Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Lori Duncan
I wonder what the old sod was like to play, I don't think it had the 
grenades.


-Original Message- 
From: Shaun Everiss

Sent: Wednesday, May 14, 2014 4:14 AM
To: Lindsay Cowell ; Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

I had a sod walkthrough back when I was able to bash my way through sod.
Right now though I have lost it as I have lost a lot of things over the 
years.

I had an old strat guide it was on audiogames.net but I have lost my coppy.
It may have been from sod 1.0.

At 01:18 p.m. 14/05/2014, you wrote:

Hi All,

Does anyone have Brian's sod walkthrough as a text file they could send to 
me, I want to follow along with it? If so, send it as an attachment off 
list.


Lindsay Cowell.


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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread Lori Duncan
Hi Thomas, I agree, I was just enjoying the walkthrough so much, and 
couldn't figure out a way of memorising those darned data wafer sequence for 
putting into the box at the end.  It still gives me trouble.  :)


-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 14, 2014 5:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Hi Lori,

While I do think that would have been interesting I'm kind of glad
Raul didn't do that. The reasoning is I think he wanted to leave some
surprises in the game for those who had never played before, and he
wanted them to work out their own strategy for beating the bosses. In
that I agree because I do think it is a good idea to leave some
surprises rather than give it all away in one audio walkthrough.

Cheers!


On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
There was only 1 drawback to that walkthrough for me, and that was he 
didn't


play level 9 :(  Was so looking forward to hearing him bash the bosses. 
:)




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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread dark

I agree Lori.

While I can understand why he didn't show people the bosses, if you've 
already finished the game it would be nice to hear how he handles the end.


All the best,

Dark. 



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

2014-05-14 Thread dark

Hi Lisa.

While I do agree in principle, and would never insult someone for liking a 
different sort of game, you do raise what is to me a far more interesting 
question.


For me at least, there are design characteristics of good games which are 
independent of preference. ake top speed2 and 3. I do not personally like 
racing games, I don't find they interest me much at all, however I look at 
the feature list for top speed, the way the games are put together, the 
customization etc, and I can say independent of personal preference that 
they bare the characteristics of well designed games, even though their 
subject matter is not something which would make me want to play them.


The problem with just saying everything is relative  is that then you have 
no standard of comparison. Then if someone comes along and thinks Beep is 
the best game in the universe, or thinks say shades of doom or entombed is a 
terrible game, all you can say is well I disagree because I like different 
games Likewise, there is then little way that you can  can give 
constructive cryticism to someone designing a game, sinse they can always 
ignore you comments and say well I don't like that idea and leave it at 
that.


I actually studdied these sorts of questions when I learnt Aesthetics, which 
is the philosophy of art, but i'd say this applies just as much to games as 
it does to music, literature or anything else.


Complete relativism is a very attractive proposition sinse it gives a 
validity to everyone's opinions, the problem is, (to quote a lign from the 
gondoliers), when everybody's somebody then no one's anybody


This is why when looking at say the temporal disturbance, I'd first ask not 
whether I! like it in the game, but whether it contributes to what over all 
makes a good game.


Of course, the idea of what makes a good game is another question as well, 
and one which is also up for debate, but it is the idea that there is! some 
set of universal design characteristics that you can! judge a game against 
that is the point.


If all the list was just made up of people saying I like this and I don't 
like that then discussion would be a pretty pointless thing.


Beware the Grue!

Dark. 



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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread dark

Hi Lindsay.

If you go to the audiogames.net forum, (currently att 
http://audiogamesforum.captivatingsound.com/ you will find a section called 
the articles room


this  exists precisely for  walkthroughs and other game articles to be 
rpeserved. Bryan's walkthroughs can all be found there, including the one he 
wrote for shades of doom.


hth.

All the best,

Dark.
- Original Message - 
From: Lindsay Cowell lindsay.cow...@virginmedia.com

To: gamers@audyssey.org
Sent: Wednesday, May 14, 2014 2:18 AM
Subject: [Audyssey] Sod Walkthrough.



Hi All,

Does anyone have Brian's sod walkthrough as a text file they could send to 
me, I want to follow along with it? If so, send it as an attachment off 
list.


Lindsay Cowell.


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread dark
I bought Shades literally two weeks before the 1.2 upgrade, so I do remember 
some of the changes.


It didn't have grenades or the bare fists weapon, and level 9 was apparently 
different though I only finished the game after the upgrade. I also believe 
there were some fairly major internal changes as well, but if I remember 
rightly you can still find the changelog kicking around.


I think 2.0 is intended as a really! major upgrade to the game, though i 
hope David leaves in the old content and levels and just adds new ones, 
maybe even a map editer, rather than simply redesigning the game's layout.


Beware the grue!

Dark. 



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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread dark
If I remember rightly, f10 will tell you the messages you have created which 
give you the data wafer sequence, so it's not a problem shutting down the 
experiment, though I do admit it's been a very long time indeed sinse I last 
played Shades of doom. Something I probably ought to change :D.


Beware the grue!

Dark.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 9:46 AM
Subject: Re: [Audyssey] Sod walkthrough


Hi Thomas, I agree, I was just enjoying the walkthrough so much, and 
couldn't figure out a way of memorising those darned data wafer sequence 
for putting into the box at the end.  It still gives me trouble.  :)


-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 14, 2014 5:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Hi Lori,

While I do think that would have been interesting I'm kind of glad
Raul didn't do that. The reasoning is I think he wanted to leave some
surprises in the game for those who had never played before, and he
wanted them to work out their own strategy for beating the bosses. In
that I agree because I do think it is a good idea to leave some
surprises rather than give it all away in one audio walkthrough.

Cheers!


On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
There was only 1 drawback to that walkthrough for me, and that was he 
didn't


play level 9 :(  Was so looking forward to hearing him bash the bosses. 
:)




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

2014-05-14 Thread Lisa Hayes
Dark im not a fan of racing games either, but i play puppy one and love 
that.  The top speed games are well designed and i like them due to their 
design.  i love monkeey business and sod and love the challenge.  I love the 
older infocom games and games like hugecave.  Mcmurphy's mantion and 
tgheir's a game called castaway and nebula written by a guy called conrad 
button that i love.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 7:20 PM
Subject: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Lisa.

While I do agree in principle, and would never insult someone for liking a 
different sort of game, you do raise what is to me a far more interesting 
question.


For me at least, there are design characteristics of good games which are 
independent of preference. ake top speed2 and 3. I do not personally like 
racing games, I don't find they interest me much at all, however I look at 
the feature list for top speed, the way the games are put together, the 
customization etc, and I can say independent of personal preference that 
they bare the characteristics of well designed games, even though their 
subject matter is not something which would make me want to play them.


The problem with just saying everything is relative  is that then you 
have no standard of comparison. Then if someone comes along and thinks 
Beep is the best game in the universe, or thinks say shades of doom or 
entombed is a terrible game, all you can say is well I disagree because I 
like different games Likewise, there is then little way that you can  can 
give constructive cryticism to someone designing a game, sinse they can 
always ignore you comments and say well I don't like that idea and leave 
it at that.


I actually studdied these sorts of questions when I learnt Aesthetics, 
which is the philosophy of art, but i'd say this applies just as much to 
games as it does to music, literature or anything else.


Complete relativism is a very attractive proposition sinse it gives a 
validity to everyone's opinions, the problem is, (to quote a lign from the 
gondoliers), when everybody's somebody then no one's anybody


This is why when looking at say the temporal disturbance, I'd first ask 
not whether I! like it in the game, but whether it contributes to what 
over all makes a good game.


Of course, the idea of what makes a good game is another question as 
well, and one which is also up for debate, but it is the idea that there 
is! some set of universal design characteristics that you can! judge a 
game against that is the point.


If all the list was just made up of people saying I like this and I 
don't like that then discussion would be a pretty pointless thing.


Beware the Grue!

Dark.

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread john

It didn't have grenades or fists. The monsters took a lot more hits to kill, 
too. I've got a setup lying around somewhere, but I'm not sure if I can 
distribute it.

- Original Message -
From: Lori Duncan lori_dunca...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 14 May 2014 09:45:00 +0100
Subject: Re: [Audyssey] Sod Walkthrough.

I wonder what the old sod was like to play, I don't think it had the
grenades.

-Original Message-
From: Shaun Everiss
Sent: Wednesday, May 14, 2014 4:14 AM
To: Lindsay Cowell ; Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

I had a sod walkthrough back when I was able to bash my way through sod.
Right now though I have lost it as I have lost a lot of things over the
years.
I had an old strat guide it was on audiogames.net but I have lost my coppy.
It may have been from sod 1.0.

At 01:18 p.m. 14/05/2014, you wrote:
Hi All,

Does anyone have Brian's sod walkthrough as a text file they could send to
me, I want to follow along with it? If so, send it as an attachment off
list.

Lindsay Cowell.


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Re: [Audyssey] question about mush client

2014-05-14 Thread john
Ok, you've got a couple different things here. Firstly, the program that you are downloading is not only mush client. You are downloading mush-z, which is based on mush client. You're issue before reinstall was likely that you renamed the world; you 
can correct this by going to properties and changing the name of the world back. Your two windows are terminal applications. To kill these, press control c. I'm not sure what's going with your output window, but I would suggest that you take a look 
at your plugins list.


- Original Message -
From: Keith S ks.steinbac...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 May 2014 17:19:37 -0500
Subject: [Audyssey] question about mush client

Hi, i've been using mush client eexclusively to play muds online.  Started
out with alteraeon (which is the game that mush client was designed for),
but I have also played cyberassault and Toril: the sojourner's home) as well
on it.

I recently uninstalled it because the mush client was acting buggy and the
window's title bar said HO instead of Toril when I would play that game.

I downloaded the full install from
http://backup.mush-z.com/

When I install it though, the installer does fine and I am then confronted
with an option to add jaws support, which I do not install.  I click close
when the successful install screen comes up.

The client then does an auto update to the newest version and tells me that
the update is successful and the changelog opens in notepad.  I read it and
closed it.

The thing is a window that has the title bar stating setup is still on the
screen,  along with a window that has the location of the mush client
subfolders.

I cannot close either one of these windows and even using windows task
manager can't close these window.

Am i supposed to simply wait for these windows to close?

Window eyes cannot read any text in either window, so I am at a loss.

Also, when I try and enter the log on info for toril, I hit the combo for
new under the file menu option in mush client after restarting my system
(without closing those windows) and the output  buffer opens (which should
be a shift control  o command, but the new command is shift control N.

Any suggestions?


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Bryan Peterson

It didn't. Smile. And you could get rid of the TD with a mine.



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: Lori Duncan

Sent: Wednesday, May 14, 2014 2:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

I wonder what the old sod was like to play, I don't think it had the
grenades.

-Original Message- 
From: Shaun Everiss

Sent: Wednesday, May 14, 2014 4:14 AM
To: Lindsay Cowell ; Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

I had a sod walkthrough back when I was able to bash my way through sod.
Right now though I have lost it as I have lost a lot of things over the
years.
I had an old strat guide it was on audiogames.net but I have lost my coppy.
It may have been from sod 1.0.

At 01:18 p.m. 14/05/2014, you wrote:

Hi All,

Does anyone have Brian's sod walkthrough as a text file they could send to 
me, I want to follow along with it? If so, send it as an attachment off 
list.


Lindsay Cowell.


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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread Bryan Peterson

It's actually F8.



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: Wednesday, May 14, 2014 3:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

If I remember rightly, f10 will tell you the messages you have created which
give you the data wafer sequence, so it's not a problem shutting down the
experiment, though I do admit it's been a very long time indeed sinse I last
played Shades of doom. Something I probably ought to change :D.

Beware the grue!

Dark.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 9:46 AM
Subject: Re: [Audyssey] Sod walkthrough


Hi Thomas, I agree, I was just enjoying the walkthrough so much, and 
couldn't figure out a way of memorising those darned data wafer sequence 
for putting into the box at the end.  It still gives me trouble.  :)


-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 14, 2014 5:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Hi Lori,

While I do think that would have been interesting I'm kind of glad
Raul didn't do that. The reasoning is I think he wanted to leave some
surprises in the game for those who had never played before, and he
wanted them to work out their own strategy for beating the bosses. In
that I agree because I do think it is a good idea to leave some
surprises rather than give it all away in one audio walkthrough.

