[Audyssey] Audyssey issue #49
shaun everiss
shaun.e at xtra.co.nz
Fri Dec 1 03:10:51 EST 2006
yaaaaaaay!
Its finally here.
I have been waiting for this.
Oh boy have I got a load of reading to do better finnish the other mag I was reading.
At 10:10 AM 12/1/2006, Ron Schamerhorn wrote:
>Audyssey;
>
>Games Accessible to the Blind
>
>Issue 49: 4th quarter, 2006
>
>Edited by Ron Schamerhorn
>
>
>
>Fun, Friendship, Knowledge, Charity
>
>
>
>+++
>
>Welcome
>
>Welcome to this issue of Audyssey. This magazine is
>
>dedicated to the discussion of games which, through accident or design,
>
>are accessible to the blind either with or without sighted assistance.
>
>Note: This magazine uses plus-signs as navigation markers. Three
>
>plus-signs are placed above any articles or sections. Within these
>
>sections, two plus-signs denote the start of a new sub-section. Smaller
>
>divisions are marked by a single plus-sign. This allows people to use
>
>their search capabilities to go quickly to the next division they are
>
>interested in. For instance, the "Letters" section is preceded by three
>
>plus-signs. Each letter within it has two plus-signs before it. Answers
>
>to letters have a single plus-sign before them.
>
>
>
>+++
>
>Contents:
>
>Welcome
>
>>From The Editor
>
>Letters
>
>A decades accessible gaming
>
>Phil's Funnies
>
>Here there be Dragons
>
>News From Game Developers
>
>Game Announcements and Reviews
>
>Contacting Us
>
>Distribution Information and Submission Policies
>
>
>
>+++
>
>>From the Editor
>
>
>
> Hello all.
>
> Here it is finally the holiday and 10th anniversary edition of Audyssey
>magazine. It certainly has taken longer then I had hoped originally to get
>things prepared, but I feel this has turned out to be a splendid issue for
>one and all.
>
> An advantage to this later release has been that the developer section is
>not only larger, including some new names, but also includes notices about
>holiday savings on some great accessible game titles.
>
> Now that the switch has fully been made from Yahoogroups for both the
>discussion and magazine only lists it's a good step forward for Audyssey.
>If you haven't checked out the site
>
>http://www.audyssey.org
>
>recently I'd encourage you to do so. It's now simple to view the archives
>and follow a particular thread of conversation even if you aren't subscribed
>to the main chatting list. Also as time goes on there will be other changes
>and improvements to the site and suggestions would be welcome. Thanks Raul
>for the time and effort on this undertaking.
>
> I've tried to put a lot of good information into this one, so I'll wish
>you all a wonderful and happy festive season! Catch you in the games and
>2007!
>
>
>
>+++
>
>Letters
>
> Here we will have some posts taken from the gamers list They are ones
>which I have found to be interesting or thought provoking.
>
>
>
>++
>
>Subject: [Audyssey] Audio Game Survey participants and play testers wanted
>
>Date: Tuesday, October 17, 2006
>
>
>
>(by way of AudioGames.net, from MarkFrance)
>
>
>
>*quote*
>
>Hi
>
>I am looking for any blind or sighted people who are interested in audio
>games, as well as audio game developers, to participate in a short survey.
>
>Also I am currently developing a new survival horror audio game, if you are
>interested in play testing it, please let me know.
>
>The survey can be completed at: http://www.student.ljmu.ac.uk/cmpmfran
>
>Thanks :
>
>*quote end*
>
>
>
>Find more info on the AudioGames.net forum:
>http://forum.audiogames.net/viewtopic.php?id=925
>
>
>
>Greets,
>
>Richard
>
>http://www.audiogames.net
>
>
>
>++
>
>
>
>Some of you may already have read the post about the questionnaire related
>to this, but here's the full story:
>
>
>
>==========
>
>
>
>Audio Game Maker: game building environment for the blind
>
>
>
>The Bartiméus Accessibility foundation has announced the development of
>Audio Game Maker, an application which enables visually impaired people to
>make their own computer games. A first prototype of the application is
>scheduled to be released in Feburary of 2007.
>
>
>
>Audio Game Maker aims to increase the number of computer games for the
>visually impaired, since very few accessible computer games exist. Many
>visually impaired players want to create their own games but give up when
>confronted with programming difficulties and other technical issues.
>Creative players manage to modify existing games with their own recorded
>sounds in order to make 'new' games. Despite these efforts, there is a huge
>demand for an accessible tool that enables visually impaired people to make
>computer games.
>
>
>
>Audio Game Maker aims to be a solution for this problem by offering a simple
>and accessible game building environment. Audio Game Maker is part of
>project Game Accessibility, a series of activities conducted by the
>Bartiméus Accessibility foundation in order to improve the accessibility of
>computer games for players with impairments. Accessibility has been
>researching the accessibility of computer games over the past few years, and
>participated in the development of two games for the blind: Drive, an audio
>racing game, and Demor, a location-based audio-augmented reality game.
>
>
>
>For more information, please visit http://www.game-accessibility.com
>
>
>
>==========
>
>
>
>Greets,
>
>
>
>Richard
>
>
>
>++
>
>HI all
>
>
>
>So far there are 2 accessible games around the theme of Christmas
>
>produced. Both of them are really nice games, but its sad that both of
>
>them feature the negative side of Santa Claus. These 2 games are Toy
>
>Robbery from L-Works, and Bobby's Revenge from BSC games. IN the one
>
>game the boy wants to kill Santa Claus, and in the other game the boy
>
>wants to steal Santa Claus' presents. Don't you think that children will
>
>learn to be naughty through these games? Say for instance a child is naughty
>and he doesn't deserve any presents for
>
>Christmas, by playing these games will it also teach him to do a similar
>
>thing towards the persons in his family, or friends who are Santa Claus?
>
>
>
>I think when developing games around the theme of Santa Claus, the focus
>
>should be shifted more positively. Like the suggestion I mentioned to
>
>Liam about the ape, protecting presents from harm.
>
>
>
>Its just upbuilding criticism I would like to share.
>
>
>
>A game can be developed for example where Santa Claus runs around,
>
>giving presents. You must be quick to catch him to get a present. Each
>
>time you catch him you get a present. A game could be developed where
>
>Santa Claus is riding on his sleigh, each time you catch him on his
>
>sleigh he gives you a present. It can also be a game where the
>
>sleigh goes from left to right and if you miss him, if he gets off the
>screen, then you loose the game. Just like Bobby's
>
>Revenge, but the focus is shifted more positively,each time you catch
>
>him on his sleigh you get a present; instead of trying to shoot him
>
>because you were naughty, not deserving a present.
>
>
>
>+
>
>Then what about the game "Santa Claus is Back" by Code Factory
>
>(http://www.audiogames.net/db.php?action=view&id=santaclausisback) and
>
>"Giftanum" by XLStudios (not available anymore
>
>http://www.audiogames.net/db.php?action=view&id=temp75)?
>
>
>
>+
>
>Hi,
>
>Don't worry no one is going to moderate you for giving an honest
>
>opinion. I felt you expressed yourself quite well.
>
>Now, as to the games you have a point a majority of the time the
>
>Christmas games out there are negative in nature. I am not just talking
>
>accessible games, but mainstream games as well. Many times they have
>
>themes of robbing Santa, shooting Santa, or something else along those
>
>lines. I guess the reason is that mankind has a downright mean streak in us,
>and
>
>there is something fun about beating up on Saint Nick. As far as if it
>
>really effects how people in reality act, psychologists and interest
>
>groups have been arguing over that point for years. It seams if someone
>
>buys a violent game, and kills someone later the psychologists and others
>then
>
>want to blame the game or violent contents for persons x behavior.
>
>Personally, I disagree, and feel a person still has a choice, and if you
>
>do the crime pay the time.
>
>I am basing this on my own mental state, and that is not the general
>
>public. I love war games allot, but that doesn't mean I'd really like to
>
>take up arms and fight, or kill people for real.
>
>
>
>++
>
>Hi gamers,
>
>This is just a discussion thread about one of my favorite audio games, a
>
>little gem we like to call Shades of Doom. I've beaten it on all five
>
>difficulty levels (yes, even It's a good day to die), and throughout my
>
>experiences with the game I noticed some similarities between SOD and a few
>
>novels I've had the pleasure of reading. Fair warning, those who haven't
>
>beaten SOD may wish to skip this. I won't be spoiling the actual ending to
>
>the game but there may be some spoilers nonetheless.
>
> Perhaps the biggest thing I noticed was that, once the experiment is shut
>
>down, any enemies left in or outside the bosses' lair die instantly. This
>
>rang a bell in my mind that brought to mind a novel by Mr. Dean Koontz
>
>entitled _Midnight, which was a story about a research project seemingly
>
>similar to the one in SOD, though not conducted by the military. This
>
>experiment involved the injection of microcomputers into a living host's
>
>bloodstream, a nanobot that would enhance human mental power and enable them
>
>to change form pretty much at will. However either something went wrong with
>
>the experiment itself or the subjects' make-ups didn't agree with it. Those
>
>"converted" tended to regress to lower forms rather than evolve to higher
>
>ones, usually with deadly results. The mastermind behind this experiment was
>
>a man named Thomas Shaddock who, as a precaution in case one of his
>
>creatures turned against him, wore a small device that was perpetually
>
>linked to Son, the project's supercomputer. This device monitored Shaddock's
>
>pulse and would, if this signal were lost, transmit a message back to Son,
>
>which would in turn send a signal to the nanobots inside all the Converted
>
>Ones, triggering a chain reaction that killed them instantly. I would assume
>
>that the masterminds behind the experiment in SOD would have put a similar
>
>safety measure in place in case the experiment went wrong. That way a person
>
>would simply have to shut down the machine to prevent the outbreak from
>
>spreading.
>
> So here's the big question. What does everybody think? I posted this to
>
>GMA Games Talk a while back but the traffic over there seems to be extremely
>
>light these days. I guess we can call this the SOD Theories and Ideas
>
>thread, since that's basically what my intention was in creating it.
