Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Hi. Just like in other games, randomness can indeed be implimented in side scrolers. In mario rothers, for example, the very first step you take puts you within 4 steps of one of those, what are they called, 4 more stepps and jump you got him. It doesn't have to be like that though, it's doable to put them where ever. Thomas's side scroler is likely to have the levels the same, why would the building or geological aspect change, but the characters, things like that, will certainly be able to be in diferent places each time the game is played. - Original Message - From: "will lomas" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Sunday, March 23, 2008 10:14 PM Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2. > but randomness can't be implemented in these games, am i right? > so that means that once the snake is in level 2 after taking four > steps, he'll always be there, so what's the point > > On 23 Mar 2008, at 23:28, Thomas Ward wrote: > >> Hi Bryan, >> I couldn't agree with you more. For Will or anyone to play one or two >> side-scrollers and say all side-scrollers are boring just only proves >> that the person hasn't had much exposure to them. The truth is some >> side-scrollers were very difficult and fun in the 1980's. >> One of my favorites, Double Dragon, was pretty much your average walk >> along beat-m-up, but it was fun. It was especially fun if you were >> just >> in a peed off mood. Grab a bat from one of the thugs and beat him >> unconscious. If you were attacked by a bunch of enemies you could whip >> them with a series of well placed punches, kicks, and jumps. It was >> really fun when you knocked them off of platforms, bridges, or off >> cliffs. Enemy falls to his doom. Good bye mother huncher. >> In terms of side-scrollers like Castlevania they were unmatched in >> replay value. The battle with Dracula was worth every cent of the >> game. >> The way he would die and then come back to life in another form was >> cool. Dracula was also tough to beat because you would hit him with a >> weapon, he'd vanish, and reappear somewhere else ready to vamp your >> rear >> end. The fire balls he would hurl your way were pretty nasty. >> The other thing I liked about the original Castlevania is there were >> all >> kinds of different monsters from skeletons, knights, dragons, mummies, >> etc. Each gave their own unique combat style and baddy toughness to >> the >> game. I hated taking on the mummies just because they wouldn't die >> with >> just any weapon. You needed holy water to get rid of them. If you >> used a >> leather whip or a throwing dagger you were dead meat. When you were >> attacked by 3 to 5 of the mummies at once you were toast.Although, I >> do >> remember there was this one area you could jump onto above the >> mummies, >> they couldn't climb up after you, and if you had the holy water you >> could dump it on them, and say by by to the creeps. >> >> >> >> >> Bryan Peterson wrote: >>> That's not the point. The point is that you can't just play Monte >>> and then >>> say all side scrollers are too easy. And it's Castlevania, not Castle >>> Whatchamacallit. >>> Time is an illusion, lunchtime doubly so. >>> >> >> >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> [EMAIL PROTECTED] >> . >> You can make changes or update your subscription via the web, at >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/[EMAIL PROTECTED] >> If you have any questions or concerns regarding the management of >> the list, >> please send E-mail to [EMAIL PROTECTED] > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] > > > -- > No virus found in this incoming message. > Checked by AVG. > Version: 7.5.519 / Virus Database: 269.21.8/1340 - Release Date: 3/23/2008 > 6:50 PM > > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
oh man, can't wait for the next updates. At 01:53 p.m. 25/03/2008, you wrote: >Hi Charles, >You bet. Not only are the monsters going to be meaner, but I am thinking >of a couple of other nasties. I have one trap that is especially nasty >in mind. >All I can say is Angela Summers, yes she's back, will have her hands >full with this new list of monsters and traps. They are deadlier, >smarter, and obviously more dificult. > >Charles Rivard wrote: >> Smarter and more aggressive monsters that attack as soon as you enter a >> room?? oo how terrible! However, oo, what! fun! >> > > >--- >Gamers mailing list __ Gamers@audyssey.org >If you want to leave the list, send E-mail to [EMAIL PROTECTED] >You can make changes or update your subscription via the web, at >http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >All messages are archived and can be searched and read at >http://www.mail-archive.com/[EMAIL PROTECTED] >If you have any questions or concerns regarding the management of the list, >please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Hi Charles, You bet. Not only are the monsters going to be meaner, but I am thinking of a couple of other nasties. I have one trap that is especially nasty in mind. All I can say is Angela Summers, yes she's back, will have her hands full with this new list of monsters and traps. They are deadlier, smarter, and obviously more dificult. Charles Rivard wrote: > Smarter and more aggressive monsters that attack as soon as you enter a > room?? oo how terrible! However, oo, what! fun! > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
