Re: [Audyssey] Super Mario Brothers game

2006-07-01 Thread Bill and Kristi Freeman
I found a nes emulator and several roms, including super Mario.  Man, that
sure brought back some memories!  I used to be able to make it through the
first couple of levels in that game back in the day, but can't do so hot
anymore.

Thanks


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of X-Sight Interactive
Sent: Thursday, June 08, 2006 10:30 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Super Mario Brothers game

Yeh and if you can have the same music that'd be really cool; I loved that
music, especially for the snes.
Anyway, I'm trying to start developing more advanced games now - bop it is
now starting up again, I am determined to get this thing to work! I can do
it, I can do it! Lol

Regards,

Damien


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Re: [Audyssey] Super Mario Brothers game

2006-06-22 Thread Nicol Oosthuizen

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HI thomas
I'm very excited about this game too.  Just a question: I can remember
when I playe dmario with sighted  friends on  tv games,  you also had
the power of growing  in the game.  IN other words, you collect
something  which will let your character grow into a bigger character
instantly . Then there is other objects which will again make   return
your character to it's original size. Is this also found in the super
mario you're talking about?  I would like the same song in the
accessible version of mario that is on the tv games. It's almost like a
reggay song. But the tv games' music is only electronic sounds; it's not
real music. If someone can find out where to find these songs from the
tv games and put that song into the accessible version of mario it would
be great. I can also   remember other tv games like twin bee where you
have to escape from bees. Then there is a carati game named king foo.
Then there is a sircus game, sircus charlie. But that's definitely
lighttechinteractive's speciality. I think  they're in the best position
to produce sircus charlie, because in the horse racing game you must
jump over an obstacle and  sircus charlie have the same  concept.
Jumping through fire rings, jump over monkeys while walking on a  rope
high in the air, jumping onto huge colored sircus balls, jumping from a
donkey's back onto a  trampolene,  etc. Then  I remember a cute little
game called milk and  nuts. But my sighted friends couldn't play it to
show me how to play it.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Raul A. Gallegos
Sent: 08 June 2006 04:40 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Super Mario Brothers game


Hi Liam. Hmm, sounds good.

Here is some of what I was thinking about.

First off, in case you or others do not know, Mario was a side scroller.

There were holes to jump over, mushrooms to crush for points, coins to 
push out from under bricks. If you jumped under other bricks they would 
break and you got points. Some of the places you jumped to were up 
higher. For example you could be walking along and let's say you have a 
row of bricks in the air. You could either walk under them and jump up 
to break them. Or you could jump up and walk on top of them. Sometimes 
this would be arranged in three or four levels. Meaning, that you might 
need to get to a third level above to get some coins.

As far as monsters, you have mushrooms which you simply jump on top of 
and smash them. If you touch their sides or if they landed on you from 
bricks above you were history. Turtles which again would kill you if you

touch their sides of if they landed on you. Difference here is that if 
you land on them you pushed them back into their shell. If left alone 
they eventually popped back out again. However while they are in their 
shell you can ram them. now it's ok to touch their sides. The turtle 
shell then rolls in the direction you send it and if there are other 
turtles, mushrooms, etc they are knocked out and you get lots of points.

Other things you run into are walls which you need to jump over. These 
bring the challenges in that if you kicked a turtle shell and it hits 
that wall it will bounce back and head right toward you. In this case 
you need to either shoot it if you got fire or you need to jump over it.

Of course the more experienced players would simply jump and land on it 
stopping it and then either kicking it behind them or just leaving it. 
This was in case you didn't have fire.

I said I would describe the game a little but there is way more I can 
describe. LOL. Ideas are below.

1. I'm not sure how an audio engine would handle climbing to higher 
ground within the same level. We would need to assign a sound letting 
you know about drop offs and letting you know about bricks you can jump 
onto or jump under to destroy.

2. Mushrooms, turtles, jellyfish, flying turtles, koopa the dragon, etc 
would all have to have sounds attached to them. Problem is some of these

creatures fly so not sure how to code into the game if they arre flying 
too low making you need to get out of the way or if they are flying just

right so you can just run under them.

3. There are pipes which come up from the ground. Usually these pipes 
are just there for boundaries like if you kick a turtle shell it bounces

back to you. However the pipes usually have mario eating plants which 
pop up for a few seconds, and then go back down for a few seconds. If 
you stand on a pipe while the plant is down it will not come up while 
you are standing on it. Sometimes there are hidden sublevels by pressing

down while standing on a pipe. These might take you into a coin 
gathering spree or bonus points, extra lives, etc.

4. at the end of each sublevel there is a hill of bricks you cannot 
destroy. you

Re: [Audyssey] Super Mario Brothers game

2006-06-22 Thread Nicol Oosthuizen

NB: This email and its contents are subject to our email legal notice
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Could you also teleport  in the clasic mario?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Thomas Ward
Sent: 09 June 2006 04:21 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Mario Brothers game


Hi.
Oh, yes. Mario will take a long time to code. Aside from drawing the 32 
different levels everything is interactive. Blocks you can walk on them 
or break them to get mushrooms, coins, and flowers.
Then, there are pipes that take you somewhere else on the level. There 
are warps that will take you to another level early.
You smash enemies when you jump on them, and some you have to simply 
jump over.
If you kick the Coopas they will plow over everything in there way 
smashing other enemies if they are in their way, and roll on you if they

roll in your direction.
The fire gift can destroy just about everything that you don't like.
Anyway, point is it would take a long time to code the relationships 
between everything.

