Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-20 Thread Bryan Peterson
Why not both? Perhaps you could set it up so that the vampire could be 
harmed by the whip but not actually slain. So the player could use the whip 
to get the vampire near to death, so to speak, then the stake or whatever 
weapon could be a special weapon which alone had the power to actually 
finish the vampire off. It might be kinda like the battle with Gannon in the 
original Legend of Zelda. He could be harmed with the sword but not slain. 
Once he turned red the only way to finish him off was the silver arrow, 
otherwise he would heal. It took my brother months to figure that out.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 9:11 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
HInteresting suggestion. I guess the only question is how much 
like true Castlevania do we want to go with this remake. Personally I 
don't have a problem giving our hero a spear, stake, or some other special 
vampire weapon instead of a whip, but the whip is very classic 
Castlevania. Without the whip it would be missing a core element of the 
game.
As you pointed out yourself perhaps the best part of the whip is that you 
could upgrade it with a more powerful whip until you got the long chain 
whip. That was definitely one of the better weapons in the game, and gave 
you a lot of attack range and could dispatch monsters quickly. Although, 
as we both said killing Dracula with a chain whip is pretty unrealistic 
and strange. So using something else might be better story wise.



dark wrote:
Indeed tom,  I have a copy of the stories to both Super castlevania 
and original nes castlevania kicking around somewhere.


Sinse however you can't use either the Belmonts, the vampire killer whip 
or the castlvania name,  why not take the oppertunity to give your 
hero a more realistic vampire slaying weapon,  My suggestion would be 
a biblically significant spear,  but there are plenty of other things 
you could choose which would imho make more sense than the whip.


Btw, if I remember rightly the whip's actual material changed with power 
ups, it started as lether, then after the player collected five weapon 
hearts became chain and correspondingly more powerful,  and after 
another ten would become a long chain morning star with lots of reach.


beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-20 Thread Phil Vlasak

Hi Thomas,
How about a silver chain whip, or a chain whip with blessed wooden spikes.

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 11:11 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
HInteresting suggestion. I guess the only question is how much
like true Castlevania do we want to go with this remake. Personally I
don't have a problem giving our hero a spear, stake, or some other
special vampire weapon instead of a whip, but the whip is very classic
Castlevania. Without the whip it would be missing a core element of the
game.
As you pointed out yourself perhaps the best part of the whip is that
you could upgrade it with a more powerful whip until you got the long
chain whip. That was definitely one of the better weapons in the game,
and gave you a lot of attack range and could dispatch monsters quickly.
Although, as we both said killing Dracula with a chain whip is pretty
unrealistic and strange. So using something else might be better story 
wise.





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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread dark
Well tom, it is a weapon that's always confused me a litle,  hence my 
desire for a spear, and even more my desire for a spear with history.


the ability to be upgraded in game isn't limited to whip's though. following 
the same castlevania model you could start out with a short wooden spear, 
then get a metal spear, then a long metal pike for bigger range,  though 
you could always play even more with the idea.


suppose for instance, it was a holy spear which could both grow and extend 
your reach, and have it's tip transmute into harder and harder substances 
depending upon how many of a given power up,  like a crusifix you found.


it could start with Iron, move on to steel, move on to obsidian, silver (not 
realistically a good material for spear tips but has magical associations), 
obsidian and finally diamond.


there is also a more practical advantage. just like in super Castlevania 
you'd need different sounds for each level of whip, --- because obviously 
swinging leather and swinging chain sound vastly different.


A spear however,  whatever it's tip was made from and however long it's 
shaft, would probably sound pretty similar whatever happened,  all you'd 
need is for Sapi to speak how powered up your spear was as needed.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, November 20, 2009 4:11 AM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
HInteresting suggestion. I guess the only question is how much 
like true Castlevania do we want to go with this remake. Personally I 
don't have a problem giving our hero a spear, stake, or some other special 
vampire weapon instead of a whip, but the whip is very classic 
Castlevania. Without the whip it would be missing a core element of the 
game.
As you pointed out yourself perhaps the best part of the whip is that you 
could upgrade it with a more powerful whip until you got the long chain 
whip. That was definitely one of the better weapons in the game, and gave 
you a lot of attack range and could dispatch monsters quickly. Although, 
as we both said killing Dracula with a chain whip is pretty unrealistic 
and strange. So using something else might be better story wise.



dark wrote:
Indeed tom,  I have a copy of the stories to both Super castlevania 
and original nes castlevania kicking around somewhere.


Sinse however you can't use either the Belmonts, the vampire killer whip 
or the castlvania name,  why not take the oppertunity to give your 
hero a more realistic vampire slaying weapon,  My suggestion would be 
a biblically significant spear,  but there are plenty of other things 
you could choose which would imho make more sense than the whip.


Btw, if I remember rightly the whip's actual material changed with power 
ups, it started as lether, then after the player collected five weapon 
hearts became chain and correspondingly more powerful,  and after 
another ten would become a long chain morning star with lots of reach.


beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Thomas Ward

Hi Dark,
HInteresting suggestion. I guess the only question is how much 
like true Castlevania do we want to go with this remake. Personally I 
don't have a problem giving our hero a spear, stake, or some other 
special vampire weapon instead of a whip, but the whip is very classic 
Castlevania. Without the whip it would be missing a core element of the 
game.
As you pointed out yourself perhaps the best part of the whip is that 
you could upgrade it with a more powerful whip until you got the long 
chain whip. That was definitely one of the better weapons in the game, 
and gave you a lot of attack range and could dispatch monsters quickly. 
Although, as we both said killing Dracula with a chain whip is pretty 
unrealistic and strange. So using something else might be better story wise.



dark wrote:
Indeed tom,  I have a copy of the stories to both Super 
castlevania and original nes castlevania kicking around somewhere.


Sinse however you can't use either the Belmonts, the vampire killer 
whip or the castlvania name,  why not take the oppertunity to give 
your hero a more realistic vampire slaying weapon,  My suggestion 
would be a biblically significant spear,  but there are plenty of 
other things you could choose which would imho make more sense than 
the whip.


Btw, if I remember rightly the whip's actual material changed with 
power ups, it started as lether, then after the player collected five 
weapon hearts became chain and correspondingly more powerful,  and 
after another ten would become a long chain morning star with lots of 
reach.


beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread dark
Indeed tom,  I have a copy of the stories to both Super castlevania and 
original nes castlevania kicking around somewhere.


Sinse however you can't use either the Belmonts, the vampire killer whip or 
the castlvania name,  why not take the oppertunity to give your hero a 
more realistic vampire slaying weapon,  My suggestion would be a 
biblically significant spear,  but there are plenty of other things you 
could choose which would imho make more sense than the whip.


Btw, if I remember rightly the whip's actual material changed with power 
ups, it started as lether, then after the player collected five weapon 
hearts became chain and correspondingly more powerful,  and after 
another ten would become a long chain morning star with lots of reach.


beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, November 20, 2009 12:06 AM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
Yeah, I thought the blessed whip was a bit of a strange weapon too, but 
hey it's a game. Not everything has to make sense right?


Anyway,  I do recall from reading the little Castlevania story included 
with the game Simon Belmont's chosen weapon was a leather whip called the 
Vampire Killer. He enters Dracula's castle, Castlevania, in order to slay 
Dracula. Of course before he can do that he has to fight all kinds of 
monsters before he reaches Dracula.


I haven't sat down and thought much about the game's story, weapons, etc 
but for copyright reasons obviously it won't exactly be  the Castlevaniawe 
know. Many of the monsters will be the same, but I'll have a new hero, 
back story, music, and of course will draw my own level maps of the 
castle.


dark wrote:
funny tom, I'm actually replaying super castlevania on the snes at the 
moment myself (though currently I'm rather stuck on the 7th world,   
too many blasted axe knights!).


I do hope members of the community can provide some sufficiently 
atmospheric music to the game, sinse that's a Snes soundtrack which has 
always greatly impressed me with it's diversity.


