Monkey Business has quicksand to drag you down. It has high grass but I 
don't remember if that slows you down or if it just hides the coins.

Dean

----- Original Message ----- 
From: "dark" <d...@xgam.org>
To: <Gamers@audyssey.org>
Sent: Wednesday, April 20, 2011 11:46 PM
Subject: [Audyssey] Bouncing hopping and stopping


| Hi.
|
| Once again I've been playing a game people will know, the very original 
super marrio brothers game, (actually the version released on the Snes with 
super mario all stars which has improved graphics, sfx and music, but the 
mechanics and game are stil just the same as the Nes).
|
| One factor which (having not played marrio for a while), I am having to 
get used to again, is Marrio's less than precise jumps. not only are his 
jumps analogue, eg, you get more distance with a run up, and more distance 
depending upon how long you hold the button, but also, Mario is not the most 
reliable at stopping or controlling his moves in the air.
|
| When bouncing off enemies, or jumping  a gap with a run, I'm having to 
re-learn the way you need to hit the opposite direction to stop marrio 
skidding along.
|
| While playing marrio, I found myself trying to considder which elements 
could be shown in an audio game.
|
| Pits of varying distance? ---- no problem. ledges of variable 
hight, --- -possibly slightly more complex but doable. Enemy position 
walking at you, falling on you etc? ---- for most enemies no trouble (though 
the clockwise or anticlockwise swinging fire chains in bowser's castles may 
be problematic).
|
| however, one element is stil not doable, namely the fact that Mario needs 
to take just as much account of things vertically above or below, and that 
his chief method of killing enemies, ---- jumping up above them and stomping 
on their heads, would not really be easy to do in audio.
|
| However, one element which seems completely missing from any and all audio 
games, is this business of stopping distance.
|
| Whether it's sarah, Angela carter or the agent in shades of doom, everyone 
seems to be able to stop on an instant, whether their running along or 
jumping.
|
| This doesn't just count 2D games either, as in many 3D or first person 
games, moves like sliding sideways to avoid attacks or ducking and rolling 
are very common.
|
| Then, there is the question of surface. Ice climbers, Mega man, Marrio 2, 
and about a hundred other platform games (including original dokey kong if I 
remember correctly), employ various factors to change your characters 
stopping distance or walking speed.
|
| These could be conveyer belts moving in one direction or another (even 
some walk along beat em ups like double dragon and streets of rage had 
these), ice to make you slip further when jumping or not stop so quickly 
when walking, winds or fans blowing you about and making you do longer 
jumps, quick sand or mud to slow you down, turning cog wheels to walk or 
jump on (some of the most evil ledge jumping puzles I know in turrican or 
castle vania involved these).
|
| The same goes for 3D games too, indeed in tenchu stealth assassin, you had 
gravel which you had to walk tthrough softly to avoid making a noise, while 
you could walk at normal speed on grass.
|
| I find it quite strange that racing games like topspeed have done a lot 
for stopping distance and different surface, but none of the audio 2D or 3d 
games as yet have.
|
| it just strikes me this is a very easy factor to play with in audio, ---  
simply by altering the sound of your characters' steps, and I find it a 
litle perplexing as to why nobody has yet, which is why I'm bringing it up 
here.
|
| Obviously, if mota's mechanics and traps are already designed so this sort 
of thing won't fit in fair enough, but maybe anyone who is working on a 2D 
or 3D action game could considder this.
|
| Beware the Grue!
|
| Dark.
| ---
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