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Re: [Audyssey] Super Mario Brothers game

2006-06-22 Thread Nicol Oosthuizen

NB: This email and its contents are subject to our email legal notice
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Do you think that different difficulty levels should also be included in
mario such as easy, hard and insane as is  the case with monty?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Kim Etheridge
Sent: 09 June 2006 04:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Mario Brothers game


I see your point. You're right, that is huge. Anyway, if you were to try
to 
pack all the features of all versions of Mario, you'd need to minimize
all 
the worlds and levels to a suitable number for game play. Who wants a
game 
that takes weeks to complete? That is, unless there's a save game
feature. 
If so, then maybe. As for me, I may start a monopoly game and save it
till 
later, and we all know how long and tedious monopoly can be. If I'm
really 
bored, I love long games. Of course, there are those who want to play
and 
get it over with.
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Re: [Audyssey] Super Mario Brothers game

2006-06-22 Thread Thomas Ward
Hi, Nicol.
I don't know if Mario will have dificulty levels. Since it will be using 
the same game engine as Monty I suppose it can easily have them.



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Re: [Audyssey] Super Mario Brothers game

2006-06-22 Thread Thomas Ward
Hi, Nicol.
Yes, the Mario Brothers version I plan to write will be very similar to 
the original game. You grabbed certain kinds of mushrooms. Some would 
shrink or restore you, and others turned you in to super Mario. There 
were also fire flowers that turned you in to fire Mario so you could 
shoot fireballs.
As for the music I have the original music both in wav recorded format 
which are exact recordings of the Nintendo music, and I also have midi 
files which are remakes of the music which sound really really good.



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Re: [Audyssey] Super Mario Brothers game

2006-06-22 Thread Mich Verrier
o man i can't wate to play this game again wonce it get's made that is. i 
have fond memeries ofplaying that game when i was younger and had my sight. 
tom if i could make a sugestion perhaps you could use the wav music after 
all it is the origenal music.
from Mich Verrier from New Liskeard Ontario Canada
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 22, 2006 10:51 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 Hi, Nicol.
 Yes, the Mario Brothers version I plan to write will be very similar to
 the original game. You grabbed certain kinds of mushrooms. Some would
 shrink or restore you, and others turned you in to super Mario. There
 were also fire flowers that turned you in to fire Mario so you could
 shoot fireballs.
 As for the music I have the original music both in wav recorded format
 which are exact recordings of the Nintendo music, and I also have midi
 files which are remakes of the music which sound really really good.



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Re: [Audyssey] Super Mario Brothers game

2006-06-10 Thread Thomas Ward
Hi, Shaun.
Once I go through all the effects I plan to release a Mario sound pack 
for interested gamers. I want to release one filled with high quality 
effects and well the best sounds.



shaun everiss wrote:
 although I am not tom I think this would be an idea, I have already 
 posted around 40mb to the servers.
 Tom, could be good, just put the stuff up and I will get it if thats 
 ok with you.
   


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Re: [Audyssey] Super Mario Brothers game

2006-06-10 Thread Yohandy
I personally find walking effects annoying. I mean, if we hit the right 
arrow key, it makes since the character is walking, especially if all the 
sounds pan. I don't think a walking sound would fit right with the game.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 09, 2006 9:16 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 Hi.
 Yeah, I don't want to over do the effects. One thing I am concerned
 about is a walking effect. The original game did not have one, and I
 wonder if that might throw some people if I don't include one.


 Yohandy wrote:
 my suggestion is to not use unnecessary sounds if they're not needed. We
 don't really need any ambient sounds, because we'll have the original 
 music.
 we know what the water level music is, etc. you could have some swimming
 sound for the fish, though. Castles, same thing. we just need sounds for 
 the
 different creatures.



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Re: [Audyssey] Super Mario Brothers game

2006-06-10 Thread shaun everiss
cool, well I am an interested gamer.
Did you get all the stuff I put up for you.
also did you get the cars, servos and crashes .zip files that I have 
up there ages ago?
At 01:23 AM 6/11/2006, you wrote:
Hi, Shaun.
Once I go through all the effects I plan to release a Mario sound pack
for interested gamers. I want to release one filled with high quality
effects and well the best sounds.



shaun everiss wrote:
  although I am not tom I think this would be an idea, I have already
  posted around 40mb to the servers.
  Tom, could be good, just put the stuff up and I will get it if thats
  ok with you.
 


