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.


---
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