One thing though, i did always think having a whip to kill vampires with 
was rather an odd weapon, - though i suspect it was included more for 
the gameplay mechanics of swinging on hooks and the like than realism.


Perhaps if your redoing a similar game you could give the main character 
a more logical weapon,  such as a magic holy spear.


there are afterall well known historical archetypes of holy spears which 
were said to have properties against the undead such as the spear King 
richard used during the crusades, the lances belonging to various angels, 
most especially the lance of loginus, and of course the spear which was 
used to wound christ upon the cross.


some people may find that objectionable in a game it is true,  
though personally I don't see it as any worse than a film such as raiders 
of the lost Arc or the Last crusade where Indiana Jones was trying to 
retrieve the holy graille.


Beware the Grue!

dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread dark
I know the weapon has always been a whip,  I've also got the Nes 
classics addition of original Castlevania for the gameboy advanced, so have 
seen it in the very first game.


Nevertheless, sinse tom cannot use either the name castlevania, the belmont 
family, or! the vampire killer whip (though that name might not be 
copywrited), why not make a virtue out of necessity and include a weapon 
with some decent, real world biblical significance.


beware the Grue!

dark.
- Original Message - 
From: "Ryan Strunk" 

To: "'Gamers Discussion list'" 
Sent: Thursday, November 19, 2009 11:39 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



The reason for the whip was that it was the chosen weapon of the Belmonts.
It was a blessed whip called the vampire killer. Even before games like
Super Castlevania where you could swing on things with it, it was a whip.
Not sure why, but I think separating the Belmont family from their trusty
whip would be a sad thing indeed.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, November 19, 2009 4:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9

funny tom, I'm actually replaying super castlevania on the snes at the
moment myself (though currently I'm rather stuck on the 7th world,   
too

many blasted axe knights!).

I do hope members of the community can provide some sufficiently 
atmospheric


music to the game, sinse that's a Snes soundtrack which has always greatly
impressed me with it's diversity.

One thing though, i did always think having a whip to kill vampires with 
was


rather an odd weapon, - though i suspect it was included more for the
gameplay mechanics of swinging on hooks and the like than realism.

Perhaps if your redoing a similar game you could give the main character a
more logical weapon,  such as a magic holy spear.

there are afterall well known historical archetypes of holy spears which
were said to have properties against the undead such as the spear King
richard used during the crusades, the lances belonging to various angels,
most especially the lance of loginus, and of course the spear which was 
used


to wound christ upon the cross.

some people may find that objectionable in a game it is true,  though
personally I don't see it as any worse than a film such as raiders of the
lost Arc or the Last crusade where Indiana Jones was trying to retrieve 
the

holy graille.

Beware the Grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 8:50 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
Yeah. As it happens I have plans to do a good audio Castlevania as soon 
as



I can get Mysteries of the Ancients completed. The main hangup is finding
high quality halloween and horror sounds to do the game justice. Plus I 
am


looking for some nice halloween theme music to give it that truly dark 
and



ominous feeling while exploring Dracula's castle. Part of me wanted to do
an FPS version, but I wouldn't mind doing a side-scroller version as the
original games were that way.
The best part of it is that all of the monsters are in the public domain.
So the only copyrights that really apply is the name --- which can easily
be changed --- and the music ---  which I don't really need.

dark wrote:

Hi tom.

sounds great,  though I'd probably have to annotate several faqs in
order to play it successfully.

Fighting real world monsters is always something I liked in the
castlevania games where bosses are the likes of Frankenstein's monster, 
a



mummy, a skeletal Horseman and of course Dracula's best friend,  the
Grim reaper.

Something like that in audio would be great indeed.

Beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Thomas Ward

Hi Dark,
Yeah, I thought the blessed whip was a bit of a strange weapon too, but 
hey it's a game. Not everything has to make sense right?


Anyway,  I do recall from reading the little Castlevania story included 
with the game Simon Belmont's chosen weapon was a leather whip called 
the Vampire Killer. He enters Dracula's castle, Castlevania, in order to 
slay Dracula. Of course before he can do that he has to fight all kinds 
of monsters before he reaches Dracula.


I haven't sat down and thought much about the game's story, weapons, etc 
but for copyright reasons obviously it won't exactly be  the 
Castlevaniawe know. Many of the monsters will be the same, but I'll have 
a new hero, back story, music, and of course will draw my own level maps 
of the castle.


dark wrote:
funny tom, I'm actually replaying super castlevania on the snes at the 
moment myself (though currently I'm rather stuck on the 7th world, 
 too many blasted axe knights!).


I do hope members of the community can provide some sufficiently 
atmospheric music to the game, sinse that's a Snes soundtrack which 
has always greatly impressed me with it's diversity.


One thing though, i did always think having a whip to kill vampires 
with was rather an odd weapon, - though i suspect it was included 
more for the gameplay mechanics of swinging on hooks and the like than 
realism.


Perhaps if your redoing a similar game you could give the main 
character a more logical weapon,  such as a magic holy spear.


there are afterall well known historical archetypes of holy spears 
which were said to have properties against the undead such as the 
spear King richard used during the crusades, the lances belonging to 
various angels, most especially the lance of loginus, and of course 
the spear which was used to wound christ upon the cross.


some people may find that objectionable in a game it is true,  
though personally I don't see it as any worse than a film such as 
raiders of the lost Arc or the Last crusade where Indiana Jones was 
trying to retrieve the holy graille.


Beware the Grue!

dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Ryan Strunk
The reason for the whip was that it was the chosen weapon of the Belmonts.
It was a blessed whip called the vampire killer. Even before games like
Super Castlevania where you could swing on things with it, it was a whip.
Not sure why, but I think separating the Belmont family from their trusty
whip would be a sad thing indeed.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, November 19, 2009 4:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9

funny tom, I'm actually replaying super castlevania on the snes at the 
moment myself (though currently I'm rather stuck on the 7th world,  too 
many blasted axe knights!).

I do hope members of the community can provide some sufficiently atmospheric

music to the game, sinse that's a Snes soundtrack which has always greatly 
impressed me with it's diversity.

One thing though, i did always think having a whip to kill vampires with was

rather an odd weapon, - though i suspect it was included more for the 
gameplay mechanics of swinging on hooks and the like than realism.

Perhaps if your redoing a similar game you could give the main character a 
more logical weapon,  such as a magic holy spear.

there are afterall well known historical archetypes of holy spears which 
were said to have properties against the undead such as the spear King 
richard used during the crusades, the lances belonging to various angels, 
most especially the lance of loginus, and of course the spear which was used

to wound christ upon the cross.

some people may find that objectionable in a game it is true,  though 
personally I don't see it as any worse than a film such as raiders of the 
lost Arc or the Last crusade where Indiana Jones was trying to retrieve the 
holy graille.

Beware the Grue!

dark.
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 8:50 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9


> Hi Dark,
> Yeah. As it happens I have plans to do a good audio Castlevania as soon as

> I can get Mysteries of the Ancients completed. The main hangup is finding 
> high quality halloween and horror sounds to do the game justice. Plus I am

> looking for some nice halloween theme music to give it that truly dark and

> ominous feeling while exploring Dracula's castle. Part of me wanted to do 
> an FPS version, but I wouldn't mind doing a side-scroller version as the 
> original games were that way.
> The best part of it is that all of the monsters are in the public domain. 
> So the only copyrights that really apply is the name --- which can easily 
> be changed --- and the music ---  which I don't really need.
>
> dark wrote:
>> Hi tom.
>>
>> sounds great,  though I'd probably have to annotate several faqs in 
>> order to play it successfully.
>>
>> Fighting real world monsters is always something I liked in the 
>> castlevania games where bosses are the likes of Frankenstein's monster, a

>> mummy, a skeletal Horseman and of course Dracula's best friend,  the 
>> Grim reaper.
>>
>> Something like that in audio would be great indeed.
>>
>> Beware the grue!
>>
>> Dark.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> list,
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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread dark
funny tom, I'm actually replaying super castlevania on the snes at the 
moment myself (though currently I'm rather stuck on the 7th world,  too 
many blasted axe knights!).