What fun this will be! Can't wait, Thom! For another excellent side-scroller! > - Original Message - >From: "Charles Rivard" <[EMAIL PROTECTED] >To: "Gamers Discussion list" Date sent: Mon, 24 Mar 2008 14:26:26 -0700 >Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2. >Smarter and more aggressive monsters that attack as soon as you enter a >room?? oo how terrible! However, oo, what! fun! >--- >Laughter is the best medicine. Look around you and find a dose. >- Original Message - >From: "Thomas Ward" <[EMAIL PROTECTED] >To: "Gamers Discussion list" Sent: Monday, March 24, 2008 8:20 AM >Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2. >> Hi Will, >> Not true. There are all kinds of areas where randomization can be used >> in side-scrollers. The reason it wasn't used in the Montezuma's Revenge >> game engine is simply that Michael Feir, Charles, and a few others >> wanted the game to be along the lines of the Atari classic. >> Even if a snake is staticly placed in room x there are ways to make your >> encounter more challenging. One the developer can make the snake mor >> agressive and combat oriented. Two, the developer can use random hit >> point damage and defense to make the battle more random and realistic. >> Three, the developer might use a random generator to have the monster >> appear or not appear in that room at all per game. >> Currently, I am working on a totally new collection of monsters for the >> new side-scroller. These new monsters won't be as stupid as the >> Montezuma's Revenge monsters were. The Monte monsters basicly moved back >> and forth and attacked if you were in range. They were basically passive >> until you were in range. The new monsters will be more agressive. The >> second you enter a room with monsters in it they will start attacking >> you with what ever weapon they have. No single swing from a sword or >> shot from your gun will kill them. It will be a battle. There are >> different weapons being introduced into the game and some weapons will >> be more effective than others. >> will lomas wrote: >>> but randomness can't be implemented in these games, am i right? >>> so that means that once the snake is in level 2 after taking four >>> steps, he'll always be there, so what's the point >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> [EMAIL PROTECTED] >> You can make changes or update your subscription via the web, at >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/[EMAIL PROTECTED] >> If you have any questions or concerns regarding the management of the >> list, >> please send E-mail to [EMAIL PROTECTED] >--- >Gamers mailing list __ Gamers@audyssey.org >If you want to leave the list, send E-mail to [EMAIL PROTECTED] >You can make changes or update your subscription via the web, at >http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >All messages are archived and can be searched and read at >http://www.mail-archive.com/[EMAIL PROTECTED] >If you have any questions or concerns regarding the management of the list, >please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Smarter and more aggressive monsters that attack as soon as you enter a room?? oo how terrible! However, oo, what! fun! --- Laughter is the best medicine. Look around you and find a dose. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Monday, March 24, 2008 8:20 AM Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2. > Hi Will, > Not true. There are all kinds of areas where randomization can be used > in side-scrollers. The reason it wasn't used in the Montezuma's Revenge > game engine is simply that Michael Feir, Charles, and a few others > wanted the game to be along the lines of the Atari classic. > Even if a snake is staticly placed in room x there are ways to make your > encounter more challenging. One the developer can make the snake mor > agressive and combat oriented. Two, the developer can use random hit > point damage and defense to make the battle more random and realistic. > Three, the developer might use a random generator to have the monster > appear or not appear in that room at all per game. > Currently, I am working on a totally new collection of monsters for the > new side-scroller. These new monsters won't be as stupid as the > Montezuma's Revenge monsters were. The Monte monsters basicly moved back > and forth and attacked if you were in range. They were basically passive > until you were in range. The new monsters will be more agressive. The > second you enter a room with monsters in it they will start attacking > you with what ever weapon they have. No single swing from a sword or > shot from your gun will kill them. It will be a battle. There are > different weapons being introduced into the game and some weapons will > be more effective than others. > > will lomas wrote: >> but randomness can't be implemented in these games, am i right? >> so that means that once the snake is in level 2 after taking four >> steps, he'll always be there, so what's the point >> > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Very neat. I assume we'll need all new keys for it though. Hopefully by the time it's ready I'll be more financially stable and can buy it if I have to. Time is an illusion, lunchtime doubly so. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Monday, March 24, 2008 9:20 AM Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2. > Hi Will, > Not true. There are all kinds of areas where randomization can be used > in side-scrollers. The reason it wasn't used in the Montezuma's Revenge > game engine is simply that Michael Feir, Charles, and a few others > wanted the game to be along the lines of the Atari classic. > Even if a snake is staticly placed in room x there are ways to make your > encounter more challenging. One the developer can make the snake mor > agressive and combat oriented. Two, the developer can use random hit > point damage and defense to make the battle more random and realistic. > Three, the developer might use a random generator to have the monster > appear or not appear in that room at all per game. > Currently, I am working on a totally new collection of monsters for the > new side-scroller. These new monsters won't be as stupid as the > Montezuma's Revenge monsters were. The Monte monsters basicly moved back > and forth and attacked if you were in range. They were basically passive > until you were in range. The new monsters will be more agressive. The > second you enter a room with monsters in it they will start attacking > you with what ever weapon they have. No single swing from a sword or > shot from your gun will kill them. It will be a battle. There are > different weapons being introduced into the game and some weapons will > be more effective than others. > > will lomas wrote: >> but randomness can't be implemented in these games, am i right? >> so that means that once the snake is in level 2 after taking four >> steps, he'll always be there, so what's the point >> > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Hi Will, Not true. There are all kinds of areas where randomization can be used in side-scrollers. The reason it wasn't used in the Montezuma's Revenge game engine