...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 29, 2014 10:02 PM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
LOL. I also liked Liu-Kang's Dragon Snack fatality where he turned into a
dragon and either ate the other guy or just bit his
Hi Dark,
Well, you are in luck. I found a copy of Super Tux for Windows at
http://supertux.lethargik.org/download.html
as well as Mac and Linux downloads. You might want to swing by there
and give the game a try.
They have both the stable and developmental versions available, and I
for one am
that option is.
All the best,
Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 29, 2014 7:48 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Dark,
Well, you
well the basic version could be done on bgt but its meaningless if
there is no structure to this.
Someone tried to make mario in python and then in bgt and sonic the
hedgehog with real sfx and music but none of these ever really got
off the ground so there is probably more to converting this
Hi Shaun,
Well, for one thing a lot of the items in Mario, for example, wouldn't
have real world sounds. There are flowers that make Mario grow,
shrink, shoot fireballs, etc. I have often wondered since flowers do
not have a specific sound how one is suppose to make them accessible
other than
Hi Dark,
Glad you like it. As it so happens when I started having vision
troubles snow and ice environments against a blue sky gave me a lot of
troubles too. That seems to be a common contrast problem for people
with visual disabilities. All the same I am interested in looking at
the code and the
Hi Tom.
I think the contrast thing is fairly general and doesn't just apply to
games, sinse any bright background can glare a lot and overwhelm certain
objects, while it's much easier to pinpoint a light object on a dark
background.
I will see what I can do with the game though, sinse
Hi Tom.
To be honest realism seems more a matter of what type of game you want to
make. I can after all think of lots of great games which range from totally
surreal, often cutesy affairs such as Mario, James Pond, bubble bobble,
several Kirby games, to ultra serious quests to save the
Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Tom.
To be honest realism seems more a matter of what type of game you want to
make. I can after all think of lots of great games which range from totally
surreal, often cutesy affairs such as Mario, James
Hi Bryan.
Your right that I probably ought to have said serious rather than realistic,
though my point was rather to do with thier plot, atmosphere and setting
than actual levels of realism.
You are right though, the Mk games are almost like the Monty Python black
knight fight in terms of
turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: dark
Sent: Thursday, May 29, 2014 1:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re
Hi Dark,
Perhaps, but sometimes talking to other developers isn't always
necessary per se. Besides tutorials there is always the possibility of
looking at sample code such as the various open source retro remakes
for ideas on how to get around a certain problem.
To give you an example there is a
taste was: Re: regarding temporal disturbance
Hi Dark,
Perhaps, but sometimes talking to other developers isn't always
necessary per se. Besides tutorials there is always the possibility of
looking at sample code such as the various open source retro remakes
for ideas on how to get around
: Wednesday, May 28, 2014 8:00 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Dark,
Perhaps, but sometimes talking to other developers isn't always
necessary per se. Besides tutorials there is always the possibility of
looking at sample code such as the various
to find new things to
try out.
Beware the grue!
Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 28, 2014 9:44 AM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Dark
Hi Dark,
Sure. Too bad Super Tux isn't accessible as I think you and a lot of
others would really enjoy it.
The basic concept of the game is you play Tux, the Linux penguin, as
he travels through his icy world doing a lot of things Mario does such
as breaking blocks of ice, jumping over patches
Hi Tom.
If there were a windows version I'd certainly give it a try and see if my
level of sight would let me play it.
While I don't particularly scour the net for graphical windows games because
finding something that my level of sight and my inability to read text can
cope with can be a
Hi Dark,
Sure. Although, I think I would prefer having some sort of tutorial or
guide explaining the implementation of analog movement from a
programmer's perspective than just talking to mainstream programmers
from retro remakes etc. However, that I am aware of how the old NES
and SNES
Hi Tom.
I certainly think looking for tutorials is a good idea, I just wondered if
for necessary formulae chatting to developers of graphical games of a
similar style to the classic ones your trying to make in audio might be
helpful if there isn't a resource that gives precise answers to
Hi Dark,
Interesting. I certainly wasn't aware the classic joysticks for Atari
and NES had simple on/off input systems like a keyboard. I of course
have studied how PC game controllers like how the Logitech game
controllers for the PC work, and naturally assumed that the joysticks
for older
Hi Jim,
Yeah, it makes a big difference in Mach 1 TTS having a racing wheel
and peddles. Same goes for Rail Racer. You can use the keyboard, but
it isn't nearly as precise or as seamless as using a racing wheel with
those games.