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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread Yohandy
roms and emulator are not illegal, as long as you have the original 
cartrage. Of course, we all ignore that and get them anyway. lol


- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 09, 2006 12:02 AM
Subject: Re: [Audyssey] Super Mario Brothers game


 you are right tom.
 There are sega and other emulators around with roms out online and
 while this is probably alegal I know others that didn't have the
 systems like playing emulator games.
 At 10:43 AM 6/9/2006, you wrote:
Hi.
Who knows. Probably not totally legal, but I'm sick of what the
commercial game Entertainment comunity thinks. Nintendo will never make
Mario accessible, and if someone made it and released it as a free
download what can they say except take it off your site.
Besides I think the main reason many of us blind devs broke in to the
game business ourselves is exactly for the reason mainstream game
developers won't make games acessible to us. Some devs like Phil
outright copied Packman to the point it is near but not quite the arcade
game. James North was bringing back Montezuma's Revenge which I took
over, modified, but honestly the temple layouts will be similar to the
classic, monsters are the same, etc.



Liam wrote:
  how legal is this?
 


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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread Jason SW
Yeah, who cares what the big game producing corporations say about roms. 
They're just trying to scare you. They can't do a damn thing about it unless 
you go and tell them, Hey, I've got 2147483647 roms, but I don't have any 
of the cartridges, ha ha ha!
- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 09, 2006 6:41 AM
Subject: Re: [Audyssey] Super Mario Brothers game


 roms and emulator are not illegal, as long as you have the original
 cartrage. Of course, we all ignore that and get them anyway. lol


 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 09, 2006 12:02 AM
 Subject: Re: [Audyssey] Super Mario Brothers game


 you are right tom.
 There are sega and other emulators around with roms out online and
 while this is probably alegal I know others that didn't have the
 systems like playing emulator games.
 At 10:43 AM 6/9/2006, you wrote:
Hi.
Who knows. Probably not totally legal, but I'm sick of what the
commercial game Entertainment comunity thinks. Nintendo will never make
Mario accessible, and if someone made it and released it as a free
download what can they say except take it off your site.
Besides I think the main reason many of us blind devs broke in to the
game business ourselves is exactly for the reason mainstream game
developers won't make games acessible to us. Some devs like Phil
outright copied Packman to the point it is near but not quite the arcade
game. James North was bringing back Montezuma's Revenge which I took
over, modified, but honestly the temple layouts will be similar to the
classic, monsters are the same, etc.



Liam wrote:
  how legal is this?
 


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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread Thomas Ward
Hi, Shaun.
I agree with that. There would be little point in rewriting it if you 
could not have the classic sounds. The only problem with that is Mario 
was not as sound ritch as an audio game. You had sounds for jumps, 
shrinking, growing, getting items, breaking blocks, a couple of other 
things, and that is about it. There isn't any walking effect and to do 
it I would have to come up with some arcade kind of walk as the sound of 
sand, dirt, etc just wouldn't match up right.
For the under water levels some bubble effects would be ok, but for 
castles dark spooky ambience just wouldn't work. I don't know. I'd have 
to see if I could add some extra effects for the bad guys without 
totally altering the  feel of the arcade.

shaun everiss wrote:
 the thing is I think we if I mean you do it should have the game as 
 close to the origional as possible down to the sounding arcade fx.
 These were not really good but they are authentic.
   


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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread K4NKZ Jim Ardin
but Tom! you know that you can do any thing!
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 09, 2006 10:25 AM
Subject: Re: [Audyssey] Super Mario Brothers game


 Hi, Shaun.
 I agree with that. There would be little point in rewriting it if you
 could not have the classic sounds. The only problem with that is Mario
 was not as sound ritch as an audio game. You had sounds for jumps,
 shrinking, growing, getting items, breaking blocks, a couple of other
 things, and that is about it. There isn't any walking effect and to do
 it I would have to come up with some arcade kind of walk as the sound of
 sand, dirt, etc just wouldn't match up right.
 For the under water levels some bubble effects would be ok, but for
 castles dark spooky ambience just wouldn't work. I don't know. I'd have
 to see if I could add some extra effects for the bad guys without
 totally altering the  feel of the arcade.

 shaun everiss wrote:
 the thing is I think we if I mean you do it should have the game as
 close to the origional as possible down to the sounding arcade fx.
 These were not really good but they are authentic.



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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread Brandon Hicks
hi thomas,
I took a look at the audio link for mario bros posted here. I've got the
sounds in their full quality. I can send them if you start this, or i can
extract them into wav, WMA or any other format Gold Wave uses.

Brandon Hicks
Email: [EMAIL PROTECTED]
Skype: callto://reyuth
msn: [EMAIL PROTECTED]

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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread Thomas Ward
Hi, Brandon.
I got the sounds. I am using Goldwav to update and improve the quality 
of the sounds.
I am definately going to do a Mario game once I clear my other projects.


Brandon Hicks wrote:
 hi thomas,
 I took a look at the audio link for mario bros posted here. I've got the
 sounds in their full quality. I can send them if you start this, or i can
 extract them into wav, WMA or any other format Gold Wave uses.

 Brandon Hicks
 Email: [EMAIL PROTECTED]
 Skype: callto://reyuth
 msn: [EMAIL PROTECTED]

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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread Thomas Ward
Hi, Raul.
Yes, I got your Mario sound pack. The effects actually are not to bad. I 
ran them through goldwav and they came out almost as good as the originals.
The only file that did not convert well is the clasic Mario song that is 
in the first level of each world. the castle music was a bit short as 
well, but works if I can't get a better copy.



