Audyssey; Games Accessible to the Blind Issue 24: July/August, 2000 Edited by Michael Feir Fun, Friendship, Knowledge, Charity +++ Welcome Welcome to the twenty-fourth 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. Over the past four years, we've seen the universe of accessible games undergo some radical changes. At long last, games taking full advantage of multimedia capabilities inherent in the Windows operating system are starting to emerge. Awareness of such games has also increased dramatically since Audyssey's creation. Many new members have joined our community. You'll hear from some of them in the Letters section of this issue. Celebrating our fourth anniversary, this issue is packed with excellent material and exciting news of things to come. It features a special contest of Audyssey trivia to encourage old and new readers alike to gain a deeper knowledge of where we've come from. As we proceed into a new era for Audyssey with a drastically expanded mandate, such a knowledge of Audyssey's roots is all the more crucial for you who will shape our future as a community. Our new mandate now includes covering all games accessible to the blind either with or without sighted assistance. To officially kick off our coverage of this new and broader field, you'll find articles about console games, the possibility of making jigsaw puzzles accessible, and an ancient game called Wari. As always, the latest news from the people making computer games for the blind is all here. ** 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. +++ Distribution Information and Submission Policies This magazine is published on a bimonthly basis, each issue appearing no earlier than the twentieth of every other month. All submissions to be published in an issue must be in my possession a minimum of two days before the issue is published. I now use MS-Word to produce Audyssey, and can therefore accept submissions in pretty much any format. They may be sent either on a 3.5-inch floppy disk, or via e-mail to my CompuServe address. I will give my home address and my CompuServe address at the end of the magazine. Please write articles and letters about games or game-related topics which interest you. They will likely interest me, and your fellow readers. This magazine should and can be a highly interesting and qualitative look at accessible gaming. To insure that high quality is maintained, I'll need your written contributions. I reserve the right to unilaterally make changes to submissions if I deem it necessary to improve them grammatically or enhance their understandability. I will never make changes which will alter the spirit of a submission. All submissions must be in English. However, people need not be great writers to have their work appear in Audyssey. Many of our community come from different countries. Others are quite young. Where possible, I try to preserve their different styles of expression. The richness that this adds to the Audyssey experience far outweighs any benefits gained from having everything in prose so perfect as to be devoid of life. Audyssey is a community and magazine built on the need for blind people to have fun. There are no formal structural requirements for submissions. Within reason, they may be as long as necessary. Game reviews should all clearly state who created the game being examined, where it can be obtained, whether it can be played without sighted assistance, and any system requirements or other critical information. Although profanity is by no means banned, it should not be used gratuitously. Submissions not published in a current issue will be reserved for possible use in future issues if appropriate. Those who are on the Audyssey discussion list should be aware that I often put materials from the list in the "Letters" section if I feel that they warrant it. Anything posted to this discussion list that in some way stands out from the common and often lively ongoing discourse will be considered fair game for publishing unless it contains the author's wish that it not be published. Until now, this practice has been commonly consented to. From now on, it is now officially a policy of the Audyssey community. This magazine is free in its electronic form, and will always remain so. PCS needs to charge a subscription cost to cover the disks and shipping costs that it incurs by making the magazine available on disk. I'm writing this magazine as much for my own interest as for everyone else's. Your articles, reviews, and letters, as well as any games you might care to send me, are what I'm after. Send any games, articles, letters, or reviews via E-mail, or on a 3.5-inch disk in a self-addressed mailer so that I can return your disk or disks to you once I have copied their contents onto my hard drive. Please only send shareware or freeware games. It is illegal to send commercial games unless you are their creator or have obtained permission to do so. By sending me games, you will do several things: first, and most obviously, you will earn my gratitude. You will also insure that the games you send me are made available to my readership as a whole. As a further incentive, I will fill any disks you send me with games from my collection. No disk will be returned empty. If you want specific games, or specific types of games, send a message in ASCII format along. If you have a particular game that you need help with, and you are sending your questions on a disk anyhow, include the game so that I can try and get past your difficulty. If you can, I recommend that you send e-mail. Thanks to my new computer, I can now send and receive attachments with ease. This way, no money will be wasted sending me a game I already have, and you'll get my reply more quickly. You are responsible for shipping costs. That means, either use a disk mailer which has your address on it, and is either free matter for the blind, or is properly stamped. I can and will gladly spare time to share games and my knowledge of them, but cannot currently spare money above what I spend hunting for new games. I encourage all my readers to give my magazine to whoever they think will appreciate it. Up-load it onto web pages and bulletin board systems. Copy it on disk for people, or print it out for sighted people who may find it of value. The larger our community gets, the more self-sustaining it will become. Due to the closing of ESP Softworks, it will no longer be distributing Audyssey via E-mail as it has done in the past. Until other arrangements are made, anyone wishing to receive Audyssey via E-mail should send requests to be added to the Audyssey distribution list to my E-mail address at: Michaelfeir@compuserve.com ESP Softworks will be sending me the list of subscribers as of August 31st. Hopefully, nobody will get lost during this transfer of list maintenance. The next issue will appear at the end of October. If November comes before another issue of Audyssey appears in your E-mail, please contact me and I'll rectify the situation. Travis Siegel has set up a list to facilitate discussions among readers between issues. Anyone participating in the discussion list will have issues of Audyssey automatically sent to them via E-mail. Representatives from all major developers of games for the blind are actively participating on the list. All staff members of Audyssey are also participating. If you want an active role in shaping the future of accessible games, this is where you can dive right in. To subscribe to this discussion list, send a message to: listserv@softcon.com with "subscribe Audyssey" in the body of the message. To post to the discussion list, send your messages to: audyssey@softcon.com Stan Bobbitt has made Audyssey Magazine available in HTML format for easy on-line browsing. To take advantage of this, you are invited to visit: http://www.geocities.com/sbobbitt21/audall.html People can easily and quickly navigate through the various articles and reviews, and directly download or visit the sites of the games that interest them. This will be of especial benefit for sighted people who wish to make use of Audyssey and/or join the growing community surrounding it. The Audyssey community thanks Mr. Bobbitt for his continued efforts on its behalf in this matter. You can also find all issues of Audyssey on the Internet on Paul Henrichsen's web site at: www.thesocket.com/~henrich If you have web access, Audyssey now has an official web-page, maintained by Igor Gueths at: www.concentric.net/~igueths Besides having all issues of Audyssey available for down-load, six megabytes of storage space are available for popular games. Another source for back-issues of Audyssey and accessible games is provided by Kelly Sapergia. He was our first interactive fiction expert, and has put his Internet skills and resources to splendid use for the magazine. Visit his site at: http://ksapergia.cjb.net If you have ftp access, all issues are also available at Travis Siegel's ftp site: ftp://ftp.softcon.com Look in the /magazines directory. For those of you who have trouble finding some of the software discussed in this magazine, or if you know someone who doesn't have access to the Internet, but would be interested in the magazine, this magazine is now available on disk. PCS has agreed to distribute Audyssey, as well as selected shareware or freeware software on disk for ten dollars US per year. To subscribe to Audyssey on disk, contact them at: Personal Computer Systems 551 Compton Ave. Perth Amboy N.J. 08861 Phone (732)-826-1917 E-mail: pvlasak@monmouth.com +++ Contents: Welcome Distribution Information and Submission Policies Contents From The Editor Letters Editorial: The Trend Towards Self-Speaking Games The console gaming Phenomenon The Missing Critical Masses Sparkle and Shine Editorial: Accessible Jigsaw Puzzles Free Game Winner News From GMA News From ESP Softworks News From MindsEye2 News From PCS News From Zform DUNGEONS AND DRAGONS The Game of Wari - A Very Accessible Strategy Board Game Echoes From The Past: Anniversary Contest Consoles vs. PCs Accessibility of Interactive Fiction Interpreters Game Announcements and Reviews Contacting Us Free Game Winner News From Bavisoft News From ESP Softworks News From PCS News From Zform Game Announcements and Reviews Contacting Us +++ From The Editor: We have now gone through the most eventful year of Audyssey's existence. A great many changes have taken place in the Audyssey community. This anniversary is an especially pivotal one since it marks the start of a drastic expansion of what we will cover and discuss. A number of milestones have been reached: The first fully Windows-based commercial games have arrived. Bavisoft has already taken the gaming world by storm, or, perhaps by stagecoach with its Grizzly Gulch game. Robert Betz has set up his site at: www.gamesfortheblind.com and currently has eight games awaiting purchase. Most recently, David Greenwood has decided to form his own game company and put the first game to be sold under its name up for sale just in time for this momentous issue to appear. You can learn more about GMA games from the "News From GMA" section found later in this issue. PCS has released two new games for our enjoyment. Sadly, other milestones have yet to be realised. The company who hired me and would have sponsored Audyssey has decided to pull out of Canada. This officially ended the hopes for Audyssey Plus as it was originally planned. To all who have expressed their sympathies and offered continuous encouragement and support, you have my deepest thanks and appreciation. There is also some hope to be offered here. Some of the people who I worked for want to look for ways to make Audyssey a non-profit organisation or charity. Among other projects, this organisation would help to spread awareness of the benefits that games can offer to the blind. Audyssey would be an integral part of such an organisation. Like the mythical phoenix, ideas put forth in the Audyssey Plus plan may still rise anew from the ashes of its former incarnation. I won't promise anything until it actually occurs. If there's one thing my short first full-time job has taught me, it is the need for caution. Whatever happens, Audyssey Magazine will continue to exist in some form. You can be a part of helping that form be a more expansive one. If we're to obtain sponsors for Audyssey, we must convince people that games can have a beneficial role beyond merely being great fun. I know this to be the case since they have had quite a beneficial role in my own life. If you would like to help, please send an E-mail or letter explaining why Audyssey is valuable or important to you, and/or how games accessible to the blind have enriched your life. We also value your input on what you would want to see as part of a sponsored Audyssey web-site. To that end, I have included a list of ideas from the original Audyssey Plus plan below to stimulate your thinking. Assuming the funds were available, what would you like to have present on a site similar to what Audyssey Plus would have been? Audyssey Plus ideas included: 1. Articles and game reviews which were updated on a regular basis by a group of regular contributors. 2. Space where articles and reviews from visitors to the site could be posted. Contributing would earn a form of electronic currency which could be used to exchange or bid for games and/or other items. 3. Space for a featured game developer to use for promoting their games and providing the community with interesting content. 4. A "Hot Downloads" section for around thirty files such as popular freeware or shareware games, demos, trailers, etc. 5. A public message board where material found on the site could be discussed along with anything else that is game related. 6. A "Best Games" section where people can vote for their favourite games. 7. Special events and contests sponsored by game developers, other supporters, or Audyssey itself. 8. A boasting board where expert gamers can parade their accomplishments to the annoyance of the lesser adept. 