Re: [Audyssey] Info on the Impossible Game

2011-07-06 Thread Clement Chou

I know. I'll probably download the app and see for myself... I don't know.

At 10:41 AM 06/07/2011, you wrote:
Hmm, I saw that the music helps you somehow, however I haven't been 
able to figure out how.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Jul 6, 2011, at 12:41 PM, Clement Chou wrote:

> According to some people... you can follow the cue of the music. 
But I don't know that for sure.

>
> At 09:30 AM 06/07/2011, you wrote:
>> Hi guys,
>> To be brief, I don't think the impossible game is playable. 
There's really no sounds to let us know when to jump, and timing is 
key with this game. Heck, there's really no sounds at all besides a 
pretty sweet soundtrack.

>>
>> So yeah. If anyone figures out how, let us know if it's playable.
>> Orin
>> orin8...@gmail.com
>> Twitter: http://www.twitter.com/orinks
>> Skype: orin1112
>>
>>
>>
>>
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Re: [Audyssey] Info on the Impossible Game

2011-07-06 Thread Clement Chou
According to some people... you can follow the cue of the music. But 
I don't know that for sure.


At 09:30 AM 06/07/2011, you wrote:

Hi guys,
To be brief, I don't think the impossible game is playable. There's 
really no sounds to let us know when to jump, and timing is key with 
this game. Heck, there's really no sounds at all besides a pretty 
sweet soundtrack.


So yeah. If anyone figures out how, let us know if it's playable.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] The impossible game for iphone / touch

2011-07-06 Thread Clement Chou
The game itself I know has sound since I've heard friends play it... 
I just never had a chance to try it myself.


At 01:18 AM 06/07/2011, you wrote:
Weel Clement, didn't tested the game, sounds promising, but every 
traler / gameplay is without sound. And if sound is in mono, 
probably the game is lost for us lol




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[Audyssey] The impossible game for iphone / touch

2011-07-05 Thread Clement Chou
So... I recently got introduced to this game by a friend of mine.. 
and was wondering, is this game playable? If so, how playable is it 
and what do we have to adapt to play it well, if anyone knows?



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Re: [Audyssey] learning to play rock band as a blind gamer.

2011-05-17 Thread Clement Chou
I meant putting my own twist on songs while playing the real thing, 
not rock band. lol. But I like what they're doing and hope they 
continue to expand... and just release update patches for songs 
rather than demanding people to buy them again from the get go.


At 10:38 AM 17/05/2011, you wrote:

Clement,
I don't think putting your own twist on songs would be very 
practical. firstly because this is supposed to be a learning tool. 
which means non-guitarist will probably mess something up pretty 
badly and think they're putting their own twist on it and wonder why 
the game wasn't taking it. haha. another reason is I'd imagine there 
would be a ton of options for what people can do. there's no way 
that current engine could do that. Harmonix did say they wanted to 
completely blur the line between real musicians and gamers, and they 
are planning on adding improvisation and the like to rock band 4. 
who knows if it'll ever happen or not, but they did say it would be 
a huge undertaking. thing is the engine they create will need to be 
compatible with old content all the way back from rock band 1 era. 
imagine if people with over 2000 songs in their libraries were told 
that content was no longer playable in newer iterations of the game? 
people are already having a fit because legacy DLC can't be upgraded 
with keys and the like and they have to buy that DLC again. and 
that's only for a few songs that have it.


----- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Tuesday, May 17, 2011 10:29 AM
Subject: Re: [Audyssey] learning to play rock band as a blind gamer.


Hey... whatever man. If you really want to, I'm game for that as 
long as you have a guitar to work with. lol. Of course the problem 
with pro guitar is... you have to learn the, um, "standard" way to 
play that song... which is the way the guitarist originally meant 
it. Even if you come up with the same cords and put your own twist 
on the song while playing usually, rock band doesn't allow your 
customizations... the cords have to be exact. I tried. lol. If you 
try to do an e power cord using the top two strings... with your 
fingers on the 12th and 14th fret, but the song was playerd 
originally with the exact same power cord on the d and g strings 
with your fingers on the second and fourth frets, the first one is 
incorrect... because that was not how the official tabs say it should be.



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Re: [Audyssey] learning to play rock band as a blind gamer.

2011-05-17 Thread Clement Chou
Hey... whatever man. If you really want to, I'm game for that as long 
as you have a guitar to work with. lol. Of course the problem with 
pro guitar is... you have to learn the, um, "standard" way to play 
that song... which is the way the guitarist originally meant it. Even 
if you come up with the same cords and put your own twist on the song 
while playing usually, rock band doesn't allow your customizations... 
the cords have to be exact. I tried. lol. If you try to do an e power 
cord using the top two strings... with your fingers on the 12th and 
14th fret, but the song was playerd originally with the exact same 
power cord on the d and g strings with your fingers on the second and 
fourth frets, the first one is incorrect... because that was not how 
the official tabs say it should be.


At 07:25 AM 17/05/2011, you wrote:
Heh well I play piano, but I don't play guitar. so I'd imagine if I 
ever tackled pro guitar I'd fail spectacularly due to the fact I 
won't have any idea what the heck I'm doing. haha. pro guitar might 
be a good learning tool for sighted people, but I doubt it will be 
for the blind. Ok dude, I'll teach you how to play piano, you teach 
me how to play guitar. then we'll all be happy. deal? lol



- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Tuesday, May 17, 2011 10:16 AM
Subject: Re: [Audyssey] learning to play rock band as a blind gamer.


Well, my theory was right then... thanks for confirming what I 
already know. The thing is it isn't figuring out what notes are 
what... I can do that just fine. It's the finger movements on that 
fret board... it isn't the way I'm used to doing things. lol. I'm 
used to playing cords with my fingers on different levels of 
altitude on the neck... not have all my fingers flat like on a 
piano. I think that's mostly why I can't play expert so well... the 
songs I can do on expert I can do fine because the changes aren't 
that hard to do. Even painkiller... which I can do on expert bass, 
I mess up because of the fact that there's a rapid sequence of 
hammer ons ranging from red, yellow then blue and gradually gets 
faster and faster. I find that hard to do... yet give me a real 
guitar and I can do that easily. But again.. what you're saying 
about the charter's point of view makes sense. That was pretty much 
how I visualized it, but thanks for confirming it.


At 07:09 AM 17/05/2011, you wrote:

Clement,
Lol. I know what you mean. Thing is playing the real thing is way 
different than playing it in rock band. I actually consider rock 
band to require more muscle memory than the real thing as a matter 
of fact. with a real guitar, keyboard, etc, you can improvise, and 
you can figure out the songs by ear and go with your instinct most 
times. in rock band there's no obvious way for you to know ok this 
is green red etc. you have to apply a bit of logic to things. as I 
said before, think of it from a charter's point of view. if you 
were charting a song, how would you go about doing so? think of 
the buttons you're pressing and ask yourself, is this button 
placement logical? can you move around the fretboard with no 
awkwardness? as for the logic part. let's say you play an E chord 
assigned to buttons green and yellow . if the next chord is higher 
than the first, would you press Green and red? obviously you 
wouldn't since red is lower on the fretboard. however, would you 
press red and blue? blue and orange? or what if it was red, blue 
and orange all at once? that all depends on subsequent chords or 
notes played after the second chord. for 3 buttons inputs, usually 
it depends on how full the chord is. if the guitarist intended the 
chord to be played in an arpeggiated method, it usually is a good 
indication that you have a 3 button chord there. then of course 
there are the rules. you can never have 4 or 5 buttons chords. to 
my knowledge, you cannot have green, yellow and orange chords. you 
cannot have green and orange chords either. at least I don't 
recall finding any. if you want more info on this you can check 
the Rock Band network documentation. it's a fun read and you'll 
quickly find out how strict Harmonix is with their charting. Hope 
this taught you guys something !





- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Tuesday, May 17, 2011 8:32 AM
Subject: Re: [Audyssey] learning to play rock band as a blind gamer.




I can help out with drums as well as vocals. I'l give you the 
guitar and bass since rock band guitar and bass is a nightmare 
for me... on expert depending on the song. Yet, I can play the 
real thing and play the same tough songs with no difficulty 
whatsoever. lol. I guess muscle memory and old habbits die hard.

- Or

Re: [Audyssey] learning to play rock band as a blind gamer.

2011-05-17 Thread Clement Chou
Well, my theory was right then... thanks for confirming what I 
already know. The thing is it isn't figuring out what notes are 
what... I can do that just fine. It's the finger movements on that 
fret board... it isn't the way I'm used to doing things. lol. I'm 
used to playing cords with my fingers on different levels of altitude 
on the neck... not have all my fingers flat like on a piano. I think 
that's mostly why I can't play expert so well... the songs I can do 
on expert I can do fine because the changes aren't that hard to do. 
Even painkiller... which I can do on expert bass, I mess up because 
of the fact that there's a rapid sequence of hammer ons ranging from 
red, yellow then blue and gradually gets faster and faster. I find 
that hard to do... yet give me a real guitar and I can do that 
easily. But again.. what you're saying about the charter's point of 
view makes sense. That was pretty much how I visualized it, but 
thanks for confirming it.


At 07:09 AM 17/05/2011, you wrote:

Clement,
Lol. I know what you mean. Thing is playing the real thing is way 
different than playing it in rock band. I actually consider rock 
band to require more muscle memory than the real thing as a matter 
of fact. with a real guitar, keyboard, etc, you can improvise, and 
you can figure out the songs by ear and go with your instinct most 
times. in rock band there's no obvious way for you to know ok this 
is green red etc. you have to apply a bit of logic to things. as I 
said before, think of it from a charter's point of view. if you were 
charting a song, how would you go about doing so? think of the 
buttons you're pressing and ask yourself, is this button placement 
logical? can you move around the fretboard with no awkwardness? as 
for the logic part. let's say you play an E chord assigned to 
buttons green and yellow . if the next chord is higher than the 
first, would you press Green and red? obviously you wouldn't since 
red is lower on the fretboard. however, would you press red and 
blue? blue and orange? or what if it was red, blue and orange all at 
once? that all depends on subsequent chords or notes played after 
the second chord. for 3 buttons inputs, usually it depends on how 
full the chord is. if the guitarist intended the chord to be played 
in an arpeggiated method, it usually is a good indication that you 
have a 3 button chord there. then of course there are the rules. you 
can never have 4 or 5 buttons chords. to my knowledge, you cannot 
have green, yellow and orange chords. you cannot have green and 
orange chords either. at least I don't recall finding any. if you 
want more info on this you can check the Rock Band network 
documentation. it's a fun read and you'll quickly find out how 
strict Harmonix is with their charting. Hope this taught you guys something !





- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Tuesday, May 17, 2011 8:32 AM
Subject: Re: [Audyssey] learning to play rock band as a blind gamer.




I can help out with drums as well as vocals. I'l give you the 
guitar and bass since rock band guitar and bass is a nightmare for 
me... on expert depending on the song. Yet, I can play the real 
thing and play the same tough songs with no difficulty whatsoever. 
lol. I guess muscle memory and old habbits die hard.

- Original Message - From: "Yohandy" 
To: "Gamers Discussion list" 
Sent: Sunday, May 15, 2011 11:17 AM
Subject: [Audyssey] learning to play rock band as a blind gamer.


Ok first things first. a requirement to start learning to play 
rock band is to own rock band. if you don't have a ps3/360/wii, 
don't have rock band, and aren't willing to seriously learn to 
play rock band, don't bother responding. this is for those of you 
that want to get better, or learn to play guitar, bass, vocals, 
and drums. I'm going to try and teach you guys to play on expert, 
since we all know expert is such fun. right? rght? ok 
good. Now I'll mostly concentrate on guitar, bass and vocals. If 
there are any good RB drummers out there, I know Clement plays 
drums regularly, then you can perhaps tackle drums. I suck at 
drums, and I'm not ashamed to admit it. lol. However when it 
comes to guitar and bass, I pretty much have it all figured out. 
it isn't just a matter of learning notes and chords either. you 
need to think of this from a charter's point of view, and I'm 
going to try and teach you how to do this. also if you can play a 
real instrument, or have some experience with music in general 
it'll help tremendously. I'm willing to work with you guys 
individually, or in groups, via skype, or similar program. 
communicating in real-time is a must for this as I need to hear 
what you are doing in the game. If you guys 

Re: [Audyssey] learning to play rock band as a blind gamer.

2011-05-17 Thread Clement Chou


I can help out with drums as well as vocals. I'l give you the guitar 
and bass since rock band guitar and bass is a nightmare for me... on 
expert depending on the song. Yet, I can play the real thing and 
play the same tough songs with no difficulty whatsoever. lol. I 
guess muscle memory and old habbits die hard.

- Original Message - From: "Yohandy" 
To: "Gamers Discussion list" 
Sent: Sunday, May 15, 2011 11:17 AM
Subject: [Audyssey] learning to play rock band as a blind gamer.


Ok first things first. a requirement to start learning to play rock 
band is to own rock band. if you don't have a ps3/360/wii, don't 
have rock band, and aren't willing to seriously learn to play rock 
band, don't bother responding. this is for those of you that want 
to get better, or learn to play guitar, bass, vocals, and drums. 
I'm going to try and teach you guys to play on expert, since we all 
know expert is such fun. right? rght? ok good. Now I'll 
mostly concentrate on guitar, bass and vocals. If there are any 
good RB drummers out there, I know Clement plays drums regularly, 
then you can perhaps tackle drums. I suck at drums, and I'm not 
ashamed to admit it. lol. However when it comes to guitar and bass, 
I pretty much have it all figured out. it isn't just a matter of 
learning notes and chords either. you need to think of this from a 
charter's point of view, and I'm going to try and teach you how to 
do this. also if you can play a real instrument, or have some 
experience with music in general it'll help tremendously. I'm 
willing to work with you guys individually, or in groups, via 
skype, or similar program. communicating in real-time is a must for 
this as I need to hear what you are doing in the game. If you 
guys are interested, feel free to contact me privately or respond 
on here with your details, and I'll keep in touch.


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[Audyssey] Soul Calibur 5 is official!

2011-05-11 Thread Clement Chou
For all the fans out there... if there are any besides myself here, 
Soul Calibur 5 is officially announced as of today! No details yet... 
but it's sure to be a great one... can't wait for it!



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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-11 Thread Clement Chou
That's what Nintendo consoles are good for. Actually, a wii would 
cover both your needs... the virtual consoles have games from the 
last 30 some odd years as well as a lot of family-orientated games. 
That's where the problem lies... if you want some m or t rated games 
for yourself, the wii will be very lacking in those departments, 
whereas the majority of Sony and microsoft console-supported games 
are all m and t rated. lol.


At 09:33 AM 11/05/2011, you wrote:

Hi Clement,

Yeah, that's true. There have been a number of new side-scrollers
coming out of late. I think a lot of it has to do wwith the nostalgia
factor of these games.

For instance, I myself use to play Megaman etc rather heavily until I
lost my vision. Now, that I'm older, a parent, etc I'd love to pass on
those same kinds of games to my kids. When I go out and buy a PS III
or an XBox 360 I want to have games equal to what I played on my NES
or Super NES back in the day as well as any new games that came out.
These remakes and new side-scrollers help bridge that gap.

Not only that we need a wider variety of family friendly games. I've
noticed a trend towards teen and mature rated games which are fine for
people in those age groups, but my son is only 6. I like to find games
more age appropriate for him. Somethinglike Megaman is more age
appropriate for him than Grand Theft Auto or MK 9 in my opinion.

Cheers!


On 5/10/11, Clement Chou  wrote:
> Fair enough. FPS it is... and any help I fcan give will be offered.
> Although, oddly enough, with the stream of games sony and mirosoft
> have started releasing via downloads for the ps3 and xbox360 through
> use of their separate online stores, it's surprising to see how many
> side scrollers are coming back. Bionic commando and final fight have
> been remade, though final fight only has redone graphics and remixed
> music... bionic commando is a complete remake of the original. Then
> other games like Castle quest, Shank, Invincible tiger... and all the
> newer megaman games, of course. These are all side scrollers... and I
> think, like fighting games, they're making a comeback.
>
>
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Re: [Audyssey] How to Unlock Kratos in Mortal Kombat 9

2011-05-11 Thread Clement Chou
First off... the fatalities you listed are from Kano's moveset... at 
least heartbreak is. And second, since your controls look like the 
ps3... you don't need to unlock him. Have you actually played the 
game? Or are you just going off some resource which seems, for all 
intents and purposes, pretty untrustworthy? As Orin said, Kratos is 
exclusive to the ps3... the xbox360 does not have an exclusive character.


At 04:10 AM 11/05/2011, you wrote:
Uh, obviously you haven't played the game, as Kratos is already 
unlocked in the PS3 version. There's no way you can unlock him on 
the xBox because he doesn't exist on it.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On May 10, 2011, at 9:52 PM, Tommy wrote:

> Hey everyone! Here's how to unlock Kratos and extra stuff.
>
> Now most players are interested in unlocked Kratos in Mortal 
Kombat 9. Do you know how many kratos fatality in Mortal Kombat 9 
Here is Mortal Kombat 9 cheat which shows easiest way to help you 
get Kratos in Mortal Kombat 9.

>
> Tip 1 Unlock Kratos in Mortal Kombat 9
>
> First method is so easy you can try to press at the title screen 
simply  UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, Circle, X.

>
> Tip 2 Unlock Kratos in Mortal Kombat 9
>
> If you want to unlock kratos fatality in Mortal Kombat 9 you 
should read following. Actually you can get two kratos fatality in 
Mortal kombat 9
> Step1 Press Down(2), Forward, Back, Circle when in sweeping 
distance to get Eat Your Heart Out.
> Step2 Press Back, Down, Back, Forward, X when in sweeping 
distance to get Heartbreak.

>
> Hope this help. Have a good time!
>
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[Audyssey] damage extreme

2011-05-10 Thread Clement Chou
Not sure if anyone's played this yet... it's another game madness 
production... the same folks who brought you battle zone. This is 
another fun game, but there seems to be a bit of a glitch... there'll 
come one point during the first level or the second one where an 
enemy will be on the screen, but you won't be able to shoot it. Dunno 
why that is... but there you go. Also, does someone happen to know 
where this game's music is from, those who have played it? Because I 
know this music... from either a game or a movie, and that's going to 
eat away at me until I find out. lol.



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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Clement Chou
Fair enough. FPS it is... and any help I fcan give will be offered. 
Although, oddly enough, with the stream of games sony and mirosoft 
have started releasing via downloads for the ps3 and xbox360 through 
use of their separate online stores, it's surprising to see how many 
side scrollers are coming back. Bionic commando and final fight have 
been remade, though final fight only has redone graphics and remixed 
music... bionic commando is a complete remake of the original. Then 
other games like Castle quest, Shank, Invincible tiger... and all the 
newer megaman games, of course. These are all side scrollers... and I 
think, like fighting games, they're making a comeback.



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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Clement Chou
Your point about moving forward instead of sticking to tradition 
makes sense. I dunno... maybe I just miss old beat em ups. I'd love 
to see a modern game with all the chracteristics of final fight and 
streets of Rage. Those were good times.


As to darth bane, I put a lot of time into reading those books... and 
if you made one game that spread over the period of path of 
destruction as well as rule of two, you would have somewhat more 
enemy variety. And this could also be a way to progres... since if 
you remember, Darth Bane was a kid on a mining planet who routinely 
got himself into trouble. Then he escaped, joined a group of sith 
troopers who were soldiers for the sith army, and then finally moved 
up to the academy... and grew to be darth bane despite the fact that 
by that time the academy had abandoned the use of the darth title. 
The first book climaxes with the Jedi and Sith battling on a remote 
planet and the sith committing basically suicide and taking the Jedi 
with them. Bane is the only one left... and thus begins his rule of two.



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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Clement Chou
In contrast, if I had to choose, I would prefer 3d... if nothing else 
because it is harder and much more of a challenge to play, and 
because that brings us one more step to the modern-day mainstream 
market instead of the arcade shooter and side-scrolling market which 
was popular... more than 15 years ago. Granted there are still those 
games made, just... not as many as were made back in the day.