Cheers!


On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
There was only 1 drawback to that walkthrough for me, and that was he 
didn't


play level 9 :(  Was so looking forward to hearing him bash the bosses. 
:)




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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Thomas Ward
Hi Lori,

Basically, Shades of Doom 1.0 was fairly similar to 1.2, but you are
correct about the grenades. There were no bio grenades, and it was
possible to destroy the temporal disturbances with proximity blast
mines or with guns. Also the Boss was the only enemy in area 9 where
the new area 9 throws everything at you. There were a couple of other
minor changes, but by and large it was the same game.

Cheers!


On 5/14/14, Lori Duncan lori_dunca...@hotmail.com wrote:
 I wonder what the old sod was like to play, I don't think it had the
 grenades.

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Thomas Ward
Hi Dark,

Yeah, area 9, AKA level 9, was really different in 1.0. When you
teleported in to area 9 you went through a stone door and the only
enemy to fight was the Boss, but he was harder to kill or get rid of.
There were no mutant humans, cyborgs, or any of the other monsters on
level 9. You also could save the game on level 9 which is no longer
possible.

Cheers!


On 5/14/14, dark d...@xgam.org wrote:
 I bought Shades literally two weeks before the 1.2 upgrade, so I do remember

 some of the changes.

 It didn't have grenades or the bare fists weapon, and level 9 was apparently

 different though I only finished the game after the upgrade. I also believe

 there were some fairly major internal changes as well, but if I remember
 rightly you can still find the changelog kicking around.

 I think 2.0 is intended as a really! major upgrade to the game, though i
 hope David leaves in the old content and levels and just adds new ones,
 maybe even a map editer, rather than simply redesigning the game's layout.

 Beware the grue!

 Dark.


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Bryan Peterson

Yup,there was nomessage on level seven and you could save o level 9.



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 14, 2014 9:21 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Hi Lori,

Basically, Shades of Doom 1.0 was fairly similar to 1.2, but you are
correct about the grenades. There were no bio grenades, and it was
possible to destroy the temporal disturbances with proximity blast
mines or with guns. Also the Boss was the only enemy in area 9 where
the new area 9 throws everything at you. There were a couple of other
minor changes, but by and large it was the same game.

Cheers!


On 5/14/14, Lori Duncan lori_dunca...@hotmail.com wrote:

I wonder what the old sod was like to play, I don't think it had the
grenades.


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Bryan Peterson
There was also no message on level seven and no way to recall the messages 
you'd collected.




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 14, 2014 9:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Hi Dark,

Yeah, area 9, AKA level 9, was really different in 1.0. When you
teleported in to area 9 you went through a stone door and the only
enemy to fight was the Boss, but he was harder to kill or get rid of.
There were no mutant humans, cyborgs, or any of the other monsters on
level 9. You also could save the game on level 9 which is no longer
possible.

Cheers!


On 5/14/14, dark d...@xgam.org wrote:
I bought Shades literally two weeks before the 1.2 upgrade, so I do 
remember


some of the changes.

It didn't have grenades or the bare fists weapon, and level 9 was 
apparently


different though I only finished the game after the upgrade. I also 
believe


there were some fairly major internal changes as well, but if I remember
rightly you can still find the changelog kicking around.

I think 2.0 is intended as a really! major upgrade to the game, though i
hope David leaves in the old content and levels and just adds new ones,
maybe even a map editer, rather than simply redesigning the game's layout.

Beware the grue!

Dark.


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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread Thomas Ward
Hi Lori,

You don't have to memorize them. If you found all the messages you can
press a hot key, I think it is f8, and the game will tell you what
order they go in. Its random from game to game so that command comes
in handy. Either that or you can write them down in Windows Notepad
and look them up when you have the Experiment Control Box. Either way
you shouldn't have to memorize the order the wafers go in.

Cheers!


On 5/14/14, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Thomas, I agree, I was just enjoying the walkthrough so much, and
 couldn't figure out a way of memorising those darned data wafer sequence for

 putting into the box at the end.  It still gives me trouble.  :)

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Re: [Audyssey] question about mush client

2014-05-14 Thread ishan dhami
HiI  don't use Mush cliant but I tried to answer
Please cancile the setup programme and close all other applications
If you have some other questions and doubts why should you not contact
the manuifacturer
O dood don't be rude!
smile forever
Ishan

On 5/14/14, Keith S ks.steinbac...@gmail.com wrote:
 Hi, i've been using mush client eexclusively to play muds online.  Started
 out with alteraeon (which is the game that mush client was designed for),
 but I have also played cyberassault and Toril: the sojourner's home) as well

 on it.

 I recently uninstalled it because the mush client was acting buggy and the
 window's title bar said HO instead of Toril when I would play that game.

 I downloaded the full install from
 http://backup.mush-z.com/

 When I install it though, the installer does fine and I am then confronted
 with an option to add jaws support, which I do not install.  I click close
 when the successful install screen comes up.

 The client then does an auto update to the newest version and tells me that

 the update is successful and the changelog opens in notepad.  I read it and

 closed it.

 The thing is a window that has the title bar stating setup is still on the

 screen,  along with a window that has the location of the mush client
 subfolders.

 I cannot close either one of these windows and even using windows task
 manager can't close these window.

 Am i supposed to simply wait for these windows to close?

 Window eyes cannot read any text in either window, so I am at a loss.

 Also, when I try and enter the log on info for toril, I hit the combo for
 new under the file menu option in mush client after restarting my system
 (without closing those windows) and the output  buffer opens (which should
 be a shift control  o command, but the new command is shift control N.

 Any suggestions?


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Thomas Ward
Hi Bryan,

Yeah, I forgot about the missing message on level 7. I think that was
a mistake when version 1.0 was released, but it did make the game more
challenging as that always meant the player had to guess what the
seventh data wafer should be in the Experiment Control Box.

Cheers!


On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 Yup,there was nomessage on level seven and you could save o level 9.



 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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[Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread ishan dhami
Hi here are my suggestions and comments are for better audio games
Q9
Q9 is a good side scroller even a master piece of Philip bennefall.
my suggestions for q9 are as follows.
1
 in Jungle world Philip should add vine for this.
even he's not selling tarzan junior so he should include  tarzan's
feature in this game.
2
Boss's cut seen will be improve
according to me the seen is this
Finally q9 reaches to the door of the boss of the death world
Hello Hello He tries to knock and call.
Finally he broke window of the boss's bed room and the boss will wake
up and scold him.
then q9 tell him I will see you dood
I think this cut seen will be more significant.
3
in mountain world river should be added
4
boss should have an ability to steal your bonuses!
2
shades of doom.
1
temporal disturbance should be removed
 2
boss should steal a data wafer from us.
3
boss should have a gun.
4
silent walkers footsteps should be more loud.
5
EVA's voice must be replace by david's own voice.
3
GTC
1
more tanks should be added
Ok
here are my suggestions
I would like to be discuss more after sometime
any comments shoul be appriciated.
Smile forever
Ishan

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Re: [Audyssey] question about mush client

2014-05-14 Thread Bryan Peterson

He wasn't being rude.



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: ishan dhami

Sent: Tuesday, May 13, 2014 10:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about mush client

HiI  don't use Mush cliant but I tried to answer
Please cancile the setup programme and close all other applications
If you have some other questions and doubts why should you not contact
the manuifacturer
O dood don't be rude!
smile forever
Ishan

On 5/14/14, Keith S ks.steinbac...@gmail.com wrote:

Hi, i've been using mush client eexclusively to play muds online.  Started
out with alteraeon (which is the game that mush client was designed for),
but I have also played cyberassault and Toril: the sojourner's home) as 
well


on it.

I recently uninstalled it because the mush client was acting buggy and the
window's title bar said HO instead of Toril when I would play that game.

I downloaded the full install from
http://backup.mush-z.com/

When I install it though, the installer does fine and I am then confronted
with an option to add jaws support, which I do not install.  I click close
when the successful install screen comes up.

The client then does an auto update to the newest version and tells me 
that


the update is successful and the changelog opens in notepad.  I read it 
and


closed it.

The thing is a window that has the title bar stating setup is still on 
the


screen,  along with a window that has the location of the mush client
subfolders.

I cannot close either one of these windows and even using windows task
manager can't close these window.

Am i supposed to simply wait for these windows to close?

Window eyes cannot read any text in either window, so I am at a loss.

Also, when I try and enter the log on info for toril, I hit the combo for
new under the file menu option in mush client after restarting my system
(without closing those windows) and the output  buffer opens (which should
be a shift control  o command, but the new command is shift control N.

Any suggestions?


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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread ishan dhami
On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:
 Hi how he mixed the teleporter sound wiht ending?
 Smilee!
 Ishan

 On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 It's actually F8.



 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: Wednesday, May 14, 2014 3:35 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Sod walkthrough

 If I remember rightly, f10 will tell you the messages you have created
 which
 give you the data wafer sequence, so it's not a problem shutting down the
 experiment, though I do admit it's been a very long time indeed sinse I
 last
 played Shades of doom. Something I probably ought to change :D.

 Beware the grue!

 Dark.
 - Original Message -
 From: Lori Duncan lori_dunca...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 14, 2014 9:46 AM
 Subject: Re: [Audyssey] Sod walkthrough


 Hi Thomas, I agree, I was just enjoying the walkthrough so much, and
 couldn't figure out a way of memorising those darned data wafer sequence
 for putting into the box at the end.  It still gives me trouble.  :)

 -Original Message-
 From: Thomas Ward
 Sent: Wednesday, May 14, 2014 5:16 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Sod walkthrough

 Hi Lori,

 While I do think that would have been interesting I'm kind of glad
 Raul didn't do that. The reasoning is I think he wanted to leave some
 surprises in the game for those who had never played before, and he
 wanted them to work out their own strategy for beating the bosses. In
 that I agree because I do think it is a good idea to leave some
 surprises rather than give it all away in one audio walkthrough.

 Cheers!


 On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
 There was only 1 drawback to that walkthrough for me, and that was he
 didn't

 play level 9 :(  Was so looking forward to hearing him bash the bosses.
 :)


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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Bryan Peterson

Q9's fine the way it is.



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: ishan dhami

Sent: Wednesday, May 14, 2014 12:08 AM
To: gamers@audyssey.org
Subject: [Audyssey] some suggestions and comments for better audio games

Hi here are my suggestions and comments are for better audio games
Q9
Q9 is a good side scroller even a master piece of Philip bennefall.
my suggestions for q9 are as follows.
1
in Jungle world Philip should add vine for this.
even he's not selling tarzan junior so he should include  tarzan's
feature in this game.
2
Boss's cut seen will be improve
according to me the seen is this
Finally q9 reaches to the door of the boss of the death world
Hello Hello He tries to knock and call.
Finally he broke window of the boss's bed room and the boss will wake
up and scold him.
then q9 tell him I will see you dood
I think this cut seen will be more significant.
3
in mountain world river should be added
4
boss should have an ability to steal your bonuses!
2
shades of doom.
1
temporal disturbance should be removed
2
boss should steal a data wafer from us.
3
boss should have a gun.
4
silent walkers footsteps should be more loud.
5
EVA's voice must be replace by david's own voice.
3
GTC
1
more tanks should be added
Ok
here are my suggestions
I would like to be discuss more after sometime
any comments shoul be appriciated.
Smile forever
Ishan

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread ishan dhami
grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.

On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 It didn't. Smile. And you could get rid of the TD with a mine.



 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: Lori Duncan
 Sent: Wednesday, May 14, 2014 2:45 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Sod Walkthrough.

 I wonder what the old sod was like to play, I don't think it had the
 grenades.

 -Original Message-
 From: Shaun Everiss
 Sent: Wednesday, May 14, 2014 4:14 AM
 To: Lindsay Cowell ; Gamers Discussion list
 Subject: Re: [Audyssey] Sod Walkthrough.

 I had a sod walkthrough back when I was able to bash my way through sod.
 Right now though I have lost it as I have lost a lot of things over the
 years.
 I had an old strat guide it was on audiogames.net but I have lost my coppy.
 It may have been from sod 1.0.

 At 01:18 p.m. 14/05/2014, you wrote:
Hi All,

Does anyone have Brian's sod walkthrough as a text file they could send to

me, I want to follow along with it? If so, send it as an attachment off
list.