>
>
>
>+
>
>Ugh, that's scary! Speaking of mutant humans, and mutant dogs, I wonder how
>
>big they are. I picture mutant dogs to be smaller than mutant humans, since
>
>they require less ammo to subdue them, whereas mutant humans require a
>
>little more. I wonder if the boss is the biggest monster there is, or if
>
>it's the temporal disturbance? I picture the gelatinous blob to be the size
>
>of a Jell-O log, I wonder what it's shaped like? Yucko! Not to be getting
>
>off the subject, but I wonder sometimes about some rooms I go into while
>
>playing SOD, and there's an annoying noise like some equipment. I have to
>
>shoot it and blow it up just to concentrate. Plus, there's the fan room
>
>on level one, and if you shoot it while you're really close it can
>
>kill you. I just wait till I open the door at the end, and if a mutant human
>
>or dog comes, I'll shoot, and it blows up the fan and possibly kills the
>
>monster. I'm not saying it always works, but it shuts the fan up. Plus, I
>
>don't understand the part of level one that has an opening in the floor. Why
>
>is there a hole in the floor? I know that if you pull the sewer cover on
>
>level five, then there'll be a hole in the floor, and you'll hear the water
>
>sound on level six which means you're close to the sewage system. Also, why
>
>does the crate on level three have a gelatinous blob? Why can't it have
>other
>
>equipment, like weapons, ammunition, or maybe a proximity or timed mine?
>
>
>
>++
>
>
>
>Hi Brandon,
>
>I think to constructively discuss this matter we need to come up with a
>
>common definition for accessible and playable. One does not necessarily
>
>mean the other is true.
>
>To me personally accessible means that I can grab that PS2 game, pop it
>
>in the machine, I can play it without having someone tell me what sound
>
>x means, use the menus without having to memorise them, or have to have
>
>someone teach me the menus. In other words the day I buy the game I can
>
>play it without sighted help.
>
>To me playable means it might be accessible but even if it is not 100%
>
>accessible I can memorise the menus, sounds, and so forth and one day be
>
>able to play it on my own after I memorise the game.
>
>Let's play the game of assume for a second. Let's assume we whiped out
>
>your memory of how the menus are laid out and what all the sounds mean
>
>for a given game. Ok, how are you going to access those menus. Will you
>
>fumble around relearning those menus on your own,or ask a sighted person
>
>to tell you the layout, because at that very second they are usable, but
>
>not accessible since you don't have those menus memorised.
>
>In fact, one wonders how you learned them in the first place. You can't
>
>tell me you baught your PS2 and the first day automaticly without
>
>training knew every single menu by memory. You had to have some trial
>
>and error, and perhaps some outside help to learn them.
>
>
>
>+
>
>Brandon wrote:
>
> I don't mean this as an argument, but I consider the games in which the
>
> menus can be memorized to be just as accessible as the ones with spoken
>
> menus. Sure it takes a bit longer for that accessibility to happen, but
>that
>
> doesn't change the fact that we can pretty much play these games
>completely.
>
> Just my thoughts.
>
>
>
>+
>
> The above thread went on for a few days on list, and it's always an
>interesting discussion to see the variety of points of view when it comes to
>the word accessible, and what it means to different people.
>
>
>
>+++
>
>A Decade's Accessible Gaming:
>
>An Old Editor's Anniversary Observations
>
>By Michael Feir
>
>
>
>I find it hard to believe that ten years have now passed since I published
>
>the very first Audyssey Magazine during July of 1996. It's a lot easier to
>
>swallow when considered in terms of accessible games progress. We've come a
>
>very long way indeed. Text was the only medium that was widely known about
>
>when it came to computerized fun for blind people. There were a few
>
>relatively crude sound-based games around which served more to agonize the
>
>player with untapped possibilities than anything else. If only they were in
>
>stereo sound! If only more sounds could be played at a time! If only. I was
>
>deeply involved in two epic games. My yearning for adventure and randomness
>
>was being well served by Fallthru. I could get lost for hours in its vast
>
>territory filled with dungeons, peasants, warriors and demons. Jigsaw also
>
>held me in its brilliant story of history, morality and destiny. Each of
>
>these games had a profound influence on me and I can only hope that these
>
>older text-based games are not passed by entirely by newcomers in favor of
>
>the auditory games we have now.
>
>
>
>At this point, things are certainly in very good shape. We have a multitude
>
>of sound-based games covering pretty much all genres. Sports games are still
>
>by far the most rare. One of the most exciting areas that has just started
>
>to be explored is the possibility of real-time strategy games. Galaxy
>
>Rangers certainly demonstrates that such games are possible using sound. The
>
>final level in GMA Games's GMA Tank Commander also offers a rudimentary
>
>real-time strategy experience. I very much look forward to future attempts
>
>in that area. The sidescroller genre could certainly stand further
>
>exploration. That type of game just lends itself beautifully to being
>
>translated into stereo sound.
>
>
>
>The ground work has now been done in pretty much every genre of accessible
>
>game. I believe we've reached a critical mass of accessible games. This
>
>should mean that there is at least one accessible game of interest to any
>
>potential blind gamer. We've particularly seen growth in the puzzle genre
>
>lately. Another very positive development has been an increase in the number
>
>of free accessible games available. I was absolutely astounded when
>
>Topspeed2 emerged as the first multi-player racing game. I was certain that
>
>a commercial developer would come through for all those salivating racing
>
>fans first. Not only can people race each other but they can also race
>
>against computer-controlled cars. The folks at Playing in the Dark certainly
>
>cheered up a whole lot of us with their product late last year. Spoonbill
>
>Software has also cranked out a variety of puzzle and card games. The
>
>quality and attention to detail is very commendable indeed. Even a
>
>non-card/puzzle fan like myself can appreciate these games for the labors of
>
>love they clearly are. Jim Kitchen has been pumping out free games since the
>
>very beginning and has produced some real treasures over the years. My
>
>personal favorite is his version of Pong. Who would have thought that such a
>
>simple game could be so very addictive.
>
>
>
>I believe it is vital to the success of all commercial developers that a
>
>number of completely free full games are made available. This allows less
>
>fortunate people an entry point into accessible gaming and may encourage
>
>some to try commercial demos and potentially make the necessary investment.
>
>This is particularly the case with such high unemployment and low awareness
>
>of what access technology can do to enrich the personal lives of blind
>
>people. Games make an excellent way of learning about and getting
>
>comfortable with computers. I'm surprised that interactive fiction, largely
>
>produced as freeware, hasn't been used more by educators and/or those
>
>wishing to promote reading or Braille. Most text adventures ought to work
>
>flawlessly with a Braille display and I can't think of a more tempting way
>
>to get youngsters to read than letting them be an active part in the story.
>
>
>
>Despite the difficulties posed, I very much hope we also see an increase in
>
>companies taking All inPlay's approach of designing games with graphics and
>
>sound so that blind and sighted people can play. This area holds a lot of
>
>promise for building bridges. Terraformers garnered accessible gaming an
>
>immense awareness boost. I hope Pin Interactive is working on further
>
>titles. The fact that All inPlay has survived for as long as it has speaks
>
>eloquently of the steady demand for accessible games. Personally, I hope
>
>they eventually take a stab at a multi-player action game as they originally
>
>intended. They've certainly got the community building part down solidly.
>
>
>
>Clearly, the next big frontier for accessible gaming is multi-player
>
>sound-based action/strategy games. Board games playable over the Internet
>
>will likely appear relatively soon seeing as VipGamesZone and All inPlay
>
>have laid the groundwork there. It will be interesting to see how successful
>
>results divide up between free and commercial products. As to more intense
>
>action-oriented games, they could emerge from pretty much any of the better
>
>established companies. It is most unfortunate that BSC Games had to give up
>
>on its initial attempt in this untapped sphere of gaming experience.
>
>Actually completing such a game, even a comparatively simple one, will take
>
>extreme effort, skill and dedication. However, there's definitely a growing
>
>hunger for such experiences and I have every confidence that successful
>
>developers will be rewarded if pricing is kept reasonable.
>
>
>
>Piracy is unfortunately always going to be a serious issue for commercial
>
>accessible game companies. One danger which I very much hope can be avoided
>
>is the erosion of the rights of legitimate purchasers of games. Some
>
>developers still give registration keys which you can use on any computer.
>
>This is basically the equivalent of purchasing a game in a store. You get a
>
>full copy which you can transfer and keep backup copies of as you please. As
>
>long as you have the registration key, you're all set. It doesn't matter
>
>what happens to the company. The game you bought is yours forever. These
>
>days, more companies are using online registration. This forces purchasers
>
>to decide which computer they want to have the game playable on. Most
>
>developers are quite willing to make special arrangements in such
>
>circumstances as long as the customer has established a degree of trust.
>
>However, there's also the issue of lost registration keys or unanticipated
>
>computer problems and upgrades. Either of these can suddenly render one's
>
>registration useless. Again, as long as developers come up with a reasonable
>
>approach, things ought to be fine. Should piracy increase drastically, I
>
>fear that the pendulum will swing too far towards product security and
>
>customers will in effect be paying to have a game only so long as things are
>
>fine with his/her computer. Shane R. Munro warned of this growing trend in
>
>the mainstream world of digital entertainment in a recent episode of
>
>Retrogaming Radio. Thankfully, we have the fact that compassion drives
>
>pretty much all accessible game developers. This should allow the consumer
>
>to come out on top.
>
>
>
>The trend towards having demos only be useable for a certain number of days
>
>is in my opinion a losing strategy. Producing a demo which remains
>
>functional but limits game play or time gives people more reason to keep
>
>demos on their computers and show them to others. These games which simply
>
>stop altogether after days or weeks are completely removed and do nothing
>
>for the developer besides prevent their users from getting a small amount of
>
>free entertainment. I offer my own circumstances as an example of what I
>
>mean here. As you read this, I'm likely either on my way to or enjoying a
>
>vacation at the Lake Joseph Centre. This is a resort specially set up for
>
>blind people. Assuming the week I've chosen is a busy one, there are likely
>
>to be something like fifty to a hundred blind or visually impaired people.
>
>There are plenty of opportunities for me to show accessible games. Rainy
>
>days, evenings where people don't choose to partake in scheduled events,
>
>etc, all present opportunities for me to set up my laptop and let people
>
>have a go at a game of interest to them. They may hear me play an accessible
>
>game and have their interest aroused. Blind people visiting other blind
>
>people might see a similar opportunity to let a guest try a demo they kept
>
>on their system. Word of mouth is a force powerful enough in the blind
>
>community to make or break businesses catering to its members' needs.
>
>
>
>Very slowly, a body of articles and coverage of accessible games is building
>
>up in the mainstream. Sites such as the BBC, CBC, NPR, Wired, and many
>
>others have published articles or broadcast segments of general interest
>
>shows about accessible games. There may very well eventually be a non-blind
>
>market for these games due to their sheer novelty. Demos can also be loaded
>
>and kept ready on computers belonging to schools, institutions, guide dog
>
>schools, access training centers, or the computers of new recipients of
>
>access technology. These make a fine introduction to accessible gaming as
>
>well as computers in general. I hope more developers choose to have less
>
>restrictive demos in future.
