attacks as something for fighting 
games. While they could be used in that way, there is no reason not to use 
them elsewhere.


For example, suppose that you were creating a space invaders style game. 
Thus far with a few exceptions, most audio space invaders style games 
haven't given the invaders much chance to do you damage other than by flying 
into you.


Well suppose you gave a sound for just before the invader fired, and a sound 
when the shot hit the ground, then, instead of having the player instantly 
hit if he/she was under the ship when it fired, have the time the shot took 
to reach the ground dictated by how far the enemy was away from you.


This would efectively mean that while the invaders would descend slowly, 
your job as a player wasn't simply to knock them off as fast as possible, 
but to dodge their bullets, either shooting them before they had a chance to 
fire, shooting them then dodging out of the way of the bullet, or even 
waiting until the bullet hit the ground, then running in and taking the 
invader out before the invader could fire again.


Yes, you would have to reduce the number of invading ships on screen to at 
most about five, but I'd much rather need to duck and dive and dodge shots 
to evade five ships then have a hoard of 10 ships who I am just trying to 
blast Asap.


This is the sort of thing I mean, considdering not just how to replicate a 
given game in audio, but how to replicate the mechanics of it's challenge 
factor so that it becomes more than just a reaction test.


Of course, this has been done to an extent. Alien outback is great with it's 
various ship types and even has a ship with a powered up shot, (it's a shame 
it still has lots of fairly easy to slay ships too but there you go).


I'd say it's a matter of trying to make sure the player has to do more than 
just hear and react instantlywhile factors such as analogue movement and 
randomness can help with that, given that audio has a limited view,it's a 
matter of making that view as challenging as possible and requiring  much 
active participation from the player as possible.


Beware the grue!
dark.

SoBeware the grue!

Dark.



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread dark

Hi Bryan.

I have never actually played super punchout (never owned a nes), so I will 
take your word for it, though I have seen tells in other games, for example 
many of the mega ma bosses workedi this way.


It's not however just a matter of telegraphing attacks, after all several 
games require the player o hear a sund, get ready and react, jumps in 1D 
side scrollers with two step boundaries, the attacks of several bosses in 
superliam etc. It's a matter of making the player have as much information 
so they can make a judgement.


For example, if enemies have to physically attack the player rather than 
just running into them, and you hear an enemy telegraphing to hit you, you 
then need to decide whether your within enough range to go in and do them in 
before they attack, or whether to wait to avoid the attack,  something 
which might be a less major decision depending upon how far away the enemy 
is, and what weapons you or the enemy has at their disposal.


beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Bryan Peterson

It was a SNES game not An NES game.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Monday, May 19, 2014 6:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hi Bryan.

I have never actually played super punchout (never owned a nes), so I will
take your word for it, though I have seen tells in other games, for example
many of the mega ma bosses workedi this way.

It's not however just a matter of telegraphing attacks, after all several
games require the player o hear a sund, get ready and react, jumps in 1D
side scrollers with two step boundaries, the attacks of several bosses in
superliam etc. It's a matter of making the player have as much information
so they can make a judgement.

For example, if enemies have to physically attack the player rather than
just running into them, and you hear an enemy telegraphing to hit you, you
then need to decide whether your within enough range to go in and do them in
before they attack, or whether to wait to avoid the attack,  something
which might be a less major decision depending upon how far away the enemy
is, and what weapons you or the enemy has at their disposal.

beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread dark
Hmmm, I didn't realize that. If thatwas the case I might look for a copy on 
Ebay.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Bryan Peterson
To be completely accurate there were indeed a couple punchout games for the 
NES. Te first was Mike Tyson's Punch-out! which was released in I believe 
1987 or thereabouts. Then a few years later there was Punch-Out! featuring 
Mr. Dream, though this was basically Mike Tyson's Punch-out! without Mike 
Tyson. Allthe fighters were the same including the Tyson fight, thoug his 
name was changed to Mr. Dream since by that time Nintendo had lost the 
license to use the Tyson name. I've also heard that Nintendo deliberately 
let the license lapse without renewing it after the real Mike Tyson raped an 
eighteen-year-old girl, but given that the Mr. Dream version of Punchout was 
released before that incident occurred I don't think this is true. Super 
Punch-out! is a sort of sequel to the NES Punch-out! titles, but it's muc 
more in line with the Arcade version which came even before the NES version. 
It features a few familiar faces from the original Punchout game with a 
bunch of new fighters.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: dark

Sent: Monday, May 19, 2014 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance

Hmmm, I didn't realize that. If thatwas the case I might look for a copy on
Ebay.

Beware the grue!