Cheers!
On 5/25/14, Jim Kitchen j...@kitchensinc.net wrote:
Hi
Hi Tom.
nope, as I said up until the quite late 90's the 3D thumb stick controllers
didn't exist and all input was either on or off, meaning analogue movement
was handled entirely by the game itself.
Older arcade sticks (and indeed sticks like my X arcade one), basically
work the same way
Hi Dark,
Precisely. I think a lot of VI gamers have an incomplete or inaccurate
idea of various mainstream games. After all many of them have played
games like Mario Brothers, but with help from a friend or family
member who probably described it to them. However, describing it and
experiencing
Hi Dark,
Yeah, the games themselves aren't a good guide as to what console you
had. I know my Atari 7800 could play pretty much anything from the
2600, 5200, and 7800 so all I needed to have was the one console to be
the Atari king. Of course, I also had an old Atari 2600 as well, but
once I got
Hi Tom.
I'm afraid I completely disagree about analogue movement. The sort of sticks
your talking about, the 3D thumb sticks that directly calibrated player
movement to stick position, eg, far right = walk fast right less far right =
slower, didn't come into the mainstream world until the
Hi Thomas,
The keyboard verses game input devices is why for Mach 1 tts I said
I wrote Mach 1 tts specifically for my Logitech MOMO Racing steering wheel
joystick. It should work ok with other game controllers as well. However some
of the tracks may be very difficult if not impossible to
.
Beware the grue!
Dark.
- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 23, 2014 3:00 PM
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
No kidding. It's interesting how
Hi Tom.
I'm not sure on the model number myself. I've occasionally assumed it was
some varient of the 2600, sinse when i've sinse seen 2600 versions of games
I remember like Berzerk and joust they are the same as I thought, but as you
said sinse 2600 games could play on the later consoles
Hi KAra.
I don't unfortunately remember that tactic, sinse I was rather young at the
time, indeed if I wanted to play warlord I usually had to get someone to
plug the paddle controlers in for me.
Makes me want to play it again :D.
Beware the grue!
Dark.
---
Gamers mailing list __
Hi Tom.
that is a good point, sinse obviously iff a person is only working from a
partial idea of a mainstream game, at best they will only come up with an
audio convertion, and I do admit some of the more famous game mechanics are
a little illogical.
For example, I could imagine someone
thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: Thomas Ward
Sent: Friday, May 23, 2014 8:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Bryan,
Yours was the original Atari 2600
Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
The music was interesting, sinse those atmospheric choso city background
thremes weren't much on their own, but could get dam creepy if you were
crawling up a wall to one unexplored corner of a huge cave
Hi Bryan.
Lol, that's quite funny about the ice beam. Amusingly enough, when I first
finished the game when i was 16I had the same thing happen, I got a
hatchling munching my brains. I ended up wandering all the way back through
the omega zone and through all the shafts to that room in the
Hi Kara.
I've never run into issues with Snes games on my 42 inch, which is also wide
screen as you say. The few nes remakes I have for the gba also play very
well, indeed I've recently been having some casual fun with ice climbers.
The only games I've noticed look a little whacky are
Hi Kara.
That is good to know, and actually I might considder getting one of those at
some point myself, though obviously I still have some vision so at least
some games will be playable.
My dad used to own a thing called a power joy which was like a joypad
attacched to a cartridge that
The paddles took a little getting used to, but one game I always remember
that required them was warlord.
This was basically like a four player version of pong or breakout, with each
player in the corner of a screen. You had a ball (on some levels more than
one), that boused around, and
Hi Tom.
I'm afraid I'm not sure which version of atari we had. I know we got it
second hand from a friend, so it might have been an older earlier console,
or a later one.
it had a silver strip on the front and two buttons and two switches on the
top. One of the swtiches turned the sound
in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: dark
Sent: Friday, May 23, 2014 7:03 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Kara.
I've never run into issues with Snes games on my 42
,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: dark
Sent: Friday, May 23, 2014 7:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Tom.
I'm afraid I'm not sure which version of atari we had. I know we got it
second hand from a friend, so it might have been an older earlier console,
or a later one.
it had a silver strip on the front and two buttons
Hi Bryan.
