Audyssey; Games Accessible to the Blind Issue : 53 1st quarter, 2008 Edited by Ron & Sylvia Schamerhorn Fun, Friendship, Knowledge, Charity +++ Welcome Welcome to the 53rd 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. In this issue we have some great contributions from people discussing memories of Nintendo, game ambience, copyright issues and game development. Also the format of the magazine has been slightly changed, read below and see From the Editor for further details on what's happening. Note: This magazine uses plus-signs as navigation markers. Four plus signs are used to denote featured content such as Articles, and the Chatting with Creators sections. Three plus-signs are placed above any regular articles or sections like the News from Developers, or Reviews & Announcements. Within these sections, two plus-signs denote the start of a new sub-section like the next letter or game nnnews. 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 if there is a response will have a single plus-sign before them. +++ Contents: Welcome From The Editor Letters Hi Q Phil's Funnies A TRIP DOWN MEMORY LANE Word Puzzles and solving them Dungeons & Dragons co-creator Gary Gygax Copyrights and Commercial Games The eminence of ambience. News From Game Developers Chatting with creators Game Announcements and Reviews Contacting Us Distribution Information and Submission Policies Resource Guide +++ From the Editor Hello and happy spring to all the readers of Audyssey magazine. As you have probably already taken note there have been a couple of format changes to Idealy make navigating issues easier. The first modification is the introduction of a four plus sign marker. These are going to be used to note special or feature sections of the magazine. All articles such as "A Trip Down Memory Lane" will have four plus signs, "Chatting with Creators" also. This was requested by the discussion list as some of the content has been derived from that list. Thus the four plusses are the new, never read before material. The three plus signs will appear over the usual items such as "News from developers" and "Phil's Funnies". Subsequent signs will remain as they have always been. Next at the very last page of this issue is the "Resource Guide". A suggestion was made to basically have a quick reference page or two in the magazine. The section is by no means finished but will continually be checked and updated as needed. There are currently only a few devs listed [as a sample layout], and the games they offer. I'm hoping to get feedback from Audyssey folks to find out if the format of company name, website, and game titles is good. Also I'm thinking of extending it to more then just game creators, For the people is presently included. My reasoning being that it is an active voice chatting forum, about gaming, both talking and playing, though not necessarily Audyssey related. Finally as for the changes, with the News from developers segment, I've ensured to list the particular website of say Kitchens Inc along with the date and appropriate gaming announcements. I'd like to say thank you to those who have aided me in putting this issue together. It wouldn't be as superb as it is without you! Those would include but not limited to my wife Sylvia, Jim Kitchen [our chatting creator this issue], Charles, Ari, Thomas, and Dark for their submissions making this a excellent reading issue. Also to everyone who reads and enjoys Audyssey, I strive to turn out an entertaining, informative, and worthwhile publication. Both myself and those who take the time to write in put a sincere effort into what we do. I'm grateful for the help with articles, letters, and game reviews sent my way at anytime for a current or upcoming issue. I'm always willing to reply to emails and assist or even just chat about gaming in it's various forms with anyone. Lastly in putting some thought to the job of editting I remember when Mike had a few staff members. Having people to regularly contribute material is a fine idea, I'm not sure how well it would fly over time presently. I'm by no means pointing any fingers at anyone, but at times I do indeed feel the strain of piecing together a good mag, and being able to garantee a couple submissions sounds right on. The gaming community here combined [the discussion and mag only list] is about 500 or so, it would stand to reason that more folks might take up the perverbeal torch by doing a write-up. There is a wide range of games that haven't ever been on the pages here. Off the top these include Spoonbill Sofware, numerous online games/muds, and 7128 to name a few. Not that I mind doing my fair share of writing though. All in all I hope the work pays off. As long as people like reading then it's well worth it, and happy to say this colaboration creating the first of 2008 appears to have been a terrific endeavour. +++ Letters In this section the content is taken from the list primarily, but may also include something I receive directly. Generally these are of course game related, but perhaps not a review or announcement as such. Sometimes it might just be someone’s thought’s about a game or genre of game. I hope these prove interesting and informative. ++ Gareth White garethrwhite@gmail.com Volunteers Wanted for Research : Second Life for theBlind Hi, I'm a researcher at the University of Sussex in the UK, and I've been looking into the accessibility of Second Life for blind and severely visually impaired users. For the next stage of our project we want to conduct a round of interviews and are now looking for volunteers to participate, who must be 18 years or older. We'd like to take 30 minutes of your time for a voice chat to hear about your experiences of getting around in the real world, and any experiences you have of doing so in virtual worlds such as computer games. The aim is to direct our further work developing interaction techniques for