Raul A. Gallegos wrote:
 I've often joked with Tom to let me moderate the list all by myself so 
 that he can crank out these games even faster muahahahaha.

 Only problem is that Kevin most likely will not want a dictatorship 
 pout.

 Just kidding. Had to throw out a little humor there.

 I hope that Tom as well as anyone else who's interested in the Mario 
 sounds has gotten a chance to download them from the link I gave. 
 http://asmodean.net/files/gamesounds/mario_sounds.zip in case the link 
 was lost.
   


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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread Thomas Ward
Hi.
Yeah, I don't want to over do the effects. One thing I am concerned 
about is a walking effect. The original game did not have one, and I 
wonder if that might throw some people if I don't include one.
 

Yohandy wrote:
 my suggestion is to not use unnecessary sounds if they're not needed. We 
 don't really need any ambient sounds, because we'll have the original music. 
 we know what the water level music is, etc. you could have some swimming 
 sound for the fish, though. Castles, same thing. we just need sounds for the 
 different creatures.
   


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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread shaun everiss
tom with my stuff its been already converted and enhanced.
At 01:16 PM 6/10/2006, you wrote:
Hi.
Yeah, I don't want to over do the effects. One thing I am concerned
about is a walking effect. The original game did not have one, and I
wonder if that might throw some people if I don't include one.


Yohandy wrote:
  my suggestion is to not use unnecessary sounds if they're not needed. We
  don't really need any ambient sounds, because we'll have the 
 original music.
  we know what the water level music is, etc. you could have some swimming
  sound for the fish, though. Castles, same thing. we just need 
 sounds for the
  different creatures.
 


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Re: [Audyssey] Super Mario Brothers game

2006-06-09 Thread shaun everiss
although I am not tom I think this would be an idea, I have already 
posted around 40mb to the servers.
Tom, could be good, just put the stuff up and I will get it if thats 
ok with you.
At 02:48 AM 6/10/2006, you wrote:
hi thomas,
I took a look at the audio link for mario bros posted here. I've got the
sounds in their full quality. I can send them if you start this, or i can
extract them into wav, WMA or any other format Gold Wave uses.

Brandon Hicks
Email: [EMAIL PROTECTED]
Skype: callto://reyuth
msn: [EMAIL PROTECTED]

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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Richard Bennett
If I was more advanced I would be willing to do this, but I am having 
trouble of my own right now trying to get my game project done, I keep 
getting so frustrated with it and having to walk away, but the thing is, 
that I don't have much more time to be able to walk away and come back to 
it, LOL. I could see how it could be done as well.
interesting
BEAN 


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Raul A. Gallegos
Hi Liam. Hmm, sounds good.

Here is some of what I was thinking about.

First off, in case you or others do not know, Mario was a side scroller. 
There were holes to jump over, mushrooms to crush for points, coins to 
push out from under bricks. If you jumped under other bricks they would 
break and you got points. Some of the places you jumped to were up 
higher. For example you could be walking along and let's say you have a 
row of bricks in the air. You could either walk under them and jump up 
to break them. Or you could jump up and walk on top of them. Sometimes 
this would be arranged in three or four levels. Meaning, that you might 
need to get to a third level above to get some coins.

As far as monsters, you have mushrooms which you simply jump on top of 
and smash them. If you touch their sides or if they landed on you from 
bricks above you were history. Turtles which again would kill you if you 
touch their sides of if they landed on you. Difference here is that if 
you land on them you pushed them back into their shell. If left alone 
they eventually popped back out again. However while they are in their 
shell you can ram them. now it's ok to touch their sides. The turtle 
shell then rolls in the direction you send it and if there are other 
turtles, mushrooms, etc they are knocked out and you get lots of points.

Other things you run into are walls which you need to jump over. These 
bring the challenges in that if you kicked a turtle shell and it hits 
that wall it will bounce back and head right toward you. In this case 
you need to either shoot it if you got fire or you need to jump over it. 
Of course the more experienced players would simply jump and land on it 
stopping it and then either kicking it behind them or just leaving it. 
This was in case you didn't have fire.

I said I would describe the game a little but there is way more I can 
describe. LOL. Ideas are below.

1. I'm not sure how an audio engine would handle climbing to higher 
ground within the same level. We would need to assign a sound letting 
you know about drop offs and letting you know about bricks you can jump 
onto or jump under to destroy.

2. Mushrooms, turtles, jellyfish, flying turtles, koopa the dragon, etc 
would all have to have sounds attached to them. Problem is some of these 
creatures fly so not sure how to code into the game if they arre flying 
too low making you need to get out of the way or if they are flying just 
right so you can just run under them.

3. There are pipes which come up from the ground. Usually these pipes 
are just there for boundaries like if you kick a turtle shell it bounces 
back to you. However the pipes usually have mario eating plants which 
pop up for a few seconds, and then go back down for a few seconds. If 
you stand on a pipe while the plant is down it will not come up while 
you are standing on it. Sometimes there are hidden sublevels by pressing 
down while standing on a pipe. These might take you into a coin 
gathering spree or bonus points, extra lives, etc.

