HI Clement,

I'm curious why you're saying that Audio Quake was 'too lucky?"

The original (pre-Jedi Quake) version is Quake itself with only the adaptive 
features in place to allow VI players to play the game.

Can you clarify your comments a bit for me? I ask as the first-person 3D genre 
is obviously a pet interest of mine. ;)

So I'm curious to hear more feedback on how this has worked for other VI 
players.

thanks so much!

Smiles,

Cara :)
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On May 4, 2013, at 1:48 AM, Clement Chou <chou.clem...@gmail.com> wrote:

I definitely agree. As fun as Troopanum and Pacman talks are, the inovations 
that James came up with and the way he executed them are unique and shouldn't 
be underestimated. As I already said, his blueprint for Max Shrapnel and 
Montazuma's Revenge were two of my dream games and Max still is. I'm still 
hoping it will be  fashioned in one form or another, maybe not as max shrapnel, 
but as a multiplayer shooter that is more complicated than simply point and 
shoot. Of all the games I've played and seen played, the ones I've always 
wanted in on were multiplayer first-person shooters. Sadly, that's never come 
to fruition in anything even close to resembling how complicated a shooter culd 
be. Audio Quake and Road to Rage are good foundation points... but both those 
games are far too simple to play and far too lucky. Road to Rage, made by 
Ghorthalon on the audiogames forum, for all its amazing sounds and high action, 
is not complex nearly to the degree that Max Shrapnel probably would've been 
let alone something like Unreal tournament. It's far too easy to just stand 
there and shoot and eventually hit something. But I digress. James North's 
contributions are definitely still missed by me.. especially as I got to know 
him a little more personally in the last year or so when he was around. His 
games are still some of my favorite ones to play.
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, May 04, 2013 1:41 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


> Hi Clement,
> 
> Exactly. The mouse demo was suppose to give gamers an idea of how Max
> Shrapnel was to be controlled, and to give them a little practice
> using the mouse as Max Shrapnel was to be largely played using the
> mouse much like Swamp is today.  Of course, I remember people wined
> and complained about lack of keyboard support back then as they did
> with Che over Rail Racer and Jeremy over Swamp until a majority found
> out they actually  liked it. Lol.
> 
> Anyway, I think a lot of people forget what a great innovator James
> North really was. He created Alien Outback before Justin and Dan came
> out with Troopanum. He came out with Dynaman before Phil came out with
> Pac-Man Talks for Windows. He created Monkey Business and I think it
> was the very first attempt at an audio FPS game. He wrote Pinball
> Classic and it still remains only one of two pinball games for the
> blind. He came out with his rendition of Montezuma's Revenge in 2004
> which is the very first audio 2d side-scroller with a vertical and
> horizontal axis of movement. Shall I continue?
> 
> The point is James North created a lot of firsts, and this community
> would be a lot worse off without his contributions. Oh, sure Troopanum
> would have come along, and I'm sure Phil would have released Pac-Man
> Talks for Windows as he did. Someone would have come up with a 2d
> side-scroller eventually, but all of these things were done in the
> first few years of the audio game industry and James North was the one
> cranking out new games and new ideas that other devs hadn't thought
> about yet.
> 
> Cheers!
> 
> 


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