Oh how irrirrirrirrirrirratating to get that rarrarrarrong. tha'tha'tha'that's all folks!
Seriously, any comments on the idea would be more than welcome. ----- Original Message ----- From: "Bryan Peterson" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Sunday, February 18, 2007 9:29 PM Subject: Re: [Audyssey] Forcing accessibility > One R, Dark, only one R in Mario. > Bryan and Jennie > ----- Original Message ----- > From: "Dark" <[EMAIL PROTECTED]> > To: "Gamers Discussion list" <gamers@audyssey.org> > Sent: Sunday, February 18, 2007 1:22 PM > Subject: Re: [Audyssey] Forcing accessibility > > >> This actually appears to be one of those times i was talking about where >> different people's ideas compensate for each other, sinse I can certainly >> think of a way to wrender original Marrio bross in audio, whereas >> Bomberman >> does have me stumped (we philosophers are very good at over complicating >> matters). >> >> As far as Marrio goes, there are actually only four different types of >> collectable items in the game, thus replicating them in audio wouldn't be >> too hard, mushrooms (which make Marrio larger and have an extra hit), >> Fire >> flowers, extra lives and coins. >> >> What requires the thought in marrio is the spacial aspects of the game, >> and >> how to represent objects vertically, I do think however, it'd be quite >> possible. >> >> (beware, long explanation ahead). >> >> Taking Superliam as a baseline, representing the charactor's footsteps, >> pits, walking or bouncing monsters and power ups lying on the floor is >> all >> fine. >> >> sinse Marrio's main attack is to jump on his enemies heads, there would >> need >> to be an added "On targit" sound for when Marrio was in the air above a >> potential victim, so that the audio gamer could calculate their jumps >> correctly, but I don't think this would be too hard to do (Marrio always >> had >> quite a lot of air time on his jumps anyway). >> >> then, sinse in Marrio gaps are of variable distance, there would need to >> be >> a system to represent gap length. However sinse Marrio is structured >> almost >> as a board game with descrete steps and tiles, and distances you can >> calculate precisely, I don't believe this would present too much trouble. >> >> For example, you could have a low humming pulse like the shades turn >> sound), >> to indicate when a pit was deadly, overlayed by either a high, or low >> pitched wind sound to indicate the length of the gap and whether a normal >> or >> dashing jump was required to cross it. >> >> You would also need an alarm signal noise or different step sound to >> represent when Marrio was on the edge of a pit. >> >> Well, there's the horizontal plane taken care of! >> >> As to the vertical, when a block was close over marrio's head, the step >> sounds could be muffled (think small rooms in shades of doom). >> Optionally, >> there could be drecrease decreased muffling for blocks that were further >> away but stil directly overhead, though I don't believe this would be >> necessary. Also optionally, when the block overhead contained an item, as >> well as the muffled step there could be an indicator sound such as a >> continuous ring, (though sinse headbutting blocks in search of items >> wouldn't actually be a problem, I don't believe this would be absolutely >> crucial either). >> >> Combine this with an "oof!" sound every time Marrio walks into a wall, >> and >> maybe a check distance key to see how many steps through the level Marrio >> is, and Vuala! >> >> I hope this explanation is clear enough, but iff not, I'm quite willing >> to >> write up an example of how a game of audio Marrio under these >> circumstances >> would work, however I think if I make this mail any longer I'll have >> trouble >> posting it. >> >> all the best, >> >> Dark. >> >> >> ----- Original Message ----- >> From: "Thomas Ward" <[EMAIL PROTECTED]> >> To: "Gamers Discussion list" <gamers@audyssey.org> >> Sent: Sunday, February 18, 2007 7:00 PM >> Subject: Re: [Audyssey] Forcing accessibility >> >> >>> Hi Dark, >>> Well, obviously some games are going to be harder to translate in to >>> audio than others. >>> I think bomberman would be possible, and you could be over complicating >>> it some. I haven't thought it totally through as well as you have, but >>> having played the original eons ago I think an audio version could be >>> possible. >>> What I am thinking would be difficult is games where there are no audio >>> equals for the items in the game. For example take a classic game like >>> Mario brothers. >>> I have been doing allot of thinking about it, and honestly some of the >>> things has me baffled how to represent the same things in audio. Take >>> the blocks Mario has to break to get items. How would you represent >>> them, and not sound corny in the process. >>> Then, there are special flowers in Mario that shrink Mario, restore >>> Mario, make Mario Super Mario, and one that gives Mario fire ability, >>> etc... >>> You have to have some auditory way of making the different flowers and >>> items apparent to a blind gamer as they would to a sighted gamer, but >>> not dumb or silly in the process. >>> One way I can imagine it being done is a looping item indicater that >>> says fire flower, fire flower, fire flower, over and over until you >>> take it. >>> That is how Phil did the fruit in Packman and while being different it >>> was a pretty good solution for that interesting problem. >>> However, for a sighted gamer that would be exceedingly annoying. >>> >>> >> >> >> _______________________________________________ >> 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. >> > > > _______________________________________________ > 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. _______________________________________________ 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.