Re: [Audyssey] Sod issue

2014-05-20 Thread ishan dhami
Ya
 if you sleep the screenreader please close all other window and if
this will not be fix reinstall this game in the other directory
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan

On 5/19/14, Lori Duncan  wrote:
> Hi yes, I always unload jaws before starting shades of doom.
>
> -Original Message-
> From: ishan dhami
> Sent: Saturday, May 17, 2014 6:13 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Sod issue
>
> Hi lori Mam
> Have you put your JAWS and other screenreader in sleep mode?
> Mostly people don't know the method of sleeping JAWS.
> Here I am giving
> when you open the game simply press JAWS key and f2 and choose setting
> center
> then a search box appears and type mi that means missalinious then
> press right to open a tree view and sleep mode enable
> then press enter
> Close all other applacations by pressing alt tab
> This will be fix
> When the other windows are open and if you have shut down the
> screenreader and it will say "shades of doom 1.2 - registered to
> lori".
> Close other windows at any cost.
> Hope this helps
> O dood what a roar!
> Maxwell hitting sixes and four!
> Smilee!
> Ishan
>
>
>
> On 5/17/14, Lori Duncan  wrote:
>> Hi everyone, I'm playing shades of doom on a windows7 machine, but am
>> having
>> issues with elivater sounds.  When i reach the end of a level, I press
>> enter
>> to use the elivater, and the sound starts to play, then cuts out for a
>> few
>> seconds, then sometimes I hear the doors open and it say the number of
>> the
>> next level, while other times I'm just put on the next level.  Has anyone
>> else had this problem on a windows 7 machine and if so is there a way to
>> fix
>> it?  Thanks from Lori.
>> ---
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>
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Ok try another game and when you lose the audio contact your manufacturer

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Re: [Audyssey] Sod issue

2014-05-19 Thread Lori Duncan

Hi yes, I always unload jaws before starting shades of doom.

-Original Message- 
From: ishan dhami

Sent: Saturday, May 17, 2014 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod issue

Hi lori Mam
Have you put your JAWS and other screenreader in sleep mode?
Mostly people don't know the method of sleeping JAWS.
Here I am giving
when you open the game simply press JAWS key and f2 and choose setting 
center

then a search box appears and type mi that means missalinious then
press right to open a tree view and sleep mode enable
then press enter
Close all other applacations by pressing alt tab
This will be fix
When the other windows are open and if you have shut down the
screenreader and it will say "shades of doom 1.2 - registered to
lori".
Close other windows at any cost.
Hope this helps
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan



On 5/17/14, Lori Duncan  wrote:
Hi everyone, I'm playing shades of doom on a windows7 machine, but am 
having
issues with elivater sounds.  When i reach the end of a level, I press 
enter

to use the elivater, and the sound starts to play, then cuts out for a few
seconds, then sometimes I hear the doors open and it say the number of the
next level, while other times I'm just put on the next level.  Has anyone
else had this problem on a windows 7 machine and if so is there a way to 
fix

it?  Thanks from Lori.
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list,

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Re: [Audyssey] Sod walkthrough

2014-05-18 Thread Thomas Ward
Hi Ishan,

It was most likely done with a sound editor like Goldwave or
Soundforge. In most sound editors it is a simple matter to mix sound
effects and compile them into one sound file.

Cheers!


On 5/15/14, ishan dhami  wrote:
> Thomas sir is right.
> How he mix the sound of teloportor with the ending?
> O dood don't be bor!
> Maxwell hitting sixes and four!
> Ishan

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Re: [Audyssey] SOD Monsters. Was Re: SOD voices

2014-05-18 Thread Shaun Everiss
well I'd prefur the game to be randomised, wafers, enemies, guns and 
ammo and other stuff.
To have to go through knowing each world was different would be 
really cool its why even though its  old and out of date that even 
though I have beaten it so many times I still play it.


At 06:11 a.m. 17/05/2014, you wrote:
What would be cool is this:  The first time you play the game, it is 
easily beaten with few monster varieties.  The next time, it adds 
more deadly surprises if you beat it the first time.  The better you 
play, the harder it is the next time, and if you lose, it will be 
easier the next time.  Sort of like Shredder Chess, in that it 
varies the difficulty based on your skill. This is a toggle in 
Shredder Chess, and would be awesome in SOD as well as other games.


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

- Original Message - From: "dark" 
To: "Lindsay Cowell" ; "Gamers 
Discussion list" 

Sent: Friday, May 16, 2014 12:02 PM
Subject: Re: [Audyssey] SOD Monsters. Was Re: SOD voices


Well I personally like the way that the monsters are comparatively 
few but tough to take out rather than being swarms of things you 
can just moe down.


That being said I do wish there was a greater variety of monsters 
in the game, sinse it gets quite dull just seeing yet another 
mutant human or cyborg, and even those gelatinous blobs (which are 
dam scary!), aren't so terrifying when you've seen them several times over.


It would be great if the game could introduce new monster types each level.

Beware the grue!

Dark.

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Re: [Audyssey] Sod issue

2014-05-18 Thread ishan dhami
Hi lori Mam
Have you put your JAWS and other screenreader in sleep mode?
Mostly people don't know the method of sleeping JAWS.
Here I am giving
when you open the game simply press JAWS key and f2 and choose setting center
then a search box appears and type mi that means missalinious then
press right to open a tree view and sleep mode enable
then press enter
Close all other applacations by pressing alt tab
This will be fix
When the other windows are open and if you have shut down the
screenreader and it will say "shades of doom 1.2 - registered to
lori".
Close other windows at any cost.
Hope this helps
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan



On 5/17/14, Lori Duncan  wrote:
> Hi everyone, I'm playing shades of doom on a windows7 machine, but am having
> issues with elivater sounds.  When i reach the end of a level, I press enter
> to use the elivater, and the sound starts to play, then cuts out for a few
> seconds, then sometimes I hear the doors open and it say the number of the
> next level, while other times I'm just put on the next level.  Has anyone
> else had this problem on a windows 7 machine and if so is there a way to fix
> it?  Thanks from Lori.
> ---
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Re: [Audyssey] Sod issue

2014-05-18 Thread Thomas Ward
Hi Lori,

I have seen the problem you speak of and it is not specific to Windows
7.  It has happened to me on an older Windows XP machine too. I don't
know what causes that problem so can't offer up a fix. About the only
thing I can guess here is that is some sort of buffering issue when
playing the sound for the elevator and that could be due to the lack
of ram or processor power.