4. at the end of each sublevel there is a hill of bricks you cannot 
destroy. you simply slimb the hill and at the end you need to jump as 
fast and far as you can to get the flag. The higher you land on the flag 
pole the more points you get.

All levels are timed, at the end the time is brought down to zero and 
you watch your points going up. This is where I figured you got the time 
bonus in Super Liam.

Those are just some beginning thoughts. That does not even cover the 
castle levels, the underground levels all the way, the under water 
levels, and the floating platform levels.


Liam said the following on Thu, Jun 08, 2006 at 09:23:21AM -0500:
 raul.  you should bounce some ideas off of me.
 I have an existing side scroller engine I can work on

-- 
To be who one is, is not to be someone else.
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Thomas Ward
Hi, Raul.
Actually, the Monty engine would work better since Monty is a 
side-scroller as well. Once I finish the Monty engine I would be more 
than willing to put my memories and programming skills of Marrio to good 
use and clone the game.
I might need some refreshers on the levels as it has been 16 years since 
I have seen the thing, but it is very doable.



Raul A. Gallegos wrote:
 I would be very much interested in making the Mario game only problem is 
 I don't know programming. I can see this done as a classic side 
 scroller. And I can see how the GMA game engine could be used to do it. 
 But again, I'm not a programmer either.

 I'd be willing to partner up with someone who would design the thing 
 even if they did not know how the game works I can definitely invision 
 the game though.

   


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Casey
That would be so cool! Mario brings back a lot of memories for me.


Casey


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 11:29 AM
Subject: Re: [Audyssey] Super Mario Brothers game


Hi, Raul.
Actually, the Monty engine would work better since Monty is a
side-scroller as well. Once I finish the Monty engine I would be more
than willing to put my memories and programming skills of Marrio to good
use and clone the game.
I might need some refreshers on the levels as it has been 16 years since
I have seen the thing, but it is very doable.



Raul A. Gallegos wrote:
 I would be very much interested in making the Mario game only problem is
 I don't know programming. I can see this done as a classic side
 scroller. And I can see how the GMA game engine could be used to do it.
 But again, I'm not a programmer either.

 I'd be willing to partner up with someone who would design the thing
 even if they did not know how the game works I can definitely invision
 the game though.




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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Thomas Ward
Hi, Raul.
You apparently, have a better memory of the game than I do. Grin.
Well, if everyone is interested once the Monty Engine is complete I 
would be interested in tackling Marrio. The engine could be converted 
over to support a Marrio style game. However, don't get me to overly 
excited right now as I am trying to get Monty done.
I have a habbit of wanting to program and write everything all at once. 
Smile.
Anyway, does anyone have a free cloning tank I can use so I can clone 
myself and have 10 of me working on different projects?
Laugh.


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Sarah
lol. nah, but I, to, remember that game. I played it in 1986 and stopped in 
1991 or so, or maybe it was a few years later.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 8:39 AM
Subject: Re: [Audyssey] Super Mario Brothers game


Hi, Raul.
You apparently, have a better memory of the game than I do. Grin.
Well, if everyone is interested once the Monty Engine is complete I
would be interested in tackling Marrio. The engine could be converted
over to support a Marrio style game. However, don't get me to overly
excited right now as I am trying to get Monty done.
I have a habbit of wanting to program and write everything all at once.
Smile.
Anyway, does anyone have a free cloning tank I can use so I can clone
myself and have 10 of me working on different projects?
Laugh.


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread X-Sight Interactive
Yeh and if you can have the same music that'd be really cool; I loved that
music, especially for the snes.
Anyway, I'm trying to start developing more advanced games now - bop it is
now starting up again, I am determined to get this thing to work! I can do
it, I can do it! Lol

Regards,

Damien


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Yohandy
will all levels be programmed? There are 8 worlds, and 4 levels in each for 
a total of 32 levels. Some are quite long.
There are also a few variation of Mario. mario bros, Mario 2, 3, yoshi's 
island, etc.
I'd love to see an accessible yoshi's island. that would rock.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 11:29 AM
Subject: Re: [Audyssey] Super Mario Brothers game


 Hi, Raul.
 Actually, the Monty engine would work better since Monty is a
 side-scroller as well. Once I finish the Monty engine I would be more
 than willing to put my memories and programming skills of Marrio to good
 use and clone the game.
 I might need some refreshers on the levels as it has been 16 years since
 I have seen the thing, but it is very doable.



 Raul A. Gallegos wrote:
 I would be very much interested in making the Mario game only problem is
 I don't know programming. I can see this done as a classic side
 scroller. And I can see how the GMA game engine could be used to do it.
 But again, I'm not a programmer either.

 I'd be willing to partner up with someone who would design the thing
 even if they did not know how the game works I can definitely invision
 the game though.




 ___
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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Yohandy
Damien,
how can we try this bopit game? I don't see it on the sight. Please write to 
me offlist.
[EMAIL PROTECTED]
Thanks!