At 03:03 AM 10/05/2011, you wrote:

Personally, I still like the game based on revenge of the sith.
Side scrollers are usually what I profere, because the way your 
saying, this 3d would be yes... quite hard.


hth,
Shane

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, May 09, 2011 9:22 PM
Subject: [Audyssey] Star Wars Game Thoughts/Ideas



Hi all,

Since there has been a lot of interest in exactly what Star Wars games
USA Games might be planning, and the last thread really got side
tracked into general Star Wars history, lore, and background I thought
I would start the thread over fresh, and talk about what my thoughts
and feelings are regarding this subject.

First, the legal issues. Since Lucas Arts and its parent company
Lucasfilm LTD didn't exactly give me the go ahead on any Star Wars
projects that means whatever USA Games does regarding Star Wars will
most likely have to be open source and published as fan fiction in
order to minimize any legal entanglements with Lucasfilm over
licensing. This doesn't mean we can't proceed with a Star Wars project
it just means we'll have to produce the game without a lot of
financial backing. As I've got plenty of sound effects, music, and can
probably find free help to do voice acting if needed this might not be
a big issue.

Second, issue I've been thinking about is what time period or era to
set the game in. This is, for me at least, a tough decision as
currently there is now more than 5,000 years of history  and lore set
down in the Star Wars books and comics ranging from the Great
Hyperspace War between the original Sith Empire and the Galactic
Republic all the way up to the Legacy era set some 40 years after the
battle of Endore. In each era there are historic champions and super
villains of note.

As for myself personally I am leaning against anything involving
anyone from the original Star Wars books and movies such as Luke
Skywalker, Darth Vader, etc simply because there is so much written
about them it is getting to be, for me at least, the same old thing
different book/movie. Diddo for the Clone Wars that has so much cannon
and history its hard to create new and original stories that don't
involve some idea already used in a comic, book, or the movies. Still
I'm not totally against creating a game in one of these eras I just
feel its too common place and way over used so to speak.

Recently the Star Wars authors have began documenting events that
happened thousands of years before Star Wars  A New Hope which is sort
of interesting seeing the Republic as it was thousands of years before
the Clone Wars etc happened.

For example, two new books such as Fatal Alliance and Deceived have
started documenting events during the Great Galactic War about 3,681
to 3,653 years before Star Wars A New Hope, and it picks up where the
Knights of the Old Republic series left off. There is even a MMO/RPG
being produced by Bioware called Star Wars The Old Republic that
features this 30 year war between the Jedi and Sith. Its something I
think I could base a game on myself and have plenty of room to be
creative and use creative license without stepping on official cannon
all over the place.

Finally, there is the style or type of format I could use for this
game. There are pros and cons for each style or format. Which makes it
hard to decide.

Side-Scroller---Obviously this would be a 2d type game with the
ability to move left, right, up, and down throughout the game world.
Since I think we all know what side-scrollers are by now no more
explanation need be made about what they are.

The obvious advantage to side-scrollers is they are, for a blind
player, easier to navigate. There are only four directions of movement
to figure out, and sounds are panned left or right in the stereo
field. This makes them ideal in terms of accessibility.

All the same accessible or not side-scrollers are stuck in a 2d only
environment. This prevents both the game developer and player from
taking advantage of certain features other formats have to offer. For
instance, there are various combat maneuvers, moves, etc that require
a full 3d environment to acomplish. As someone who has played
something like Jedi Knight and so on in a 3D First-Person format
side-scrollers seem like, well, like a ccrippled game as you couldn't
do half the things you could in a true 3d environment. Just the fact
you are restricted to left, right, up and down is to my thinking
pretty limiting when I'm use to full motion and movement in typical
Star Wars games. Therefore I wo

Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Clement Chou
Fair enough. And that was no more than that, a suggestion. While I 
would've liked a tomb Raider-esc experience, I'm more than happy with 
what we're getting... side scrollers and 3d games are both styles I 
happen to enjoy. I just suggested a beat em up because it would be 
easy to start. as to timeline... there's another era I was wondering 
about, though this probably coincides with the old republic series. 
Have you ever thought about writing a game based around Darth Bane? 
From when he was a minor on a backwater planet to the sith academy 
or coriban? That would be cool, too. And just to clarify in case it 
didn't come across, when I said start small and think bigger I meant 
with each game. I didn't mean make a beat em up and then a 3d version 
of that same game... far from it. I understand how much that can take 
out of someone... just thinking about the different programming and 
planning required makes my head spin. But if you were to say make 
separate serieses based off different eras, in the longterm? Start 
simple, and then when you move to a different timeline and a 
different series of game, increase the scope. That, in my personal 
opinion, gives you more options for a longer-lasting series of games. 
But just my thoughts, as usual.


At 06:22 AM 10/05/2011, you wrote:

Hi Clement,

While I agree a game based on the Yuuzan Vong war would be cool I
don't believe I could come up with any sounds that would  fit. Its one
thing to read about organic weapons etc in a book and quite another to
invent sound effects from scratch to try and emulate what the books
describe.

Besides as I said I'm personally getting just a bit tired of the main
characters. I grew up with Luke Skywalker, Han Solo, Leia, and they
have been the main focus for over 30 years. I'm  finding the Old
Republic series etc a nice refresh from all that because there are all
new characters and situations available to read and write about that
take place thousands of years before Luke, Han, Leia, etc were born. I
think this apeals to my historian side. I like exploring what life
might have been like thousands and thousands of years before the
modern era.

As far as your suggestion goes basically what you are saying is start
small and think bigger. That makes sense, but it also has to be
something I have to be happy with too. Something I'll commit too for
the long hall.

For instance, I've never been completely happy with MOTA. Its not a
bad game, but my principle complaint is it wasn't written the way I
wanted it to be written. I wanted a full blown FPS like Tomb Raider
not a side-scroller. As a result of this I'm now having to split my
time between writing the side-scroller the community wants and the FPS
that I want. Its taking a lot out of me physically, emotionally, and
financially and you can see it has been a month-and-a-half since beta
18 just because I'm spending time with essentually two games instead
of one. I'll never ever do it again for anyone. From now on I'll
decide on a single format and run with it when it comes to game
projects.

Basically, what I'm saying is I'll certainly listen to suggestions
etc, but in the end I'll be making the final calls on format etc. I'm
just finding out where the lists interests are right now. Which styles
etc people would prefer before I start into this projectin the future.


On 5/9/11, Clement Chou  wrote:
> Honestly, I'd like to see this grow. Start simple, maybe a beat em up
> with cutsceens to explain a basic plotline and see how far you cfan
> go with that. Then, once you've done everything possible with that
> beat em up, move to a different genre. As an avid star wars fan I
> like all your ideas... and although it would be hard to find sound
> effects to fit, I would really, really like to see a game based in
> the NJO timeline.
>
>
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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-09 Thread Clement Chou
Honestly, I'd like to see this grow. Start simple, maybe a beat em up 
with cutsceens to explain a basic plotline and see how far you cfan 
go with that. Then, once you've done everything possible with that 
beat em up, move to a different genre. As an avid star wars fan I 
like all your ideas... and although it would be hard to find sound 
effects to fit, I would really, really like to see a game based in 
the NJO timeline.



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Re: [Audyssey] Apollo 13 - Re: Apollo - Re: Space sims?

2011-05-08 Thread Clement Chou
There are certain areas in history that are interesting. I find 
European and Asian history much more interesting than, say, Canadian 
history. There just isn't anything interesting about the history of 
this country... it's all trading and politics, and especially the way 
it's presented in textbooks is ridiculous. I love history... always 
have. But I prefer European and Asian history, especially in the 
areas of mythology, military and weapons.


At 07:45 AM 08/05/2011, you wrote:

HI Charles,

Well, I'm not really that surprised. Besides the fact this kid was
young, hadn't had history yet, etc I've generally found that most
people are really uneducated when it comes to history in general. I've
found all too many times people said history was boring, they slept
through class, and they don't really know anything about it other than
a few facts here and there they picked up somewhere. Even then what
history they do know, or think they know, usually is white washed
facts that passes for history in our schools today.

For instance, how many people were involved in the Lincoln
assassanation? If you are like most people you will mention John Wilks
Booth and forget everyone else involved in the plot to kill Lincoln.
The real truth is there was several people involved directly with the
Lincoln assassaination, and several cabinit members were attacked the
same night as Lincoln. John Wilks Booth was killed while trying to
escape, but several other members of the conspiracy were rounded up
and put on trial. In the end four people were hanged for conspiracy,
and four others were sent to prison. For some reason this part of the
Lincoln assassination is rarely discussed. Its not even in the school
books. Yet that is what really happened and is a matter of public
record if anyone wants to look into it further.

Its cases like this that really disgust me about the American school
system. The history books maybe have one or two pages dedicated to any
specific person or event and skip over the deeper truths and history
behind what happened. For most people that's enough. The day people
graduate from high school they just stop studying history, and that is
very sad because history is extremely interesting if presented
correctly.  The Apaulo 13 mission is a case in point of history that
is very interesting and has books and movies written about it. There
is really no excuse not to know about it.

Cheers!



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Re: [Audyssey] Happy Star Wars Day

2011-05-08 Thread Clement Chou
Nope... Obi-Wan physically chopped them off himself. And it might be 
different in the movie, but in the book it's Anakin's left arm which 
obi-wan slices through. So I was wrong... he still had one limb left. 
Here's the passage from the novel:


 Obi-Wan turned his dive into  a  forward  roll  that  left  him  barely
teetering on the rim of a low cliff, just above the soft black sand  of  the
riverbank. Anakin snarled a curse as he realized  he'd  been  suckered,  and
leapt off his droid at Obi-Wan's back- Half a second too slow.
 Obi-Wan's whirl to parry didn't meet Anakin's blade. It met  his  knee.
Then his other knee.
 And while Anakin was still in  the  air,  burned-off  lower  legs  only
starting their topple down the cliff, Obi-Wan's recovery  to  guard  brought
his blade through Anakin's left arm above the  elbow.  He  stepped  back  as
Anakin fell.
 Anakin dropped his lightsaber, clawing at the edge of  the  cliff  with
his mechanical hand, but his grip was too powerful for the lava bank and  it
crumbled, and he slid down onto the black sand. His  severed  legs  and  his
severed arm rolled into the lava below him  and  burned  to  ash  in  sudden
bursts of scarlet flame.


At 06:38 AM 08/05/2011, you wrote:

the lava took off the leggs actually.



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Re: [Audyssey] Happy Star Wars Day

2011-05-08 Thread Clement Chou
He did indeed. At the end of that fight Anakin is effectively 
limbless... nothing more than a torso and a head.


At 05:09 AM 08/05/2011, you wrote:
Actually didn't he also chop off Vader's other arm? I know Dooku cut 
off the first one in Attack of the CLones but for some reason I 
always thought that Obi-Wan chopped off the other one and yes, both 
legs during that duel on Mostafar.

We are the Knights who say...Ni!
- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, May 08, 2011 5:51 AM
Subject: Re: [Audyssey] Happy Star Wars Day



Hi Shaun,

No, not true. Grevous was a cyborg not a droid. A droid is a 100%
robot like C-3PO. A cyborg is part organic part machine. Come to think
of it Darth Vader himself is a cyborg as one of his arms both legs,
etc are mechanical since Obi-Wan chopped them off in Revenge of the
Sith and left him for dead in a lava pit.

On 5/8/11, shaun everiss  wrote:

I heard that grevis depending on what starwars fan production you
here was a droid.
In fact another droid came after him in that production that vador
later killed.


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Re: [Audyssey] Happy Star Wars Day

2011-05-08 Thread Clement Chou
The actual story, NPR and movie are all the same in one respect... 
all three show Obi-Wan being cut down physically. In none of those 
does Vader conduct a missed blow... Obi-Wan's involvement later in 
the stories is only through manifestation as a force ghost.


At 01:38 AM 08/05/2011, you wrote:

hmmm
But what does that say about his later envolvement.
He became something else.
In fact before vador struck him he had already gone, so was he able 
to go to whatever when he wanted anyway and if vador killed him 
could actually stay there or just go and have no reason to return.
Depending on what you acutally listen to, the actual stories or npr, 
depending on what you here there are 2 versions.



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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
Only one race comes to mind... the assassin from Attack of the Clones 
who was sent to kill Padme. A claudite or whatever the name was.


At 08:47 PM 07/05/2011, you wrote:
I've even heard speculation that Yoda was human at one time, but 
then you'd have to explain how he turned into whatever he was. If 
I'm not mistaken shapeshifting isn't an ability any race in the Star 
Wars universe realy possesses.

We are the Knights who say...Ni!
- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Saturday, May 07, 2011 9:35 PM
Subject: Re: [Audyssey] Happy Star Wars Day


Exactly what I'm thinking. If yoda lived for 1000 years it's 
probably because of his race, not because of any force-aided thing. 
And your estimation of Obi-Wan's age and and the gap between him 
and Anakin is one I agree with.


At 08:30 PM 07/05/2011, you wrote:
Not that it's been explored much as far as I know but I sort of 
got the impression that the centuuries-long life span was a 
characteristic of whatever Yoda's race was. After all at the time 
of his death I don't think Anakin Skywalker was much over fifty, 
in his sixties at most I'd guess. He was nineteen or thereabouts 
at the time of Attack of the Clones and if I'm not mistaken 
Revenge of the Sith took place three years later. And I don't 
think it was much over twenty-five years from Revenge of the Sith 
to Return of the Jedi. Obi-Wan might have been in his seventies or 
eighties since he would have been at least ten years older than 
Anakin. But no, I've never heard anything that suggested that 
human Jedi lived much longer than ordinary folks.

We are the Knights who say...Ni!



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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
Exactly what I'm thinking. If yoda lived for 1000 years it's probably 
because of his race, not because of any force-aided thing. And your 
estimation of Obi-Wan's age and and the gap between him and Anakin is 
one I agree with.


At 08:30 PM 07/05/2011, you wrote:
Not that it's been explored much as far as I know but I sort of got 
the impression that the centuuries-long life span was a 
characteristic of whatever Yoda's race was. After all at the time of 
his death I don't think Anakin Skywalker was much over fifty, in his 
sixties at most I'd guess. He was nineteen or thereabouts at the 
time of Attack of the Clones and if I'm not mistaken Revenge of the 
Sith took place three years later. And I don't think it was much 
over twenty-five years from Revenge of the Sith to Return of the 
Jedi. Obi-Wan might have been in his seventies or eighties since he 
would have been at least ten years older than Anakin. But no, I've 
never heard anything that suggested that human Jedi lived much 
longer than ordinary folks.

We are the Knights who say...Ni!



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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
If it's the comic I think you're talking about, it's based hundreds 
of years into the future where Luke's descendants have been around 
for quite a while. And I don't think Luke is going to live for as 
long as Yoda did.


At 08:08 PM 07/05/2011, you wrote:
Well I seem to recall that it's hinted that he does die since 
apparently in acommic or something set some centuries in the future 
he does appear to a troubled Jedi in Force Ghost form, but as far as 
I know that's the only hint we have so far as to what his fate might have been.

We are the Knights who say...Ni!
- Original Message - From: "Shane Lowe" 
To: "Gamers Discussion list" 
Sent: Saturday, May 07, 2011 9:02 PM
Subject: Re: [Audyssey] Happy Star Wars Day



oh. I thaught he died.

- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Saturday, May 07, 2011 10:06 PM
Subject: Re: [Audyssey] Happy Star Wars Day


Uh... Luke hasn't died yet. I don't know what you're talking 
about... he's come close, but he hasn't actually died.


At 07:01 PM 07/05/2011, you wrote:

When did Luke die again?

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, May 07, 2011 8:51 PM
Subject: Re: [Audyssey] Happy Star Wars Day



Hi Clement,

Yeah, I've listened to the radio dramas. Not just the original A New
Hope, Empire Strikes Back, and Return of the Jedi but the Dark Forces
and Jedi Knight radio series as well. You are right though the ending
of the ROTJ radio version is pretty cool. Too bad it wasn't in the
movies.

Anyway, you've got a point about the age thing. Luke was 40 or 50's
when the war with the Vong broke out and at least in his 50's when the
Legacy series takes place. He definitely could have mopped the floor
with Jason if he wanted too. Let's not forget Mara, who was in her
early 50's as well, gave Jason one heck of a battle too. She probably
could have won, but I think she wasn't fully committed to the idea
this was a fight to the death and didn't want to really kill Jason but
turn him back to the light. Big mistake for her since she ended up
getting killed instead. In any case the authors decided to go for full
drama by having Jaina, his twin sister, finish him off instead of
Luke, Mara, or any of the Jedi masters from the New Jedi Order. One
wonders what a battle between Kip and Jason would have been like.

On 5/7/11, Clement Chou  wrote:

Pretty good analysis there. grins. I never thought of the Padme
angle, but you're right... it was pretty obvious that Vader wasn't at
his best when fighting Luke. And the fact that he tore himself out of
the dark side to save his son isn't very easy to miss. lol. There was
a touch in the radio drama of Return of the Jedi that I liked, not
sure if you've listened to it. At the end of the whole thing when
Palpatine is blasting Luke with lightning, Vader leaps up and cries,
"My Son!" Palpatine then commands Vader to put him down, to which
Vader replies, "I will. Down the core shaft... down to your death!"
Palpatine than says, "Vader! I am your master!" And the last thing
Vader says before throwing him down the shaft is, "Darth Vader's
master. But not Anakin Skywalkers!" I would've liked to see that in
the movie... and as to Obi-Wan being old, if later episodes count
Jedi as old as himself can fight just as well as when they are at
their peak. Luke fought through the entirity of the last battle
against the Vong in New Jedi Order at probably 40 something... and
almost kills Jason in Legacy of the Force, a man who is probably 20
years younger than him... the same age gap, I think, as between
Obi-wan and Anakin Skywalker / Vader.


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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou

Now I'm curious... where in the heck did you get that impression?

At 08:02 PM 07/05/2011, you wrote:

oh. I thaught he died.



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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
Uh... Luke hasn't died yet. I don't know what you're talking about... 
he's come close, but he hasn't actually died.


At 07:01 PM 07/05/2011, you wrote:

When did Luke die again?

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, May 07, 2011 8:51 PM
Subject: Re: [Audyssey] Happy Star Wars Day



Hi Clement,

Yeah, I've listened to the radio dramas. Not just the original A New
Hope, Empire Strikes Back, and Return of the Jedi but the Dark Forces
and Jedi Knight radio series as well. You are right though the ending
of the ROTJ radio version is pretty cool. Too bad it wasn't in the
movies.

Anyway, you've got a point about the age thing. Luke was 40 or 50's
when the war with the Vong broke out and at least in his 50's when the
Legacy series takes place. He definitely could have mopped the floor
with Jason if he wanted too. Let's not forget Mara, who was in her
early 50's as well, gave Jason one heck of a battle too. She probably
could have won, but I think she wasn't fully committed to the idea
this was a fight to the death and didn't want to really kill Jason but
turn him back to the light. Big mistake for her since she ended up
getting killed instead. In any case the authors decided to go for full
drama by having Jaina, his twin sister, finish him off instead of
Luke, Mara, or any of the Jedi masters from the New Jedi Order. One
wonders what a battle between Kip and Jason would have been like.

On 5/7/11, Clement Chou  wrote:

Pretty good analysis there. grins. I never thought of the Padme
angle, but you're right... it was pretty obvious that Vader wasn't at
his best when fighting Luke. And the fact that he tore himself out of
the dark side to save his son isn't very easy to miss. lol. There was
a touch in the radio drama of Return of the Jedi that I liked, not
sure if you've listened to it. At the end of the whole thing when
Palpatine is blasting Luke with lightning, Vader leaps up and cries,
"My Son!" Palpatine then commands Vader to put him down, to which
Vader replies, "I will. Down the core shaft... down to your death!"
Palpatine than says, "Vader! I am your master!" And the last thing
Vader says before throwing him down the shaft is, "Darth Vader's
master. But not Anakin Skywalkers!" I would've liked to see that in
the movie... and as to Obi-Wan being old, if later episodes count
Jedi as old as himself can fight just as well as when they are at
their peak. Luke fought through the entirity of the last battle
against the Vong in New Jedi Order at probably 40 something... and
almost kills Jason in Legacy of the Force, a man who is probably 20
years younger than him... the same age gap, I think, as between
Obi-wan and Anakin Skywalker / Vader.


