Re: [Audyssey] light game query

2012-11-20 Thread dark
I've heard you mention this game adventure before Bryan, though that wasn't 
one I ever played.


it is amazing though how you don't need a hyper complex rpg system to make a 
good game work, look at eamon, or indeed board games like talisman as 
examples.


Beware the grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 20, 2012 6:39 PM
Subject: Re: [Audyssey] light game query


Me, I'd love to see an audio version of Adventure. Tha was a simple game 
but it was the forefather ofmost Action RPG's. And on higher difficulty 
levels you had that darn bat to contend with as well as finding the keys, 
sword and dragons.




To shave-a da face,
to cut-a da hair
require-a grace
require da flair.
For if-a you slip
you nick da skin.
You clip-a da chin.
You rip-a da lip
a bit beyond-a repair.
-Original Message- 
From: dark

Sent: Tuesday, November 20, 2012 11:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] light game query

when I played the millenipede  remake, I was quite amazed at the challenge
of the thing for a game that didn't play at an uba fast pace, for instance
lining up to slay those spiders, that's another reason why i think an 
audio

remake could be interesting, sinse unlike remaking say space invaders or
packman you could play at the same speed in audio (or near the same 
speed).


Deffinately another remake to considder in audio I think.

Beware the grue!

Dark.


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Re: [Audyssey] light game query

2012-11-20 Thread Bryan Peterson
Me, I'd love to see an audio version of Adventure. Tha was a simple game but 
it was the forefather ofmost Action RPG's. And on higher difficulty levels 
you had that darn bat to contend with as well as finding the keys, sword and 
dragons.




To shave-a da face,
to cut-a da hair
require-a grace
require da flair.
For if-a you slip
you nick da skin.
You clip-a da chin.
You rip-a da lip
a bit beyond-a repair.
-Original Message- 
From: dark

Sent: Tuesday, November 20, 2012 11:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] light game query

when I played the millenipede  remake, I was quite amazed at the challenge
of the thing for a game that didn't play at an uba fast pace, for instance
lining up to slay those spiders, that's another reason why i think an audio
remake could be interesting, sinse unlike remaking say space invaders or
packman you could play at the same speed in audio (or near the same speed).

Deffinately another remake to considder in audio I think.

Beware the grue!

Dark.


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Re: [Audyssey] light game query

2012-11-20 Thread Bryan Peterson
It still sounded better than Hydlide. Tat game had the worst story, gameplay 
and controls I'd ever encountered. And don't get me started on the music.




To shave-a da face,
to cut-a da hair
require-a grace
require da flair.
For if-a you slip
you nick da skin.
You clip-a da chin.
You rip-a da lip
a bit beyond-a repair.
-Original Message- 
From: Thomas Ward

Sent: Tuesday, November 20, 2012 10:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] light game query

Hi Bryan,

Yeah, I think I tried Rainbow Islands once for the NES, but at the
time I thought it was too childish. Back then I was into beat-m-ups
and fighting games like Legend of Kage, Double Dragon, G.I. Joe, Ninja
Turtles, etc so something like Rainbow Islands was put down to being
for babies or something like that. Although, Dark is correct in saying
it actually hides a fairly complex game despite the storyline.

On 11/20/12, Bryan Peterson  wrote:

I'd heard of the NES version of Rainbow Islands.




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Re: [Audyssey] light game query

2012-11-20 Thread dark
when I played the millenipede  remake, I was quite amazed at the challenge 
of the thing for a game that didn't play at an uba fast pace, for instance 
lining up to slay those spiders, that's another reason why i think an audio 
remake could be interesting, sinse unlike remaking say space invaders or 
packman you could play at the same speed in audio (or near the same speed).


Deffinately another remake to considder in audio I think.

Beware the grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-20 Thread dark
I don't know the full history of bubble bobble, but I know it was the 
generation of games along with super mario which had a rather cutesy theme, 
but rock solid design and gameplay.


Rainbow islands was probably my least favourite of the original games, but 
parasol stars I had great fun with, particularly double player.


Indeed playing original  bubble bobble now on the gba, a version which also 
includes the ability to go to the last level you've got up to and thus 
continue a saved game, I'm rather shocked at the uba difficulty of the 
thing! I can make it to level 12 or so in one sitting, and playing from 
restart points I've got to about stage 70 (the game does have a hundred 
levels), but Good god! it's hard!


I'm only sorry they never re released parasol stars for any of the consoles 
I currently own, sinse that was an awsome game indeed!


Beware the grue!

Dark.
-  



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Re: [Audyssey] light game query

2012-11-20 Thread Thomas Ward
Hi Bryan,

Yeah, I think I tried Rainbow Islands once for the NES, but at the
time I thought it was too childish. Back then I was into beat-m-ups
and fighting games like Legend of Kage, Double Dragon, G.I. Joe, Ninja
Turtles, etc so something like Rainbow Islands was put down to being
for babies or something like that. Although, Dark is correct in saying
it actually hides a fairly complex game despite the storyline.

On 11/20/12, Bryan Peterson  wrote:
> I'd heard of the NES version of Rainbow Islands.
>
>

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Re: [Audyssey] light game query

2012-11-20 Thread dark

Hi tom.

Fair enough on the muffling issue, however my concern  with a targiting beep 
is that A, it'd make the game too easy, and b, it would simply mean people 
just  lined up a shot, and if they got no beep, got irritated, rather than 
having to actually try and shoot mushrooms out of the millipeeds path, or 
destroy long lines of shrooms as was in the original game, sinse keeping 
your field of fire free and making sure the millipeeds didn't have too much 
chance to hit shrooms and descend to get you formed quite a part of the 
game.


I'd suggest myself if muffling wasn't possible, have a targiting blip for 
mushrooms, say a short bong sound, and then a second for millipeeds, thus, 
if a player centered a millipeed and there was a mushroom in the way, it 
would be possible to shoot through it, plus players could spend time 
destroying mushrooms, with volume or pitch changes on both sounds to 
indicate whether things were close or distant from you.


then of course, there would need  to be danger signals for when the peeds 
got into your playing area and you had to avoid them,  and of course for the 
dreaded bounsing spider or shroom creating snale, (god I hated those 
spiders), it would be quite possible though I think and make quite a 
different audio game, particularly sinse the action in the middle was more 
about precise shooting and  strategically destroying those mushrooms when 
they got in the way rather than just fast reactions,  though dodging 
those spiders or peeds when they got to the bottom could be fun!


