Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list _
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gam...@audyssey.org. > If you have any questions or concerns regarding the management of the > list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mai
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.o
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.