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Re: [Audyssey] Space sims?

2011-05-07 Thread Clement Chou
I was about to say this... with the difference being that sports 
games aren't generally my thing. Action games give me much more of a 
thrill to play. And a lot of the better action games such as the Lord 
of the Rings games on the ps2 require a lot of running around. The 
objective is to kill everything on the level... but on a large 
battlefield it's a lot harder to find enemies quickly without sight. 
Nevertheless, it's still fun to play... and as tom said, it's worth 
it sometimes to get such a great game despite the patience it takes to play it.


At 06:02 PM 07/05/2011, you wrote:

Hi Charles,

Ah, you are such a spoiled sport. I play a few mainstream games
myself, and figure out how to play it without sight if I can. Right
now I have my eyes on WWE All Stars, which I've tried a little bit on
a friend's XBox 360, and with a little practice you can get80% to 90%
accessibility. What you can't do on your own usually isn't major. Of
course, I am married and can sometimes get sighted assist with some of
the inaccessible stuff so that helps. Sometimes we have to settle for
a little less than perfect accessibility to get truly great games.



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Re: [Audyssey] Space sims?

2011-05-07 Thread Clement Chou
Yeah... it was a close one. That thought wasn't necessarily in my 
head at the time... until I found the switch and then realized how 
close to reentry we were. lol. Almost had a heartattack, I did.


At 06:06 PM 07/05/2011, you wrote:

Wow.  You could have been another Apollo 13!  (evil grin)

---
Laughter is the best medicine, so look around, find a dose and take 
it to heart.

- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Saturday, May 07, 2011 6:34 PM
Subject: Re: [Audyssey] Space sims?


I actually wanted to try it, just to see what the experience was 
like... and because I realized I couldn't get in trouble if I was 
dead. grins. No... actually, I'd been refuelling the shuttle at the 
ISS and forgot to close it when we left. Checklists don't involve 
the fuel valves, so neither my pilot nor I received it... until I 
checked for caution and warning signs on the onboard computer and 
found out. Then it took me about another hour to find where that 
particular switch was... even on a shuttle knockup with braille 
labelling the switches, there's almost no surface aside from the 
seats and floors that are not covered with dials, switches, knobs, 
buttons, levers, you name it.


At 04:29 PM 07/05/2011, you wrote:

Hi,

Oops! Yeah, leaving a fuel valve open could have been  very bad for
your health. How much did you want to wind up a fireball on reentry?

On 5/7/11, Clement Chou  wrote:
> Space camp was fun times... and the missions that take hours are the
> best parts. I'll never forget the time I left a fuel valve open...
> and me, the commander! I felt like an idiot. lol. Lucky I fixed it
> before we began landing.

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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
Kip and Jason. Now that I would've liked to hear about... I love the 
way troy Dennings writes his star wars battles... the detail and 
amount of action he squeezes in is great. And if you recall, Mara did 
not kill Jason because he distracted her with an image of Ben, which 
gave him the second to drive the poisoned dart into her leg.


At 05:51 PM 07/05/2011, you wrote:

Hi Clement,

Yeah, I've listened to the radio dramas. Not just the original A New
Hope, Empire Strikes Back, and Return of the Jedi but the Dark Forces
and Jedi Knight radio series as well. You are right though the ending
of the ROTJ radio version is pretty cool. Too bad it wasn't in the
movies.

Anyway, you've got a point about the age thing. Luke was 40 or 50's
when the war with the Vong broke out and at least in his 50's when the
Legacy series takes place. He definitely could have mopped the floor
with Jason if he wanted too. Let's not forget Mara, who was in her
early 50's as well, gave Jason one heck of a battle too. She probably
could have won, but I think she wasn't fully committed to the idea
this was a fight to the death and didn't want to really kill Jason but
turn him back to the light. Big mistake for her since she ended up
getting killed instead. In any case the authors decided to go for full
drama by having Jaina, his twin sister, finish him off instead of
Luke, Mara, or any of the Jedi masters from the New Jedi Order. One
wonders what a battle between Kip and Jason would have been like.

On 5/7/11, Clement Chou  wrote:
> Pretty good analysis there. grins. I never thought of the Padme
> angle, but you're right... it was pretty obvious that Vader wasn't at
> his best when fighting Luke. And the fact that he tore himself out of
> the dark side to save his son isn't very easy to miss. lol. There was
> a touch in the radio drama of Return of the Jedi that I liked, not
> sure if you've listened to it. At the end of the whole thing when
> Palpatine is blasting Luke with lightning, Vader leaps up and cries,
> "My Son!" Palpatine then commands Vader to put him down, to which
> Vader replies, "I will. Down the core shaft... down to your death!"
> Palpatine than says, "Vader! I am your master!" And the last thing
> Vader says before throwing him down the shaft is, "Darth Vader's
> master. But not Anakin Skywalkers!" I would've liked to see that in
> the movie... and as to Obi-Wan being old, if later episodes count
> Jedi as old as himself can fight just as well as when they are at
> their peak. Luke fought through the entirity of the last battle
> against the Vong in New Jedi Order at probably 40 something... and
> almost kills Jason in Legacy of the Force, a man who is probably 20
> years younger than him... the same age gap, I think, as between
> Obi-wan and Anakin Skywalker / Vader.

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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
Pretty good analysis there. grins. I never thought of the Padme 
angle, but you're right... it was pretty obvious that Vader wasn't at 
his best when fighting Luke. And the fact that he tore himself out of 
the dark side to save his son isn't very easy to miss. lol. There was 
a touch in the radio drama of Return of the Jedi that I liked, not 
sure if you've listened to it. At the end of the whole thing when 
Palpatine is blasting Luke with lightning, Vader leaps up and cries, 
"My Son!" Palpatine then commands Vader to put him down, to which 
Vader replies, "I will. Down the core shaft... down to your death!" 
Palpatine than says, "Vader! I am your master!" And the last thing 
Vader says before throwing him down the shaft is, "Darth Vader's 
master. But not Anakin Skywalkers!" I would've liked to see that in 
the movie... and as to Obi-Wan being old, if later episodes count 
Jedi as old as himself can fight just as well as when they are at 
their peak. Luke fought through the entirity of the last battle 
against the Vong in New Jedi Order at probably 40 something... and 
almost kills Jason in Legacy of the Force, a man who is probably 20 
years younger than him... the same age gap, I think, as between 
Obi-wan and Anakin Skywalker / Vader.


At 04:55 PM 07/05/2011, you wrote:

Hi,

Maybe. Its more likely that Obi-Wan was just to old to fight as
effectively as he did in Revenge of the Sith. Remember 19 years had
passed between Revenge of the Sith and Star Wars A New Hope. Obi-Wan
looked to be in his 60's or 70's by the time he met Vader again, and
he was probably physically weaker and slower than Vader, or he chose
to let himself get killed for reason x. Plus by the time A New Hope
had come along Anakin had fully become Darth Vader and probably had
learned a lot more about the dark side of the force than he did 19
years previously.

If you ask me the reason Luke Skywalker managed to fight and
eventually defeat Vader had nothing to do with skills or powers, but
Vader's emotional weakness. Say what you will about Darth Vader he
had really and truly loved Padme. That made him unable to kill his
only son, and his daughter as well. That emotional bond, although
distant, was enough to make him hold back and not fight as effectively
as he perhaps could have.

As it turns out in Return of the Jedi when Palpatine is trying to kill
Luke it was Darth Vader who grabs Palpatine by the throat and tosses
him into the reactor core. Apparently Vader's love for his son was
greater than the dark side and any loyalty he had to Palpatine.

It is apparent as early as Empire Strikes Back that Anakin, Darth
Vader, secretly hated Palpatine. In Revenge of the Sith, of course, we
find out why. Palpatine told Anakin if he turned to the dark side that
he'd insure Padme didn't die, but of course she does die and Anakin
goes into emotional melt down. Finding out that he had two children
who were alive and well went a long way to bring Anakin back from the
dark side and why he turned on Palpatine and threw him head long into
the Deathstar's reactor core.

Cheers!



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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
I'm not so sure it was reflexes that he had. It was simply that he 
moved so fast that most Jedi had to play defensive until they found a 
whole... that, and the amount of jedi he killed gave him a catelogue 
of styles to choose from, so he knew how Jedi fought and defended 
various moves. But he was nowhere as fast as a jedi... whose reflexes 
almost border on anticipation rather than reacting to a situation.


At 04:25 PM 07/05/2011, you wrote:

Hi,
Don't forget that we was reupted to have the same speed as Jedi reflexes
with his...replacement arms.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Saturday, May 07, 2011 12:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Happy Star Wars Day

My only real question was Grevous... Ventris I kind of guessed would
fit into that category. lol. But I guess with how well he knows his
swordplay... he definitely qualify. And it could be argued though
that he doesn't have the force, the combat programming he has is
enough to match the force as you're right, he did give a lot of jedi
a hard time. Though I personally think that comes down to one
lightsaber against four. grins.


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Re: [Audyssey] Space sims?

2011-05-07 Thread Clement Chou
I actually wanted to try it, just to see what the experience was 
like... and because I realized I couldn't get in trouble if I was 
dead. grins. No... actually, I'd been refuelling the shuttle at the 
ISS and forgot to close it when we left. Checklists don't involve the 
fuel valves, so neither my pilot nor I received it... until I checked 
for caution and warning signs on the onboard computer and found out. 
Then it took me about another hour to find where that particular 
switch was... even on a shuttle knockup with braille labelling the 
switches, there's almost no surface aside from the seats and floors 
that are not covered with dials, switches, knobs, buttons, levers, you name it.


At 04:29 PM 07/05/2011, you wrote:

Hi,

Oops! Yeah, leaving a fuel valve open could have been  very bad for
your health. How much did you want to wind up a fireball on reentry?

On 5/7/11, Clement Chou  wrote:
> Space camp was fun times... and the missions that take hours are the
> best parts. I'll never forget the time I left a fuel valve open...
> and me, the commander! I felt like an idiot. lol. Lucky I fixed it
> before we began landing.

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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
The reason he let himself get cut down wasn't because Vader 
outsmarted him or had more teaching from palpatine. He let himself 
get cut down so as to distract Vader and give Luke the time to run 
off in the Falcon. But he knew he wasn't really going to die... so he 
let it happen.


At 04:21 PM 07/05/2011, you wrote:

Hi,
Yeah, I know. Funny how he managed to do it once but couldn't twice. I can
only assume he had some kind of tutalidge from Palpatine.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Saturday, May 07, 2011 12:59 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Happy Star Wars Day

I haven't read that series yet... but thanks for the recommendation.
Will definitely check it out. And I'm not surprised noone could come
close to matching Vader... though Obi-Wan beating him would've been
something to see in episode 4.

At 10:55 AM 07/05/2011, you wrote:
>Hi Clement,
>
>Could be. Have you read the Jedi Twilight saga that follows Dark Lord?
>
>The reason I ask is while the clones not following Order 66 does seem
>like an isolated event other Jedis managed to escape the slaughter,
>and cause a lot of trouble before Darth Vader hunted them down and
>finished them off. Unfortunately, for them none of them were in Darth
>Vader's class, and Anakin had always been usually strong and powerful
>in the Force. No one until Luke Skywalker came along was able to stand
>up to him, and give him a good fight. Although, in A New Hope Obi-Wan
>let Vader kill him which doesn't really count as we know Obi-Wan could
>have beaten Vader if he wanted too.
>
>On 5/7/11, Clement Chou  wrote:
> > This is true. I did know that happened, as I've read Dark Lord...
> > which was an amazing book by the way. But at the same time I think
> > that was a bit of a minority event as I haven't come across anyone
> > else who was in the same situation. Shrine and Starstone just
> > happened to get lucky if you ask me. Though it was a good piece of
> > luck and let them start quite a bit of trouble before they were
> > found. lol. But it was nice to see a bunch of clones who had
> > apparently overcome that particular problem.
> >
> >
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Re: [Audyssey] Space sims?

2011-05-07 Thread Clement Chou
I would love to see that. And with time, you could increase the 
complexity to multiplayer and work in squadrons... maybe not standard 
12-person squadrons, but something simular... nine, say. It would be 
a blast to have to coordinate other people to attack enemy flights 
that are also controlled by other players.


At 04:24 PM 07/05/2011, you wrote:

HI Clement,

Agreed. I've been thinking for along time of doing a Star Wars
Starfighter simulator or a Star Trek game where you get to pilot the
U.S.S. Enterprise. Flying around is sort of dull if you can't get into
the thick of things and blow a few enemy tie intercepters or droid
starfighters out of existance. Part of the fun of getting into a
starfighter is to out smart, out maneuver, and out shoot the endless
waves of enemy ships coming at you. Add some Star Wars battle music
and you have a fun space simulator.

Cheers!



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Re: [Audyssey] Space sims?

2011-05-07 Thread Clement Chou
Space camp was fun times... and the missions that take hours are the 
best parts. I'll never forget the time I left a fuel valve open... 
and me, the commander! I felt like an idiot. lol. Lucky I fixed it 
before we began landing.


At 03:20 PM 07/05/2011, you wrote:

Hi Ron,

Why couldn't we do a Shuttle launch? I have a friend who went to Space
Camp one year and she ended up being Shuttle Commander. They even let
her try as Shuttle pilot in the simulator which was cool. I think with
the right accessibility aids flying a space shuttle is no different
than any other aircraft. You just have to make sure to get the angles
right when taking off and landing or you will turn into a fireball.

Anyway, I would love a space shuttle simulator. I've always wanted to
fly one of the shuttles and it shouldn't be that hard to create. Just
need to get the right kind of actors to do for the communications
between the flight crew and NASA. As well as the flight crew and the
International Space Station etc.

Cheers!

On 5/7/11, Ron Kolesar  wrote:
> I for one agree with you Imbar.
> Now where oh where is that space shuttle simulator?
> I hope someone makes me eat my words on the following.
> I don't think that we could do the launching part.
> But there ought to be a way via the keyboard and or a USB controller where
> we could
> Orbit, dock and undock with the International space station, perform the
> reentry procedures and land as realistically as possible.
> I know that the program that the Astronauts use to practice with is called
> PILOT.
> I don't remember what it stands for though.
> So far for a airplane simulator,
> The best around is Three D Velocity.
> For the Civilian side of the flying coin.
> I'm not going to offer a recommendation.
> Ron who knows with his interests, if he were sighted he knows 
that he'd have

> a career in the air and hopefully would have earned his 1,000 hour
> certification for either a space shuttle commander (CDR) or a space shuttle
> pilot (PLT)/
>
> Ron Kolesar
> kolesar16...@roadrunner.com
>

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Re: [Audyssey] Space sims?

2011-05-07 Thread Clement Chou
You just mentioned pretty much everyone who is into mainstream games. 
lol. All of us play certain games that are not fully playable... as 
an example, fighting games are not the only games I do play. If an 
action adventure has some playability to it, I'll play it and see how 
far I manage to get. You'd be surprised how much fun wandering around 
and fighting off enemies can do... and what it can lead to. grins.


At 01:40 PM 07/05/2011, you wrote:
Why someone would want a partially accessible game escapes me.  It 
would infuriate me to get interested in a game, really having fun 
with it, only to find that I could not complete it because I 
couldn't see what I need to.  It would be like listening to a movie 
with descriptive narration that ended as a silent film in which only 
piano music were hear, and you have to see the action.


---
Laughter is the best medicine, so look around, find a dose and take 
it to heart.
- Original Message - From: "darren harris" 


To: "'Gamers Discussion list'" 
Sent: Saturday, May 07, 2011 3:26 PM
Subject: Re: [Audyssey] Space sims?



I used to play the x beyond the frontier series but it became so complex as
to make it unplayable as the later games developed. So yeah if anybody has
played anything that can still work on either xp or windows 7 that is good
to play then I'd definitely like to know about it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 07 May 2011 21:24
To: Gamers Discussion list
Subject: Re: [Audyssey] Space sims?

The old 80's Asteroids game doesn't involve shooting aliens.  You shoot
asteroids lol.  It sounds like you're looking for more of a space themed
flight simulator.

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Re: [Audyssey] Space sims?

2011-05-07 Thread Clement Chou
If all you want to do is navigate a vehicle, flight simulator is 
always a good choice... but a space sim without shooting is like a 
dry orange. It just doesn't happen... half the thrill of space 
simulators is the combat that comes with them.


At 01:23 PM 07/05/2011, you wrote:
What is wrong with wanting to learn to fly a plane, drive a car or a 
train or fly a spaceship without combat involved?  Blind people 
cannot do these things in real life so the next best thing for me at 
least are the sims.



Ms Imbar Golt
im...@netvision.net.il
- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Saturday, May 07, 2011 11:15 PM
Subject: Re: [Audyssey] Space sims?



what would be the point to not shooting.
Seriously, shooting or at least some stratogy is needed.
If you mean just fly round in the air doing not that much then get 
a sighted person to play orbit sim with you.

Play for 30 minutes, then fall assleap.
Its real boring.
ON the other hand, this is all rather general and one sieded.
At 08:04 a.m. 8/05/2011, you wrote:

Hi,

Are there any spaceship sims without shooting any aliens?

Thanks,

Imbar
Ms Imbar Golt
im...@netvision.net.il
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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
I haven't read that series yet... but thanks for the recommendation. 
Will definitely check it out. And I'm not surprised noone could come 
close to matching Vader... though Obi-Wan beating him would've been 
something to see in episode 4.


At 10:55 AM 07/05/2011, you wrote:

Hi Clement,

Could be. Have you read the Jedi Twilight saga that follows Dark Lord?

The reason I ask is while the clones not following Order 66 does seem
like an isolated event other Jedis managed to escape the slaughter,
and cause a lot of trouble before Darth Vader hunted them down and
finished them off. Unfortunately, for them none of them were in Darth
Vader's class, and Anakin had always been usually strong and powerful
in the Force. No one until Luke Skywalker came along was able to stand
up to him, and give him a good fight. Although, in A New Hope Obi-Wan
let Vader kill him which doesn't really count as we know Obi-Wan could
have beaten Vader if he wanted too.

On 5/7/11, Clement Chou  wrote:
> This is true. I did know that happened, as I've read Dark Lord...
> which was an amazing book by the way. But at the same time I think
> that was a bit of a minority event as I haven't come across anyone
> else who was in the same situation. Shrine and Starstone just
> happened to get lucky if you ask me. Though it was a good piece of
> luck and let them start quite a bit of trouble before they were
> found. lol. But it was nice to see a bunch of clones who had
> apparently overcome that particular problem.
>
>
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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
This is true. I did know that happened, as I've read Dark Lord... 
which was an amazing book by the way. But at the same time I think 
that was a bit of a minority event as I haven't come across anyone 
else who was in the same situation. Shrine and Starstone just 
happened to get lucky if you ask me. Though it was a good piece of 
luck and let them start quite a bit of trouble before they were 
found. lol. But it was nice to see a bunch of clones who had 
apparently overcome that particular problem.



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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
My only real question was Grevous... Ventris I kind of guessed would 
fit into that category. lol. But I guess with how well he knows his 
swordplay... he definitely qualify. And it could be argued though 
that he doesn't have the force, the combat programming he has is 
enough to match the force as you're right, he did give a lot of jedi 
a hard time. Though I personally think that comes down to one 
lightsaber against four. grins.



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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou

Hi Tom,

Quite a list of Sith there.. I didn't realize there were that many 
running around that time. And everyone thought they were extinct. 
lol. I have a question though... would you consider Grevous a sith? 
Since you listed him along with Dooku, Ventris and the rest, I'm 
guessing he qualifies. lol.