>
>
>
>In closing, I'll take this opportunity to wish all Audyssey readers new and
>
>old a very happy tenth anniversary this Summer. Please make certain that I
>
>can look back on another ten years by stepping up to the plate and
>
>contributing your talent to the community. Write articles and reviews.
>
>Produce audio reviews or demonstrations of your favorite games. Help
>
>developers make better games by taking opportunities to help test games in
>
>development. If you have a good acting voice and aren't afraid to use it,
>
>contact the various developers. They may have a use for you. I plan to keep
>
>being an ambassador for accessible games. I will contribute to, promote and
>
>represent the blind gaming community to the best of my ability for as long
>as I'm able. Ron has done a fantastic job keeping Audyssey going. Give him
>
>the materials and he'll continue to work his magic making a whole issue
>
>greater than the sum of its parts. That, afterall, is the editor's job. We
>
>can only work with what we're given or can bring to the table ourselves. If
>
>enough of us step up and do our part, we have a very fun future to look
>
>forward to.
>
>
>
>Michael Feir
>
>Creator and former Editor of Audyssey Magazine
>
>1996-2004
>
>E-mail: mfeir at cogeco.ca
>
>
>
>+++
>
>Phil's Funnies
>
>A Day in the life of a game developer
>
>By Phil Vlasak
>
>
>
>+ This was from awhile back but I'll bet while developing Sarah and the
>Castle of Witchcraft & Wizardry it might still be accurate *grin*.
>
>
>
>6:00 wake up.
>
>quick trip to bathroom shower, get dressed, talk to wife, make coffee, eat
>
>breakfast.
>
>7:00 walk dog, feed dog, walk dog again.
>
>7:20 pour second cup of coffee, check email.
>
>8:00 talk to wife, say goodbye as she leaves the house to go shopping.
>
>8:15 pour third cup of coffee, finish reading and answering email.
>
>8:30 answer phone, appointment with dentist tomorrow.
>
>8:35 back to computer and finally check list of things to do in new game.
>
>9:00 Write new function and compile program to test it out.
>
>9:03 find new function doesn't work, so try changing it.
>
>9:10 While testing function find another bug and add it to the list.
>
>9:15 answer phone, driver to take me to dentist office.
>
>9:20 back to computer room check new function where left off.
>
>9:22 dog wants to go out again.
>
>9:30 wash breakfast dishes and put them away.
>
>9:45 bathroom break.
>
>10:00 wife back from shopping, Braille can goods and put cold and frozen
>
>items in fridge.
>
>10:30 dog throws up on bed, strip bed and put sheets in washing machine.
>
>11:00 make bed with new sheets.
>
>11:15 take blanket out to dry on line.
>
>11:00 dog wants to walk again.
>
>11:30 make lunch and talk to wife.
>
>12:15 wash lunch dishes and take out garbage.
>
>12:30 bring blanket in from line and put on bed.
>
>12:45 check answering machine for customer call but turns out to be phone
>
>company that we don't use.
>
>12:50 check email.
>
>1:10 go on Internet and order sound effect cd's.
>
>1:20 forget password to look at Amazon account.
>
>2:00 after searching computer for password, go through procedure to get new
>
>password.
>
>2:15 finish order and get ready to start programming again.
>
>2:17 dog spots postal carrier delivering mail.
>
>2:20 get mail and run it through scanner.
>
>2:50 finish reading mail and shred junk mail.
>
>3:00 check email and answer some messages.
>
>3:15 dog needs to be walked.
>
>3:30 get back to computer and start working on editing sound effect.
>
>4:00 feed dog and walk dog again.
>
>4:30 visit bathroom, prepare dinner and eat, talk to wife, wash dishes and
>
>take out garbage.
>
>5:30 watch news on TV.
>
>6:00 walk dog again.
>
>6:15 get back to computer, back up work on second hard drive.
>
>6:30 read email, answer messages.
>
>6:45 take garbage bags out to street.
>
>7:00 Check out new game on web, download game and try it out.
>
>8:00 walk dog again.
>
>8:15 turn on talking book machine and read another chapter with wife.
>
>9:00 watch TV show with wife.
>
>10:00 get back on computer, read email and answer messages.
>
>10:20 try another version of game function but realize you are too tired to
>
>think straight.
>
>10:30 make cup of tea, play another game to wake you up.
>
>10:45 decide to stop programming for the day, leave computer room.
>
>10:50 walk dog, lock doors for night.
>
>11:00 watch news on TV.
>
>11:30 visit bathroom, change clothes, go to bed with wife.
>
>11:45 dog jumps on bed curls up and goes to sleep.
>
>
>
>+++
>
>Here there be Dragons
>
>By Ron Schamerhorn
>
>
>
> The parchment makes a quiet yet distinct rustling sound as it's unrolled
>revealing the lay of the land. At first glance it is easy to identify the
>regions which are nearest your location. Over time these areas have become
>like old friends, familiar and always welcoming to you during your ongoing
>journey. The names you read written by a skilled cartographer's hand stand
>out among those you have heard talk of. Surprisingly there is a section
>with an all too well-known legend "Here There Be Dragons".
>
> I believe this to be an apt description of editing Audyssey. By no means
>am I trying to show any negative connotations with it. More so I view
>editing as embarking on an adventure, each publication having a rhythm and
>unique quality all it's own.
>
> To highlight this point I'll briefly mention about this issue. When
>putting it together, initially I was concerned with how many reviews and
>announcements I had to use in the section. Fortunately I had saved, and
>forgotten about a couple until they had been revisited when going through
>the magazine folder where I keep the submissions I receive. Obviously I was
>pleasantly surprised when I made this discovery, and as it turns out that
>part of the magazine developed quite well.
>
> One other item I have some worry about and it's two-fold is the editing
>itself. Primarily because, and my friends and family could back me on this
>claim, I was by no means the best student in English class. Naturally who
>would wish to put their name on something they wrote if it ended up being
>horrible? I know my grammer and such isn't the greatest at times, but I'm
>not ashamed either. I like thinking of my position as editing Audyssey, not
>writing the magazine. I do enjoy being creative in an article such as this
>or giving my opinions on a game in a review, and plan to keep doing just
>that. I try my best and take it with a few grains of salt.
>
> The second part has a good remmody and typically I don't worry about this
>as much. It's contributions for the next issue. It's a mantra "I never can
>have enough." Granted I think the ones I have been at the helm of have been
>good, as editor you can't help but ponder the question of "Will I get enough
>submissions for the next Audyssey?" Fate has up to this point been with me.
>I've felt each magazine was a worthwhile endeavour. And with written
>material from you, the reader, Audyssey will continue to flourish!
>
> On other fronts I've recently been playing Sryth, the age of Ikthean. It's
>a free [or optional membership at a fantastic price] online role playing
>game. To sum it up in a few words you create a character, equip him/her
>with various weapons, armour, magic items, and such. You then embark on
>adventures throughout Sryth. There are several cities and event adventures
>you can undertake. Like clearing the goblins from the caves near Hawklore,
>closing a Shadow Gate underneath a monistary, and even one involving a
>pumpkin patch. I've got two characters and have barely scratched the
>surface of this game, and it's being added to all the time. In the next mag
>I'm going to write a much more thorough review.
>
> I find it somewhat funny to look back and remember a time when I knew
>absolutely nothing about accessible games, not even text adventures! Now
>just a few years later the realm of gaming has expanded for me drastically.
>Including not only text adventures, but online play, audio games,
>multi-player and more. The possibility of how far this goes is only limited
>by the creativity of those excellent people we call developers. Long live
>the devs! And they should, even though not every game is up my alley, I'm
>only one person in an ever-growing community of players. What I may like
>someone else might not, so it balances out nicely.
>
> Perhaps one day I conceivably may write a game even. I do have an idea or
>two floating around. What I'm unsure about is both the learning curve and
>if programming would be of enough interest to me. I'm glad to have the
>express editions of VB and C# [freely available from Microsoft] and I
>suppose the next step is to boldly go and find some samples of code and/or
>novice books telling me how to program. Though to an extent one need not
>completely learn from the ground up as GMA's game engine can be licenced,
>not to mention of a couple other companies doing similar applications for
>future game creators.
>
> I've totally enjoyed being part of this expanding community over the past
>years. I'm ever ready to talk games with whoever and wherever I have such
>an opportunity. One will be forthcoming as I'll be getting a new Guide Dog
>early in 2007. I'll have to make up some cd's with Audyssey, some demo
>games to show others, and hopefully add new voices to the call of let the
>games begin.
>
>
>
>+++
>
>News from developers
>
>
>
>++
>
>News from All In Play
>
>Nov 20, 2006
>
>
>
>Greetings from All inPlay,
>
>
>
>Whether you're warming yourself by the fire or working on your tan in the
>land
>
>down under, we hope this finds you well and enjoying the start of this
>holiday season.
>
>We have some news that should further brighten your day. The All inPlay
>Holiday
>
>Sale is back!
>
>
>
>Right now, you can treat your best friends, your worst enemies, or even
>yourself,
>
>to a year of All inPlay games for the reduced price of $59.95 for a year's
>worth
>
>of play. Is there someone new you're dying to introduce to the All inPlay
>community?
>
>Maybe you'd like to surprise someone you haven't heard from in a while?
>We've made
>
>it easy with the All inPlay gift subscription. Here's how it works:
>
>
>
>Log into your All inPlay account and select the All inPlay Store link from
>your My Home page.
>
>Follow the instructions to purchase a gift membership.
>
>Send the lucky (or unlucky) recipient of your gift an email with the gift
>code you will receive upon purchase. You can either forward the special
>email we send you, or create your own. The recipient can then either log
>into an existing account or
>
>create a new account and redeem
>
>their gift. Important: Don't redeem the gift from your account, unless
>you're planning to give yourself a gift.
>
>
>
>It's that simple.
>
>
>
>If you have any problems during the process, you can give us a call at (413)
>585-9690 between 9:00 A.M. and 5:00 P.M. U.S. eastern time and we'll be
>happy
>
>to help you.
>
>
>
>We hope you enjoy being a part of the All inPlay community as much as we
>enjoy bringing it to you.
>
>
>
>Cheers,
>
>The All inPlay Team
>
>
>
>+
>
>Nov 20, 2006
>
>
>
>Hello everyone,
>
>
>
>On the 6th we bounced a new table layout by everyone. It received, overall,
>strong support. It incorporates several key features:
>
>
>
>1. Practice tables with bots - In addition to their normal role, these
>tables can serve as a *fun* waiting room. If you're low on chips and no one
>is on
>
>a low-stakes table, you can hang here and have fun while waiting for someone
>else to show up. Then you two can move off to a table together.