Lindsay Cowell.


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Bryan Peterson

I didn't forget.



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: ishan dhami

Sent: Wednesday, May 14, 2014 9:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.

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

It didn't. Smile. And you could get rid of the TD with a mine.



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: Lori Duncan
Sent: Wednesday, May 14, 2014 2:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

I wonder what the old sod was like to play, I don't think it had the
grenades.

-Original Message-
From: Shaun Everiss
Sent: Wednesday, May 14, 2014 4:14 AM
To: Lindsay Cowell ; Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

I had a sod walkthrough back when I was able to bash my way through sod.
Right now though I have lost it as I have lost a lot of things over the
years.
I had an old strat guide it was on audiogames.net but I have lost my 
coppy.

It may have been from sod 1.0.

At 01:18 p.m. 14/05/2014, you wrote:

Hi All,

Does anyone have Brian's sod walkthrough as a text file they could send to

me, I want to follow along with it? If so, send it as an attachment off
list.

Lindsay Cowell.


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Thomas Ward
Hello Ishan,

Actually, in version 1.0 it was possible to destroy the temporal
disturbance with a mine. You can't do that in version 1.2 though.

As for automatic healing you are right. It was not present in 1.0, but
is present in 1.2. I really like that feature although I think it
makes the game a little too easy as med kits are no longer necessary.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:
 grenades and fists are not there
 Why you forget the auto healing feature?
 This feature is a good even the master piece of the game.
 STD are not destroyed by mines.

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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread dark

Ah thanks Bryan.

I knew one of the F keys told you the messages but I couldn't remember 
which, as I said I've not played shades of doom for quite some time.


All the best,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 3:23 PM
Subject: Re: [Audyssey] Sod walkthrough



It's actually F8.



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: Wednesday, May 14, 2014 3:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

If I remember rightly, f10 will tell you the messages you have created 
which

give you the data wafer sequence, so it's not a problem shutting down the
experiment, though I do admit it's been a very long time indeed sinse I 
last

played Shades of doom. Something I probably ought to change :D.

Beware the grue!

Dark.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 9:46 AM
Subject: Re: [Audyssey] Sod walkthrough


Hi Thomas, I agree, I was just enjoying the walkthrough so much, and 
couldn't figure out a way of memorising those darned data wafer sequence 
for putting into the box at the end.  It still gives me trouble.  :)


-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 14, 2014 5:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Hi Lori,

While I do think that would have been interesting I'm kind of glad
Raul didn't do that. The reasoning is I think he wanted to leave some
surprises in the game for those who had never played before, and he
wanted them to work out their own strategy for beating the bosses. In
that I agree because I do think it is a good idea to leave some
surprises rather than give it all away in one audio walkthrough.

Cheers!


On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
There was only 1 drawback to that walkthrough for me, and that was he 
didn't


play level 9 :(  Was so looking forward to hearing him bash the bosses. 
:)




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

2014-05-14 Thread dark

Hi Lisa.

I'd be interested to know where to get the castaway and nebula games, 
they're not ones I've heard of before, though i confess as I've said before 
my taste for infocom style games with random puzzles has somewhat pauled of 
late due to frustration with said puzles.


Beware the grue!

Dark.
- Original Message - 
From: Lisa Hayes lhay...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 10:47 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


Dark im not a fan of racing games either, but i play puppy one and love 
that.  The top speed games are well designed and i like them due to their 
design.  i love monkeey business and sod and love the challenge.  I love 
the older infocom games and games like hugecave.  Mcmurphy's mantion and 
tgheir's a game called castaway and nebula written by a guy called conrad 
button that i love.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 7:20 PM
Subject: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Lisa.

While I do agree in principle, and would never insult someone for liking 
a different sort of game, you do raise what is to me a far more 
interesting question.


For me at least, there are design characteristics of good games which are 
independent of preference. ake top speed2 and 3. I do not personally like 
racing games, I don't find they interest me much at all, however I look 
at the feature list for top speed, the way the games are put together, 
the customization etc, and I can say independent of personal preference 
that they bare the characteristics of well designed games, even though 
their subject matter is not something which would make me want to play 
them.


The problem with just saying everything is relative  is that then you 
have no standard of comparison. Then if someone comes along and thinks 
Beep is the best game in the universe, or thinks say shades of doom or 
entombed is a terrible game, all you can say is well I disagree because 
I like different games Likewise, there is then little way that you can 
can give constructive cryticism to someone designing a game, sinse they 
can always ignore you comments and say well I don't like that idea and 
leave it at that.


I actually studdied these sorts of questions when I learnt Aesthetics, 
which is the philosophy of art, but i'd say this applies just as much to 
games as it does to music, literature or anything else.


Complete relativism is a very attractive proposition sinse it gives a 
validity to everyone's opinions, the problem is, (to quote a lign from 
the gondoliers), when everybody's somebody then no one's anybody


This is why when looking at say the temporal disturbance, I'd first ask 
not whether I! like it in the game, but whether it contributes to what 
over all makes a good game.


Of course, the idea of what makes a good game is another question as 
well, and one which is also up for debate, but it is the idea that there 
is! some set of universal design characteristics that you can! judge a 
game against that is the point.


If all the list was just made up of people saying I like this and I 
don't like that then discussion would be a pretty pointless thing.


Beware the Grue!

Dark.

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Bryan Peterson
I never really paid much attention to the auto healing as a matter of fact. 
I still use MedKits since it would take too long to just stand there waiting 
to heal on your own.




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 14, 2014 10:27 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Hello Ishan,

Actually, in version 1.0 it was possible to destroy the temporal
disturbance with a mine. You can't do that in version 1.2 though.

As for automatic healing you are right. It was not present in 1.0, but
is present in 1.2. I really like that feature although I think it
makes the game a little too easy as med kits are no longer necessary.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:

grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.


---
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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread dark
Well I doubt Philip will include  vines and things in Q9, because lots of 
that was planned for perilous hearts, though whether Philip is still 
planning on finishing Perilous hearts and when it will be out I don't know.


I'd be disappointed though if the game doesn't get finished sinse a lot of 
the ideas in the demo were very unique, not just the vines.


Beware the grue!

Dark. 



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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread dark
Personally i rather like the auto healing myself, sinse it means you don't 
have to be super stingy with the medkits and can use them tactically in 
battle. i remember when I first had shades 1.0 I'd never use a med kit in a 
fight sinse I didn't like the idea of saving and getting to a point where I 
had no medkits, couldn't find any others and was thus stuck far towards the 
end of the game with little energy or possibility of healing, which I have 
seen happen before in games with only one life and no breaks between levels 
to recover energy.


of course, had david included static healing stations, say medical bays that 
acted like a med kit and healed you to full but were static, or had some 
sort of respawning enemy who offered health boosts when killed on a random 
basis, auto healing wouldn't be necessary.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 5:27 PM
Subject: Re: [Audyssey] Sod Walkthrough.



Hello Ishan,

Actually, in version 1.0 it was possible to destroy the temporal
disturbance with a mine. You can't do that in version 1.2 though.

As for automatic healing you are right. It was not present in 1.0, but
is present in 1.2. I really like that feature although I think it
makes the game a little too easy as med kits are no longer necessary.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:

grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.


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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Thomas Ward
Hi Ishan,

Well, regarding Q9 I do think a vine to swing from would be cool, but
if Philip were to add one I think there should be more to do with it
besides just swing from one side of a pit to another. Generally in
games where a vine is present a gamer can climb into the trees,swing
from branch to branch, and I believe Philip was intending to save
those features for a future title like Perilous Hearts.

Similarly I think a river added to the mountain world would be cool,
but it would have to come with its own challenges and difficulties. Q9
would have to swim across it and I suspect there would be some kind of
animal that would attack Q9 while in the river.

As far as Shades of Doom goes I really disagree with all or most of
those suggestions. I have already stated I think removing the temporal
disturbance would make the game too easy, and I would not be satisfied
with the game if it was removed. Likewise I think having the Boss
steel a data wafer would be sort of pointless, and he is perfectly
able to attack and injure the player without a gun so giving him a gun
 is equally pointless.

As far as Tank Commander goes there are plenty of tanks in the game.
Particularly on time critical missions like mission3 which is
difficult enough to accomplish with the tanks we do have without
adding more enemies to that mission. Likewise mission 5 is really
tough as it is. I don't see adding more tanks to that mission being
all that necessary.

Cheers!

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Thomas Ward
Hi Bryan,

Not as long as you might think. The trick is not to let your health
drop too far down in the first place. If you are only slightly injured
it may only take a minute or so to let your body heal back to 100%. I
agree for serious injuries a med kit is pretty much the best way to
get restored back to full health or near full health.

Cheers!


On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 I never really paid much attention to the auto healing as a matter of fact.

 I still use MedKits since it would take too long to just stand there waiting

 to heal on your own.



 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] Sod Walkthrough.

2014-05-14 Thread Bryan Peterson
Or make them so that you could use them as many times as you wanted but with 
a certain amount of recharge time between uses. So it'd be like the Wand of 
Dragonfire in Sryth, which you can theoretically use as many times as you 
want but with an hour or so of recharge time after each use. A medical bay 
might need less time to charge but it would still mean you' have to be 
strategic and try not to get beaten up too much right away.




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: Wednesday, May 14, 2014 10:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Personally i rather like the auto healing myself, sinse it means you don't
have to be super stingy with the medkits and can use them tactically in
battle. i remember when I first had shades 1.0 I'd never use a med kit in a
fight sinse I didn't like the idea of saving and getting to a point where I
had no medkits, couldn't find any others and was thus stuck far towards the
end of the game with little energy or possibility of healing, which I have
seen happen before in games with only one life and no breaks between levels
to recover energy.

of course, had david included static healing stations, say medical bays that
acted like a med kit and healed you to full but were static, or had some
sort of respawning enemy who offered health boosts when killed on a random
basis, auto healing wouldn't be necessary.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 5:27 PM
Subject: Re: [Audyssey] Sod Walkthrough.



Hello Ishan,

Actually, in version 1.0 it was possible to destroy the temporal
disturbance with a mine. You can't do that in version 1.2 though.

As for automatic healing you are right. It was not present in 1.0, but
is present in 1.2. I really like that feature although I think it
makes the game a little too easy as med kits are no longer necessary.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:

grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.


---
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If you have any questions or concerns regarding the management of the 
list,

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Thomas Ward
Hi Dark,

Know what you mean. I use to be super careful about where and when I
used a med kit in version 1.0 because I didn't' want to run out before
the end of the game. I remember on the higher difficulty levels I
would barely come out of the game alive with only one or two med kits
in reserve to take on the Boss. That was challenging to say the least.
Now days I can apply them more strategically and not worry so much
about running out.

Cheers!


On 5/14/14, dark d...@xgam.org wrote:
 Personally i rather like the auto healing myself, sinse it means you don't
 have to be super stingy with the medkits and can use them tactically in
 battle. i remember when I first had shades 1.0 I'd never use a med kit in a

 fight sinse I didn't like the idea of saving and getting to a point where I

 had no medkits, couldn't find any others and was thus stuck far towards the

 end of the game with little energy or possibility of healing, which I have
 seen happen before in games with only one life and no breaks between levels

 to recover energy.

 of course, had david included static healing stations, say medical bays that

 acted like a med kit and healed you to full but were static, or had some
 sort of respawning enemy who offered health boosts when killed on a random
 basis, auto healing wouldn't be necessary.

 Beware the grue!

 Dark.

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Bryan Peterson
Not only that but if I remember rightly in Tarzan Junior a vine would 
eventually snap if you hung onto it for too long without doing anything. I 
suppose a river would work in the mountain world of Q9 If, as Thomas said, 
it had its own set of callenges. Mabe Q9's species can't handle water forver 
long and so it might slowly drainis health.We don't exactly know what sort 
of critter Q9 is, although I personally invision something small and furry. 
Or there could be animals in the river like crocodiles or aligators like in 
the old game Frogger. As for Shades I completely agree with Tom. The game is 
fine as it is, TD and all. What I'd like to see is a bit more plot 
development.




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 14, 2014 10:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Hi Ishan,

Well, regarding Q9 I do think a vine to swing from would be cool, but
if Philip were to add one I think there should be more to do with it
besides just swing from one side of a pit to another. Generally in
games where a vine is present a gamer can climb into the trees,swing
from branch to branch, and I believe Philip was intending to save
those features for a future title like Perilous Hearts.