Cheers!


On 5/17/14, Lori Duncan  wrote:
> Hi everyone, I'm playing shades of doom on a windows7 machine, but am having
> issues with elivater sounds.  When i reach the end of a level, I press enter
> to use the elivater, and the sound starts to play, then cuts out for a few
> seconds, then sometimes I hear the doors open and it say the number of the
> next level, while other times I'm just put on the next level.  Has anyone
> else had this problem on a windows 7 machine and if so is there a way to fix
> it?  Thanks from Lori.
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> 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] Sod issue

2014-05-17 Thread Phil Vlasak

Hi Lori,
While the elevator sound is playing, you are actually changing levels, which 
requires the game to shut down and save your current level and start a new 
one. This requires lots of disk access and if you have administrative rights 
turned on then Windows itself complains to the game which causes sounds to 
stutter.
Also if you hit any key while the sound is playing that messes up the 
elevator operator and the level tries to start before it is fully loaded.

It is like hitting the control key to shut up speech.
My recommendation is to start the elevator and don't hit any key until the 
next level is fully loaded.
You could also try installing the game in an unrestricted folder such as 
something other than c:\program files.

I installed the game  to c:\users\phil\games\sod

- Original Message - 
From: "Lori Duncan" 

To: 
Sent: Saturday, May 17, 2014 12:43 PM
Subject: [Audyssey] Sod issue


Hi everyone, I’m playing shades of doom on a windows7 machine, but am 
having issues with elivater sounds.  When i reach the end of a level, I 
press enter to use the elivater, and the sound starts to play, then cuts 
out for a few seconds, then sometimes I hear the doors open and it say the 
number of the next level, while other times I’m just put on the next 
level.  Has anyone else had this problem on a windows 7 machine and if so 
is there a way to fix it?  Thanks from Lori.

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please send E-mail to gamers-ow...@audyssey.org.




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Re: [Audyssey] Sod issue

2014-05-17 Thread Bryan Peterson

I get that on Vista.



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: Saturday, May 17, 2014 10:43 AM
To: gamers@audyssey.org
Subject: [Audyssey] Sod issue

Hi everyone, I’m playing shades of doom on a windows7 machine, but am having 
issues with elivater sounds.  When i reach the end of a level, I press enter 
to use the elivater, and the sound starts to play, then cuts out for a few 
seconds, then sometimes I hear the doors open and it say the number of the 
next level, while other times I’m just put on the next level.  Has anyone 
else had this problem on a windows 7 machine and if so is there a way to fix 
it?  Thanks from Lori.

---
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[Audyssey] Sod issue

2014-05-17 Thread Lori Duncan
Hi everyone, I’m playing shades of doom on a windows7 machine, but am having 
issues with elivater sounds.  When i reach the end of a level, I press enter to 
use the elivater, and the sound starts to play, then cuts out for a few 
seconds, then sometimes I hear the doors open and it say the number of the next 
level, while other times I’m just put on the next level.  Has anyone else had 
this problem on a windows 7 machine and if so is there a way to fix it?  Thanks 
from Lori.  
---
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[Audyssey] SOD Monsters. Was Re: SOD voices

2014-05-17 Thread Eleanor
Charles - You have described a really neat way to make replay 
interesting in simpler games.  All this just involves additional content 
- not additional coding, except for the code to implement the additional 
content.  Thanks.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] SOD Monsters. Was Re: SOD voices

2014-05-16 Thread dark

Hi Phil.

I think Charlse was actually suggesting newer monster types on higher 
difficulty levels, so that players on higher difficulty get to experience 
different elements in the game rather than just faster, tougher and more 
plentiful monsters.


I admit myself this is a nice idea, and indeed would encourage me to play on 
higher difficulties sinse there would be a new threat.


Beware the grue!

Dark. 



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Re: [Audyssey] SOD voices

2014-05-16 Thread Thomas Ward
Hi Ishan,

The Shades of Doom manual doesn't say. I'd say you would have to ask
David Greenwood who voiced the laugh of the insane scientist in the
game.

Cheers!


On 5/16/14, ishan dhami  wrote:
> Hi Who made the voice of scientist?
> He is very annoying
> O dood what a roar!
> Maxwell hitting sixes and four!
> Smilee!
> Ishan

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Re: [Audyssey] SOD voices

2014-05-16 Thread ishan dhami
Hi Who made the voice of scientist?
He is very annoying
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan

On 5/17/14, Bryan Peterson  wrote:
> True.
>
>
>
> Oh freddled gruntbuggly,
> thy micturations are to me
> as plurdled gabbleblotchits on a lurgid bee.
> GroupI implore thee, my foonting turlingdromes,
> And hooptiously drangle me with crinkly bindlewurdles,
> or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
> don't!
> -Original Message-
> From: Thomas Ward
> Sent: Friday, May 16, 2014 1:29 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] SOD voices
>
> Hi,
>
> Oh, definitely. there probably would be shrapnel, but I guess David
> Greenwood didn't want to include it in SOD.
>
> Cheers!
>
>
> On 5/16/14, Bryan Peterson  wrote:
>> At most there would be shrapnel.
>>
>>
>>
>> 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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>
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Re: [Audyssey] Sod walkthrough