Dark.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Cara Quinn
Hi Thomas,

Thanks to you and Dark and others for this really great topic.

Thomas, I personally think the attention span concept is a very important issue 
here. A significant amount of gaming is now done on mobile platforms which 
harkens back to my mention of games which can be played for a short time, put 
down, and then picked back up again later with ease. If one has a short 
attention span, a game like this can work well.

I say this because most games of this nature are designed in such a way as to 
be able to allow the player achievements even if only played for short 
stretches of time and then put down again. This is specifically meant to enable 
people who may be busy during the day to play a game, move ahead in that game 
and then have it be possible to let it sit for a while before they pick it up 
again.

Even the mobile games which are designed to be played in one sitting are of a 
shorter variety than some of the audio games we have seen here.

The more long-form mobile games have shorter levels but more of them, so that 
people can play for a shorter time, accomplish something and then come back to 
it later.

The constant stream of new available levels keep people coming back and the 
shortness of each level keeps the gameplay conducive to quicker sessions.

So this works both for people on the go as well as those with a shorter 
attention span.

Thanks!

Cara :)
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On May 19, 2014, at 12:40 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Shaun,

Hmm...Interesting. Admittedly I have only played the demo of Super
Liam, but I never felt the game was that hard. True, you do need to
pay attention and concentrate on what you are doing, but that sort of
applies to any game. However, if you have a short attention span, are
unable to concentrate on the game, then obviously it would be harder
for you to play a game for any length of time. That, unfortunately,
does not address the primary issue here. What makes a good or bad
game.

Cheers!




On 5/16/14, Shaun Everiss sm.ever...@gmail.com wrote:
 what I have found with games is with some of the more challenging
 ones you need the capacity to contrate.
 For me superliam is  quite hard.
 I never seem to have enough brain power to keep concentrated for the
 entire game.
 Most of the time I barely make it past level 4 or if I am lucky 7
 level2 but almost never to the boss.
 After tying to get there I get discouraged and leave the game alone
 for a while.
 And when I finally come back it happens again.
 Ofcause real life has distracted me a lot these days and shows no
 sign of abating which is why I haven't gone after getting codes for
 games from liam lately.

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-19 Thread Cara Quinn
Thomas, excellent points!

Some of the simplest concepts can be extraordinarily difficult to translate 
into audio with any sense of simplicity and intuitiveness.

For example, I believe Dark has alluded to this in the past; the concept of 
displaying the height of an object in a game with pitch is fine and has been 
used many times before. What about if one does not wish to use pitch so that 
the object's sound remains consistent? What then?

This is where some very innovative approaches need to come in.

You're right. Designing a great game is one thing but designing it to be great 
in audio is a whole other level of accomplishment!

Thanks,

Cara :)
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On May 19, 2014, at 12:53 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Eleanor,

I agree. A good game, an especially well designed game, has a good
balance between simple mechanics but complexity and depth. That is
hard to achieve. It is for that reason game developers go back to the
well per se to try and replicate the same thing they have done before
hoping of repeating the success of their previous hit title.

Unfortunately, for us, since we are trying to worry about
accessibility as well as fun and challenge it makes the problem more
complex for the developer. Sighted mainstream game developers have
managed to come up with reasonably simplistic but complex game
mechanics that have worked well in a number of classic titles for the
Atari, NES, Super NES, etc that wouldn't necessarily work so well in
an audio equivalent. Adapting those mechanics to be accessible is the
real trick here.

Cheers!




On 5/15/14, Eleanor elea...@7128.com wrote:
 This is an interesting discussion.  I can see that you need to have a
 balance between popularity and individual preference as both Cara and
 Dark indicate, and that the game needs to be simple to play, but have
 depth and complexity to make it a good game.
 
 But there another component that I have been looking for and admittedly
 have not found, and that is an engaging game mechanism. The way in which
 you play the game has to suck you in and keep you coming back for more.
 It can't be too simple nor too frustrating. The really fun games
 increase in difficulty slowly as you progress through the game until you
 are scrambling to complete a level and are really invested in doing so.
 Part of the lack of different kinds of games is that it is difficult to
 find a new mechanism, so many developers fall back on the ones that have
 worked in the past - thus the sequel games of any game that made a name
 for itself.
 
 Another problem with the story type games is that there is not a good
 tool for building your interactive story that leads you to different
 scenes depending on the choices you make.  It is hard to do the
 connections and dependencies by hand in an intricate story with lots of
 alternatives at each decision point.
 
 Oh well, that's why we are interested in doing this - it is a challenge.
 
 Eleanor Robinson
 7-128 Software
 
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