Similarly I think a river added to the mountain world would be cool,
but it would have to come with its own challenges and difficulties. Q9
would have to swim across it and I suspect there would be some kind of
animal that would attack Q9 while in the river.

As far as Shades of Doom goes I really disagree with all or most of
those suggestions. I have already stated I think removing the temporal
disturbance would make the game too easy, and I would not be satisfied
with the game if it was removed. Likewise I think having the Boss
steel a data wafer would be sort of pointless, and he is perfectly
able to attack and injure the player without a gun so giving him a gun
is equally pointless.

As far as Tank Commander goes there are plenty of tanks in the game.
Particularly on time critical missions like mission3 which is
difficult enough to accomplish with the tanks we do have without
adding more enemies to that mission. Likewise mission 5 is really
tough as it is. I don't see adding more tanks to that mission being
all that necessary.

Cheers!

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Bryan Peterson

Or you save them for the coffee machine. 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 14, 2014 10:50 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Hi Dark,

Know what you mean. I use to be super careful about where and when I
used a med kit in version 1.0 because I didn't' want to run out before
the end of the game. I remember on the higher difficulty levels I
would barely come out of the game alive with only one or two med kits
in reserve to take on the Boss. That was challenging to say the least.
Now days I can apply them more strategically and not worry so much
about running out.

Cheers!


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

Personally i rather like the auto healing myself, sinse it means you don't
have to be super stingy with the medkits and can use them tactically in
battle. i remember when I first had shades 1.0 I'd never use a med kit in 
a


fight sinse I didn't like the idea of saving and getting to a point where 
I


had no medkits, couldn't find any others and was thus stuck far towards 
the


end of the game with little energy or possibility of healing, which I have
seen happen before in games with only one life and no breaks between 
levels


to recover energy.

of course, had david included static healing stations, say medical bays 
that


acted like a med kit and healed you to full but were static, or had some
sort of respawning enemy who offered health boosts when killed on a random
basis, auto healing wouldn't be necessary.

Beware the grue!

Dark.


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

2014-05-14 Thread Teresa Cochran
I'm very interested in discussions regarding the playability of games. My good 
friends used to design games and edited electronic games magazine in the 80s. 
They tell me that some of the most playable games, or the ones that people 
always go back to, are some of the simplest. (tetris, Space Invaders) 
Initially, this surprised me, as I always thought that I'd much rather play 
something intricate and challenging. I've found out about myself, at least, 
that yes, the game has to have a certain amount of challenge involved, but not 
too much. Of course, that kind of echoes an Aristotelian view of games: find a 
median point that may be further away from your tendency than you're 
comfortable with. Anyway, at some point, the game method has to become 
transparent in order to make it playable and in order to build skill and 
interest. So shooting games are often revisited, because the objectives and 
methods are very clear, and the payoff is immediate.

Lots of food for thought, but we do revisit this topic from time to time. 
interesting stuff.

Teresa

“We’re made of star stuff.”—Carl Sagan

On May 14, 2014, at 9:28 AM, dark d...@xgam.org wrote:

 Hi Lisa.
 
 I'd be interested to know where to get the castaway and nebula games, they're 
 not ones I've heard of before, though i confess as I've said before my taste 
 for infocom style games with random puzzles has somewhat pauled of late due 
 to frustration with said puzles.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: Lisa Hayes lhay...@internode.on.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 14, 2014 10:47 AM
 Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
 
 
 Dark im not a fan of racing games either, but i play puppy one and love 
 that.  The top speed games are well designed and i like them due to their 
 design.  i love monkeey business and sod and love the challenge.  I love the 
 older infocom games and games like hugecave.  Mcmurphy's mantion and 
 tgheir's a game called castaway and nebula written by a guy called conrad 
 button that i love.
 Lisa Hayes
 
 
 
 
 www.nutrimetics.com.au/lisahayes
 
 - Original Message - From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 14, 2014 7:20 PM
 Subject: [Audyssey] game taste was: Re: regarding temporal disturbance
 
 
 Hi Lisa.
 
 While I do agree in principle, and would never insult someone for liking a 
 different sort of game, you do raise what is to me a far more interesting 
 question.
 
 For me at least, there are design characteristics of good games which are 
 independent of preference. ake top speed2 and 3. I do not personally like 
 racing games, I don't find they interest me much at all, however I look at 
 the feature list for top speed, the way the games are put together, the 
 customization etc, and I can say independent of personal preference that 
 they bare the characteristics of well designed games, even though their 
 subject matter is not something which would make me want to play them.
 
 The problem with just saying everything is relative  is that then you 
 have no standard of comparison. Then if someone comes along and thinks Beep 
 is the best game in the universe, or thinks say shades of doom or entombed 
 is a terrible game, all you can say is well I disagree because I like 
 different games Likewise, there is then little way that you can can give 
 constructive cryticism to someone designing a game, sinse they can always 
 ignore you comments and say well I don't like that idea and leave it at 
 that.
 
 I actually studdied these sorts of questions when I learnt Aesthetics, 
 which is the philosophy of art, but i'd say this applies just as much to 
 games as it does to music, literature or anything else.
 
 Complete relativism is a very attractive proposition sinse it gives a 
 validity to everyone's opinions, the problem is, (to quote a lign from the 
 gondoliers), when everybody's somebody then no one's anybody
 
 This is why when looking at say the temporal disturbance, I'd first ask not 
 whether I! like it in the game, but whether it contributes to what over all 
 makes a good game.
 
 Of course, the idea of what makes a good game is another question as 
 well, and one which is also up for debate, but it is the idea that there 
 is! some set of universal design characteristics that you can! judge a game 
 against that is the point.
 
 If all the list was just made up of people saying I like this and I 
 don't like that then discussion would be a pretty pointless thing.
 
 Beware the Grue!
 
 Dark.
 
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[Audyssey] Audiogames.net?

2014-05-14 Thread Christopher Bartlett
So, I must have missed the memo somehow.  What on earth has happened to
audiogames.net,  It seems to have been down for days.

Chris Bartlett



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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread dark
I like the timed recharge idea, but for static med bays I don't think it'd 
be necessary.


My thought was that they'd be like the recharge rooms in Metroid games, 
occurring at significant places such as the start of each level, and 
refilling your health to maximum each time, so that you could use the 
medkits for immergency battlefield healing.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 5:49 PM
Subject: Re: [Audyssey] Sod Walkthrough.


Or make them so that you could use them as many times as you wanted but 
with a certain amount of recharge time between uses. So it'd be like the 
Wand of Dragonfire in Sryth, which you can theoretically use as many times 
as you want but with an hour or so of recharge time after each use. A 
medical bay might need less time to charge but it would still mean you' 
have to be strategic and try not to get beaten up too much right away.




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: Wednesday, May 14, 2014 10:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Personally i rather like the auto healing myself, sinse it means you don't
have to be super stingy with the medkits and can use them tactically in
battle. i remember when I first had shades 1.0 I'd never use a med kit in 
a
fight sinse I didn't like the idea of saving and getting to a point where 
I
had no medkits, couldn't find any others and was thus stuck far towards 
the

end of the game with little energy or possibility of healing, which I have
seen happen before in games with only one life and no breaks between 
levels

to recover energy.

of course, had david included static healing stations, say medical bays 
that

acted like a med kit and healed you to full but were static, or had some
sort of respawning enemy who offered health boosts when killed on a random
basis, auto healing wouldn't be necessary.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 5:27 PM
Subject: Re: [Audyssey] Sod Walkthrough.



Hello Ishan,

Actually, in version 1.0 it was possible to destroy the temporal
disturbance with a mine. You can't do that in version 1.2 though.

As for automatic healing you are right. It was not present in 1.0, but
is present in 1.2. I really like that feature although I think it
makes the game a little too easy as med kits are no longer necessary.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:

grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.


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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Lori Duncan
Good idea Dark, so long as it's not like those station things in 
Terraformas, those were a pain lol.


-Original Message- 
From: dark

Sent: Wednesday, May 14, 2014 9:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

I like the timed recharge idea, but for static med bays I don't think it'd
be necessary.

My thought was that they'd be like the recharge rooms in Metroid games,
occurring at significant places such as the start of each level, and
refilling your health to maximum each time, so that you could use the
medkits for immergency battlefield healing.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 5:49 PM
Subject: Re: [Audyssey] Sod Walkthrough.


Or make them so that you could use them as many times as you wanted but 
with a certain amount of recharge time between uses. So it'd be like the 
Wand of Dragonfire in Sryth, which you can theoretically use as many times 
as you want but with an hour or so of recharge time after each use. A 
medical bay might need less time to charge but it would still mean you' 
have to be strategic and try not to get beaten up too much right away.




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: Wednesday, May 14, 2014 10:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Personally i rather like the auto healing myself, sinse it means you don't
have to be super stingy with the medkits and can use them tactically in
battle. i remember when I first had shades 1.0 I'd never use a med kit in 
a
fight sinse I didn't like the idea of saving and getting to a point where 
I
had no medkits, couldn't find any others and was thus stuck far towards 
the

end of the game with little energy or possibility of healing, which I have
seen happen before in games with only one life and no breaks between 
levels

to recover energy.

of course, had david included static healing stations, say medical bays 
that

acted like a med kit and healed you to full but were static, or had some
sort of respawning enemy who offered health boosts when killed on a random
basis, auto healing wouldn't be necessary.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 5:27 PM
Subject: Re: [Audyssey] Sod Walkthrough.



Hello Ishan,

Actually, in version 1.0 it was possible to destroy the temporal
disturbance with a mine. You can't do that in version 1.2 though.

As for automatic healing you are right. It was not present in 1.0, but
is present in 1.2. I really like that feature although I think it
makes the game a little too easy as med kits are no longer necessary.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:

grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.


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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread dark
I totally agree on shades bryan. I'd also like to see a few more monsters 
and hazards in the environment of the game as well, sinse while the monsters 
are awsome, I don't really think there is enough by way of variety to 
provide a new challenge each level. Likewise, forall intents and purposes 
level 1 seems the same environment as level 7.


But suppose there were hazards like alien style pools of liquid metal on the 
floor which you had to walk around, or steam vents that pushed you in a 
given direction.
This is however also why I'm looking forward to seeing shades 2.0, sinse 
with the way audiogames have expanded sinse shades I feel there's a good 
chance of more in the game to play with.


Beware the Grue!

Dark. 



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

2014-05-14 Thread dark

Hi Teresa.

One thing to remember about a lot of the games from the 80's, is that though 
the concept might have been simple, the execution was far more complex due 
to the physix of the engine.


Take space invaders for example. The audio versions we've seen, the invaders 
mostly don't move from side to side much, and the gun moves fluidly and 
fires instantly, meaning it's entirely a challenge of reaction. In the 
original game the invaders were lined up vertically on the screen with the 
player's gun at the bottom. The player would therefore need to judge the 
relative speed of her/his shots vs the invaders position on screen, the 
position of the invaders bullets, and the over all movement of the invaders 
which speed up as time went on.


this practically meant each shot was a different set of judgements carried 
out by the player, judgements which would improve over time.


The creator of the devastatingly difficult but highly addictive mega man 
platform series, Keajee inafune (who's name I'm probably horribly mangling 
the spelling of), once said he designed the games so that each time the 
player would get a little further.


This is very much how the best games have been. Not merely a reaction test, 
but a set of complex judgements which vary over time which players must keep 
making, at which players can improve.


It's sort of the difference between playing table tennis, constantly having 
to keep your mind on the ball, judging it's speed and reacting accordingly, 
and playing whackamole, just hitting as soon as possible.


This is one reason I think Shades of doom became so popular, sinse in the 
first person environment, players can hear an enemy's position, make a quick 
judgement and learn to react appropriately.


I'm also beginning to think the same is true for rpgs, sinse certainly those 
games which just require the player to hit attack and hope for the random 
result, (even if they have done a lot of stat balancing first), ae not half 
as entertaining as those few where you fight a reactive enemy, and need to 
respond to what they do by using your own attacks and characters 
apropriately.


