That, and there would have to be more to a move than just a snazzy sound effect. I mean that in sighted games, there are moves like breaking an enemy's arm in Mortal Kombat, walking on your hands and so on. Then there are the fireballs, tornadoes, teleport to enemy kind of moves. All very cool, but mainly visual. I really don't think that we have found a way to truly take advantage of sound only gaming, although many get close.

I have had hearing problems for the last few years now--hearing loss, sound distortion, terrible ringing, and vertigo. Maybe some day I'll make a game where there are a few different sounds around you, spinning fast to represent vertigo. Also, they are muffled and distorted, and there are terrible ringing sounds in both ears. Your task will be to stop the spinning, (go too far and the sounds spin in the opposite direction,) cancel out the ringing, (go to far and different ringing sounds start up,) cancel out distortion. (Go too far and the sounds become distorted but a different kind of distortion.) Also, sounds are tinny, cancel it out--but then they would get muffled. Well, that's like my life, so I don't think I'd wanna play it, but maybe some strange person, (like the dude that actually wrote beep,) would write it. Lol!

,
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

----- Original Message ----- From: "Charles Rivard" <woofer...@sbcglobal.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, January 27, 2011 10:27 PM
Subject: Re: [Audyssey] Ideas for a game


These complex movements would have to use a lot of keystrokes or other means, wouldn't they? I've heard that some gamers complain about the number of keystrokes we have to learn to play some games like Lone Wolf and GTC. Looking at the user's manuals, it seems like a lot. I haven't had that problem once I got familiar with the games, but I think that others have.

---
Laughter is the best medicine, so look around, find a dose and take it to heart. ----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, January 27, 2011 9:13 PM
Subject: Re: [Audyssey] Ideas for a game


Hi,

Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but
side-scrollers can definitely be a lot more advanced as MOTA
demonstrates.  Beta 17 will introduce a lot more in terms of puzzle
solving, both virticle and horizontal movement, dodging attacks such
as flying arrows, ducking sword swings, and so on. There are a
surprising number of things you can do with a side-scroller to keep it
challenging and entertaining. Someone doesn't need to create  a
first-person style game to add traps, puzzles,  more complex levels,
and/or a more advanced combat system.

If I have one major criticism with most VI side-sscrollers is that
movement is usually restricted to the x axis with little to no use of
the y axis. In most mainstream games, even your walk along beat-m-ups,
there is some use of the y axis. For example, in Batman, the 1989 NES
beat-m-up game, there are walls Batman can use to jump over traps and
things like that. On the clocktower level Batman can use a wall to
help give him enough height and distance to leap over gears and things
in his way. In Double Dragon, another classic NES beat-m-up game,
there are ladders in the wharehouse level that allows you to get up to
platforms and things above the floor where there are thugs waiting to
pound you. I remember that level in particular, because I use to love
knocking Willy's gunes off the platforms to the concrete floor below.
So far we haven't seen any of this in an audio side-scroller, and
there is no reason not too.

The other major complaint is a lack of advanced combat systems. In
Double Dragon, for example, there was a number of moves like a snap
kick, reverse kick, and three or four different types of punches. In
addition to your own special moves you could duck, jump, and sometimes
block enemy attacks. It definitely wasn't as simple as enemy attacks
you attack. It was more free style and realistic than that.

Cheers!

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