>
>
>
>2. Low chip-count friendly tables - For folks under 5k, there are 3
>different types of low stakes tables, each with CAPs. These caps ensure a
>level playing
>
>field for people regardless of their chip-count.
>
>
>
>3. Mid stakes - for people between high stakes and low stakes, the new
>30-chip ante tables offer a safe place to play before competing with all
>those card
>
>sharks <smile>.
>
>
>
>4. Tons of high stakes tables.
>
>
>
>5. A speed for all players.
>
>
>
>So this new table layout is going beta. That means that it will be live on
>the server, but likely to change in the near future based on your input. We
>
>may need more of some tables, fewer of others, different caps, maybe a high
>stakes fixed-limit table or two, etc. Only testing it live will show us
>what
>
>changes are needed.
>
>
>
>So please check out the new tables and send in your feedback. Thanks!
>
>
>
>Paul and Jeremie
>
>Chief GoofBalls
>
>
>
>++
>
>News from Azabat Software
>
>Oct 1, 2006
>
>
>
>Hi,
>
>
>
>Bowing to public pressure, I've produced a SAPI version of my accessible
>
>Backgammon and put it in the download section of my website:
>
>www.azabat.co.uk
>
>
>
>It's a commercial product and will sell for 10 pounds (18 US dollars) but
>
>you can download it and try it out a little for free then buy a registration
>
>code if you want to play the full game.
>
>
>
>I'd be grateful for comments and feedback. If it's successful I may do the
>
>same for some of my other games.
>
>
>
>Cheers,
>
>Steve
>
>
>
>+
>
>Hi All,
>
>
>
>Just to let people know that I've slashed 20% off the retail price of my
>
>games. Full details at www.azabat.co.uk
>
>
>
>Cheers,
>
>Steve
>
>
>
>++
>
>News from BSC Games
>
>
>
>Greetings Gamers,
>
>
>
>The holidays are here and discount savings are jingling over at BSC Games!
>
>
>
>Save 20% off of our popular titles troopanum 2.0, pipe 2 blast chamber, and
>hunter... offer expires December 15!
>
>
>
>Don't forget that you can conveniently order any of our games as a gift for
>a friend or family member by using our email a gift service. You can read
>more
>
>about our email a gift service when you go to place an order for any game.
>
>
>
>Happy holidays from bsc games.
>
>
>
>Visit us on the web at:
>
>http://www.BscGames.com
>
>
>
>++
>
>News from Draconis Entertainment
>
>Nov 28, 2006
>
>
>
>Greetings gamers,
>
>
>
>We have lots of news to get through, so let's get started!
>
>
>
>Holiday Savings
>
>Throughout the month of December, Draconis Entertainment will be
>
>offering a variety of holiday savings. Check back at our site often to
>
>find out what's available at great low prices for that special someone
>
>on your Christmas list!
>
>
>
>new Free Game
>
>Old Man Stanley's back . and this time, he's decided to make a little
>
>extra money to offset the cost of rebuilding his house by playing Santa
>
>Claus at the local department
>
>store . But the stress of all the little brats and then having his house
>
>destroyed by a miniature wrecking ball has proven too much for him .
>
>when his assistant elf starts to mouth off . well, he just can't take it
>
>anymore!
>
>Draconis Entertainment wishes all a merry Christmas with the release of
>
>a modified version of our classic ESP WhoopAss game. You can download
>
>Christmas WhoopAss from the Freebies section of our Download Center.
>
>
>
>Bug Fixes
>
>We've updated ESP Pinball Xtreme to version 1.2.6. This version corrects
>
>some problems that could arise when registering or playing the demo
>
>version of the game under specific circumstances. We recommend that you
>
>download and install this update, but it is not absolutely necessary
>
>unless you experience problems with registration. ESP Pinball Xtreme
>
>V1.2.6 can be downloaded from our Download Center.
>
>Please install and varify that you have the latest version before
>
>requesting technical support for any of our titles. Up to date version
>
>numbers are listed in both the Products and Download Center sections of
>
>our web site.
>
>
>
>Keeping Up to Date with Draconis
>
>As development continues on several projects, we've made it easier to
>
>keep up with the news here at Draconis. In addition to a new and
>
>searchable format for our news archives, you may now subscribe to one of
>
>our two RSS news feeds.
>
>We are now offering a Draconis News feed, as well as a Cinema Citadel
>
>feed. Subscribe to these for instant notifications of when these
>
>sections of our site are updated. For
>
>an explanation of news feeds and how to use them, visit
>
>http://en.wikipedia.org/wiki/Web_feed
>
>We recommend using Mozilla Firefox's
>
>Live Bookmarks for the easiest access to news feeds, but there are many
>
>other feed readers and browsers which also support this technology. To
>download Firefox, visit
>
>http://www.mozilla.com
>
>
>
>Sarah and the Castle of Witchcraft and Wizardry
>
>Draconis Entertainment will be distributing the game, "Sarah and the
>
>Castle of Witchcraft and Wizardry," for PCS Games. Se the PCS press
>
>release for more information on this new great title, from the creators
>
>of Ten Pin Alley and PacMan Talks.
>
>
>
> From everyone here at Draconis, we wish you a safe and festive holiday
>
>season.
>
>
>
>Draconis Entertainment
>
>"Feel the Power...wield the magic..."
>
>www.DraconisEntertainment.com
>
>www.DracoEnt.com
>
>
>
>+
>
>Nov 24, 2006
>
>
>
>Greetings Gamers,
>
>
>
>It's the biggest shopping weekend of the year! And here at Draconis is
>
>no exception! We're please to announce the second of our series of
>
>holiday sales. Save 20% on our popular titles Alien Outback, DynaMan,
>
>and Pinball Party Pack, Vol. 1, from now until 12/December/2006. Happy
>
>holidays from Draconis Entertainment.
>
>
>
>Visit us on the web at
>
>http://www.draconisentertainment.com
>
>or
>
>http://www.dracoent.com
>
>
>
>+
>
>Nov 10, 2006
>
>
>
>Greetings gamers,
>
>
>
>Just in time for the holidays! Check out the 20% savings at the Draconis
>
>Shop on our popular game titles ESP Pinball Classic, ESP Pinball Xtreme,
>
>and Monkey Business. This sale will only run until December 5, so don't
>
>delay! Visit us at
>
>www.DraconisEntertainment.com
>
>
>
>++
>
>News from Dragon Slayer Games
>
>Nov 26, 2006
>
>
>
>Dear Gamers,
>
>If you don't know about this, I'd like to take the time to inform you about
>
>Dragon Slayer Games, my semi-new audio games development team.
>
>We started in December of 2005 and produced a few very simple games over the
>
>span of about 4 months. After a computer crash and a busy summer on my part,
>
>DSG closed for a while. Then in September or October of this year, we
>
>Reopened. I had been working on some bigger and more complex games for about
>
>a month before the launch of the website. Now, a month later, we have
>
>brought some interesting games to the accessible gaming comunity.
>
>We specialize in fantasy games(currently mostly rpgs). We have two rpgs out:
>
>Elemental Battle and Dragon Warrior. Each is set in a prehistoric/midievil
>
>time and both include battling to the top and improving your stats.
>
>The story, in short, for Dragon Warrior is:
>
>You are a well accomplished young fighter with the task of becoming the next
>
>Dragon Warrior. To do this, you must fight your way up the ranks in the
>
>arena of legends, until you become top ranked. All Dragon Warriors have
>
>dragons, so you can buy one of your own and train, feed, heal, work with,
>
>and bet on it! You can also buy potions and better your weaponry to help
>
>your chances at completing your quest.
>
>
>
>The story for Elemental Battle goes like this:
>
>Billions of years ago, the world was ruled by the people of the 4 elements:
>
>water, fire, earth, and wind. You, like any other elemental warrior, want to
>
>achieve top rank. To do this, you must kill other elements and elements of
>
>your own clan to achieve higher clan rank. You can bolster your attacks with
>
>weapons purchased from the weapon shop. There is also an armor shop, a magic
>
>shop, and a bakery.
>
>
>
>We also have a number of smaller games: Destroy the Castle, a realtime
>online
>
>Game. Dueling Swords, fight against your friend or the computer in strategic
>
>turnbased swordfights, and War, the classic card game of War designed for
>
>rainy days!
>
>We also have an audio game in development called Dangerous Waters. For more
>
>information, visit us at
>
>www.dragonslayergames.net.
>
>
>
>Have fun,
>
>Tommy
>
>
>
>++
>
>News from Kitchen's Inc
>
>Nov 2, 2006
>
>
>
>Hi,
>
>
>
>I have put a new file up on my web site.
>
>
>
>File name wingcfs2.exe file size 86k bytes
>
>70 new golf courses
>
>
>
>The file can be found on the free windows text to speech games page.
>
>
>
>BFN
>
> Jim
>
>Beer doesn't make you fat, it makes you lean.
>
>
>
>+
>
>Oct 20, 2006
>
>
>
>Hi,
>
>
>
>I have put two new files up on my site. The files are
>
>
>
>winmbfs1.exe file size 74k bytes
>
>18 new Monopoly boards which are: A christmas Carol, Broadway Musicals,
>Candy Land, Disney Parks, Disney, E T, Halloween Village, Its a Wonderful
>Life, los Vegas, North Pole, Pirates of the Caribbean, Princess Bride,
>Rudolph the Red Nosed Reindeer, Simpsons, Spooky Town, Super Mario Brothers,
>The Wizard of Oz, Twilight Zone
>
>
>
>wingcfs1.exe file size 66k bytes
>
>10 new golf courses which are: 3 of a kind, 69 on the mind, Exeter and
>Country Club rating 75, from the hood to the woods rating 65, gold coast
>country club, phils fans fun course rating 78, Pussle Club rating 73,
>spookie greens rating 66,Stepney Green mini hole rating 45,The Crazy
>Insanity rating 73
>
>
>
>Both files can be found on my free windows text to speech games page.
>
>
>
>Enjoy and BFN
>
> Jim
>
>
>
>I have found that nothing written in fine print is ever good news.
>
>
>
>jim at kitchensinc.net
>
>http://www.kitchensinc.net
>
>(440) 286-6920
>
>Chardon Ohio USA
>
>
>
>++
>
>News from LWorks
>
>Nov 17, 2006
>
>
>
>Here is the latest news from LWorks.