Beware the grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-20 Thread dark
Fair eough tom, and that is true about mota, but I would be concerned at 
both people's opinions with a starwars game and your own knolidge of the 
films, sinse I think you'd need to really stick to your guns on design in 
that one (pun intended), though I admit with the original music and sfx 
rather than the 1980's ones it could be rather awsome.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 20, 2012 3:57 PM
Subject: Re: [Audyssey] light game query



Hi Dark,

Yeah, that sounds like it. Basically, the game was suppose to look
like you were in a cockpit of an x-wing with tie fighters attacking
from the left, right, and straight ahead. You lined them up in your
crosshairs and blew them away. On the final level the Death Star would
appear and you had to line up the Death Star, fly inside it, and take
out the main reactor core.

While I take your point of a simple game concept morfing into
something much more complex as happened with MOTA I know I could
create a Star Wars game faithful to the original if I wanted to. It is
really a case of coming up with a simple design and sticking to it
which is something I didn't do with MOTA. Let's not forget with MOTA
there were certain pressures that wouldn't be the case here.

For example, from the moment I took over Montezuma's Revenge I was
under extreme pressure to produce a game as people had paid for it and
wanted their money's worth. A few began demanding this or that feature
even though it wasn't a part of the design and wanting to make a
better product I bent over backwards to attempt to meet those demands.
Before I knew it the situation had snowballed into something else
completely different. The problem was I didn't stand up to the people
and say this is how it is going to be and that's it.

If I write a game similar to Death Star Mission it would of course be
a free game. I'm under no obligations to listen to end user feedback
and I don't owe anyone a darned thing. If they don't like it they can
go jump in a lake. So if I wanted to write a simple arcade shoot-m-up
like the original that's how it would be. I merely pointed out the
realistic physics etc just to point out how the original idea might be
expanded upon were I interested in going the extra mile.

Cheers!

On 11/19/12, dark  wrote:

Hi Tom.


Was that the arcade game which fucntioned a little like a shooter with 
you
having a cross hair to move around the screen and aim your lasers as lots 
of


stuff came at you?  we used to have that game on the amstrad computer and 
it


was indeed cool.

Much as I'd love a realistic starwars game, the one problem with a 
starwars


arcade game is that I could see it too easily turning into another mota,
that is a simple game concept which gets expanded way behond it's
simplicity.

For instance, you mention realistic x wing physics. Well knowing that you
have the tech manuals, just as with final conflict you would probably 
want

the actual x wing stats in the game, which would mean also including the
actual tie fighter stats and size and shape of the deathstar trench as 
well


as weaponry and action from the films themselves.

So  already we have more complex physics than just an arcade game would 
seem


to need.

then either yourself or the public might want to include more stuff in 
the
game, like the other rebellian pilots fighting on your side, darth vader 
in


his tie fighter, the death stars attack towers, a time limit before the
deathstar got to the moon of yavin etc.

so, while I love the idea of a starwars game, I think there is too much 
to

include to make it affectively a simple arcade game like berzerk or
millipeed would be, which is what we were discussing.

I'd suggest personally if you were! going to make a starwars game go the
hole hog and do a full flight combat sim with realistic physics, 
missionsk,


weaponry etc.

As to montizuma's revenge, there were two versions of the game I tried 
from


retroremakes. one was a rather enhanced one with 3D graphics and great
music, but it had a very bad contrast and isommorphic perspective that 
made


it a little hard for me to play.

the other was much more faithfull to the original I think, though 
possibly
with more colours, and that is the version I meant, still, it'd be worth 
a
try though i'll not be able to play it until next weekend when I'm back 
at

my flat.

I'll have to check retroremakes and see what I can find out about the
different versions.

Beware the Grue!

Dark.


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Re: [Audyssey] light game query

2012-11-20 Thread Bryan Peterson

I'd heard of the NES version of Rainbow Islands.



To shave-a da face,
to cut-a da hair
require-a grace
require da flair.
For if-a you slip
you nick da skin.
You clip-a da chin.
You rip-a da lip
a bit beyond-a repair.
-Original Message- 
From: dark

Sent: Tuesday, November 20, 2012 8:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] light game query

Millipeed would be interesting tom, maybe having the millipeeds make a
continuous sound as they zig zagged around from left to  right getting
closer, which changed  according to whether a shroom was in the way, say by
becoming muffled would work, or maybe having the shrooms represented by a
blip when you where lined up with them but leaving the millipeeds as a
pan,  sinse  if a millipeed did hit a mushroom it would start on the
next zig zag down  so destroying the shrooms was to your advantage even
though it did take more  shots.

Possible though with a little design work i think.

Bubble bobble was an odd game. I remember when we first got the amigar, we
played the first stage of rainbow islands, a game where  two people shot
rainbows out of magic wands to defeat enemies, and instantly dismissed it as
cutesy but not much else (remember my brother and I were only 12 and 9
respectively).

then, a friend of mine who was a bubble boble fan played rainbow islands to
the first boss, and we got hooked, sinse the game design is just fantastic,
and the cuteness covers a really major difficulty curve,  something I've
been able to confirm myself playing original  bubble bobble.

i'm particularly sorry i can't get parasol stars for the gba, that was an
awsome game! :D.

Beware the grue!

Dark.


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Re: [Audyssey] light game query

2012-11-20 Thread Thomas Ward
Hi Dark,,

Hmmm...Interesting ideas although I don't know about muffling the
millipedes when they are behind a mushroom. Only certain audio
libraries allow a developer to use a low pass filter to muffle sounds
which is a bit problematic for me. I've been working on an
experimental cross-platform engine that uses SDL for sound, input, and
networking and while it will get the job done it lacks some of the
more advanced features I'd get with DirectX. SDL Mixer, for exammple,
doesn't have all the DSP effects like low pass filters, echo, pitch
changes, etc which means if I want those effects I have to add those
effects directly to the wav file itself rather than apply them in real
time to the sound effect.

However, your suggestion of a targeting beep does work. If we had a
targeting beep it would beep when the millipede is visible, and not
beep if there was an obstruction in the way. I'd probably want to do
that anyway since while I can pan sounds with SDL Mixer its not as
precise as DirectSound's stereo panning. Meaning you'd probably want
some other indication that the millipede is lined up to make the shot.
No big deal, but a targeting beep kills two birds with the same stone
as they say. In short its a simple case of finding a way to make up
for what  the API lacks by doing the same thing a different way.

Cheers!



