my suggestion is to not use unnecessary sounds if they're not needed. We 
don't really need any ambient sounds, because we'll have the original music. 
we know what the water level music is, etc. you could have some swimming 
sound for the fish, though. Castles, same thing. we just need sounds for the 
different creatures.


----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, June 09, 2006 10:25 AM
Subject: Re: [Audyssey] Super Mario Brothers game


> Hi, Shaun.
> I agree with that. There would be little point in rewriting it if you
> could not have the classic sounds. The only problem with that is Mario
> was not as sound ritch as an audio game. You had sounds for jumps,
> shrinking, growing, getting items, breaking blocks, a couple of other
> things, and that is about it. There isn't any walking effect and to do
> it I would have to come up with some arcade kind of walk as the sound of
> sand, dirt, etc just wouldn't match up right.
> For the under water levels some bubble effects would be ok, but for
> castles dark spooky ambience just wouldn't work. I don't know. I'd have
> to see if I could add some extra effects for the bad guys without
> totally altering the  feel of the arcade.
>
> shaun everiss wrote:
>> the thing is I think we if I mean you do it should have the game as
>> close to the origional as possible down to the sounding arcade fx.
>> These were not really good but they are authentic.
>>
>
>
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