but michael side scrollers are too easy, not random and just not worth  
the money. if you want a side scroller, can't you program your own?
i agree though we do need more side scrollers but they are old games  
we need to be in the 21st century

On 21 Mar 2008, at 15:29, Michael Feir wrote:

> This is absolutely the most idiotic situation I hope ever to come  
> across in
> accessible gaming history. Instead of giving us a relatively simple
> sidescroller already fairly far along in development, Tom has  
> decided to
> give us a completely different game than what many of us have been  
> waiting
> for and have purchased. We'll doubtless have to wait a whole lot  
> longer for
> this project to finally be fully completed stretching things out  
> even longer
> than the years we've already waited. It would be like me going in to  
> a store
> and paying for an orange only to find myself carrying a watermelon  
> home
> since the clerk didn't feel like getting me an orange. We've waited  
> years
> for what showed every sign of being a very good sidescroller game. A
> sidescroller is a very different kind of game than a 3d action  
> adventure. I
> can't imagine the controls for such a thing being at all as easy to  
> master.
> Nor is the art of navigating at all the same. A sidescroller is a  
> far more
> intuitively easy thing to get the hang of. Even computer novices can  
> fairly
> quickly grasp the controls. Even a 2d game like Shades of Doom  
> reaches a
> point of complexity where I would hesitate to recommend it for  
> novices.
> Sidescrollers are such a natural format of game for translating into  
> audio.
> Why is it that everyone feels the need to make all these other kinds  
> of far
> more complex games while this genre is left so full of unexplored  
> potential
> only represented by one very basic game? Why can't somebody just put  
> out a
> decent sidescroller?
>
> Doubtless, a lot of gamers will even end up enjoying this creation.  
> I'll
> even grant you that I am likely to enjoy it. However, what I've paid  
> for,
> waited for, hoped and dreamed for was a well-designed sidescroller. I
> already had to accept the loss of an actual accessible copy of a  
> game I've
> wanted to play since childhood. Frankly, I think Tom has been  
> looking for a
> reason to basically abandon his rescue attempt of James North's  
> excellent
> work for quite a while. I'm not even getting a good sidescroller for  
> my
> troubles. This is preposterous! I've been lead to hope that there  
> would at
> last be that salvation at the end of the tunnel only to be left  
> completely
> hanging out to dry.
>
> Think about what this does to the whole issue of trust in the  
> accessible
> gaming community. What's the point of being as transparent as you've  
> been if
> at the last minute, you do a 180 degree turn and produce something  
> quite
> different than what people paid for? You could have produced the
> sidescroller and then gone off in completely different directions  
> with no
> lasting resentment from anybody. I would have accepted the finished
> sidescroller and simply moved on with life. In taking your decision,  
> Tom,
> you throw away a lot of the credability all your transparency has  
> built up.
> I had very high hopes that you would be the rising star who helped  
> to cary
> the accessible gaming industry forward. Shifting gears so  
> drastically just
> isn't the right way to build up a confident and loyal customer base  
> who will
> trust you enough to place pre-orders. You've certainly lost any  
> lingering
> trust I had. Everyone was so quick to basically run James North out  
> of town
> for precisely the kind of thing we're seeing again here. I don't  
> think I'm
> being unreasonable in wanting something at least a bit similar to  
> what I
> paid for and fought hard for.
> Michael Feir
> Creator and former editor of Audyssey Magazine
> 1996-2004
> Check out my blog at:
> http://www.blindspots.net/blog.php?user=13
>
> ----- Original Message -----
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Friday, March 21, 2008 10:54 AM
> Subject: [Audyssey] What's Ahead For MOTA Beta 2.
>
>
>> Hello everyone,
>> Over the passed couple of weeks I have received some inquiries about
>> Mysteries Of the Aztecs Beta 2. I am writing this email in the hope I
>> can answer as many questions at once as well as give all of you  
>> gamers
>> an awesome sneak peak into MOTA Beta 2. There is a lot changing under
>> the hood of the new MOTA game engine, and there is a lot of new  
>> features
>> coming your way. In addition Mysteries Of the Aztecs is getting an
>> expensive sound upgrade which will make the audio environment sound  
>> so
>> much more realistic.