is simply that Michael Feir, Charles, and a few others wanted the game to be along the lines of the Atari classic. Even if a snake is staticly placed in room x there are ways to make your encounter more challenging. One the developer can make the snake mor agressive and combat oriented. Two, the developer can use random hit point damage and defense to make the battle more random and realistic. Three, the developer might use a random generator to have the monster appear or not appear in that room at all per game. Currently, I am working on a totally new collection of monsters for the new side-scroller. These new monsters won't be as stupid as the Montezuma's Revenge monsters were. The Monte monsters basicly moved back and forth and attacked if you were in range. They were basically passive until you were in range. The new monsters will be more agressive. The second you enter a room with monsters in it they will start attacking you with what ever weapon they have. No single swing from a sword or shot from your gun will kill them. It will be a battle. There are different weapons being introduced into the game and some weapons will be more effective than others. will lomas wrote: > but randomness can't be implemented in these games, am i right? > so that means that once the snake is in level 2 after taking four > steps, he'll always be there, so what's the point > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Exactly. In fact I have a lot of .nsf sound files on my laptop from various games. The .nsf format is really cool since it's the actual game sound format, complete with the game's sfx in many cases. Before nsf the only way you could get even close to the right sound was either to have the game itself or play Midi files using a really really bad sound card in your PC. Time is an illusion, lunchtime doubly so. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Sunday, March 23, 2008 8:10 PM Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2. > Hi Bryan, > Yes, I also loved he original Castlevania theme music. The first level > music really put in the mood of monster hunting. The Dracula theme song > was also pretty cool. > When it comes down to it the original NES games usually did have good > music. Mario Brothers, Castlevania, Double Dragon, Megaman, TMNT, you > name it were cool just to listen to. > > Bryan Peterson wrote: >> Ah yes, Castlevania. The music was rockin', too. My favorite was the >> theme >> in level 1. >> Time is an illusion, lunchtime doubly so. >> > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Hi Bryan, Yes, I also loved he original Castlevania theme music. The first level music really put in the mood of monster hunting. The Dracula theme song was also pretty cool. When it comes down to it the original NES games usually did have good music. Mario Brothers, Castlevania, Double Dragon, Megaman, TMNT, you name it were cool just to listen to. Bryan Peterson wrote: > Ah yes, Castlevania. The music was rockin', too. My favorite was the theme > in level 1. > Time is an illusion, lunchtime doubly so. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
No, you are not. it could be implimented, but in monti, random placement just wasn't implimented to make the game nearer to the origional. - Original Message - From: "will lomas" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Monday, March 24, 2008 4:14 AM Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2. > but randomness can't be implemented in these games, am i right? > so that means that once the snake is in level 2 after taking four > steps, he'll always be there, so what's the point > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
but randomness can't be implemented in these games, am i right? so that means that once the snake is in level 2 after taking four steps, he'll always be there, so what's the point On 23 Mar 2008, at 23:28, Thomas Ward wrote: > Hi Bryan, > I couldn't agree with you more. For Will or anyone to play one or two > side-scrollers and say all side-scrollers are boring just only proves > that the person hasn't had much exposure to them. The truth is some > side-scrollers were very difficult and fun in the 1980's. > One of my favorites, Double Dragon, was pretty much your average walk > along beat-m-up, but it was fun. It was especially fun if you were > just > in a peed off mood. Grab a bat from one of the thugs and beat him > unconscious. If you were attacked by a bunch of enemies you could whip > them with a series of well placed punches, kicks, and jumps. It was > really fun when you knocked them off of platforms, bridges, or off > cliffs. Enemy falls to his doom. Good bye mother huncher. > In terms of side-scrollers like Castlevania they were unmatched in > replay value. The battle with Dracula was worth every cent of the > game. > The way he would die and then come back to life in another form was > cool. Dracula was also tough to beat because you would hit him with a > weapon, he'd vanish, and reappear somewhere else ready to vamp your > rear > end. The fire balls he would hurl your way were pretty nasty. > The other thing I liked about the original Castlevania is there were > all > kinds of different monsters from skeletons, knights, dragons, mummies, > etc. Each gave their own unique combat style and baddy toughness to > the > game. I hated taking on the mummies just because they wouldn't die > with > just any weapon. You needed holy water to get rid of them. If you > used a > leather whip or a throwing dagger you were dead meat. When you were > attacked by 3 to 5 of the mummies at once you were toast.Although, I > do > remember there was this one area you could jump onto above the > mummies, > they couldn't climb up after you, and if you had the holy water you > could dump it on them, and say by by to the creeps. > > > > > Bryan Peterson wrote: >> That's not the point. The point is that you can't just play Monte >> and then >> say all side scrollers are too easy. And it's Castlevania, not Castle >> Whatchamacallit. >> Time is an illusion, lunchtime doubly so. >> > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to [EMAIL PROTECTED] > . > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of > the list, > please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Side-scrollers was MOTA Beta 2.