2014-05-16 Thread ishan dhami
Thomas sir is right.
How he mix the sound of teloportor with the ending?
O dood don't be bor!
Maxwell hitting sixes and four!
Ishan

On 5/15/14, Bryan Peterson  wrote:
> 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" 
> To: "Gamers Discussion list" 
> 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  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 Monsters. Was Re: SOD voices

2014-05-16 Thread Phil Vlasak

Hi Charles,
What you're are requesting is in Shades of Doom already.
When you start playing Shades of Doom, you will be initially asked to enter 
your experience level.  The easiest level is "Can I play Daddy?", and the 
most difficult level is "It's a good day to die."
The experience level will control how fast monsters move, how often they 
swerve when you are targeting them, how hard they hit, how smart they are, 
and how much it takes to kill them.  Once you become familiar with the 
workings of the game, it should be played at least in the "Bring them on" 
level.  The experience level you have selected affects your score. The 
harder the level, the higher the points.

So each time you play, just increase your experience level.
The only thing the game doesn't have is an automatic experience level 
adjustment. For example, if you are really exceptional at killing the 
creatures, the game could increase the experience level  automatically.



- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Friday, May 16, 2014 2:11 PM
Subject: Re: [Audyssey] SOD Monsters. Was Re: SOD voices


What would be cool is this:  The first time you play the game, it is 
easily beaten with few monster varieties.  The next time, it adds more 
deadly surprises if you beat it the first time.  The better you play, the 
harder it is the next time, and if you lose, it will be easier the next 
time.  Sort of like Shredder Chess, in that it varies the difficulty based 
on your skill. This is a toggle in Shredder Chess, and would be awesome in 
SOD as well as other games.



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Re: [Audyssey] SOD voices

2014-05-16 Thread Bryan Peterson

True.



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

Sent: Friday, May 16, 2014 1:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hi,

Oh, definitely. there probably would be shrapnel, but I guess David
Greenwood didn't want to include it in SOD.

Cheers!


On 5/16/14, Bryan Peterson  wrote:

At most there would be shrapnel.



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 voices

2014-05-16 Thread Thomas Ward
Hi,

Oh, definitely. there probably would be shrapnel, but I guess David
Greenwood didn't want to include it in SOD.

Cheers!


On 5/16/14, Bryan Peterson  wrote:
> At most there would be shrapnel.
>
>
>
> 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 Monsters. Was Re: SOD voices

2014-05-16 Thread Charles Rivard
What would be cool is this:  The first time you play the game, it is easily 
beaten with few monster varieties.  The next time, it adds more deadly 
surprises if you beat it the first time.  The better you play, the harder it 
is the next time, and if you lose, it will be easier the next time.  Sort of 
like Shredder Chess, in that it varies the difficulty based on your skill. 
This is a toggle in Shredder Chess, and would be awesome in SOD as well as 
other games.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "dark" 
To: "Lindsay Cowell" ; "Gamers Discussion 
list" 

Sent: Friday, May 16, 2014 12:02 PM
Subject: Re: [Audyssey] SOD Monsters. Was Re: SOD voices


Well I personally like the way that the monsters are comparatively few but 
tough to take out rather than being swarms of things you can just moe 
down.


That being said I do wish there was a greater variety of monsters in the 
game, sinse it gets quite dull just seeing yet another mutant human or 
cyborg, and even those gelatinous blobs (which are dam scary!), aren't so 
terrifying when you've seen them several times over.


It would be great if the game could introduce new monster types each 
level.


Beware the grue!

Dark.

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Re: [Audyssey] SOD Monsters. Was Re: SOD voices

2014-05-16 Thread dark
Well I personally like the way that the monsters are comparatively few but 
tough to take out rather than being swarms of things you can just moe down.


That being said I do wish there was a greater variety of monsters in the 
game, sinse it gets quite dull just seeing yet another mutant human or 
cyborg, and even those gelatinous blobs (which are dam scary!), aren't so 
terrifying when you've seen them several times over.


It would be great if the game could introduce new monster types each level.

Beware the grue!

Dark. 



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Re: [Audyssey] SOD voices

2014-05-16 Thread Lori Duncan

Or maybe he could throw up when walking into a blob's corps.

-Original Message- 
From: Thomas Ward

Sent: Friday, May 16, 2014 8:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hi Lori,

That is a bit amusing to here the main character go "woe" every time
he trips over a corpes. Although, I think it would be funnier if he
made some comment like "gross," "sick," or "nasty" when he steps on or
into a dead body.

Cheers!


On 5/16/14, Lori Duncan  wrote:
Lol this might sound childish, but I like the "wo" sound when walking over 
a


corps, it sounds louder if you're walking over more than 1 corps at the 
same


time.


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Re: [Audyssey] SOD voices

2014-05-16 Thread Lori Duncan

Or a fizzing sparking sound as it short-circuts

-Original Message- 
From: Bryan Peterson

Sent: Friday, May 16, 2014 11:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

At most there would be shrapnel.



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: Thursday, May 15, 2014 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hi Lori,

Yes, precisely. The turret guns are a machine and they explode when
you destroy them. Therefore there is no corpse to leave behind.

Cheers!


On 5/15/14, Lori Duncan  wrote:
Ah, is that why the turret guns don't have corpses, they'd shoot at you, 
but


didn't leave bodies or guns behind when killed.



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Re: [Audyssey] SOD Monsters. Was Re: SOD voices

2014-05-16 Thread Bryan Peterson

Tat's somethin a lot of folks agree on.



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: Lindsay Cowell

Sent: Friday, May 16, 2014 8:56 AM
To: Gamers Discussion list
Subject: [Audyssey] SOD Monsters. Was Re: SOD voices

I think there should be more monsters in sod, especially if you get lost, it 
gets quite boring walking over the same spots.


-original message-
Subject: Re: [Audyssey] SOD voices
From: "Lori Duncan" 
Date: 16/05/2014 8:18 am

Lol this might sound childish, but I like the "wo" sound when walking over a
corps, it sounds louder if you're walking over more than 1 corps at the same
time.