It's a hugely under rated game. Lots of the items and mechanics that made
Super metroid what it is came from metroid Ii, and I absolutely love the
spider ball. People pan the game because it was separated into recognizable
zones each holding several metroids, but honestly in a game
don't!
-Original Message-
From: dark
Sent: Friday, May 23, 2014 7:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Bryan.
It's a hugely under rated game. Lots of the items and mechanics that made
Super metroid what it is came
Hi Bryan,
Yours was the original Atari 2600. The wood-grain panel was the
earlier version of the console. The later 2600 was smaller and all
black, and instead of switches had buttons as I recall.
Cheers!
On 5/23/14, Bryan Peterson bpeterson2...@cableone.net wrote:
I'm guessing then that it
Hi Dark,
That's definitely a later model console. I'm not sure which console
you had, but it sounds like the Atari 7800 which could play both 2600
and 7800 games. I seem to recall my 7800 could change colors and stuff
like that too.
The early Atari 2600 was way different from what you described.
Hi Dark,
Well, I do see where you are coming from, but I don't think the issue
here is purely technical. What I mean by that is that it is not just a
difficulty of converting mainstream mechanics to audio, but more a
matter of if the audio game developer realizes that his/her game is
lacking in
Hi Dark,
An interesting concept. Deserves thinking about at any rate.
Cheers!
On 5/22/14, dark d...@xgam.org wrote:
Hi Tom.
Yep, i definitely remember the enemy blasting holes in the shields, indeed a
favourite tactic of mine was blasting through the center of the shield
myself so I was
Hi Dark,
Oh, it was definitely something playing games like Space Invaders and
other games on a 78 inch screen. Not that I got to do so that often.
That was my parents TV, and naturally they bought it to watch movies
etc in the den. So most of the time I ended up playing games on a
standard 25
Dark, I totally loved that version as well. If you got to the side of the
screen quick enough so you could let the fireball go at the neighboring castle
just before the opponent's shield blocked you, the opponent shield would end up
bouncing the fireball back at its own castle again and again
Hi Tom.
Wow! I bet original space invaders on a 78 inch projector was cool. I
currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen,
which is pretty awsome after years of playing on standard sized tv screens,
but I'm still jealous! :D.
Back when we had the atari 2600 we
Hi Tom.
Yep, i definitely remember the enemy blasting holes in the shields, indeed a
favourite tactic of mine was blasting through the center of the shield
myself so I was protected on both sides and using it to take out lots of
invaders while I got the cover.
You mentioning shield power
Hi Tom.
I would never suggest giving up on an attempt to replicate mainstream
mechanics in audio games entirely, certainly i've occasionally been quite
surprised at the ingenuity of developers.
My problem however, is that as you said yourself, developing games is not
easy and developers
blurglecruncheon, see if I
don't!
-Original Message-
From: Thomas Ward
Sent: Wednesday, May 21, 2014 9:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Dark,
I certainly see where you are coming from, but I see two problems
Am curious myself! :)
I have been considering getting an Atari Flashback 4 and possibly a 2 and have
a 60 inch 3D plasma screen so am wondering how games like Tempest etc would
come off.
Tempest was originally done in color vector graphics so looked absolutely
amazingly cool in the arcade.
don't!
-Original Message-
From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Am curious myself! :)
I have been considering getting an Atari Flashback 4 and possibly a 2 and
have a 60
don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Am curious myself! :)
I have been considering getting an Atari Flashback 4 and possibly a 2 and have
a 60
22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Brian,
The Atari Flashback is a system which emulates old Atari 2600 and Jaguar
games.
There are currently I believe, 6 or 7 generations / variations of this
system which
blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Am curious myself! :)
I have been considering getting an Atari Flashback 4 and possibly
blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 11:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Am curious myself! :)
I have been considering getting an Atari Flashback 4
with my blurglecruncheon, see if I
don't!
-Original Message-
From: Cara Quinn
Sent: Thursday, May 22, 2014 12:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
HI Brian,
Yes they can.
The Flashbacks can use analog controllers
!
-Original Message-
From: Cara Quinn
Sent: Thursday, May 22, 2014 12:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi again Brian,
If you were looking for a backup option, I would suggest either a Flashback
2 (not a 2
thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Thursday, May 22, 2014 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Brian,
The Atari Flashback is a system which
Sent: Thursday, May 22, 2014 12:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Brian,
Just out of curiosity, which games do you have for the Atari?
which ones are your favs?
