Really? Hmm, that's interesting. I didn't think they used very many in the 
very first Mario game. Then again my brother could only make it to level 3 
though before he died. I don't believe we ever got past that point, so 
you're probably right.
----- Original Message ----- 
From: "Dark" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, September 12, 2007 8:57 AM
Subject: Re: [Audyssey] Mario, and my only complaint


> 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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