- Original Message -
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Friday, May 06, 2011 6:06 PM
Subject: Re: [Audyssey] Happy Star Wars Day


> Hi Shane,
>
> Well, as a strict Star Wars fan who would like to stick to cannon as
> much as possible I most certainly would care. As has been said by the
> time Anikin was old enough to fight Duku etc Darth Maul was 10 years
> in the grave. The only way to even bring him into a storyline after
> that is to use a clone. Unfortunately, cloned super villains are way
> too common as it is in Star Wars. We've got the Palpatine clone that
> shows up in some of the later books, there was the clone of Thrawn
> they were creating in the Hand of Thrawn series, and C'bouth was a
> dark side clone of the original C'bouth. As I said cloned super
> villains are all too common in Star Wars, and another one would be to
> say the least not that interesting I think. Besides that there were
> enough Sith active during the clone wars as it was. We have Palpatine,
> Duku, Grevous, Ventris, and of course Anikin is turned and becomes
> Darth Vader. That's plenty of super villains as it is without bringing
> Darth Maul into the picture.
>
> On 5/6/11, Shane Lowe  wrote:
>> who cares! it would be more fun to include him.
>
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Re: [Audyssey] Happy Star Wars Day

2011-05-07 Thread Clement Chou
Actually, the empire and republic are considered two completely 
different entities... because of how the system was run. The clones 
were programmed to obey whoever was in charge of the empire as that 
plan was apparently in place long before the clones were thouht of as 
a military resource. This is shown in Revenge of the Sith when 
Palpatine issues "order 66" and the clone commander responds, "It 
will be done, my lord." At least to me, this implies that the 
knowledge of who they're working for has already been programmed into 
their subconscious and was waiting for that trigger. Until then they 
were all-too-happy to serve the republic and obey the Jedi, since 
many of the squads have Jedi leading them. For anyone who doesn't 
know about order 66... this was the order to begin the "jedi perge." 
All the clone commanders turned on the Jedi who were leading them, 
including Obi Wan... who was the only one who managed to escape from 
them. Well, there are a couple more I can think of, but the empire 
eventually caught up with them.. and the Jedi perge was also 
happening on Coruscant, as Anakin Skywalker, who was by then known as 
Darth Vader, had already turned to the Dark Side and personally 
slaughtered all the Jedi in the Temple.


At 09:39 AM 07/05/2011, you wrote:

Hi,
Well...that's a bit confusing. The way I understood it they were programmed,
as such, to obey the Republic. COnsidering that the empire was the republic,
they had to obey.

Best Regards,
Hayden




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Re: [Audyssey] Audyssey babble report for April 2011

2011-05-01 Thread Clement Chou
Reminder about Tom's message to close this thread... while it was 
fun, I'm not the happiest about getting my mail alert and then seeing 
it's nothing but more short posts to this thread about who is going 
to beat who. So let's get back to gaming, shall we?


At 02:39 PM 01/05/2011, you wrote:

Hi Dark,
Ah, but no. The WiFi is only useful in uploading content to the USA Games
Server. Nothing else can be accessed.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, May 01, 2011 4:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey babble report for April 2011

I stil don't think the wifi connection is advisable. There needs to be a
litle cat flap under the door so that he can pass out the new version on a
memory key, then we can upload it to the server, wifi connection could
pottentially be used for toom much fun! ;D.

Beware the grue!

Dark.
- Original Message -
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Sunday, May 01, 2011 7:52 PM
Subject: Re: [Audyssey] Audyssey babble report for April 2011


> Hi,
> You give him a Wi-Fi connection in the closet. Just make sure you have a
> computer that does not allow visiting of any sites but usagames, and that
> only to upload new versions...and no email clients!
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of dark
> Sent: Sunday, May 01, 2011 7:29 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Audyssey babble report for April 2011
>
> Then how do we get the games out? ;D.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Sunday, May 01, 2011 1:26 PM
> Subject: Re: [Audyssey] Audyssey babble report for April 2011
>
>
>> Hi,
>>
>> Na, just lock me in a closet and throw away the key until I finish the
>> games right?
>>
>> On 5/1/11, dark  wrote:
>>> Yep tom that's about 12 messages a day!
>>>
>>> Obviously if we want to see Mota any time soon we'll have to superglue
>>> your
>>> E-mailing fingers together ;D.
>>>
>>> Beware the Grue!
>>>
>>> Dark.
>>
>> ---
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A

Re: [Audyssey] iPhone app and Audyssey babble report for April 2011

2011-05-01 Thread Clement Chou
Okay people... let's get back on track and talk about games. If you 
want to compete, do it that way. Let's not spam this list with one 
liners for the next 30 days.. thanks and come again.


At 01:58 PM 01/05/2011, you wrote:

I will outdo all of my foes! None of them will be able to beat me!
- Original Message - From: "Charles Rivard" 
To: "Gamers Discussion list" 
Sent: Sunday, May 01, 2011 9:11 PM
Subject: [Audyssey] iPhone app and Audyssey babble report for April 2011


No you can't.  Darn you guys!  You keep sending messages, trying to 
outDo each other, and I'm about to listen to a baseball game on my 
iPhone! Interruptions, interruptions, interruptions!  If you think 
I'm griping, I'm not.  I gotta send messages to at least make an 
effort to appear on the babble report respectably, don't I?  And, 
to keep it on topic, you can listen to all the games of your 
favorite major league team, all season, including the play-off and 
World Series, for a total one-time cost of about $15 if you have an 
iPhone.  The app, from iTunes, is called At Bat 11.  It's well 
worth the money for any baseball fan.


---
Laughter is the best medicine, so look around, find a dose and take 
it to heart.

- Original Message - From: "Shane Lowe" 
To: "Gamers Discussion list" 
Sent: Sunday, May 01, 2011 2:45 PM
Subject: Re: [Audyssey] Audyssey babble report for April 2011



yeah I can!

- Original Message - From: "Shiny protector" 


To: "Gamers Discussion list" 
Sent: Sunday, May 01, 2011 3:32 PM
Subject: Re: [Audyssey] Audyssey babble report for April 2011



No way! You will not be able to beat me!
- Original Message - From: "Shane Lowe" 
To: "Gamers Discussion list" 
Sent: Sunday, May 01, 2011 8:04 PM
Subject: Re: [Audyssey] Audyssey babble report for April 2011



Yeah first next time!

- Original Message - From: "Hayden Presley" 


To: "'Gamers Discussion list'" 
Sent: Sunday, May 01, 2011 2:47 PM
Subject: Re: [Audyssey] Audyssey babble report for April 2011



Hi,
Wait till next month, eh? We'll just see about that, won't we...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Sunday, May 01, 2011 8:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey babble report for April 2011

yeah it does

- Original Message - From: "Thomas Ward" 


To: "Gamers Discussion list" 
Sent: Sunday, May 01, 2011 8:20 AM
Subject: Re: [Audyssey] Audyssey babble report for April 2011



Hi,

Well, if its scoring you want I whipped all your butts with a score of
371. That is like a new list record or something. Does that make me
the heavy wait champion of e-mail?

Cheers!

On 5/1/11, Clement Chou  wrote:

Dang Hayden... you doubled my message score. Next month. Just wait...


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Re: [Audyssey] Audyssey babble report for April 2011

2011-05-01 Thread Clement Chou
Some people just like to compete in terms of who posted more... I 
usually don't, but I figure it's fun once in a while. lol.


At 12:47 PM 01/05/2011, you wrote:
What is so interesting about the babble report that is posted 
monthly? I just supposed it just goes out there and we are supposed 
to ignore it just to tell us how much we post does not mean we have 
to talk about it, oh sure, some of you may think that you wanted to 
post more but you could not.


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Re: [Audyssey] Audyssey babble report for April 2011

2011-05-01 Thread Clement Chou
I must've missed it. I haven't indulged in this mini competition of 
messages posted until recently. But now that I'm in... it's actually 
kinda fun. lol.


At 12:04 PM 01/05/2011, you wrote:

Hi Clement,
Oh...he's done better. I've seen something like four hundred from him once.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, May 01, 2011 2:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey babble report for April 2011

Tom... you outdid yourself. lol. I think that's the biggest amount of
email I've sceen you post to the list in a month! grins.


>-Original Message-
>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>Behalf Of Thomas Ward
>Sent: Sunday, May 01, 2011 7:18 AM
>To: Gamers Discussion list
>Subject: Re: [Audyssey] Audyssey babble report for April 2011
>
>Hi,
>
>Good grief! I posted 371 messages? That's like an insane amount of
>e-mail I find that almost hard to believe. Sure didn't seem like it at
>the time, and might explain why I'm behind on my projects. Lol!
>
>Cheers!
>
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Re: [Audyssey] Audyssey babble report for April 2011

2011-05-01 Thread Clement Chou
Tom... you outdid yourself. lol. I think that's the biggest amount of 
email I've sceen you post to the list in a month! grins.




-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, May 01, 2011 7:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey babble report for April 2011

Hi,

Good grief! I posted 371 messages? That's like an insane amount of
e-mail I find that almost hard to believe. Sure didn't seem like it at
the time, and might explain why I'm behind on my projects. Lol!

Cheers!

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Re: [Audyssey] Audyssey babble report for April 2011

2011-05-01 Thread Clement Chou

Dang Hayden... you doubled my message score. Next month. Just wait...

At 12:47 AM 01/05/2011, you wrote:

daaam!

well I can at least make the excuse that for 
several days all my messages to the list were 
bouncing, 0 it was you Tom I know it was, 
you spiked my mail you dirty cheater, just to win this month!


I'll get you next time gadgit! next! tme!

beware the Grue!

Dark.
- Original Message - From: "Jim Kitchen" 
To: "Audyssey" 
Sent: Sunday, May 01, 2011 8:15 AM
Subject: [Audyssey] Audyssey babble report for April 2011



120 people posted 2265 messages.

371 From, Thomas Ward.
186 From, Shane Lowe.
160 From, dark.
122 From, Hayden Presley.
118 From, shaun everiss.
89 From, Jim Kitchen.
75 From, The Addictor.
73 From, Charles Rivard.
72 From, Bryan Peterson.
69 From, Clement Chou.
58 From, burakyuksek.
58 From, michael barnes.
50 From, Shiny protector.
44 From, Imbar Golt.
41 From, Phil Vlasak.
30 From, Yohandy.
25 From, Lori Duncan.
23 From, Trouble.
22 From, Alfredo_The_Music_maker.
22 From, Ron Kolesar.
21 From, Damien Pendleton.
21 From, Tom Randall.
20 From, Harmony Neil.
18 From, Mich.
18 From, william lomas.
16 From, jason.
16 From, Pitermach.
16 From, Richard Sherman.
15 From, Karl Belanger.
14 From, Dakotah Rickard.
14 From, Darren Duff.
14 From, Jacob Kruger.
14 From, Tommy.
13 From, Matheus r.c. souza.
12 From, Curt Taubert.
12 From, Jack F.
12 From, Ryan Strunk.
10 From, Christopher Bartlett.
10 From, Dennis Towne.
9 From, Mich.
9 From, Philip Bennefall.
8 From, Bogdan Muresan.
8 From, Mike Maslo.
7 From, Angela Lerma.
7 From, Brandon Misch.
7 From, djc.
7 From, Greg Wocher.
7 From, GreyMatter Info.
7 From, Jorge Gonçalves.
7 From, Kai.
7 From, Mauricio Almeida.
6 From, Che.
6 From, fred olver.
6 From, Ian McNamara.
6 From, Jess Varnell.
6 From, Oriol Gómez.
6 From, Ryan Conroy.
6 From, Sky Mundell.
5 From, Ben.
5 From, bryant walker.
5 From, Hayri Tulumcu.
5 From, kevin lyon.
5 From, Orin.
5 From, Tim Kilgore.
4 From, Angellko21.
4 From, Gmail.
4 From, Jeremy Kaldobsky.
4 From, Johnny Tai.
4 From, Kelly Sapergia.
4 From, Stephen.
3 From, enes.
3 From, Greg Steel.
3 From, lindsay.
3 From, Louis Bryant.
3 From, Michael Feir.
3 From, Milos Przic.
3 From, Tj Squires.
3 From, Valiant8086.
2 From, Alex Kenny.
2 From, Bryan Mckinnish.
2 From, Dark Lord.
2 From, David Chung.
2 From, Desiree Oudinot.
2 From, Eleanor Robinson.
2 From, Florian-achtige.
2 From, Kim Friedman.
2 From, Kwasi Mensah.
2 From, Matthew Shifrin.
2 From, Nick Helms.
2 From, NIcol.
2 From, Raul A. Gallegos.
2 From, reinhard stebner.
2 From, René Linke.
2 From, Ryan Smith.
2 From, Sarah Haake.
2 From, Sylvester Thomas.
2 From, Willem Venter.
1 From, alex wallis.
1 From, Ann.
1 From, Anouk Radix.
1 From, Bob Montowski.
1 From, Cary.
1 From, Casey Mathews.
1 From, Dean Masters.
1 From, Frost.
1 From, Gamers List Guidelines Robot.
1 From, Jason Boston.
1 From, joe quinn.
1 From, John Snowling.
1 From, kev lyon.
1 From, Matteo Hapta.
1 From, Munawar Bijani.
1 From, Richard @ AudioGames.
1 From, Richard Claridge.
1 From, ryan chou.
1 From, Scott Chesworth.
1 From, Shane Lowe.
1 From, simon dowling.
1 From, Thomas Ward.
1 From, Willem.

Archive file size 7001911 bytes

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] A NOte on the Bavisoft is Still Alive Topic

2011-04-29 Thread Clement Chou

My thought exactly. Who on earth would've guessed that was a fake? lol.

At 11:47 PM 29/04/2011, you wrote:

Shocker! Lol!



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[Audyssey] more MK story mode!

2011-04-29 Thread Clement Chou
Spoilers below... watch with caution! This is a portion of the story 
mode playing as nightwolf... and there are some great, great 
cutsceens inside! Check it out!

http://dl.dropbox.com/u/3394499/mk%20story%20mode%20as%20nightwolf.mp3


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Re: [Audyssey] The importance of patronage

2011-04-28 Thread Clement Chou
It's not just people in the UK... in Canada, it can be a lot of the 
same.. it all depends on what kind of system you get put in. We only 
have one school for the blind in Canada... and a lot of the people 
I've sceen come out of that are some of the cockiest and most stuck 
up people... and social skills? Don't even get me started. All I can 
say is I'm glad I went to regular high school, as the school for the 
blind is across the country from me, in Ontario.


Oddly enough though, blind people who are raised in Asian families 
tend to be the exact opposite. We're raised to think nothing of 
ourselves and because the Asian belief is that anyone with any sort 
of disability is basically helpless, a lot of blind people or people 
with other disabilities tend to adopt that view. Everything is done 
for us, and we get almost no say in anything... I'm glad I broke that 
mold. lol. My family still can't accept that I can do so many of the 
things I do... taking buses, cooking, you name it. It's pretty 
ridiculous... luckily the majority of the blind people I deal with 
don't exhibit any of the attitude and characteristics that you mentioned.



At 07:11 AM 28/04/2011, you wrote:

Hi Tom.


well I must confess I don't associate particularly with younger 
blind people in this country other than some I've met through this 
list or online precisely because they can become extremely cleaquey, 
have lacking or none existant social skills, fail to do things for 
themselves and regard anyone outside their group with suspicion.


For instance I know somebody who flat out was amazed at the idea of 
me making coffee "without!" a liquid level indicator, sinse the 
indicator won't fit on the cafetieir I don't particularly have a 
choice, and when I mentioned how fond I was of my George forman they 
nearly went into fits at the idea of a blind person using something 
so dangerous!


I'll admit that I have something of a prejudice against this sort of 
blind! people myself, which actually comes from the two years I 
spent betwene 8 and 10 at a specialist school which was positively 
victorian (my teacher was a dead ringer for prof umbridge in the 
harry potter series).


the problem is this sort of thing can really cause problems with 
other people's atitudes. I was at the Aims music school a week ago 
which is a very high standard teaching course for professional and 
semi professional singers.


i went last august so I now know people relatively well.

The odd thing is I did notice a bit of distance in some people's 
atitudes and this time I found out why. Apparently they had two 
blind girls attend previously who one of the ladies in charge 
described as "dire!"


they for instance complained bitterly at nont having an en sweet 
bathroom when in fact none of the rooms do, and when in fact the 
organizer had given them a room slap bang next to the bathroom.


She described them as tremendously rude, complaining if stuff wasn't 
done for them, yet getting very unpleasant if people offered to help 
with anything.


Then though she did note that sinse I was at university and had (she 
worked out), been to a "normal" school she assumed I was different.


I will confess this is the reason that outside this list and people 
I meet related to games, I actually don't have much to do with other 
blind people in the uk, sinse I always find myself feeling irritated 
at some of the atitudes involved.


Interestingly enough, my mum went through the specialist system and 
out the other side. she was told for instance in the 70's, when she 
finished school and was looking at university "typing, telephony or 
physio therapy"


that's why even though i attended a specialist school for two years 
I wasn't a full time boarder there, and also why I've probably grown 
up with a rather different atitude to some other people who have 
hereditory site conditions.


Also why I've ended up working on disability as my main research interest.

Beware the grue!

Dark.

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Re: [Audyssey] Showdown online?

2011-04-25 Thread Clement Chou
Definitely interested... I haven't played showdown in ages, and I 
miss standing around the table and watching people go at it. One 
request though... would it be possible to make it a bit more complex? 
Including but not limitted to having the pace move a bit faster? lol. Thanks.


At 02:27 PM 25/04/2011, you wrote:

I'd defenitly purchase it.

- Original Message - From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Monday, April 25, 2011 5:52 AM
Subject: [Audyssey] Showdown online?



Hi all,

I am just writing to ask whether any of you would be interested in 
an online version of the Showdown game? Naturally you would also be 
able to play against the computer on many difficulty levels, but 
the main atraction of the game would be that you could play online. 
I would use some techniques to bypass firewalls so that even people 
behind routers could connect to one another, and the game would 
most definitely use human speech. Would this be something that you 
might consider purchasing if it sold for something like 10 dollars?


Thanks in advance for your feedback.

Kind regards,

Philip Bennefall
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Re: [Audyssey] mk tutorial list

2011-04-25 Thread Clement Chou
That much is true. But most of it's pretty entertaining to watch... 
and sometimes you just can't resist adding a bit more fuel to the 
fire. Nothing outright nasty... just the little comments. lol.


At 12:43 PM 25/04/2011, you wrote:
actually, he had written some faqs and I emailed him to thank him 
and such. that's how it all started. I actually don't like the 
gamefaqs boards much. lots of bashing goes on in there lol



- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Monday, April 25, 2011 3:09 PM
Subject: Re: [Audyssey] mk tutorial list


Tell your friend thanks from me... I'm also on the gamefaqs boards, 
but don't interact with people off the boards... I mainly just post 
things. This is helpful though.


At 12:04 PM 25/04/2011, you wrote:
this was actually written by an online friend of mine I met 
through a gamefaqs faq. interesting how things happen this way. 
anyhow, here you go! any thanks direct them to him and I'll let 
him know. I'll also point out that he has a ps3, so he wrote the 
buttons from that point of reference.

Tutorial 1: forward, backward, down and up
tap forward twice, tap backward twice

Tutorial 2: Avoid Sektors missiles for 15 seconds duck or walk 
forward or backwards to do so


Tutorial 3: square, triangle, X, circle, R2, down and R2, down and 
triangle, back and circle


back and X back and X followed by any attack

Tutorial 4: square x 3, square x 2 forward and square square x 2 
and circle, square, X, triangle

triangle, square, back and circle triangle, square, forward and triangle

Tutorial 5: R1 while close, forward and R1 while close. square or 
X when Sektor is trying to throw you

R1 in air (airthrow)

Tutorial 6: Fight!! You need to land both throws, air throw and 
defeat Sektor



Tutorial 7: Special Moves training: down, forward and triangle, 
down, backwards and X back, forward and circle


Tutorial 8: Reflect 3 missiles by pressing down backwards and 
triangle when you hear Sektor shoots a missile


Tutorial 9: stay invisible for 6 seconds press down then up and 
circle to become invisible


Tutorial 10: down backwards and square 3 times. down backwards and 
square and R2 at the same time 3 times


Tutorial 11: down forward and triangle and R2, down backwards and 
X R2, back forwards and circle and R2


Tutorial 12: Breaker training: when Sektor lands second hit hold 
R2 and forward to do a breaker. Do 3 of them


Tutorial 13: X-ray attacks: L2 and R2 at the same time or X and 
Circle and R2 at the same time


Tutorial 14: L1 x 3, down forward and L1 x 3, down backwards and L1 x 3

Tutorial 15: triangle circle and L1, triangle square and L1

Tutorial 16: Fight!! Use Tag special, Tag assist, 4 hit kombo 
enhanced move, breaker and defeat opponent


Written by Jygga




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Re: [Audyssey] mk tutorial list

2011-04-25 Thread Clement Chou
Tell your friend thanks from me... I'm also on the gamefaqs boards, 
but don't interact with people off the boards... I mainly just post 
things. This is helpful though.