On 11/20/12, dark  wrote:
> Millipeed would be interesting tom, maybe having the millipeeds make a
> continuous sound as they zig zagged around from left to  right getting
> closer, which changed  according to whether a shroom was in the way, say by
>
> becoming muffled would work, or maybe having the shrooms represented by a
> blip when you where lined up with them but leaving the millipeeds as a
> pan,  sinse  if a millipeed did hit a mushroom it would start on the
> next zig zag down  so destroying the shrooms was to your advantage even
> though it did take more  shots.
>
> Possible though with a little design work i think.
>
> Bubble bobble was an odd game. I remember when we first got the amigar, we
> played the first stage of rainbow islands, a game where  two people shot
> rainbows out of magic wands to defeat enemies, and instantly dismissed it as
>
> cutesy but not much else (remember my brother and I were only 12 and 9
> respectively).
>
> then, a friend of mine who was a bubble boble fan played rainbow islands to
>
> the first boss, and we got hooked, sinse the game design is just fantastic,
>
> and the cuteness covers a really major difficulty curve,  something I've
>
> been able to confirm myself playing original  bubble bobble.
>
> i'm particularly sorry i can't get parasol stars for the gba, that was an
> awsome game! :D.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] light game query

2012-11-20 Thread Thomas Ward
Hi Dark,

Yeah, that sounds like it. Basically, the game was suppose to look
like you were in a cockpit of an x-wing with tie fighters attacking
from the left, right, and straight ahead. You lined them up in your
crosshairs and blew them away. On the final level the Death Star would
appear and you had to line up the Death Star, fly inside it, and take
out the main reactor core.

While I take your point of a simple game concept morfing into
something much more complex as happened with MOTA I know I could
create a Star Wars game faithful to the original if I wanted to. It is
really a case of coming up with a simple design and sticking to it
which is something I didn't do with MOTA. Let's not forget with MOTA
there were certain pressures that wouldn't be the case here.

For example, from the moment I took over Montezuma's Revenge I was
under extreme pressure to produce a game as people had paid for it and
wanted their money's worth. A few began demanding this or that feature
even though it wasn't a part of the design and wanting to make a
better product I bent over backwards to attempt to meet those demands.
Before I knew it the situation had snowballed into something else
completely different. The problem was I didn't stand up to the people
and say this is how it is going to be and that's it.

If I write a game similar to Death Star Mission it would of course be
a free game. I'm under no obligations to listen to end user feedback
and I don't owe anyone a darned thing. If they don't like it they can
go jump in a lake. So if I wanted to write a simple arcade shoot-m-up
like the original that's how it would be. I merely pointed out the
realistic physics etc just to point out how the original idea might be
expanded upon were I interested in going the extra mile.

Cheers!

On 11/19/12, dark  wrote:
> Hi Tom.
>
>
> Was that the arcade game which fucntioned a little like a shooter with you
> having a cross hair to move around the screen and aim your lasers as lots of
>
> stuff came at you?  we used to have that game on the amstrad computer and it
>
> was indeed cool.
>
> Much as I'd love a realistic starwars game, the one problem with a starwars
>
> arcade game is that I could see it too easily turning into another mota,
> that is a simple game concept which gets expanded way behond it's
> simplicity.
>
> For instance, you mention realistic x wing physics. Well knowing that you
> have the tech manuals, just as with final conflict you would probably want
> the actual x wing stats in the game, which would mean also including the
> actual tie fighter stats and size and shape of the deathstar trench as well
>
> as weaponry and action from the films themselves.
>
> So  already we have more complex physics than just an arcade game would seem
>
> to need.
>
> then either yourself or the public might want to include more stuff in the
> game, like the other rebellian pilots fighting on your side, darth vader in
>
> his tie fighter, the death stars attack towers, a time limit before the
> deathstar got to the moon of yavin etc.
>
> so, while I love the idea of a starwars game, I think there is too much to
> include to make it affectively a simple arcade game like berzerk or
> millipeed would be, which is what we were discussing.
>
> I'd suggest personally if you were! going to make a starwars game go the
> hole hog and do a full flight combat sim with realistic physics, missionsk,
>
> weaponry etc.
>
> As to montizuma's revenge, there were two versions of the game I tried from
>
> retroremakes. one was a rather enhanced one with 3D graphics and great
> music, but it had a very bad contrast and isommorphic perspective that made
>
> it a little hard for me to play.
>
> the other was much more faithfull to the original I think, though possibly
> with more colours, and that is the version I meant, still, it'd be worth a
> try though i'll not be able to play it until next weekend when I'm back at
> my flat.
>
> I'll have to check retroremakes and see what I can find out about the
> different versions.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] light game query

2012-11-20 Thread dark
Millipeed would be interesting tom, maybe having the millipeeds make a 
continuous sound as they zig zagged around from left to  right getting 
closer, which changed  according to whether a shroom was in the way, say by 
becoming muffled would work, or maybe having the shrooms represented by a 
blip when you where lined up with them but leaving the millipeeds as a 
pan,  sinse  if a millipeed did hit a mushroom it would start on the 
next zig zag down  so destroying the shrooms was to your advantage even 
though it did take more  shots.


Possible though with a little design work i think.

Bubble bobble was an odd game. I remember when we first got the amigar, we 
played the first stage of rainbow islands, a game where  two people shot 
rainbows out of magic wands to defeat enemies, and instantly dismissed it as 
cutesy but not much else (remember my brother and I were only 12 and 9 
respectively).


then, a friend of mine who was a bubble boble fan played rainbow islands to 
the first boss, and we got hooked, sinse the game design is just fantastic, 
and the cuteness covers a really major difficulty curve,  something I've 
been able to confirm myself playing original  bubble bobble.


i'm particularly sorry i can't get parasol stars for the gba, that was an 
awsome game! :D.


Beware the grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-20 Thread Thomas Ward
Hi,

HmmmI don't believe I ever personally played Bubble Bobble
myself.Although, I saw others playing it at the arcade. Just never
seemed like a game that drew my attention enough to waste a few
quarters on it. :D

As for Millipede I suppose an audio version is possible, but I'd have
to think how to represent the screen in audio. The thing that made
that game challenging is that the millipedes could hide behind
mushrooms avoiding your shots so you had to fire between the mushrooms
just as the millipede showed itself or you missed the shot. Basically,
while it had the style of Space Invaders there were plenty of things
in the way to fowl up your shots which made Millipede a more
challenging game.

