Hey dark!
For practice I usually put it on the easaiest dif level and go to work. It's 
a good time to practice judging your jumps, how tite you can take curves, 
etc. YOu probably already knew this *smile*, just letting you know that if 
you've beate pro, it's almost impossible to get beaten by art on easy. Man 
is the sound in this game not awesome? Everything is so clear and in it's 
place! When did you beat pro?
!!!
Everett
----- Original Message ----- 
From: "Dark" <[EMAIL PROTECTED]>
To: <Gamers@audyssey.org>
Sent: Thursday, June 14, 2007 8:33 AM
Subject: [Audyssey] Rale racer impressions


> Well.
>
> I've now played rale racer for a good few races, fed art my dust at Rale 
> racer pro level, (the bonus track is one nasty piece of work), and so can 
> probably give an honest opinion about the game.
>
> Firstly, I must admit racing games aren't my favourite genre, I've been 
> interested in the developement of rale racer because it seemed to involve 
> a lot of new things that hadn't been tried before in audio games, but I 
> wasn't certain whether the game would appeal to me or not, but it 
> certainly does! I love the way everything can be done intuatively just 
> using the sfx without too much calculating numbers. a great job there, 
> especially given the complexity of the game.
>
> One thing though, at the start of the game I did find that things took a 
> bit of getting used to. The tutorials are extremely good, but obviously 
> hereing someone else do something and doing it yourself are slightly 
> different things. Also, I noticed that despite me getting used to the 
> original demo track, the bonus track is stil fairly hard, ----- especially 
> at first.
>
> therefore, i wondered if you'd considdered adding a practice option, where 
> people could race the various tracks without interference from Art, 
> neither winning nor losing money. This would let first time players get 
> accustomed to things, and make sure that new tracks didn't always equal 
> losses (it might also be good for trying out the mouse control).
>
> I also like the customization aspects, particularly as regards gear ratio 
> changing, ----- usually as I understand in driving games the differences 
> in top speed, acceleration and handling are controled by variation in car 
> types, but having them set  by the player adds a good deal of stratogy to 
> the game.
>
> the nitros and gravity puller are also nice additions, ----- it was using 
> a nitro that let me do for art at Pro level, with longer tracks, I'll also 
> be interested to see how fuel management figures into the equation.
>
> Perhaps in a future version you might also considder adding atmospheric 
> sounds for the various tracks to emphasise the theme and location, just to 
> add a bit of realism and variety to the soundscape. You could for example 
> have an alpine track with snow and wind sfx in the background, with the 
> track containing many sharp curves and jumps, ----- a long desert themed 
> track with some long streights, ----- or even some tracks from the Uk with 
> appropriate sounds of driving rain (smile!). If this is something that 
> would be a pest to program I appologise, it just struck me as something 
> that might add to the feeling of the game.
>
> finally, i have a question. thus far I've been playing the game on 
> keyboard (and fun it is). I did try the mouse but I found it rather 
> difficult to keep up a constant accelleration, sinse when the mouse got to 
> the back of my desk and I had to pick it up and move it I'd lose a lot of 
> speed, ------ any suggestions?
>
> all in all it's a great game, and I'll look forward to getting the full 
> version.
>
> appologies for the long and rambling mail.
>
> Beware the Grue!
>
> Dark
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