-Original Message- 
From: Thomas Ward

Sent: Friday, May 16, 2014 5:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hi Lori,

Yes, precisely. The turret guns are a machine and they explode when
you destroy them. Therefore there is no corpse to leave behind.

Cheers!


On 5/15/14, Lori Duncan  wrote:

Ah, is that why the turret guns don't have corpses, they'd shoot at you,
but

didn't leave bodies or guns behind when killed.



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[Audyssey] SOD Monsters. Was Re: SOD voices

2014-05-16 Thread Lindsay Cowell
I think there should be more monsters in sod, especially if you get lost, it 
gets quite boring walking over the same spots.

-original message-
Subject: Re: [Audyssey] SOD voices
From: "Lori Duncan" 
Date: 16/05/2014 8:18 am

Lol this might sound childish, but I like the "wo" sound when walking over a 
corps, it sounds louder if you're walking over more than 1 corps at the same 
time.

-Original Message- 
From: Thomas Ward
Sent: Friday, May 16, 2014 5:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hi Lori,

Yes, precisely. The turret guns are a machine and they explode when
you destroy them. Therefore there is no corpse to leave behind.

Cheers!


On 5/15/14, Lori Duncan  wrote:
> Ah, is that why the turret guns don't have corpses, they'd shoot at you, 
> but
>
> didn't leave bodies or guns behind when killed.
>

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Re: [Audyssey] SOD voices

2014-05-16 Thread Bryan Peterson

At most there would be shrapnel.



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: Thursday, May 15, 2014 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hi Lori,

Yes, precisely. The turret guns are a machine and they explode when
you destroy them. Therefore there is no corpse to leave behind.

Cheers!


On 5/15/14, Lori Duncan  wrote:
Ah, is that why the turret guns don't have corpses, they'd shoot at you, 
but


didn't leave bodies or guns behind when killed.



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Re: [Audyssey] Sod Walkthrough.

2014-05-16 Thread Shaun Everiss

The old sod was nice.
it did not have grenades though.
You could kill the time monster with one mine.
The grenades are cool, depending what mod of locutis you have v1 or 
v2 of sod 1.2, you will either still chuck them or get a launcher.

Its silenced and sounds nice.

At 08:45 p.m. 14/05/2014, you wrote:

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 voices

2014-05-16 Thread Thomas Ward
Hi Lori,

That is a bit amusing to here the main character go "woe" every time
he trips over a corpes. Although, I think it would be funnier if he
made some comment like "gross," "sick," or "nasty" when he steps on or
into a dead body.

Cheers!


On 5/16/14, Lori Duncan  wrote:
> Lol this might sound childish, but I like the "wo" sound when walking over a
>
> corps, it sounds louder if you're walking over more than 1 corps at the same
>
> time.

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Re: [Audyssey] SOD voices

2014-05-16 Thread Lori Duncan
Lol this might sound childish, but I like the "wo" sound when walking over a 
corps, it sounds louder if you're walking over more than 1 corps at the same 
time.


-Original Message- 
From: Thomas Ward

Sent: Friday, May 16, 2014 5:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hi Lori,

Yes, precisely. The turret guns are a machine and they explode when
you destroy them. Therefore there is no corpse to leave behind.

Cheers!


On 5/15/14, Lori Duncan  wrote:
Ah, is that why the turret guns don't have corpses, they'd shoot at you, 
but


didn't leave bodies or guns behind when killed.



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Re: [Audyssey] SOD voices

2014-05-15 Thread Thomas Ward
Hi Lori,

Yes, precisely. The turret guns are a machine and they explode when
you destroy them. Therefore there is no corpse to leave behind.

Cheers!


On 5/15/14, Lori Duncan  wrote:
> Ah, is that why the turret guns don't have corpses, they'd shoot at you, but
>
> didn't leave bodies or guns behind when killed.
>

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Re: [Audyssey] SOD voices

2014-05-15 Thread Bryan Peterson
Exactly. They're not actually creatures.They're just machines that can't 
actually move around. THey just rotate around a fixed point and spray 
bullets everywhere.




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: Thursday, May 15, 2014 10:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Ah, is that why the turret guns don't have corpses, they'd shoot at you, but
didn't leave bodies or guns behind when killed.

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 5:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

The turret guns don't scream. What you hear is probably the machine's motor
as it rotates the gun. As for te bosses and mutant humans I would guess they
were humanor animal voices slowed down and altered in other ways.


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: Thursday, May 15, 2014 10:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

I wonder if the humans were an actually human voice slowed down.  Maybe
those turretguns screams are the sounds of David getting frustrated with
coding.  :)

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



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 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

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 voices

2014-05-15 Thread Lori Duncan
Ah, is that why the turret guns don't have corpses, they'd shoot at you, but 
didn't leave bodies or guns behind when killed.


-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 5:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

The turret guns don't scream. What you hear is probably the machine's motor
as it rotates the gun. As for te bosses and mutant humans I would guess they
were humanor animal voices slowed down and altered in other ways.


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: Thursday, May 15, 2014 10:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

I wonder if the humans were an actually human voice slowed down.  Maybe
those turretguns screams are the sounds of David getting frustrated with
coding.  :)

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



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 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

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 voices

2014-05-15 Thread Thomas Ward
Hi Lori,

I am pretty sure the mutant humans were basically a human voice slowed
down to get that particular moaning sound. A lot of zombie effects are
created that way. In Mysteries of the Ancients the zombies are
basically just some guys doing "ooh," "ah," "and growning," and they
were slowed down in Goldwave to make them zombielike.


Cheers!


