From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #10383 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Friday, December 23 2022 Volume 14 : Number 10383 Today's Subjects: ----------------- Text To Speech? You aināt heard nothing yet ["Voice Over Software" Subject: Text To Speech? You aināt heard nothing yet Text To Speech? You ainbt heard nothing yet http://turntextspeech.shop/Cd06FjVTiimtSLxzsxpVFuPqIZmCRiveHIlIPgq-tTcSQqR1Kw http://turntextspeech.shop/8YvXzoGFAzZZ6vEiX9vGbCiWKcdkuLZB2ERjO5g3jnDkRy-HlA n out of computer memory to store the data and liked the look anyway. Wakeley determined the game's high score "goal medal" objectives, in which players would attempt to better a set completion time on each level. Blast Corps's Japanese and American quality assurance teams later competed to push the levels to their limits, which resulted in the game's platinum level objectives. Wakeley described these platinum challenges as "just insane" and said he could only finish four himself. Wakeley saw Blast Corps as a puzzle game at its core. He was influenced by the 1994 Donkey Kong, in which the player begins each level with all the tools they need to finish but must learn how to use them. Wakeley said this was Blast Corp's core game mechanic. He was also inspired by the Super Mario 64 demo at Nintendo's annual trade show in 1995, which introduced him to the 3D analog stick and spurred him to achieve something similar. The team's technical accomplishments included character and environment models composed completely of polygons and the absence of distance fog to obscure the draw distance. Nintendo published Blast Corps for their Nintendo 64. In its ------------------------------ End of alt.music.moxy-fruvous digest V14 #10383 ***********************************************