At 12:04 PM 25/04/2011, you wrote:
this was actually written by an online friend of mine I met through 
a gamefaqs faq. interesting how things happen this way. anyhow, here 
you go! any thanks direct them to him and I'll let him know. I'll 
also point out that he has a ps3, so he wrote the buttons from that 
point of reference.

Tutorial 1: forward, backward, down and up
tap forward twice, tap backward twice

Tutorial 2: Avoid Sektors missiles for 15 seconds duck or walk 
forward or backwards to do so


Tutorial 3: square, triangle, X, circle, R2, down and R2, down and 
triangle, back and circle


back and X back and X followed by any attack

Tutorial 4: square x 3, square x 2 forward and square square x 2 and 
circle, square, X, triangle

triangle, square, back and circle triangle, square, forward and triangle

Tutorial 5: R1 while close, forward and R1 while close. square or X 
when Sektor is trying to throw you

R1 in air (airthrow)

Tutorial 6: Fight!! You need to land both throws, air throw and defeat Sektor


Tutorial 7: Special Moves training: down, forward and triangle, 
down, backwards and X back, forward and circle


Tutorial 8: Reflect 3 missiles by pressing down backwards and 
triangle when you hear Sektor shoots a missile


Tutorial 9: stay invisible for 6 seconds press down then up and 
circle to become invisible


Tutorial 10: down backwards and square 3 times. down backwards and 
square and R2 at the same time 3 times


Tutorial 11: down forward and triangle and R2, down backwards and X 
R2, back forwards and circle and R2


Tutorial 12: Breaker training: when Sektor lands second hit hold R2 
and forward to do a breaker. Do 3 of them


Tutorial 13: X-ray attacks: L2 and R2 at the same time or X and 
Circle and R2 at the same time


Tutorial 14: L1 x 3, down forward and L1 x 3, down backwards and L1 x 3

Tutorial 15: triangle circle and L1, triangle square and L1

Tutorial 16: Fight!! Use Tag special, Tag assist, 4 hit kombo 
enhanced move, breaker and defeat opponent


Written by Jygga




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[Audyssey] another recording of story mode

2011-04-24 Thread Clement Chou
Slightly longer... and more cutsceens this time. Note that the 
filename might be misleading... this game does not let you choose who 
you play during story mode. Rather you watch the cutsceens and play 
as a certain character during the fight, whatever the story decrees. 
This is why I have ah ard time with the fights in here... because 
Kitana is not someone I used all that much when I got the game.

http://dl.dropbox.com/u/3394499/mortal%20kombat%20story%20mode%20as%20kitana.mp3


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Re: [Audyssey] story mode recording

2011-04-24 Thread Clement Chou
Well, the thing is, it's not that it isn't dark. The game itself is 
pretty dark... just the cutsceens themselves aren't as dark as I'd 
like them. Johny cage is a bit of a comedian. lol.



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Re: [Audyssey] story mode recording

2011-04-23 Thread Clement Chou
Even the dialogue itself isn't so bad... cheese isn't a bad thing 
where this series is concerned. I just wish it was a bit darker... 
but as it is, I'm pleased.



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[Audyssey] story mode recording

2011-04-22 Thread Clement Chou
So... for all those who don't have the game yet, here is the story 
mode. A reviewer said it was like an interactive film, and it almost 
is that. By movie standards it would be pretty cheesy, but hey, 
that's what MK is best known for...


http://dl.dropbox.com/u/3394499/mortal%20kombat%209%20story%20mode.mp3

Just a quick note. The story mode has a lot, lot more cutsceens than 
this recording shows... but I decided to record it on a split-second 
decision, so didn't get much. But when I get the chance, I'll do 
something more detailed. I'm still getting used to the system of this 
game... so the fight was a bit lopsided. Enjoy, all the same.



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Re: [Audyssey] Soul calibur for psp (was RE: well, what can I say? I'm impressed.)

2011-04-22 Thread Clement Chou
That or snag Mortal Kombat... I really can't emphasize it enough. 
This game has surpassed all previous efforts.. even MK 2, which I 
always thought was the absolute signature title in the series.


At 11:08 AM 22/04/2011, you wrote:

Hey thanks for the heads up about this, that is really a bummer.  Sounds
like it isn't really worth the money unless I find it real cheap somewhere,
gamestop wants 25 bucks for a used copy I think maybe I will just save my
money for something else.

Game on.

Tom

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Thursday, April 21, 2011 6:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] well, what can I say? I'm impressed.


The psp version of soul calibur IV isn't exactly the greatest... no
gameplay problems, but in terms of content, with no arcade or story
mode, you can really only do quick matches and go through the
gauntlet mode which is basically like the tower of lost souls.

At 10:21 AM 21/04/2011, you wrote:
>Hey Clemant and all.
>
>Thanks for this initial review of MK.  I am really pleased to hear
>this, as the MK games I have, mk deception for ps2 mk unchained for psp
>which is the same thing and mk armageddon for ps2 are some of the games
>I play the least, I don't dislike them in any way I just have other
>games that I like more and only so much time for gaming.  Sounds like
>this new one really has some really good improvements, I will
>definitely be picking up a copy sometime fairly soon, I could actually
>afford to get it now but I will probably pick up that SC for my psp
>instead if gamestop has a copy.  My psp library is much weaker and in
>more need of improvement than is my ps3 library.  Anyhow I look forward
>to your full review when you get your hands on a copy of MK9.
>
>Game on.
>
>Tom
>
>
>-Original Message-
>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
>On Behalf Of Clement Chou
>Sent: Wednesday, April 20, 2011 10:04 PM
>To: Gamers Discussion list; brandonsl...@freelists.org
>Subject: [Audyssey] well, what can I say? I'm impressed.
>
>
>Skeptical, yet hopeful. That's what I always was about MK 9. Those of
>you who know me will know that I've been an MK fan for a long time,
>until the more recent games. I liked them at first, but when I started
>getting deeper into the fighting game sceen, I realized why a lot of
>people didn't like them compared to other fighters or even the older MK
>games. I had the chance to play it briefly today, only for about 2
>hours... but I got the general drift, and this short review will give
>the impressions I got. I don't have the game yet myself.. but when I
>do, more detail will be forthcoming!
>
>Gameplay:
>This is a bit of an interesting point. I didn't like MK Vs. DC. The
>controls felt very sluggish, and the combos just didn't cooperate...
>and there were a lot of glitches I found playing against other fighting
>game players, as well as a lot of infinites. When I played MK 9, I
>actually initially didn't like the engine all that much. I found the
>combo timing way too lenient... you could press three buttons in rapid
>succession and have the third hit of the combo half a second later,
>which means the controls are not in sync with the hit animations and
>attacks. But after a while, you got used to it... and it became more of
>a challenge to not press them to quickly in case your opponent was
>blocking. In that case, you got punished because they blocked your
>attack andcountered while you were still halfway through the combo.
>Characters this time did feel quite different to me, which is something
>I've wanted in an MK game for a long time. Subtle things like uppercuts
>having different properties for characters, certain characters better
>at a closer range than others... those have never been existent in a
>fighting game til now, and I was pleased to see it. As someone who puts
>countless hours into fighting games, MK always got stale because the
>characters were always so similar. And... that super meter. Really need
>to watch that. There are three bars of it, and you can use those to
>perform enhanced specials aka super street fighter 4 x-specials,
>breakers with two bars full or an x-ray attack with 3 bars. X-rays were
>the one thing I didn't like... because as much fun to watch as they
>were, they interrupted the pace of the game, and they do way, way too
>much damage.
>
>Sound:
>The music could still have more variety. I won't lie... but for Mortal
>Kombat music, it's quite good. Voice acting is also surprisingly
>well-done this time around, unlike in MK Vs. DC. Nice to hear
>characters saying a few th

[Audyssey] more impressions

2011-04-21 Thread Clement Chou
Well, I'm finding combos kinda hard to pull off... trying to launch 
opponents is easy enough, but trying to figure out combos to use is a 
bit complicated. But I'm getting there. The story mode, on the other 
hand, is impressive. I'm listening to it right now as we speak, 
playing it actually. But the cinematics are something to speak of... 
and a lot better than the last game. The voice acting is also much 
better than the MK Vs. DC as well. Shang Tsung sounds like a cheesy 
cartoon villin, but... it isn't that surprising. More impressions coming soon.



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Re: [Audyssey] well, what can I say? I'm impressed.

2011-04-21 Thread Clement Chou
The psp version of soul calibur IV isn't exactly the greatest... no 
gameplay problems, but in terms of content, with no arcade or story 
mode, you can really only do quick matches and go through the 
gauntlet mode which is basically like the tower of lost souls.


At 10:21 AM 21/04/2011, you wrote:

Hey Clemant and all.

Thanks for this initial review of MK.  I am really pleased to hear this, as
the MK games I have, mk deception for ps2 mk unchained for psp which is the
same thing and mk armageddon for ps2 are some of the games I play the least,
I don't dislike them in any way I just have other games that I like more and
only so much time for gaming.  Sounds like this new one really has some
really good improvements, I will definitely be picking up a copy sometime
fairly soon, I could actually afford to get it now but I will probably pick
up that SC for my psp instead if gamestop has a copy.  My psp library is
much weaker and in more need of improvement than is my ps3 library.  Anyhow
I look forward to your full review when you get your hands on a copy of MK9.

Game on.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Wednesday, April 20, 2011 10:04 PM
To: Gamers Discussion list; brandonsl...@freelists.org
Subject: [Audyssey] well, what can I say? I'm impressed.


Skeptical, yet hopeful. That's what I always was about MK 9. Those of
you who know me will know that I've been an MK fan for a long time,
until the more recent games. I liked them at first, but when I
started getting deeper into the fighting game sceen, I realized why a
lot of people didn't like them compared to other fighters or even the
older MK games. I had the chance to play it briefly today, only for
about 2 hours... but I got the general drift, and this short review
will give the impressions I got. I don't have the game yet myself..
but when I do, more detail will be forthcoming!

Gameplay:
This is a bit of an interesting point. I didn't like MK Vs. DC. The
controls felt very sluggish, and the combos just didn't cooperate...
and there were a lot of glitches I found playing against other
fighting game players, as well as a lot of infinites. When I played
MK 9, I actually initially didn't like the engine all that much. I
found the combo timing way too lenient... you could press three
buttons in rapid succession and have the third hit of the combo half
a second later, which means the controls are not in sync with the hit
animations and attacks. But after a while, you got used to it... and
it became more of a challenge to not press them to quickly in case
your opponent was blocking. In that case, you got punished because
they blocked your attack andcountered while you were still halfway
through the combo. Characters this time did feel quite different to
me, which is something I've wanted in an MK game for a long time.
Subtle things like uppercuts having different properties for
characters, certain characters better at a closer range than
others... those have never been existent in a fighting game til now,
and I was pleased to see it. As someone who puts countless hours into
fighting games, MK always got stale because the characters were
always so similar. And... that super meter. Really need to watch
that. There are three bars of it, and you can use those to perform
enhanced specials aka super street fighter 4 x-specials, breakers
with two bars full or an x-ray attack with 3 bars. X-rays were the
one thing I didn't like... because as much fun to watch as they were,
they interrupted the pace of the game, and they do way, way too much damage.

Sound:
The music could still have more variety. I won't lie... but for
Mortal Kombat music, it's quite good. Voice acting is also
surprisingly well-done this time around, unlike in MK Vs. DC. Nice to
hear characters saying a few things I can understand.. even though
there's still a lot of gibberish mixed in.

Final thoughts... as I said. I'm impressed, as are many people from
the fighting game fanbase. But in all honesty, MK made the comeback I
hoped it would. It's been a long time since I had fun with an MK
game, but this one sure did it for me... expect a more detailed
review when I get my copy of the game!


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You can make cha

[Audyssey] well, what can I say? I'm impressed.

2011-04-20 Thread Clement Chou
Skeptical, yet hopeful. That's what I always was about MK 9. Those of 
you who know me will know that I've been an MK fan for a long time, 
until the more recent games. I liked them at first, but when I 
started getting deeper into the fighting game sceen, I realized why a 
lot of people didn't like them compared to other fighters or even the 
older MK games. I had the chance to play it briefly today, only for 
about 2 hours... but I got the general drift, and this short review 
will give the impressions I got. I don't have the game yet myself.. 
but when I do, more detail will be forthcoming!


Gameplay:
This is a bit of an interesting point. I didn't like MK Vs. DC. The 
controls felt very sluggish, and the combos just didn't cooperate... 
and there were a lot of glitches I found playing against other 
fighting game players, as well as a lot of infinites. When I played 
MK 9, I actually initially didn't like the engine all that much. I 
found the combo timing way too lenient... you could press three 
buttons in rapid succession and have the third hit of the combo half 
a second later, which means the controls are not in sync with the hit 
animations and attacks. But after a while, you got used to it... and 
it became more of a challenge to not press them to quickly in case 
your opponent was blocking. In that case, you got punished because 
they blocked your attack andcountered while you were still halfway 
through the combo. Characters this time did feel quite different to 
me, which is something I've wanted in an MK game for a long time. 
Subtle things like uppercuts having different properties for 
characters, certain characters better at a closer range than 
others... those have never been existent in a fighting game til now, 
and I was pleased to see it. As someone who puts countless hours into 
fighting games, MK always got stale because the characters were 
always so similar. And... that super meter. Really need to watch 
that. There are three bars of it, and you can use those to perform 
enhanced specials aka super street fighter 4 x-specials, breakers 
with two bars full or an x-ray attack with 3 bars. X-rays were the 
one thing I didn't like... because as much fun to watch as they were, 
they interrupted the pace of the game, and they do way, way too much damage.


Sound:
The music could still have more variety. I won't lie... but for 
Mortal Kombat music, it's quite good. Voice acting is also 
surprisingly well-done this time around, unlike in MK Vs. DC. Nice to 
hear characters saying a few things I can understand.. even though 
there's still a lot of gibberish mixed in.


Final thoughts... as I said. I'm impressed, as are many people from 
the fighting game fanbase. But in all honesty, MK made the comeback I 
hoped it would. It's been a long time since I had fun with an MK 
game, but this one sure did it for me... expect a more detailed 
review when I get my copy of the game!



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Re: [Audyssey] shank menu question

2011-04-18 Thread Clement Chou
A mainstream beat em up that is for the ps3 and xbox360... the pc 
version has to be paid for as well, through a gaming service called steam.


At 09:52 PM 18/04/2011, you wrote:

Hey, what is shank and where can I get it?

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[Audyssey] shank menu question

2011-04-18 Thread Clement Chou
So has anyone figured out the menu for this game? I just bought it 
today.. and beat the first level. Then I had to quit.. I'm assuming 
it saves the game automatically. How do I start from level 2 where I 
left off? Or... do I have to start from the beginning again?



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Re: [Audyssey] lightning reaction: fun... with a twist

2011-04-12 Thread Clement Chou

That too... but nevertheless, it's still a whole lot of fun.

At 07:29 AM 12/04/2011, you wrote:

Hi Clement,
You forgot the part where you can't push the button while the so-called
siren is playing. I think I still have one of those, although it doesn't
work.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Tuesday, April 12, 2011 12:31 AM
To: Gamers Discussion list
Subject: [Audyssey] lightning reaction: fun... with a twist

So I was at a goalball tournament a few weeks ago and one of my
friends brought this thing called lightning reaction. It's a pretty
old novelty and some people probably already know what it is... but
for those who don't... read on.

Lightning reaction isn't a computer game... it's more of a handheld
thing. Not really... since it's four controllers stuck to a base via
wire. Basically, the base is something that looks kinda like an
upside down octopus made of silver plastic, and it has four quote
unquote arms that are atatched via cords to the base. Each of those
arms has a red button... and this game is up to four players. It's
essentially a game to test reflexes and nerves with... turn it on,
select the number of players, and then press the big green button in
the centre of the base. A red light starts to flash, and it's
accompanied by a whaling siren-type thing that sounds like it comes
from an ambulance out of a kid's nightmare. After a random time, the
light will flash green... and at that point it becomes a race to see
who can press their button first. Whoever presses their button last
will get shocked. Litterally. It isn't a strong shock, but it's
enough of one to send a jolt up your arm.. and cause you to leap up
and dance a bit. The reloaded version of the game has two modes...
normal and extreme. In normal mode, only the slowest player gets
shocked. Crank it up to extreme, and everyone other than the winner
gets shocked. It's a great game for a party, and it can be tons of
fun with friends around... I've had a blast with it... and am
planning to buy one in the next day or so. Definitely something to
test your reflexes with, as well as your nerve. For in addition to
the creepy sound.. the timing is random. When the light flashes
green, the sound also stops, giving totally blind people a cue. This
isn't designed for the blind by any means... it's just something I've
found to be a lot of fun and thought I should share. Either way, the
timing on this game is ridiculous... it can be anywhere from 10 to 30
seconds, and waiting for that... with that whaling in the background,
as well as your friends trying to startle you and make you press the
button... definitely an intense experience. Hope this is useful to
someone. lol. Any questions, just ask and I'll do my best to answer.


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[Audyssey] lightning reaction: fun... with a twist

2011-04-11 Thread Clement Chou
So I was at a goalball tournament a few weeks ago and one of my 
friends brought this thing called lightning reaction. It's a pretty 
old novelty and some people probably already know what it is... but 
for those who don't... read on.


Lightning reaction isn't a computer game... it's more of a handheld 
thing. Not really... since it's four controllers stuck to a base via 
wire. Basically, the base is something that looks kinda like an 
upside down octopus made of silver plastic, and it has four quote 
unquote arms that are atatched via cords to the base. Each of those 
arms has a red button... and this game is up to four players. It's 
essentially a game to test reflexes and nerves with... turn it on, 
select the number of players, and then press the big green button in 
the centre of the base. A red light starts to flash, and it's 
accompanied by a whaling siren-type thing that sounds like it comes 
from an ambulance out of a kid's nightmare. After a random time, the 
light will flash green... and at that point it becomes a race to see 
who can press their button first. Whoever presses their button last 
will get shocked. Litterally. It isn't a strong shock, but it's 
enough of one to send a jolt up your arm.. and cause you to leap up 
and dance a bit. The reloaded version of the game has two modes... 
normal and extreme. In normal mode, only the slowest player gets 
shocked. Crank it up to extreme, and everyone other than the winner 
gets shocked. It's a great game for a party, and it can be tons of 
fun with friends around... I've had a blast with it... and am 
planning to buy one in the next day or so. Definitely something to 
test your reflexes with, as well as your nerve. For in addition to 
the creepy sound.. the timing is random. When the light flashes 
green, the sound also stops, giving totally blind people a cue. This 
isn't designed for the blind by any means... it's just something I've 
found to be a lot of fun and thought I should share. Either way, the 
timing on this game is ridiculous... it can be anywhere from 10 to 30 
seconds, and waiting for that... with that whaling in the background, 
as well as your friends trying to startle you and make you press the 
button... definitely an intense experience. Hope this is useful to 
someone. lol. Any questions, just ask and I'll do my best to answer.



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Re: [Audyssey] Tarzan junior questions.

2011-04-11 Thread Clement Chou

Actually... you do.

At 04:27 PM 11/04/2011, you wrote:

When there isn't a vine you don't just press the up arrow.
Do you?
No. not that I know of.

- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Monday, April 11, 2011 7:15 PM
Subject: Re: [Audyssey] Tarzan junior questions.



Shane,
I told you YO just press your up arrow.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Monday, April 11, 2011 5:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Tarzan junior questions.

When there ain't a vine there.

- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Sunday, April 10, 2011 11:01 PM
Subject: Re: [Audyssey] Tarzan junior questions.



