NB: This email and its contents are subject to our email legal notice which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf
---- HI thomas I'm very excited about this game too. Just a question: I can remember when I playe dmario with sighted friends on tv games, you also had the power of growing in the game. IN other words, you collect something which will let your character grow into a bigger character instantly . Then there is other objects which will again make return your character to it's original size. Is this also found in the super mario you're talking about? I would like the same song in the accessible version of mario that is on the tv games. It's almost like a reggay song. But the tv games' music is only electronic sounds; it's not real music. If someone can find out where to find these songs from the tv games and put that song into the accessible version of mario it would be great. I can also remember other tv games like twin bee where you have to escape from bees. Then there is a carati game named king foo. Then there is a sircus game, sircus charlie. But that's definitely lighttechinteractive's speciality. I think they're in the best position to produce sircus charlie, because in the horse racing game you must jump over an obstacle and sircus charlie have the same concept. Jumping through fire rings, jump over monkeys while walking on a rope high in the air, jumping onto huge colored sircus balls, jumping from a donkey's back onto a trampolene, etc. Then I remember a cute little game called milk and nuts. But my sighted friends couldn't play it to show me how to play it. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Raul A. Gallegos Sent: 08 June 2006 04:40 PM To: gamers@audyssey.org Subject: Re: [Audyssey] Super Mario Brothers game Hi Liam. Hmm, sounds good. Here is some of what I was thinking about. First off, in case you or others do not know, Mario was a side scroller. There were holes to jump over, mushrooms to crush for points, coins to push out from under bricks. If you jumped under other bricks they would break and you got points. Some of the places you jumped to were up higher. For example you could be walking along and let's say you have a row of bricks in the air. You could either walk under them and jump up to break them. Or you could jump up and walk on top of them. Sometimes this would be arranged in three or four levels. Meaning, that you might need to get to a third level above to get some coins. As far as monsters, you have mushrooms which you simply jump on top of and smash them. If you touch their sides or if they landed on you from bricks above you were history. Turtles which again would kill you if you touch their sides of if they landed on you. Difference here is that if you land on them you pushed them back into their shell. If left alone they eventually popped back out again. However while they are in their shell you can ram them. now it's ok to touch their sides. The turtle shell then rolls in the direction you send it and if there are other turtles, mushrooms, etc they are knocked out and you get lots of points. Other things you run into are walls which you need to jump over. These bring the challenges in that if you kicked a turtle shell and it hits that wall it will bounce back and head right toward you. In this case you need to either shoot it if you got fire or you need to jump over it. Of course the more experienced players would simply jump and land on it stopping it and then either kicking it behind them or just leaving it. This was in case you didn't have fire. I said I would describe the game a little but there is way more I can describe. LOL. Ideas are below. 1. I'm not sure how an audio engine would handle climbing to higher ground within the same level. We would need to assign a sound letting you know about drop offs and letting you know about bricks you can jump onto or jump under to destroy. 2. Mushrooms, turtles, jellyfish, flying turtles, koopa the dragon, etc would all have to have sounds attached to them. Problem is some of these creatures fly so not sure how to code into the game if they arre flying too low making you need to get out of the way or if they are flying just right so you can just run under them. 3. There are pipes which come up from the ground. Usually these pipes are just there for boundaries like if you kick a turtle shell it bounces back to you. However the pipes usually have mario eating plants which pop up for a few seconds, and then go back down for a few seconds. If you stand on a pipe while the plant is down it will not come up while you are standing on it. Sometimes there are hidden sublevels by pressing down while standing on a pipe. These might take you into a coin gathering spree or bonus points, extra lives, etc. 4. at the end of each sublevel there is a hill of bricks you cannot destroy. you simply slimb the hill and at the end you need to jump as fast and far as you can to get the flag. The higher you land on the flag pole the more points you get. All levels are timed, at the end the time is brought down to zero and you watch your points going up. This is where I figured you got the time bonus in Super Liam. Those are just some beginning thoughts. That does not even cover the castle levels, the underground levels all the way, the under water levels, and the floating platform levels. _______________________________________________ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.