I have noticed several concepts which haven't been used before in any 
audiogame.


<smile>  Just being knit picky here, but as an FYI, these are actually in 
Quake...  I'm not sure about the changing of the geography of the map, but 
everything else that you mentioned is there...

Cutos to the devs for creating this game!!!

Peace out!

CQ

At 12:50 AM 1/15/2007 -0500, you wrote:

>Hi all,
>I am now on level 5 of Technoshock. I have noticed several concepts which 
>haven't been used before in any audiogame.
>Please note that these next lines may contain minor spoilers.
>1. on higher levels, there are what amount to cliffs, which you can not 
>jump across, but must find an alternate way around.
>2. You sometimes need to act in a nonstandard way to accomplish your 
>objective.
>3. the concept of timing doors, so that you are not crushed.
>4. weapons which can change the geographic features of the area.
>5. using an automatic system, such as a conveyer belt, to transport the 
>player and requiring him to jump off of it.
>The reason I say that this game is better than SOD is that it contains the 
>concepts mentioned above, and that each level is more extensive than the 
>ones in SOD. Also, there are more uses for weapons, I.E. the ability to 
>set grenades as traps, or throw them. Also, Technoshock has several 
>elements not included in Sod, like jumping pits, ducking fireballs, etc.
>What do you guys think?
>Karl
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