>
>
>
>Judgment Day release date announced:
>
>
>
>Our latest game Judgment day now has a definite release date. The game will
>
>be released December 8th. The game retails for $25 and more info as well as
>
>an audio demonstration can be found on the Judgment Day Page at
>
>http://www.l-works.net/judgmentday.php
>
>
>
>it is the year 2015, and the world is at war. This war has been the most
>
>catastrophic to humanity. Two powers are fighting for control. The allies
>
>and a group of nations calling themselves The Supreme Evil. Little is known
>about
>
>this group and it's motives, but one thing is clear. This group has advanced
>
>weaponry. Over several months, the Allies have been slowly destroyed by
>
>strange and lethal weaponry. The commander of the Supreme Evil known as
>
>Supreme Commander Ather has quickly dispatched several countrys in the span
>of a few
>
>months. In one last effort to retain any hope, the allies have gathered all
>
>their forces in one area. A defensive station was built, and plans were made
>
>to finally lay the Supreme evil to rest. However, this task may prove to be
>
>harder than one thinks, and this is where you come in. Your job is to fend
>
>off the group of The Supreme Evil's forces, as well as deal With supreme
>
>Commander Ather.
>
>
>
>You command the only allied defensive post left. Your job is to fend off the
>
>enemies. Compared to the Supreme evil, your weapons are primative. However,
>
>they can be effective. You are given a machine gun with unlimitted shells, a
>
>supply of rockets, and a small supply of sky clearing nukes. Your crew will
>
>do their best to keep the base undamaged. If there's no damage, they may
>
>even find time to replentish your nukes and rockets if you're running low.
>
>
>
>the game will include.
>
>. 10 levels of play plus a boss level where you get to take on Supreme
>
>commander Ather himself
>
>. 3 levels of difficulty
>
>. a trophy system allowing you to earn awards for performing certain tasks
>
>in the game
>
>. 4 unlockable bonus levels
>
>. an unlockable ending for collecting enough trophys
>
>. an unlockable ultra difficulty setting
>
>. online score support to post your scores to all bonus games and difficulty
>
>levels
>
>. and more!
>
>
>
>Preordering for Judgment Day:
>
>
>
>If for what ever reason you want to purchase the game earlier at a reduced
>
>price, this is totally possible. LWorks will start offering the ability to
>
>purchase a preordered version of Judgment Day from the store at some point
>
>this weekend. The benefit to buying earlier is that you will be the very
>
>first to receive a download of the game as soon as it is released. Beat the
>
>rush when it comes to downloading. Also, the game retails for $25, but if
>
>you buy early, we'll knock 20 percent off the normal purchase price. I
>
>understand there are some misgivings when it comes to preordering. Lworks
>
>will insure that on December 8, there is a completed and bug free copy of
>
>Judgment day for you to play.
>
>
>
>If you have any questions, do not hesitate to write to
>
>liam at l-works.net.
>
>
>
>Liam Erven
>
>KC9KHY
>
>
>
>msn and Email:
>
>liam at liamerven.com
>
>homepage:
>
>http://www.liamerven.com
>
>
>
>++
>
>News from Mardy Productions
>
>
>
>Hello to all,
>
>
>
>I want to tell you about the newest Mardy-Production, a Computer-Game
>
>called Mississippi.
>
>
>
>Mississippi is a trading simulation which starts in 1770 in the wild west
>
>of good old America. One day you receive a letter, that your uncle who's
>living
>
>in America has died and bequeaths you his whole estate. That means 50
>
>square meters of stockroom, 1000 dollars and 50 grain. After that you decide
>to
>
>jump at this chance. You leave your old home and emigrate to the new world.
>
>
>
>You have to buy and sell your goods, build kontors in several towns, build
>
>wagons, and earn money. If you are good enough at least you will be
>
>president of America. But, as in real life, there is good and bad news,
>
>some for yourself, some for all players. E.g. you can win a lot of money, or
>
>all your wagons could not leave your HQ and so you won't get goods for this
>
>round.
>
>
>
>You can play the game with 5 persons. And, that's a very interesting fact,
>
>you can play it with sighted people together.
>
>
>
>There is alot of music, and most of the news is spoken. The game itself is
>not
>
>self-voicing, so you need a screenreader to play it. We have tested it with
>
>Window-Eyes and JAWS and it works properly. If not, feel free to ask, and we
>
>will see what we can do in the code to solve problems.
>
>
>
>The game is shareware, so you can test it for yourself, if you will have fun
>
>with the game.
>
>
>
>You can download this game here:
>
>http://www.mar-dy.com
>
>
>
>Best regards
>
>Marco
>
>
>
>Mardy - Andrea Mackowiak
>
>Email: support at mar-dy.com
>
>www.mar-dy.com
>
>
>
>++
>
>News from PCs Games.
>
>Nov 28, 2006
>
>
>
>It's finished! So hard to believe. You outline, and you record funny sounds,
>
>and you write and rewrite the code until it works, and edit and rewrite and
>
>stress and eat chocolates and rewrite and scream, "Will this game EVER be
>done????"
>
>And then one day it is.
>
>"No, no that's not possible. I'm not ready for it to be finished," you say.
>
>I wonder if this is how parents feel when their children go off to college?
>
> I've worked on the castle starting from the ground floor up to the top of
>
>the towers, and when I finished the
>
>Owlery it was done!
>
>I used wet toilet paper to simulate owl droppings.
>
>I dropped M and Ems in a glass fruit bowl to simulate giant hour glasses
>
>filled with Gems.
>
> I've used dry wood branches to simulate small animal bones.
>
>Now its in the hands of my beta testers and will soon be available for
>
>purchase!
>
>When I finished the public beta last December, I didn't realize it would
>
>take eleven months to make the changes and develop all the suggestions that
>
>came my way. But I did it.
>
>Sarah and the Castle of Witchcraft and Wizardry, is very close to being
>
>released. I've removed most of the synthesized voice of Sarah and have
>
>replaced them with a human voice. I've fixed several bugs and added many
>
>features suggested by testers.
>
>
>
>The Castle of Witchcraft and Wizardry transports Sarah into a world of
>
>corridors and secret passageways. she travels all through the floors
>
>searching for magical items, fighting creepy creatures knowing at any
>
>minute, disaster may strike.
>
>Take a trip to the Castle of Witchcraft and Wizardry and pay a visit to the
>
>ghost's Deathday party in the dungeon, pop into the kitchen for a chat with
>
>the sometimes helpful Dobby; go out for a spot of spelunking in the chamber
>
>of secrets, gasp in awe at the speed of the golden snitch while flying above
>
>the Quidditch pitch; pick up plenty of coins to buy sweets at the sweet
>
>shop; spend some time in the library learning new spells; and finally, try
>
>to hide from the cranky caretaker.
>
>Always remember - the malevolent Dementors may not be what they seem!
>
>Sarah and the Castle of Witchcraft and Wizardry, a fantasy castle game, is
>
>inspired by JK Rowling's books.
>
>
>
>I can not set a specific date for release but I am confident that it will be
>
>within the next two weeks, perfect for a Christmas gift. After the game is
>
>released you can download and try out the demo level and for $31.95 US,
>
>purchase a registration product key that will unlock all of the other levels
>of the castle.
>
>The game will be sold and Distributed by Draconis Entertainment from their
>
>shop web site.
>
>
>
>As an added bonus, for those reading this far, you will be the first to know
>
>about this special offer.
>
>Anyone purchasing the game from the day of release until the end of the 2006
>
>year will be put into a raffle for a magic wand. This is the officially
>
>licensed Deluxe wand with light and sound. It is motion activated, has 3
>
>magical movie sounds and lights up. A must have for any true fan! Requires
>two (2)
>
>AA batteries, included.
>
>
>
>You can find out what is in store at PCS Games by going to the PCS web site
>
>at:
>
>http://www.pcsgames.net
>
>If you have any questions, E-mail Phil Vlasak,
>
>phil at pcsgames.net
>
>We make games that tickle your ears.
>
>
>
>++
>
>News from Spoonbill Software
>
>
>
>Hi,
>
>
>
>Ian Humphreys from Spoonbill Software here. You are receiving this email
>because you have previously requested a Blind gamers game. This is to
>announce
>
>the release of Blind gamers Boggle 1.0 - BG Boggle for short.
>
>
>
>BG Boggle is the accessible version of the popular word game where you make
>as many words as you can from the sixteen letter cubes arranged in a four by
>
>four grid. It is suitable for both blind and visually impaired players, and
>like all Spoonbill games in the Blind gamers series, it is self-voicing.
>
>
>
>With BG Boggle, you can generate random games, or enter a game manually.
>Manual entry is useful if you are playing with a sighted friend who is using
>a
>
>regular Boggle set. You can also save your game to resume later.
>
>
>
>If you would like to try a copy of BG Boggle, just email me at:
>
>
>
>irhumph at omninet.net.au
>
>
>
>If you do not want to be informed of future Blind gamers releases, let me
>know and I will remove you from my mailing list.
>
>
>
>Regards
>
>
>
>Ian Humphreys
>
>Spoonbill Software
>
>Albany, Western Australia.
>
>
>
>++
>
>News From USA Games Entertainment
>
>
>
>Holiday News
>
>Nov. 29, 2006
>
>
>
>Introduction
>
>
>
>Greetings gamers,
>
>There is allot happening for USA Games customers and supporters this
>
>holiday season. We have a couple of releases coming up as well as a
>
>completely new and improved web site going up. So read on to get the scoop.
>
>
>
>Star Trek Final Conflict
>
>
>
>At last after two years of development, testing, and many setbacks we
>
>are happy to announce STFC 1.0 is nearly complete and is ready for final
>
>release. As most of you know the code was lost for this title, but I
>
>managed to sort through my betas and found one stable enough to release
>
>to the general public. There will be a few miner bugs and snags in 1.0,
>
>but for the most part it is stable and ready to ship. All that really
>
>needs doing is finishing the users guide, rebuild the installer, and
>
>post it on the web site for download.
>
>As many of you may have heard this 1.0 final release will be released as
>
>free ware. There will be no charge for the full release, and among the
>
>changes is the full version of the game, support for DirectX 9.0C 2006,
>
>Microsoft .NET 2.0, and uses InnoSetup 5 for installation.
>
>Although, we know the game will be released between now and Christmas we
>
>aren't prepared to set a specific day and time. More information will be
>
>announced on the Audyssey mailing list, the USA Games mailing list, or
>
>our web site
>
>http://www.usagames.us
>
>when the announcement is ready to be given.
