Author Topic: Audiosurf's 'plot'... (also, Spaceballs quotes)  (Read 4442 times)

Twi

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Audiosurf's 'plot'... (also, Spaceballs quotes)
« on: January 18, 2009, 04:50:47 pm »
So I was reading through the GameFAQs Audiosurf forums the other day, when I came across an archived topic...

Quote
If this isn't right, it should be.

You are an intergalactic pizza delivery boy. You were caught sleeping on the job and wake up to find out that your boss assigned you a delivery 30 - X minutes ago, and you must comply with the 30-minutes-or-less policy or you'll be fired (X being the length of whatever song you're playing). The only way you can possibly get there on time is to take the old abandoned Audiosurf hyperspace highway (hyperspaceway?). However, you don't have enough breathable air in your ship to make the trip, and this old abandoned highway is riddled mostly with toxic gases that would be deadly to breathe. As a poor delivery boy, you don't have the cash or the time to simply restock your air supply before leaving, but you may be in luck! There are pockets of breathable air along the highway that you might take in, but to all people they have been indistinguishable to the toxic gas.

Only you may survive this trip, because you have a kickass ship and the prophetic tune that will guide you through the highway. With this tune blasting through the stereo of your amazing ship, you can see the true path to take through the toxic gases. You can see the gas pockets that can actually be taken in and used by your ship to ensure your survival.

For the purposes of non-mono ships, every gas on the track is actually breathable, but it must be refined by your ship before you can use it. To carelessly take in every pocket of gas that you encounter would cause it to seep in with your pure air and then kill you during the trip. Gaining a larger supply of breathable air nets you a higher score, because that's less money that you have to spend on your ship's air reserve in the future.

Simple, but I think it well enough fits in with Audiosurf's gameplay to be a viable plot, don't you?

Here is the original topic over at GameFAQs, in case any of you want to thumb through it. I thought it was cool enough to warrant a mention here, as well. :D What do you guys think?

My thoughts: If this is the 'plot' for Audiosurf, what would the 'final boss' be? >_>
« Last Edit: January 22, 2009, 11:35:39 am by Dylan »

Laserrobotics

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Re: Audiosurf's 'plot'...
« Reply #1 on: January 18, 2009, 04:59:18 pm »
For the final boss question, that plot has no room for one.  However, I think that the only change required is that Audiosurf is a game that requires more than a pizza delivery, it requires a steak delivery.  With extra fancy.
Note to self:  1/24/12 Awawayabeft

Dylan

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Re: Audiosurf's 'plot'...
« Reply #2 on: January 18, 2009, 06:10:35 pm »
Pizza the Hut?

Early in the project I played around with a context of surfing through a bitstream and decrypting as much data as possible. I think it was just too obvious for one thing, but more importantly, I think it put too much voice into the experience. Audiosurf is more about the player creating the experience and focusing on their music. Story just kind of got in the way (like it does in every other game).

PostalWorker

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Re: Audiosurf's 'plot'...
« Reply #3 on: January 18, 2009, 06:53:02 pm »
Audiosurf with a plot?  Odd concept, and gladly it didn't make it to the gold release.  I rather like the way it is now, just surfing music for the hell of it.   :)

lavacano201014

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Re: Audiosurf's 'plot'...
« Reply #4 on: January 18, 2009, 08:46:07 pm »
Pizza the Hut?

That's a pretty damn good movie, there.

Green = listening, red = surfing

Loofiloo

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Re: Audiosurf's 'plot'...
« Reply #5 on: January 19, 2009, 01:06:36 am »
Dude, this is awesome.

Because I wrote that.  ;D

I know Audiosurf has no official plot, and I agree that it works best without one, but it is fun to use your imagination sometimes.

I made a few addendums in that GameFAQs topic too, but there are still some things to factor in since I discovered the concept of chaining and multiple-color match bonuses.

I guess you get more points for chaining because your air purification machine cools down in between matches, but if you keep it running constantly, it makes for more air profit... And you get more points for matching multiple colors at once because it's like... The two gas pockets together can intermingle during purification and generally yield more for your stores.

Pusher elite gets a 100% bonus on an empty-board match because it is vastly more efficient when it doesn't have to store the unrefined gas in the machine.

White/black blocks, I suppose would be oxygen in a solid form (if such a thing could be...?) and so the air purifier can't process them like the gaseous blocks. And if you have white/black blocks totally blocking off your grid, it's just that. A physical blockage of your air-gathering system.
« Last Edit: January 19, 2009, 01:16:42 am by Loofiloo »
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VDZ

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Re: Audiosurf's 'plot'...
« Reply #6 on: January 19, 2009, 08:25:36 am »
Story just kind of got in the way (like it does in every other game).
Story doesn't get in the way in every other game. For example, a lot of games in the popular RPG genre focus heavily on the story, and it actually makes the game instead of getting in the way. The obscure Visual Novel genre (<3 <3 <3) even focuses almost completely on story, usually leaving the player no other interaction than a couple of choices affecting the story.

Sensei Le Roof

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Re: Audiosurf's 'plot'...
« Reply #7 on: January 19, 2009, 09:14:52 am »
Pizza the Hut?

That's a pretty damn good movie, there.

Ludicrous speed, GO!

lavacano201014

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Re: Audiosurf's 'plot'...
« Reply #8 on: January 19, 2009, 12:10:56 pm »

Green = listening, red = surfing

Loofiloo

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Re: Audiosurf's 'plot'...
« Reply #9 on: January 19, 2009, 08:26:01 pm »
Story just kind of got in the way (like it does in every other game).
Story doesn't get in the way in every other game. For example, a lot of games in the popular RPG genre focus heavily on the story, and it actually makes the game instead of getting in the way. The obscure Visual Novel genre (<3 <3 <3) even focuses almost completely on story, usually leaving the player no other interaction than a couple of choices affecting the story.
I like point-and-click adventure games like Monkey Island and Loom. They're also pretty plot-heavy. I will profess that Loom has one of the most entertaining stories I've seen in a video game.
My username is supposed to be Trooth, but for some crazy reason I'm not allowed a name with "root" in it.

Sensei Le Roof

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Re: Audiosurf's 'plot'...
« Reply #10 on: January 20, 2009, 07:06:21 am »
Pizza the Hut?

That's a pretty damn good movie, there.

Ludicrous speed, GO!

WHAT DO WE GOT ON THIS, A CUISINART?!

Good work. They musta overshot us by a week and a half.

PostalWorker

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Re: Audiosurf's 'plot'...
« Reply #11 on: January 21, 2009, 08:36:00 am »
Now. You're looking at now, sir. Everything that happens now, is happening now.

lavacano201014

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Re: Audiosurf's 'plot'...
« Reply #12 on: January 21, 2009, 09:58:12 pm »
* lavacano201014 votes that this thread be renamed "Audiosurf plot...also Spaceballs quotes"

Anyway

"No sir! I didn't see you playing with your dolls again!"

Green = listening, red = surfing

ViRUS

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Re: Audiosurf's 'plot'...
« Reply #13 on: January 22, 2009, 03:23:54 am »
Locked, thread must be locked, too derailed!


Dylan

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Re: Audiosurf's 'plot'... (also, Spaceballs quotes)
« Reply #14 on: January 22, 2009, 11:35:07 am »
So, Lone Star, now you see that evil will always triumph because good is dumb.