On 5/15/14, Lori Duncan  wrote:
> I wonder if the humans were an actually human voice slowed down.  Maybe
> those turretguns screams are the sounds of David getting frustrated with
> coding.  :)

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Re: [Audyssey] SOD voices

2014-05-15 Thread Bryan Peterson
The turret guns don't scream. What you hear is probably the machine's motor 
as it rotates the gun. As for te bosses and mutant humans I would guess they 
were humanor animal voices slowed down and altered in other ways.



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: Thursday, May 15, 2014 10:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

I wonder if the humans were an actually human voice slowed down.  Maybe
those turretguns screams are the sounds of David getting frustrated with
coding.  :)

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



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 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

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 voices

2014-05-15 Thread Lori Duncan
I wonder if the humans were an actually human voice slowed down.  Maybe 
those turretguns screams are the sounds of David getting frustrated with 
coding.  :)


-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



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 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

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 voices

2014-05-15 Thread Bryan Peterson

Well the bosses perhaps do have voices but that's it.



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 11:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

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  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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list,

please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] SOD voices

2014-05-15 Thread Bryan Peterson

Sound effects CD's would be my guess.



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 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

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.

2014-05-15 Thread Bryan Peterson

Actually it doesn't disable auto healing. It just takes a lot longer.



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 11:36 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

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  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  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] 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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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  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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[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] 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  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  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.
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
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> please send E-mail to gamers-ow...@audyssey.org.
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>
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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" 

To: "Gamers Discussion list" 
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  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" 

To: "Gamers Discussion list" 
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  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 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" 

To: "Gamers Discussion list" 
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  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
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] 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" 

To: "Gamers Discussion list" 
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" 

To: "Gamers Discussion list" 
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  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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ht

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" 

To: "Gamers Discussion list" 
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" 

To: "Gamers Discussion list" 
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  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 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  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] 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  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] 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" 

To: "Gamers Discussion list" 
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  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 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  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 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" 

To: "Gamers Discussion list" 
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  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 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  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" 

To: "Gamers Discussion list" 
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" 

To: "Gamers Discussion list" 
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  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
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  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 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  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 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  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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>
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Re: [Audyssey] Sod walkthrough

2014-05-14 Thread ishan dhami
On 5/14/14, ishan dhami  wrote:
> Hi how he mixed the teleporter sound wiht ending?
> Smilee!
> Ishan
>
> On 5/14/14, Bryan Peterson  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" 
>> To: "Gamers Discussion list" 
>> 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  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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>>>
>>
>>
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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  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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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  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] 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  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  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  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,

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  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

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" 

To: "Gamers Discussion list" 
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  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

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 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" http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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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" 

To: "Gamers Discussion list" 
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  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 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

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" 

To: 
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 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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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  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 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.

2014-05-13 Thread Shaun Everiss

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

2014-05-13 Thread Thomas Ward
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  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.

2014-05-13 Thread ishan dhami
This walkthrough for 1.0 so If you have a problem I will sent my own.
Smilee!
Ishan

On 5/14/14, Lindsay Cowell  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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>

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Re: [Audyssey] Sod Walkthrough.

2014-05-13 Thread Bryan Peterson

That one's actually outdated.



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: Lindsay Cowell

Sent: Tuesday, May 13, 2014 7:18 PM
To: gamers@audyssey.org
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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[Audyssey] Sod Walkthrough.

2014-05-13 Thread Lindsay Cowell
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

2014-05-13 Thread Lori Duncan
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.  :)


-Original Message- 
From: Charles Rivard

Sent: Tuesday, May 13, 2014 6:15 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I totally agree.  I found his recordings very entertaining.  Also, I think
that he put a lot of time and effort into making his walk throughs, and how
would you feel if someone came out on a list of this size and put you down
after you had spent that much time and effort to make recordings for the
benefit of others with absolutely no constructive criticism to back up their
statement?

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 13, 2014 3:28 AM
Subject: Re: [Audyssey] Sod walkthrough



Why do you say Raul's gtc walkthru is a waste of time?

I enjoyed it myself, and even if I didn't I'd explain why not just call it 
a waste of time, which is pretty insulting to the work Raul put on it.


If your going to say things like that you should really explain why, 
otherwise use just seem ignorant.


BEware the Grue!

Dark.

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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread Bryan Peterson

Yeah really. At least offer a good reason why you don't like something.



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: Tuesday, May 13, 2014 12:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Hi Ishan,

In the future try and use a little constructive criticism rather than
just flaming someone by saying their walkthrough etc is a waste of
time. You are beginning to be a bit rude, and I'm not sure very many
on this list will appreciate your negative and condescending attitude
of late.

Cheers!


On 5/13/14, ishan dhami  wrote:

Hi gmagames have two tutorials of toc.
Apply new keystrokes and new things with the basses of these.
as far as rauls walkthrough his GTC Walkthrough is wastage of time.
Smilee!
Ishan


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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread Thomas Ward
Hi Ishan,

In the future try and use a little constructive criticism rather than
just flaming someone by saying their walkthrough etc is a waste of
time. You are beginning to be a bit rude, and I'm not sure very many
on this list will appreciate your negative and condescending attitude
of late.

Cheers!


On 5/13/14, ishan dhami  wrote:
> Hi gmagames have two tutorials of toc.
> Apply new keystrokes and new things with the basses of these.
> as far as rauls walkthrough his GTC Walkthrough is wastage of time.
> Smilee!
> Ishan

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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread Bryan Peterson
It's probably petty crap like that that's turned developers away from this 
community.




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: Tuesday, May 13, 2014 11:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I totally agree.  I found his recordings very entertaining.  Also, I think
that he put a lot of time and effort into making his walk throughs, and how
would you feel if someone came out on a list of this size and put you down
after you had spent that much time and effort to make recordings for the
benefit of others with absolutely no constructive criticism to back up their
statement?

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 13, 2014 3:28 AM
Subject: Re: [Audyssey] Sod walkthrough



Why do you say Raul's gtc walkthru is a waste of time?

