Hi Dark,

Yeah, no kidding. Even when I could see, before I lost my sight, world
8 was possitively evil to play. It was pretty difficult even with
vision, and I've tried it a few times without sight and its pretty
much impossible.

However, for the low vision aspect I'd agree with you on that. The
game did have good contrast, everything was easy enough to see, but
the greencolored blood always threw me for a loop. The dripping blood
and pools of blood looked like something Slimer from Ghost Busters
left behind. Lol!

I mean I understand to a point why they replaced the naked statues
with statues in robes to sensor the game for younger American
audiences and stuff, but changing the color of the blood to look like
green slime was absolutely rediculous. I realise they were trying to
tame down the gory graphics and atmosphere, but it just looked silly
instead of gory. "Ug...Let's have enough of this religious/political
sensorship crap."

Anyway, you are right on about developing the Genesis Engine so I can
create more analog platformers that are like Megaman, Castlevania, and
so on. To date there just isn't anything like it for the audio games
market. I can't wait until I get MOTA out and can work on games like
Castlevania etc myself.

Cheers!

On 8/5/11, dark <d...@xgam.org> wrote:
> Hi Tom.
>
> this is true! world 8 is imho one of the hardest in the game, and in fact I
> found 9 and 10 much easier (though the final level is stil evil).
>
> Though as I said in my low vision review castlevania is a game that has some
> good stuff low vision wise, lots of sfx, dark backgrounds that contrast
> well, (as well as bad stuff like bats that are similar coloured to the
> background), I can't see it being too accessible if you can't physically see
> the screen.
>
> Remember, supercastlevania like Mega man, metroid and most snes games, is
> entirely analogue based (heck, in castlevania even your whip is analogue),
> therefore there is no sequence of moves you can for certain memorize to get
> through the game, eg, walk five steps right jump, listen for power up sound
> then whip etc.
>
> Everything is moving relative to everything else and what you do and
> requires considderab judgement.
>
> Myself, I'm waiting until Tom has time to play with the genesis 3D engine
> and make some analogue audio platformers in a similar style.
>
> Beware the Grue!
>
> Dark.
>
>
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