>
>
>
>Montezuma's Revenge
>
>
>
>I'm aware many of you will be interested in venturing in to temple 2.
>
>However, I've not been able to complete that level do to time.
>
>I do have plans to update Montezuma's Revenge with support for .NET
>
>Framework 2, a new manual, and other miner bug fixes, changes, and updates.
>
>More information will be announced as the release is nearer to completion.
>
>
>
>USA Games Web Site
>
>
>
>As mentioned before the USA Games web site
>
>http://www.usagames.us
>
>is undergoing a major upgrade. It is not certain when the new site is
>
>going to be launched, but we do intend to upgrade this month.
>
>Many of the new changes will include a slightly new look and feel to the
>
>web site. For those interested we have dropped the split frame view and
>
>have decided to switch to a more traditional table layout for our site
>
>navigation section. We feel not only is this a bit more accessible I am
>
>told the appearance of the site looks better by having two rows of
>
>organized links along the top and bottom of each page.
>
>In addition we will be adding more to our download center besides our
>
>own games. We will have links to download the latest Ubuntu Linux
>
>installation disks, links for other third party software, and we will
>
>eventually be putting up links to other places as well.
>
>This is likely to be an ongoing project through December, and probably
>
>on into 2007. However, when done USA Games will have more content, and
>
>be more than just a place holder for our games and projects.
>
>At this point we do not plan to discuss all the changes we will be doing
>
>to the site, but when it is launched we will certainly let you know.
>
>
>
>+
>
>Nov 9, 2006 [snipped from an earlier update]
>
>
>
>I know many of you are no doubt wondering what is happening with USA
>
>Games, how progress is going both in my personal and professional life.
>
>I intend to give a full progress report here on our projects, plans, and
>
>updates.
>
>As many of you know allot is going on in my personal life. For example,
>
>my wife and I are attempting to relocate, but haven't yet found anything
>
>that looks promising as far as our future housing. In addition, my wife
>
>has taken on some day classes to improve her education, and that has
>
>left me in charge of watching my two year old son for a larger amount of
>
>the day. The end result both activities have reduced my time to join in
>
>list discussions, and even less time to spend on USA Games ongoing
>
>development projects. Never-the-less work is still going forward, but at
>
>a much slower and reduced rate.
>
>
>
>General News
>
>
>
>Before I get into the news about our titles I would like to share some
>
>general news of what we at USA Games are doing to help speed up
>
>development time. In fact, we feel this will probably become our primary
>
>method or mode of development in the future.
>
>A couple of months back a woman brought in a laptop for my dad to
>
>repair. It was an Averatec 6200 notebook computer which was a 2004/2005
>
>mottle. Pretty current all things considered. Apparently the woman's son
>
>had dropped the laptop breaking the 15 inch wide-screen display, and not
>
>to mention her family had totally trashed the Windows XP install. Well,
>
>after finding out how much it would cost to fully repair the laptop she
>
>decided to sell it to me for a fraction of what it was worth in working
>
>order, and went out and purchased a new system. Fine by me since I am
>
>able to repair the notebook myself saving myself huge savings in the
>
>process.
>
>Over this past week I have reformated the notebooks drive, installed
>
>Windows XP Pro, acquired the official drivers cd from Averatec for this
>
>laptop, and purchased some used parts off of Ebay to repair the laptop
>
>with. When done this laptop will become my portible development station
>
>for working on USA Games projects. Not to mention all the extras this
>
>system has. Here is a look at the laptop when it is fully restored to
>
>working order.
>
>My new laptop is an Averatec 6200 series notebook. It has a 2.4 Athelon
>
>XP processor, 512 MB ram, 60 GB hard drive, four USB 2.0 ports, 56K
>
>modem, both a wireless and standard network card, a dvd/cd burner, a
>
>firewire port, a touchpad, AC97 audio, and of course a 15 inch
>
>wide-screen display. One of the really cool things about this laptop is
>
>that there are buttons on the front of the unit which allows you to play
>
>dvd movies directly in the computer as a portable dvd movie player
>
>without having to boot in to Windows XP. Simply press eject on the
>
>drive, insert dvd, put it in, push play on the front of the unit and you
>
>have a 15 inch wide-screen portible dvd player. Pretty slick.
>
>In addition, to the hardware I am upgrading the software on the system
>
>mainly to my own personal taistes. The unit came with Windows XP Home,
>
>but I am putting on Windows XP Pro instead with service pack 2. I Am
>
>also placing on there Visual Studeo .NET 2005, Window Eyes 5.5,
>
>Microsoft Office, Goldwave 5, Quicken 2006, Nero 6, and will be
>
>multibooting the system with Ubuntu Linux 6.10. All and all once I am
>
>done reparing and restoring the system back in to working order this
>
>laptop is going to be my primary development computer.
>
>I have two other computers besides this new laptop, but my old laptop is
>
>starting to show it's age. I have given that one to my wife to use for
>
>her photos, games, and whatever and will use my new laptop for work and
>
>play. My desktop system is pretty close to the specs of the new laptop,
>
>but unfortunately it isn't very portible. I often used my desktop, since
>
>it was the better computer, for working on USA Games stuff, but I am
>
>away from home so much I never had the stuff with me when I was away.
>
>Now, with a laptop equal to , and actually better than my desktop PC I can
>
>take all the USA Games projects, real work, games, and anything else
>
>along wherever I go.
>
>
>
>Asteroids News
>
>
>
>As most of you know a couple of weeks ago I mentioned beginning an open
>
>source Asteroids project written in C#.NET to teach gamers the art of
>
>game programming using a classic Atari game as an example. This project
>
>is doing quite well. I have been working on a sample engine framework
>
>for the game in which all of you can use in your future game titles. In
>
>fact, I may use the new framework myself as I made sure to do strict
>
>error checking, and I am taking pains to be careful and debug the
>
>framework so that those of you newbies won't make to many mistakes based
>
>on my own blunders and or errors. As a result the new classes I wrote for
>
>the Asteroids game are better than my own framework files which I wrote
>
>a long long time ago without going back and making the changes I am
>
>doing now for Asteroids. What you will get with Asteroids is a set of
>
>classes that should be stable and a good starting point for writing new
>
>games.
>
>You will first get the USA Games Audio Class. This class file contains
>
>higher-end functions which will allow you to quickly open, close,
>
>position, etc up to 99 DirectX DirectSound buffers. In addition the
>
>Audio class allows you to load files in to speech buffers for speech
>
>playback to self-voice your games.
>
>Next you will get the USA Games Formula class. This class contains many
>
>common math formulas you will need to write games. Most of the functions
>
>thus far in this class are Algebra/Trig functions. This engine framework
>
>file is used to calculate a 2d trig based game. You will have
>
>calculations to calculate the distance between to objects, be able to
>
>calculate next x/y coordinates, calculate percentages, randonly select
>
>numbers, and other related type formulas and functions.
>
>You will also recieve the World class. The World class is a class
>
>containing a 2D array. In short a special structure which can be used to
>
>hold the location of every object or item in the game and can easily be
>
>accessed using the provided Encounter, Add, and Remove functions I put
>
>in to the class. This class is especially handy for drawing mazes like
>
>you might find in Montezuma's Revenge.
>
>In games like Asteroids the world class is an easy way to detect if your
>
>next x/y position will land you head long in to an Asteroid, blackhole,
>
>Star, or similar hazard.
>
> Over all, the framework being used in open source Asteroids can be used
>
>over and over again in new projects. What stuff that can't be used over
>
>again is a working example of what you might do to make your own next title.
>
>In addition, to code Asteroids is going to be a better-than-average
>
>clone of the classic arcade game. The sound effects and music are
>
>expected to be as cool as I can make them, and I am adding some other
>
>random elements like extra flying saucers, space worms, and other
>
>enemies and dangers which were not present in the 1979 classic.
>
>
>
>Thomas Ward
>
>President of USA Games Entertainment
>
>http://www.usagames.us
>
>
>
>++
>
>News From VIP Gameszone
>
>Nov 28, 2006
>
>
>
>Dear friend!
>
>
>
>Hot Holiday gift from VIPgameszone (software for the blind and visually
>
>impaired people)! New game package "Super sport" is available for
>
>download now. There are 2 new games in this package.
>
>"Beach Volleyball" is a sports game. It will simulate Beach Volleyball with
>some restrictions.
>
>"Funny bowling" is not a simulator of real bowling. We've designed
>
>special rules for this game to make it more accessible and more fun.
>
>Each game has natural human voices and multiplayer features. Please visit
>
>to download and try these new games.
>
>http://vipgameszone.com
>
>
>
>Yours sincerely
>
>VIPgameszone team
>
>
>
>+++
>
>Game Announcements and Reviews:
>
>Below are some of the new games available. Though an old treasure or
>
>two may be discussed also. It's noteworthy that in some cases it's only
>
>an announcement of a game, taken from the email list, and may not be a
>
>full review, or an official notice from the developer. Reviews of games
>will not appear in any particular order. The only exception to this will be
>
>when we have more than one review for a game. In this case, reviews will be
>placed consecutively so that it is easier to compare them.
>
>
>
>++
>
>Azabat software game reviews
>
>
>
>A Look at Azabat Software Games
>
>Commercially available from:
>
>www.azabat.co.uk
>
>All games fully accessible without sighted assistance
>
>Reviewed by Michael Feir
>
>
>
>When I returned from my week away at Lake Joseph this Summer, I was so well
>
>rested and rejuvenated that I couldn't sleep. Over in the UK, a large
>
>blindness convention called Sight Village had taken place during that week.
>
>I had followed the exciting launch of the free Thunder screen reader while
>
>on vacation but hadn't had time to investigate any other developments. I did
>
>so that insanely early morning with the help of Google and couldn't believe
>
>it when I stumbled across a site on the Web talking about an accessible
>
>version of Backgammon. Early in Audyssey's history, we had a contest running
>
>sponsored by an American woman who was an absolute Backgammon fanatic.
>
>Sadly, none of the developers known to us at the time produced an accessible
>
>version of that game. The contest eventually closed. My personal excitement
>
>at having at last found a developer who offered an accessible version of
>
>Backgammon was therefore tempered by my inability to contact her and share
>
>the terrific news.
