Hi tom.
I'm not saying that simplification in audio isn't needed sinse obviously the
amount of information you can display in audio is much smaller, however
there are occasions I feel where a developer has simplified things rather
too much thus leading to a fairly basic left/right sterrio targiting affair.
Myself, what I'd prefer to see is instead of developers saying "well concept
x isn't possible" and simplifying the game, adding something extra in
instead which adds another layer of complexity to the game.
Say for instance in montizuma's revenge, if you decided bouncing skulls
weren't workable have some other form of hazard added to the game instead
which you could! show in audio, and would add in an enemy or layer of
complexity to the game that you were missing with the skull movements.
for instance, have firing horizontal arrows which would hit you either when
jumping in the air or when climbing up and down ropes if you didn't time
things correctly.
Like the bouncing skulls these would add an element of danger into the game
which specifically targited vertical movement, but would be quite possible
to show in audio.
A good example of where this has been done is actually in both alien outback
and troopanum.
Admitting that it is not possible to have 30 or so invaders on screen at
once in an audio game, developers instead made different types of ships to
make life interesting, and in alien outback, gave those ships unique attacks
and weaponry such as bombs.
ditto with the esp pinball tables and their minigames, sinse obviously it's
not possible to include quite as much in an audio table as a graphical one
simply for purposes of the scan, however by including some more complex
routes and gameplay changes they give a similarly tricky experience.
Beware the grue!
Dark.
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