Cheers!

On 11/19/12, dark  wrote:
> Hi desiri.
>
> Funnily enough I never played bubble boble   seriously until quite recently
>
> when I bought  the old and new version for the gba (or gba player in my
> case). I agree on the music though, it's like the theme to tetris in that it
>
> just gets stuck in your brain!
>
> two games we had on the amigar computer were rainbow islands and parasol
> stars which were bubble bobble Ii and Iii respectively, and parasol stars in
>
> particular was fantastic! run around with umbrellas defeating nasty
> monsters by picking them up on the brolly's point and chucking them at other
>
> monsters!
>
> For an audio version, it would be comparatively difficult to replicate the
> gameplay exactly, because while the bubble bobble games were extremely
> simple in design, in their full use of the vertical dimention in 2D they
> could be highly complex. Monsters would drop from the sky and come straight
>
> for you, and often you had to calculate the best position to be in to get
> them as they fell, or bubbles would rise up from the bottom of the screen.
>
> You also shot bubbles yourself, and once a monster was encased you had to
> chase it around as it floated and burst the bobble before the monster broke
>
> free and attacked you. Also bare in mind the layouts of levels could be
> vertically quite convoluted with ledges everywhere making it hard to track
> what pat the monsters would take to attack you. So while a similar concept
> might be possible in audio, it'd need a bit of modifying i think.
>
> As to millipeed though, I also loved that game, indeed I had a rather nice
> retroremakes version called millenipeed at one time.
>
>   millipeed would I think work very well as an audio game, sinse though it
> has similarities to space invaders in tht you are at the bottom and shooting
>
> up, the movement, obstacles, shoot principles and such were all wildly
> different, for instance having a small area you could move both
> horrizontally and verticlly in at the bottom, with millipeeds zig zagging
> downwards as well as other nasties coming into the bottom area to get you
> with you having to avoid them vertically, and having all the mushrooms in
> the way of course.
>
> Beware the grue!
>
> Dark.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] light game query

2012-11-19 Thread dark

Hi Tom.


Was that the arcade game which fucntioned a little like a shooter with you 
having a cross hair to move around the screen and aim your lasers as lots of 
stuff came at you?  we used to have that game on the amstrad computer and it 
was indeed cool.


Much as I'd love a realistic starwars game, the one problem with a starwars 
arcade game is that I could see it too easily turning into another mota, 
that is a simple game concept which gets expanded way behond it's 
simplicity.


For instance, you mention realistic x wing physics. Well knowing that you 
have the tech manuals, just as with final conflict you would probably want 
the actual x wing stats in the game, which would mean also including the 
actual tie fighter stats and size and shape of the deathstar trench as well 
as weaponry and action from the films themselves.


So  already we have more complex physics than just an arcade game would seem 
to need.


then either yourself or the public might want to include more stuff in the 
game, like the other rebellian pilots fighting on your side, darth vader in 
his tie fighter, the death stars attack towers, a time limit before the 
deathstar got to the moon of yavin etc.


so, while I love the idea of a starwars game, I think there is too much to 
include to make it affectively a simple arcade game like berzerk or 
millipeed would be, which is what we were discussing.


I'd suggest personally if you were! going to make a starwars game go the 
hole hog and do a full flight combat sim with realistic physics, missionsk, 
weaponry etc.


As to montizuma's revenge, there were two versions of the game I tried from 
retroremakes. one was a rather enhanced one with 3D graphics and great 
music, but it had a very bad contrast and isommorphic perspective that made 
it a little hard for me to play.


the other was much more faithfull to the original I think, though possibly 
with more colours, and that is the version I meant, still, it'd be worth a 
try though i'll not be able to play it until next weekend when I'm back at 
my flat.


I'll have to check retroremakes and see what I can find out about the 
different versions.


Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, November 19, 2012 7:15 PM
Subject: Re: [Audyssey] light game query



Hi Dark,

In deed. Audio Berzerk would be cool. Although, I have a few arcade
ideas that would be better as an example of the genre.

For example, one game I'd like to create is Star Wars: Death Star
Mission. That was a simple arcade game based on the final battle in
New Hope when Luke Skywalker flew his X-Wing into the Death Star and
blew it up. Its a simple enough concept, but with realistic Star Wars
music and sounds we could make a kick ass game out of it.

For one thing we could design it more as an X-Wing flight sim with 3d
mechanics and some realistic physics to improve upon the original
game. The only worry here is the copyright issues. However, it is a
good idea all things considered.

As for the Montezuma's Revenge remake from retro remakes I've got it
on one of my backup drives. If you want it I'll Sendspace a copy to
you. It is actually pretty decent, and I've considered asking the
author if I could use his music and sounds in a project of my own. It
has pretty cool background music and sounds and I've been told the
graphics are decent as well.

Cheers!

On 11/19/12, dark  wrote:

Hi Tom.

audio berzerk would be cool, and obviously eminantly possible, some stat
tracking and maybe some miner achievements to make things progressive 
would


help too, sinse then your quick five minutes of robot blasting  wouldn't 
be


wasted :D.

I myself used to be really scared of the noise that would happen if you 
ran


into a wall or get shot, it was just an evil noise as was the pink 
flickery


doom!

With packman, it was one of those atari games wich was a little harder to
play low vision wise sinse it obviously requires a good field of vision,
though i do  remember having huge amounts of fun with pack mania which 
was
an enhanced remake for the amigar and came with a more isometric 
perspective


and thus made it a far more explorative game than one about quick 
overview

of the maze.

Actually the amigar was great for those sorts of arcade games, I remember
one public domain game called little yum which was sort of like a cross
betwene packman, bubble boble and a maze game like monti, where you 
played a


little yellow monster who spat balloon's at enemies.

Very simple, just run around the maze, grab keys to open doors, blast
monsters and get some power ups to increase the size of your shots, but
actually lots of fun!

with what you say about montizuma's revenge I'm sorry i didn't keep that
rather faithfull remake I got from retroremakes a few years ago. The 
makers


met an ir

Re: [Audyssey] light game query

2012-11-19 Thread dark

Hi desiri.

Funnily enough I never played bubble boble   seriously until quite recently 
when I bought  the old and new version for the gba (or gba player in my 
case). I agree on the music though, it's like the theme to tetris in that it 
just gets stuck in your brain!


two games we had on the amigar computer were rainbow islands and parasol 
stars which were bubble bobble Ii and Iii respectively, and parasol stars in 
particular was fantastic! run around with umbrellas defeating nasty 
monsters by picking them up on the brolly's point and chucking them at other 
monsters!


