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.

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