- Original Message - 
From: X-Sight Interactive [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 08, 2006 12:29 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 Yeh and if you can have the same music that'd be really cool; I loved that
 music, especially for the snes.
 Anyway, I'm trying to start developing more advanced games now - bop it is
 now starting up again, I am determined to get this thing to work! I can do
 it, I can do it! Lol

 Regards,

 Damien


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Yohandy
Mario world is also a cool one. I love that game. I can beat the first world 
entirely, and the second up to the castle. that castle is just too 
difficult. I never had sight. can you tell I love the game?

- Original Message - 
From: jack scrimshaw [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 12:30 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 Mario! bring it on i used to play mario on my super nintendo but being 
 blind
 could only do about 3 levils. That was mario world of course not mario
 brothers or nothing.
 you ai'nt heard nothing til ya heard it from the mad man
 www.livejournal.com/users/afro_thunder nothing but pure truth.
 - Original Message - 
 From: Casey [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 08, 2006 4:34 PM
 Subject: Re: [Audyssey] Super Mario Brothers game


 That would be so cool! Mario brings back a lot of memories for me.


 Casey


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 08, 2006 11:29 AM
 Subject: Re: [Audyssey] Super Mario Brothers game


 Hi, Raul.
 Actually, the Monty engine would work better since Monty is a
 side-scroller as well. Once I finish the Monty engine I would be more
 than willing to put my memories and programming skills of Marrio to good
 use and clone the game.
 I might need some refreshers on the levels as it has been 16 years since
 I have seen the thing, but it is very doable.



 Raul A. Gallegos wrote:
 I would be very much interested in making the Mario game only problem is
 I don't know programming. I can see this done as a classic side
 scroller. And I can see how the GMA game engine could be used to do it.
 But again, I'm not a programmer either.

 I'd be willing to partner up with someone who would design the thing
 even if they did not know how the game works I can definitely invision
 the game though.




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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Liam
how legal is this?

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 5:04 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 Hi.

 As a matter of fact I do have the Mario theme music in midi format.  It
 would be easy to convert it to mp3 or wav for placing in the game.
 For an experience game dev I don't think it is overly hard to code, but
 for a newby it would be difficult as there is all kinds of crap going on
 in Mario. You have to break certain blocks to get powerups, flowers, and
 mushrooms. Then, you have to leap on Coopas to get them to go in to
 their shells, dodge flying paricoopas, and there are green pipes to go
 up or down to find coins, etc. Basicly, allot of coding.


 X-Sight Interactive wrote:
 Yeh and if you can have the same music that'd be really cool; I loved 
 that
 music, especially for the snes.
 Anyway, I'm trying to start developing more advanced games now - bop it 
 is
 now starting up again, I am determined to get this thing to work! I can 
 do
 it, I can do it! Lol

 Regards,

 Damien


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Thomas Ward
Hi.
I'd agree with that. I couldn't possably remember every detail of the 
original if I wanted to and using the classic as a basis to spring off 
so to speak and go my own direction with that would be good. Many of the 
things would be the same like get fire flowers to become fire Mario, get 
a super mushroom to become super Mario, get a mini mushroom to shrink, 
break blocks to find coins and other things, etc.
Of course, fighting the King Coopa which is a fire breathing turtle is 
cool as well.
Also depending on which Mario you played you had different enemies. In 
the original you had jelly fish on the water worlds, but in Mario World 
I think it is you have man eating sharks. You had man eating plants on 
some worlds, and in Mario 3 there were cacktis plants you had to jump 
over on desert worlds. All kinds of different options we could play 
upon. That is why I said a combo of different Mario games. One Mario 
game, the new one, has skelitons in the castles you have to avoid.


Casey wrote:
 My vote would be for  a mario theme, but not the exact classic, a kind of 
 cross over style.


 Casey
   


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Yohandy
You should probably do one of the classic games like Mario 3, 2, etc. just 
like is happening with monti. not all of us had sight, and it would be 
totally cool to play the original. that may take an awfully long time to 
program, but it would be worth it.


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 6:20 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 Hi.
 I don't see any reason not to include all the game worlds and levels.
 Your also right that there is now several versions of Mario from Mario
 Brothers, Mario Brothers 2, Mario Brothers 3, Mario World, and Nintendo
 just released a new one not long ago for the Nintendo DS which totally
 rocks.
 I suppose I could code either the classic outright, or I could do kind
 of a crossover game that some of the worlds are from the other Mario
 games. The other idea is keep the basic story line, characters, etc and
 make up my own worlds and levels which are similar but not exactly
 classic. That way someone who played it can not just break a brick and
 find a coin etc where they should have found it in the classic game.
 They have to learn the game all over again.





 Yohandy wrote:
 will all levels be programmed? There are 8 worlds, and 4 levels in each 
 for
 a total of 32 levels. Some are quite long.
 There are also a few variation of Mario. mario bros, Mario 2, 3, yoshi's
 island, etc.
 I'd love to see an accessible yoshi's island. that would rock.



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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Thomas Ward
Hmmm... for some reason I don't remember that. Although, it has been 
years since I touched any of the Mario games.
In fact, i think I lost 2 and 3. I was looking through my NES games 
earlier, and found Mario of course which came with the unit, but 2 and 3 
were not in my game collection. Probably traded them or something a 
while back when everyone was buying, trading, and playing NES games.