How easy are these to play without sight?
thanks and have
Hi Dark,
Yeah, I am pretty sure there were color variations of the game out
there, and I believe that was the main difference between the Atari
2600 and Atari 7800 versions. Plus keep in mind there were two
different Atari 2600's released. There was the original 2600 consoles
from the early 80's
Hi Cara,
I am not sure. Its possible the legacy version of the games on the
Atari Flashback take wide screen in to consideration, and they'd
almost have to considering most televisions now days all are for wide
screen formats.
I guess the games that are setup for full screen would behave more or
Hi Bryan,
Just goes to prove my point. There are answers out there to some of
these problems in audio, but developers either don't know of them or
don't remember what has been tried before when developing their own
games. A particular answer just may not occur to a person at that time
and the
Hi Tom.
I do see your point in trying to give people who have not played the
original the same experience, however my problem is what usually happens
when a game is translated to audio from an original graphical conceptmy
problem is that when a developer simply cannot replicate a mechanic in
Hi Tom.
I agree on ship numbers, indeed that is another point of game design for
good audio games, making sure that the sounds actually serve a regular
purpose.
Regarding the shields above your ship, This might also however be a case
where changing the game design rather than simply
Hi Tom.
I don't doubt your right, however bare in mind my experience of the classic
space invaders was always on consoles like the atari 2600, or very old
computers like the bbc micro, I've never actually played the original arcade
version. The graphics were never very specific on those,
Hi Dark,
Actually, what I am talking about is the version for the Atari 2600. I
wasn't talking about the actual arcade machines in arcades, bars,
stores, etc. Although, in this case it doesn't make any difference as
they were identical.
However, I'll say that if you and your father played the
Hi Dark,
Sure, I do see where you are coming from. Removing the hovering
shields and just giving them to the player would make sense. It
changes the game, but in a way that forces the gamer to adopt a
strategy when and where to use them rather than just passing under the
hovering shields as
Hi Dark,
I certainly see where you are coming from, but I see two problems with
your conclusions. One, is that not every programmer has the same
skills, and sometimes one programmer might think of a novel solution
to solve a problem that another programmer would not think of to
resolve a
Hi Cara,
That makes sense, and you are absolutely right that the short
attention span issue is a very important one for many gamers. Many
people want a game that is able to be picked up, played for a short
while, set down, and picked up again with ease. there are many games
like that which are
Hi Cara,
Yes, precisely. During my development of Montezuma's Revenge and later
Mysteries of the Ancients I ran into a number of cases where something
as simple as height couldn't be translated perfectly into an audio
equivalent. Using pitch is helpful, but still wasn't a perfect
solution in all
Hi Dark,
Ahem...I didn't mean to imply telegraphing attacks was only useful in
fighting games. Just used that as a simple case example. I fully
realize and am aware the concept works in many different styles and
genres of games such as a classic Space Invaders type game. I agree
with you that the
,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: dark
Sent: Monday, May 19, 2014 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal
Hi Kara.
I fully well agree that the achievement system and short levels of games can
help a game's appeal a lot. I also do agree that the more a game can vary
what is going on from level to level (especially if the progression is
small), the better it can hold the interest of casual and long
Hi kara.
You are correct that visually all events in a game require the player to
notice before hand, however my point was not really about reaction times.
it's quite possible to react to an audio stimulous as fast as a visual one
and your absolutely correct about some blind people with super
Hi kara.
Sorry if I didn't explain the idea adequately.
I have not heard of or played Star castle, but certainly telegraphing
attacks is not a new idea in mainstream games either, even telegraphing in
audio. For example, in the super marrio brothers castles, when you get close
to bowser,
Hi Tom.
I agree on casual games, but there are also cases where the very size of
levels is what makes them appealing such as the Metroid series, or indeed
complex muds like Alteraeon.
In these cases this is where instant saving can help a lot, even if the over
all level is much larger.
Hi Tom.
five invaders was an approximate figure, my point was simply that you
probably couldn't have as many as in a game like troopanum sinse there is a
problem of informational overload.
Look at the start of the Lord Vector fight at the end of troop 2 as one
example. There you've got
Hi Tom.
Interesting thoughts and I will agree problems with depicting hight have
provided major issues for 2d games in audio.
