Hi list, I just rejoined under a new Email, I have been here before. As such, I haven't read this full thread, but what I have sounds promising. I can't say if any of the ideas being bounced around would work for me unless I actually heard an audio file of how it would work, or did it myself, but I like the idea of an accessible Mario. I'd certainly be willing to test any concepts you may come up with.
Brandon Dark wrote: > 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. > > _______________________________________________ Gamers mailing list .. 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