I do hope members of the community can provide some sufficiently atmospheric 
music to the game, sinse that's a Snes soundtrack which has always greatly 
impressed me with it's diversity.


One thing though, i did always think having a whip to kill vampires with was 
rather an odd weapon, - though i suspect it was included more for the 
gameplay mechanics of swinging on hooks and the like than realism.


Perhaps if your redoing a similar game you could give the main character a 
more logical weapon,  such as a magic holy spear.


there are afterall well known historical archetypes of holy spears which 
were said to have properties against the undead such as the spear King 
richard used during the crusades, the lances belonging to various angels, 
most especially the lance of loginus, and of course the spear which was used 
to wound christ upon the cross.


some people may find that objectionable in a game it is true,  though 
personally I don't see it as any worse than a film such as raiders of the 
lost Arc or the Last crusade where Indiana Jones was trying to retrieve the 
holy graille.


Beware the Grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 8:50 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
Yeah. As it happens I have plans to do a good audio Castlevania as soon as 
I can get Mysteries of the Ancients completed. The main hangup is finding 
high quality halloween and horror sounds to do the game justice. Plus I am 
looking for some nice halloween theme music to give it that truly dark and 
ominous feeling while exploring Dracula's castle. Part of me wanted to do 
an FPS version, but I wouldn't mind doing a side-scroller version as the 
original games were that way.
The best part of it is that all of the monsters are in the public domain. 
So the only copyrights that really apply is the name --- which can easily 
be changed --- and the music ---  which I don't really need.


dark wrote:

Hi tom.

sounds great,  though I'd probably have to annotate several faqs in 
order to play it successfully.


Fighting real world monsters is always something I liked in the 
castlevania games where bosses are the likes of Frankenstein's monster, a 
mummy, a skeletal Horseman and of course Dracula's best friend,  the 
Grim reaper.


Something like that in audio would be great indeed.

Beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Bryan Peterson
Well I'd offer my theremin to the project but as yet I'm not that good. But 
some good theremin music or at least a theremin part in some of the tracks 
might fit in quite well with such a game.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 1:50 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
Yeah. As it happens I have plans to do a good audio Castlevania as soon as 
I can get Mysteries of the Ancients completed. The main hangup is finding 
high quality halloween and horror sounds to do the game justice. Plus I am 
looking for some nice halloween theme music to give it that truly dark and 
ominous feeling while exploring Dracula's castle. Part of me wanted to do 
an FPS version, but I wouldn't mind doing a side-scroller version as the 
original games were that way.
The best part of it is that all of the monsters are in the public domain. 
So the only copyrights that really apply is the name --- which can easily 
be changed --- and the music ---  which I don't really need.


dark wrote:

Hi tom.

sounds great,  though I'd probably have to annotate several faqs in 
order to play it successfully.


Fighting real world monsters is always something I liked in the 
castlevania games where bosses are the likes of Frankenstein's monster, a 
mummy, a skeletal Horseman and of course Dracula's best friend,  the 
Grim reaper.


Something like that in audio would be great indeed.

Beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Thomas Ward

Hi Dark,
Yeah. As it happens I have plans to do a good audio Castlevania as soon 
as I can get Mysteries of the Ancients completed. The main hangup is 
finding high quality halloween and horror sounds to do the game justice. 
Plus I am looking for some nice halloween theme music to give it that 
truly dark and ominous feeling while exploring Dracula's castle. Part of 
me wanted to do an FPS version, but I wouldn't mind doing a 
side-scroller version as the original games were that way.
The best part of it is that all of the monsters are in the public 
domain. So the only copyrights that really apply is the name --- which 
can easily be changed --- and the music ---  which I don't really need.


dark wrote:

Hi tom.

sounds great,  though I'd probably have to annotate several faqs 
in order to play it successfully.


Fighting real world monsters is always something I liked in the 
castlevania games where bosses are the likes of Frankenstein's 
monster, a mummy, a skeletal Horseman and of course Dracula's best 
friend,  the Grim reaper.


Something like that in audio would be great indeed.

Beware the grue!

Dark.



---
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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread dark

Hi tom.

sounds great,  though I'd probably have to annotate several faqs in 
order to play it successfully.


Fighting real world monsters is always something I liked in the castlevania 
games where bosses are the likes of Frankenstein's monster, a mummy, a 
skeletal Horseman and of course Dracula's best friend,  the Grim reaper.


Something like that in audio would be great indeed.

Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 4:16 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
Yeah, Battle of Olympus was full of ancient Greek mythology, and had 
plenty of mythical creatures to beat on your way to Hades. Just off the 
top of my head some of the enemy bosses were the Hydra, Centaur, Cyclops, 
Minotaur, siren, Lamia, and Cerberus.
The cool thing was once you killed them all guess what happened. Well, 
when you finally made it to Hades to fight the big  man himself you had to 
fight all of the monsters you killed in the game first. Lol!
Although, it was marketed as a side-scroller in many ways that counted the 
game was more like an early roll playing game. You had to enter your 
heroes name plus the way the game world was laid  out you unlocked certain 
levels by completing certain adventures or finding certain items. In other 
words it was not your typical linear side-scroller, but was played in the 
order in which you completed adventures. For that reason alone it was 
pretty unique for an early NES game.



dark wrote:
wow tom! the game got as far into mythos as having hades helmet of 
darkness? --- I'm greatly impressed and quite sorry i've never had the 
chance to play it.


Adventure island sounds a bit like an old amiga title called Chuck rock, 
in which you played a cave man trying to rescue his wife from the evil 
Garry gritter,  another cave man!



sound effects and in game text were hilarious,  as were many of the 
bosses including a tiger which literally turned you white with fear when 
it growled, - and a T Rex with boxing gloves.


You also defeated enemies by bouncing them with your belly, --- which was 
unique indeed!


obviously, another point of the game was picking up, carrying and 
chucking rocks,  sometimes using them to solve various puzles 
involving steps and ledges.


there was a sequal, chuck rock II which had you playing as Chuck junior 
trying to rescue his dad from Garry Gritter's brother,   evil brick 
jagger!


Being bought out far later on the amiga, it was a much more advanced game 
with far better music sounds and graphics, and a more intricate system of 
attacks involving a club.


you could also ride various dinosaurs and other creatures in that game 
too,  including a mountain goat at one stage which jumped really high 
and didn't slip on ice.


these sorts of comparatively symple,  but vertically complex games in 
audio would be very nice to see,  -especially if they could have such 
a great system as the battle for olympus you mention.


Beware the grue!

Dark.

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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Bryan Peterson
Yeah. I personally really liked a lot of the music, but the music for 
Tartarus and the battle with Hades was pretty disappointing. I don't even 
know if he actually did anything to attack you. I found a series of videos 
on YOutube where someone played the game all the way through. It was pretty 
cool to listen to that.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 9:51 AM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Bryan,
Yeah, in terms of actual game play the battle with Hades was a major 
disappointment. After you collected all of the special items from the 
various gods and goddesses you were more powerful than Hades when it came 
to actual firepower and speed. The hardest part of the battle was 
defeating his invisibility helmet and once you did that he was a push 
over. A few  hits from the divine sword and he dropped dead freeing the 
soul of your girl friend from Tartarus.
All the same, though, the game was pretty fun. I liked it for its 
mythology and plotline more than the game play itself. Several of the 
battles were major letdowns in terms of difficulty, but were made up for 
in story content and plotline.