For an audio version, it would be comparatively difficult to replicate the 
gameplay exactly, because while the bubble bobble games were extremely 
simple in design, in their full use of the vertical dimention in 2D they 
could be highly complex. Monsters would drop from the sky and come straight 
for you, and often you had to calculate the best position to be in to get 
them as they fell, or bubbles would rise up from the bottom of the screen.


You also shot bubbles yourself, and once a monster was encased you had to 
chase it around as it floated and burst the bobble before the monster broke 
free and attacked you. Also bare in mind the layouts of levels could be 
vertically quite convoluted with ledges everywhere making it hard to track 
what pat the monsters would take to attack you. So while a similar concept 
might be possible in audio, it'd need a bit of modifying i think.


As to millipeed though, I also loved that game, indeed I had a rather nice 
retroremakes version called millenipeed at one time.


 millipeed would I think work very well as an audio game, sinse though it 
has similarities to space invaders in tht you are at the bottom and shooting 
up, the movement, obstacles, shoot principles and such were all wildly 
different, for instance having a small area you could move both 
horrizontally and verticlly in at the bottom, with millipeeds zig zagging 
downwards as well as other nasties coming into the bottom area to get you 
with you having to avoid them vertically, and having all the mushrooms in 
the way of course.


Beware the grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-19 Thread Thomas Ward
Hi Dark,

In deed. Audio Berzerk would be cool. Although, I have a few arcade
ideas that would be better as an example of the genre.

For example, one game I'd like to create is Star Wars: Death Star
Mission. That was a simple arcade game based on the final battle in
New Hope when Luke Skywalker flew his X-Wing into the Death Star and
blew it up. Its a simple enough concept, but with realistic Star Wars
music and sounds we could make a kick ass game out of it.

For one thing we could design it more as an X-Wing flight sim with 3d
mechanics and some realistic physics to improve upon the original
game. The only worry here is the copyright issues. However, it is a
good idea all things considered.

As for the Montezuma's Revenge remake from retro remakes I've got it
on one of my backup drives. If you want it I'll Sendspace a copy to
you. It is actually pretty decent, and I've considered asking the
author if I could use his music and sounds in a project of my own. It
has pretty cool background music and sounds and I've been told the
graphics are decent as well.

Cheers!

On 11/19/12, dark  wrote:
> Hi Tom.
>
> audio berzerk would be cool, and obviously eminantly possible, some stat
> tracking and maybe some miner achievements to make things progressive would
>
> help too, sinse then your quick five minutes of robot blasting  wouldn't be
>
> wasted :D.
>
> I myself used to be really scared of the noise that would happen if you ran
>
> into a wall or get shot, it was just an evil noise as was the pink flickery
>
> doom!
>
> With packman, it was one of those atari games wich was a little harder to
> play low vision wise sinse it obviously requires a good field of vision,
> though i do  remember having huge amounts of fun with pack mania which was
> an enhanced remake for the amigar and came with a more isometric perspective
>
> and thus made it a far more explorative game than one about quick overview
> of the maze.
>
> Actually the amigar was great for those sorts of arcade games, I remember
> one public domain game called little yum which was sort of like a cross
> betwene packman, bubble boble and a maze game like monti, where you played a
>
> little yellow monster who spat balloon's at enemies.
>
> Very simple, just run around the maze, grab keys to open doors, blast
> monsters and get some power ups to increase the size of your shots, but
> actually lots of fun!
>
> with what you say about montizuma's revenge I'm sorry i didn't keep that
> rather faithfull remake I got from retroremakes a few years ago. The makers
>
> met an ironically similar fate to yourself and got sued and had to take the
>
> game montizuma's revenge down, even though it was an entirely free game
> they'd coded themselves.
>
> Maybe I could ask on the retroremakes forum to see if anyone has a copy?
>
> Either way though, a simple arena or maze shooter would be awsome! it was
> indeed for this reason i thought that old project torrent which was due to
> be an audio asteroids sounded so interesting, sinse it'd be a different!
> form of audio arcade game from what we've had up to now.
>
> Beware the grue!
>
> Dark.
>

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Re: [Audyssey] light game query

2012-11-19 Thread dark

Hi Tom.

audio berzerk would be cool, and obviously eminantly possible, some stat 
tracking and maybe some miner achievements to make things progressive would 
help too, sinse then your quick five minutes of robot blasting  wouldn't be 
wasted :D.


I myself used to be really scared of the noise that would happen if you ran 
into a wall or get shot, it was just an evil noise as was the pink flickery 
doom!


With packman, it was one of those atari games wich was a little harder to 
play low vision wise sinse it obviously requires a good field of vision, 
though i do  remember having huge amounts of fun with pack mania which was 
an enhanced remake for the amigar and came with a more isometric perspective 
and thus made it a far more explorative game than one about quick overview 
of the maze.


Actually the amigar was great for those sorts of arcade games, I remember 
one public domain game called little yum which was sort of like a cross 
betwene packman, bubble boble and a maze game like monti, where you played a 
little yellow monster who spat balloon's at enemies.


Very simple, just run around the maze, grab keys to open doors, blast 
monsters and get some power ups to increase the size of your shots, but 
actually lots of fun!


with what you say about montizuma's revenge I'm sorry i didn't keep that 
rather faithfull remake I got from retroremakes a few years ago. The makers 
met an ironically similar fate to yourself and got sued and had to take the 
game montizuma's revenge down, even though it was an entirely free game 
they'd coded themselves.


Maybe I could ask on the retroremakes forum to see if anyone has a copy?

Either way though, a simple arena or maze shooter would be awsome! it was 
indeed for this reason i thought that old project torrent which was due to 
be an audio asteroids sounded so interesting, sinse it'd be a different! 
form of audio arcade game from what we've had up to now.


Beware the grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-19 Thread Thomas Ward
Hi Dark,

Yeah, some of those games you mentioned were insanely difficult, but
most of the games I played weren't. Most games were balanced to the
point you could go pretty far before running into a point where you
couldn't complete it.

For example, let's take Pac-Man. Most of the game was spent avoiding
the ghosts with the ability to chomp a power pill now and then and eat
the ghosts. However, after a while the power pills really didn't have
much effect on game play and it was better just to run and hide when
the ghosts were around. I could reach level50 or so before getting
killed off, but I know some of the Pac-Man champions made it to level
256 or something like that which means it is possible to do, but
extremely challenging.