blind users in Second Life. For more information please read the Explanatory Statement http://www.informatics.sussex.ac.uk/users/gw43/publications/The%20Accessibility%20of%20Second%20Life%20for%20Blind%20Users/Explanatory%20Statement.doc and Consent Form http://www.informatics.sussex.ac.uk/users/gw43/publications/The%20Accessibility%20of%20Second%20Life%20for%20Blind%20Users/Consent%20Form.doc If you'd like to participate please send an email to G.White@sussex.ac.uk, confirming that you've read both of these documents and agree to the conditions listed in the consent form. You can read more about the project on our blog thanks to Orin for mentioning it!) ++ Hi Ron. I think you should read this. I would like to perhaps put out a call to the AG community to see if someone is willing to pick up the project. I, or someone else, can probably get the design document from Igor, but we would, of course, have to get the project going from scratch. I hope you can be of assistance, Ron. Thanks. Bryan Subject: Re: A plea Hello Bryan! Unfortunately it is impossible to get only Beach volleyball from the package of Super sport, because both of the games are using the same registry system. I haven't an install package for only one game. Now I've stopped new game designing. The reason is to much work on my main full day job. I've started 4 new projects, but I didn't complete any of them. I hope I'll continue new games designing, but some time later. Best regards Igor ++ Hi All, In January, we launched a new web site called Assistive Gaming ( http://www.assistivegaming.com This site provides information on how people with disabilities can enjoy the latest and greatest games on Mac OS X. The initial focus is on people with physical impairments, but if there are enough vision impaired Mac users who are willing to contribute articles on their favorite games and game accessibility issues we would love to add a section on access to games for people with vision impairments. Assistive Gaming has been created together with a team of assistive technology users. The site is updated regularly with new articles, reviews and short game descriptions. We can always use additional contributors so if you use assistive technology and play games on the Mac, please contact us about becoming a contributor to this site. Ultimately the success of a site like this depends on lots of people getting involved and contributing their gaming experiences. Even though the site is currently focussed on users with physical impairments, we also welcome articles from people with other impairments. It does not matter what special access hardware and/or software you use or what games you like to play. All contributions are welcome as long as you use a Mac... Cheers, david. ++ Hi all, I have emailed the editor of Spag magazine for players of Interactive Fiction. I got a reply, but, because of some attachments, which I don't know how exactly to remove because it would go over the size of messages for the list, I have forwarded the message to Thomas. Anyway, the point of this message is that Spag magazine would like an article about us as blind players playing interactive fiction, the next issue is coming out in a month's time. I am quite an amateur in IF, and still haven't tried out many interpreters and so on, so could someone who has more experience then I do with IF write the article about playing IF from a blind person's perspective, maybe saying what interpreters don't work well, how it's done, I don't know, just a general thing to make people more aware of us. There are some things I'd like whoever writes the article to highlight, though, like the, if we put in that we're still having problems getting these Pocket Interpreters to work on the Pac Mate, maybe someone would in the IF community would be prepared to modify them a bit, as the Source Code is freely available, and maybe other issues if there are still accessibility problems or just anything. OK then, here's the editor's address. It's Jimmy Maher, and the add is maher@grandecom.net Cheers Ari ++ Hi all, If some developers can work on this, this could be a huge success and project for blind gamers, as it will open up a type of game to us. Maybe some developers could contact the olpc and arrange something? See below link. http://www.ioltechnology.co.za:80/article_page.php?iArticleId=4205542&iSectionId=2888 Ari + Hi Ari, It would be helpful to quote the title of the article so people can decide if they want to read it. It is, Blast from the past: SimCity open sourced ++++ HI Q By Charles Rivard This game is totally playable by a blind puzzle solver who wants to test their ability to think logically. It can be found in numerous puzzle stores, online, and can even be made yourself, as I will discuss later on. It is a good game for when you’re on a trip, waiting for a meeting, or just killing time wherever you are. You begin with a game piece on each square on the board except the centrally located square. The object of the game is to jump over game pieces (as in checkers) and removing the jumped piece. You win the game if you finish with only 1 piece remaining on the board. If you really want to test your logic, one of the pieces is generally a different color than all of the others. Try to place this odd colored piece so that, if you play right, this odd colored piece is the only one remaining, and it is in the center hole on the board. The board arrangement. The grid consists of 7 rows of pieces. From top to bottom, they are arranged as follows: First and second rows: 3 pieces. Third, fourth and fifth rows: 7 pieces. Sixth and seventh rows: 3 pieces. All rows are centered across the board. So, the leftmost piece of the first, second, sixth, and seventh rows are lined up with the third piece of the other rows. In most of the games I’ve ever seen, the board has holes drilled through it. Golf tees, or pegs, are the game pieces. So, all