9. A "Gamer's Dilemma" section. Each week, a new dilemma that a game could present a player with will be posted. A number of possible choices will be presented, and community members will be able to vote on what they would choose. All submitted materials to the site would be fair game for use in future issues of Audyssey magazine. I look forward to hearing your thoughts on all this as we explore whether it will be possible to take Audyssey to this new level of interactivity. Whether or not we succeed in this, Audyssey is expanding to cover more than just computer games for the blind. Due to extensive support in the active Audyssey community, it has been decided that Audyssey will cover any games accessible to the blind. This will include everything from hand-held electronic games to Chinese finger-puzzles. It is hoped that this expansion will breathe new life into our already vibrant community. You'll notice a number of format changes with this issue of Audyssey. The first of these is our official motto below the title. I believe that it aptly summarises what we're all about here, and what our goals are. You'll also notice the "Welcome" section is no longer its former mammoth self. I have split it into a section which will preview what you'll find in the rest of the issue. The rest of the material that was found in the "Welcome" section is now in its own new section directly beneath it. After you have read it once, you will find it easier to skip. Note that everybody should read the information this time around since there a few important changes to previously given information. It is customary for anniversary issues to be rather larger than others. It is my way of helping everybody to celebrate another year's passing by offering a gluttonous feast of material for all to enjoy. Future issues will certainly not be as large as this one. I can only hope that you, my staff and other readers, will continue to provide me with such high-quality material as you are about to read. This issue is a testament to what good will and dedication can accomplish. Those who have so generously contributed their thoughts have earned my gratitude and the right to be proud. Unlike most times when everything comes in at the last minute, this issue was an absolute pleasure to work on from start to finish. My thanks to all of you who decided to get your stuff in earlier rather than later. Your thoughtfulness is much appreciated as it means that I won't be dog tired during my first day away. My friend Stephen will not have to drag me along with copious luggage off the bus, and will be able to play some computer games while he is here this evening rather than be bored out of his mind. In all seriousness though, thank you again for your efforts which were a lot more timely in general than has happened in the past. During the week of August 26th through September 2nd, I will be away on vacation. I leave it to you to judge whether or not I've earned it, but reserve the right to thoroughly enjoy my time away regardless of your verdict. In my absence, my father has agreed to retrieve my E-mail. The last time I went away for a week, I came back to roughly a thousand messages. I certainly look forward to reading them, but trust that you'll understand if said activity takes a day or two. I leave you all in the very capable hands of the Audyssey staff and each other should you need assistance in your gaming pleasure. Enjoy this fantastic issue, and please allow me to make future ones by providing letters, articles, and reviews. Happy anniversary, everyone. part directly below 5. for items interviews which were changed except that I will do my best to serve the community we've already established and promote awareness of the accessible games and promote +++ Letters: ++ From Vincent So here I am. A three week vacation and not much to do. My girlfriend has to work for the first week off of my vacation. So what's a guy to do? Well I figured I'd hop in my 600 MHz computer and see what I could find. Hmm? What will I look for while I cruise on the information super highway? I got it! I'll look for games for the blind. There's got to be games for the blind on the Internet! And hey who doesn't like to play games? Right! OK drop the clutch and here we go! With screeching tires and smoke, I head off on my journey. First stop yahoo.com to look up text games. So I get to yahoo.com and get out to look around for info on text games. What do I find? Snacky Pete's Text adventure site. Whhoo! Text games. Just what I was looking for. Uh oh. "What is this?" Interpreters? Hmm? As I scratch me head. Well how do I do this? I never heard of a interpreter. Gee whiz I thought this would be easy! Just find a game and play it. OK calm down and re group time. Let's see what other sites I have found in this search. "Well look at this." text games for the blind "this is what I was looking for. Awesome! I am here I hit the mother load. BUZZZ! "Wrong answer!" "Aw man none of these links work." But hey what is this Audyssey magazine? Now this looks promising. I'll just click this link. BUZZ WRONG AGAIN! Gee whiz! Another broken link on this page. This page probably hasn't been updated since Skippy was a peanut. OK dilemma time. What am I gonna do? I can't find anything that I am looking for. No game no magazine this is definitely fruitless. I guess that I will give up now and start looking for recipes or something. Ding Ding uh oh is this a thought that is barrelling through my brain? What's that search for Audyssey? Umm OK well what the heck one last try before I go to Martha stewartsville. OK let's see a u d y s s e y enter. Boom and rolling thunder wow that was loud my ears hurt and what the heck was that anyway "Vincent!" umm yeah who is that talking in a god like voice "this is Adam!" Umm Adam? Yes I am glad you have found us!" ah umm us? I said. Yes us! OK well where am I? You are in a great community of gamers who have the same interest as you Vincent! Really Adam? They want to play games on their computer with a voice? Yes Vincent! And some with Braille displays! Get out really! Vincent calm down and listen! This magazine goes back four years! Four years! I said yes Vincent four years! Go back and read them and learn from them! This will be your bible so to speak and when you get to the current issue you will have the knowledge you seek! Umm OK I will do that I said. And with another loud boom and rolling thunder he was gone. So I ran back out with that information jumped back into my 600 MHz computer and laid down rubber for at least two whole exits of the superhighway good thing there is no police around. There is the exit I was looking for Audyssey. Then all at once I smiled to myself Odyssey with an o Audyssey with the au now I get it. Well I started to read the magazine from one to 22 with wrapped interest for the next couple of days and realised "wow I am far behind" but that's OK better to be behind than not to be here at all. Just to let you guys know that this all came together on the forth year anniversary of Audyssey the exact day of it's birth July 15. where I went to the gamers chat room just to see what goes on in there. and in the room was Michael who I chatted with and he told me after patiently listening to my story about how I couldn't find games to play. He told me about "times ashes" and where I could download it and play. Well needless to say I hit the ground running downloaded the file and started to play it right away. But I figured I would write this story. I also wanted to thank mike for his help. and also let you fine people know how I got here. + Welcome aboard, Vincent. You've certainly decided to plunge right into this community, for which I'm ever so grateful. Reading all those issues at such a fast rate could potentially give you quite an edge in our Echoes From The Past contest found later in this issue. It seems that Adam, The Immortal gamer, lives on despite the lack of episodes in recent issues. This is also somewhat heartening. There are a lot of lessons that games can teach us. I hope that in future issues, Adam will rise again and learn more lessons in an entertaining way. This, after all, has always been his purpose. As you and other newcomers grow more familiar with the games out there and the community you've entered, I have no doubt that your creativity and courage to present it will serve us all well. I'm glad we were able to help you enjoy your lonely week of vacation. the purpose of . ++ From Jak Goodfellow hi Michael and readers, just a couple of things from me this month. first, my condolences on Audyssey plus. I can sure tell you, I was really looking forward to winning a free game with that [smile] but I know for a fact that just because this tragedy has happened, it will not stop Audyssey and we will continue as always with our more than dedicated captain at the helm. next: mudding. I suggest that those interested should look back to Audyssey issues 6 and 18 where mudding is discussed both in reviews, and obtaining the most speech friendly client. I could not find any muds to review hear, because the majority of sites I found that had the appropriate material were inaccessible to screen readers jaws and window eyes. I would think it best to play at weekends because hear most people are not at work so forming a party should be easier. if you have any comments or ideas on this, you can reach me buy email at jak.goodfellow@gmx.net enjoy this issue all! Jak Goodfellow. + Having Audyssey Plus suddenly be cancelled was quite a bitter pill to swallow for a lot of us. I would like to thank you and everybody else for their continued dedication to Audyssey and their continued faith in me as your editor and leader. I am, of course, honoured to serve you in both of these capacities. From very humble beginnings, we've all come on quite an incredible journey. The lessons I've learned through being at the helm have not always been easy or painless. However, they have always been lessons well worth learning. For quite a while now, Jak has already been gaining leadership experience with a list for teens that he started and still moderates. With a letter in the last issue of Audyssey, Jak has rekindled substantial interest in muds in the Audyssey community. His call to form a band of textual adventurers has evoked quite a considerable response on the discussion list. Time zones seem to be the largest obstacles to the formation of such a group. I sincerely hope that these can be conquered, and that Jak finds people to join him on virtual expeditions. The experiences which he gains by leading such a group will doubtless serve him well in the real world. On behalf of Audyssey, I wish you the best of luck in obtaining and captaining your brave party. I have every confidence that you and those who join you will do us all proud. ++ From Jim Kitchen Hi, My provider has changed our web addresses. There is no longer a /public/ in the address. Thus my new web site address is http://www.simcon.net/jkitchen + For any who have not yet become familiar with Jim Kitchen, know that he has been creating free games for longer than Audyssey has been in existence. His DOS games have added a little something special to a lot of people's computers over the years. Recently, Jim has started programming in Windows and making use of the better sound capabilities it offers. Wintruck and Winbopit are his first two Windows games. Currently, he is working on a Windows Baseball game. This news will no doubt cheer up our many Baseball fans out there. Thanks for keeping everyone posted, Jim. Keep up the excellent work. ++ A number of topics received extensive discussion on Travis Siegel's Audyssey discussion list since the last issue. One major area of discussion which I instigated was the possibility of expanding Audyssey's scope from that of just covering computer games which were accessible to the blind. I asked the list for their feedback on Audyssey expanding to cover games of all kinds which were accessible to the blind either with or without sighted assistance. The following are some of the many responses on the list: Each letter has a plus-sign before it for easy navigation. + From The Desert Bat: Hi, gamers I honestly think it would be a waste of time to try and find Playstation, Sega, and Nintendo games which a blind gamer could play mainly because there are so few games like this which can be played by someone without sight. I have played Double Dribble and it was all right but I knew I wasn't getting the full enjoyment out of the game because I couldn't see what was going on. My dad and I could play the Nintendo baseball game with a few rules such as my dad could not throw strange pitches, only fast balls. It was fun but I could not play very well against the computer. I've also played Nintendo's Punch Out and I did fairly well but many of the opponents had some visual cue you had to see in order to defeat him. I know some blind people have successfully beaten the game via all the sounds but I'll bet you it hasn't been very many. I think the energy of the Audyssey staff and the rest would be better directed toward computer games and some of the few hand-held games. + From Phyllis Stevens: I feel that "gaming" and "accessibility" already is the focus of your e-mag. I don't feel you would be out of line by including types of games other than PC ones. I, personally, would be interested in learning about accessible hand-held games, board games, etc. etc. I believe the primary focus--gaming--should continue, but a secondary focus should, of course, always be accessibility. I see no problem with this proposed direction. To expand, however, into other "technologies, types of programming, Etc., would, I think, be a bit too much. So, for whatever it's worth, stick to gaming and the accessibility thereof, in whatever format!! + From Steven Cullen: Hi everyone I have to disagree with you Allen I think expanding the scope is a great idea, for all you nay Sayers out there I'm completely blind, and I have a Playstation. I have over fifty games for the Playstation and have beaten many of them. there sports games that I have beaten such as NBA live 2000 and triple play 2000. I believe that I saw a review in one of the last issues of Audyssey on an electronic game called bopit, is this not considered a "hand held game" when I read the review I went and bought a hand held bopit extreme. Thanks everyone Steve Cullen + From David Lant Hi all, Well, my main concern is that any games, whatever their platform, are accessible to visually handicapped people. Although I appreciate the scope for including games playable with sighted assistance, I wouldn't like these to become the majority of games covered in Audyssey. However, I think it is perfectly valid for Audyssey to look at any electronic game platform or device, that is accidentally or by design, playable by visually impaired people. For instance, a while back, someone on this list posted a message about a Tiger Tennis game. Intrigued, I visited the web site mentioned, which I think was for the Visually Impaired Boston User Group or some such, and listened to an audio demo of the game. It sounded so good that I ordered one for myself for Christmas. It was worth every penny of o20. It isn't a computer game in the sense commonly inferred by most. Rather, it is an electronic game that is totally playable by blind gamers, and would probably even fall in the toy category to some people. But as a stand-alone, hand-held game, I think it is terrific. This kind of thing would be perfectly relevant to the scope of Audyssey too, in my opinion. + My thanks to all of you for your participation in the decisions that have been and will be made over the coming months concerning Audyssey's new scope and mandate. For those of you who read Audyssey off the Web and choose not to participate in the discussion list, there's still plenty of room for your input. Based on the overwhelmingly positive response from active list members, I have decided to go ahead with expanding. However, I have received several messages expressing fear that focus will shift away from computer games that are fully accessible to the blind without sighted assistance. This fear was especially prevalent among those who live alone and/or cannot find sighted people interested in helping them enjoy games. Let me take this opportunity to promise you all that this will not occur. The majority of what Audyssey examines will always be games that are as accessible to the blind by themselves as possible. Coverage of such games will hopefully increase rather than lessen. The current Audyssey staff will retain their areas of responsibility and continue to cover the areas of computer gaming where they have so ably demonstrated their expertise. For now, we'll simply use the experience and thoughtfulness that seems quite abundant in the Audyssey community. While discussing expansion into other areas of games, everything from Chinese finger-puzzles to adapted board games came up. The most noticeable effects of this new expansion will likely be felt in the Audyssey discussion list. I will make certain that issues of Audyssey continue to put primary focus on computer games that are fully accessible to the blind as this is what you, the current readers, desire. This is also the area in which I have the most interest. ++ Another topic was unleashed on an eager and unsuspecting discussion list by our esteemed wordsmith, James Peach. In his quest to dispel confusion and mystery surrounding the many baffling terms used commonly in the gaming community, he asked people to discuss exactly what a role-playing game was. In doing so, he livened up our forum and gave the phrase "one step forward, two steps back" a