Now, the thing that made Montezuma's Revenge a bit different from your
average "avoid the monsters" game is that it wasn't just speed you had
to worry about. The further you made it into the Aztec temple the
darker and darker the rooms got. By level 10 the level was completely
blacked out and you could not see items or monsters. Therefore you had
to collect torches throughout the prior levels in order to see where
you were going and couldn't see the spiders and such until they were
practically on top of you. It was challenging, but not impossible to
play.

Speaking of Berzerk that was probably one of my top fave five Atari
games as a kid. I loved that game even though by today's standards it
is fairly simplistic. Of course, I got a kick out of running my robot
into the walls and watching him get shocked. :D

Still, I take your point. Once and a while a nice simple game of
running  around a maze or open arena blasting up robots can be fun now
and then. Especially, when you just wantt to blow off some steam
without a in depth game and  complex storyline etc. Perhaps a Berzerk
clone or something like it would bring the audio arcade games out of
their current rut.

Cheers!

On 11/18/12, dark  wrote:
> Hi Tom.
>
> Well some of those old games were going a bit too! far in difficulty, I mean
>
> the ones where you couldn't actually progress without real trouble and many
>
> tries.  i never played original montizuma's revenge, but some of the old
> amstrad avoidance platformers, games like manic miner, jet set willy or
> spikey the hedgehog,  games that in retroremake parlance are now called
>
> avoidemups were horribly! difficult.
>
> This is why I am such a fan of games like mega man that got this balance
> exactly right, hard enough to be pretty dam challenging, but not so that you
>
> would be utterly turned off, sinse you'd get further each time, --- -though
>
> of course megaman isn't really an arcade game (original the original 1986
> one which did! have a scoring system), sinse the hole point was! to complete
>
> it and see all the levels and bosses.
>
> Myself, i love extra content, but it's got to be worth working for and not
> just like a film you stick on and essentially play to the end then never
> watch again because you've seen it.
>
> This was one thing I felt about grizly gulch and chillingham, as well as
> some other space invaders games,   especially the simple ones like
> mudsplat. Even terraformers suffered from this problem a little I found.
> however good the game, if it's going to be finished the first day, then
> achievements aren't really going to achieve much :D.
>
> There is also for me however an element of exploration, even it's barest and
>
> most simple sense.
>
> I don't know if you ever played the atari game berzerk, in which you
> wandered around a maze the size of one screen shooting robots. I used to
> love Berzerk, jsut because even though they were a pregenerated set of five
>
> or so mazes with robots scattered at random, the chance to work through
> them, blasting the nasty rrobots, avoiding deaths when the game generated me
>
> slap back next to a robot etc was really stimulating.
>
> This is something of course I grew to enjoy far more with games with their
> own maze layout like turrican and metroid.
>
> then of course, there is the fact that arcade wrack up score games are
> simpler and easier to play than harder ones. I have just bought king of
> dragon pass as you know, and in general the detail and complexity of the
> game is everything I could want. However, I can guarantee there will be
> times when I'm simply not mentally up to the challenge of very detailed
> management and story, and want to just murder some robots for a bit of fun!
>
> This is also I'll add though where progressive achivements can help, and
> where  platforms like the Iphone are bringing back that sort of game, 
>
> sinse if I for instance were playing berzerk and there was a trophy to urn
> for blasting  ten thousand robots or completing a tthousand rooms of the
> maze in successive games, not only! would a five minute blast be fun on it's
>
> own, but it'd also be contributing to an over all statistic and thus giving
>
> a sense of accomplishment.
>
> 

Re: [Audyssey] light game query

2012-11-18 Thread dark

Hi Tom.

Well some of those old games were going a bit too! far in difficulty, I mean 
the ones where you couldn't actually progress without real trouble and many 
tries.  i never played original montizuma's revenge, but some of the old 
amstrad avoidance platformers, games like manic miner, jet set willy or 
spikey the hedgehog,  games that in retroremake parlance are now called 
avoidemups were horribly! difficult.


This is why I am such a fan of games like mega man that got this balance 
exactly right, hard enough to be pretty dam challenging, but not so that you 
would be utterly turned off, sinse you'd get further each time, --- -though 
of course megaman isn't really an arcade game (original the original 1986 
one which did! have a scoring system), sinse the hole point was! to complete 
it and see all the levels and bosses.


Myself, i love extra content, but it's got to be worth working for and not 
just like a film you stick on and essentially play to the end then never 
watch again because you've seen it.


This was one thing I felt about grizly gulch and chillingham, as well as 
some other space invaders games,   especially the simple ones like 
mudsplat. Even terraformers suffered from this problem a little I found. 
however good the game, if it's going to be finished the first day, then 
achievements aren't really going to achieve much :D.


There is also for me however an element of exploration, even it's barest and 
most simple sense.


I don't know if you ever played the atari game berzerk, in which you 
wandered around a maze the size of one screen shooting robots. I used to 
love Berzerk, jsut because even though they were a pregenerated set of five 
or so mazes with robots scattered at random, the chance to work through 
them, blasting the nasty rrobots, avoiding deaths when the game generated me 
slap back next to a robot etc was really stimulating.


This is something of course I grew to enjoy far more with games with their 
own maze layout like turrican and metroid.


then of course, there is the fact that arcade wrack up score games are 
simpler and easier to play than harder ones. I have just bought king of 
dragon pass as you know, and in general the detail and complexity of the 
game is everything I could want. However, I can guarantee there will be 
times when I'm simply not mentally up to the challenge of very detailed 
management and story, and want to just murder some robots for a bit of fun!


This is also I'll add though where progressive achivements can help, and 
where  platforms like the Iphone are bringing back that sort of game,   
sinse if I for instance were playing berzerk and there was a trophy to urn 
for blasting  ten thousand robots or completing a tthousand rooms of the 
maze in successive games, not only! would a five minute blast be fun on it's 
own, but it'd also be contributing to an over all statistic and thus giving 
a sense of accomplishment.


As witness this with audio games, look how well Liam's arcade games with 
trophy's have done. I probably wouldn't have bought judgement day myself if 
it hadn't had the trophy system, sinse in the end it is! just another space 
invaders game, and it is the trophy system that would incline me to buy 
super egghunt (though currently I'm a little busy with my Iphone to 
considder arcade games).


So, I wouldn't say it's a case of the ability to have! extra achievements or 
content that is the culprit, rather people's inability to work for them, or 
to enjoy other aspects of games such as exploration.