>
>
>
>In 2005, Steve Crawford began working on accessible games. He has a very
>
>different target market and philosophy than the majority of current
>
>developers. Simply put, he's looking out for the absolute novice user who
>
>isn't necessarily up to complicated installation and registration. There are
>
>currently four collections of games designed to run straight off CDs that
>
>you just stick in your drive. No registration is required either. More
>
>skilful users may copy the games to their hard drives and keep their CDs
>
>ready as backup. In this era of increasingly tenuous game ownership where
>
>games are tied to the computers they're first installed on, this is an
>
>absolute breath of fresh air. Once you buy a collection of games, you
>
>actually <gasp> own them! They're yours for life! If your current computer
>
>goes belly-up suddenly and you have to get a new one or reformat from
>
>scratch, you can just stick in the game collection CD and bleed off some of
>
>that stress playing Backgammon or Scrazabat. You don't have to worry about
>
>that registration key you failed to back up or convincing the developer that
>
>you genuinely need or deserve a fresh product code for your new/reformatted
>
>computer. Some developers charge fees for such replacement codes. To be fair
>
>about this, the developers who use more stringent security are quite
>
>reasonable in such matters where unusual circumstances exist. A short delay
>
>is likely all customers will have to worry about while their record is
>
>checked.
>
>
>
>One of the first things I did in my contact letter to him was to try to give
>
>him an idea of the lay of the land in terms of what such seemingly high
>
>prices and no copy protection would lead to. Even with very strong
>
>countermeasures, piracy is a definite problem in the accessible games
>
>industry. His response to this was quite surprising. We have here a very
>
>kind and thoughtful man who is genuinely determined to put the customer's
>
>rights and experience first. I fervently hope that the blind community at
>
>large rewards his generosity by purchasing his games legally rather than
>
>sharing them illegally. As a relative newcomer to accessible game
>
>development, he's been learning some unpleasant lessons over the past months
>
>that I have been in communication with him. He's eager for customer feedback
>
>and addresses issues quite quickly. I've already received several updates to
>
>the strategy games collection which I view as his absolute best work to
>
>date. If you're not impressed by his other offerings, be certain to read my
>
>remarks about the fourth volume. He has also lowered his prices by twenty
>
>percent.
>
>
>
>With the preamble out of the way, lets get right down to the games.
>
>Inserting an Azabat Software CD into your drive will normally bring up a
>
>fully self-voicing menu which lets you choose among the various games. I
>
>have to qualify that because some people might run into some trouble if
>
>their firewalls prevent programs from running each other without having
>
>first received permition. My laptop is protected by the Sunbelt Software
>
>firewall which behaves like that. The first time you run the menu and/or
>
>each of the games, you might want to keep your screen reader loaded so that
>
>you can deal with any firewall issues. None of the games access the Internet
>
>at all. Assuming normal running circumstances, you should disable your
>
>screen reader before inserting the CD. You won't need it until you've
>
>finished playing. The games all speak using the same easily understandable
>
>female voice. There's no way to alter the speed of that voice and this might
>
>prove annoying for more veteran gamers. However, having a slower voice can
>
>be a bit help to novices who normally wouldn't take the plunge and try
>
>playing games.
>
>
>
>All games use a number of standard keys. The f1 key is the gateway to a
>
>game's online help. Hitting f1 will cycle through one or more sections of
>
>instructions which are read aloud. The f12 key is always used to quit a game
>
>and return you to the menu of the collection of games being used. The f9 and
>
>f8 keys are used to start new one or two-player games respectively. Other
>
>keys are used as required. Everything is quite easy to grasp leaving people
>
>free to enjoy mastering the actual games rather than the interface. Even
>
>complete computer novices shouldn't find anything too taxing.
>
>
>
>Each of the four volumes has a particular theme. The first volume contains
>
>an assortment of
>
>
>
>games which are "easy to play". These are Blackjack, Yahtzee, Klondike and
>
>Connect Four. Right from the word "go", we run into one of the main concerns
>
>I have with what Mr. Crawford brings to the table. In many cases, you're
>
>paying for games which can easily be had from the Internet for free. Without
>
>even trying, I can point you to Jim Kitchen and Spoonbill Software where you
>
>can get excellent and even superior alternatives to three of the four games.
>
>I'll use Yahtzee as an unfortunate illustration of what I'm talking about
>
>here. The Azabat version is certainly done well. I didn't encounter any
>
>bugs. It is a single player game which plays the standard version of
>
>Yahtzee. There are minimal sound effects mainly consisting of dice rolling.
>
>Both versions offer easy interfaces although Azabat's interface is
>
>definitely more simplified. Jim Kitchen's version of Yahtzee offers the
>
>ability for multiple players and also offers the ability to play double and
>
>triple variants of Yahtzee. Other than the slightly simpler interface and
>
>much easier installation, it's hard to see experienced gamers being very
>
>happy having paid for Azabat's version of Yahtzee when it's compared with
>
>Jim Kitchen's free one. This same kind of thing holds true for other similar
>
>situations where free alternatives are out there. There are definitely
>
>people who will be served well by Azabat's hallmark simplicity. They just
>
>don't think they have the time it would take to learn to handle
>
>installations and other such things. It's also good to be able to use these
>
>games on anybody's computer and have no accessibility issues or security
>
>limitations to worry about whatsoever. As I said before, that is a major
>
>plus in my book. Schools, senior centers, and other places serving many
>
>blind or visually impaired clients should definitely consider purchasing
>
>these games. Also, keep in mind that some alternatives there are for totally
>
>blind people won't be as suitable for visually impaired people since they
>
>won't necessarily have graphics. Spoonbill Software definitely includes
>
>graphics. However, Jim Kitchen's games are made strictly for blind people.
>
>Therefore, if you're dealing with situations where there are sighted
>
>participants, Azabat Software's work may be better suited than others for
>
>you.
>
>
>
>Most collections have at least one game which hasn't been done by anybody
>
>else either as freeware or commercially. In the case of Volume I, that game
>
>is Connect Four. The game is quite well done and lets you play against the
>
>computer. I surmise that this was one of Mr. Crawford's first efforts at
>
>making board games accessible as it doesn't offer the ability to play a
>
>two-player game. Other than that shortcoming, I didn't find anything else to
>
>criticize about Connect Four. The interface is as simple as it gets. There
>
>aren't any sound effects except the sound of the counters being dropped into
>
>place. However, in this case, it's hard to think of other sounds which
>
>should have been there. Some background music may have been nice but that's
>
>about the only frill I can think of for this game which might have been
>
>included but wasn't. There are three levels of difficulty which adds some
>
>additional replay value to this title. Another bonus is that the difficulty
>
>automatically adjusts depending on whether you win or lose a game. This will
>
>doubtless be appreciated by novices who won't have to think about the
>
>difficulty level but should still be challenged according to their perceived
>
>ability. This one game certainly isn't worth the price of the whole
>
>collection. However, you can also buy single games at a lower price. People
>
>keenly interested in having an accessible version of Connect Four should
>
>consider buying it. It's too bad there's no two-player option. Due to this,
>
>others will likely find the bang not worth the buck.
>
>
>
>The theme of volume II is word games. You have six in that collection and
>
>five of them have no free alternatives. There are, of course, several
>
>Hangman versions available. Azabat's rendition is certainly no slouch coming
>
>with a large dictionary to draw words from. However, it offers absolutely
>
>nothing over other free renditions. Countdown is a simple game where you
>
>draw up to nine letters which can be either consonants or vowels and then
>
>try to find the longest word possible with those letters in as little time
>
>as possible. The computer will find numerous words and you can hear them
>
>after you've done your best. You can read over the letters with the left and
>
>right cursor keys. However, you can't either type in words you've thought of
>
>or rearrange the letters to find words. You have to do all that sort of work
>
>in your head. Another game in this collection, Numbercrunch, suffers from a
>
>similar kind of problem. You have to reach a target number by using other
>
>numbers. While you can review the numbers, you can't perform operations on
>
>them except in your own head. After you've done your best, the computer can
>
>let you hear a solution that it found using the numbers chosen. This lack of
>
>interactivity leaves the games feeling very thin. Target fairs a lot better
>
>as you can type in words as you find them. It also times you. Different
>
>levels of difficulty presents you with increasingly harder target numbers of
>
>words to reach. Wordsmiths ought to be pleased overall with this collection.
>
>You shouldn't run into repeat words very often at all and the games are put
>
>together well. However, there are no atmospheric bells and whistles. That's
>
>another aspect of Azabat games which veterans of other accessible offerings
>
>will likely find disappointing. Particularly with games like Backgammon or
>
>other games commonly played in social environments. A lot of room exists for
>
>creative sonic ambience, background music and so-on. Frills like that can
>
>lend a degree of weight to the player's overall experience. As a comparable
>
>example of this, check out GMA Games's free version of Minesweeper. The
>
>exact same game as you'll find in the next volume of Azabat games, but the
>
>presentation gives Mr. Greenwood's free version far greater urgency and
>
>class.
>
>
>
>Volume III is the grid games volume. It includes Sudocu, Memory, Battleship
>
>and UXB which is an accessible version of Minesweeper. This collection
>
>suffers the most from the "available for free" problem. Versions of all four
>
>games are available free on the Internet. As
>
>
>
>with the first volume, the free versions are as good or better than the
>
>Azabat versions. Again, I'll clarify that it isn't due to a lack of quality
>
>workmanship. It's more due to the makers of the freeware games caring very
>
>passionately about their creations and doing commercial-quality work. The
>
>version of Sudocu is certainly one of the better ones. It allows you to save
>
>puzzles and enter in your own puzzles or ones you find in newspapers. I had
>
>no difficulty at all using the interface and encountered no bugs at all. I
>
>just have no inclination or aptitude for actually solving those Sudocu
>
>puzzles. If this inclination were to strike me one day, I have Spoonbill's
>
>excellent free Sudocu, a free online version from Audiogames.net plus
>
>Draconis's offering as an alternative commercial offering. Other than Space
>
>Invaders-style games, I can't think of a game which has more quickly gone
>
>from being inaccessible to there being almost too many accessible versions
>
>out there to make any more commercially viable. There's a significant
>
>qualitative difference between the free and commercial Space Invaders style
>
>games. No such differentiation exists between free and commercial versions
>
>of Sudocu. It's the exact same game. The Battleship game is similarly on par
>
>with other free renditions of that game. You and the computer shoot three
>
>times in a row which somewhat changes the feel of the game. Also, you don't
>
>get to place your ships. That doesn't really make a bit of difference in the
>
>game but people who enjoy placing their ships might not feel that they've
>
>had a complete Battleship experience. The Minesweeper game is another
>
>brain-blasting logic game which I don't personally favor. Having said that,
>
>Steve offers all the bells and whistles like marking spots you're not
>
>certain about and other such features. The trouble is that GMA Games's David
>
>Greenwood has a freely available version which comes complete with sound
>
>effects and is just as easy to use. Jim Kitchen's Concentration version and
>
>Spoonbill's Sudocu are easily as good as Azabat's takes on the games and
>
>they don't cost a cent. With money being as tight as it is in the blind
>
>community, I find it very hard to imagine that many people couldn't just
>
>take the small amount of time and effort to learn how to install and play
>
>the free versions. Even the effort to find out about them is so minimal that
>
>all a complete novice needs to save quite a chunk of change is a friend or
>
>trainer with a little awareness, time, and patience.