Kellie and Lady J wrote:
 smiles I like in mario 3, how you could get, I believe it was a leaf and 
 turn into a ... raccoon? i believe. smiles i don't knwo but I thought that 
 was cool. smiles
 Kellie and my loveable Lady J.
 Drunk!...naught me - I'm Serfectly Pober Occifer!
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 08, 2006 6:56 PM
 Subject: Re: [Audyssey] Super Mario Brothers game


   
 Hi.
 I'd agree with that. I couldn't possably remember every detail of the
 original if I wanted to and using the classic as a basis to spring off
 so to speak and go my own direction with that would be good. Many of the
 things would be the same like get fire flowers to become fire Mario, get
 a super mushroom to become super Mario, get a mini mushroom to shrink,
 break blocks to find coins and other things, etc.
 Of course, fighting the King Coopa which is a fire breathing turtle is
 cool as well.
 Also depending on which Mario you played you had different enemies. In
 the original you had jelly fish on the water worlds, but in Mario World
 I think it is you have man eating sharks. You had man eating plants on
 some worlds, and in Mario 3 there were cacktis plants you had to jump
 over on desert worlds. All kinds of different options we could play
 upon. That is why I said a combo of different Mario games. One Mario
 game, the new one, has skelitons in the castles you have to avoid.


 Casey wrote:
 
 My vote would be for  a mario theme, but not the exact classic, a kind of
 cross over style.


 Casey

   
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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Yohandy
AH yes. that was used to fly for a little while on the level. usually go 
obtain extra coins that are up on higher platforms. You could also become 
frog mario.

- Original Message - 
From: Kellie and Lady J [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 7:24 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 smiles I like in mario 3, how you could get, I believe it was a leaf and
 turn into a ... raccoon? i believe. smiles i don't knwo but I thought that
 was cool. smiles
 Kellie and my loveable Lady J.
 Drunk!...naught me - I'm Serfectly Pober Occifer!
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 08, 2006 6:56 PM
 Subject: Re: [Audyssey] Super Mario Brothers game


 Hi.
 I'd agree with that. I couldn't possably remember every detail of the
 original if I wanted to and using the classic as a basis to spring off
 so to speak and go my own direction with that would be good. Many of the
 things would be the same like get fire flowers to become fire Mario, get
 a super mushroom to become super Mario, get a mini mushroom to shrink,
 break blocks to find coins and other things, etc.
 Of course, fighting the King Coopa which is a fire breathing turtle is
 cool as well.
 Also depending on which Mario you played you had different enemies. In
 the original you had jelly fish on the water worlds, but in Mario World
 I think it is you have man eating sharks. You had man eating plants on
 some worlds, and in Mario 3 there were cacktis plants you had to jump
 over on desert worlds. All kinds of different options we could play
 upon. That is why I said a combo of different Mario games. One Mario
 game, the new one, has skelitons in the castles you have to avoid.


 Casey wrote:
 My vote would be for  a mario theme, but not the exact classic, a kind 
 of
 cross over style.


 Casey



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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Kim Etheridge
I see your point. You're right, that is huge. Anyway, if you were to try to 
pack all the features of all versions of Mario, you'd need to minimize all 
the worlds and levels to a suitable number for game play. Who wants a game 
that takes weeks to complete? That is, unless there's a save game feature. 
If so, then maybe. As for me, I may start a monopoly game and save it till 
later, and we all know how long and tedious monopoly can be. If I'm really 
bored, I love long games. Of course, there are those who want to play and 
get it over with.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 9:03 PM
Subject: Re: [Audyssey] Super Mario Brothers game


 Hi.
 Huge would not even begin to describe a game like that. Grin.
 If someone was actually crazy enough to do that you would end up with a
 game with 200 or more levels, 60 worlds, and it would take all day to
 complete the game assuming you never got killed off trying.
 As for Mario 2 they just did a remake of Mario 1. In Mario 1 when you
 killed the King Coopa you started the game over and it was slightly
 different. In Mario 2 they basicly did a game of the altered worlds from
 Mario 1 with some different music, and small changes here and there.
 Mario 3 I don't remember real well, but they added some new bad guys,
 changed the worlds some, and the later Marios I didn't play them much as
 my sight was to bad to get much out of them.

 Kim Etheridge wrote:
 Hi. I wonder if it would be easy to mix all the Mario's into one package. 
 I
 know, it's a huge undertaking and will cost money, but I'm curious. I can
 imagine that it's a lot of code for one game, but wouldn't it be cool? 
 I've
 only played Mario one. I've never played Mario's 2, three, or Mario 
 world. I
 can't even beat the first level in Mario 1 unless I go into a tunnel, and
 I'd need sighted help to do that.- 


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Thomas Ward
Hi.
Oh, yes. Mario will take a long time to code. Aside from drawing the 32 
different levels everything is interactive. Blocks you can walk on them 
or break them to get mushrooms, coins, and flowers.
Then, there are pipes that take you somewhere else on the level. There 
are warps that will take you to another level early.
You smash enemies when you jump on them, and some you have to simply 
jump over.
If you kick the Coopas they will plow over everything in there way 
smashing other enemies if they are in their way, and roll on you if they 
roll in your direction.
The fire gift can destroy just about everything that you don't like.
Anyway, point is it would take a long time to code the relationships 
between everything.


