Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. - --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. > > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be sear
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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 > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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 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. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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
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. --- Gamers mailing list __ Gamers@audyssey.org If you w
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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 > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of > the list, > please send E-mail to gamers-ow...@audyssey.org. > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] light game query
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.