That being said, maybe this is a case where adapting some of the mechanics
to be more challenging in audio rather than explicitly trying to replicate
the mainstream
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Well Bryan as I said, I'll probably have to look for the game sinse I still
have my snes and I have always heard a lot about it, right from watching
that old Captain N cartoon which featured King hippo as one of the bad guys
Hi Dark,
Well, the problem I see with that is simply this. While not precisely
replicating mainstream mechanics might be helpful from an
accessibility point of view it still does not give us a comparable
experience. What we end up with is a different experience or challenge
entirely which may or
Hi Dark,
Good point. Level 16 in Troop 2 is a royal pain because there are too
many sounds playing making it confusing from an audio perspective
which demonstrates the sort of problem with a true Space Invaders
clone with 24 ships on screen at once.
If I were to write a true Space Invaders clone
Hi.
This is a good thread. It gives us at VGA things to think about with our
own projects. Without spoiling too much we definitely have been trying
to keep the game play really simple. I'm actually concerned that people
may find our first game to be too simple and wonder why we really
Hi Dark,
Obviously, it must be said that not all things will appeal equally to
all people. I myself prefer a game with larger levels, fairly in depth
missions, whatever and therefore casual games don't often appeal to me
for long periods of time. That said, I can see why people with short
Hi Dark,
Just a slight correction if I might. This is not intended to be
anything more than information for information's sake.
Dark wrote:
One of the things that makes graphical space invaders so appealing is
that the player is tracking many factors at once. The position of the
spaceships above
Hi Shaun,
Hmm...Interesting. Admittedly I have only played the demo of Super
Liam, but I never felt the game was that hard. True, you do need to
pay attention and concentrate on what you are doing, but that sort of
applies to any game. However, if you have a short attention span, are
unable to
Dark,
I think Eleanor was talking about game mechanics the same as you.
Different terminology, but same basic concept.
Cheers!
On 5/16/14, dark d...@xgam.org wrote:
Hi Eleanor.
I'm afraid I'm not exactly sure what you mean by game mechanism here.
I've seen various forms of game with
Hi Eleanor,
I agree. A good game, an especially well designed game, has a good
balance between simple mechanics but complexity and depth. That is
hard to achieve. It is for that reason game developers go back to the
well per se to try and replicate the same thing they have done before
hoping of
Hi Tom.
I do agree access is an issue, but what I find quite interesting is that
many of the very successful audio games have introduced features which
incorporate elements of the audio experience into the game, rather than
directly trying to adapt mainstream games verbatim.
For all swamp
Hi Dark,
Hmm...I honestly haven't thought of things quite that way, but you are
right. While I have been working on Montezuma's Revenge and Mysteries
of the Ancients I have always strived to aim for mainstream game
mechanics and have been trying to adapt them to an audio only
environment. In many
,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: Thomas Ward
Sent: Monday, May 19, 2014 4:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding
Hi Tom.
I wouldn't say the rule book needs throwing out, so much as just rethinking.
For example, you list the telegraphing of attacks as something for fighting
games. While they could be used in that way, there is no reason not to use
them elsewhere.
For example, suppose that you were
Hi Bryan.
I have never actually played super punchout (never owned a nes), so I will
take your word for it, though I have seen tells in other games, for example
many of the mega ma bosses workedi this way.
It's not however just a matter of telegraphing attacks, after all several
games
blurglecruncheon, see if I
don't!
-Original Message-
From: dark
Sent: Monday, May 19, 2014 6:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Bryan.
I have never actually played super punchout (never owned a nes), so I will
take your
Hmmm, I didn't realize that. If thatwas the case I might look for a copy on
Ebay.
Beware the grue!
Dark.
---
Gamers mailing list __ Gamers@audyssey.org
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You can make changes or update your subscription via the
bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: dark
Sent: Monday, May 19, 2014 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hmmm, I didn't realize
Hi Thomas,
Thanks to you and Dark and others for this really great topic.
Thomas, I personally think the attention span concept is a very important issue
here. A significant amount of gaming is now done on mobile platforms which
harkens back to my mention of games which can be played for a
Thomas, excellent points!
Some of the simplest concepts can be extraordinarily difficult to translate
into audio with any sense of simplicity and intuitiveness.
For example, I believe Dark has alluded to this in the past; the concept of
displaying the height of an object in a game with pitch
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