Bryan Peterson wrote:
Battle of Olympus? Wow I should have been keeping up better with this 
particular thread. I loved that game. In fact my mom, who used to hate 
video games with a passion, often used to devote at least a few hours of 
each evening to that game after I got home from school, sometimes before 
or after dinner. But we never completed it. We got as far as getting the 
third Fragment of Love (although I do believe we missed the second 
because my mom couldn't remember how or where to use the Crystal Eye). 
That and we never got the Sword of Hephaestos (AKA the Divine Sword), 
since we could never find his temple. So we never did get to Tartarus to 
fight Hades. As I understand it though that fight was rather 
anticlimactic. But I'd love to see a game based on that in audio form. 
That and my all-time favorite NES game, StarTropics.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Thomas Ward

Hi Bryan,
Yeah, in terms of actual game play the battle with Hades was a major 
disappointment. After you collected all of the special items from the 
various gods and goddesses you were more powerful than Hades when it 
came to actual firepower and speed. The hardest part of the battle was 
defeating his invisibility helmet and once you did that he was a push 
over. A few  hits from the divine sword and he dropped dead freeing the 
soul of your girl friend from Tartarus.
All the same, though, the game was pretty fun. I liked it for its 
mythology and plotline more than the game play itself. Several of the 
battles were major letdowns in terms of difficulty, but were made up for 
in story content and plotline.




Bryan Peterson wrote:
Battle of Olympus? Wow I should have been keeping up better with this 
particular thread. I loved that game. In fact my mom, who used to hate 
video games with a passion, often used to devote at least a few hours 
of each evening to that game after I got home from school, sometimes 
before or after dinner. But we never completed it. We got as far as 
getting the third Fragment of Love (although I do believe we missed 
the second because my mom couldn't remember how or where to use the 
Crystal Eye). That and we never got the Sword of Hephaestos (AKA the 
Divine Sword), since we could never find his temple. So we never did 
get to Tartarus to fight Hades. As I understand it though that fight 
was rather anticlimactic. But I'd love to see a game based on that in 
audio form. That and my all-time favorite NES game, StarTropics.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Bryan Peterson
Battle of Olympus? Wow I should have been keeping up better with this 
particular thread. I loved that game. In fact my mom, who used to hate video 
games with a passion, often used to devote at least a few hours of each 
evening to that game after I got home from school, sometimes before or after 
dinner. But we never completed it. We got as far as getting the third 
Fragment of Love (although I do believe we missed the second because my mom 
couldn't remember how or where to use the Crystal Eye). That and we never 
got the Sword of Hephaestos (AKA the Divine Sword), since we could never 
find his temple. So we never did get to Tartarus to fight Hades. As I 
understand it though that fight was rather anticlimactic. But I'd love to 
see a game based on that in audio form. That and my all-time favorite NES 
game, StarTropics.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, November 19, 2009 9:16 AM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
Yeah, Battle of Olympus was full of ancient Greek mythology, and had 
plenty of mythical creatures to beat on your way to Hades. Just off the 
top of my head some of the enemy bosses were the Hydra, Centaur, Cyclops, 
Minotaur, siren, Lamia, and Cerberus.
The cool thing was once you killed them all guess what happened. Well, 
when you finally made it to Hades to fight the big  man himself you had to 
fight all of the monsters you killed in the game first. Lol!
Although, it was marketed as a side-scroller in many ways that counted the 
game was more like an early roll playing game. You had to enter your 
heroes name plus the way the game world was laid  out you unlocked certain 
levels by completing certain adventures or finding certain items. In other 
words it was not your typical linear side-scroller, but was played in the 
order in which you completed adventures. For that reason alone it was 
pretty unique for an early NES game.



dark wrote:
wow tom! the game got as far into mythos as having hades helmet of 
darkness? --- I'm greatly impressed and quite sorry i've never had the 
chance to play it.


Adventure island sounds a bit like an old amiga title called Chuck rock, 
in which you played a cave man trying to rescue his wife from the evil 
Garry gritter,  another cave man!



sound effects and in game text were hilarious,  as were many of the 
bosses including a tiger which literally turned you white with fear when 
it growled, - and a T Rex with boxing gloves.


You also defeated enemies by bouncing them with your belly, --- which was 
unique indeed!


obviously, another point of the game was picking up, carrying and 
chucking rocks,  sometimes using them to solve various puzles 
involving steps and ledges.


there was a sequal, chuck rock II which had you playing as Chuck junior 
trying to rescue his dad from Garry Gritter's brother,   evil brick 
jagger!


Being bought out far later on the amiga, it was a much more advanced game 
with far better music sounds and graphics, and a more intricate system of 
attacks involving a club.


you could also ride various dinosaurs and other creatures in that game 
too,  including a mountain goat at one stage which jumped really high 
and didn't slip on ice.


these sorts of comparatively symple,  but vertically complex games in 
audio would be very nice to see,  -especially if they could have such 
a great system as the battle for olympus you mention.


Beware the grue!

Dark.

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http://www.mai

Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-19 Thread Thomas Ward

Hi Dark,
Yeah, Battle of Olympus was full of ancient Greek mythology, and had 
plenty of mythical creatures to beat on your way to Hades. Just off the 
top of my head some of the enemy bosses were the Hydra, Centaur, 
Cyclops, Minotaur, siren, Lamia, and Cerberus.
The cool thing was once you killed them all guess what happened. Well, 
when you finally made it to Hades to fight the big  man himself you had 
to fight all of the monsters you killed in the game first. Lol!
Although, it was marketed as a side-scroller in many ways that counted 
the game was more like an early roll playing game. You had to enter your 
heroes name plus the way the game world was laid  out you unlocked 
certain levels by completing certain adventures or finding certain 
items. In other words it was not your typical linear side-scroller, but 
was played in the order in which you completed adventures. For that 
reason alone it was pretty unique for an early NES game.



dark wrote:
wow tom! the game got as far into mythos as having hades helmet of 
darkness? --- I'm greatly impressed and quite sorry i've never had the 
chance to play it.


Adventure island sounds a bit like an old amiga title called Chuck 
rock, in which you played a cave man trying to rescue his wife from 
the evil Garry gritter,  another cave man!



sound effects and in game text were hilarious,  as were many of 
the bosses including a tiger which literally turned you white with 
fear when it growled, - and a T Rex with boxing gloves.


You also defeated enemies by bouncing them with your belly, --- which 
was unique indeed!


obviously, another point of the game was picking up, carrying and 
chucking rocks,  sometimes using them to solve various puzles 
involving steps and ledges.


there was a sequal, chuck rock II which had you playing as Chuck 
junior trying to rescue his dad from Garry Gritter's brother,   
evil brick jagger!


Being bought out far later on the amiga, it was a much more advanced 
game with far better music sounds and graphics, and a more intricate 
system of attacks involving a club.


you could also ride various dinosaurs and other creatures in that game 
too,  including a mountain goat at one stage which jumped really 
high and didn't slip on ice.


these sorts of comparatively symple,  but vertically complex games 
in audio would be very nice to see,  -especially if they could 
have such a great system as the battle for olympus you mention.


Beware the grue!

Dark.

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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread dark
wow tom! the game got as far into mythos as having hades helmet of 
darkness? --- I'm greatly impressed and quite sorry i've never had the 
chance to play it.


Adventure island sounds a bit like an old amiga title called Chuck rock, in 
which you played a cave man trying to rescue his wife from the evil Garry 
gritter,  another cave man!



sound effects and in game text were hilarious,  as were many of the 
bosses including a tiger which literally turned you white with fear when it 
growled, - and a T Rex with boxing gloves.


You also defeated enemies by bouncing them with your belly, --- which was 
unique indeed!


obviously, another point of the game was picking up, carrying and chucking 
rocks,  sometimes using them to solve various puzles involving steps and 
ledges.


there was a sequal, chuck rock II which had you playing as Chuck junior 
trying to rescue his dad from Garry Gritter's brother,   evil brick 
jagger!


Being bought out far later on the amiga, it was a much more advanced game 
with far better music sounds and graphics, and a more intricate system of 
attacks involving a club.


you could also ride various dinosaurs and other creatures in that game 
too,  including a mountain goat at one stage which jumped really high 
and didn't slip on ice.


these sorts of comparatively symple,  but vertically complex games in 
audio would be very nice to see,  -especially if they could have such a 
great system as the battle for olympus you mention.


Beware the grue!

Dark. 