Then of course, there is atmosphere and exploration, which indeed for 
someone like me is a huge factor in many games. Indeed I suspect part of the 
reason I do not enjoy racing games is that you spend most of your time 
racing around a limited number of tracks and measuring yourself only against 
those tracks.


Beware the grue!

Dark. 



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

2014-05-14 Thread Thomas Ward
Hi Dark,

That's a good point. When it comes to interest in games like any other
esthetics relativism will only get you so far. Sure, there are certain
things that are more or less relative to personal interests, but there
are also some universal features and game mechanics that apply to all
games regardless of genre and style.

For one thing by far the most popular request I have seen from VI
gamers is the ability to customize and mod existing games. That of
course makes sense for a lot of reasons. There aren't that many audio
games out there compared to mainstream video games so being able to
customize and mod existing games would help add extra content and
replay value to the games we already do have, and it would help end
users change the game in ways the original developer hadn't thought of
when creating the game.

For example, I remember back in the early 2000's when Lone Wolf 3.2
came out there were quite a number of us who were creating custom
missions for the game. What was great about it is that even though the
game came with 17 stock missions every time a new mission pack came
out it was like getting a new game for free, and I played Lone Wolf
quite a lot because of it. It added replay value to the game plus
there was a lot of new content added to the game that allowed the end
user to use his/her imagination to go above and beyond the original
game.

In fact, I remember at one time I was working on a complete Star Trek
mod for the game complete with sound effects and missions. I had gone
through the stock missions and rewrote them with Star Trek themes so
instead of intercepting three enemy submarines you had to intercept
three Ferengi Marauders. It was a cool idea, but I gave up on that mod
because there was only so much I could do to the game before it was
still just a submarine trying to be the Enterprise. :D

Still, the underlying premise stands that being able to add tracks,
missions, levels, and any other custom content does extend the life of
the game, adds replay value, and continues interest long after the
game developer has moved onto something else.

Another thing that makes or breaks a game is the amount of complexity.
I've noticed that gamers, particularly VI gamers, don't want to read a
long winded manual. they want to just jump into the game. Therefore a
good design that is simple enough to play without much more than a
basic tutorial seems preferable to one that requires hundreds of
keyboard commands and lots of explanations of this or that to play.
Q9, for example, is such a game because anyone can install the game
and be playing the jungle world in about five to ten minutes where
GMA's time of Conflict really takes a few hours to get an idea how to
play. That is not saying Time of Conflict is a bad game, it certainly
isn't, but it will only appeal to a certain type of gamer where Q9
will appeal almost to everyone because it is quick and easy to learn
and play.

I think we can go on and on about what makes a good game but I think
it comes down to replay value, simplicity, and amount of custom
content. If a developer can come up with a game that has all of those
features the game will likely be a good one.

Cheers!


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

 While I do agree in principle, and would never insult someone for liking a
 different sort of game, you do raise what is to me a far more interesting
 question.

 For me at least, there are design characteristics of good games which are
 independent of preference. ake top speed2 and 3. I do not personally like
 racing games, I don't find they interest me much at all, however I look at
 the feature list for top speed, the way the games are put together, the
 customization etc, and I can say independent of personal preference that
 they bare the characteristics of well designed games, even though their
 subject matter is not something which would make me want to play them.

 The problem with just saying everything is relative  is that then you have

 no standard of comparison. Then if someone comes along and thinks Beep is
 the best game in the universe, or thinks say shades of doom or entombed is a

 terrible game, all you can say is well I disagree because I like different

 games Likewise, there is then little way that you can  can give
 constructive cryticism to someone designing a game, sinse they can always
 ignore you comments and say well I don't like that idea and leave it at
 that.

 I actually studdied these sorts of questions when I learnt Aesthetics, which

 is the philosophy of art, but i'd say this applies just as much to games as

 it does to music, literature or anything else.

 Complete relativism is a very attractive proposition sinse it gives a
 validity to everyone's opinions, the problem is, (to quote a lign from the
 gondoliers), when everybody's somebody then no one's anybody

 This is why when looking at say the temporal disturbance, I'd first ask not

 whether I! like it in the game, but 

Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread dark
Wel Lori, actually I was! thinking something like the stations in 
terraformers, however bare in mind the reasons they were a pain.


Firstly in terraformers you constantly lost life, meaning you kept having to 
toddle to the recharge station and that there was one nearly every room. In 
a game like shades of doom that obviously wouldn't happen.


Secondly, remember in terraformers you could not sidestep. This meant to 
stand on a single spot like the recharge station, you had to lign yourself 
up and be pretty exact, indeed I found in terraformers the best way to play 
wwas frequently check my coordinates, check the ccoordinates of whatever I 
wanted to find, and make the journey between them as I would navigating on a 
chess board.


In shades however that wouldn't be an issue, sinse with the ability to 
sidestep you could move far more fluidly to an object.


Beware the grue!

Dark. 



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

2014-05-14 Thread Thomas Ward
Hi Teresa,

Good point. You just hit upon a point I was attempting toraise in my
last message that simplicity often plays a major roll in how
successful and enjoyable a certain game is for a lot of people.

Take for example Pac-Man. That game is now 32 years old, a very old
game in terms of video games, and yet it has historically become one
of the most popular games of all time. Activision, who took over Atari
after they went out of business, has repeatedly released Pac-Man to
great success. A person can go into any Wal-Mart or game store and
find these hand-held controllers that look like classic Atari
controllers that hook up to your TV that have Pac-Man, Space Invaders,
Asteroids, and various other simple Atari games available for sale.
Not long ago I found out that Activision has recently released a new
Atari console which has like 25 games installed on the console
including Pac-Man, Centipede, Space Invaders, and other classics like
that. There are free clones for Linux, for Windows, and there are some
places online where someone can play those games via their web
browser. The point being even though those games are very old their
simplicity makes them a fan favorite for all age groups, and
Activision continues to sell them in one form or another or license
the game out to third-parties.

As someone who enjoys a good in depth game I find the success of these
simpler games a bit surprising, but it goes to show that for most
people they want something that is easy to figure out and play. In
most arcade games the game mechanics are easy enough to figure out
without a 50 page manual, and the rewards are immediate. They can
blast through four or five levels without reading any instructions
where with more complex games they may have to read some strategy
guides, a manual, or try and figure out the mechanics of the game
before picking up and playing.

On 5/14/14, Teresa Cochran batsfly...@me.com wrote:
 I'm very interested in discussions regarding the playability of games. My
 good friends used to design games and edited electronic games magazine in
 the 80s. They tell me that some of the most playable games, or the ones that
 people always go back to, are some of the simplest. (tetris, Space Invaders)
 Initially, this surprised me, as I always thought that I'd much rather play
 something intricate and challenging. I've found out about myself, at least,
 that yes, the game has to have a certain amount of challenge involved, but
 not too much. Of course, that kind of echoes an Aristotelian view of games:
 find a median point that may be further away from your tendency than you're
 comfortable with. Anyway, at some point, the game method has to become
 transparent in order to make it playable and in order to build skill and
 interest. So shooting games are often revisited, because the objectives and
 methods are very clear, and the payoff is immediate.

 Lots of food for thought, but we do revisit this topic from time to time.
 interesting stuff.

 Teresa
   
 We're made of star stuff.--Carl Sagan

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Thomas Ward
Hi Bryan,

Another idea that would be cool is if there was a river in the
mountain level perhaps having to jump from log to log like in Frogger.
That was challenging enough when I could see and I imagine that would
add an especially cool element of challenge to Q9 as you would have to
estimate how long to jump from log to log rather than falling in the
water and getting munched by a crocodile. If the logs turned in the
water that would make it even harder because a gamer couldn't stand
there fore too long or the log would turn over sending poor little Q9
into the river to become lunch for a croc.

Cheers!


On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 Not only that but if I remember rightly in Tarzan Junior a vine would
 eventually snap if you hung onto it for too long without doing anything. I
 suppose a river would work in the mountain world of Q9 If, as Thomas said,
 it had its own set of callenges. Mabe Q9's species can't handle water forver

 long and so it might slowly drainis health.We don't exactly know what sort
 of critter Q9 is, although I personally invision something small and furry.

 Or there could be animals in the river like crocodiles or aligators like in

 the old game Frogger. As for Shades I completely agree with Tom. The game is

 fine as it is, TD and all. What I'd like to see is a bit more plot
 development.



 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] Audiogames.net?

2014-05-14 Thread Thomas Ward
Hi Christopher,

Well, know one knows for sure what happened to Audiogames.net, but it
went down sometime over the past weekend. Apparently the admin's are
looking into the problem but no news yet.

Cheers!


On 5/14/14, Christopher Bartlett atouchofrevere...@gmail.com wrote:
 So, I must have missed the memo somehow.  What on earth has happened to
 audiogames.net,  It seems to have been down for days.

 Chris Bartlett



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

2014-05-14 Thread dark
Interesting thoughts tom. I certainly agree replayability and the ability to 
create custom content matter a great deal, however I would disagree in terms 
of complexity.


While games that have a steeper learning curve will put off some people, at 
the same time the simpler a game is, the more likely it is to reduce down to 
a basic reaction test.


Look at games like Swamp, and indeed shades of doom. Indeed, it is 
interesting that while Packman talks is a far simpler game to play and 
understand than shades, is quite possible to pick up and just press the 
arrows, it seems far less prominant. Ditto with swamp or entombed, or indeed 
Sound rts.


While David greenwood is an exceptional developer and has written some 
fantastic games, i will say that writing quick and understandable manuals 
isn't exactly his forte. They are very complete and provide all the 
information, but for a first time player they can be a little on the 
confusing side.


Indeed, I remember myself downloading and trying the demos of both startrek 
final conflict and Lone wolf in around 2006, attempting to get to grips with 
both games and not doing so, I just felt I didn't get everything that was 
going on or really understand the game just from reading the manuals.


Then, some time later I listened to pod cast demos of both games and thought 
hay, that sound pretty cool!


I think if someone did a full demonstrationg of time of conflict 2.0, showed 
people the keys to play and most common optionns, went through the game 
basics a lot more people would be willing to give it a try.


Another great example is King of dragon pass for the Iphone. The game is 
complex, the interface is complex (and indeed used to take a little 
wangling), but thanks to a very comprehensive podcast on applevis, it's 
possible to get up and running with the game very quickly.


Indeed I probably ought to see about some more podcasts myself of one sort 
or another.


So, while I do see the corrilation with complexity, at the same time, I do 
think this can be very much alleviated with a good explanation.


Beware the grue!

Dark. 



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Re: [Audyssey] Audiogames.net?

2014-05-14 Thread Ian Reed

For now you can get to the audio games forum using this link:
http://audiogamesforum.captivatingsound.com/

But since most people do not know about the alternate link there are far 
fewer new posts than normal.


Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Sky Mundell
Hi Thomas, is frogger a game for the blind?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Wednesday, May 14, 2014 2:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Hi Bryan,

Another idea that would be cool is if there was a river in the mountain
level perhaps having to jump from log to log like in Frogger.
That was challenging enough when I could see and I imagine that would add an
especially cool element of challenge to Q9 as you would have to estimate how
long to jump from log to log rather than falling in the water and getting
munched by a crocodile. If the logs turned in the water that would make it
even harder because a gamer couldn't stand there fore too long or the log
would turn over sending poor little Q9 into the river to become lunch for a
croc.

Cheers!


On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 Not only that but if I remember rightly in Tarzan Junior a vine would 
 eventually snap if you hung onto it for too long without doing 
 anything. I suppose a river would work in the mountain world of Q9 If, 
 as Thomas said, it had its own set of callenges. Mabe Q9's species 
 can't handle water forver

 long and so it might slowly drainis health.We don't exactly know what 
 sort of critter Q9 is, although I personally invision something small and
furry.

 Or there could be animals in the river like crocodiles or aligators 
 like in

 the old game Frogger. As for Shades I completely agree with Tom. The 
 game is

 fine as it is, TD and all. What I'd like to see is a bit more plot 
 development.