Ah yes, Castlevania. The music was rockin', too. My favorite was the theme in level 1. Time is an illusion, lunchtime doubly so. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Sunday, March 23, 2008 5:28 PM Subject: [Audyssey] Side-scrollers was MOTA Beta 2. > Hi Bryan, > I couldn't agree with you more. For Will or anyone to play one or two > side-scrollers and say all side-scrollers are boring just only proves > that the person hasn't had much exposure to them. The truth is some > side-scrollers were very difficult and fun in the 1980's. > One of my favorites, Double Dragon, was pretty much your average walk > along beat-m-up, but it was fun. It was especially fun if you were just > in a peed off mood. Grab a bat from one of the thugs and beat him > unconscious. If you were attacked by a bunch of enemies you could whip > them with a series of well placed punches, kicks, and jumps. It was > really fun when you knocked them off of platforms, bridges, or off > cliffs. Enemy falls to his doom. Good bye mother huncher. > In terms of side-scrollers like Castlevania they were unmatched in > replay value. The battle with Dracula was worth every cent of the game. > The way he would die and then come back to life in another form was > cool. Dracula was also tough to beat because you would hit him with a > weapon, he'd vanish, and reappear somewhere else ready to vamp your rear > end. The fire balls he would hurl your way were pretty nasty. > The other thing I liked about the original Castlevania is there were all > kinds of different monsters from skeletons, knights, dragons, mummies, > etc. Each gave their own unique combat style and baddy toughness to the > game. I hated taking on the mummies just because they wouldn't die with > just any weapon. You needed holy water to get rid of them. If you used a > leather whip or a throwing dagger you were dead meat. When you were > attacked by 3 to 5 of the mummies at once you were toast.Although, I do > remember there was this one area you could jump onto above the mummies, > they couldn't climb up after you, and if you had the holy water you > could dump it on them, and say by by to the creeps. > > > > > Bryan Peterson wrote: >> That's not the point. The point is that you can't just play Monte and >> then >> say all side scrollers are too easy. And it's Castlevania, not Castle >> Whatchamacallit. >> Time is an illusion, lunchtime doubly so. >> > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] Side-scrollers was MOTA Beta 2.
Hi Bryan, I couldn't agree with you more. For Will or anyone to play one or two side-scrollers and say all side-scrollers are boring just only proves that the person hasn't had much exposure to them. The truth is some side-scrollers were very difficult and fun in the 1980's. One of my favorites, Double Dragon, was pretty much your average walk along beat-m-up, but it was fun. It was especially fun if you were just in a peed off mood. Grab a bat from one of the thugs and beat him unconscious. If you were attacked by a bunch of enemies you could whip them with a series of well placed punches, kicks, and jumps. It was really fun when you knocked them off of platforms, bridges, or off cliffs. Enemy falls to his doom. Good bye mother huncher. In terms of side-scrollers like Castlevania they were unmatched in replay value. The battle with Dracula was worth every cent of the game. The way he would die and then come back to life in another form was cool. Dracula was also tough to beat because you would hit him with a weapon, he'd vanish, and reappear somewhere else ready to vamp your rear end. The fire balls he would hurl your way were pretty nasty. The other thing I liked about the original Castlevania is there were all kinds of different monsters from skeletons, knights, dragons, mummies, etc. Each gave their own unique combat style and baddy toughness to the game. I hated taking on the mummies just because they wouldn't die with just any weapon. You needed holy water to get rid of them. If you used a leather whip or a throwing dagger you were dead meat. When you were attacked by 3 to 5 of the mummies at once you were toast.Although, I do remember there was this one area you could jump onto above the mummies, they couldn't climb up after you, and if you had the holy water you could dump it on them, and say by by to the creeps. Bryan Peterson wrote: > That's not the point. The point is that you can't just play Monte and then > say all side scrollers are too easy. And it's Castlevania, not Castle > Whatchamacallit. > Time is an illusion, lunchtime doubly so. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]