I enjoyed it myself, and even if I didn't I'd explain why not just call it 
a waste of time, which is pretty insulting to the work Raul put on it.


If your going to say things like that you should really explain why, 
otherwise use just seem ignorant.


BEware the Grue!

Dark.

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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread Charles Rivard
I totally agree.  I found his recordings very entertaining.  Also, I think 
that he put a lot of time and effort into making his walk throughs, and how 
would you feel if someone came out on a list of this size and put you down 
after you had spent that much time and effort to make recordings for the 
benefit of others with absolutely no constructive criticism to back up their 
statement?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 13, 2014 3:28 AM
Subject: Re: [Audyssey] Sod walkthrough



Why do you say Raul's gtc walkthru is a waste of time?

I enjoyed it myself, and even if I didn't I'd explain why not just call it 
a waste of time, which is pretty insulting to the work Raul put on it.


If your going to say things like that you should really explain why, 
otherwise use just seem ignorant.


BEware the Grue!

Dark.

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Re: [Audyssey] Sod walk through

2014-05-13 Thread Charles Rivard

Good points, but I refuse to beware the Grue!!

---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 13, 2014 3:15 AM
Subject: Re: [Audyssey] Sod walkthrough


I disagree charlse at least as regards shades of doom, sinse though the 
game can be played with stratogy and forthought, it's also possible to get 
through (as the manual says), with a quick ear and good coorindation, thus 
learning a few basic rules and applying them might help a great deal, sinse 
that will just give you the tools needed for the game.


To take one example, If you are coming up to a corner and  you hear a 
monster round it, instead of just walking up to the corner and turning, go 
up to one wall, turn towards it and sidestep along, meaning that as soon 
as you get out into the open of the corner you have a much less wide 
turning circle to turn and shoot the monster. This is relatively easy to 
apply and doesn't take rocket science.


Even with games like time of conflict,  general advice and aide in 
understanding the game can be hugely helpful, why do you think there are 
so many books about chess and people to even teach you play better.


This to me is the difference between a walkthru nd a playthru. A walkthbru 
explains what is going on and what stratogy is being used, and is an 
entertaining listen even to people who have finished the game just for 
differences in technique. A playthru on the other hand, just recording the 
games' audio and nothing else is far less engaging sinse unless you 
understand much of the game already it won't give you any hints or tips, 
just show you how one person happens to finish the game.


Beware the grue!

Dark.

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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread Bryan Peterson
Well said Amada. So far Ishan is the only person I've ever heard call any of 
Raul's walkthroughs wastes of time. I for one found them very informative. 
My guessise just doesn't like challenge, in which case GMA's games would 
probably not be the best games for him.




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: amanda burt

Sent: Tuesday, May 13, 2014 7:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I'm sorry to say but that's destructive criticism.  If you let us know what
the problem is that you have with it, it would be more helpful.

Amanda

--
From: "ishan dhami" 
Sent: Tuesday, May 13, 2014 8:06 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Sod walkthrough


Hi gmagames have two tutorials of toc.
Apply new keystrokes and new things with the basses of these.
as far as rauls walkthrough his GTC Walkthrough is wastage of time.
Smilee!
Ishan

On 5/13/14, Lori Duncan  wrote:
Well, if I hear how someone else plans a battle, I can work out my own 
way

once I know what all the units stengths and weaknesses are.

-Original Message-
From: Charles Rivard
Sent: Monday, May 12, 2014 9:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

If your mind isn't strategically oriented, I doubt that a walk through
would
help.  It would be like trying to show someone, audibly, how to play 
chess,

and no two games are alike.  If you memorize how to avoid a situation, it
might not come up again, and you cannot memorize every possibility.

---
Be positive!  When it comes to being defeated, if you think you're
finished,
you! really! are! finished!
- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Sent: Monday, May 12, 2014 12:51 PM
Subject: Re: [Audyssey] Sod walkthrough


Brian, would you even consider doing audio game walkthroughs?  I 
seriously


need one of toc, my brain just isn't good with stratijy, I'm more the
blowing things up kind of gamer lol.

-Original Message-
From: Bryan Peterson
Sent: Monday, May 12, 2014 6:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Very true. I used to have a lot of those on my computer.


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: Monday, May 12, 2014 11:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I love Raul's walkthrough, it's a shame he doesn't have much time for
recordings now, would love to hear how he tackles toc or tdv, that guy 
is


so
funny and cool, not to mention good at explaining things.

-Original Message-
From: Charles Rivard
Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).
Give
this a try:

www.asmodean.net


---
Be positive!  When it comes to being defeated, if you think you're
finished,
you! really! are! finished!
- Original Message -
From: "leo " 
To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread amanda burt
I'm sorry to say but that's destructive criticism.  If you let us know what 
the problem is that you have with it, it would be more helpful.


Amanda

--
From: "ishan dhami" 
Sent: Tuesday, May 13, 2014 8:06 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Sod walkthrough


Hi gmagames have two tutorials of toc.
Apply new keystrokes and new things with the basses of these.
as far as rauls walkthrough his GTC Walkthrough is wastage of time.
Smilee!
Ishan

On 5/13/14, Lori Duncan  wrote:
Well, if I hear how someone else plans a battle, I can work out my own 
way

once I know what all the units stengths and weaknesses are.

-Original Message-
From: Charles Rivard
Sent: Monday, May 12, 2014 9:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

If your mind isn't strategically oriented, I doubt that a walk through
would
help.  It would be like trying to show someone, audibly, how to play 
chess,

and no two games are alike.  If you memorize how to avoid a situation, it
might not come up again, and you cannot memorize every possibility.

---
Be positive!  When it comes to being defeated, if you think you're
finished,
you! really! are! finished!
- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Sent: Monday, May 12, 2014 12:51 PM
Subject: Re: [Audyssey] Sod walkthrough


Brian, would you even consider doing audio game walkthroughs?  I 
seriously


need one of toc, my brain just isn't good with stratijy, I'm more the
blowing things up kind of gamer lol.