 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] some suggestions and comments for better audio games

2014-05-14 Thread Bryan Peterson
Nope. It was an old Arcade game from back in the 70's and 80's, though ithas 
been ported to man different platforms since then. I think the closest 
equivalent we have in the audio games market was The Curb 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: Sky Mundell

Sent: Wednesday, May 14, 2014 5:37 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Hi Thomas, is frogger a game for the blind?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Wednesday, May 14, 2014 2:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Hi Bryan,

Another idea that would be cool is if there was a river in the mountain
level perhaps having to jump from log to log like in Frogger.
That was challenging enough when I could see and I imagine that would add an
especially cool element of challenge to Q9 as you would have to estimate how
long to jump from log to log rather than falling in the water and getting
munched by a crocodile. If the logs turned in the water that would make it
even harder because a gamer couldn't stand there fore too long or the log
would turn over sending poor little Q9 into the river to become lunch for a
croc.

Cheers!


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

Not only that but if I remember rightly in Tarzan Junior a vine would
eventually snap if you hung onto it for too long without doing
anything. I suppose a river would work in the mountain world of Q9 If,
as Thomas said, it had its own set of callenges. Mabe Q9's species
can't handle water forver

long and so it might slowly drainis health.We don't exactly know what
sort of critter Q9 is, although I personally invision something small and

furry.


Or there could be animals in the river like crocodiles or aligators
like in

the old game Frogger. As for Shades I completely agree with Tom. The
game is

fine as it is, TD and all. What I'd like to see is a bit more plot
development.



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] Sod walkthrough

2014-05-14 Thread Charles Rivard
In fact, I think he stated this during a part of the walk through, if I 
remember correctly.  I haven't listened to his recordings in a long time.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 13, 2014 11:16 PM
Subject: Re: [Audyssey] Sod walkthrough



Hi Lori,

While I do think that would have been interesting I'm kind of glad
Raul didn't do that. The reasoning is I think he wanted to leave some
surprises in the game for those who had never played before, and he
wanted them to work out their own strategy for beating the bosses. In
that I agree because I do think it is a good idea to leave some
surprises rather than give it all away in one audio walkthrough.

Cheers!


On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
There was only 1 drawback to that walkthrough for me, and that was he 
didn't


play level 9 :(  Was so looking forward to hearing him bash the bosses. 
:)




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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread Bryan Peterson

Yeah he does, in the episode where he enters level 9.



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: Charles Rivard

Sent: Wednesday, May 14, 2014 6:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

In fact, I think he stated this during a part of the walk through, if I
remember correctly.  I haven't listened to his recordings in a long time.

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 13, 2014 11:16 PM
Subject: Re: [Audyssey] Sod walkthrough



Hi Lori,

While I do think that would have been interesting I'm kind of glad
Raul didn't do that. The reasoning is I think he wanted to leave some
surprises in the game for those who had never played before, and he
wanted them to work out their own strategy for beating the bosses. In
that I agree because I do think it is a good idea to leave some
surprises rather than give it all away in one audio walkthrough.

Cheers!


On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
There was only 1 drawback to that walkthrough for me, and that was he 
didn't


play level 9 :(  Was so looking forward to hearing him bash the bosses. 
:)




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[Audyssey] SOD wafer sequence problem - Re: Sod walkthrough

2014-05-14 Thread Charles Rivard
Here's a suggestion to your problem:  Use an abacus or some other method of 
keeping track of them for use during the later stage of the game.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 3:46 AM
Subject: Re: [Audyssey] Sod walkthrough


Hi Thomas, I agree, I was just enjoying the walkthrough so much, and 
couldn't figure out a way of memorising those darned data wafer sequence 
for putting into the box at the end.  It still gives me trouble.  :)


-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 14, 2014 5:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Hi Lori,

While I do think that would have been interesting I'm kind of glad
Raul didn't do that. The reasoning is I think he wanted to leave some
surprises in the game for those who had never played before, and he
wanted them to work out their own strategy for beating the bosses. In
that I agree because I do think it is a good idea to leave some
surprises rather than give it all away in one audio walkthrough.

Cheers!


On 5/13/14, Lori Duncan lori_dunca...@hotmail.com wrote:
There was only 1 drawback to that walkthrough for me, and that was he 
didn't


play level 9 :(  Was so looking forward to hearing him bash the bosses. 
:)




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

2014-05-14 Thread Charles Rivard
Beauty is in the eye of the beholder.  Or, in this case, what someone likes, 
to them, is a good game.  Some people don't like games that have loads of 
keystrokes, memorization of layout, and or complex planning and strategy, 
even though the games are excellent.  Other gamers like games that really 
make you think that are very long.  While Pong may appeal to some, it won't 
to others.


---
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 Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 4:20 AM
Subject: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Lisa.

While I do agree in principle, and would never insult someone for liking a 
different sort of game, you do raise what is to me a far more interesting 
question.


For me at least, there are design characteristics of good games which are 
independent of preference. ake top speed2 and 3. I do not personally like 
racing games, I don't find they interest me much at all, however I look at 
the feature list for top speed, the way the games are put together, the 
customization etc, and I can say independent of personal preference that 
they bare the characteristics of well designed games, even though their 
subject matter is not something which would make me want to play them.


The problem with just saying everything is relative  is that then you 
have no standard of comparison. Then if someone comes along and thinks 
Beep is the best game in the universe, or thinks say shades of doom or 
entombed is a terrible game, all you can say is well I disagree because I 
like different games Likewise, there is then little way that you can  can 
give constructive cryticism to someone designing a game, sinse they can 
always ignore you comments and say well I don't like that idea and leave 
it at that.


I actually studdied these sorts of questions when I learnt Aesthetics, 
which is the philosophy of art, but i'd say this applies just as much to 
games as it does to music, literature or anything else.


Complete relativism is a very attractive proposition sinse it gives a 
validity to everyone's opinions, the problem is, (to quote a lign from the 
gondoliers), when everybody's somebody then no one's anybody


This is why when looking at say the temporal disturbance, I'd first ask 
not whether I! like it in the game, but whether it contributes to what 
over all makes a good game.


Of course, the idea of what makes a good game is another question as 
well, and one which is also up for debate, but it is the idea that there 
is! some set of universal design characteristics that you can! judge a 
game against that is the point.


If all the list was just made up of people saying I like this and I 
don't like that then discussion would be a pretty pointless thing.


Beware the Grue!

Dark.

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Thomas Ward
Hi Sky,

Well, I do believe there was an accessible clone created based on
Frogger, but the game Bryan and I are talking about is an old Atari
game from the early 1980's called Frogger. The basic idea is that you
are a little green frog trying to make it back to your home. In order
to do that you have to cross a busy highway with trucks and cars, then
get passed a river with crocodiles, and eventually make it to your
home. The original game certainly is not accessible, but you may have
to see about that accessible version I mentioned.

Cheers!


On 5/14/14, Sky Mundell s...@shaw.ca wrote:
 Hi Thomas, is frogger a game for the blind?

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

2014-05-14 Thread Lisa Hayes
Dark i have both castaway and nebula if yuou want them i'll send just say 
the word.  I think i've also got a time travel game to.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 15, 2014 2:28 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Lisa.

I'd be interested to know where to get the castaway and nebula games, 
they're not ones I've heard of before, though i confess as I've said 
before my taste for infocom style games with random puzzles has somewhat 
pauled of late due to frustration with said puzles.


Beware the grue!

Dark.
- Original Message - 
From: Lisa Hayes lhay...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 10:47 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance


Dark im not a fan of racing games either, but i play puppy one and love 
that.  The top speed games are well designed and i like them due to their 
design.  i love monkeey business and sod and love the challenge.  I love 
the older infocom games and games like hugecave.  Mcmurphy's mantion and 
tgheir's a game called castaway and nebula written by a guy called conrad 
button that i love.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 7:20 PM
Subject: [Audyssey] game taste was: Re: regarding temporal disturbance



Hi Lisa.

While I do agree in principle, and would never insult someone for liking 
a different sort of game, you do raise what is to me a far more 
interesting question.


For me at least, there are design characteristics of good games which 
are independent of preference. ake top speed2 and 3. I do not personally 
like racing games, I don't find they interest me much at all, however I 
look at the feature list for top speed, the way the games are put 
together, the customization etc, and I can say independent of personal 
preference that they bare the characteristics of well designed games, 
even though their subject matter is not something which would make me 
want to play them.


The problem with just saying everything is relative  is that then you 
have no standard of comparison. Then if someone comes along and thinks 
Beep is the best game in the universe, or thinks say shades of doom or 
entombed is a terrible game, all you can say is well I disagree because 
I like different games Likewise, there is then little way that you can 
can give constructive cryticism to someone designing a game, sinse they 
can always ignore you comments and say well I don't like that idea and 
leave it at that.


I actually studdied these sorts of questions when I learnt Aesthetics, 
which is the philosophy of art, but i'd say this applies just as much to 
games as it does to music, literature or anything else.


Complete relativism is a very attractive proposition sinse it gives a 
validity to everyone's opinions, the problem is, (to quote a lign from 
the gondoliers), when everybody's somebody then no one's anybody


This is why when looking at say the temporal disturbance, I'd first ask 
not whether I! like it in the game, but whether it contributes to what 
over all makes a good game.


Of course, the idea of what makes a good game is another question as 
well, and one which is also up for debate, but it is the idea that there 
is! some set of universal design characteristics that you can! judge a 
game against that is the point.


If all the list was just made up of people saying I like this and I 
don't like that then discussion would be a pretty pointless thing.


Beware the Grue!

Dark.

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Bryan Peterson

I think that was the Curb Game, which was basically just the highway part.



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 14, 2014 6:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Hi Sky,

Well, I do believe there was an accessible clone created based on
Frogger, but the game Bryan and I are talking about is an old Atari
game from the early 1980's called Frogger. The basic idea is that you
are a little green frog trying to make it back to your home. In order
to do that you have to cross a busy highway with trucks and cars, then
get passed a river with crocodiles, and eventually make it to your
home. The original game certainly is not accessible, but you may have
to see about that accessible version I mentioned.

Cheers!


On 5/14/14, Sky Mundell s...@shaw.ca wrote:

Hi Thomas, is frogger a game for the blind?


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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Thomas Ward
Hi Bryan,

Bummer. I had hoped there was a complete remake of Frogger out there.
Oh, well, it would be an easy enough game to create. I'd just have to
see if I have the sounds to do it.

Cheers!


On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 I think that was the Curb Game, which was basically just the highway part.



 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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[Audyssey] frogger - Re: some suggestions and comments for better audio games

2014-05-14 Thread Charles Rivard
I know that some people that lived near me at one time had a handheld game 
of frogger.  I have a question about the Atari game.  If you don't win the 
game, do you croak?  (rotten grin)


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 7:20 PM
Subject: Re: [Audyssey] some suggestions and comments for better audio games



Hi Sky,

Well, I do believe there was an accessible clone created based on
Frogger, but the game Bryan and I are talking about is an old Atari
game from the early 1980's called Frogger. The basic idea is that you
are a little green frog trying to make it back to your home. In order
to do that you have to cross a busy highway with trucks and cars, then
get passed a river with crocodiles, and eventually make it to your
home. The original game certainly is not accessible, but you may have
to see about that accessible version I mentioned.

Cheers!


On 5/14/14, Sky Mundell s...@shaw.ca wrote:

Hi Thomas, is frogger a game for the blind?


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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-14 Thread Bryan Peterson

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: Charles Rivard

Sent: Wednesday, May 14, 2014 6:43 PM
To: Gamers Discussion list
Subject: [Audyssey] frogger - Re: some suggestions and comments for 
betteraudio games


I know that some people that lived near me at one time had a handheld game
of frogger.  I have a question about the Atari game.  If you don't win the
game, do you croak?  (rotten grin)

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 7:20 PM
Subject: Re: [Audyssey] some suggestions and comments for better audio games



Hi Sky,

Well, I do believe there was an accessible clone created based on
Frogger, but the game Bryan and I are talking about is an old Atari
game from the early 1980's called Frogger. The basic idea is that you
are a little green frog trying to make it back to your home. In order
to do that you have to cross a busy highway with trucks and cars, then
get passed a river with crocodiles, and eventually make it to your
home. The original game certainly is not accessible, but you may have
to see about that accessible version I mentioned.

Cheers!


On 5/14/14, Sky Mundell s...@shaw.ca wrote:

Hi Thomas, is frogger a game for the blind?


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list,

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Re: [Audyssey] frogger - Re: some suggestions and comments for better audio games

2014-05-14 Thread Thomas Ward
Hi Charles,

Hahaha. Yeah, I guess when Froggy dies he croaks. However, usually he
goes splat instead.