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread Ryan Strunk
That's what was throwing me off. I have heard of the Amiga several times.
Thought the amigar might be something different.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jason Allen
Sent: Wednesday, November 18, 2009 4:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9

It's just spelled phonetically in Dark's message. It's the Amiga. In the
golden age of computers, it was one of the best examples around for games.

Jason
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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread Thomas Ward

Hi Dark,
Well Adventure Island was a cool series of games that were out in the 
80's about this islander or cave man who went from island to island 
killing enemy creatures and gathering up fruit. Along the way he could 
ride various dinosaurs which would help him with his quest. Let's say 
there was a very large pit you couldn't jump across if you had gotten 
the bonus for the pterodactyl
you could ride a pterodactyl over the pit thus avoiding that trap. It 
was a very cool game for me as a kid.
Another game I'd love to see rendered in audio is Battle of Olympus. In 
that game you play the part of a warrior who is trying to rescue his 
girl friend from Hades who plays the enemy boss in this adventure. 
However, before you can fight Hades you must do various favors for the 
other Olympian gods and goddesses who will reward you with some special 
item such as Athena's shield, Hermes sandles, Ares bracelets, the sword of
Artemis, and so on. When you get done you have a little of each of their 
power and have to face Hades down in his thrown room. It was especially 
fun frying him with
Zeus's thunderbolts as it was really the only way to make him visible 
and counteract the power of his invisible helmet. Given my love for 
history and mythology it is no wonder that game was one of my favorites 
as a kid.


dark wrote:
Well I don't know adventure island,  the nes never really took off 
in England, so I've only ever played nes titles in collections on 
other machines,  but audio Contra, Castlevania or Turrican would 
be great.


Turrican is an absolute favourite game series of mine, sinse it has 
such a simple principle,  collect one of the four weapons, blast 
enemies and bosses, try to find the exit,  no saving, no puzles or 
locked doors, just you, your main gun and a few sub weapons and lots 
of nasty robots. Yet it has hours of replayability owing to the truly 
huge level size and the amount of extra lives and extra weapon power 
ups hidden all over the place,  which also serve to reward the 
player for exploration.


Turrican was in concept a mix of Contra and Metroid,  large 
exploration style mazes (you even have the ability to turn into a 
wheel and roll along the ground), and Contra,  many enemies on 
screen at once and a number of big weapons to choose,  no complex 
equipping structure, just a number of lives and levels to complete.


Something like that in audio would be fantastic!

Beware the grue!

Dark.


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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread Jason Allen
It's just spelled phonetically in Dark's message. It's the Amiga. In the
golden age of computers, it was one of the best examples around for games.

Jason
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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread dark

Hi Ryan.

Probably why you can't find it systems wise is because the amigar wasn't a 
games system,  it was a computer produced by Comador,  who previous 
to producing the amigar produced the famous Comador 64 (which you may have 
heard of).


I can't say how good or not the amigar was programming wise, - even the 
most advanced model, the a1200 only had i believe 1200 K of ram.


It was however supremely good for games, and as well as having many of it's 
own titles,  the amazingly gorey beat em up/rpg moonstone (which had 
blood controversy and was actually banned in Germany several years before 
Mortal combat had ever been heard of), Graphic adventures like Secret of 
monkey island, the huge puzle game emerald mine,  which had literally 
fifty thousand user created levels, some fantastic platformers,  most 
notably the original versions of turrican featuring truly fantastic award 
winning soundtracks, (which I'd stil say are fantastic even today), pluss 
versions of some late 80's and very early 90's games like James pond 1 and 
2, robocop, Golden axe and even mortal combat, which were superior to 
console versions like the Mega drive (genesis).


also, as it was a computer using floppy disks, developement tools were 
entirely accessible, and hobby programmers would distribute their own 
created games on a very regular basis,  we used to get public domain 
magazines with attached game disks literally once a fortnight.


some of the pd games were amazing too,  such as one title called "war" 
which was a mix of basic resource management stratogy and real time shoot em 
up spaceship combat.


I'm not sure if it ever had any workable synths,  sinse I couldn't even 
type when we owned one, and for myself could only play games (as now), which 
didn't have too much text.


Stil, it was a fantastic machine with some great games, easily the most 
powerful of the 80's computers like the bbc micro and amstrad cpc, which are 
stil well remembered today.


Just look up turrican or moonstone in Wikipedia for details (I've often 
thought Moonstone would be a fantastic audio game).


Hope this answers your question.

Beware the grue!

Dark.


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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread Bryan Peterson

That was a computer.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Ryan Strunk" 

To: "'Gamers Discussion list'" 
Sent: Wednesday, November 18, 2009 7:02 AM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hey Luke,

I consider myself to be pretty well-versed in the systems going back to 
the

early eighties. For the life of me, though, I can't find a thing about
something called an amigar. Even a Google search fails to turn anything 
up.
Is this some obscure system that was only released in Europe that I 
perhaps

haven't heard of?

Just curious,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, November 18, 2009 2:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9

I agree tom,  though the Amigar original turrican is always the first
version as far as I'm concerned (superturrican for Snes was actually
developed after turrican 3 came out for the Amigar, and uses quite a few
turrican 3 specific features).

This is eactly what I mean about wanting more audio side scrollers.

Btw Tom,  I'm not sure if it's the mail program your using or 
what, 


but it seems to have the message your replying to at the top with what you
right at the bottom, - rather than the other way round which is more
standard.

If you could look at your mail program to fix this, it'd make what you say
easier to read sinse it wouldn't be necessary to scroll through what your
replying to,   and I freely admit, I do woffle on far too much ;D.

Beware the Grue!

Dark.


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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread lirin


Oh, sorry. This is My thunderbird. Now shoult be OK.


To the old computers etc, i remember my old c64, oh fantastic times. 
Ooops, little offtopic:P


Cheers

Tom

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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread Ryan Strunk
Hey Luke,

I consider myself to be pretty well-versed in the systems going back to the
early eighties. For the life of me, though, I can't find a thing about
something called an amigar. Even a Google search fails to turn anything up.
Is this some obscure system that was only released in Europe that I perhaps
haven't heard of?

Just curious,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, November 18, 2009 2:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9

I agree tom,  though the Amigar original turrican is always the first 
version as far as I'm concerned (superturrican for Snes was actually 
developed after turrican 3 came out for the Amigar, and uses quite a few 
turrican 3 specific features).

This is eactly what I mean about wanting more audio side scrollers.

Btw Tom,  I'm not sure if it's the mail program your using or what, 

but it seems to have the message your replying to at the top with what you 
right at the bottom, - rather than the other way round which is more 
standard.

If you could look at your mail program to fix this, it'd make what you say 
easier to read sinse it wouldn't be necessary to scroll through what your 
replying to,   and I freely admit, I do woffle on far too much ;D.

Beware the Grue!

Dark. 


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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread dark
I agree tom,  though the Amigar original turrican is always the first 
version as far as I'm concerned (superturrican for Snes was actually 
developed after turrican 3 came out for the Amigar, and uses quite a few 
turrican 3 specific features).


This is eactly what I mean about wanting more audio side scrollers.

Btw Tom,  I'm not sure if it's the mail program your using or what,   
but it seems to have the message your replying to at the top with what you 
right at the bottom, - rather than the other way round which is more 
standard.


If you could look at your mail program to fix this, it'd make what you say 
easier to read sinse it wouldn't be necessary to scroll through what your 
replying to,   and I freely admit, I do woffle on far too much ;D.


Beware the Grue!

Dark. 



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-18 Thread lirin

dark pisze:
Well I don't know adventure island,  the nes never really took off 
in England, so I've only ever played nes titles in collections on 
other machines,  but audio Contra, Castlevania or Turrican would 
be great.


Turrican is an absolute favourite game series of mine, sinse it has 
such a simple principle,  collect one of the four weapons, blast 
enemies and bosses, try to find the exit,  no saving, no puzles or 
locked doors, just you, your main gun and a few sub weapons and lots 
of nasty robots. Yet it has hours of replayability owing to the truly 
huge level size and the amount of extra lives and extra weapon power 
ups hidden all over the place,  which also serve to reward the 
player for exploration.