Shan,e
What? Why in the world would you hold your up arrow and tap your right
arrow? That is hardly necessary; just press the up arrow.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Sunday, April 10, 2011 3:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Tarzan junior questions.

1. He says woo twice.
When he says it the second time hold down the up arrow and tap the right
arrow quickly about 5 times.
2 When the vine is on your left just jump straight up.
You need a patch to register it a link to download has been provided.
As I heard it doesn't work I've provided one on the next line.
http://dl.dropbox.com/u/19927380/Tarzan-Junior-Patch.exe

hth
- Original Message - From: "Imbar Golt" 
To: "Gamers Discussion list" 
Sent: Sunday, April 10, 2011 8:35 AM
Subject: [Audyssey] Tarzan junior questions.



How do you know how to jump over the pit enough times and not fall after
a



step or two?

How do you catch the vine?

Is there a free full version of the game?

Cheers,

Imbar
Ms Imbar Golt
im...@netvision.net.il
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Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-08 Thread Clement Chou
No. MK is not known for exhibitting any kind of real martial arts... 
if you want that kind of thing, Tekken is your game to look for. 
Though grappling arts like jujitsu and the like are not very common.


At 07:21 AM 08/04/2011, you wrote:

Does the game have any jujitsu moves?
- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Friday, April 08, 2011 7:10 AM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?



The point wasn't to talk about him being angry. lol. It was just to 
express his feelings about what, to him, is pretty much a useless 
feature in a game that has recently become known for those things.


Scott, while we're at it... let me mention close combat and 
freefall from MK Vs. DC. Though freefall was kinda cool... klose 
kombat just should not have been in there. lol.


At 11:06 PM 07/04/2011, you wrote:

Hi Scot,

There is no point of being angry. I mean, on the field of battle, 
you can't think that your angry. You might only have a fraction of 
a second to work out your move out next.
- Original Message - From: "Scott Chesworth" 


To: "Gamers Discussion list" 
Sent: Thursday, April 07, 2011 5:25 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?




Hi Clement,

I'll fess up now and say that I totally intend to get you started on
x-ray moves. I'm wondering whether we think the same thing.

I actually pulled off my first ever X-ray move by accident. Oh the
joys of button mashing!

Having learned how to execute them intentionally now, they've started
to really irritate me. Essentially I think the problem is, while they
sound and by all accounts look great, they totally break the constant
pressure of the fight. Things like mega long combos or chains of
attacks make me panic when I'm on the receiving end or exhilerated
when I'm the one dealing them out, but X-ray doesn't manage to do
that. I think the problem is that once the sequence has started, so
far as I can tell there's no way to break it, so the person on the
receiving end just sits there hopelessly. The sequences take so long
that I have time to be angry that someone's x-rayed me, sad that my
character is having a bad day internally all of a sudden, but then
there's also time to consider what to do next. On the other end of the
equation, they're not satisfying to be the person who's dishing them
out either. I think that's because they aren't hard enough to execute,
so there's no big sense of achievement, just the break in the rhythm
of the fight. That disruption has put me off my stride enough that
I've almost lost matches I was comfortably winning before throwing an
X-ray into the mix.

Is that what you meant by broken? To me, they just seem like a gimick.
Sad part is that they didn't need to be there. It's hard to tell how
deep this new engine is just from the characters in the demo, but to
me, it definitely feels like an improvement from MK VS DC. It's all
subjective of course, but that would've been enough for me I think
without the new gimick.

Scott

On 4/7/11, Clement Chou  wrote:

Simple mode lets you chain three hit combos... but nothing more than
that. Personally, I don't see what the problem with six buttons is.
It's simply three punches and three kicks.. at different strengths.
Is it that hard to get that? Again I don't want to sound
antagonizing, but it doesn't take a genius to figure that out... I
happen to agree with the upper-level fighting game community, that
while four buttons in this game is okay, you're taking out so much of
the learning curve that it almost seems like there's nothing to
learn. Supers I don't mind since that's the way they've always been
done in the vs. series... since those and Street Fighter games are
completely different entities. MK's definition of accessibility is
having almost the same startup chain of attacks to cancel into other
moves. Unlike SF and tekken that require a lot of timing, MK, at
least from the demo seems like you'll be able tochain attacks
together without too much effort. And x-ray moves... don't even get
me started on those. Gory and cool, yes... but a bit broken as a lot
of people will point out to you. But I won't get into that now... I'm
excited for the game, and want to save any griping for if and when I
find things to gripe about. lol.

At 04:03 AM 07/04/2011, you wrote:

I wonder what MK is doing so to speak to  make it more
accessible.  Simple mode in my honest opinion in MVC3 is... good
although it'll only get you to Galactus. It only let's you do two
specials, which is stupid.  I like the less buttons approach to
things, a four button layout rather than six. It makes normal mode
in MVC3 easy to grasp than, say, SF,

Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-07 Thread Clement Chou
The point wasn't to talk about him being angry. lol. It was just to 
express his feelings about what, to him, is pretty much a useless 
feature in a game that has recently become known for those things.


Scott, while we're at it... let me mention close combat and freefall 
from MK Vs. DC. Though freefall was kinda cool... klose kombat just 
should not have been in there. lol.


At 11:06 PM 07/04/2011, you wrote:

Hi Scot,

There is no point of being angry. I mean, on the field of battle, 
you can't think that your angry. You might only have a fraction of a 
second to work out your move out next.
- Original Message - From: "Scott Chesworth" 


To: "Gamers Discussion list" 
Sent: Thursday, April 07, 2011 5:25 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?




Hi Clement,

I'll fess up now and say that I totally intend to get you started on
x-ray moves. I'm wondering whether we think the same thing.

I actually pulled off my first ever X-ray move by accident. Oh the
joys of button mashing!

Having learned how to execute them intentionally now, they've started
to really irritate me. Essentially I think the problem is, while they
sound and by all accounts look great, they totally break the constant
pressure of the fight. Things like mega long combos or chains of
attacks make me panic when I'm on the receiving end or exhilerated
when I'm the one dealing them out, but X-ray doesn't manage to do
that. I think the problem is that once the sequence has started, so
far as I can tell there's no way to break it, so the person on the
receiving end just sits there hopelessly. The sequences take so long
that I have time to be angry that someone's x-rayed me, sad that my
character is having a bad day internally all of a sudden, but then
there's also time to consider what to do next. On the other end of the
equation, they're not satisfying to be the person who's dishing them
out either. I think that's because they aren't hard enough to execute,
so there's no big sense of achievement, just the break in the rhythm
of the fight. That disruption has put me off my stride enough that
I've almost lost matches I was comfortably winning before throwing an
X-ray into the mix.

Is that what you meant by broken? To me, they just seem like a gimick.
Sad part is that they didn't need to be there. It's hard to tell how
deep this new engine is just from the characters in the demo, but to
me, it definitely feels like an improvement from MK VS DC. It's all
subjective of course, but that would've been enough for me I think
without the new gimick.

Scott

On 4/7/11, Clement Chou  wrote:

Simple mode lets you chain three hit combos... but nothing more than
that. Personally, I don't see what the problem with six buttons is.
It's simply three punches and three kicks.. at different strengths.
Is it that hard to get that? Again I don't want to sound
antagonizing, but it doesn't take a genius to figure that out... I
happen to agree with the upper-level fighting game community, that
while four buttons in this game is okay, you're taking out so much of
the learning curve that it almost seems like there's nothing to
learn. Supers I don't mind since that's the way they've always been
done in the vs. series... since those and Street Fighter games are
completely different entities. MK's definition of accessibility is
having almost the same startup chain of attacks to cancel into other
moves. Unlike SF and tekken that require a lot of timing, MK, at
least from the demo seems like you'll be able tochain attacks
together without too much effort. And x-ray moves... don't even get
me started on those. Gory and cool, yes... but a bit broken as a lot
of people will point out to you. But I won't get into that now... I'm
excited for the game, and want to save any griping for if and when I
find things to gripe about. lol.

At 04:03 AM 07/04/2011, you wrote:

I wonder what MK is doing so to speak to  make it more
accessible.  Simple mode in my honest opinion in MVC3 is... good
although it'll only get you to Galactus. It only let's you do two
specials, which is stupid.  I like the less buttons approach to
things, a four button layout rather than six. It makes normal mode
in MVC3 easy to grasp than, say, SF, and I was able to remember the
control skeme as to what attack was what and could focus on
moves.  Also, people may have problems with this but I personally
like the way supers are performed in this game. A motion followed by
two attack buttons, doesn't matter what they are it would
appear.  That also applies to moves, all you really have to know is
the motion and you can use any attack depending on how damaging you
want the combo to be.  Allowing simple mode online sure causes
cheating though.  I du

[Audyssey] Mortal Kombat engine [was] Re: anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Clement Chou
First off, Scott, are you on ps3 or xbox360? Just curious.. I don't 
think we ever touched on that particular subject. lol. But more to the point...


While I agree with you for the most part, I also think x-rays are fun 
to pull off simply for the ouch-factor... nothing like pulling off 
that move and gcrining at the sounds. But that wasn't what I meant 
when I said broken.


Broken, from a fighting game perspective means to be overpowered or 
exploitable to the point of imbalance. In this case, it's the fact 
that it's so easy to take off 40-50% life from your opponent. Some 
people argue that ultras from Street Fighter IV are the same, but 2 
things trump that argument. One, is that your ultra meter only fills 
as you're taking damage, not if you're dealing it as opposed to the 
x-ray's meter filling both ways. True, you have to factor in 
super-specials and breakers, but it's ridiculously easy to build that 
meter back up. Second thing, is that you cannot, under any 
circumstances, combo or cancel into an ultra. There are no attacks in 
Street Fighter IV that let you cancel. Cancelling means, essentially, 
cutting off the end of one attack animation into another. So for 
example, Ryu can do a dragon punch and cancel that into his shinku 
hadouken super. This means that the dragon punch connects, but by 
cancelling the last bit of the animation for that move, you're 
hitting your opponent with the super while he's still in the air. 
Ultras cannot be made to do that. There are techniques for making 
sure your opponent gets hit, but you can't combo or directly cancel 
into an ultra. Only things like focus attacks, certain move 
situations, can let you connect an ultra with 100% certainty, and 
even then... it isn't so certain. If this is too confusing, let me 
know and if you want I can record a demo of what I'm talking about 
with my commentary over it. Problem with x-rays is, they can be 
cancelled into. So if you can pull off a long-enough combo to give 
you 30% damage, throw an x-ray into that with a cancel which 
basically makes it unavoidable by your opponent, and you're shaving 
off a good 70% damage, since x-rays themselves don't do more than 
40-45% damage. Ultras don't even give you that much damage... if you 
can land it with a full meter, which gives you enough room to take 
about three to four more hits before you die, if that ultra connects, 
your opponent still has about 70% life left. So... it's not as much 
of an easy comeback. That and the fact that x-rays are mapped to 
simply tapping two buttons... has bugged a lot of people. Not me 
specifically, but a lot of people I know.



Third and final thing... ultras in SFIV have huge recovery times. IF 
you miss an ultra... you can expect to get heavily, and I mean 
heavily punished. The recovery times on those is big enough to the 
point where you have about a second where you can't do anything.. and 
in SF, that's plenty of time for an opponent to dash in and nail you. 
X-rays have no recovery time... at least, no recovery time that's of 
any significance. So if your x-ray is blocked... no worries. For me, 
that takes away a lot of the strategy, as if you miss an x-ray, you 
don't get punished that much...


And that is my definition of broken. Long-winded I know, but needed 
to get in all the details.



From: Scott Chesworth 
To: Gamers Discussion list 
Subject: Re: [Audyssey] anyone got anny suggestions for the next version
ofbattlezone?

Hi Clement,

I'll fess up now and say that I totally intend to get you started on
x-ray moves. I'm wondering whether we think the same thing.

I actually pulled off my first ever X-ray move by accident. Oh the
joys of button mashing!

Having learned how to execute them intentionally now, they've started
to really irritate me. Essentially I think the problem is, while they
sound and by all accounts look great, they totally break the constant
pressure of the fight. Things like mega long combos or chains of
attacks make me panic when I'm on the receiving end or exhilerated
when I'm the one dealing them out, but X-ray doesn't manage to do
that. I think the problem is that once the sequence has started, so
far as I can tell there's no way to break it, so the person on the
receiving end just sits there hopelessly. The sequences take so long
that I have time to be angry that someone's x-rayed me, sad that my
character is having a bad day internally all of a sudden, but then
there's also time to consider what to do next. On the other end of the
equation, they're not satisfying to be the person who's dishing them
out either. I think that's because they aren't hard enough to execute,
so there's no big sense of achievement, just the break in the rhythm
of the fight. That disruption has put me off my stride enough that
I've almost lost matches I was comfortably winning before throwing an
X-ray into the mix.

Is that what you meant by broken? To me, they just seem like a gimick.
Sad part is that they didn't 

Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Clement Chou
Like I said, smooth isn't the problem... and I know it was an early 
build, which is ridiculous in my opinion... if they want the public 
to see how good this game is they should give us a more current 
release. Many of my friends have cancelled their preorders based off 
their impressions of the demo, regardless of what the team has said. 
And again, I'm looking forward to this game... but I won't be 
convinced until I get my hands on it and it plays as smoothly as the 
devs say, which I don't doubt. I'm just being a cautious optomist, 
you might say.


At 10:51 AM 07/04/2011, you wrote:

Clement,
Keep in mind that the MK demo is an extremely early build. in fact I 
wouldn't be surprised if it was e3 code. MK team has stated that the 
issues people have been having with that demo have been fixed for 
months, and that the game runs way more smoothly now. seeing as the 
demo was already pretty smooth that's great news if you think about 
it. oh! not sure if you guys know, but MK has officially gone gold 
as of a few days ago. yay!




- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Thursday, April 07, 2011 10:20 AM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Simple mode lets you chain three hit combos... but nothing more 
than that. Personally, I don't see what the problem with six 
buttons is. It's simply three punches and three kicks.. at 
different strengths. Is it that hard to get that? Again I don't 
want to sound antagonizing, but it doesn't take a genius to figure 
that out... I happen to agree with the upper-level fighting game 
community, that while four buttons in this game is okay, you're 
taking out so much of the learning curve that it almost seems like 
there's nothing to learn. Supers I don't mind since that's the way 
they've always been done in the vs. series... since those and 
Street Fighter games are completely different entities. MK's 
definition of accessibility is having almost the same startup chain 
of attacks to cancel into other moves. Unlike SF and tekken that 
require a lot of timing, MK, at least from the demo seems like 
you'll be able tochain attacks together without too much effort. 
And x-ray moves... don't even get me started on those. Gory and 
cool, yes... but a bit broken as a lot of people will point out to 
you. But I won't get into that now... I'm excited for the game, and 
want to save any griping for if and when I find things to gripe about. lol.


At 04:03 AM 07/04/2011, you wrote:
I wonder what MK is doing so to speak to  make it more 
accessible.  Simple mode in my honest opinion in MVC3 is... good 
although it'll only get you to Galactus. It only let's you do two 
specials, which is stupid.  I like the less buttons approach to 
things, a four button layout rather than six. It makes normal mode 
in MVC3 easy to grasp than, say, SF, and I was able to remember 
the control skeme as to what attack was what and could focus on 
moves.  Also, people may have problems with this but I personally 
like the way supers are performed in this game. A motion followed 
by two attack buttons, doesn't matter what they are it would 
appear.  That also applies to moves, all you really have to know 
is the motion and you can use any attack depending on how damaging 
you want the combo to be.  Allowing simple mode online sure causes 
cheating though.  I dunno if you can even chain combos with simple 
mode, because once I was playing online with this dude and he 
pointed out that I really sucked at chaining combos; I wanted to 
test out Simple Mode and see if it was what the devs say it is, 
that you need skill and whatnot, but you also need the wrest of 
the characters moves...

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



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If 

Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Clement Chou
Simple mode lets you chain three hit combos... but nothing more than 
that. Personally, I don't see what the problem with six buttons is. 
It's simply three punches and three kicks.. at different strengths. 
Is it that hard to get that? Again I don't want to sound 
antagonizing, but it doesn't take a genius to figure that out... I 
happen to agree with the upper-level fighting game community, that 
while four buttons in this game is okay, you're taking out so much of 
the learning curve that it almost seems like there's nothing to 
learn. Supers I don't mind since that's the way they've always been 
done in the vs. series... since those and Street Fighter games are 
completely different entities. MK's definition of accessibility is 
having almost the same startup chain of attacks to cancel into other 
moves. Unlike SF and tekken that require a lot of timing, MK, at 
least from the demo seems like you'll be able tochain attacks 
together without too much effort. And x-ray moves... don't even get 
me started on those. Gory and cool, yes... but a bit broken as a lot 
of people will point out to you. But I won't get into that now... I'm 
excited for the game, and want to save any griping for if and when I 
find things to gripe about. lol.


At 04:03 AM 07/04/2011, you wrote:
I wonder what MK is doing so to speak to  make it more 
accessible.  Simple mode in my honest opinion in MVC3 is... good 
although it'll only get you to Galactus. It only let's you do two 
specials, which is stupid.  I like the less buttons approach to 
things, a four button layout rather than six. It makes normal mode 
in MVC3 easy to grasp than, say, SF, and I was able to remember the 
control skeme as to what attack was what and could focus on 
moves.  Also, people may have problems with this but I personally 
like the way supers are performed in this game. A motion followed by 
two attack buttons, doesn't matter what they are it would 
appear.  That also applies to moves, all you really have to know is 
the motion and you can use any attack depending on how damaging you 
want the combo to be.  Allowing simple mode online sure causes 
cheating though.  I dunno if you can even chain combos with simple 
mode, because once I was playing online with this dude and he 
pointed out that I really sucked at chaining combos; I wanted to 
test out Simple Mode and see if it was what the devs say it is, that 
you need skill and whatnot, but you also need the wrest of the 
characters moves...

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
Ignoring it is an option. Like I said, it's just an extra footstep... 
is it going to stick out to you that much? lol. And as I said 
earlier, I am not trying to patronize... just cary on a discussion.


At 06:52 PM 06/04/2011, you wrote:

yup. which is why ignoring it isn't really an option.

- Original Message ----- From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:41 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Not if the cue is something as anonymous as a different sounding 
footstep. If you hear that in a mainstream game you aren't going to 
pause and think, woe... what kind of ground is this? You plough on 
with the game.. and the problem with most audio games is that 
obstacles like that are always the same.


At 06:38 PM 06/04/2011, you wrote:
it's hard not to use a cue when it's playing right in your ear 
lol. we end up taking it for granted eventually whether we wish to 
or not. we get lazy and we think, hey it's there, so why not use 
it? MOTA's a great example. once upon a time, there were no 
boundary sounds, so we didn't use them. now there are, so we run 
at a pit and jump as soon as we hear the sound. why would I walk 
all slow and take my time calculating distances when I know 
there's gonna be this sound that'll alert me?





- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:26 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Personally, best option in my opinion is just to treat it as 
extra ambiance if you don't want to use it as a cue. I know in my 
experiences whenever I've walked near a pit in real life it's 
never just been an abrupt stop... there's either loose dirt or an 
edge, something of the sort... and adapting isn't really the 
problem here. The problem is more the ability to judge the 
distances and ranges in the first place.


At 06:21 PM 06/04/2011, you wrote:

Clement,
I definitely understand where you're coming from. I guess when 
it comes to gaming, everyone has a whole ton of differing 
opinions. personally when it comes to thinking a mile a minute, 
I have absolutely no problem with that. I can have a ton of 
blades, pits, and fireballs all near me at once and still react 
almost immediately to the threat. however I take your point that 
not everyone might be able to do that. Perhaps we can because we 
mostly play mainstream games and adapting is the norm for us? 
who knows. I'll definitely try and remember that next time 
though. however I think that if such a feature was added to a 
game, there should be a way to take it off for those not wishing to use it.





- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:01 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Before I go any further, let me just state that any comments I 
make on this subject are purely for the sake of discussion... 
you're my friend and I have no desire to antagonize you by 
going against you. lol.
The problem with judging distances, again, is that wind sound. 
You can't concretely judge how far it is from you by just 
listening for it.. unless you pinpoint the position of that 
sound in your headphones or speakers and memorize where it is. 
And in frantic fights, if you have enemies coming at you and 
your mind is bent on taking care of them first, you really 
don't have the option to stop and judge that sound while you're 
being pummelled.