Cheers!

On 5/14/14, Charles Rivard wee1s...@fidnet.com wrote:
 I know that some people that lived near me at one time had a handheld game
 of frogger.  I have a question about the Atari game.  If you don't win the
 game, do you croak?  (rotten grin)

 ---
 Be positive!  When it comes to being defeated, if you think you're finished,

 you! really! are! finished!

---
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[Audyssey] cricket audio game

2014-05-14 Thread ishan dhami
Hi friends and other  elders
Have you heard about IPL?
indian premier leag!
I am a good fan of that upgreated game of cricket.
Is there any audio game of cricket?
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread ishan dhami
the only harm of coffee machine is that when you drank a lot of coffee
and then back by med kits it will disable the auto healing feature.
If you are at 73 per cent it will stay at this .
Hi lindsay don't go to the audiogames temporary link
I have sent the walkthrough of bryan by my dropbox
Please download it and begin to play
don't forget the major updates.
O dood don't be rude!
Smilee!
Ishan

On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or you save them for the coffee machine. 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 14, 2014 10:50 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Sod Walkthrough.

 Hi Dark,

 Know what you mean. I use to be super careful about where and when I
 used a med kit in version 1.0 because I didn't' want to run out before
 the end of the game. I remember on the higher difficulty levels I
 would barely come out of the game alive with only one or two med kits
 in reserve to take on the Boss. That was challenging to say the least.
 Now days I can apply them more strategically and not worry so much
 about running out.

 Cheers!


 On 5/14/14, dark d...@xgam.org wrote:
 Personally i rather like the auto healing myself, sinse it means you
 don't
 have to be super stingy with the medkits and can use them tactically in
 battle. i remember when I first had shades 1.0 I'd never use a med kit in

 a

 fight sinse I didn't like the idea of saving and getting to a point where

 I

 had no medkits, couldn't find any others and was thus stuck far towards
 the

 end of the game with little energy or possibility of healing, which I
 have
 seen happen before in games with only one life and no breaks between
 levels

 to recover energy.

 of course, had david included static healing stations, say medical bays
 that

 acted like a med kit and healed you to full but were static, or had some
 sort of respawning enemy who offered health boosts when killed on a
 random
 basis, auto healing wouldn't be necessary.

 Beware the grue!

 Dark.

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread ishan dhami
Why you think a crock it may be a shark
What about boss's cut seen Please read the seen carefully and then
talk about that.
up aero for swimming and down for avoiding attacks of shark only
available in mountain world
death world's sounds should be modified like a ghost crying sound
as the name The death world it may be a little bit horrible and frightening
O dood don't be rude!
Smilee!
Ishan

On 5/15/14, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Bryan,

 Bummer. I had hoped there was a complete remake of Frogger out there.
 Oh, well, it would be an easy enough game to create. I'd just have to
 see if I have the sounds to do it.

 Cheers!


 On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 I think that was the Curb Game, which was basically just the highway
 part.



 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!

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 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

2014-05-14 Thread dark
The problem charlse as I explained  with just saying beauty is in the eye 
of the beholder is that then you have no grounds for cryticism or comment 
at all sinse ultimately everyone  can just say well I like this or I 
don't like that


Suppose for example I were to claime that Jim's reaction test game is the 
best game in the universe, and david greenwood had utterly wasted his time 
with shades of doom. Well, if everything is relative, you cannot argue with 
me. No sighting of the good features of shades of doom, it's atmosphere, 
it's challenge, it's requirement for exploration will make it a better game 
than Jim's rection test sinse it's all relative, indeed if everything is 
relative then sighting of good features of shades of doom simply translates 
to what I like


Still worse, when designing a game someone cannot attempt to look at what 
is good or Decide on good features of a design sinse again everything 
just comes down to relative opinion.


This is not an idle threat either. I remember some years ago a developer had 
created a game which he was expecting money for, which lacked many features 
of a decent game. he! claimed the game was awsome and that he liked it, 
other people disagreed, and thus the game never improved at all and now I'm 
willing to bet has been utterly forgotten about.


This is the problem with relativism in any field where things are designed. 
It is an attractive position, sinse it does take into account the fact as 
you said that different people like different things, and also it allows a 
validity of opinion to everyone. The problem however is total relativism is 
ultimately unhelpful, and by making everyone's opinion equally valid, you 
also make everyone's opinion equally invalid.


Of course, a complete absolutism, saying this is good irrispective of what 
you think isn't going to be helpful either. This is why i personally lean 
towards a medium position, that though there are! characteristics which make 
a good game, or peace of music, or peace of literature, how these 
characteristics are applied, and indeed to what extent certain 
chracteristics matter is an individuualistic matter.


For example, I do not like sports games. Sports have little interest to me, 
particularly sports like American football and baseball that I am less than 
familiar with the rules of.


yet, I look at Jim kitchin's baseball game, at the neetd to develop reflexes 
in the swinging of the bat, to assign player actions strategically, the use 
of sounds for advertisements and the ability to customize the teams, and I 
can say these characteristics make it a well designed game, just one in a 
genre and of a style that does not interest me.


these! are the sorts of discussions that are interesting, discussing with 
others what makes a good game and how well those characteristics are 
applied, a discussion we would not be able to have if indeed everything was 
entirely relative, sinse ultimately we'd all then just be saying I like 
this or I don't like that which pretty much ends most discussion dead.


Beware the Grue!

Dark. 



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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Thomas Ward
Hello Ishan,

Well, I don't know about the creature necessarily being a croc, but I
know for sure it should not be a shark. For one thing sharks do not
live in the mountains. Most species of sharks live in the ocean, are
Sault water creatures, and even the fresh water sharks can't be found
up in the mountains.

As for your suggestion for the boss cutscene I personally didn't like
it. that's why I didn't comment on it. I figured if I had nothing nice
to say about it then it was better not to comment on it.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:
 Why you think a crock it may be a shark
 What about boss's cut seen Please read the seen carefully and then
 talk about that.
 up aero for swimming and down for avoiding attacks of shark only
 available in mountain world
 death world's sounds should be modified like a ghost crying sound
 as the name The death world it may be a little bit horrible and frightening
 O dood don't be rude!
 Smilee!
 Ishan

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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-14 Thread dark

Hi charlse.

That is funny, and indeed true, or at least it was in a commador amiga 
version I played, whenever your poor little frog got squished by a car there 
was a lovely squish and ribbid dsound :D.


The Amiga ersion also had the rather amusic characteristic that once you got 
one frog smooshed, a little puddle of goop would remain on the screen at the 
place you died, not in a gorey way but more in a comedy sense.
Audio frogger would be an easy game to create, heck in the original the 
traffic already moved left to right as did the logs to jump on in the water. 
However, what made frogger difficult was again the mechanics sinse if I 
remember rightly the hopping motion of the frog frequently meant that even 
if you avoided one oncoming car, you'u could leap into the path of another 
if you weren't careful, so you had to judge three or four lanes of oncoming 
traffic at once not merely the one in front of you.


the curb game certainly got the road crossing right and I loved some of the 
crazy sounds for traffic, like a car with ghosts laughing or a steam engine 
with ringing bells, but if I remember rightly your hedgehog moved fairly 
precisely, and so it was relatively easy to wait until a free space and peg 
it across the road.


Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 15, 2014 1:43 AM
Subject: [Audyssey] frogger - Re: some suggestions and comments for 
betteraudio games



I know that some people that lived near me at one time had a handheld game 
of frogger.  I have a question about the Atari game.  If you don't win the 
game, do you croak?  (rotten grin)


---
Be positive!  When it comes to being defeated, if you think you're 
finished, you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 7:20 PM
Subject: Re: [Audyssey] some suggestions and comments for better audio 
games




Hi Sky,

Well, I do believe there was an accessible clone created based on
Frogger, but the game Bryan and I are talking about is an old Atari
game from the early 1980's called Frogger. The basic idea is that you
are a little green frog trying to make it back to your home. In order
to do that you have to cross a busy highway with trucks and cars, then
get passed a river with crocodiles, and eventually make it to your
home. The original game certainly is not accessible, but you may have
to see about that accessible version I mentioned.

Cheers!


On 5/14/14, Sky Mundell s...@shaw.ca wrote:

Hi Thomas, is frogger a game for the blind?


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[Audyssey] SOD voices

2014-05-14 Thread ishan dhami
Hi How david greenwood sir get SOD Voices? specially MR disturbance
and blob and bosses.
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] cricket audio game

2014-05-14 Thread dark

Hi Ishen.

There is no cricket audio game, but there are several browser based games 
that are playable with your screen reader where you can manage a cricket 
team and play against other people.


One is the cricket management game at:
http://www.battrick.org/


Another is from the pavilian at:
http://www.fromthepavilion.org/

There also used to be a game called battric, but I'm not sure if it's still 
available.


Bare in mind I haven't tried these myself, not being a fan of sport games, I 
merely know they're on the list of accessible games at 
http://www.whitestick.co.uk/ongames.html so can't give any advice.


Hth.

Beware the grue!

Dark. 



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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread dark
Well I think the idea was the death world was supposed to be in the desert, 
or that was the impression i got with you walking on the sand, the flying 
vultures and lots of wind ambience.


A haunted house would be a cool level though.

As to swimming, to be honest I'm not sure I like swimming in a game where 
you can only swim left and right, it never really feels much like swimming, 
more like just walking along in water. If an audio game were to have 
swimming I'd want some vertical movement, the chance to swim up and down and 
avoid attacks from below, above and all around, but as yet this hasn't 
really happened in an audio side scroller, (though some have come fairly 
close).


Beware the grue!

Dark. 



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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-14 Thread Ron Schamerhorn

That was punny!


On 14-May-2014 9:19 PM, Bryan Peterson wrote:

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: Charles Rivard
Sent: Wednesday, May 14, 2014 6:43 PM
To: Gamers Discussion list
Subject: [Audyssey] frogger - Re: some suggestions and comments for
betteraudio games

I know that some people that lived near me at one time had a handheld game
of frogger.  I have a question about the Atari game.  If you don't win the
game, do you croak?  (rotten grin)

---
Be positive!  When it comes to being defeated, if you think you're
finished,
you! really! are! finished!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 7:20 PM
Subject: Re: [Audyssey] some suggestions and comments for better audio
games



Hi Sky,

Well, I do believe there was an accessible clone created based on
Frogger, but the game Bryan and I are talking about is an old Atari
game from the early 1980's called Frogger. The basic idea is that you
are a little green frog trying to make it back to your home. In order
to do that you have to cross a busy highway with trucks and cars, then
get passed a river with crocodiles, and eventually make it to your
home. The original game certainly is not accessible, but you may have
to see about that accessible version I mentioned.

Cheers!


On 5/14/14, Sky Mundell s...@shaw.ca wrote:

Hi Thomas, is frogger a game for the blind?


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3469 / Virus Database: 3722/7495 - Release Date: 05/14/14




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

2014-05-14 Thread Thomas Ward
Hi Dark,

Agreed. There has to be some basis, some universal criteria, in which
a good game is based upon otherwise everyone's opinion right, wrong,
and otherwise is equally valid. We know that not to be true because
some games do very well and others don't. therefore it would be
helpful to study what features, what designs, have traditionally made
a game successful otherwise games will not improve, not get better,
and will only be no better or worse than the developer's personal
opinion of the game. Eventually games would just stagnate, never
evolve, because one person's opinion is as good as the next.

However, we know one opinion is not as good as the next. Having more
than one opinion of what makes a game good is what causes innovation,
creativity, and eventually competition. We need look no further than
our own audio games community to see that in action.

Back in the late 90's and early 2000's there were a number of audio
game developers who were creating games based on Space Invaders. All
were slightly different and unique. We had ESP's Alien Outback, BSC's
Troopanum, PB Games' Dark Destroyer, and so on. What's so interesting
about those games is how they are all different, and that in various
ways ESP and BSC did a lot to innovate and add features to their games
that made them unique such as the robot landers in Alien Outback or
the moon rocks in Troopanum 2. Each had an idea they thought was a
good idea, and those ideas set them apart from one another.