-Original Message-
From: Bryan Peterson
Sent: Monday, May 12, 2014 6:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Very true. I used to have a lot of those on my computer.


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: Monday, May 12, 2014 11:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I love Raul's walkthrough, it's a shame he doesn't have much time for
recordings now, would love to hear how he tackles toc or tdv, that guy 
is


so
funny and cool, not to mention good at explaining things.

-Original Message-
From: Charles Rivard
Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).
Give
this a try:

www.asmodean.net


---
Be positive!  When it comes to being defeated, if you think you're
finished,
you! really! are! finished!
- Original Message -
From: "leo " 
To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

---
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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread Lori Duncan
Couldn't agree more dark, seems like anyone who calls such good recordings a 
waste of time is either just out to cause trouble, or is never happy.


-Original Message- 
From: dark

Sent: Tuesday, May 13, 2014 9:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Why do you say Raul's gtc walkthru is a waste of time?

I enjoyed it myself, and even if I didn't I'd explain why not just call it a
waste of time, which is pretty insulting to the work Raul put on it.

If your going to say things like that you should really explain why,
otherwise use just seem ignorant.

BEware the Grue!

Dark.


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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread dark

Why do you say Raul's gtc walkthru is a waste of time?

I enjoyed it myself, and even if I didn't I'd explain why not just call it a 
waste of time, which is pretty insulting to the work Raul put on it.


If your going to say things like that you should really explain why, 
otherwise use just seem ignorant.


BEware the Grue!

Dark. 



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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread dark
I disagree charlse at least as regards shades of doom, sinse though the game 
can be played with stratogy and forthought, it's also possible to get 
through (as the manual says), with a quick ear and good coorindation, thus 
learning a few basic rules and applying them might help a great deal, sinse 
that will just give you the tools needed for the game.


To take one example, If you are coming up to a corner and  you hear a 
monster round it, instead of just walking up to the corner and turning, go 
up to one wall, turn towards it and sidestep along, meaning that as soon as 
you get out into the open of the corner you have a much less wide turning 
circle to turn and shoot the monster. This is relatively easy to apply and 
doesn't take rocket science.


Even with games like time of conflict,  general advice and aide in 
understanding the game can be hugely helpful, why do you think there are so 
many books about chess and people to even teach you play better.


This to me is the difference between a walkthru nd a playthru. A walkthbru 
explains what is going on and what stratogy is being used, and is an 
entertaining listen even to people who have finished the game just for 
differences in technique. A playthru on the other hand, just recording the 
games' audio and nothing else is far less engaging sinse unless you 
understand much of the game already it won't give you any hints or tips, 
just show you how one person happens to finish the game.


Beware the grue!

Dark. 



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Re: [Audyssey] Sod walkthrough

2014-05-13 Thread ishan dhami
Hi gmagames have two tutorials of toc.
Apply new keystrokes and new things with the basses of these.
as far as rauls walkthrough his GTC Walkthrough is wastage of time.
Smilee!
Ishan

On 5/13/14, Lori Duncan  wrote:
> Well, if I hear how someone else plans a battle, I can work out my own way
> once I know what all the units stengths and weaknesses are.
>
> -Original Message-
> From: Charles Rivard
> Sent: Monday, May 12, 2014 9:31 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Sod walkthrough
>
> If your mind isn't strategically oriented, I doubt that a walk through
> would
> help.  It would be like trying to show someone, audibly, how to play chess,
> and no two games are alike.  If you memorize how to avoid a situation, it
> might not come up again, and you cannot memorize every possibility.
>
> ---
> Be positive!  When it comes to being defeated, if you think you're
> finished,
> you! really! are! finished!
> - Original Message -
> From: "Lori Duncan" 
> To: "Gamers Discussion list" 
> Sent: Monday, May 12, 2014 12:51 PM
> Subject: Re: [Audyssey] Sod walkthrough
>
>
>> Brian, would you even consider doing audio game walkthroughs?  I seriously
>>
>> need one of toc, my brain just isn't good with stratijy, I'm more the
>> blowing things up kind of gamer lol.
>>
>> -Original Message-
>> From: Bryan Peterson
>> Sent: Monday, May 12, 2014 6:36 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Sod walkthrough
>>
>> Very true. I used to have a lot of those on my computer.
>>
>>
>> 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: Monday, May 12, 2014 11:33 AM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Sod walkthrough
>>
>> I love Raul's walkthrough, it's a shame he doesn't have much time for
>> recordings now, would love to hear how he tackles toc or tdv, that guy is
>>
>> so
>> funny and cool, not to mention good at explaining things.
>>
>> -Original Message-
>> From: Charles Rivard
>> Sent: Monday, May 12, 2014 5:28 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Sod walkthrough
>>
>> You can find it on the Internet.  (grin of total rottenness in fun).
>> Give
>> this a try:
>>
>> www.asmodean.net
>>
>>
>> ---
>> Be positive!  When it comes to being defeated, if you think you're
>> finished,
>> you! really! are! finished!
>> - Original Message -
>> From: "leo " 
>> To: 
>> Sent: Monday, May 12, 2014 11:13 AM
>> Subject: [Audyssey] Sod walkthrough
>>
>>
>>> Where can I find a walkthrough of Sod?  Thanks, Leo
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
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>>> list,
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>>
>>
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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread Lori Duncan
Well, if I hear how someone else plans a battle, I can work out my own way 
once I know what all the units stengths and weaknesses are.


-Original Message- 
From: Charles Rivard

Sent: Monday, May 12, 2014 9:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

If your mind isn't strategically oriented, I doubt that a walk through would
help.  It would be like trying to show someone, audibly, how to play chess,
and no two games are alike.  If you memorize how to avoid a situation, it
might not come up again, and you cannot memorize every possibility.