whole new meaning. The empirical answer to this question seems very far off indeed at this point. If there's one thing that this little definition expedition demonstrated, it is that the study and use of words is far from an exact science. As one who appreciates both words and a little chaos in life, I hereby thank Mr. Peach for trying to accomplish the seemingly impossible. May his efforts continue to shed both the light of understanding and the catalysts for many more such jovial and spirited debates on us all. The following was culled from the midst of said debate: + From James Peach Hello David, Both yourself and James North are correct, to some degree. While RPG's do indeed rely on character advancement, an RPG is not solely defined by this. Many games have RPG elements to them, but are not RPG's. Also, to say that an RPG doesn't consider puzzle-solving and story advancement, is a bit short-sighted (metaphorically speaking). If anything, it's the story element that is shared by both IF and RPG genres that confuses people. In the end, simplifying a genre by stating that one particular gaming element defines it as such, is unfair, as no genre is defined by one aspect of gaming or another. It is only my opinion that a number of elements, combined and defined, can truly define a genre from the rest, as it has been done since the beginning of time. I believe that this is also true for Interactive Fiction, though not in the same fashion or in the same degree as role-playing games. Yes, you both have some rightness to your beliefs and opinions, as do I. Hopefully with more feedback, we can truly dispel some confusion and misunderstandings about both IF and RPG's. + From James North: Without getting too cultish, my basic idea of an RPG is anything where you're character is representing a role you wouldn't otherwise normally occupy. I've heard people relate character statistics as contributing to the RPG genre and while I think that's somewhat true, it's not really a good indicator as most games have this feature. + From David Lant Hi James, As I said in my post, I wasn't propounding my view as definitive. It was just my way of differentiating between IF and RPG. The problem with saying that RPG is a mixture of various things, much of which is common to IF, is that it doesn't tell you anything. We need to find something that is the quintessential RPG quality. Not the be all and end all of RPG, but just that little factor which, should it appear in any genre of game, would enable somebody to say, "That's got an RPG element to it." Right now, the whole thing seems to be a free-for-all, with people picking and choosing what they want at the time. In the extremes, you could say that RPGs are just interactive fiction, full stop. Why make any distinction at all? As yet, I still have not heard anybody come up with what it is that makes them think that something is an RPg, and not interactive fiction. Equally, I have not seen any notes on why something is described as adventure, while other very similar games are described as action. It almost seems like people are inventing new adjectives on the fly, just to be different. ++ The following message came from a list for users of the Jaws For Windows screen reader. I trust that Mr. Bobbitt will not think too ill of me for including it here since it amply supports and demonstrates the very real economic benefits that games can have for the blind. Such proofs are always welcome as they allow others to more clearly appreciate the benefits that sighted people all to easily take for granted. From Stan Bobbitt: Hello to all, I just wanted everyone to know that I got that job I was after. I am able to perform the work to the company's satisfaction. Thanks for all the help concerning various windows and screens that I asked for earlier. I posted a message to jfwlist sometime back about a web based game called utopia. I received several letters reminding me that it was off topic for this list. Well, I just wanted to say, that by playing that game, I became quite adept at navigating through frames and various tables with JFW, and in turn, those navigational skills were exactly what helped to land me that job. It just so happens, that the screens I use at work to extract and input data are laid out in frames and tables, quite similar to those used in the web based game, utopia. My point? One never knows the benefits one may miss, by leaving stones unturned. Stan Bobbitt ++ For anybody having trouble with playing Adom or Ancient Domains of Mystery, the following letter will prove especially helpful if you're having trouble getting started. From Paul & Gail Nimmo Hi, will keep this on the list as questions you ask do not really create spoilers however: Warning: potential spoiler below: s p o I l e r s p a c e There, . OK, In the village of terinio, things are a bit different to the caves. People are generally represented by lower case t's, different coloured for different people. I use ASAP and can easily check out the colour in screen review mode. Talk to people and you will get quests from some of them. The shop is at the bottom of the village, the village elder is usually in the small room in the centre and the druid is a green at sign near the water and trees. Your race/class combination is not a bad starter because you will have good survival in the wilderness. [Editor's note: This was a high-elven ranger]. In the caves, just move around a while, they're not empty, none of them as far as I know. In the hills and on the planes, try evading most battles until you become level 6 or higher. As far as the mountains are concerned, don't worry yet. You need some things and I'm not in the habit of giving too much away... + Games like Adom and Nethack can be especially difficult for beginning players to get accustomed to. Don't be discouraged if you find it to be tough going. They weren't designed to be played by the blind at all. Their authors, however, have been made well aware of their blind audience. They have, for the most part, indicated that they will try to make certain that future versions of their games continue to be as accessible as they are. Remember that you need a good working knowledge of your screen-reader's review functions. Also, it helps to be a good mental mapper. Best of luck to everybody with these challenging but richly rewarding games. ++ Another topic which has surfaced once again on the list was violence in games. Sparked by a posted article telling of how a judge in British Columbia equated violence in games with pornography, the thread was certainly a noteworthy part of the tapestry of conversation. The following two postings have been chosen for giving a good sense of the kind of very thoughtful debate that is prevalent on the list. + From Stan Bobbitt: Hello everyone, As Dave O pointed out in his post, it seems that society tries to blame the occurrence of violent acts, on the nearest thing at hand, TV, games, movies, etc. What did they blame it on back when there weren't any such media? My son, now 17, has watched TV, movies, and played games since he was a toddler, and there isn't a violent bone in his body. He is quite clear on the difference between fantasy and reality. I agree that small children should not be exposed to excessive violence in movies, TV, and games, but trying to blame real acts of violence on the exposure of such media in my opinion is simply a bunch of hog-wash. I think that using violence and sex in a movie or game simply to capture an audience is ridiculous. It seems that a lot of these shootum-up, good-guy, bad-guy movies has done just that. Granted, some violence may need to be included to enhance the reality of a story or game, but excessive amounts just to increase sales isn't fair to anyone. Thought I'd put in my 2 cents on the subject. + From David Lant: Hi all, Since we did this one to death back while we were chewing over some thoughts about Shades of Doom, I won't repeat it all again. However, we do tend to talk about "society" as if that too were something outside ourselves. Yes, society has its faults and problems, but ultimately *we* are society. The simple fact is that people have differences of opinion. Some are more vociferous about it than others. As long as we can tolerate the differences, we'll get along just fine. It's where intolerance leads to prescriptive regulation that people start to feel unhappy. But if we take stock, we are surrounded by this all the time. It's just the struggle of finding where to put the boundaries that society must have to exist. A simple example: You create a computer game, where you are the master of a private school. You are required to run the school as a business, produce the academic results, and maintain discipline. All sounds fair enough so far. Just another simulation. But one of the requirements of maintaining discipline, in the game at least, is to administer physical punishment to unruly students. Now, is this acceptable in a game or not? That's a rhetorical question. The fact is, this is a debate going on in real life too. Where do you draw the line? Frankly, the line will be drawn by those with the most money, and the most influence. The silent majority, as usual, will just put up with it. Government, or administration, by the people, for the people etc. is as much of a myth now as it has always been. And if anyone says, "well the packaging says it isn't suitable for certain population groups, so that should be enough!" then they are sadly mistaken. What the packaging says makes no difference at all. People will buy things because they know better. Their little kids aren't like all those others who need protecting. But when they get the product home, and find out that little Timmy is frightened by it, they will *absolutely* refuse to blame themselves. Think about it. People still buy cigarettes, despite all the advertising, health warnings, and notices on the packaging. That's actually life-threatening, not just entertainment. Please note, this is written in a strongly ironic British tone. ++ From Tony Baechler Hello all. Awhile ago, Jason Smith announced a DOS version of A2 being available. This is an Apple II emulator which works well with speech. I found it and he contacted the author to port it from UNIX. Our original purpose was to get the Eamon games playable for the blind. They have long not been accessible to us because of a lack of a good emulator. Anyway, by getting A2 from his site and buying the following CD, you can either discover an entirely new type of RPG and text adventure system or enjoy a long lost part of your Apple memories. I am intending to get the CD as soon as possible and will hopefully be able to write a review of it for Audyssey. Here is the article from the comp.emulators.apple2 newsgroup. Sorry for the bad formatting from Lynx. Super Eamon CD Released! From: Rubywand Eamon is the classic Text adventuring series begun in the early 1980's when Dan Brown invented the gaming system. Since then, many authors have created well over 200 adventures with settings and scenarios ranging from D&D through science fiction. Tom Zuchowski, editor of the Eamon Adventurer's Guild journal, has announced release of a CD packed with Eamon quests and other goodies. For details and ordering information see the GS WorldView July 2000 issue at ... http://www.grin.net/~cturley/gsezine/GS.WorldView/v2000/Jul/index.html and click on "Super Eamon CD Released!". + Once again, Tony has brought a fantastic resource from yesteryear to our attention. ++ From Glenn Sabatka Gentleman, I am a new lister in FT. Myers Florida USA. My question is " How may I find a game: where I can be on line with other players in real time, fight nasties, go up in rank, for no hourly fee"? I played a game called the shadow world where I began as a 1st level half-elf warrior, I played until I was 12 or 13 level and had magical abilities. This was the most fun I ever had on line. Unfortunately, it cost $3.00 per hour and it was costing me $150.00 per month. I had to quit. The game was at the GENIE site and must have had over 1000 rooms etc. It was so much fun, I would love to find another to play. Any suggestions? Thanks, and hope to hear from you soon. + Welcome to the Audyssey community, Glen. Your arrival here is quite timely. Thanks largely to a letter in the last issue of Audyssey written by Jak Goodfellow, interest in multi-user dungeons or "muds" has blazed forth once again. There has been a lot of talk lately about forming one or more groups of players to venture into these textual realms. I wouldn't be surprised at all if we were soon regaled with tales of their daring deeds. May their boldness, team spirit, and sense of fair play carry them far. Muds are an area where words and wits can potentially put the blind on an equal footing with their sighted fellow players. To all who seek to form groups and plunge into these shared fantasies, I wish you all good fortune and godspeed. +++ Editorial: The Trend Towards Self-Speaking Games By Roger Myers of MindsEye2 For a while now, software developers have been more and more touting that their games and/or programs are able to be played and used by blind persons even without the use of a screen reader. This is especially true of small companies such as those making Windows games for the blind. Some even go as far as to require that one's screen reader be turned off before the game or program will run. At first glance, this may appear to be a special feature added to allow any blind person to use the program even if he/she has no screen reader. This is not always as helpful as it may seem. A deaf/blind person depending on Braille output for access may not be able to use the game or program. I would like to examine here three possible reasons for why this trend has begun and is likely to continue. At first, we had Window-Bridge and within a couple of years several other screen readers to help us access Windows. Over the past 12 years or so, many other screen readers for Windows have been developed by various companies. In order for each of these screen readers to correctly read Windows screens, they use specially constructed configuration files, set files, scripts, and so on. Each of these are built specifically for one screen reader and one program to be run. A set file built for Window-Eyes, for example, is totally useless to JFW. This means that if a programmer or company wants its game or program to be accessible by all blind users, it would need to own a copy of all screen readers available and devote the huge amount of time required to write set files or scripts for each of the screen readers. Since almost all computers today have sound cards that are easily able to speak when a sound file is sent to it, it has become the defacto standard voicing medium for the program developers. In addition, any blind person can use the program without having to purchase an expensive screen reader which makes for an attractive sales point. It is time that screen reader companies standardised their set files and scripting languages. Until then, many software developers have decided to bypass all the screen readers. Many if not most companies creating games and software for the blind are small companies with a very limited budget and few staff. Such companies cannot afford to purchase a copy of all screen readers so as to be sure to have configuration files for any that a blind user happens to use. Also, the great amount of time it would take to design set files for each screen reader would mean that fewer programs got written which could cause the companies to look elsewhere for programming projects. Software developing companies needed a standard inexpensive alternative to the many screen readers. Sending speech sound files directly to the computer's sound card is the affordable time saving method they have hit upon. Even if there was