>> First, let us explore the new game story. It is no secret that the  
>> Tomb
>> Hunter series is USA Games new line of games similar to the Tomb  
>> Raider
>> games produced by Core Design and Edos Interactive. While USA Games  
>> is
>> forbidden by copyright law to use the official Tomb Raider trade  
>> marks
>> and its leading character, Lara Croft, we hope our Tomb Hunter games
>> will capture the Tomb Raider spirit in all other respects. Our  
>> leading
>> character, Angela Summers, is an archaeologist with a variety of Lara
>> Croft style moves such as back flips, jumps, forward and reverse  
>> rolls,
>> safety drops, and other skills. In addition Angela is well versed  
>> in a
>> variety of fire arms including her trusty 9 Millimeter Browning, 357
>> Magnum, Shotgun, and the M-16 assault rifle.
>> Our game begins high above the Amazon rain forest as Angela Summers
>> parachutes into the jungle where Dr. Pierre Romo's expedition went
>> missing one year ago. Armed with her trusty 9 Millimeter Browning,  
>> two
>> med kits, her laser sight, and an emergency radio she sets off on  
>> foot
>> to find the Aztec Temple of death. In the first level Angela must  
>> work
>> her way through the jungle on foot picking up gold coins, diamonds,
>> reloads for her Browning, and fend off giant spiders and snakes.
>> Inside the temple proper Angela must avoid several traps including  
>> lava
>> pits, spikes, swinging blade traps, pits of fire, and rolling boulder
>> traps. She must also face undead Aztec skeleton warriors armed with  
>> bows
>> and spears. Unlike the snakes and spiders the skeleton warriors are  
>> much
>> harder to kill with Angela's trusty 9 Millimeter Browning. She must  
>> pick
>> up more powerful weapons including a bow and arrow, a 357 Magnum,
>> Shotgun, and M-16 Assault Rifle left behind by Pierre Romo's failed
>> expedition. If she makes it to the end she will face the Aztec King  
>> and
>> Queen of death in combat.
>> As stated above one of the major changes in Mysteries of the Aztecs  
>> Beta
>> 2 is an all new sound upgrade. I have worked very hard to  create or
>> purchase only the highest quality sound effects for Mysteries of the
>> Aztecs Beta 2. For example, Angela's weapons such as the 357 Magnum  
>> and
>> Shotgun are pretty true to the actual sound of a Magnum and 12 gage
>> shotgun being fired. I have added in some echo and other special  
>> effects
>> to sound as though they are being fired inside a large empty  
>> structure
>> such as a tomb or temple. Interesting enough in comparing my shotgun
>> sound to the ones used in the majority of the Tomb Raider games my
>> shotgun sounds are far more realistic and accurate. As someone who
>> thrives on high quality authenticity in my sound effects I think Tomb
>> Hunter is going to be as good as any TR game as far as the Audio
>> environment goes.
>> Taking a look at the new engine there is a lot of changes in game  
>> play.
>> I have decided in order to really do Mysteries Of the Aztecs  
>> justice I
>> have incorporated the new Genesis 3D technology into the game.
>> Many of these upgrades involves Angela herself. I have been working  
>> on
>> adding all sorts of realistic full 3D movement for Angela. When the
>> engine is done Angela will be able to jump, do flips, rolls, turn in
>> place, climb, sidestep, crouch, stand, crawl, swim, etc. While I know
>> many of you were hoping for a side-scroller I really honestly think  
>> you
>> will be impressed with the new direction the game has taken.
>> The new and improved 3D Aztec temple will include secret passages,
>> hidden treasure rooms, and a host of new dangers and puzzles to  
>> solve.
>> For example, imagine having to climb a rope to a ledge at the top  
>> of a
>> room to find a gold key that unlocks the door below. You might have  
>> to
>> locate and pull a certain lever which allows a specific Aztec  
>> statue to
>> be moved or pushed aside revealing a hidden treasure room behind  
>> it. It
>> is these sorts of puzzle elements that draws many sighted gamers to  
>> the
>> Indiana Jones and Tomb Raider games.
>> Another aspect is random placement of some treasure and weapons.  
>> One of
>> the major complaints I got about Montezuma's Return was nothing was
>> randomized. I have heard your complaints and Beta 2 will have several
>> items appear randomly in rooms. Some items such as gold coins in a
>> hidden room will be static while some gems and weapons will be  
>> scattered
>> around the temple randomly.
>> In short I am working hard to make Mysteries Of the Aztecs the best  
>> game
>> it can be under the current situation. I feel bad I was not able to
>> complete Montezuma's Return do to copyright issues, but in the end I
>> think what you will get in return is going to be a much more fun,
>> exciting, and better game altogether.
>>
>>
>> ---
>> Gamers mailing list __ [email protected]
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>> You can make changes or update your subscription via the web, at
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>
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