Turrican was in concept a mix of Contra and Metroid,  large 
exploration style mazes (you even have the ability to turn into a 
wheel and roll along the ground), and Contra,  many enemies on 
screen at once and a number of big weapons to choose,  no complex 
equipping structure, just a number of lives and levels to complete.


Something like that in audio would be fantastic!

Beware the grue!

Dark.


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Oh yeah dark, i remember turrican for super nes. I was playing many 
games from this console, and turrican is very great. I remember many, 
many tittles for snes, wich i love, turrican, demon's crest, castlevania 
etc etc.


Some of these old tittles in audio  will be nice idea, But maybe it's my 
personal opinion, cause i am big fan of 8-bit games, music, etc.


Cheers

Tom

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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-17 Thread dark
Well I don't know adventure island,  the nes never really took off in 
England, so I've only ever played nes titles in collections on other 
machines,  but audio Contra, Castlevania or Turrican would be great.


Turrican is an absolute favourite game series of mine, sinse it has such a 
simple principle,  collect one of the four weapons, blast enemies and 
bosses, try to find the exit,  no saving, no puzles or locked doors, 
just you, your main gun and a few sub weapons and lots of nasty robots. Yet 
it has hours of replayability owing to the truly huge level size and the 
amount of extra lives and extra weapon power ups hidden all over the 
place,  which also serve to reward the player for exploration.


Turrican was in concept a mix of Contra and Metroid,  large exploration 
style mazes (you even have the ability to turn into a wheel and roll along 
the ground), and Contra,  many enemies on screen at once and a number of 
big weapons to choose,  no complex equipping structure, just a number of 
lives and levels to complete.


Something like that in audio would be fantastic!

Beware the grue!

Dark.


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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-17 Thread Thomas Ward

Hi Dark,
Yeah, I know. I realise that Mysteries of the Ancients is unique amung 
audio games, and that's the primary reason I decided to listen to the 
customers and keep it as is. As you said there aren't any 90's style 
side-scrollers out there for audio gamers. Of the four existing 
side-scrollers Hunter, Q9, Super Liam, and Tarzan Junior, they all are 
more or less classic side-scrollers. Mysteries of he Ancients is 
definitely going to change that when released, and be a very unique 
product for blind gamers for sure.
As you said there are a number of classic mainstream side-scrollers I 
could do that wouldn't be as complex is Mysteries of he Ancients, but 
would be more complex than Q9 by far. One such game would be Adventure 
Island which would be a pretty cool game to convert to audio. Another 
game I wouldn't mind seeing is Contra. Then, of course, there is 
Castlevania, Megaman, Donkey Kong, etc. There are so many to choose 
from, and I could make a career out of reproducing clasic side-scrollers 
alone. Thing is all of them would be unique in their own way.


Cheers!


dark wrote:

Well Tom,

As I said before, while myself and others can make suggestions or 
recommendations,  it's stil your decision.


Would a symple left to right side scroller with few enemies,  the 
original double dragon only had 5 and the last boss, be such a bad thing?


As Q9 has proved,  clearly not when done well, with it's great 
sounds, good mechanics and number of environments.


that being said, Q9 is the 3rd such game we have,  the first two 
being Tarzan Jr and superliam, - you could possibly also count 
treasuremania from lighttech as well.


Would it be so terrible to have another game in this style? no.

I personally was happy with original Montizumas revenge as it was, 
  heck, I've stil got the last beta on my computer.


We however have no 90s style side scrollers, with fully targitable and 
interesting weapons, puzle and exploration features, - or indeed 
any vertical movement at all.


to be brutally honest, even original Mega man is a more complex game 
than Q9 is. Six different starting stages each with unique enemies and 
a boss, six different weapons to collect pluss the default weapon, 
 unique hazards in each world such as the disappearing/reappearing 
blocks in ice man's stage, the electric bariers in Elec man's stage 
and the moving mine carts in guts man's stage,  not to mention a 
further five stages in Doctor Wily's castle, which are similarly 
unique (though shorter than the original six).


though created in 1986, I'd stil say the first mega man game is more 
complex than anything seen in audio 2D thus far.


The game that has the potential to change this is tomb hunter in it's 
current state of developement,  which is why it is such a valuable 
project.


This isn't intended as bashing Q9,  i think it's a very well made 
game, just noting type and genre considderations.


Then, there is the vertical movement question. this is something I was 
truly excited about in Montizumas revenge, and a real inervation even 
when you were intending a more basic style game.


No audio 2D game really has explored the vertical plane much at all. 
all,  even in as simple a way as original marrio brothers did.


Considder, original mario scrolls from left to right and not 
vertically,  but how much vertical movement does marrio himself do?


How much jumping from ledge to ledge upwards, avoiding hazards from 
above, attacking monsters from below etc.


Considder even the basic layout of the marrio brothers end of each 
level with the stair case rising up which you can take a running leap 
off to try and hit the top of the flag pole.


I've always contended that,  despite the obvious need to keep the 
players' focus,  the "view" if you don't mind the term, 
abswolutely next to the character in audio, as compared to a graphical 
side scroller like mario where you can have a tiny character on a 
screen many times larger.


Stil, if audio navigation is good enough, --- it should be just as 
possible to show a 2D vertical plane around the character in audio as 
it is to show a 3D environment.


So even if you did decide next to create audio castle vania,  so 
long as the vertical movement was there, --- I'd say you were stil 
doing something pretty inervative.


Just to repeat, this is not a bash of Q9 at all, --- I've bought the 
game and enjoy it a lot!


Beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-17 Thread dark

Well Tom,

As I said before, while myself and others can make suggestions or 
recommendations,  it's stil your decision.


Would a symple left to right side scroller with few enemies,  the 
original double dragon only had 5 and the last boss, be such a bad thing?


As Q9 has proved,  clearly not when done well, with it's great sounds, 
good mechanics and number of environments.


that being said, Q9 is the 3rd such game we have,  the first two being 
Tarzan Jr and superliam, - you could possibly also count treasuremania 
from lighttech as well.


Would it be so terrible to have another game in this style? no.

I personally was happy with original Montizumas revenge as it was,   
heck, I've stil got the last beta on my computer.


We however have no 90s style side scrollers, with fully targitable and 
interesting weapons, puzle and exploration features, - or indeed any 
vertical movement at all.


to be brutally honest, even original Mega man is a more complex game than Q9 
is. Six different starting stages each with unique enemies and a boss, six 
different weapons to collect pluss the default weapon,  unique hazards 
in each world such as the disappearing/reappearing blocks in ice man's 
stage, the electric bariers in Elec man's stage and the moving mine carts in 
guts man's stage,  not to mention a further five stages in Doctor Wily's 
castle, which are similarly unique (though shorter than the original six).


though created in 1986, I'd stil say the first mega man game is more complex 
than anything seen in audio 2D thus far.


The game that has the potential to change this is tomb hunter in it's 
current state of developement,  which is why it is such a valuable 
project.


This isn't intended as bashing Q9,  i think it's a very well made game, 
just noting type and genre considderations.


Then, there is the vertical movement question. this is something I was truly 
excited about in Montizumas revenge, and a real inervation even when you 
were intending a more basic style game.


No audio 2D game really has explored the vertical plane much at all. 
all,  even in as simple a way as original marrio brothers did.


Considder, original mario scrolls from left to right and not 
vertically,  but how much vertical movement does marrio himself do?


How much jumping from ledge to ledge upwards, avoiding hazards from above, 
attacking monsters from below etc.


Considder even the basic layout of the marrio brothers end of each level 
with the stair case rising up which you can take a running leap off to try 
and hit the top of the flag pole.


I've always contended that,  despite the obvious need to keep the 
players' focus,  the "view" if you don't mind the term, abswolutely next 
to the character in audio, as compared to a graphical side scroller like 
mario where you can have a tiny character on a screen many times larger.