Yohandy wrote:
 You should probably do one of the classic games like Mario 3, 2, etc. just 
 like is happening with monti. not all of us had sight, and it would be 
 totally cool to play the original. that may take an awfully long time to 
 program, but it would be worth it.
   


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread reinhard Stebner
this idea looks like it would be the best way of doing the job.  Doing a
game that is like this one we are talking about, but different. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Thursday, June 08, 2006 5:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Mario Brothers game

Hi.
I don't see any reason not to include all the game worlds and levels. 
Your also right that there is now several versions of Mario from Mario 
Brothers, Mario Brothers 2, Mario Brothers 3, Mario World, and Nintendo 
just released a new one not long ago for the Nintendo DS which totally 
rocks.
I suppose I could code either the classic outright, or I could do kind 
of a crossover game that some of the worlds are from the other Mario 
games. The other idea is keep the basic story line, characters, etc and 
make up my own worlds and levels which are similar but not exactly 
classic. That way someone who played it can not just break a brick and 
find a coin etc where they should have found it in the classic game. 
They have to learn the game all over again.





Yohandy wrote:
 will all levels be programmed? There are 8 worlds, and 4 levels in each
for 
 a total of 32 levels. Some are quite long.
 There are also a few variation of Mario. mario bros, Mario 2, 3, yoshi's 
 island, etc.
 I'd love to see an accessible yoshi's island. that would rock.
   


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread Yohandy
I think that's actually what we want. a game that takes days, months to 
complete. Audio games are just too simple, no offense to developers. that is 
why I'm awaiting montezuma. sounds nice and hard!

- Original Message - 
From: Kim Etheridge [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 08, 2006 10:16 PM
Subject: Re: [Audyssey] Super Mario Brothers game


I see your point. You're right, that is huge. Anyway, if you were to try to
 pack all the features of all versions of Mario, you'd need to minimize all
 the worlds and levels to a suitable number for game play. Who wants a game
 that takes weeks to complete? That is, unless there's a save game feature.
 If so, then maybe. As for me, I may start a monopoly game and save it till
 later, and we all know how long and tedious monopoly can be. If I'm really
 bored, I love long games. Of course, there are those who want to play and
 get it over with.
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 08, 2006 9:03 PM
 Subject: Re: [Audyssey] Super Mario Brothers game


 Hi.
 Huge would not even begin to describe a game like that. Grin.
 If someone was actually crazy enough to do that you would end up with a
 game with 200 or more levels, 60 worlds, and it would take all day to
 complete the game assuming you never got killed off trying.
 As for Mario 2 they just did a remake of Mario 1. In Mario 1 when you
 killed the King Coopa you started the game over and it was slightly
 different. In Mario 2 they basicly did a game of the altered worlds from
 Mario 1 with some different music, and small changes here and there.
 Mario 3 I don't remember real well, but they added some new bad guys,
 changed the worlds some, and the later Marios I didn't play them much as
 my sight was to bad to get much out of them.

 Kim Etheridge wrote:
 Hi. I wonder if it would be easy to mix all the Mario's into one 
 package.
 I
 know, it's a huge undertaking and will cost money, but I'm curious. I 
 can
 imagine that it's a lot of code for one game, but wouldn't it be cool?
 I've
 only played Mario one. I've never played Mario's 2, three, or Mario
 world. I
 can't even beat the first level in Mario 1 unless I go into a tunnel, 
 and
 I'd need sighted help to do that.- 


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread shaun everiss
you are right tom.
There are sega and other emulators around with roms out online and 
while this is probably alegal I know others that didn't have the 
systems like playing emulator games.
At 10:43 AM 6/9/2006, you wrote:
Hi.
Who knows. Probably not totally legal, but I'm sick of what the
commercial game Entertainment comunity thinks. Nintendo will never make
Mario accessible, and if someone made it and released it as a free
download what can they say except take it off your site.
Besides I think the main reason many of us blind devs broke in to the
game business ourselves is exactly for the reason mainstream game
developers won't make games acessible to us. Some devs like Phil
outright copied Packman to the point it is near but not quite the arcade
game. James North was bringing back Montezuma's Revenge which I took
over, modified, but honestly the temple layouts will be similar to the
classic, monsters are the same, etc.



Liam wrote:
  how legal is this?
 


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread shaun everiss
thanks raul.
I will check your pack and the mod pack.
tom this changes everything I will compair the sfx and music with the 
sound pack raul has.
I will send you the origional mod then I will crack into this one and 
try to finnish it if I can.
When I get the other music see a message I sent to you earlier, I 
will try to complete escape and level7 music as the music is almost done.
At 01:10 PM 6/9/2006, you wrote:
I have a sound pack for Super Mario Brothers. The sounds unfortunately
are not high quality but at least you can hear them. Link is below.

http://asmodean.net/files/gamesounds/mario_sounds.zip

Good luck.

--
Visits always give pleasure: if not on arrival, then on the departure.
 -- Edouard Le Berquier, Pensees des Autres
Raul A. Gallegos ... IliwSsmc

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