The problem with judging distances like they do in mainstream 
games is that, a sighted person can look at that pit and see 
how wide it is, whether they need a running jump or not. In 
audio games, you don't have that. Unless the dev programs the 
look command to tell you how wide the pit is, you have to 
guess. So some people would prefer warning sounds so they at 
least have a source to go on. I personally don't care either 
way. I played mainstream games for long periods of time before 
I even knew of audio games, so it doesn't really matter to me. 
I can cope with either.


Target sounds for when enemies are in range is fair to me. 
Because why stand there mashing space until you hit something? 
Especially in this game, where the sound that is used to sound 
the attack is also the sound that signifies the hit. There is 
no difference between the two... unlike in mainstream games 
where you generally have a sound for the attack and a second 
sound for the hit, so if you miss an attack, that hit effect 
won't play. And fireballs are a different case from pits as you 
can stand still and wait for it to come to you... and there 
really is no appropriate time to duck

Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-06 Thread Clement Chou
Most walkthroughs are spoiler free though... unless you mean spoiling 
as in what you're actually supposed to do in a game. In that case, I agree.


At 06:46 PM 06/04/2011, you wrote:
then that gamer has more money than sense. lol. if I get a game I 
want to thoroughly enjoy it. why on earth would I want everything 
spoiled with a walkthrough? unless I'm renting the game for 3 days 
or something and I want to get everything I can out of it in that 
amount of time. in that case that'll work. plus you can do this with 
mainstream games, because there are games coming out daily and the 
average sighted gamer wouldn't need to play the same game over and 
over unless they really enjoy it. audio games on the other hand are 
quite limited, and the last thing I'd want is to have it completely 
spoiled by a walkthrough







- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:34 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?



Hmm. That depends on who you ask. You have no idea the amount of 
sighted gamers who will refuse to play a game until they've read 
walkthroughs and can blast through it.



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Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-06 Thread Clement Chou
To be fair, Yohandy has a point... most gamers learn that way. The 
people who I mention who will not play a game until they've read a 
complete walkthrough are in the minority. And I agree with this point 
as well... part of the fun in the games is learning how to conquer 
something, whether it be a puzzle, a particular type of enemy, whatever.


At 06:40 PM 06/04/2011, you wrote:

Hi Clement,
Jumping over pits? Lol...no. I'm saying that having to die in order to
figure something out is ridiculous. Notice I said "having".

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Wednesday, April 06, 2011 8:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] anyone got anny suggestions for the next
versionofbattlezone?

Um... not sure what you mean there. Jumping over pits in a game is
not ridiculous. lol.

At 06:33 PM 06/04/2011, you wrote:
>Hi,
>Bt the same token, you should not have to die to figure out how to do
>something; that, to put it simply, is blatantly ridiculous.
>
>Best Regards,
>Hayden


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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
Not if the cue is something as anonymous as a different sounding 
footstep. If you hear that in a mainstream game you aren't going to 
pause and think, woe... what kind of ground is this? You plough on 
with the game.. and the problem with most audio games is that 
obstacles like that are always the same.


At 06:38 PM 06/04/2011, you wrote:
it's hard not to use a cue when it's playing right in your ear lol. 
we end up taking it for granted eventually whether we wish to or 
not. we get lazy and we think, hey it's there, so why not use it? 
MOTA's a great example. once upon a time, there were no boundary 
sounds, so we didn't use them. now there are, so we run at a pit and 
jump as soon as we hear the sound. why would I walk all slow and 
take my time calculating distances when I know there's gonna be this 
sound that'll alert me?





----- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:26 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Personally, best option in my opinion is just to treat it as extra 
ambiance if you don't want to use it as a cue. I know in my 
experiences whenever I've walked near a pit in real life it's never 
just been an abrupt stop... there's either loose dirt or an edge, 
something of the sort... and adapting isn't really the problem 
here. The problem is more the ability to judge the distances and 
ranges in the first place.


At 06:21 PM 06/04/2011, you wrote:

Clement,
I definitely understand where you're coming from. I guess when it 
comes to gaming, everyone has a whole ton of differing opinions. 
personally when it comes to thinking a mile a minute, I have 
absolutely no problem with that. I can have a ton of blades, pits, 
and fireballs all near me at once and still react almost 
immediately to the threat. however I take your point that not 
everyone might be able to do that. Perhaps we can because we 
mostly play mainstream games and adapting is the norm for us? who 
knows. I'll definitely try and remember that next time though. 
however I think that if such a feature was added to a game, there 
should be a way to take it off for those not wishing to use it.





- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:01 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Before I go any further, let me just state that any comments I 
make on this subject are purely for the sake of discussion... 
you're my friend and I have no desire to antagonize you by going 
against you. lol.
The problem with judging distances, again, is that wind sound. 
You can't concretely judge how far it is from you by just 
listening for it.. unless you pinpoint the position of that sound 
in your headphones or speakers and memorize where it is. And in 
frantic fights, if you have enemies coming at you and your mind 
is bent on taking care of them first, you really don't have the 
option to stop and judge that sound while you're being pummelled.


The problem with judging distances like they do in mainstream 
games is that, a sighted person can look at that pit and see how 
wide it is, whether they need a running jump or not. In audio 
games, you don't have that. Unless the dev programs the look 
command to tell you how wide the pit is, you have to guess. So 
some people would prefer warning sounds so they at least have a 
source to go on. I personally don't care either way. I played 
mainstream games for long periods of time before I even knew of 
audio games, so it doesn't really matter to me. I can cope with either.


Target sounds for when enemies are in range is fair to me. 
Because why stand there mashing space until you hit something? 
Especially in this game, where the sound that is used to sound 
the attack is also the sound that signifies the hit. There is no 
difference between the two... unlike in mainstream games where 
you generally have a sound for the attack and a second sound for 
the hit, so if you miss an attack, that hit effect won't play. 
And fireballs are a different case from pits as you can stand 
still and wait for it to come to you... and there really is no 
appropriate time to duck. Soon as you hear a fireball, if you 
wanted you could just kill nearby enemies and stay crouched until 
the fireball passes by. Sounds for blades are not necessary as 
that would also remove challenge from the game since the whole 
point is to time your run past them. That's where sighted people 
and blind gamers have the same challenge. They have to observe 
the paterns at which the blades shoot out and retract. We have to 
do the same... with sound.


You asked how far do we take the dumbing down approach? This is 
exactly wha

Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-06 Thread Clement Chou
Um... not sure what you mean there. Jumping over pits in a game is 
not ridiculous. lol.


At 06:33 PM 06/04/2011, you wrote:

Hi,
Bt the same token, you should not have to die to figure out how to do
something; that, to put it simply, is blatantly ridiculous.

Best Regards,
Hayden



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Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-06 Thread Clement Chou
Hmm. That depends on who you ask. You have no idea the amount of 
sighted gamers who will refuse to play a game until they've read 
walkthroughs and can blast through it.


At 06:32 PM 06/04/2011, you wrote:
except that when crossing a street in real life, there is no trial 
and error. if you make an error you're gone. lol. there's a huge 
difference. the whole point of games apart from having fun is to die 
and learn from your mistakes. it's not to pick it up and immediately 
know how to play and complete it perfectly.


From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:10 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?



As crazy as that analogy is, it's pretty accurate... sounds like 
what you're wanting is for people to do it by trial and error until 
they get it. lol.


At 05:48 PM 06/04/2011, you wrote:
oh yeah sure. because when you get hit by a car in real life you 
have some extra lives remaining and can just press start to 
continue. let's get serious here guys.




- Original Message - From: "Bryan Peterson" 


To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 6:52 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?



It's like telling a blind person to learn to cross a street 
safely by getting hit by a few cars. That's the thought that 
popped into my mind.

We are the Knights who say...Ni!



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
Personally, best option in my opinion is just to treat it as extra 
ambiance if you don't want to use it as a cue. I know in my 
experiences whenever I've walked near a pit in real life it's never 
just been an abrupt stop... there's either loose dirt or an edge, 
something of the sort... and adapting isn't really the problem here. 
The problem is more the ability to judge the distances and ranges in 
the first place.


At 06:21 PM 06/04/2011, you wrote:

Clement,
I definitely understand where you're coming from. I guess when it 
comes to gaming, everyone has a whole ton of differing opinions. 
personally when it comes to thinking a mile a minute, I have 
absolutely no problem with that. I can have a ton of blades, pits, 
and fireballs all near me at once and still react almost immediately 
to the threat. however I take your point that not everyone might be 
able to do that. Perhaps we can because we mostly play mainstream 
games and adapting is the norm for us? who knows. I'll definitely 
try and remember that next time though. however I think that if such 
a feature was added to a game, there should be a way to take it off 
for those not wishing to use it.





- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 9:01 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Before I go any further, let me just state that any comments I make 
on this subject are purely for the sake of discussion... you're my 
friend and I have no desire to antagonize you by going against you. lol.
The problem with judging distances, again, is that wind sound. You 
can't concretely judge how far it is from you by just listening for 
it.. unless you pinpoint the position of that sound in your 
headphones or speakers and memorize where it is. And in frantic 
fights, if you have enemies coming at you and your mind is bent on 
taking care of them first, you really don't have the option to stop 
and judge that sound while you're being pummelled.


The problem with judging distances like they do in mainstream games 
is that, a sighted person can look at that pit and see how wide it 
is, whether they need a running jump or not. In audio games, you 
don't have that. Unless the dev programs the look command to tell 
you how wide the pit is, you have to guess. So some people would 
prefer warning sounds so they at least have a source to go on. I 
personally don't care either way. I played mainstream games for 
long periods of time before I even knew of audio games, so it 
doesn't really matter to me. I can cope with either.


Target sounds for when enemies are in range is fair to me. Because 
why stand there mashing space until you hit something? Especially 
in this game, where the sound that is used to sound the attack is 
also the sound that signifies the hit. There is no difference 
between the two... unlike in mainstream games where you generally 
have a sound for the attack and a second sound for the hit, so if 
you miss an attack, that hit effect won't play. And fireballs are a 
different case from pits as you can stand still and wait for it to 
come to you... and there really is no appropriate time to duck. 
Soon as you hear a fireball, if you wanted you could just kill 
nearby enemies and stay crouched until the fireball passes by. 
Sounds for blades are not necessary as that would also remove 
challenge from the game since the whole point is to time your run 
past them. That's where sighted people and blind gamers have the 
same challenge. They have to observe the paterns at which the 
blades shoot out and retract. We have to do the same... with sound.


You asked how far do we take the dumbing down approach? This is 
exactly what so many hardcore fighting game fans had about Marvel 
VS. Capcom 3 and Street Fighter IV when they first came out... as a 
diehard fighting fan myself, I knew where the arguments came from. 
Less buttons in the case of MVC 3 as compared to MVC 2, supers and 
ultras in SF and the removal of the perry system from SF 3, 
x-factor for MVC... I could go on and on. This was all done to make 
the game more accessible for new players while still retaining 
depth in the games. A lot of people said that that kind of 
adjustment was dumbing the game down for the scrubs out there. 
Maybe they're right. Maybe they're wrong. I personally think 
they're wrong... because there's still a lot of deep fighting to be 
had in both games. That kind of attitude is exactly why so many 
people never get into fighting games... because the pros are so 
adverse to accessibility and the like. When you look at it.. the 
two situations are remarkably similar.



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You can make change

Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-06 Thread Clement Chou
As crazy as that analogy is, it's pretty accurate... sounds like what 
you're wanting is for people to do it by trial and error until they 
get it. lol.


At 05:48 PM 06/04/2011, you wrote:
oh yeah sure. because when you get hit by a car in real life you 
have some extra lives remaining and can just press start to 
continue. let's get serious here guys.




- Original Message - From: "Bryan Peterson" 


To: "Gamers Discussion list" 
Sent: Wednesday, April 06, 2011 6:52 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?



It's like telling a blind person to learn to cross a street safely 
by getting hit by a few cars. That's the thought that popped into my mind.

We are the Knights who say...Ni!



---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
Before I go any further, let me just state that any comments I make 
on this subject are purely for the sake of discussion... you're my 
friend and I have no desire to antagonize you by going against you. lol.
The problem with judging distances, again, is that wind sound. You 
can't concretely judge how far it is from you by just listening for 
it.. unless you pinpoint the position of that sound in your 
headphones or speakers and memorize where it is. And in frantic 
fights, if you have enemies coming at you and your mind is bent on 
taking care of them first, you really don't have the option to stop 
and judge that sound while you're being pummelled.


The problem with judging distances like they do in mainstream games 
is that, a sighted person can look at that pit and see how wide it 
is, whether they need a running jump or not. In audio games, you 
don't have that. Unless the dev programs the look command to tell you 
how wide the pit is, you have to guess. So some people would prefer 
warning sounds so they at least have a source to go on. I personally 
don't care either way. I played mainstream games for long periods of 
time before I even knew of audio games, so it doesn't really matter 
to me. I can cope with either.


Target sounds for when enemies are in range is fair to me. Because 
why stand there mashing space until you hit something? Especially in 
this game, where the sound that is used to sound the attack is also 
the sound that signifies the hit. There is no difference between the 
two... unlike in mainstream games where you generally have a sound 
for the attack and a second sound for the hit, so if you miss an 
attack, that hit effect won't play. And fireballs are a different 
case from pits as you can stand still and wait for it to come to 
you... and there really is no appropriate time to duck. Soon as you 
hear a fireball, if you wanted you could just kill nearby enemies and 
stay crouched until the fireball passes by. Sounds for blades are not 
necessary as that would also remove challenge from the game since the 
whole point is to time your run past them. That's where sighted 
people and blind gamers have the same challenge. They have to observe 
the paterns at which the blades shoot out and retract. We have to do 
the same... with sound.


You asked how far do we take the dumbing down approach? This is 
exactly what so many hardcore fighting game fans had about Marvel VS. 
Capcom 3 and Street Fighter IV when they first came out... as a 
diehard fighting fan myself, I knew where the arguments came from. 
Less buttons in the case of MVC 3 as compared to MVC 2, supers and 
ultras in SF and the removal of the perry system from SF 3, x-factor 
for MVC... I could go on and on. This was all done to make the game 
more accessible for new players while still retaining depth in the 
games. A lot of people said that that kind of adjustment was dumbing 
the game down for the scrubs out there. Maybe they're right. Maybe 
they're wrong. I personally think they're wrong... because there's 
still a lot of deep fighting to be had in both games. That kind of 
attitude is exactly why so many people never get into fighting 
games... because the pros are so adverse to accessibility and the 
like. When you look at it.. the two situations are remarkably similar.



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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-06 Thread Clement Chou
While I sympathize, I also feel the need to point out that mainstream 
games, again, do give cues and warnings as well... all be it most of 
them are visual. And how do you judge pit distances? In most games, 
there's a wind sound to rely on Sure. But you have to realize that 
headphones make things sound different so there's no concrete way to 
measure distances simply by relying on that sound. And saying to a 
blind gamer just learn by falling in that pit is like telling a 
sighted gamer to figure out how to do supers and ultras in Street 
Fighter or any other game that has them. All those games have command 
lists for that one reason... so people can look at things for quick 
reference and get to the real meat of the game. Same thing here. If 
you spend all your time dying in pits, how are you going to beat the 
game with a high score? Even judging distance takes time, and that 
detracts from your time bonus.


At 08:28 AM 06/04/2011, you wrote:
It's definitely possible to judge distance in this game. so why 
would we need a warning to know if we're close to a pit? just fall 
in the pit a few dozen times and you'll eventually learn to jump. 
why must so many blind gamers insist everything is spoon-fed to 
them? I'm not referring to anyone in particular, but to the group as 
a whole. why do most blind gamers shy away from challenge? This 
isn't even a Battlezone issue specifically. whenever there's 
something a little challenging in a game, people are always trying 
to come up with compromises like insert beeping sounds, ways to get 
rid of that feature cause it's too hard, and so on.



----- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Tuesday, April 05, 2011 10:33 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?



Easy there buddy. You have to realize... mainstream games give 
visual warnings for pitfalls and things like that such as ledges or 
whatever. It isn't always possible to judge a pit's distance by 
measuring in your stereo field. If you don't want cues, just don't 
listen for them. That simple.


At 08:33 AM 05/04/2011, you wrote:
no step boundaries for pits! please don't include that. why do 
audiogamers need sounds for every little thing? use your ears 
guys! if you're close to a pit, jump. why do you need a dumb sound 
to indicate this? are some of you playing with mono speakers or 
headphones? *sighs in frustration*.



To: "Gamers Discussion list" 
Sent: Monday, April 04, 2011 7:11 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?




No sorry!
I meant that happened and it need a bug fix there.
I could also be an actor.
Also people have requested in the past
an option to select where the game installs, a change in step 
sound before you fall into a pit, selection as to where witch 
program group the game is in, and again the voice acting thing.

That one is popular!

Shane
- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Monday, April 04, 2011 6:59 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version of battlezone?



Everything except that second suggestion.. I do not need an 
annoying tone being played in my left ear. Another suggestion... 
would it be possible to hire voice actors for the cut sceens? I 
would be happy to do it...


At 03:07 PM 04/04/2011, you wrote:

Hey all,
We are going to update battlezone here soon and are looking for 
suggestions.

the ones we have come up with are
1. Make the game more realistic. Such as booby traps effect 
bolders by at-least slowing them down a bit, You can move while 
ducked, enimies can shoot you when your ducked and in the air, 
and when the blades are retracted you can jump without getting harmed.
2. At the end of a level if say you were one step from the 
portal and a bonis item falls and you step forward without 
catching it it would play an extreamly anoying tone in your 
left ear, and you can't here your statis without getting a headake.
3. When you use a bomb can the 20 enimies that you kill just 
shut-up because there dead? When you use one the enimies are 
still talking they just don't do anything.
4. Can you make it possible to set a booby trap for the cop 
cars and it will damage them but then the cops could get out 
and attack just like the other people?


Please reply to all so that key is full will receeve them as well.

Thanks,
Shane Lowe
Game madness enteractive
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Re: [Audyssey] wrestling games

2011-04-06 Thread Clement Chou
Unless you mean local TV... because I've sceen plenty of WWE stuff. 
Unless I'm getting confused.


At 02:24 AM 06/04/2011, you wrote:

aah wwe yes I heard about that.
The big issue is that none of this has been on tv since 199 or earlier.
At 03:07 p.m. 6/04/2011, you wrote:



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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-05 Thread Clement Chou
Easy there buddy. You have to realize... mainstream games give visual 
warnings for pitfalls and things like that such as ledges or 
whatever. It isn't always possible to judge a pit's distance by 
measuring in your stereo field. If you don't want cues, just don't 
listen for them. That simple.


At 08:33 AM 05/04/2011, you wrote:
no step boundaries for pits! please don't include that. why do 
audiogamers need sounds for every little thing? use your ears guys! 
if you're close to a pit, jump. why do you need a dumb sound to 
indicate this? are some of you playing with mono speakers or 
headphones? *sighs in frustration*.



To: "Gamers Discussion list" 
Sent: Monday, April 04, 2011 7:11 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version ofbattlezone?




No sorry!
I meant that happened and it need a bug fix there.
I could also be an actor.
Also people have requested in the past
an option to select where the game installs, a change in step sound 
before you fall into a pit, selection as to where witch program 
group the game is in, and again the voice acting thing.

That one is popular!

Shane
----- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Monday, April 04, 2011 6:59 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version of battlezone?



Everything except that second suggestion.. I do not need an 
annoying tone being played in my left ear. Another suggestion... 
would it be possible to hire voice actors for the cut sceens? I 
would be happy to do it...


At 03:07 PM 04/04/2011, you wrote:

Hey all,
We are going to update battlezone here soon and are looking for 
suggestions.

the ones we have come up with are
1. Make the game more realistic. Such as booby traps effect 
bolders by at-least slowing them down a bit, You can move while 
ducked, enimies can shoot you when your ducked and in the air, 
and when the blades are retracted you can jump without getting harmed.
2. At the end of a level if say you were one step from the portal 
and a bonis item falls and you step forward without catching it 
it would play an extreamly anoying tone in your left ear, and you 
can't here your statis without getting a headake.
3. When you use a bomb can the 20 enimies that you kill just 
shut-up because there dead? When you use one the enimies are 
still talking they just don't do anything.
4. Can you make it possible to set a booby trap for the cop cars 
and it will damage them but then the cops could get out and 
attack just like the other people?