Btw, one thought does occur to me about arcade games. Part of the problem in 
access terms, is that everything we have is either a space invaders sterrio 
targiting fest, or a varient on egghunt.


I've often thought that an arena shooter like robotron 2000, or indeed 
berzerk (provided it didn't get bogged down in maze mechanics), would be a 
great idea for an audio arcade game. the fp perspective would give the same 
kind of absorbing experience as in packman talks, but players could really 
let rip with the amo, run around the arena and blast at speed.


Heck, to speed up the game it wouldn't even need to be a complete! first 
person game with 360 movement, 8 way running would be more than adequate, 
with a strafe feature to blast away in front of you as you shuffled 
sideways, sinse in those sorts of games fast movement and shooting on the 
run was what tended to be the best style of play.


Super deakout was I think the game that came closest to this, but even then, 
there was no actual weaponry to be shot in the game, much less weapon power 
ups, and there were only a max of two enemies in play at once, where as with 
those arena shooters there could be literally hundreds, and even in audio 
you could probably get away with more.


Maybe something like that would help get audio arcade games out of their 
current rut.


Beware the grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-18 Thread dark

Hi tom.

I was a little too young to get the complete experience being that in 1987 
and 88 when i was playing games on the atari 2600 and amstrad cpc computers, 
I was only about 6 or 7, yet I do remember something really thrilling about 
seeing different enemies because! so much of the game was the same, 
particularly sinse I couldn't read the scores I was playing just for the 
experience and to see how far I got. In a sense this gave things personality 
at least for me. For instance in joust, initially you'd be fighting 
creatures called shadow lords who were a dark brown colour. If however you 
hit a shadowlord and didn't pick up the egg it transformed into, it'd hatch 
into a large white creature that was faster and harder to kill, and if you 
knocked that! off and failed to pick it up again, it'd morph into something 
huge and blue. The harder creatures would also appear on later levels too, 
as would a flying bird that tracked your location.


I never knew the names for these upgraded monsters, indeed I don't think 
they had them, but I gave them all names myself, the snow lord for the white 
creature and the killer for the blue one.


even though there was only a colour change, those things were dam scary! and 
I remember thinking "oh hell!" when I saw one of those nasties  turning up.


The same  was true in other games, even on,  double dragon for instance 
which only in fact had five basic enemies in it's original form, though some 
appeared in different colours as well, or my favourite amstrad game rowland 
on the ropes.


Of course, all these games were pretty difficult, meaning that in order to 
get! to see those later enemies, you'd have to work pretty hard and be quite 
good at the game.


In a sense I do wonder if people have slightly lost patience with this 
aspect of gaming, --- though then again the portable systems like Ios and 
android are! seeina resurgence in arcade style games at the moment in the 
main stream sinse they are so much quicker and easier to play on the move, 
and easier to pickup for none gamers than a complex 3D action adventure 
title.


Of course though, I can't deny more complex games are great, as in fac tht 
elong night I spent playing King of dragon pass last night shows! :d.


BEware the grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-18 Thread Thomas Ward
Hi Dark,

Agreed. I think the problem is that more modern games have spoiled
people into thinking every single level has to be unique. different,
etc when that's not how the arcade genre worked. I've played all the
classics like Pong and Astroids up to Super NES games and the majority
of the early arcade games were just the same level over and over again
with more enemies, faster enemies, or different colored enemies.

For instance, a game I use to play heavily in the early 1980's, Demon
Attack, might be considered boring by today's standards, but it was
actually great fun. Back in those days we were more concerned about
topping our highest score than a great deal of variety.

Of course, Atari didn't have the CPU power and memory to do anything
much more advanced so we all got use to that's how it was back then.
It wasn't until Nintendo came out with their original NES console that
we wanted bigger and better things because it had superior graphics,
more complex styles of games, and a bit more variety in levels. Still,
even then if you look at Super Mario Brothers there were only four or
five different worlds. After that it just looped over and over between
those different worlds. that's just how arcade games work.  If that's
boring so be it, but I still enjoy an arcade game once and a while.

Cheers!



On 11/18/12, dark  wrote:
> Hi John.
>
> I see your point, but again, that is how arcade games worked sinse the time
>
> of packman and space invaders, indeed I remember the days when one single a
>
> different coloured enemy who appeared on level 10 was considdered a major
> achievement that you'd work for hours to see!
>
> So, while I agree in principle, I don't think this is a problem with light
> tech's games specifically, as much as it is part of the way arcade style
> games work.
>
> After all the same could be said of both original egghunt games (though the
>
> trophies in plus do help), lockpick, the great toy robbery, all of the esp
> pinball titles (still imho some of the best arcade games available in
> audio), dynaman etc, etc.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] light game query

2012-11-18 Thread dark

Hi John.

I see your point, but again, that is how arcade games worked sinse the time 
of packman and space invaders, indeed I remember the days when one single a 
different coloured enemy who appeared on level 10 was considdered a major 
achievement that you'd work for hours to see!


So, while I agree in principle, I don't think this is a problem with light 
tech's games specifically, as much as it is part of the way arcade style 
games work.


After all the same could be said of both original egghunt games (though the 
trophies in plus do help), lockpick, the great toy robbery, all of the esp 
pinball titles (still imho some of the best arcade games available in 
audio), dynaman etc, etc.


Beware the Grue!

Dark.
- Original Message - 
From: "john" 

To: "Gamers Discussion list" 
Sent: Sunday, November 18, 2012 1:46 PM
Subject: Re: [Audyssey] light game query


When I said repetitive I was more referencing the fact that no matter how 
high level you get, there's nothing really new happening. Light cars 
things just happen faster. Treasuremania
there's more things going on, but nothing new. Yes, the challenges 
increase in number, but nothing new ever happens. After a while, that fact 
just seems to push me away.

- Original Message -
From: Desiree Oudinot  wrote:
I played them for a bit, but I found that after a while they just
got repetitive and boring.

 - Original Message -
From: "joseph weakland" http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] light game query

2012-11-18 Thread john
When I said repetitive I was more referencing the fact that no 
matter how high level you get, there's nothing really new 
happening. Light cars things just happen faster. Treasuremania
there's more things going on, but nothing new. Yes, the 
challenges increase in number, but nothing new ever happens. 
After a while, that fact just seems to push me away.

