Hi Kelly,
The first two cars, which are side by side, just randomly move back and forth,
left and right. Then, yes, the next car does purposely try to block you. So
you need to at the last second swerve around it. Then with practice you judge
when the next car is about to drop the oil. So
Hi Kelly,
I forgot to say, if you run into too many cars, or don't keep the gas down, you
then run out of fuel.
Good luck.
BFN
Jim
The only time you have too much fuel is when you're on fire.
j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
Gamers
does anyone know how I have to set up this game in windows 8.1 64 bit.
I can't seem to get them to extract. It says something like can't
create output file. I don't think this would have anything to do with
these computers not coming with win zip but I could be wrong. Thanks
for any help
On
Hi Amanda,
Rowland was a well known game o the Amstrad computer system, but not really
on much else. The Amstrad itself got rather overshaddowed by the far more
well known zx spectrum and Comador 64. I have read that Roland on the ropes
had versions released for both those systems under the
Well I hope you sort out your ropy code.
While I can certainly imagine something like rowland as an audio game, I'm
less certain what people wuld make of it, since it was very simplified from
even the 8 and 16 bit era games which I got used to later and required a
sort of different style of
oh that's a shame smiles
Amanda
--
From: dark d...@xgam.org
Sent: Tuesday, December 31, 2013 2:49 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Internet Archive puts classic games online
Hi Amanda,
Rowland was a well
Hi Tom.
It's a shame it's come to this sort of situation in the first place and I'm
sorry you ran into that kind of thing, though I'm slightly surprised in your
game resources you don't have some sort of index or other proof.
i have a document for example, originally created in 2001 and
Hi Darren.
Game editers for 2D maps are fine, howeve rht eproblem with minecraft is
that what is done is essntially closer to painting or building abstractly,
rather like using virtual lego bricks in a 3D space.
While i can quite imagine some sort of 2D sim building game, that sort of
Myself, before minecraft, which seems to be as much about visual appeal and
artistic creation of structures as it is the sim resource gathering and
civilization building, I'd rather see a serious colonization and
civilization game such as dwarf fortress of the type we've been discussing
on
It's actually more complicated even than that. The notion of recreating in
an audio medium games that are primarily visual is a tempting chimera that
has, I feel, been one force behind the relative stagnation of the audio
games world. The reasons for this make a lot of sense; people who grew up
Hi all. I play smugglers5 and I have a problem that I had in all version of
this game. How we can travel for example between planets sistems. For example I
have some missions to travel in to the new Germany or New Manchester but I can
not understand how to travel to these destinations. Thanks.
Hi Dark:
Thanks for that explanation. I was trying to think of a way to convey
the reason why a 2d map editor wouldn't work, and your's is the best
way to put it.
As you said the 3d cubes are a bit like using virtual legos to build a
3d world. You can drag and drop them where you want them with
Hi Dallas:
That's definitely a good point. Since the majority of blind gamers are
on fixed incomes like SSI, SSDI, and similar government disability
incomes they don't want to spend a great deal of money on audio games.
That's understandable, but it is also crippling when it comes to
producing
HI Thomas and all;
Let me just present once again and ad infinitum actually, ;) the example of
Audio Quake.
There is a level design language associated with AQ which allows blind and
visually impaired players to design / create their own maps which can then be
used in the game. Since the game
Hi Thomas, the Audio Quake level design I mentioned earlier is accomplished
with an XML parser so it is platform independent.
Yes, this type of access may be out of the 'norm' of a mainstream game for the
moment, but it is definitely doable.
Smiles,
Cara :)
---
iOS design and development -
Hi Chris.
This was an interesting discussion to read, and I agree in part, it is
trivially true that if all human sensoary input or even the approximation of
those senses were equally functional via sound as opposed to vision,
blindness would be not be a disability.
However, I disagree that
Hi.
Firstly you will need a ship with jump engines, and the fighter you start
with doesn't have them so you'll need to save up enough for a corvet.
Once you have a corvet you can use the wormholes to travel between systems,
just click twice on them to travel to the wormhole, then click again
well it's just turned midnight, so from me a happy new year to everyone on list
and I hope people have a great 2014.
Beware the grue!
Dark.
---
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Hi, same here Dark, and happy newyear to everyone.
-Original Message-
From: dark
Sent: Wednesday, January 01, 2014 12:13 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Happy new year
well it's just turned midnight, so from me a happy new year to everyone on
list and I hope people
Hi Kara.
audio quake is a great example of what can be done, however one thing that
struck me about the game when I played it is that access would only work in
specifically designed maps.
I did deathmatch with some bots and tried your starwars mod, however when I
tried to play the main
hi. In terms of sticks, yes, most sticks will work for most things.
It's just that aircraft simulators require particular functions that
aren't on standard sticks. I payed about 90 bucks for mine. So you
don't have to go super expensive. And it has vibration in it. Rather
cool feeling the stick
Well there are exchane rates and the like to.
I'd pay 200 for a game if I knew it would be good quality.
Most games are 30 or so bucks unless its a pack.
There have been a few acceptions ofcause.
entombed and tdv being really large games actually are worth a lot
more but even so.
In the shops
you will have to run each of them as admin.
At 11:33 p.m. 31/12/2013, you wrote:
does anyone know how I have to set up this game in windows 8.1 64 bit.
I can't seem to get them to extract. It says something like can't
create output file. I don't think this would have anything to do with
these
Hi Shaun:
Well, you might be willing to pay $200 for a good game, but I am
certainly not willing to spend that on a game. Any audio game
regardless of the replay value. I suspect many other audio gamers
would not either.
However, as to the issue of cost you are right that many audio games
are
Hi Cara:
Yeah, I am aware of the xml parser you speak of. I've looked at the
Audio Quake source and design in the past. Although, that is a bit of
a different idea as to how Minecraft works which is really my point
earlier on in the thread.
Minecraft has a number of 3d cubes, think of them as
Well I have had several issues when traveling to the sun that doesn't
always happen though I was able to troubleshoot that with neils and
he reacons it should be fixed.
You need to target then travel twice to the wormhole at the end of
each system, then find the plannet you need to be at once
Hi Cara:
I have a lot of respect for Audio Quake, and the work you and others
have done on it, but I feel as though you are comparing apples to
oranges and calling them equal. Yes, I am aware that there is a level
design language in Audio Quake that allows a V.I. gamer to design his
or her own
Hi Dark:
Same to you. Have a happy new year. We in the USA are still stuck in
2013 right now. Only a few more hours and 2013 will be a memory for us
as well.
On 12/31/13, dark d...@xgam.org wrote:
well it's just turned midnight, so from me a happy new year to everyone on
list and I hope
Have a happy New Year, but I will not beware the Grue! Never never never
ever! Live dangerously.
---
Be positive! When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message -
From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent:
Good response, exactly the sort of push back I wanted to get from my strong
premise.
I wasn't aware of Chee's premise; interesting and it makes sense given the
nature of the game.
I would agree with you that we should be seeking the actual heart of a given
genre of games rather than seeking to
One thing that attracted me to Montezuma's Revenge, originally begun by
James North, was the hope of playing what sighted gamers had played, in an
audio version. It didn't work out as originally planned, but I'm still glad
that Thomas Ward took over the project. Some people wouldn't want
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