Likewise my game Mysteries of the Ancients is fairly different from
say Q9 and Super Liam. The big difference is I wanted to base the game
more on a true 2d platformer similar to what was available for the NES
and Super NES and incorporates a lot of 2d movement such as climbing
ropes, ladders, jumping off of high ledges, and so forth. Back when
the game was in public testing it was well received by the audio games
community probably because I was not simply satisfied with the
simplistic 1d format used by other accessible side-scrollers.
Therefore having a full 2d game world turned out to be a good game
design.

Point being, one idea is not as good as another and there are likely
some universal concepts that make a game good or better than another
game of a similar type. Certainly specific characteristics will very
from person to person, but there is some basis from which they base
their opinions on that is  the key to a successful game. Its up to a
developer to figure out what people base their opinions of a good game
on in order to make better games.

Cheers!



On 5/15/14, dark d...@xgam.org wrote:
 The problem charlse as I explained  with just saying beauty is in the eye
 of the beholder is that then you have no grounds for cryticism or comment
 at all sinse ultimately everyone  can just say well I like this or I
 don't like that

 Suppose for example I were to claime that Jim's reaction test game is the
 best game in the universe, and david greenwood had utterly wasted his time
 with shades of doom. Well, if everything is relative, you cannot argue with

 me. No sighting of the good features of shades of doom, it's atmosphere,
 it's challenge, it's requirement for exploration will make it a better game

 than Jim's rection test sinse it's all relative, indeed if everything is
 relative then sighting of good features of shades of doom simply translates

 to what I like

 Still worse, when designing a game someone cannot attempt to look at what
 is good or Decide on good features of a design sinse again everything
 just comes down to relative opinion.

 This is not an idle threat either. I remember some years ago a developer had

 created a game which he was expecting money for, which lacked many features

 of a decent game. he! claimed the game was awsome and that he liked it,
 other people disagreed, and thus the game never improved at all and now I'm

 willing to bet has been utterly forgotten about.

 This is the problem with relativism in any field where things are designed.

 It is an attractive position, sinse it does take into account the fact as
 you said that different people like different things, and also it allows a
 validity of opinion to everyone. The problem however is total relativism is

 ultimately unhelpful, and by making everyone's opinion equally valid, you
 also make everyone's opinion equally invalid.

 Of course, a complete absolutism, saying this is good irrispective of what

 you think isn't going to be helpful either. This is why i personally lean
 towards a medium position, that though there are! characteristics which make

 a good game, or peace of music, or peace of literature, how these
 characteristics are applied, and indeed to what extent certain
 chracteristics matter is an individuualistic matter.

 For example, I do not like sports games. Sports have little interest to me,

 particularly sports like American football and baseball that I am less than

 familiar with the rules of.

 yet, I look at Jim 

Re: [Audyssey] cricket audio game

2014-05-14 Thread Lisa Hayes
I think it's growse hyhocritical for you to tell us not to be rude wer're 
not the rude ones here i'd take this back or just keep my mouth shut if i 
were you very shut and i'd stay quiet.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: ishan dhami ishan1dha...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, May 15, 2014 3:21 AM
Subject: [Audyssey] cricket audio game



Hi friends and other  elders
Have you heard about IPL?
indian premier leag!
I am a good fan of that upgreated game of cricket.
Is there any audio game of cricket?
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-14 Thread Thomas Ward
Hi Dark,

LOL. That is hilarious. If I ever made a Frogger game I'd have to have
the splat sound with the ribbit just for kicks. Sick joke I know, but
also kind of cute.

That said, an audio Frogger would be pretty simple to make. Main thing
is finding all the sounds/music I'd need. I'm sure I have them but am
so blasted busy right now I am not sure I'd have the time to whip up a
quick game at this time. However, I'd love an audio Frogger.

However, you are right. The trick to Frogger is that Froggy would jump
out of the way of an oncoming car, van, truck, whatever and end up
getting splatted by the next one coming the other direction. You'd
have to time Frogger's jumps just right to cross four lanes of traffic
or get squashed.




On 5/15/14, dark d...@xgam.org wrote:
 Hi charlse.

 That is funny, and indeed true, or at least it was in a commador amiga
 version I played, whenever your poor little frog got squished by a car there

 was a lovely squish and ribbid dsound :D.

 The Amiga ersion also had the rather amusic characteristic that once you got

 one frog smooshed, a little puddle of goop would remain on the screen at the

 place you died, not in a gorey way but more in a comedy sense.
 Audio frogger would be an easy game to create, heck in the original the
 traffic already moved left to right as did the logs to jump on in the water.

 However, what made frogger difficult was again the mechanics sinse if I
 remember rightly the hopping motion of the frog frequently meant that even
 if you avoided one oncoming car, you'u could leap into the path of another
 if you weren't careful, so you had to judge three or four lanes of oncoming

 traffic at once not merely the one in front of you.

 the curb game certainly got the road crossing right and I loved some of the

 crazy sounds for traffic, like a car with ghosts laughing or a steam engine

 with ringing bells, but if I remember rightly your hedgehog moved fairly
 precisely, and so it was relatively easy to wait until a free space and peg

 it across the road.

 Beware the grue!

 Dark.

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Re: [Audyssey] SOD voices

2014-05-14 Thread Thomas Ward
Hello Ishan,

Do you mean sounds? The temporal disturbances, blobs, and bosses don't
have any voices. Only sounds.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:
 Hi How david greenwood sir get SOD Voices? specially MR disturbance
 and blob and bosses.
 O dood don't be rude!
 Smilee!
 Ishan

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Re: [Audyssey] Sod Walkthrough.

2014-05-14 Thread Shaun Everiss

we are due for an upgrade.
the game as well as a lot of stuf that use the old 3dfx in win xp are 
broken on win7.
I have fiddled in my line of testing with the 3d fx you can et in 7 
with stuff like open al and it really does sound realistic.

If you are being chaced by something behind then it really does feel that way.

At 09:34 p.m. 14/05/2014, you wrote:
I bought Shades literally two weeks before the 1.2 upgrade, so I do 
remember some of the changes.


It didn't have grenades or the bare fists weapon, and level 9 was 
apparently different though I only finished the game after the 
upgrade. I also believe there were some fairly major internal 
changes as well, but if I remember rightly you can still find the 
changelog kicking around.


I think 2.0 is intended as a really! major upgrade to the game, 
though i hope David leaves in the old content and levels and just 
adds new ones, maybe even a map editer, rather than simply 
redesigning the game's layout.


Beware the grue!

Dark.

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[Audyssey] Descent into madness

2014-05-14 Thread ishan dhami
Hi what is the combination of safe?
How and where can I find a card reader?
I don't understand the recording made by the scientist
he is saying very fast and his pronunciation is very unclear to me
any help would be appriciated
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-14 Thread Shaun Everiss

I agree brian.
shades of doom is ok the way it is to.
shades of doom the td can be a bad thing but its part of the game.

At 04:19 a.m. 15/05/2014, you wrote:

Q9's fine the way it is.



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: ishan dhami
Sent: Wednesday, May 14, 2014 12:08 AM
To: gamers@audyssey.org
Subject: [Audyssey] some suggestions and comments for better audio games

Hi here are my suggestions and comments are for better audio games
Q9
Q9 is a good side scroller even a master piece of Philip bennefall.
my suggestions for q9 are as follows.
1
in Jungle world Philip should add vine for this.
even he's not selling tarzan junior so he should include  tarzan's
feature in this game.
2
Boss's cut seen will be improve
according to me the seen is this
Finally q9 reaches to the door of the boss of the death world
Hello Hello He tries to knock and call.
Finally he broke window of the boss's bed room and the boss will wake
up and scold him.
then q9 tell him I will see you dood
I think this cut seen will be more significant.
3
in mountain world river should be added
4
boss should have an ability to steal your bonuses!
2
shades of doom.
1
temporal disturbance should be removed
2
boss should steal a data wafer from us.
3
boss should have a gun.
4
silent walkers footsteps should be more loud.
5
EVA's voice must be replace by david's own voice.
3
GTC
1
more tanks should be added
Ok
here are my suggestions
I would like to be discuss more after sometime
any comments shoul be appriciated.
Smile forever
Ishan

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

2014-05-14 Thread Cara Quinn
HI Dark,

Regardless of whether you like it or not, or think it is valid or not, people 
in the real world are in essence, relativistic. To say that this in effect, 
devalues them or their opinions is simply a value judgement on your part.

Whether any of us likes it, we all have the right to say we do or do not like 
something and simply end a discussion there.

this is not about choosing a view of relativism to make people feel warm and 
fuzzy, this is simply acknowledging everyone's opinions regardless of whether 
or not they have the same value system in place as we do. Imposing a value 
structure on a group simply because it suits one person or a small group of 
persons, is simply not conducive to an equal discussion.

Sometimes someone's idea of good and bad is simply just that, a simple idea of 
good or bad. Do you like something or not? Just because one might not be able 
to articulate why they like or do not like something does not invalidate their 
opinion or the right they have to share it equally.

A rather outspoken musician said two very interesting things which apply here.

• There are two kinds of music. Good music and bad music.

• Talking about music is like dancing about architecture.

It might not be readily obvious how the second statement fits in here but give 
it a while and see what comes up… I think you might be surprised.

Lastly, the values you are expressing in your note are of particular schools of 
thought. Not everyone subscribes to these schools. -Nor do they need to.

For example, the current trend of Wisdom of Crowds data gathering is a good 
example of a very valid counter argument to yours. It validates rather than 
invalidates people's points of view. It counters the assumption that if 
everyone's opinions are equal regardless of criteria, that the people's 
opinions in question are invalid. It does this partially by posing better, more 
precise questions or discussion points. These sorts of questions at once yield 
more valuable and useful responses from people while still allowing them to 
share their thoughts freely.

This is something to keep in mind here. Part of discussing what represents a 
'good' audio game absolutely needs to involve widespread opinion, not tightly 
focused judgements that all must agree / adhere to.

Since this is a mailing list it would not be a true Wisdom of Crowds 
environment in the sense of optimal statistical data gathering but would be an 
excellent wise environment if one would choose to watch and learn from it that 
way.

Does this make sense?…

If you are interested, here is a link about this topic:

http://en.wikipedia.org/wiki/The_Wisdom_of_Crowds

Thanks for a great start to a discussion!

Smiles,

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

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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On May 14, 2014, at 9:12 PM, dark d...@xgam.org wrote:

The problem charlse as I explained  with just saying beauty is in the eye of 
the beholder is that then you have no grounds for cryticism or comment at all 
sinse ultimately everyone  can just say well I like this or I don't like 
that

Suppose for example I were to claime that Jim's reaction test game is the best 
game in the universe, and david greenwood had utterly wasted his time with 
shades of doom. Well, if everything is relative, you cannot argue with me. No 
sighting of the good features of shades of doom, it's atmosphere, it's 
challenge, it's requirement for exploration will make it a better game than 
Jim's rection test sinse it's all relative, indeed if everything is relative 
then sighting of good features of shades of doom simply translates to what I 
like

Still worse, when designing a game someone cannot attempt to look at what is 
good or Decide on good features of a design sinse again everything just 
comes down to relative opinion.

This is not an idle threat either. I remember some years ago a developer had 
created a game which he was expecting money for, which lacked many features of 
a decent game. he! claimed the game was awsome and that he liked it, other 
people disagreed, and thus the game never improved at all and now I'm willing 
to bet has been utterly forgotten about.

This is the problem with relativism in any field where things are designed. It 
is an attractive position, sinse it does take into account the fact as you said 
that different people like different things, and also it allows a validity of 
opinion to everyone. The problem however is total relativism is ultimately 
unhelpful, and by making everyone's opinion equally valid, you also make 
everyone's opinion equally invalid.

Of course, a complete absolutism, saying this is good irrispective of what you 
think isn't going to be helpful either. This is why i personally lean towards 
a medium position, that though there are! characteristics which make a good 
game, or peace of music, or peace of literature, 

Re: [Audyssey] Descent into madness

2014-05-14 Thread Lisa Hayes
and your writing can be very unclear and remember please and thank you are 
good manners when asking a question.  Im sorry thomas, but this guy is 
getting up my nose.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: ishan dhami ishan1dha...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, May 15, 2014 3:01 PM
Subject: [Audyssey] Descent into madness



Hi what is the combination of safe?
How and where can I find a card reader?
I don't understand the recording made by the scientist
he is saying very fast and his pronunciation is very unclear to me
any help would be appriciated
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan

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