a standard for configuration files and scripts, there is an extremely important reason that a programmer is choosing to avoid using the person's screen reader and instead is trending towards sending sound files to the computer's sound player. Screen readers tend to speak items on the screen that the programmer does not want spoken and do not speak graphical items and other things on the screen which the programmer wants spoken. The undesirable extra chatter of the screen reader is hard to control with the set file. Many times, the set files are not able to control the speech in co-ordination with background music or sound effects. The results of this are confusing and not effective. Programs can be told to speak by sending sound files exactly when an event has occurred. This enhances the playing of the game or use of the program. Also, speech, when recorded as sound files, can express emotion, sadness, suspense, joy, etc. that enhances how fun the game is to play. The quality of speech and the need for tight control over when it is spoken is driving software developers towards the use of sound files for voice and away from depending on one's screen reader. The trend towards programs not requiring the use of a screen reader for speech is not a good trend for all blind users. As previously mentioned, persons who are both deaf and blind and those who enjoy using Braille as a primary means of computer access are being left out of the game as it were. To them, this trend is a trend towards computers becoming less accessible. Also, if one does not have a screen reader turned on, what happens when the computer has an error occur in another Window or in the running game or program? These new programs are not being written with the ability to read the whole screen or even what is on their own Window. The result is that when anything goes wrong, the computer suddenly becomes silent and the blind user has no idea what has happened. He might well decide that the computer is locked up and re-boot the PC. Also, he/she is unable to run the game or program while running other programs such as an email utility or WEB browser in another Window since his screen reader is turned off. This leads to the game or program becoming the only program being run at the moment which limits the usefulness of the computer to its user. As more and more programs are written to not require a screen reader, the general public may start to believe that programs with their own speech are a sufficient alternative to a screen reader for a blind person. This could lead towards agencies such as schools purchasing such programs and avoiding the costly but more flexible screen readers. It will be interesting to follow how this trend develops over the next few years. Will screen readers be modified to allow programs to direct when and how they speak? Could screen readers be designed to accept commands from the programs they read? Are we going to see screen readers develop the ability to send sound files to the computer's sound player? What is certain is that the future of computer games is rich with sound effects and realistic recorded sound files for speech. The path unfolds before us filled with exciting adventures and new places to visit. It is a beautiful century that has begun. +++ The console gaming Phenomenon Written by Jay Pellis Console gaming has been around for years. The word console refers to a video game system that can be connected to a television via special connector cables. Games can then be loaded in to this system via cartridges or CDs, and played using a device called a controller. In this article, I'd like to describe the history behind console systems, give a description of what a console is, and explain its various parts for those who may not know. In the early 1970's, electronic games were becoming very popular in amusement parks and arcades. Games such as Pong introduced the public to a new interactive entertainment medium soon to be known as video games. These games were made up of a machine with a joystick (a handle of sorts that was gripped by the user, and could move up, down, left, right, and in diagonal directions), various buttons (which were used to perform certain actions), a screen (that showed what was happening in the game), and a speaker. The joystick and buttons were used to interact with the game, and would do different things depending on what game you were playing. In a tank game for example, the joystick would move the tank around the screen, while a button or 2 would shoot at your opponent. The early games had very primitive sound. A short burst of static would be used to signify a tank exploding. In 1976, a company named Fairchild Camera and Instrument introduced the Channel F system which was the first cartridge based home video game system. The entertainment industry recognised that these home systems were the wave of the future. An industry called the video game industry was formed. They were dedicated to developing games for the home. In October of 1979, Atari released the Atari VCS (video computer system). This was later named the Atari2600. This was the first widely popular and widely selling video game system released. It catapulted video games to a whole new level. Games had primitive music and sound that was a little better than the arcade games, and a wide range of titles from sports to shooting games. The atari2600 lasted up until 1985. At this point, Nintendo released the Nintendo Entertainment System and changed the video game industry forever. It's first release, Super Mario Brothers set new standards in video game development, with it's full electronic musical score, graphics quality that had never been seen before on any home system, and many sound effects. From then on, the technology changed every 5 years. Better game systems were released, each setting a new standard of what video games are. These systems, now called consoles, are machines that are a little smaller then a bread box (pun not intended), and they connected to your TV as stated previously. Games can be played in these consoles by inserting a cartridge in the machine, such as in the nintendo64 or placing a CD in it like the Sony Playstation or Sega Dreamcast. To control the game, controllers can be connected to the consoles. These controllers are similar to how I described an arcade machine layout above. Instead of having a big clunky joystick, they have a directional pad. A directional pad is a device that will let you control the directions in a game by pressing down with your finger on small sensor pads on the controller. The pads can move up, down, left, right or diagonally. Also, the controllers have from 2 to 8 action buttons and a start and sometimes a select button. The start and select buttons are use for pausing the games, and also for confirming menu choices in games like whether or not to start the game or load a saved game. In the newer consoles, games have to be saved because they are so long. For example, Final Fantasy 8, a role-playing game takes over 50 hours to complete. Progress is saved on memory cards. These cards get inserted in to a slot on your console, and they let you save, load, and delete saved game files. For example, they'll let you save your season progress in a Baseball game. In the older consoles such as the Nintendo entertainment system, games were saved via a password feature or they were saved on the cartridges themselves. The action buttons control the actions in a game. If you were playing a fighting game, the buttons would kick and punch, if it was a shooting game, they'd shoot weapons, jump or select weapons. Consoles now have games stored on the CD medium. CDs can hold a lot more information then cartridges, which means more speech, music, sound and graphics. Many console games are fully accessible to the blind, such as fighting games and sports games. Also, there are many titles that can be played by the blind with sighted companions. In conclusion, I hope I have given everyone a good description of what a console is and how it works. I would like to thank Michael Feir, the editor of Audyssey, as well as the other staff members for adding me to the Audyssey staff. There are a broad range of console accessible games out there which the sighted have been playing for years. I think it's time for the VIP community to get a peace of the console action. In my reviews and articles, I hope to convince people to try out these console games as an alternative to computer based gaming. Here are some abbreviations I will be using in my writings. Nintendo Entertainment System (Nes) Super Nintendo entertainment system (snes) Sony Playstation (Psx) Sega Dreamcast (dc) There are many more which I will be occasionally using. +++ The Missing Critical Masses By Michael Feir As the fourth anniversary of Audyssey approached, I found myself pondering on what stage of development we've arrived at. Over the past year in particular, many things which would previously have been well beyond the possible have been shown to be well within the limits of what can be done with current talent and technology. From our former confinement in realms of text and limited sounds, we have emerged into an era where real-time sound environments can be created and explored. The blind gamer's ears can now literally become his/her eyes. A very similar experience to that enjoyed by the sighted video game player is now possible to create sonically for blind players. David Greenwood's latest game Lone Wolf for Windows, as well as the Shades of Doom joint development project are ample proof of this. ESP Softworks will soon add Monkey Business to the small collection of sound-based action arcade games which take full advantage of commonly available sound technology. On a level more akin to a graphical adventure game stands Bavisoft's Grizzly Gulch. Though suffering from linearity, it nevertheless holds its own and shows what even a simple interface can be the gateway to. The above games demonstrate that a critical mass in technology has been definitively reached. As blind people across the globe move from DOS to Windows or Linux, the potential audience for such sound-based games can only increase. Given this, what could possibly stand in the way of developers wishing to pursue the creation of such games? As usual, the simple answer is economics. The way I see things, there are three critical masses which must be present to make certain that the Audyssey community as well as those who develop games for the blind can thrive. The technological critical mass has been achieved and discussed above. The problem is that to make proper use of such technology and create a game people will pay for demands a good deal of time, resources, and effort. Unlike companies which create games for the sighted, those attempting to serve the blind community are quite small. They have no budget for advertising their products on a wide scale. In fact, as things stand now, they will be lucky to recover what they invest. Awareness seems to be the paramount critical mass to be achieved. According to research done by Paul Silva of Zform, there are around 65,000 blind people who are both employed and use computers in the US. Add to this all of the children, parents, friends, teachers, and other people attached in some way to the blind community, and you have plenty of prospective customers. Apply this globally, and it becomes even more obvious that a potential market is there. What makes this market a potential one instead of a fully realised one is the lack of awareness of what fun is out there. There is also a lack of awareness about what powerful learning aids games can be to the blind. The sighted world is filled with educational games that are used extensively in the classroom and the home. Even games created purely to entertain their players can teach many things. Unfortunately, this fact doesn't seem to have intruded too prevalently into the minds of educators of the blind. I can't count the number of people I've run into over the years who had no idea that their computers could do more than help them to read and write documents. Even the sighted people who only use computers for doing work are aware that if they desired, they could also be used for entertainment. The blind are not nearly as broadly aware of that fact. As a result, they often grow to dislike computers as merely tools of a trade. Meanwhile, sighted children and young adults are busy having fun and garnering skills and co-ordination which will serve them well in this age where information is everything. If we as a community of blind gamers are going to get anywhere, this general lack of awareness outside our slowly growing sphere must be drastically reduced. Variety is the third critical mass. "Sure, I know there are a lot of games out there which can be played by blind people. Most of them are text adventures though, and I'm not very good or interested in those." I've constantly heard people say things like that over the years. People who are aware that there are games they can play often find that nothing really suits their pleasure. This has also got to change. The good news here is that all of the game developers are currently producing different genres of game. Assuming this trend continues, the problem of a lack of variety will eventually be solved. This assumes that these developers and others have the starting capital they need to support themselves while creating their games. Should these artists not have the capital to hang in there until they create the variety, a state of self-perpetuation will likely never be attained. To illustrate what I'm talking about here, let's examine what happened in DOS. There are certainly a huge variety of games out there for users of this operating system. By the time folks like PCS and Jim Kitchen came along to take us beyond the text-only barrier and make use of sound capabilities, the rest of the world had moved on. Windows was what everybody had to get used to working and playing in. Funding agencies who helped blind people afford expensive access technology had to go with the flow and teach the blind to use Windows in order to be competitive in the work place. It is now pretty much certain that in order to be supported by such educators and agencies, games will have to be developed in operating systems that are currently in widespread use. Another interesting case to examine here is that of interactive fiction. Starting out as a mere hobby for students in the late 70's, it quickly became a million-dollar industry when people could play the games on their own personal computers. The technology was there. Also, and perhaps much more importantly, the awareness of interactive fiction was there. It was there to such an extent that despite technical advances, the art form continues to thrive on the edges of the games universe. Enough people are dedicated to playing and creating interactive fiction to keep more of it coming out. Thus, variety has also been achieved. Though interactive fiction will never again enjoy a place in the main stream, it doesn't have to in order to preserve itself. This self-perpetuation is exactly what the blind gaming community needs to proceed beyond where we are now. We have the technology to realise our dreams of computerised fun in pretty much whatever form we like. Somehow, we have to either emulate or replace the consumer-based funding and other forces which drive and support development of new titles. Unless a major breakthrough is made in terms of awareness of what games are out there and could be out there if economics permitted, it is doubtful that consumerism will be a reliable enough means of financing. This is especially the case since the majority of blind people are unemployed. Developers must take this factor into account when doing any kind of market planning or forecasting. That awareness