Please reply to all so that key is full will receeve them as well.

Thanks,
Shane Lowe
Game madness enteractive
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Re: [Audyssey] Mysteries of the Ancients Beta 18 Released!

2011-04-04 Thread Clement Chou
Ah. Thanks for confirming the information I had already... I mean 
that sincerely. I do agree though, I've had a lot of cases where I'll 
ask someone about a person from greek mythology with their latin name 
and they won't get it. Best part is, they know both names... they 
just never realize it's the same person. Jupiter... for example. Ask 
people what his greek name is... not a lot of people could tell you 
that. Then you ask them whether they know who Zuse is... and sure 
enough, they know who it is. They just don't realize it's the same god...



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Re: [Audyssey] Mysteries of the Ancients Beta 18 Released!

2011-04-04 Thread Clement Chou
I'm assuming authenticity means in this case a latin name in a game 
that's supposed to be Greek, right? lol.


At 05:43 PM 04/04/2011, you wrote:

Hi Hayden,

I decided to use the latain name Cerberus instead of Kerberos because
a lot of people kept asking me what is Kerberos or insisted I was
spelling it wrong even though both are correct. I decided to simply do
away with a little authentisity in order to use the commonly used name
for that particular creature. Call it a public relations decision.



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Re: [Audyssey] battle zone

2011-04-04 Thread Clement Chou
Oddly enough, I buy a lot more blade protectors and bombs... potions 
fall down from the sky pretty often. lol.


At 04:30 PM 04/04/2011, you wrote:

I tend to buy potions more since I find those are what I need the most.
We are the Knights who say...Ni!
- Original Message - From: "Clement Chou" 
To: "The Addictor" ; "Gamers Discussion list" 


Sent: Monday, April 04, 2011 4:54 PM
Subject: Re: [Audyssey] battle zone


Yeah... that one nails me too. But if it's beyond level 4, just buy 
a blade protector from the shop... better a few hundred points less 
than a headless body, in my opinion.


At 12:54 PM 04/04/2011, you wrote:
I have an even more basic one--the blade in the pit.  Either you 
fall or jump and get chopped up.  That's what just happened to me.

Ken Downey
The Addictor
www.TheAddictor.com

----- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Sunday, April 03, 2011 12:02 PM
Subject: Re: [Audyssey] battle zone


The point of the game is not to stand there and collect items... 
it's to beat it and move on. The longer you stand there, the 
lower your time bonus is... and it isn't the blades that are 
unbalanced, I think... I don't really care one way or another, I 
just turn the game on and blast through as much as I can. People 
don't like the fact that you can't jump over them, and they kill 
you in one slash. I don't like the fact that you can jump over 
them either... especially since obstacles can often come in 
groups that are hard if not impossible to avoid. The most basic 
one? The blade with a boulder right next to it. You can't jump 
over the blade, and by the time you walk past that blade the 
boulder is pretty much on top of you. That one can be avoided 
though.. just back off and wait for the boulder to come to you... 
but what if you have aboulder, blade and fireball all at once? I 
have sceen that happen. You can duck the fireball, sure... but by 
the time you get out of the crouch, wham... there's the boulder. 
And you can't jump over it... because if you do, the blade is 
right there to impale you. So either way you die.



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Re: [Audyssey] Another game request

2011-04-04 Thread Clement Chou
The games themselves are right up there... why do you need another 
person to upload them?


At 04:15 PM 04/04/2011, you wrote:

the first post follows
hello everyone. since i love wrestling games, today i decided to 
search for some

good ones, but
only in text, and downloadable games, since a lot of time these days 
i'm not with

a internet
connection available, but like to play a game.
the games that i found are menu based, depending in what actions you 
can do, it lists

the
number / letter to press and the action that it will do (i.e: 1: 
kick 2: punch) etc.
believe me, the replaiability factor in the games is unlimited. 
there are a lot of

possibility
to execute different tipes of moves, and you never will have the same battle.
in both games you can create new wrestlers, but in the second game 
there are more

than 250 to
choose from. the games allow you to create tournaments, singles / 
tag battles, etc...
and although the descriptions in battle are simple, they are enough 
to show you what's
happening. forget about hp, it doesn't show stats during fights, 
just the condition

(i.e: poor,
good, fair, etc)
i had, and will have a lot of fun playing these games, and i hope 
that you guys like

it as well
this is for true wrestling fans.
p.s: games are run in dos, if it runs slow on your computer, tell 
here and i'll pass

the
instructions to improve performance
first game, called:
Wrestling League Simulator can be found here:
http://www.sendspace.com/file/rhmmjo
read next post for second game download link.
Best regards: Matheus
second post follows
here is the second game, and in my opinion, the better one.
calledPILEDRIVER. can be found here:
http://www.sendspace.com/file/dbxj5k
enjoy!!!
Best regards: Matheus
FYI The links don't work.

- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Monday, April 04, 2011 7:05 PM
Subject: Re: [Audyssey] Another game request



Shane,
Which one swould those be?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Monday, April 04, 2011 6:04 PM
To: Gamers Discussion list
Subject: [Audyssey] Another game request

Does anyone have the two wrestling games that were mensioned on the ag
forum?

It would be greatly appreasiated if you could please upload those.
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Re: [Audyssey] battle zone

2011-04-04 Thread Clement Chou
Better change that habbit there, Bud. That can get you in some 
interesting situations.


At 04:17 PM 04/04/2011, you wrote:

Sorry.
What i do is I reply to something without reading further in the topic.

- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Monday, April 04, 2011 7:11 PM
Subject: Re: [Audyssey] battle zone



Shane,
If you read my reply to Clement you'd know I was not talking about that kind
of scenario.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Monday, April 04, 2011 6:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] battle zone

put on the protector before you jump smartness.

- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Monday, April 04, 2011 6:57 PM
Subject: Re: [Audyssey] battle zone



Hi,
So...I jump and get decapitated by a lade. Then, while I am in the air, I
am
supposed to use a blade protector, get across and still not fall. There
definitely needs to be something that dictates how close to pits blades
can
be placed.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, April 04, 2011 5:55 PM
To: The Addictor; Gamers Discussion list
Subject: Re: [Audyssey] battle zone

Yeah... that one nails me too. But if it's beyond level 4, just buy a
blade protector from the shop... better a few hundred points less
than a headless body, in my opinion.

At 12:54 PM 04/04/2011, you wrote:

I have an even more basic one--the blade in the pit.  Either you
fall or jump and get chopped up.  That's what just happened to me.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Sunday, April 03, 2011 12:02 PM
Subject: Re: [Audyssey] battle zone



The point of the game is not to stand there and collect items...
it's to beat it and move on. The longer you stand there, the lower
your time bonus is... and it isn't the blades that are unbalanced,
I think... I don't really care one way or another, I just turn the
game on and blast through as much as I can. People don't like the
fact that you can't jump over them, and they kill you in one slash.
I don't like the fact that you can jump over them either...
especially since obstacles can often come in groups that are hard
if not impossible to avoid. The most basic one? The blade with a
boulder right next to it. You can't jump over the blade, and by the
time you walk past that blade the boulder is pretty much on top of
you. That one can be avoided though.. just back off and wait for
the boulder to come to you... but what if you have aboulder, blade
and fireball all at once? I have sceen that happen. You can duck
the fireball, sure... but by the time you get out of the crouch,
wham... there's the boulder. And you can't jump over it... because
if you do, the blade is right there to impale you. So either way you die.


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Re: [Audyssey] anyone got anny suggestions for the next version of battlezone?

2011-04-04 Thread Clement Chou

Well, I think that particular request should be followed upon...

At 04:11 PM 04/04/2011, you wrote:

No sorry!
I meant that happened and it need a bug fix there.
I could also be an actor.
Also people have requested in the past
an option to select where the game installs, a change in step sound 
before you fall into a pit, selection as to where witch program 
group the game is in, and again the voice acting thing.

That one is popular!

Shane
- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Monday, April 04, 2011 6:59 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
version of battlezone?



Everything except that second suggestion.. I do not need an 
annoying tone being played in my left ear. Another suggestion... 
would it be possible to hire voice actors for the cut sceens? I 
would be happy to do it...


At 03:07 PM 04/04/2011, you wrote:

Hey all,
We are going to update battlezone here soon and are looking for suggestions.
the ones we have come up with are
1. Make the game more realistic. Such as booby traps effect 
bolders by at-least slowing them down a bit, You can move while 
ducked, enimies can shoot you when your ducked and in the air, and 
when the blades are retracted you can jump without getting harmed.
2. At the end of a level if say you were one step from the portal 
and a bonis item falls and you step forward without catching it it 
would play an extreamly anoying tone in your left ear, and you 
can't here your statis without getting a headake.
3. When you use a bomb can the 20 enimies that you kill just 
shut-up because there dead? When you use one the enimies are still 
talking they just don't do anything.
4. Can you make it possible to set a booby trap for the cop cars 
and it will damage them but then the cops could get out and attack 
just like the other people?


Please reply to all so that key is full will receeve them as well.

Thanks,
Shane Lowe
Game madness enteractive
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Re: [Audyssey] battle zone

2011-04-04 Thread Clement Chou
Well, if he means that there's a blade on either side of the pit, he 
can't do much there...


At 04:06 PM 04/04/2011, you wrote:

put on the protector before you jump smartness.

- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Monday, April 04, 2011 6:57 PM
Subject: Re: [Audyssey] battle zone



Hi,
So...I jump and get decapitated by a lade. Then, while I am in the air, I am
supposed to use a blade protector, get across and still not fall. There
definitely needs to be something that dictates how close to pits blades can
be placed.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, April 04, 2011 5:55 PM
To: The Addictor; Gamers Discussion list
Subject: Re: [Audyssey] battle zone

Yeah... that one nails me too. But if it's beyond level 4, just buy a
blade protector from the shop... better a few hundred points less
than a headless body, in my opinion.

At 12:54 PM 04/04/2011, you wrote:

I have an even more basic one--the blade in the pit.  Either you
fall or jump and get chopped up.  That's what just happened to me.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Sunday, April 03, 2011 12:02 PM
Subject: Re: [Audyssey] battle zone



The point of the game is not to stand there and collect items...
it's to beat it and move on. The longer you stand there, the lower
your time bonus is... and it isn't the blades that are unbalanced,
I think... I don't really care one way or another, I just turn the
game on and blast through as much as I can. People don't like the
fact that you can't jump over them, and they kill you in one slash.
I don't like the fact that you can jump over them either...
especially since obstacles can often come in groups that are hard
if not impossible to avoid. The most basic one? The blade with a
boulder right next to it. You can't jump over the blade, and by the
time you walk past that blade the boulder is pretty much on top of
you. That one can be avoided though.. just back off and wait for
the boulder to come to you... but what if you have aboulder, blade
and fireball all at once? I have sceen that happen. You can duck
the fireball, sure... but by the time you get out of the crouch,
wham... there's the boulder. And you can't jump over it... because
if you do, the blade is right there to impale you. So either way you die.


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Re: [Audyssey] battle zone

2011-04-04 Thread Clement Chou
In that case, you're screwed... but if they do update it to hagve 
blades not be able to harm you if you're jumping while they're 
retracted, then... no biggie.


At 04:02 PM 04/04/2011, you wrote:

Hi,
The way I understood the scenario was that there was a blade just left of
the pit and one just across it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, April 04, 2011 6:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] battle zone

All depends... if you use a blade protector before going over the
pit, you should be fine. Unless it's a situation where the blade is
right next to another blade... then you're in trouble. But a blade
next to a pit is beatable... just use the blade protector before jumping
over.


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Re: [Audyssey] battle zone

2011-04-04 Thread Clement Chou
All depends... if you use a blade protector before going over the 
pit, you should be fine. Unless it's a situation where the blade is 
right next to another blade... then you're in trouble. But a blade 
next to a pit is beatable... just use the blade protector before jumping over.



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Re: [Audyssey] anyone got anny suggestions for the next version of battlezone?

2011-04-04 Thread Clement Chou
Everything except that second suggestion.. I do not need an annoying 
tone being played in my left ear. Another suggestion... would it be 
possible to hire voice actors for the cut sceens? I would be happy to do it...


At 03:07 PM 04/04/2011, you wrote:

Hey all,
We are going to update battlezone here soon and are looking for suggestions.
the ones we have come up with are
1. Make the game more realistic. Such as booby traps effect bolders 
by at-least slowing them down a bit, You can move while ducked, 
enimies can shoot you when your ducked and in the air, and when the 
blades are retracted you can jump without getting harmed.
2. At the end of a level if say you were one step from the portal 
and a bonis item falls and you step forward without catching it it 
would play an extreamly anoying tone in your left ear, and you can't 
here your statis without getting a headake.
3. When you use a bomb can the 20 enimies that you kill just shut-up 
because there dead? When you use one the enimies are still talking 
they just don't do anything.
4. Can you make it possible to set a booby trap for the cop cars and 
it will damage them but then the cops could get out and attack just 
like the other people?


Please reply to all so that key is full will receeve them as well.

Thanks,
Shane Lowe
Game madness enteractive
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Re: [Audyssey] battle zone

2011-04-04 Thread Clement Chou
Yeah... that one nails me too. But if it's beyond level 4, just buy a 
blade protector from the shop... better a few hundred points less 
than a headless body, in my opinion.


At 12:54 PM 04/04/2011, you wrote:
I have an even more basic one--the blade in the pit.  Either you 
fall or jump and get chopped up.  That's what just happened to me.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message ----- From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Sunday, April 03, 2011 12:02 PM
Subject: Re: [Audyssey] battle zone


The point of the game is not to stand there and collect items... 
it's to beat it and move on. The longer you stand there, the lower 
your time bonus is... and it isn't the blades that are unbalanced, 
I think... I don't really care one way or another, I just turn the 
game on and blast through as much as I can. People don't like the 
fact that you can't jump over them, and they kill you in one slash. 
I don't like the fact that you can jump over them either... 
especially since obstacles can often come in groups that are hard 
if not impossible to avoid. The most basic one? The blade with a 
boulder right next to it. You can't jump over the blade, and by the 
time you walk past that blade the boulder is pretty much on top of 
you. That one can be avoided though.. just back off and wait for 
the boulder to come to you... but what if you have aboulder, blade 
and fireball all at once? I have sceen that happen. You can duck 
the fireball, sure... but by the time you get out of the crouch, 
wham... there's the boulder. And you can't jump over it... because 
if you do, the blade is right there to impale you. So either way you die.



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Re: [Audyssey] scc

2011-04-04 Thread Clement Chou
Keep in mind that nobody may even have them... and if noone responds, 
that's a safe bet.


At 07:00 AM 04/04/2011, you wrote:

Hi all,
I'm sorry it's annoying to you. I just really want the games. If you
send me them, this will be my last post of this topic.
best regards,
Jack

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Re: [Audyssey] battle zone

2011-04-03 Thread Clement Chou
I think for a lot of us it isn't so much the fact that it's too 
hard... just balance issues we're all noticing. I've beaten the game 
once, so it isn't so much that I find it hard. Just little things I'm 
noticing that took me a long time to get past. lol.


At 09:28 PM 03/04/2011, you wrote:
no need. that'll take a long time to kill him that way. guys just 
use the sword and he'll be dead in a matter of seconds. You know, I 
think I need to make a recording. It's crazy the amount of people 
that are having issues with this game. I find something like MOTA 
much more difficult and challenging.



- Original Message - From: "Ryan Strunk" 
To: "'Gamers Discussion list'" 
Sent: Sunday, April 03, 2011 2:23 PM
Subject: Re: [Audyssey] battle zone



S
P
O
I
L
E
R
S
P
A
C
E
Try using traps.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Sunday, April 03, 2011 1:21 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] battle zone

Hi Thomas,
Yep. The first boss, for instance. The way it works is you walk up to him,
and just pound your spacebar while he blasts you to pieces with his gun. It
gets very difficult to jump away from him. The one thing I really liked was
his second boss; I do think he did an ok job with that one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, April 03, 2011 12:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] battle zone

Hi Clement,

Yes, I happen to agree with you. I love a challenging game as well as the
next person, maybe more so in some cases, but I really can't get into
Battlezone for that exact reason. It is not merely challenging some feets
are just down right impossible, and I think various things are overly
unbalanced with the combat etc. I chuck most of this up to the inexperience
of the game developer who has a lot to learn as far as balancing game play
and challenge.

On 4/3/11, Clement Chou  wrote:

Right. That I did know about. But I think in this case regular enemies
are the problem. And 4 enemies of that type going against you like
that is something that I see as probably a bit unbalanced.
grins. Odds of killing all four without getting a fatal hit are pretty
slim then, don't you think?


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Re: [Audyssey] battle zone

2011-04-03 Thread Clement Chou


The hilt was not what he was refering to. There are some blades, 
certain types of swords for example, that don't have edges from end 
to end. There are swords

that have a foot or so of dull edge above the hilt, like the ming dao.

At 11:34 AM 03/04/2011, you wrote:
Block quote start
Muammed,
Your chances of,
A: actually having a blade with a kind of hilt, and
B. being able to grab that hilt before the blade slices you into ribbons,
Are, very, very, very, very slim.

Best Regards,
Hayden


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Re: [Audyssey] battle zone

2011-04-03 Thread Clement Chou
I can confirm that. There are clips from all sorts of things.. 
there's no human acting in there that's original. lol.


At 11:59 AM 03/04/2011, you wrote:
I'm not sure but I got the feeling the enemy clips were from movies 
and TV shows. And I know the clips that play after you die were from 
TV or movies.

We are the Knights who say...Ni!
- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Sunday, April 03, 2011 12:32 PM
Subject: Re: [Audyssey] battle zone



Hi,
I'm trying to understand why he had human voice actors for the enemies and
used Synthetic speech for all the cut scenes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Sunday, April 03, 2011 12:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] battle zone

I definitely agree about the voice acting.
We are the Knights who say...Ni!
- Original Message - From: "Clement Chou" 
To: "Gamers Discussion list" 
Sent: Sunday, April 03, 2011 9:41 AM
Subject: Re: [Audyssey] battle zone



Then the question becomes... how many hits is it supposed to take for the
blade to kill you? In mainstream games, if you so much as walk into one,
you're dead. Not only that, but a lot of games have almost a straight line



of obstacles like this, all activating at different times. This means you
either have to try and time it right and find clear spaces between them,
or backtrack and find another route. Although I would agree about the fact



you can't jump over them... it shouldn't be a problem if they shoot out
from the wall to have that second where the sound doesn't play to have no
blade there and for the player to be able to jump clear. That way,
especially if there's a boulder or something else waiting on the other
side, you can leap over more than one thing at a time... battle zone is a
fun game, but needs two things in my opinion... balance adjustments, and
some real voice acting.

At 07:59 AM 03/04/2011, you wrote:

Exactly. I couldn't agree more.
We are the Knights who say...Ni!
- Original Message - From: "Hayden Presley"

To: "'Gamers Discussion list'" 
Sent: Saturday, April 02, 2011 9:42 PM
Subject: Re: [Audyssey] battle zone



Hi,
I still think the game is unbalanced...the fact that the blades kill you
outright is just absurd. And the fact you can't jump without hitting
them...

Best Regards,
Hayden



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Re: [Audyssey] battle zone

2011-04-03 Thread Clement Chou
I agree with this, actually. Blade protectors should work for more 
than just one set of blades... if you change the item itself and call 
it armour, it can take a certain amount of hits before wearing off.


At 10:30 AM 03/04/2011, you wrote:
Because the blade protector only works once. It might have been 
better to have it be timed so it might work for several sets of 
blades but would wear off eventually. That way you could still jump 
over that bolder that's coming at you right between the two blades. 
Because when you're trying to judge a jump to get over a boulder 
you're not necessarily going to also be thinking about hitting E to 
activate another blade protector.

We are the Knights who say...Ni!



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