>
>
>
>And now we move out into brighter territory. I have high hopes for the
>
>future of Azabat Software. This will no doubt surprise people who have read
>
>this far into my Azabat overview. Again and again, I've had to point out how
>
>free and often superior versions were available of much of Mr. Crawford's
>
>work. Keep in mind that we're talking about a man who came completely new
>
>into the whole area of accessible games. He simply wasn't aware about what
>
>others had already accomplished prior to his arrival. Also, his focus was on
>
>a very different target group who simply wouldn't be aware of the
>
>competition. However, I've saved the best for last as you'll now see. These
>
>hopes I have are founded largely on the excellent fourth volume which I'm
>
>about to dissect for you. The fourth volume consists of strategy games. It
>
>includes Backgammon, Dominos, Draughts also known as Checkers, and Scrazabat
>
>which is an accessible version of Scrabble. Talk about an impressive group
>
>of titles to nicely remedy the lack of good accessible computerized board
>
>games! This collection is where Mr. Crawford's talents and attention to
>
>detail shine through with a vengeance. There are no free or commercial
>
>alternatives to any of the four titles here and I've seen request after
>
>request for information on accessible versions of all of them. The only area
>
>of weakness is in the area of extra frills and presentation. You often find
>
>this in similar collections for sighted people. In Canadian dollars, you're
>
>basically paying just under a hundred dollars for a collection of four games
>
>when you throw in shipping. This is around $72 US according to Azabat's
>
>handy currency conversion options on its price list. Frankly, for that kind
>
>of money, I think people expect to get all the extras a developer can
>
>conceive of. The comparison between production values and prices of other
>
>very different accessible games is simply as unavoidable as it is somewhat
>
>unfair. Making an arcade game accessible entails an entirely different set
>
>of objectives and solutions to accessibility problems. As an example of how
>
>this kind of thing breaks down, you can buy four titles from GMA Games for
>
>$95 US. These four titles, for example, might be GMA Tank Commander, Shades
>
>of Doom, Lone Wolf and Pacman Talks. These are some of the top game titles
>
>out there. All four feature well-done sound work and lots of replay value.
>
>However, they are, by nature, pretty much exclusively attractive to blind
>
>people. Also, they have limited objectives. Small things such as the exact
>
>placement of tanks change from game to game of Tank Commander. However, the
>
>overall six missions don't change. Once you've beaten them, you're not going
>
>to encounter anything truly unique within a subsequent game. Lone Wolf
>
>doesn't suffer from this limitation as much since people can create new
>
>missions. However, the point basically holds true. You have fantastic
>
>presentation. Sounds and ambience put you right in the middle of what feels
>
>like an epic adventure when you're really caught up in the game. After you
>
>have completed the game once, going through it again just doesn't have the
>
>same kind of thrill. You'll have fun and fresh moments, but you've already
>
>had your cherry high. However, the action experience combined with the sound
>
>artistry leaves you feeling fairly compensated for your cash. These games
>
>exude that "larger than life" feel which leaves the gamer feeling satisfied.
>
>
>
>What you get with the Azabat strategy games collection are four very well
>
>done but basic versions of classic time-tested board games. There's just
>
>the one female voice at one unadjustable speed along with minimal sounds.
>
>All of them allow for one or two-player games between blind and/or sighted
>
>players. Those who are after flashy sounds and pulse-pounding excitement
>
>should definitely look elsewhere. There is no background music, alternative
>
>AI-driven players with different styles, internet play capability, etc. If
>
>you go in with the same high expectations that I had in terms of this sort
>
>of thing, you might find yourself pretty disappointed. Take a step back
>
>though and think things through as I had to. I promise it won't hurt. If
>
>you're into more thoughtful slower-paced endlessly fresh play, you have come
>
>to the right place. It's similar to purchasing an Infocom collection of text
>
>adventures or one of the
>
>
>
>new offerings from Malinche. Text adventures don't have the same endless
>
>replay value but offer a similar kind of thrill to avid readers and
>
>adventure-lovers. Outright game play which isn't propped up by sound and
>
>music artistry are what's on tap here. Azabat's strategy games collection
>
>gives those of us capable of making that mental leap a very rewarding
>
>experience which can be shared even with our sighted visitors. Often, our
>
>grandparents and elderly friends are left floundering about trying to grasp
>
>the basic fundamentals of modern computer entertainment. These same people,
>
>however, will be able to plunge right into a good game of Scrazabat,
>
>Backgammon, Checkers or Dominoes. What these games lack in frills, they can
>
>make up for in cultural significance and wide familiarity. Can you put a
>
>price on the value this might have to families with blind members? That, I
>
>think, is where Azabat games truly fill a niche which is largely untapped in
>
>the accessible games market other than somewhat by Allinplay's accessible
>
>card games.
>
>
>
>Lets start with Checkers or Draughts. You can easily examine the board,
>
>select and move pieces using the cursor and enter keys. There are six levels
>
>of difficulty to choose from as players become more experienced. I can't
>
>think of any way this game could have been done better. Everything you'd
>
>expect in an accessible game of Checkers is right there for you. I mean,
>
>would you really want noises of a children's party or cartoonish music
>
>playing in the background? Would it add a ton to the actual game play
>
>experience to have pieces sonically pounce on each other? You want the
>
>actual game of Checkers in an accessible form and that's exactly what you
>
>have. I picture a lot of parents, grandparents and children having quite a
>
>bit of fun with this game. I have similar thoughts for Dominoes. It offers a
>
>game of standard Dominoes for either one or two players. There are sounds
>
>for dominoes being mixed, placed, and for when you have to knock and pass
>
>your turn. The computer will give you lots of help. It tells you when
>
>there's only one possible move and offers the ability to get hints by
>
>pressing f2. You're also told when you or your opponent have three or fewer
>
>dominoes remaining. A simple old-fashioned game done in a simple
>
>straight-forward way. Your average senior citizen won't think it would be
>
>easier to make a physical leap over their apartment rooftop than making the
>
>mental leap to learn how to play a game of Dominoes with their blind
>
>relative.
>
>
>
>Scrazabat, an accessible version of Scrabble, is an absolute masterpiece. It
>
>offers one or two-player games, has basic thirty-thousand word and advanced
>
>hundred-thousand word dictionaries, can give recommendations to stuck single
>
>players, and can zoom in on parts of the board for those with some useable
>
>sight. Hard indeed to imagine how Scrabble could have been made more
>
>accessible. There is certainly room for improvement here in terms of
>
>atmospherics and options such as tournament facilities, optional time limits
>
>on moves, more than two players and other such additions common to versions
>
>of Scrabble for sighted computer users. However, these additions might be
>
>viewed as daunting for some novices. Changing between the basic and advanced
>
>dictionaries is done with the tab key. It's apparently possible to beet the
>
>computer player since it doesn't look ahead more than the current best move.
>
>Even English majors like me would be very hard-pressed to vanquish the
>
>computer though. It's quite easy to examine the board and look for more
>
>strategic options which take advantage of special squares.
>
>
>
>Finally, we've arrived at my personal favorite. Backgammon is done in about
>
>as perfect a manner as one could want in terms of accessibility. The points
>
>on the board are numbered sequentially from one to twenty-four. You use the
>
>left and right cursors to move between the points, the up and down cursor to
>
>select the die you want to use when it's possible to use either die in a
>
>location and the enter key to make a move. The space bar toggles between
>
>providing three types of info. It will inform you which die values are still
>
>useable during a move, where you or your opponent are vulnerable having only
>
>one piece on a point, and how many pieces each player still has on the
>
>board, on the bar, and born off. For me, Backgammon has just the right
>
>balance between luck and skill to make it absolutely fascinating. The only
>
>aspect to the basic game which isn't present is the doubling cube. I can see
>
>how Mr. Crawford, attempting to keep things as uncomplicated as possible for
>
>novices, reached his perfectly sensible conclusion not to include this.
>
>However, more experienced players and the kind of enthusiasts for the game
>
>that the woman who ran the contest in Audyssey was aren't going to like this
>
>lack of the ability to play for points. I can still hear her voice in my
>
>head going on about the doubling cube and how much it added to the game. For
>
>the sake of completeness, facilities for playing for stakes and keeping
>
>track of them should have been included. Along with differently focused AI
>
>players and background soundscapes suitable to the game, I can't think of
>
>anything else one would think should be included. It's a very nicely put
>
>together implementation which plays a good single-player game. The
>
>two-player capability provides for tremendous replay value and lets you
>
>share the fun with those who are interested whether they are blind, visually
>
>impaired or sighted.
>
>
>
>Well everyone, there you have it. I hope this helps you make an informed
>
>decision about Azabat Software's titles. While more experienced gamers like
>
>myself might wish Mr. Crawford had directed his efforts more towards games
>
>which hadn't already been done, newcomers to computers in general will
>
>hopefully enjoy this stepping stone he provides into the realm of accessible
>
>games. Advanced users who like word or strategy games should check out the
>
>second and fourth volumes as these are by far the most rewarding in terms of
>
>original games not done elsewhere. The fourth volume in particular offers
>
>enough replay value to be well worth its price assuming you're not too
>
>isolated from others and have people who'll enjoy playing against you. Even
>
>purchased for play against the computer alone, the fourth volume would make
>
>an excellent addition to a blind gamer's collection. Now that Mr. Crawford
>
>has been introduced to the larger accessible games market, he has a far
>
>clearer perspective. There's a lot of room for more original board games,
>
>turn-based games with random and strategic elements, etc if he chooses to
>
>pursue that route. These aims would certainly make good use of the skill
>he's
>
>demonstrated so far. Alternatively, he may have as yet untapped audio skills
>
>and surprise us all with a completely different kind of fun. Whatever the
>
>case, he comes out of his first year with, I suspect, all the really hard
>
>knocks behind him. I keenly look forward to seeing what he turns to next.
>
>
>
>Michael Feir
>
>Creator and former Editor of Audyssey Magazine
>
>1996-2004
>
>E-mail: mfeir at cogeco.ca
>
>
>
>++
>
>