has always been one of Audyssey's main goals, and will always continue to be. We should all seek opportunities to raise the level of awareness about computer games for the blind. Any chance we get to present them to media, educators, and other interested groups of people should be eagerly accepted. Are there other means of financing the development of computer games for the blind? Surprisingly, only Zform has so far experimented with finding an alternative economic model. It has been set up as a non-profit organisation and plans to offer its games free of charge to blind players. Those who support Form's efforts will be given recognition for doing so. They have apparently had a good deal of initial success in attracting the support and funding required. However, will this prove sustainable? Will Zform ultimately prove to be a stable and long-lasting producer of games? This may indeed occur. Alternatively, they may produce one glorious game before fading into obscurity. Without improved market conditions, these occasional gems may be all we have to look forward to from the people ready to lead us into a new era of fun. To truly enter into this era, we must, as a community, be ready, willing and able to do our part. +++ Sparkle and Shine: Reflections on Trends in Gaming By James Peach If you happen to have sighted friends or family who gawk at the latest hardware, or drool over the latest games, you might comprehend this trend in gaming: faster, better cheaper (sound familiar?) The desire for the latest in the "goods" among the sighted community especially, has always been a hard and fast desire. It's easy to damn less than adequate computing equipment and substandard games; the standards seem to change every four to six months, perpetuating the market. With that being laid out, there appears to be a more relaxed stance in the blind/VI gaming community when it comes to such issues; perhaps conservative is the right word. They, for the most part, do not feel a strong need to keep up with technology, and with new releases, creating a separate subculture of gamers within the whole. Why might this be? Are there two different computing/gaming philosophies existing together? The answer seems to lie in the community itself. Regardless of whether you are blind or not, the gaming community you hang in does a lot to decide how games and complementary hardware/software advance. Regardless of whether your comrades are in person or online, they and you will probably have suggestions/opinions for the "next big sequel" or "expansion pack," and will collectively decide on whether to buy that advancement or not. The difference lies in what kind of content the community is expecting out of the next big release or improvement. making such a dividing line between the sighted and non-sighted alike; the sighted may want the sequel to have compatibility with newer graphics cards. Those that are not sighted, for the most part, seem to simply want bug fixes, or an advancement in a story, and nothing else. One wants revolution, while the other only evolution. While this is more or less true and fair, one can not help wondering why such a chasm in expectations exists. From observations accumulated over the years, I have come to the conclusion that it's the exposure, the advertisement and popularity that are the deciding factors. Think about it. While a whole stew of games has come out over the years in mainstream gaming, creating new genres and expanding old ones, the blind have been saturated with text-adventures. Many of the best of these are 10 to 20 years old! While I realise that this has been really the most/only accessible type of gaming for the blind, current developments are showing time and again that the restrictions we have are the ones that we put on ourselves. Why should we not be able to have the quality and functionality that the sighted enjoy in their games? Developers seemed to have asked themselves this question and the answer could only be a shrug; after the shrugging was over, they set to work to bring it up a notch, and bring new unprecedented quality to the blind gamer. I remind you that like blind/VI game developers, commercial gaming companies for the sighted have evolved their games over the years as well. Theirs was a smooth and gradual transition. The advances experienced by blind gamers are giant leaps; in 1996, WarCraft 2 came out. Now regarded as quite an obsolete and simple game, it blew the doors off the Real-time strategy market. WarCraft II raised the bar for quality. Now, developers are taking real-time strategy 3-D (WarCraft 3)! After PCS Games began development in what seemed to be an untapped market, they raised the bar of quality that was held by interactive fiction at the time. Then, David Greenwood came along with his Lone Wolf and Star Trek games. The bar was raised again. Star Trek introduced continuous sounds. Lone Wolf proved that it was possible to have a complex real-time simulation game playable by the blind. Next, out of the mist comes Jeff Gibbons and Bavisoft with Grizzly Gulch: Western Extravaganza. This blows the doors off of all other previous developments, raising quality to a level never dreamed possible a few years ago. No one in this community is chanting anymore, "It can't be done," but are now asking, "What can't be done?" It's a good time to be a blind gamer. I could foresee a day when standards of sound quality in games, for example, would rival any mainstream gaming package of the day. A day when we could be buying gaming accessories such as joysticks that everyone else was using may not be too far off. We may even be using accessories of our own to enhance our experience that the sighted may not have thought of using. With Grizzly Gulch available now, Shades of Doom on the way, the Genesis Project in development, and whispers of a David Greenwood developed accessible flight sim, truly the sky's the limit. It's a great time indeed to be a blind gamer, where tried and true Interactive Fiction and other text-based games are an option instead of "the" option. Things are getting better every day. +++ Editorial: Accessible Jigsaw Puzzles By Roger Myers of MindsEye2 - http://www.mindseye2.bigstep.com How are you at working jigsaw puzzles? As a blind parent I have enjoyed working lots of jigsaw puzzles with my son. I have discovered that for puzzles over 40 pieces either I have to let my son select a group of pieces that should fit together, or I resort to only working the edge pieces since there are fewer of them and they are easy to distinguish from all others. This situation need not be the case for ever. A game assistant computer program could let jigsaw puzzles someday become accessible to the blind. To be readable, a barcode need only be about 1/4 by 3/4 inches making it possible for unique barcodes to be printed on the back of every piece of a jigsaw puzzle. When scanned the number from each jigsaw puzzle piece could cause text to be spoken or displayed on the computer's screen to help the person in deciding how to connect it into the other pieces. For example text could tell the person that a piece is part of the log cabin's brown roof and shows an edge of the roof and green trees beyond. It could also tell the person that the piece is about 1/3 the way down the puzzle somewhat near the centre. Or it could tell him/her that the piece is two away from the edge of the puzzle near the top. It could tell the person that this piece is in the B5 group of pieces with each group being made up of four pieces and the group being on row "B" and column "5". The text could just tell the person that this piece is one of 7 pieces that make up the log cabin's front door. It could tell the person that this piece is an edge piece at the bottom of the puzzle towards the right. The Game Assistant could also let the person know how to orient the piece. There could even be various levels of descriptions so the person decides how much of a hint he/she wants to help him put the puzzle together. The main thing preventing a company from making accessible jigsaw puzzles, even puzzles of 1000 and more pieces, is that no company currently places unique barcodes on the back of each piece of its puzzles. It would take too long for a small company to place barcode labels on the back of each piece of a puzzle manually. That task needs to be done when the jigsaw puzzle is being designed, printed, and cut apart. Also the company that prints barcodes on the back of its puzzles needs to make the same puzzles for several years so that when a company making it accessible to the blind puts many hours into recording and/or typing lengthy descriptions for each piece, it can count on that puzzle being available for several years so profits can be realised without having to charge exorbitant prices for each puzzle. Currently, when a blind person works a jigsaw puzzle, much of his/her time is spent randomly testing pieces together--a somewhat boring trial and error method. The reason for this is that the blind person has little information about each puzzle piece. The sighted person has information on the colours and parts of pictures on each piece and can see the picture of the finished puzzle on the puzzle's box. This allows the sighted person to select pieces that are likely to fit together and helps him/her to orient those pieces. By using a Game Assistant to describe each piece of the jigsaw puzzle, a blind person may someday have access to similar information and be able to fully join in this popular family activity. +++ Free Game Winner Congratulations are in order, Paul and Gail Nimmo! Your letter concerning Ancient Domains of Mystery was quite well written and thought out. Until a full-blown tutorial for blind players is created, it should do a lot to help novices get started in this complex game. I hope you both enjoy your well-earned prise. +++ News From GMA Announcement GMA is open for business GMA is an incorporated business with the mandate to create sophisticated, accessible, Windows-based games for the visually impaired community. Headed up by David Greenwood, the game development portion of the business will continue to push to make more technically advanced, interesting and fun games. With two additional programmers added in July 2000 to the group, GMA intends to accelerate its game development schedule, and bring even better, more accessible games to the market in a more timely manner. We have just started developing our web site, which you can access at: HTTP://WWW.GMAGAMES.COM The site is only in its preliminary stages, but give it a try. Hopefully, you will come back in a few weeks once the site is completed. PCS will continue to distribute our DOS games, and we will definitely continue our great working relationship. GMA has just released Lone Wolf for Windows, which we feel should be a winner. If you like Lone Wolf for DOS, this one will blow you out of the water, so to speak. Check the web site for more details. Trek 2000 for Windows is scheduled for release in late September, and is a port of the Trek99 game. Check the web site for more details. We will continue to develop the Shades of Doom game. We expect to release the next version of the alpha in September or October. You will be able to download this version from our web site once the release is ready. A big thanks goes to ESP Softworks for hosting the downloads of the previous releases of SOD. What's coming up in the future? Stay tuned! +++ News From ESP Softworks What's New @ ESP Softworks - August 2000 It is with great sadness that I give you the following news. ESP Softworks will be closing it's doors indefinitely as of September 1st, 2000. The website will be brought off-line at that time and all further development will cease. Over the past year and a half, there have been many developments in the lives of the ESP staff and many refinements in our processes and goals. Fate has it, however, that I have several ongoing projects currently and ESP is but one of them. Due to a lack of time and energy, I cannot fully support them all and be able to dedicate the quality time they all deserve. Currently, I'm running ESP Softworks, studying full-time for MCSE+I certification, and building a web-based business that demands quite a lot of attention due to the fact that it's formally funded by outside sources. Since ESP Softworks was the main distribution channel for Audyssey Game Magazine, we will make every attempt to notify all current subscribers as well as subscribers to the ESP news of alternate locations where current and future issues of Audyssey may be obtained. Finally, I greatly appreciate all the support and enthusiasm since we've been online and will hope to stay in touch with those friends I've found in running ESP. Best wishes, James North, President http://www.espsoftworks.com +++ News From MindsEye2 Come visit our new WEB site http://www.mindseye2.bigstep.com and while there be sure to enter our End Of Summer Drawing for a chance to win a FREE copy of our newest release - Crossword Fun For Kids. MindsEye2 will be drawing for a FREE copy of our newest release Crossword Fun For Kids ($35 value) on September 20. NOW SHIPPING!! Crossword Fun For Kids - $35 plus $5 shipping/handling Crossword Fun for Kids - An exciting new computer game on CD-ROM for Windows 95/98, has 70 crossword puzzles designed especially for blind children suggested age 4 to 12. Puzzles include: Down on the Farm - Old McDonald never had so much fun! Identify farm sounds from tractors to sheep in this fun crossword puzzle. Trick or Treat! - It's all here - apple bobbing, ghosts, jack o'lanterns and more. This Halloween themed puzzle is complete with spooky sound effects. Feathered Friends - Features birds from around the world. Complete with authentic bird calls and songs. Learn to associate the bird with its song. Solve the clue and hear the birds sing! Musical Instruments - A concert at home. Hear a clue. Guess the correct instrument and hear that instrument. Learn to identify the sounds of various musical instruments - saxophone, harp, cello, piano, flute, piccolo and more. Under the Sea - You dive into the briny deep. What's that? An octopus or a jellyfish? Learn about sea creatures in this exciting underwater puzzle. Educational Benefits: All the puzzles reinforce spelling and many reinforce facts from the classroom. Many puzzles, while fun with silly, zany and interesting sound effects, are educational. Children will learn the days of the week, holidays, months and seasons, and important time and money facts. Children will also learn about sea creatures, wild animals, dinosaurs, outer space, and Ancient Egypt. They will practice spelling common words, such as shapes and colours, in the crossword spelling bees and to spell the numbers from zero to 20. Children will learn to associate birds with their songs and identify musical instruments. There is a special group of 10 puzzles for the younger child that do not require spelling or reading. Beginning words, grouped by rhyming families, are pronounced then spelled as the child is prompted for each letter. Frequent reinforcement and encouragement is given. Editor's note: The following information was taken directly from the MindsEye2 web-site. As they have never formally been introduced to the Audyssey community, I have decided to include information on their other two puzzle sets which was not included in their official news release. Whenever a new company graces our pages for the first time, I try and include as much about the games they offer as I can. I would be doing a disservice to all of the word fanatics out there were I not to do so. Welcome to Audyssey, MindsEye2. May you find helpful advice and a ready audience for your work here in the Audyssey community. Experience the challenge and mental stimulation of Expert Crossword Fun. Work seventy challenging and captivating crossword