Hmmm, having a brief check of a mario Faq, it does actually seem that all the enemies used in Dsg's mario game were from the original, ----- accept I don't believe the vertically moving coopers were officially called Para troupers until mario 3.
Obviously an audio rendition of a graphical game will need more Sfx, but personally I think that's fine so long as the effects are in keeping with the atmosphere of things, ----Eg, it would be slightly odd to suddenly start including high quality sfx with all the Nes stuff in audio Mario, though a few modulated bleeps or Nes effects from other games might be a good thing. Beware the Grue! Dark. ----- Original Message ----- From: "Shadow Dragon" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Wednesday, September 12, 2007 2:26 PM Subject: Re: [Audyssey] Mario, and my only complaint > I'm honestly not real sure how you could make a good super mario game > while > retaining the classic feel. I guess you could have the sound when the > enemy > pops up pan across and jump on it when its close to center screen, but > even > so that sound they use to show tha you're near an enemy is another sound > used for when other things die, spacifically the coopas. And most of the > enemies in their version of mario are from other mario games as I recall, > in > thefirst mario I believe there were only coopas, goombaws, cliffs and the > things in the water level. But shrug, I guess I'll give them props for > trying. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]