Stil, if audio navigation is good enough, --- it should be just as possible 
to show a 2D vertical plane around the character in audio as it is to show a 
3D environment.


So even if you did decide next to create audio castle vania,  so long as 
the vertical movement was there, --- I'd say you were stil doing something 
pretty inervative.


Just to repeat, this is not a bash of Q9 at all, --- I've bought the game 
and enjoy it a lot!


Beware the grue!

Dark.


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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-17 Thread Thomas Ward

Hi Dark,
Yeah, I know. Although as a developer I am often motivated or inspired 
by someone else's work, and the desire is to put what inspires me into 
my own projects. This is happening to me right now with the release of 
Q9. Since Q9 came out a couple of days ago I realised something about 
myself I hadn't thought much about before.
In 2006 I took over Montezuma's Revenge primarily because I wanted to 
see that game be completed, and the fact like many others I had already 
invested money into it while it was on pre-order status. As a result as 
soon as I took the game over I wanted to make as close to an original 
clone as possible, but my customers had other ideas. I became very 
frustrated and down right sstressed out over the fact I was being 
bombarded with suggestions to add save game features, random enemies, 
random items, change this or that, to the point I was no longer creating 
Montezuma's Revenge, but a completely differen game than the one I was 
suppose to create. Although, fortunately the last betas were close enough.
At any rate after my copyright infringement issue I was going to make 
Mysteries of the Ancients a similar type of side-scroller. However, once 
again end user suggestions came in, and I basically updated, changed, 
and modified the game to the point it was no longer what I had intended 
to create. I've never been completely satisfied with the game for that 
reason.
When Q9 came out I realised what it is about Mysteries of the Ancients I 
don't like. I guess I want something more classic like Montezuma's 
Revenge, Pitfall, etc and I've never been allowed to do that. End users 
clearly wanted something more like the current game, and I felt by not 
adding those changes the game would not be very marketable or I would 
continue to get nagged over these feature requests.
Now, that I've seen the reactions of the gamers regarding Q9 I do think 
that someday I could create a side-scroller like Montezuma's Revenge, 
Pitfall, Double Dragon, Castlevania, whatever and make it marketable. 
There aren't really any truly arcade based side-scrollers out there like 
Pitfall besides Q9, and there is room for more games where that came from.


Smile.

dark wrote:

I deffinately understand that Tom.

My friend during his masters in I/t was actually required to program 
several games as exercises, including pingpong and the 23 sticks game.


I completely understand when developers have to do this sort of thing 
as practice,  that's whyy i try to be encouraging with feedback of 
such things.


At the same time though, finding ways to make that type of game 
interesting isn't hard.


Take Lighttech interactive for example. Their first two games were a 
guess the number game, and the turn based horse racing game,  both 
of which are symple, but were produced for them to get the idea of how 
things worked.


Nevertheless, they tried to make the games appealing, as well as being 
exercises, including interesting sounds, and some random obstacles in 
the horse racing game,  pluss they later went back and modified it 
to be more interesting.


There is also the possibility of programming games, - even symple 
ones, which we currently don't have access to.


I can think of  a number of card games with very symple rules which 
would probably be no harder to program than black jack or poker,  
31s (also called stop the buss), rummy or prediction whist,  which 
would also be good games to play in themselves.


Then of course, there's producing arcade style games which do not 
boyle down to glorified boppit, but at the same time aren't precisely 
complex either.


Look at Liam's egg hunt games as an example (though I know he's sinse 
modified those too).


all this being said, if someone programmed a blackjack game, stated it 
was an exercise as asked people to test it,  that would be fine 
with me.


My problem is specifically with those developers who try and make 
money,  or palm off games which are essentially the same as what 
we already have.


I admit, there fortunately aren't many of these.

Then again, - maybe it's just that i have a more wide ranging 
perspective on accessible games in general given my involvement with 
audiogames.net.


Beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-17 Thread dark

I deffinately understand that Tom.

My friend during his masters in I/t was actually required to program several 
games as exercises, including pingpong and the 23 sticks game.


I completely understand when developers have to do this sort of thing as 
practice,  that's whyy i try to be encouraging with feedback of such 
things.


At the same time though, finding ways to make that type of game interesting 
isn't hard.


Take Lighttech interactive for example. Their first two games were a guess 
the number game, and the turn based horse racing game,  both of which 
are symple, but were produced for them to get the idea of how things worked.


Nevertheless, they tried to make the games appealing, as well as being 
exercises, including interesting sounds, and some random obstacles in the 
horse racing game,  pluss they later went back and modified it to be 
more interesting.


There is also the possibility of programming games, - even symple ones, 
which we currently don't have access to.


I can think of  a number of card games with very symple rules which would 
probably be no harder to program than black jack or poker,  31s (also 
called stop the buss), rummy or prediction whist,  which would also be 
good games to play in themselves.


Then of course, there's producing arcade style games which do not boyle down 
to glorified boppit, but at the same time aren't precisely complex either.


Look at Liam's egg hunt games as an example (though I know he's sinse 
modified those too).


all this being said, if someone programmed a blackjack game, stated it was 
an exercise as asked people to test it,  that would be fine with me.


My problem is specifically with those developers who try and make 
money,  or palm off games which are essentially the same as what we 
already have.


I admit, there fortunately aren't many of these.

Then again, - maybe it's just that i have a more wide ranging 
perspective on accessible games in general given my involvement with 
audiogames.net.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 17, 2009 2:52 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
Oh, reading you loud and clear. I understood what you were getting at the 
first time. I just wanted to point out that both as a developer and gamer 
the only reason I can see to come up with another Uno, Solitaire, 
Blackjack, Monopoly, or Space Invader type game is for the purposes of 
creating cross platform versions. The Windows market is flooded with such 
games already as far as I am concerned.
However, I will say this in defense of the guys who put out the Space 
Invader and Boppit type games even though there are several around. 
Programming is a difficult field for some people to get into. Everyone 
wants to be able to create something they can share. Simple card and board 
games and even a Space Invader type clone is fairly easy to create. 
Creating a game as complex as Mysteries of the Ancients takes some skill, 
practice, and programming knowledge beyond a beginner level. A full FPS 
game engine like the GMA engine takes considerably more skill yet. Many of 
these newby programmers would give up long before they reach that skill 
level, and they litterally have to start somewhere. Even if it means 
putting out another game like Boppit or Blackjack.
I confess when I began programming around 97 or 98 the first games I 
created for myself were Blackjack, Draw Poker, Checkers, and games like 
that. However, unlike several others when I started USA Games I knew Jim 
Kichen already had games like this so I elected not to release my own Dos 
games that were basically the same thing. Still I needed to start 
somewhere and I started with the most basic and easy games I could create.


dark wrote:

Hi Tom.

by "original" in this case I mean original to the community. It afterall 
does Vi gamers no good to say there are hundreds of side scrollers,   
if none are accessible without vision,  this is why, though I myself 
stil have enough vision to play games liek turrican, Mega man and 
Metroid, I'd stil love to see something similar in audio.


I admit I didn't considder the cross platform issue,  which is fair 
enough, and I would say that a company like 7-128 who are able to make 
Windows and mac versions of their accessible games are indeed doing a 
very good job.


However, the cases I can think of are those where developers,  
(once again, I won't accuse or name names), create windows self-voicing 
card games which they then try to claime as original despite the fact 
there are many others around,  or spend their time making a windows 
arcade game which just plays like another version of boppit.


Beware the grue!

Dark.