puzzles using a unique interface designed for the blind and visually impaired. Sound accessible with rich sound effects and optional background music. Runs in Windows 95/98. Two CD-ROMS with instructions and help online. Large print and Braille instructions available upon request. Experience the excitement of Crossword Fun. Work crossword puzzles with a unique interface designed for the blind and visually impaired. Speech accessible with rich sound effects and optional background music. Complete with 70 quality crossword puzzles. Includes a special theme puzzle on Birds of the World with authentic bird calls and songs. Runs in Windows 95/98. Two CD-ROMs with on-line instructions and help. Instructions available in large print and Braille upon request. Price $35 plus shipping Join the ME2 mailing list to discuss all MindsEye2 products MindsEye2 has set-up a mailing list for members to discuss all MindsEye2 products. To join send a message to ME2-subscribe@egroups.com with this line as the body of your message: subscribe ME2 firstname lastname substituting your full name for firstname and lastname. Roger Myers MindsEye2 Route 1 Box 404-A Bland, VA 24315 Email: info@mindseye2.com +++ News From PCS Personal Computer Systems introduces Duck Hunt audio arcade game. It's three AM. grab your shotgun, a box of shells and your duck call and lets go hunting! In this arcade duck hunting game, you hear the ducks flushed out and flying away to the right and left. There isn't much time to think. You must aim the gun and fire before you lose the shot. Make sure it's a duck or goose or your day may be cut short by the game warden. This game will play in DOS or WINDOWS. It doesn't need a screen reader. P C S uses audio voice recordings in place of text to give you gaming information. P C S DUCK HUNT costs $40.00 on CD for WINDOWS and DOS. SNIPE HUNT DEMO Grab your flashlight and a sack and lets go Snipe Hunting! There was a good hatch this year and they are ready for the picking. P C S is going to take you on a Snipe hunt like you've never been on before. Not only are the Snipes plentiful but there is a new Demon Snipe who will dowse your light and end the game. This fast action arcade game is sure to have you hopping around bagging flocks of the Elusive birds! A demo is now available at Paul Henrichsen's FTP site: ftp://ftp.outofsight.org.nz/pub/henrich/snipe00.zip Or you can get a list of other games at: http://home.pacbell.net/paulh52/ftpfiles.htm It is 1.3 MB in size. After down loading it, unzip it to either a floppy disk or a temporary folder on your hard drive. You can read the installation instructions contained in Snipe.txt or for windows just run the setup.exe. If you have DOS speech you can install in DOS by running the install.exe A complete list of our games can be obtained at our web site: http://www.pcsgames.com where demos may be down loaded. You can also receive a catalogue on disk and demos of many of our games by contacting us at: Personal Computer Systems 551 Compton Ave. Perth Amboy, NJ. 08861 Phone (732) 826-1917 e-mail pvlasak@monmouth.com +++ News From Zform Hello Audyssey, the past two months have been incredible for Zform. We appreciate your interest and support of our games, and we now have the legal means to accept corporate donations. Hello Audyssey, It has been a very exciting two months! In brief: + We signed our non-profit partner. This was our first major milestone as a company. We now have the economic and legal infrastructure in place that will allow us to accept donations from our sponsors so that we can provide our game to the world for free. + Zform has received some wonderful media attention from Computerworld magazine (article due out in the fall) and the ACB netradio program "Main Menu." With this attention, awareness of Zform is rising, both inside and outside the visually impaired community. + We sent out our "Call to Arms." For those who are not familiar with it, the text of it is attached below. The response to the Call to Arms has been very strong - but many more responses are needed. If you have not yet responded and would like to, please send your support to feedback@zform.com. The Call to Arms is being prepared for transmission to VI related mailing lists around the world. Stay tuned to our web site or newsletter for more info. + The Zform Newsletter mailing list is established! Subscribers to this list will receive the latest breaking news from Zform, its projects, and web updates. To subscribe to this mailing list send a blank email to zform-newsletter-subscribe@egroups.com or visit the group's web site: http://www.egroups.com/group/zform-newsletter Below are the Call to Arms and the latest Zform Update: --- Form's Call to Arms: I am Paul Silva, CoFounder of Zform Entertainment, a computer game developer with a strong commitment to creating fully accessible interactive entertainment. We have been working on our first game, and now that we have our plans mostly in place we want to share them with our audience: you. Below is an important message about our game; if you have the time, please read it and let us know what you think. Also, if you think someone else might find this message to be of interest, please forward it to them or send them to http://www.zform.com/misc.html. A Bobby approved page can be found at http://www.zform.com/vi_misc.html. Our first game, TRE, is designed to include many features that will offer something entirely new to the blind community. Our game will employ parallel audio and graphical user interfaces designed for either single play or multi-player games; multi-player games will be Internet play-enabled. The parallel interfaces communicate the same information in two different formats, allowing both the blind and the sighted to interact with the game, and each other. Cutting edge sound technology will offer the blind a fully accessible user interface, while solid graphics will make it possible for the sighted to join the game community. TRE is a Chess-like strategy game with a Celtic theme. The game concept features several modes of play. There are two levels of play for the TRE board game: A full Tactical Mode, as in Chess where the player controls the movement of every piece, and a Strategic Mode, which allows the player to give generalised instruction to a modifiable Artificial Intelligence that will control the minutia of game play. The Strategic Mode will help players learn the rudiments of game play in any one of several included rule sets, which govern piece movement and power. Another introduction to the game of TRE is the Campaign Mode, in which the player enters the story as a young druid in a military campaign to gain control of a rediscovered and ancient city. This legendary city has been buried under the ocean since the dawn of Celtic civilisation, and is located midway through the Giant's Causeway between Ireland and Scotland. Now the city has inexplicably resurfaced, and many clans from both islands are rushing to rediscover the fabled secrets of a long lost civilisation. But the city has its own agenda... The game is designed around delivering high quality entertainment, and to that end we will have several full-time game developers working on this project for about a year's time. The game concept also features the capacity to save games at any point, to record and play back entire game sequences, and to share those game sequences with other players in the game community. The best part about our game, of course, is that it will come to you absolutely free. Zform is currently in meetings to establish funding that will allow us to deliver this product free of charge, assuming that there is a desire for it in the blind community. We need to show our sponsors that adequate interest exists, however. We are asking you if this product sounds like a game you, or someone you know will want to play. If so, please e-mail us at feedback@zform.com. We need your support to make this project a reality; without your positive feedback, we will not be able to move forward with TRE. So if you have friends or family that would like to hear what this message holds, please forward it on. We are very excited about TRE, and anxious to hear your responses. Thank you for your time and interest, and please, pass this on! Cordially, Paul G. Silva (paul@zform.com) Cofounder and VP of Development, Zform LLC (http://www.zform.com) --- Zform Update: 20 August 2000 Non-Profit Partner: Zform is proud to announce the formation of its non-profit foundation, ZoundZight. The Trustee Institute, an umbrella organisation committed to the development of socially conscious businesses, has agreed to assist Zform in its creation of ZoundZight. The non-profit foundation will allow Zform to approach corporate gifting foundations in search of funding. That funding will allow Zform to pursue its goals of creating quality entertainment that is accessible to both the blind and the sighted, for free. ACB Radio Interview: ACB Radio's netprogram "Main Menu" interviewed Zform CoFounder Paul G. Silva. The 30-minute interview with Zform was at the very beginning of the two-hour show. The "Main Menu" program began airing on Sunday, August 20th at 9:00 Eastern Daylight Time. An archive of the show should become available for download from the main menu web site (at the time of this posting it was not yet available). To download browse to: http://www.acb.org/acblive/mainmenu.html. "Call To Arms" Email: In mid-July, Zform sent a message requesting emails to support the creation of blind accessible games with parallel audio/video interfaces. It was alpha-tested on a single blind gaming discussion list with positive results. After tweaking the text slightly, the email was beta-tested with another group, and this time the results were phenomenal. We thank you, the blind community, and your family and friends for all the support you have generated. If you haven't had a chance yet, read the Call to Arms! +++ DUNGEONS AND DRAGONS SECOND CAMPAIGN STRIKE, AND COUNTER STRIKE By Allen Maynard Editor's note: This story contains graphic descriptions of violence. It therefore may not be suitable for younger readers. On the whole, the position of the Audyssey community on issues of violence in games is fairly tolerant. The fact that there is a clear difference between fictitious and actual violence must never be forgotten. While this story illustrates a readiness of people to engage in a fantasy game which involves said acts, it by no means reflects the characters of the actual people involved in the campaign described below. I have come to know all of them, and can certainly attest that all of them are of a most generous and law-abiding nature. While it is not the policy of Audyssey to condone real violence, it is generally held among the community that violence within games is acceptable as long as it legitimately adds to the game and is not simply there to gratify sadistic pleasure. Dungeons And Dragons has often been maligned as a game with no redeeming values. The majority of active members of the community think this is blatantly wrong and short-sighted, as do I. This is part one of the second Dungeons and Dragons adventure held in the Blind Gamer's room on Audio-Tips. Randy Hammer runs Dungeons and Dragons campaigns with a group of players who gather on audio-tips each Sunday night at seven o'clock mdt. Those who want to listen in are welcome to do so, but are asked not to interfere with the game in progress. The group begins their new adventure in a tavern in the town of Pendboro. Parts two and three will be in the next two Audyssey issues. . PART ONE Myrthorn, the mage and leader of the group, sat at a table in the Silver Hawk Inn and frowned as he studied his tobacco smoke as it swirled toward the low ceiling. Finally, he sighed and turned his attention to the three other people seated around the table. Myrthorn's frown deepened as his gaze fell on Brik, a large barrel-chested man but whose brawn did not quite make up for his lack of smarts. Brik was on his third tankard of ale. "Brik," Myrthorn said IN exasperation, "how many tankards of ale is that now?" Brik stared down at the table and counted on his fingers. "I'm drinking number three right now," he said and belched loudly. "Need it, too. Helps me fight." He clenched a huge fist as he said this. Rolling his eyes Myrthorn looked at Ardrah, a skilled female warrior who had proven herself in the first campaign. "I see you traded in your long sword for a Claymore." Ardrah's long raven-coloured hair tumbled across her shoulders and down her back as she glanced at the sheathed blade on her hip. The firelight danced in her violet eyes as she looked up. "This is a much more elegant weapon." "Why would a ranger need an elegant weapon?" Muldred asked from the other side of the table. The only cleric of the group sat in his own cloud of tobacco smoke and looked at Ardrah over the rim of his cup of dark ale. She glared at him and was about to respond with a biting remark when she saw the corners of his mouth twitch with mirth. "What would you know about it, cleric?" Ardrah took a sip of her wine. "You can't even wield an elegant blade or any blade for that matter." "Yes," Muldred sighed melodramatically. "It is forbidden by all orders of clerics." Brik set his tankard on the table and drew his great blade half way out of its scabbard. "I'd bet you'd love to carry this?" he boasted proudly. "I can't lift your tankard of ale let alone your sword," Muldred said. Brik grinned, slid the sword back down into the scabbard and took a large gulp of ale. Ardrah grinned at her two companions but then noticed that Myrthorn had not stopped frowning. "Myrthorn, what is bothering you?" The mage shifted in his chair. In one gulp he drained the remainder of his ale and dropped the empty cup on the table which hit the polished wooden surface with a dull thud. "We're living well for the moment," Myrthorn said, "but our coin will continue to grow more scarce if we don't find a sponsor soon. Plus," he added with a thin smile, "I am beginning to get bored." Ardrah opened her mouth to respond to Myrthorn's concerns when a different voice broke into their conversation. "Excuse me, but I overheard you say that you are looking for a sponsor?" Four pairs of eyes stared at the figure that had abruptly appeared beside Myrthorn. He was a human male of medium height with bushy brown hair and wearing expensive looking clothing culminating in a genuine dragon skin belt and silver wolf's head buckle. Myrthorn quickly got to his feet and extended his hand. "I am Myrthorn the mage and leader of this small group. And who might you be?" The man grasped the proffered hand and shook. "I am Masron the merchant. I am leading a caravan through the Dragon's Maw pass, across an arm of the Akra and Sersadek plains, and finally arriving at the coastal city of Coryndia." "And you require guards to travel with you to ward off..." Myrthorn paused expectantly. "Possible highwaymen, wolves, goblins, and the like," Masron finished. Myrthorn noticed the rest of his group appraising the merchant. "Forgive me, good merchant, for my lack of manners." Formal introductions were made and there were handshakes around the table. Muldred shook hands quickly and warily for clerics and merchants shared a mutual distrust. Masron's hand literally disappeared in Brik's huge paw and when he came to Ardrah he held her hand just a little too long. He quickly released it when he saw her other hand straying toward the hilt of her sword. "What distance are we talking about?" Muldred asked. Masron considered for a moment then replied, "About one hundred miles. It should take the caravan a week or so to make the trip barring any major engagements," he added pointedly. Myrthorn took Masron's arm and they walked a few paces from the table and conferred in low tones. "Why are they talking without us?" Brik