- Original Message -
From: Desiree Oudinot I still play Light Cars and Light Locator when I get bored. I 
Like
BopIt Ultimate as well, but not as much, since I think the 
keyboard

layout is a bit clunky, and never could quite get the hang of it
enough to be really good at it. But the comment was made that 
these
games can get repetitive. Well, with the exception of Light 
Locator, I

disagree, and to me, even that's a bit of a stretch. Light Cars
requires good reflexes the higher you go, which keeps you on your 
toes
and interested, not to mention you don't always get the same 
bonus
items every time. I also like the car sounds a lot, and was 
thinking
about adapting them into Top Speed cars. With BopIt, as I said, 
the

keyboard setup alone should keep you interested. To be honest, I
haven't played Treasure Mania enough to know much about it, but I
might try to get back into it, and as for Light Locator, I agree 
that
when you play that game, it's the kind of thing you can play once 
and
be done with it for awhile, but it was a very interesting 
concept.
It's really a shame that these guys stopped developing games, I 
was

looking forward to what they would do next.

On 11/17/12, john  wrote:
I played them for a bit, but I found that after a while they 
just

got repetitive and boring.

 - Original Message -
From: "joseph weakland" lighttechinteractive even though developments are no longer 
being

done
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Re: [Audyssey] light game query

2012-11-17 Thread Desiree Oudinot
Hi Dark,
That's true. It does add to the challenge. It has been several years
since I played the BopIt game, so maybe I just need to go back and try
again. As for Light Cars, that was always my favorite game that they
did, because, as I said, I always enjoyed the sounds of the cars and
the challenge of trying to get a higher level than I did last time,
and the fact that each car has its own set of advantages and
drawbacks. For being an arcade-style game, it's actually quite good. I
tend to play games that require fast reflexes and lots of action, so
that's another reason I really enjoy that particular game.

On 11/17/12, dark  wrote:
> Hi desiri.
>
> On the point of  repetition, well these games were never intended to be more
>
> than arcade style rack up score games, it's part of the genre that they are
>
> not deep or overly complex or require massive amounts of playing to win,
> even though each game was more full featured than the last.
>
> That's actually another reason I'm sorry lighttech stopped developng, sinse
>
> it would've been interesting to see what they could've done outside the
> genre and restrictions of arcade style games.
>
> As to the boppit keyboard, well I'd not say it was clunky so much as it was
>
> part of the games' challenge, to more accurately reflect the boppit hand
> held game, indeed I'd actually say in several ways lighttech's is superior
> to the boppit games I've played both in it's sounds, and in the use of
> keyboard,  and boppit style games with simpler key layouts can quickly
> become very dull as  a couple of examples show.
>
> beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] light game query

2012-11-17 Thread shaun everiss
I havn't played in some time but to be honest I don't get the time I 
used to get.


At 09:57 a.m. 17/11/2012 -0600, you wrote:
just out of curiosity how many of you play the games from 
lighttechinteractive even though developments are no longer being done

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Re: [Audyssey] light game query

2012-11-17 Thread dark

Hi desiri.

On the point of  repetition, well these games were never intended to be more 
than arcade style rack up score games, it's part of the genre that they are 
not deep or overly complex or require massive amounts of playing to win, 
even though each game was more full featured than the last.


That's actually another reason I'm sorry lighttech stopped developng, sinse 
it would've been interesting to see what they could've done outside the 
genre and restrictions of arcade style games.


As to the boppit keyboard, well I'd not say it was clunky so much as it was 
part of the games' challenge, to more accurately reflect the boppit hand 
held game, indeed I'd actually say in several ways lighttech's is superior 
to the boppit games I've played both in it's sounds, and in the use of 
keyboard,  and boppit style games with simpler key layouts can quickly 
become very dull as  a couple of examples show.


beware the Grue!

Dark. 



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Re: [Audyssey] light game query

2012-11-17 Thread Desiree Oudinot
I still play Light Cars and Light Locator when I get bored. I Like
BopIt Ultimate as well, but not as much, since I think the keyboard
layout is a bit clunky, and never could quite get the hang of it
enough to be really good at it. But the comment was made that these
games can get repetitive. Well, with the exception of Light Locator, I
disagree, and to me, even that's a bit of a stretch. Light Cars
requires good reflexes the higher you go, which keeps you on your toes
and interested, not to mention you don't always get the same bonus
items every time. I also like the car sounds a lot, and was thinking
about adapting them into Top Speed cars. With BopIt, as I said, the
keyboard setup alone should keep you interested. To be honest, I
haven't played Treasure Mania enough to know much about it, but I
might try to get back into it, and as for Light Locator, I agree that
when you play that game, it's the kind of thing you can play once and
be done with it for awhile, but it was a very interesting concept.
It's really a shame that these guys stopped developing games, I was
looking forward to what they would do next.

On 11/17/12, john  wrote:
> I played them for a bit, but I found that after a while they just
> got repetitive and boring.
>
>  - Original Message -
> From: "joseph weakland"  To: "audyssey games list"  Date sent: Sat, 17 Nov 2012 09:57:52 -0600
> Subject: [Audyssey] light game query
>
> just out of curiosity how many of you play the games from
> lighttechinteractive even though developments are no longer being
> done
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Re: [Audyssey] light game query

2012-11-17 Thread john
I played them for a bit, but I found that after a while they just 
got repetitive and boring.


- Original Message -
From: "joseph weakland" just out of curiosity how many of you play the games from 
lighttechinteractive even though developments are no longer being 
done

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Re: [Audyssey] light game query

2012-11-17 Thread dark
I have certainly played them in the past, and not all that long ago either. 
I find boppit ultimate, light locator and light cars great to pick up and 
play.


Blankblock is less my thing sinse I'm not really good at spacial puzzles, 
but treasuremania 1 I was most impressed with, the soundscape for the game 
is one of the best I've seen, it really makes you feel cold and wet without 
actually being there.


Given the massive improvements in the quality of their games, it's actually 
really sad they split up and haven't developed anything further sinse 
goodness knows where things could have gone.


I've actually not heard from Parham or Yakir in a while either, though I've 
seen Rob around the audiogames.net forum occasionally and he's even hinted 
that he's working on a solo project,  though we've not heard anything of 
that yet.


Beware the Grue!

Dark.
- Original Message - 
From: "joseph weakland" 

To: "audyssey games list" 
Sent: Saturday, November 17, 2012 3:57 PM
Subject: [Audyssey] light game query


just out of curiosity how many of you play the games from 
lighttechinteractive even though developments are no longer being done

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