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

To: "Gamers Discussion list" 
Sent: Monday, May 12, 2014 12:51 PM
Subject: Re: [Audyssey] Sod walkthrough


Brian, would you even consider doing audio game walkthroughs?  I seriously 
need one of toc, my brain just isn't good with stratijy, I'm more the 
blowing things up kind of gamer lol.


-Original Message- 
From: Bryan Peterson

Sent: Monday, May 12, 2014 6:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Very true. I used to have a lot of those on my computer.


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: Monday, May 12, 2014 11:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I love Raul's walkthrough, it's a shame he doesn't have much time for
recordings now, would love to hear how he tackles toc or tdv, that guy is 
so

funny and cool, not to mention good at explaining things.

-Original Message- 
From: Charles Rivard

Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).  Give
this a try:

www.asmodean.net


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

you! really! are! finished!
- Original Message - 
From: "leo " 

To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

---
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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread Charles Rivard
If your mind isn't strategically oriented, I doubt that a walk through would 
help.  It would be like trying to show someone, audibly, how to play chess, 
and no two games are alike.  If you memorize how to avoid a situation, it 
might not come up again, and you cannot memorize every possibility.


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

To: "Gamers Discussion list" 
Sent: Monday, May 12, 2014 12:51 PM
Subject: Re: [Audyssey] Sod walkthrough


Brian, would you even consider doing audio game walkthroughs?  I seriously 
need one of toc, my brain just isn't good with stratijy, I'm more the 
blowing things up kind of gamer lol.


-Original Message- 
From: Bryan Peterson

Sent: Monday, May 12, 2014 6:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Very true. I used to have a lot of those on my computer.


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: Monday, May 12, 2014 11:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I love Raul's walkthrough, it's a shame he doesn't have much time for
recordings now, would love to hear how he tackles toc or tdv, that guy is 
so

funny and cool, not to mention good at explaining things.

-Original Message- 
From: Charles Rivard

Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).  Give
this a try:

www.asmodean.net


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

you! really! are! finished!
- Original Message - 
From: "leo " 

To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

---
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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread dark

I must confess I'd appreciate some tips on Toc 2.0 myself.

I managed 1.0 but I just don't get the thing about the time intervals or 
what units go when, which means whenever I start playing everything starts 
happening at once which sends things a little loopy.


Beware the grue!

Dark. 



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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread dark

I Agree lori.

I've actually got an archive of all Raul's recordings just because they're 
so good, it would be great to hear some more.


the only one I found less useful was his lone wolf walkthrough, sinse when i 
tried using the depth gun like him I ended up in severe trouble spinning 
round and around in circles, it might have been nice if he said a little 
more about firing solutions for people who aren't as precise with their 
targitting as him.


All the best,

Dark. 



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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread Bryan Peterson

I have a few Let's Plays on my YouTube.



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: Monday, May 12, 2014 11:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Brian, would you even consider doing audio game walkthroughs?  I seriously
need one of toc, my brain just isn't good with stratijy, I'm more the
blowing things up kind of gamer lol.

-Original Message- 
From: Bryan Peterson

Sent: Monday, May 12, 2014 6:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Very true. I used to have a lot of those on my computer.


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: Monday, May 12, 2014 11:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I love Raul's walkthrough, it's a shame he doesn't have much time for
recordings now, would love to hear how he tackles toc or tdv, that guy is so
funny and cool, not to mention good at explaining things.

-Original Message- 
From: Charles Rivard

Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).  Give
this a try:

www.asmodean.net


---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: "leo " 

To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

---
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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread Lori Duncan
Brian, would you even consider doing audio game walkthroughs?  I seriously 
need one of toc, my brain just isn't good with stratijy, I'm more the 
blowing things up kind of gamer lol.


-Original Message- 
From: Bryan Peterson

Sent: Monday, May 12, 2014 6:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

Very true. I used to have a lot of those on my computer.


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: Monday, May 12, 2014 11:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I love Raul's walkthrough, it's a shame he doesn't have much time for
recordings now, would love to hear how he tackles toc or tdv, that guy is so
funny and cool, not to mention good at explaining things.

-Original Message- 
From: Charles Rivard

Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).  Give
this a try:

www.asmodean.net


---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: "leo " 

To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread Bryan Peterson

Very true. I used to have a lot of those on my computer.


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: Monday, May 12, 2014 11:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

I love Raul's walkthrough, it's a shame he doesn't have much time for
recordings now, would love to hear how he tackles toc or tdv, that guy is so
funny and cool, not to mention good at explaining things.

-Original Message- 
From: Charles Rivard

Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).  Give
this a try:

www.asmodean.net


---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: "leo " 

To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

---
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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread Lori Duncan
I love Raul's walkthrough, it's a shame he doesn't have much time for 
recordings now, would love to hear how he tackles toc or tdv, that guy is so 
funny and cool, not to mention good at explaining things.


-Original Message- 
From: Charles Rivard

Sent: Monday, May 12, 2014 5:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod walkthrough

You can find it on the Internet.  (grin of total rottenness in fun).  Give
this a try:

www.asmodean.net


---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: "leo " 

To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

---
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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread Charles Rivard
You can find it on the Internet.  (grin of total rottenness in fun).  Give 
this a try:


www.asmodean.net


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "leo " 

To: 
Sent: Monday, May 12, 2014 11:13 AM
Subject: [Audyssey] Sod walkthrough



Where can I find a walkthrough of Sod?  Thanks, Leo

---
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Re: [Audyssey] Sod walkthrough

2014-05-12 Thread ishan dhami
Hi lio
at www.asmodean.net
bueller? bueller? bueller?
Smilee!
Ishan

On 5/12/14, leo  wrote:
> Where can I find a walkthrough of Sod?  Thanks, Leo
>
> ---
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>

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[Audyssey] Sod walkthrough

2014-05-12 Thread leo
Where can I find a walkthrough of Sod?  Thanks, Leo

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