asked worriedly. "I'm sure they are discussing our payment and they don't want any other person in the inn to overhear," Ardrah speculated glancing over her shoulder at the pair. "Gold," Brik crooned with a broad smile. Presently the two men returned to the table. Myrthorn spoke. "Masron has offered to pay us five gold pieces per day which we will collect in Coryndia." Ardrah shook her head decisively, her eyes locking on Masron. "Twenty gold per day. We are proven fighters. Have you not heard of our exploits in the old church of Pendboro?" The merchant shook his head. "I fear, my lady, that I have not heard of such exploits for I am a traveling merchant not remaining in the cities and towns for any length of time. However, I am a generous man so I will offer your group," he paused and glanced around at the other humans and non-humans in the bar before lowering his voice. "Fifteen gold per day but nothing else." Ardrah shot a glance at Myrthorn just in time to catch the slight shake of his head. She pretended to be considering his offer, giving him the furrowed brow and appraising stare. Finally she shook her head. "Not good enough," she said. Then as if hitting on a great idea she brightened. "Twelve-and-a-half gold per day and all our meals including feeding and watering of Brik's horse and the mule will be provided each day of the trip." Ardrah shifted her eyes and saw Myrthorn nodding. Masron looked doubtful. "Your asking for quite an expense on my part for what will probably be a very uneventful expedition." Muldred spoke up. If it is to be so unadventful then why do you feel the need to hire a fighter escort?" "Quite so," Masron replied but the doubtful look did not leave his face. He looked at Myrthorn and following his gaze realised that the mage was making eye contact with another merchant seated at a table across the room who was leaning toward the group with growing interest. Hastily taking Myrthorn's arm Masron suddenly acquired a broad grin. "I have considered your offer and found it acceptable." "Very good," Myrthorn said, removing his arm from the merchant's grip. The mage looked at his three companions and he frowned once again. "We are only a group of four with myself and Muldred only studying our respective magics. I..." "Could you use another fighter," a gruff gravelly voice suddenly broke in. They all turned to see a stocky heavily muscled dwarf standing just to Muldred's right. His coal black eyes surveyed the group with interest and a hint of hostility. "How many battles have you fought?" Myrthorn asked a bit dubiously. "A few skirmishes with goblin raiding parties in the mines," the dwarf rasped fingering a medium-sized axe at his hip. "I can hold my own in a fight." "How many bar brawls does that include?" Brik snorted into his ale. "I've had my share of bar room scuffles and, I might add, I've felled a few humans about your size." "What makes you think we need another fighter for any reason?" Myrthorn asked. The dwarf scowled at the mage, then he realised the ploy and his face became creased with a wide grin. "Do not take me for a fool," he challenged. "A mage, cleric and two fighters conversing with a merchant in a inn?" Myrthorn nodded to himself and smiled. He leaned over the table and extended a hand toward the dwarf. "I am Myrthorn..." "The leader of the group," the dwarf finished taking Myrthorn's hand in his own meaty fist. With his other hand he pointed to his ears. "Good hearing," he said. "Helps to hear danger in the mines." Masron noisily cleared his throat and looked at Myrthorn. "Our agreement was only for yourself and your three companions." Myrthorn crossed his arms across his chest andconsidered. "Ten gold per day, meals and proper care of the horse and mule," he said finally. Masron opened his mouth and was about to protest when he glanced over his shoulder and spotted the other merchant still studying the group. He looked at Myrthorn and smiled. "We leave just after sunrise tomorrow." He turned and left the inn. Gathering is supplies and gear Myrthorn started for the stairs leading to the rooms above. Muldred and Ardrah rose and followed. Jarveth stomped along behind whistling tunelessly to himself. Myrthorn stopped with one booted foot poised on the bottom step and glanced over his shoulder. "Joining us, Brik?" he called with a hint of annoyance. Brik looked up and gave the mage a lopsided grin. "But there is still a little ale left in my tankard. I can't let it go to waste." Myrthorn looked skyward and rolled his eyes. "Just be sure to get some sleep but before you pass out don't forget to feed and water your horse. By the way, I hope you've given it a name. I am tired of just called it your horse." "He's got a good name." "What?" "I named him Horse," Brik replied and seemed very pleased with himself. Ardrah and Muldred burst out laughing and Myrthorn could not keep from smiling. Jarveth just stared at the big man. "I hope he can fight better than he thinks," he muttered. "That he can," Ardrah said still chuckling as she ascended the stairs. The next morning the group rose early and ate a hasty breakfast. Brik downed another tankard of ale but didn't seem to be the worse for wear. They gathered their weapons and supplies and left the inn after paying the rotund but jovial innkeeper. They stepped into the street and into a storm of activity. A string of eight covered wagons was being furiously loaded and secured with thick rope and canvas. Myrthorn had hoped to get a good look at the caravan and its cargo before the train got underway but he had underestimated Masron's efficiency. The sun was slowly sliding over the eastern horizon and sheets of yellow gold blanketed the cloudless sky rapidly dissolving the night tenaciously clinging to the Keshladin Mountains to the south. "Let's find our sponsor and see if he has any instructions for us," Myrthorn said. "I'll go saddle and armor Horse," Brik said and lumbered off toward the stables. "And I'll go hitch the mule to our cart," Muldred added hurrying after Brik. Before any of the others could take a step Masron came striding around the last wagon. Spotting his hired guards he greeted them with a wave and beckoned them over to where he stood. "Good morning," he bellowed, obviously in high spirits. "I'll leave it to you and your group to decide how you wish to position yourselves amidst my caravan." "Very good," Myrthorn replied. "Be quick," Masron said turning to walk back up the line of wagons. "We're nearly ready to depart." "I'll ride in the lead wagon," Ardrah offered as she wove through the merchant's men in the direction Masron had gone. "And Brik can scout ahead of the caravan on Horse," she called over her shoulder. "I'll put myself somewhere in the middle," Jarveth rumbled as he trundled around the corner of the rear wagon. Shrugging, Myrthorn clambered into the last wagon and settled himself on a wooden bench at the back of the wagon. Presently, Brik astride Horse came trotting up the caravan and Myrthorn motioned him toward the lead wagon. "Take the lead, my friend, and do some scouting ahead of the wagons." Brik shot him a jaunty grin and he and Horse took their place in front of the lead wagon. Myrthorn glanced around for Muldred and the mule. Shading his eyes from the rapidly increasing glare of the rising sun he finally spotted a grimacing Muldred in a non-descript cart as the mule came plodding around the corner of the inn. He couldn't suppress a smile. "I hope you will be able to keep up." Myrthorn said. Muldred shrugged and urged the mule to move faster with minimal success. He spread his hands in defeat. "I'll do the best I can but at least the remainder of our supplies are safe with me." Myrthorn opened his mouth but his reply was drowned out by a mighty bellow from Masron. The air was suddenly filled with the groans of wagon wheels and hoof beats. The town of Pendboro slowly fell away as the caravan proceeded onto the fringes of the Akra plains. Ardrah studied the distant Keshladin Mountains. She marveled at the raw beauty as the rays of the sun flashed and glitter-danced off the snow-capped peaks. Briefly she imagined that they were guiding beacons for her companions and the caravan. "Or warning beacons," she said, smiling wryly to herself. The first day passed uneventfully. The people in the few small towns they passed through hardly glanced at the travelers. Apparently this was not an unusual sight. The road the caravan traveled on was relatively level and consisted only of sun-baked earth. It appeared to be a well traveled road since it was nearly a foot below the level of the grassland. Ardrah saw that even though the road was hard packed she noticed deep ruts in many places. The caravan did not slow as the sun reached its zenith. Each merchantman ate a light lunch in their respective wagons. Thankfully, Masron had ordered the merchantman to provide food for the members of the guard. Ardrah whistled sharply to get Brik's attention then tossed him a turkey leg. With surprising agility Brik caught the offering over his shoulder and tore into it. He had finished off about half of the meat when he abruptly tossed it away. Ardrah stared, confused. Then she saw it. "Riders!" Brik cried Ardrah tensed and gripped the hilt of her blade. The dust cloud, looking like a veil of gold as the sun slanted through it, was still some distance away but it was steadily growing closer. "Slow your wagon but whatever you do don't come to a complete halt," Ardrah said as she stood and gripped the edge of the wagon. The merchantman, who was driving, scowled and spat over his side of the wagon. "What's your name, merchantman?" Ardrah asked sweetly as she continued to study the approaching riders. "Kogon," he replied sourly. "Well, Kogon," Ardrah said softly, moving her face mere inches from his, "slow this wagon now or have an arm's length of steel rammed up your ars sideways, and I'm a woman who can do it." The last few words were spoken in a dangerous hiss. Hastily Kogon slowed his wagon which caused the remaining wagons to follow suit. Brik had slowed Horse so he could talk to Ardrah without having to shout. "You think we should draw our weapons?" he asked. Ardrah considered for a moment then shook her head decisively. "If we did that might make us look like we were planning to attack." The riders had also slowed now as they drew nearer to the caravan. Ardrah and Brik could easily make out five mounted horsemen through the settling dust. Each man carried a spear or a pike, however, at present they were lowered. They wore forest-green tunics over chain male armor. Their leather pants were tucked snugly into heavy black boots. Bringing Horse to a canter, Brik rode forward to meet the horsemen. "Hail!" he cried heartily. "Greetings, Good Sir," the lead horsemen shouted as he slowed his chestnut coloured mare. "Have you any news?" Brik said as he reined in Horse. The horsemen shook his head. "Our ride through the Keshladin was uneventful. Now I ask you, may my riders and myself pass unmolested?" "I'm guarding a caravan not attacking travelers," Brik replied with a wide grin. The caravan was drawing near to Brik and the other horsemen who had finally come to a stop. Ardrah grimaced when she heard Brik mention the guarding of the caravan only because if a caravan needed guarding then there was usually a good reason. Ardrah watched the horsemen's reactions carefully to make sure the mention of guards did not peak anyone's interest. Brik eased Horse to the side and the horsemen gently but firmly kicked their horses into a gallop. Suspicious by nature, Jarveth gripped the haft of his axe as the band passed his wagon. Not wanting to appear distrustful but casually keeping their hands near their weapons, Myrthorn and Muldred greeted the horsemen with jaunty waves and the riders raised their weapons in salute. Without encouragement Kogon urged his horse faster and before long the caravan was moving rapidly down the road once again. Brik spurred Horse into a gallop and they charged off to scout ahead of the wagons. Brik scanned the horizon but only saw the distant Keshladin Mountains. He slowed Horse to a trot and allowed the caravan to catch up with him, then he kicked Horse into another gallop and repeated his scouting once again. Brik, Horse, and the caravan drove hard and uneventfully for six hours or so the Keshladin Mountains were drawing closer but the sun was beginning to slide down their western slopes leaving a violet twilight behind it. At a command from Masron the caravan slowed then formed a circle in an area off the road where the grass was lower. It was a broken circle with wagon-length gaps in its circumference but it was the safest formation affording the best protection during the night. Myrthorn and the rest of his group climbed down from their respective wagons and gratefully stretched. Muldred unhitched the mule from the cart and waited as Brik dismounted and removed Horse's armor. Then he led the mule to where Brik and the other merchants were walking and rubbing down the horses before tying them to nearby trees. They were then fed and watered. Several merchants went down the line of horses and examined each hoof and shoe. But when they approached Horse, Brik refused to stand aside. "My horse," he growled, "I'll look at his feet." To emphasize his point, Brik drew his huge bastard sword. The men beat a hasty retreat from the big man especially when they saw he could wield that sword easily with only one hand. The group ate a quick meal then Brik and Ardrah made a full circuit around the encampment to make sure it was secure. "They seem to enjoy doing this," Jarveth noted, scratching his thick black beard whose length went down to the top of his breastbone. Myrthorn and Muldred chuckled. "They are born warriors," Myrthorn agreed looking just a little envious. "We might as well try to get some sleep," Muldred said. "We'll have to take the next watch in about four or five hours." Myrthorn gazed at the purple sky as it washed over the mountains to the south. Muldred stood and stretched. "Well, I'm going to get..." then he stiffened. His infravision, which allowed him to see heat sources in the dark, had just detected a line of somethings coming along the road from the south. "Jarveth," Muldred whispered, pointing, "do you see them?" Jarveth, being a dwarf also possessed infravision, stared in the direction the cleric was pointing and nodded. "Hard to tell how many of them there are," he rumbled, "but they definitely aren't crawling creatures judging by their height." Myrthorn stood. "Jarveth, find Ardrah and Brik and warn them. I'll find Masron and alert him as well. Muldred, wait in the shadows of that wagon nearest the road and ready your flail." The three parted and Jarveth hurried toward the perimeter to locate the other two warriors, loosening the axe at his waist as he went. About a quarter of the way around the encircled wagons his infravision easily spotted a large upright heat source which had to be Brik. Hustling up to Brik he rasped, "Brik, we have visitors approaching from the south coming down the road." Brik didn't argue and loosened his own weapon in its scabbard. "Ardrah," he barked. "Keep quiet you fool," Jarveth snapped in an exasperated hiss. "Do you want to warn every man and beast from here to the Keshladin?" Just then Ardrah came hurrying around a wagon hastening toward the dwarf and human. She had grabbed a lit torch and Jarveth grumbled in annoyance as the sudden light ruined his infravision for the moment. "What's out there?" Ardrah asked in low tones. "To early to tell but there are a line of human-sized things coming down the road from the south," Jarveth said. "OK," she said, "let's hurry but not run to the road and see what we're up against." Brik drew his sword. "Sheathe your sword," Ardrah hissed. "Gotta be ready to fight," Brik said. "They could be skeletons, ghouls, or even goblins." "Jarveth?" Ardrah asked. Jarveth shook his head. "The light source was too bright to be the undead and too tall to be goblins." Bowing to superior logic, Brik reluctantly sheathed his sword and followed his companions. Ardrah jumped as Muldred abruptly stepped out of the shadows frowning at the torch Ardrah carrying for it had ruined his infravision as well. The four reached the road and stopped in the middle of the dirt lane. Ardrah shone her torch light down the road, and presently, a hooded figure stepped into the circle of light and stopped. It was definitely a man and he was wearing the robes of a head cleric. "Hail," Ardrah called, not lowering the torch. 