Hi Dark: Yeah, I have heard the Power Joy was pretty decent. I don't own one myself, but it sounds like something I would certainly enjoy.
As for Rowland on the Ropes it does sound like it could easily be made into an audio game. It sounds fairly simple to create, doesn't need a lot in the way of sounds, and I probably have the basic code written if I consider the work done for MOTA etc. In fact, I have strongly considered redoing MOTA exclusively as a side-scroller along the lines of something like this freeing up my Tomb Hunter series for the FPS genre. Cheers! On 12/29/13, dark <[email protected]> wrote: > Hi tom. > > Well the power joy, the one my dad owned wasn't too bad, it had the 30 or so > > games it played in a big long list so you just hit down, though I personally > > would've liked a little more highlighting. > > What I enjoyed about that console was as I said the chance to play several > old nes titles such as Balloon fight, warp man and ice climbers, though > later I got the ice climbers gba remake to play on my gamecube since I liked > > the game so much. > > Rowland on the ropes was a great game. I'm told it was released as freddy on > > other systems, where as the Amstrad cpc used the mascot for a games > company, namely the titula rowland, but under whatever name it was an awsome > > game. Sadly I only found a rather badly done pc remake. > > The ghosts could be frightened away with the gun, so you weren't completely > > helpless, but where as it'd take one shot to shoot a mummy or a bat, several > > shots would be needed to get rid of a ghost. Usually the best way to deal > with a ghost was run or climb in the opposite direction until the ghost got > > tired of chasing, or duck into a passage and let the ghost pass since they > only traveled in one direction. > > The game also featured dropping acid, and rats that ran across ledges which > > you needed to traverse around. > > One very unique thing about the game is that you pretty much didn't really > > jump beside hopping on and off ropes, one reason why the rats were such a > pain since you could only pass them by hopping of a rope in front of them > then walking to the next rope and jumping on before they hit you. > > This is also why it'd be an easy one to do in audio, since you'd need no > arcing jump controls or edge of ledge issues (all ledges had ropes), though > > you would need indicators of enemy movement in four possible directions, > left and right along passages, or up and down the ropes. > > Beware the grue! > > Dark. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