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If 

Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-17 Thread Thomas Ward

Hi Dark,
Oh, reading you loud and clear. I understood what you were getting at 
the first time. I just wanted to point out that both as a developer and 
gamer the only reason I can see to come up with another Uno, Solitaire, 
Blackjack, Monopoly, or Space Invader type game is for the purposes of 
creating cross platform versions. The Windows market is flooded with 
such games already as far as I am concerned.
However, I will say this in defense of the guys who put out the Space 
Invader and Boppit type games even though there are several around. 
Programming is a difficult field for some people to get into. Everyone 
wants to be able to create something they can share. Simple card and 
board games and even a Space Invader type clone is fairly easy to 
create. Creating a game as complex as Mysteries of the Ancients takes 
some skill, practice, and programming knowledge beyond a beginner level. 
A full FPS game engine like the GMA engine takes considerably more skill 
yet. Many of these newby programmers would give up long before they 
reach that skill level, and they litterally have to start somewhere. 
Even if it means putting out another game like Boppit or Blackjack.
I confess when I began programming around 97 or 98 the first games I 
created for myself were Blackjack, Draw Poker, Checkers, and games like 
that. However, unlike several others when I started USA Games I knew Jim 
Kichen already had games like this so I elected not to release my own 
Dos games that were basically the same thing. Still I needed to start 
somewhere and I started with the most basic and easy games I could create.


dark wrote:

Hi Tom.

by "original" in this case I mean original to the community. It 
afterall does Vi gamers no good to say there are hundreds of side 
scrollers,  if none are accessible without vision,  this is 
why, though I myself stil have enough vision to play games liek 
turrican, Mega man and Metroid, I'd stil love to see something similar 
in audio.


I admit I didn't considder the cross platform issue,  which is 
fair enough, and I would say that a company like 7-128 who are able to 
make Windows and mac versions of their accessible games are indeed 
doing a very good job.


However, the cases I can think of are those where developers,  
(once again, I won't accuse or name names), create windows 
self-voicing card games which they then try to claime as original 
despite the fact there are many others around,  or spend their 
time making a windows arcade game which just plays like another 
version of boppit.


Beware the grue!

Dark.



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-16 Thread dark

Hi Tom.

by "original" in this case I mean original to the community. It afterall 
does Vi gamers no good to say there are hundreds of side scrollers,  if 
none are accessible without vision,  this is why, though I myself stil 
have enough vision to play games liek turrican, Mega man and Metroid, I'd 
stil love to see something similar in audio.


I admit I didn't considder the cross platform issue,  which is fair 
enough, and I would say that a company like 7-128 who are able to make 
Windows and mac versions of their accessible games are indeed doing a very 
good job.


However, the cases I can think of are those where developers,  (once 
again, I won't accuse or name names), create windows self-voicing card games 
which they then try to claime as original despite the fact there are many 
others around,  or spend their time making a windows arcade game which 
just plays like another version of boppit.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 17, 2009 2:36 AM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
By and large I personally agree with everything you said below. However, I 
can think of a few exceptions to the rule. One of them being the need for 
more cross platform games.
As you know accessibility for Mac and Linux has really opened up over the 
last couple years or so, and more and more blind computer users are 
turning to Mac and Linux as an alternative to Windows. Unfortunately most 
of our games can't be played on Mac or Linux without some sort of 
emulation, and sometimes not even then. In a case like that creating a 
cross platform version of Monopoly, Blackjack, Aliens in the Outback, 
whatever would be perfectly reasonable. After all, there are a number of 
games that could be rewritten to be cross platform compatible, but there 
is not enough accessible game developers interested in doing so. At any 
rate I think this falls under a good reason why to rewrite or at least 
copy an existing title.
As for myself I am not the type to run with the pack. I'm perfectly 
capable of creating new and original content which is something I hope to 
do as soon as some of these games are cleared away. Even if the game isn't 
100% original such as my Tomb Hunter games they are still quite a bit 
different from what is already out there currently to be of interest to 
customers. Which is something I think our little community needs.


Smile.


dark wrote:

True again Tom.

also though, i would point out, that this is all the more reason for when 
a developer is just rehashing an existing game and passing it off as a 
new idea,  which I'm sorry to say has happened on a couple of 
occasions i can think of,  it's all the more important for the 
community and the other devs to set them right.
Q9, Superliam, Tomb hunter, - and even Tarzan Junior ar significantly 
different games,  I own and enjoy playing all of them. if however a 
developer stated an intention to create something like another space 
invaders game, a self-voicing single player black jack or a modified 
version of boppit,  they'd have to offer a pretty good account as to 
why such a game would be a worth while use of their time and skills which 
could be put to work in writing something we have more need for.


such justifications are possible,  as Liam proved with judgement day 
and it's many unlockables, and Che proved with his online playable 
tournament black jack,  but I'd say a developer would do well to 
considder all accessible games available before sitting down to 
code, - especially if they expect to sell such games.


I don't want to name and shame here,  but I can certainly think of a 
couple of developers who imho have very much wasted their ttime in 
creating just another game of a familiar type,  and, what is worse in 
several cases, expecting people to spend money upon it.


This could've been avoided if they just looked around to see what was out 
there first, or honestly admitted that the couple of extra sounds they 
stuck in the game didn't make it in any way original or worth the asked 
price.


btw, this is on my mind, sinse the audio games database is back up and 
running,  and in considdering some new entries I'm finding it quite 
hard to stay at the very least neutral when describing certain games.


with the database though, Where as I'll always say anything good that 
imho should be said about a game,  I don't make negative 
comments, -  however deserved I might think they could be.


I'll freely say what I want here and on the forums though,  sinse 
they are less official.


Beware the Grue!

Dark.

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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-16 Thread Thomas Ward

Hi Dark,
By and large I personally agree with everything you said below. However, 
I can think of a few exceptions to the rule. One of them being the need 
for more cross platform games.
As you know accessibility for Mac and Linux has really opened up over 
the last couple years or so, and more and more blind computer users are 
turning to Mac and Linux as an alternative to Windows. Unfortunately 
most of our games can't be played on Mac or Linux without some sort of 
emulation, and sometimes not even then. In a case like that creating a 
cross platform version of Monopoly, Blackjack, Aliens in the Outback, 
whatever would be perfectly reasonable. After all, there are a number of 
games that could be rewritten to be cross platform compatible, but there 
is not enough accessible game developers interested in doing so. At any 
rate I think this falls under a good reason why to rewrite or at least 
copy an existing title.
As for myself I am not the type to run with the pack. I'm perfectly 
capable of creating new and original content which is something I hope 
to do as soon as some of these games are cleared away. Even if the game 
isn't 100% original such as my Tomb Hunter games they are still quite a 
bit different from what is already out there currently to be of interest 
to customers. Which is something I think our little community needs.


Smile.


dark wrote:

True again Tom.

also though, i would point out, that this is all the more reason for 
when a developer is just rehashing an existing game and passing it off 
as a new idea,  which I'm sorry to say has happened on a couple of 
occasions i can think of,  it's all the more important for the 
community and the other devs to set them right.
Q9, Superliam, Tomb hunter, - and even Tarzan Junior ar 
significantly different games,  I own and enjoy playing all of 
them. if however a developer stated an intention to create something 
like another space invaders game, a self-voicing single player black 
jack or a modified version of boppit,  they'd have to offer a 
pretty good account as to why such a game would be a worth while use 
of their time and skills which could be put to work in writing 
something we have more need for.


such justifications are possible,  as Liam proved with judgement 
day and it's many unlockables, and Che proved with his online playable 
tournament black jack,  but I'd say a developer would do well to 
considder all accessible games available before sitting down to code, 
- especially if they expect to sell such games.


I don't want to name and shame here,  but I can certainly think of 
a couple of developers who imho have very much wasted their ttime in 
creating just another game of a familiar type,  and, what is worse 
in several cases, expecting people to spend money upon it.


This could've been avoided if they just looked around to see what was 
out there first, or honestly admitted that the couple of extra sounds 
they stuck in the game didn't make it in any way original or worth the 
asked price.


btw, this is on my mind, sinse the audio games database is back up and 
running,  and in considdering some new entries I'm finding it 
quite hard to stay at the very least neutral when describing certain 
games.


with the database though, Where as I'll always say anything good that 
imho should be said about a game,  I don't make negative comments, 
-  however deserved I might think they could be.


I'll freely say what I want here and on the forums though,  sinse 
they are less official.


Beware the Grue!

Dark.

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