'Hail," the cleric replied in a weary but deep rich tone. Not sensing any malice, Ardrah moved forward, the torchlight illuminating the rest of the group. They all wore the robes of an unfamiliar cleric class; well unknown to Ardrah's untrained eye. Brik counted the number of clerics on his fingers, but quickly became confused as he ran out of fingers. "There are at least ten of them," Brik announced. "We are fourteen in number," the head cleric replied. "We are returning from our temple high in the Keshladin Mountains. Pray, how far to Pendboro it be?" Muldred stepped forward. "It is about a four or five day journey to Pendboro on foot, Master Cleric," he replied. "I am a young cleric myself. My name is Muldred." "I greet you," the head cleric said. He clenched his fist and extended it toward Muldred with his index and third fingers extended in the sign of his order. "I am called, Lodenico." Muldred extended his own hand toward the head cleric in the splayed finger palm down sign indicating that he had no cleric order as yet. "The Master Cleric does me honor with his presence. How may I serve?" Lodenico looked at the circle of wagons and the small, carefully tended cook fires. "We have traveled long these few days and we are weary. May we take shelter and safety amidst your caravan?" During this exchange, Ardrah was studying the clerics and she saw that each man possessed a mace. She frowned slightly. "The decision is not mine," she said, handing the torch to Jarveth. "If the good merchant agrees," she paused, "However, I fear I will have to take your maces, but you have my word that they will be returned to you in the morning." Muldred looked shocked. "Ardrah, do not insult Master Lodenico and his clerics." Lodenico held up a hand and smiled. "Easy, young cleric, Muldred. Your companion is wise. We take no offense and await the head merchant's judgement." As if on cue, Masron stepped into the light and greeted Lodenico. "As long as your intentions are not hostile we will welcome you." Muldred blanched but the master cleric calmed him with another smile and slight nod of his head. "I thank you, Good Merchant. We are honored by your generosity and we will surrender our weapons as a sign of good faith as long as they be returned to us on the morrow." "It shall be done," Masron said. "Please, follow me." Masron turned and strode back toward his wagons. Lodenico followed. As he passed Ardrah he handed his mace to her. Quickly, she realised that she could not carry fourteen maces even in both arms. She motioned Brik over and he collected the remaining thirteen weapons, carrying them all easily under one arm. They all returned to the wagons. Jarveth extinguished the torch and Ardrah handed Lodenico's mace to Brik who, with an uncharactoristic use of his head, placed all fourteen maces in their cart rather than simply dumping them on the ground. Brik and Ardrah continued their watch around the outer boundary of the circled wagons while Jarveth climbed into an abandoned wagon and fell asleep almost immediately. Muldred studied the clerics at a distance. He desperately wanted to speak to Lodenico about all the things he, Muldred, still had to learn and understand. However, the master cleric and Masron were talking on the far side of the camp and Muldred knew enough that if he interrupted a master cleric or any other higher cleric than he without being summoned first, it would be a terrible insult. Even interrupting a higher cleric as he or she was dining would be offensive. So with a sigh, Muldred followed Jarveth's example and fell asleep after climbing into the mule cart. Myrthorn, made nervous by the arrival of so many armed men, had remained on the outskirts of the camp. After discovering that the men were clerics, he still did not feel comfortable approaching them. So since there was no battle, he crawled under the nearest wagon and fell into a light slumber. Time passed and the moon rose high. An exhausted Ardrah and Brik reentered the camp, awoke their companions for their turn at guarding the wagons. It took a few minutes to locate Myrthorn but he dutifully rose and began a slow, methodical circling of the wagons trailing Muldred and Jarveth. The rest of the night passed slowly but without incident, and as the sun began to rise, life returned to the camp. The grateful clerics collected their maces, thanked Masron, and in single file they proceeded down the road toward Pendboro. Breakfast was eaten quickly and the fires then smothered. With impressive efficiency, the merchantmen hitched the horses as the sun fully crested the eastern horizon. Horse and Brik galloped out of the camp and headed down the road toward the foothills. The rest of the guard assumed their same posts as the day before and the caravan squeaked and rattled into motion. "Good morning, my lady," Kogon greeted Ardrah. He seemed in high spirits this morning, Ardrah noted, but she also caught a wary glance at her Claymore. She grinned to herself then turned her attention toward the route ahead. As on the previous day, Brik was about a quarter of a mile ahead of the caravan and the wagons caught up to him. Glancing over his shoulder at Ardrah he shook his head then galloped off again. After two hours of travel the gradient of the road began to noticeably increase and hills rose on either side of the caravan. At first these hills were grass covered and dotted with majestic oaks, maples, and elms among others. But after two more hours of riding, the slopes steepened, the grass thinned, and the earlier deciduous trees gave way to large conifers. Spiky shrubs struggled to grow in the gaps between the pine trees and the soil became more and more choked with stones. The caravan had entered the fringe of the Keshladin chain. The next time the wagons caught up to Brik, Ardrah suggested that he not range so far ahead. "Don't go more than one hundred yards in front of us," Ardrah said as she scanned the sides of the narrowing trail. "That way you will remain within my sight and shouting distance." "OK," Brik replied. "But how far is a hundred yards?" Horse whinnied softly and shuffled her hooves impatiently. Ardrah fought the urge to roll her eyes, so instead she said, "Just be sure you can always see us clearly." "OK," Brik grinned then he and Horse raced off. The wagons slowed as the horses found it slightly more arduous pulling the wagons up the road in the foothills. It wasn't long before the sun had reached the peak of its climb but as before, the travelers ate as they rode. About mid afternoon Ardrah noticed that there was a growing number of rocky outcroppings and clusters of boulders on the slopes of the trail. She guessed that some of the rocks and boulders had probably tumbled from the mountainsides in the near distance to the east and west, rising up like mighty cathedrals. Behind her eyes she could easily see avalanches caused by the torrential rains of the last few years. "It would be an ideal spot for an ambush," she said under her breath. Then her stomach tightened. Brik and Horse had halted abruptly. She saw Brik reach up and scratch his left shoulder which was the group's prearranged sign of trouble. "We've got trouble," Ardrah said to Kogon. "Tell the rest of the wagon drivers." Kogon repeated Ardrah's warning to another merchant seated at the rear of the lead wagon. The message was then relayed down the line quietly. This strategy had been devised since shouting a warning would alert the enemy that the merchants and guards were alerted to their presence. Apparently Brik had forgotten that earlier when he had spotted the riders whom, fortunately, had been benevolent. The caravan ground to a halt mere feet from Brik and Horse who stepped aside giving a false impression of submission. A tall man stepped forward. His scraggly dark brown beard did nothing to improve or hide his grizzled features. He wore a threadbare coat which was crudely patched in several places. His trousers were held up with a rusty chain and dirty broken toenails protruded from a large hole in the toe of his left boot. "You are surrounded," he said in a voice that reminded Ardrah of a rusty key grating in an equally rusty lock in a dungeon. "Surrender your weapons and turn over all your goods." The last statement was emphasized by the highwayman drawing a surprisingly shiny longsword. "Or else what?" Brik challenged. "We shall kill you, all of you," the man grinned exposing yellowed crooked teeth. Myrthorn caught only the last part of the conversation but that was enough. He loaded his crossbow and stood. An arrow chunked into the wooden bench right where he had been sitting only moments before. The sudden noise startled him and he jerked just as he fired. The bolt snapped past the highwayman's right ear missing it by six inches. Eight more highwaymen leapt down the embankment around the fourth and fifth wagons, four on either side. Each man wielded a gleaming short sword. Brik wielded Horse around and charged up the slope toward a cluster of boulders where he had caught sight of the bowman, ripping his blade free of its scabbard with a satisfying sing of steel. The bowman's eyes bulged as he saw the huge man and warhorse bearing down on him. He frantically knocked an arrow. Brik and Horse came flying over the boulders and the bastard broadsword sliced threw the air in a vicious downward arc cleaving the bowman's skull just as he released the arrow. The highwayman's arm jerked spasmodically as the arrow leapt from the bow striking a boulder and dropping impotently to the ground. Brik wield horse around to face the caravan on the road below. He saw Myrthorn, with only his silver dagger, battling desperately with one of the highwayman. He and Horse were racing down the slope in an arc so as to hit the road charging up it alongside the wagons. He had to help his leader. Then with horror he saw the highwayman swat Myrthorn's dagger arm aside and ram his blade into the mage's side and up under his ribs. Myrthorn gasped, his eyes widening in surprise and sudden agony. Nerveless fingers dropped his dagger which thunked point first into the wooden bench. Then he crumpled, falling across the bench, his upper body draped over the back of the wagon with blood gushing from the grievous wound. Brik roared with fury, the sound echoing high into the mountains. The highwayman turned, his face draining of all colour as he saw a horse and enraged rider thundering toward him. The shock of the inevitable turned his blood to solid ice. His brain only had time to issue one command. His jaws parted and he screamed as the horse mashed him into the ground, crushing every bone in his body. His scream was cut off as a hoof smashed his face. When Brik had charged up the slope to attack the bowman, Ardrah, in one fluid motion, drew her claymore and vaulted off the lead wagon. Her blade flashed as she struck at the highwayman's head. He jerked back blades ringing as he barely got his sword up to parry her attack. He drove his sword at Ardrah's throat but she nimbly spun away. The momentum of his thrust caused him to step awkwardly forward but Ardrah's spin had also thrown her slightly off balance. She swung, intending to catch him on the side of his head, but instead her blade bit deeply into his shoulder. He grunted, staggered under the force of the blow, but he surprised Ardrah by chopping at her sword hand. His blade gashed her wrist and she gasped at the sudden pain. He followed up with a backhand swing at her neck, but Ardrah ducked and the blade rang off the side of her helmet. Spinning again, Ardrah weakly swung at the highwayman's head. The ploy worked. She saw him smirk as he ducked, but then with a lightning fast move, Ardrah reversed her blade and brought it down in a savage arc. The mouth gaped open erasing the smirk as his head thudded into the dirt. She quickly tore a strip of cloth from her sleeve and wrapped it around her slashed wrist which was still dripping blood. She scanned the area and saw Jarveth in the centre wagon fighting for his life. She broke into a run. Jarveth was completely on the defensive. On the right side of the wagon two highwaymen were hacking and slashing at him. Brik had taken care of one of the attackers courtesy of Horse. Jarveth hadn't seen Myrthorn fall. Three other men were on the left side of the wagon, their blades flashing and whipping through the air. Jarveth spun and dodged using his axe to smack blades aside. Sparks flew from the impact of steel against steel. Jarveth's light armor allowed him some protection but too many of the sword slashes were getting in under his armor. Blood was running freely down his arms, legs, and face. Jarveth saw two blades slashing at his head. He ducked and threw himself to the side, but an attacker on the opposite side of the wagon took advantage of Jarveth's exposed left side. His blade flashed slicing neatly through the stout dwarf's armor and biting deeply into his leg just above the knee. Jarveth grunted with the sudden pain and staggered but he did not, would not go down. However, his stamina was beginning to wane. Even a dwarf with the constitution of three humans could not stand against five armed attackers. Suddenly, a battle cry split the air and Ardrah came at a dead run toward the group of three highwaymen engaging the dwarf. The men were startled by the unexpected sound which gave Jarveth the opening he desperately needed. His axe head was a blur as he delivered a savage, two-handed strike. With a sickening chunk Jarveth buried the head of his axe into the skull of one of the three attackers on his left. The man nearest to Ardrah turned to meet the enraged fighter bearing down on him. Their blades crashed, and that plus Ardrah's momentum, drove the man back. But Ardrah was unable to stop in time and that same momentum carried her a few steps past the highwayman, giving him an excellent opening. He delivered a vicious slash which struck Ardrah in the lower back. She staggered. The attacker pressed his advantage and chopped at her neck but she brought up her shield just in time to deflect his blade. At the same time Ardrah engaged one of the highwaymen, Jarveth tore his axe from the ruined head of another highwayman and in a beautiful spinning move he leveled his axe as he spun toward the left side of the wagon. His blade sliced cleanly threw the first attacker's windpipe. There was a gurgling hiss as the man fell back and collapsed. The power and fury of Jarveth's swing caused the axe blade to be unimpeded as it passed through the first man's throat. The second man started to duck but the abruptness of the dwarf's attack had caught him off guard. Actually if he had remained standing erect the blade would have only taken off the tip of his nose. But his motion carried him right into the path of the axe which caught him full in the temple and splintering a good portion of his skull. However, Jarveth paid for his sudden assault. One man was still battling Ardrah but the second highwayman found Jarveth's back to him. He lunged forward and drove the point of his sword into the lower back of Jarveth in the area of the kidney. It wasn't a clean strike since the man had had to lunge over the side of th