Actually Brian, sinse I didn't manage to get my comp and net framework to 
cooperate, I never got to play the alpha version of Monti, though I have 
heard that it was slightly buggulous.

Personally, if I heard rocks crumbling under my feet, I'd be more! likely to 
move, ----- away from the crumbling rocks. but seriously, as I said, this 
did for me make some of the platforming slightly easy, as did stopping your 
movement on disappearing platforms, sinse it negated the need to listen out 
for the edge of ledges and time your jumps. while I do see the logic of an 
explorer who wouldn't stupidly run down pits, ----- imho it's the player's 
job to keep Panama jo safe.

Beware the Grue!

Dark.
----- Original Message ----- 
From: "Bryan Peterson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, July 10, 2007 11:02 AM
Subject: Re: [Audyssey] Monty, my thoughts


>I did noticce that same odd thing Dark, where you'd stop automatically when
> you came to a gap, unless---well I did notie you'd temporarily freeze when
> you came to the edge, sort of like you might in rea life if you're walking
> along, not necessarily paying full attention and almost fall off a curb 
> into
> a street. That's happened to me on quite a few occasions, and it does tend
> to give you a nasty turn. It could be that Panama Joe has a similar 
> problem,
> and the sound of crumbling rock under your feet would certainly startle 
> you
> enough to possibly freeze you in your tracks.
>  As for dying when you land on top of enemies, that's how the original
> Atari game was. If the monster just hit you it would only hurt you, but if
> you botched your jump and landed on it you died instantly. That's not a 
> bug
> in this version. It was in the Alpha version as well and I do remember
> Thomas saying the same thing then. Then again there were some rather nasty
> bugs in that one which made it painfully easy to die, so it's 
> understandable
> why you'd wonder.
> It ain't pretty when the pretty leaves you with no place to go.
> J.D. Fortune, Pretty Vegas
> ----- Original Message ----- 
> From: "Dark" <[EMAIL PROTECTED]>
> To: <Gamers@audyssey.org>
> Cc: <Gamers@audyssey.org>
> Sent: Tuesday, July 10, 2007 12:00 AM
> Subject: [Audyssey] Monty, my thoughts
>
>
>> Hi Thom.
>>
>> well, I've finally! had my chance to try out this game and I like!
>>
>> the audio is great, and I'm well impressed at the way trapslike
>> disappearing platforms have come out. I also deffinately like the use of
>> Sapi to note the items, sinse it cut down on item sfx needed for the 
>> game.
>> The object list key was also helpful, ----- particularly in telling the
>> difference betwene torches and fire. I also notice the sounds for the
>> original game, ------ nice!
>>
>> I especially like the directional jumping system, it's a really good way
>> of knowing precisely where your character is flying off to, in fact, the
>> platforming sequences are a lot the way I imagined audio conversions of
>> games like Prince of Persia, making heavy use of horizontal structures 
>> and
>> memory to represent a vertical environment, as a big fan of exploration
>> games this is something I deffinately liked.
>>
>> When it comes to platforming though, one thing did slightly confuse me.
>> when your continuously moving and reach the edge of a ledge, you
>> automatically stop. SDimilarly, when standing on a disappearing platform,
>> you can only walk one step at a time. though I can see the point of not
>> letting you run off ledges, I personally did find this made the
>> platforming sections of the game slightly easy, sinse I didn't really 
>> have
>> to pay attention when I was pegging along and came to a gap.
>>
>> Perhaps this could be something which changes according to difficulty?
>>
>> Also, as I mentioned in another E-mail, something rather odd did happen 
>> if
>> I land ontop of a skull or snake. Even on easy difficulty with full
>> health, this would cause instant death, ----- is there a reason for this?
>>
>> As I said, the exploration and finding treasure aspects of the game are
>> some of my favourites, perhaps you could considder adding a couple of
>> functions to make these slightliy easier such as a "have I been here
>> before" key ala Shades of doom, and maybe markers as well. Perhaps you
>> could also considder adding restart points so that falling down a hole
>> doesn't mean restarting the level, ----- I can guess some of the later
>> levels are quite long. Personally, I didn't particularly use the map,
>> mostly because of the square by square reading (and the fact I'd rather
>> discover things myself). while this might just be me, I did wonder if a
>> scan function ala pinball xtreme would be good for the map, ------ though
>> of course this might just be my lack of patience.
>>
>> I did enjoy the game background ambience and audio, ----- does this 
>> change
>> from temple to temple? I also deffinately like one suggestion I saw in an
>> E-mail a while ago about expantion packs to the game with new enemies and
>> environments, deffinately a good thing, particularly as with a couple of
>> modifications, perhaps some other early side scrollers like Rowland on 
>> the
>> ropes (also known as Freddy), Donkey Kong or maybe even some of the Manic
>> mine games could be made available in audio. Perhaps we could even have a
>> temple creater eventually so that we can expand the monti formular with
>> new temples, ----- but obviously the game will have to be finished first.
>>
>> good luck with it, and I'm very much awaiting the next version (this is
>> one I'll deffinately be buying).
>>
>> All the best,
>>
>> Dark.
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>
>
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