a blind player has to do is to tactually mark the odd colored peg or golf tee, and then begin the play. Place the 32 pieces into the holes, leaving the fourth hole of the fourth row empty. Of course, your first move would be to jump a piece into this central blank square, removing the piece you jumped over, and play from there. Remember to always leave yourself a move, because when no more jumps can be made, the game’s over. Getting the game. You can do a search with your favorite search engine for “hi q” or for a store that specializes in puzzles. Some stores where you can buy souvenirs may also carry them. If there is a Cracker Barrel restaurant in your area, they might sell them, as I have seen them on the tables where you dine, so you can mess with them while waiting for your food. The boards can come in other shapes as well. One of the other fun variations is one that has 15 holes, arranged like a rack of billiard balls or a rack of bowling pins with an extra row of 5 behind the other 10. It is an equilateral triangle. You begin this game with one of the points removed and try to finish with only one piece remaining, in the hole that was originally vacant. What if you cannot find one to buy? They’re easy and inexpensive to make. Just take a board and drill the holes into it in the right configuration. I would think you’d want it to be about half an inch thick, and about 8 inches square if you want the holes to be an inch apart. Use a brailed ruler or some other means of measuring the distances to determine where you want the holes to be. Remember to center them along the horizontal line. Place a piece of tape where you want each hole to be. When they feel right, use a drill press, electric drill, or brace and bit to drill the holes. Make them large enough to accept whatever you’re going to use as game pieces. I would make them too small on purpose on your first drilling. Then, gradually increase the size of the bit until the pieces fit snugly, but are not too loose. Golf tees are easily gotten from a sporting goods store where golf equipment is sold, and they make good pieces. If this is too involved, here’s another idea if you’re not going to be moving around very much. Use a piece of Braille paper and a Braille writer. Make the borders of the 33 squares on the paper. Use dots 1 and 4 of each cell for horizontal lines and dots 1, 2, and 3 for vertical lines. Make them large enough to accommodate coins. Use quarters for all but 1 piece, and a dime for the odd one. Give this game a try, and see if you have a “hi q” If you don’t solve it right away, keep working at it. It can be solved. If you don’t think so after a load of fun, read the next issue of Audyssey. Or maybe the one after that. The determining factor of when the solution will be given depends on the orneriness of the editor of the magazine. Before you bug him to death for the solution, though, consider this: I have not sent it to him yet, so, maybe, he is still puzzling over the game, too. I sure hope so. I like to be ornery, too. +++ Phil's Funnies ++ Games we'd like to play. Phil reading about the list comparing the Star Wars series with Harry Potter, included below, is inspired to create a new game... Princess Leia and the palace of Jabba the Hutt There is an intruder in the most famous gangster palace in the land. The game transports Princess Leia and you into a world of fantasy filled with secret passageways and hidden chambers. she explores the opulent if sand-scarred palace searching for Han Solo frozen in carbonite, fighting the kingpin of crime knowing at any minute, disaster may strike. So, take a trip with Princess Leia to the palace of Jabba the Hutt and pay a visit to the scantily-clad slave girls chained in the dungeon, pop into the kitchen for some Kessel spice, slide down a pipe and meat the terrible rancor monster living beneath Jabba's throne room, spend some time in Lightsaber practice against remotes, try to use the chains to strangle the repulsive worm-like slug, and finally, hold on tight as you escape from the palace on a T-16 Skyhopper while trying to stun the womp rats. this article lists ten ways the two series are similar, 10. "Orphaned by a Dark Lord" Luke Skywalker and Harry Potter both grew up wistfully curious about the parents they never knew. 9."Relative Obscurity"As children, both Harry Potter and Luke Skywalker lived under the hidden protection of an aunt and uncle, longing for a better life. 8."V" for Villain The main villains of the Star Wars and Harry Potter universes often change their names, personalities and even appearances upon turning to the dark side. 7 "Who Wants to Live Forever?"The Emperor and Voldemort were both obsessed with immortality, eventually returning from death to continue their quest for eternal life and unlimited power. 6. "Romancing the Stars"Luke Skywalker and Harry Potter both had a male friend and female friend who initially annoyed each other and bickered often, but ultimately fell in love and got married after hiding their true feelings for years. 5. "Dead Mentors, Dementors and Frozen Friends"Being associated with either Luke Skywalker or Harry Potter can be hazardous -- both had teachers who were murdered, both had friends who were frozen by the enemy and both had family members who were caught in the crossfire 4."Like Father, Like Son"Harry Potter and Luke Skywalker, like their fathers before them, were both gifted pilots who displayed special talents long before they knew of their hidden abilities. 3."Love Hurts"Both Luke Skywalker and Harry Potter suffered a string of physical injuries that left them permanently scarred. 2. "Size Matters Not"Star Wars and Harry Potter both featured a wide variety of height-challenged characters and species -- and Warwick Davis portrayed many of them. 1. "Your Father Wanted You to Have This"Harry Potter and Luke Skywalker both received mystical heirlooms left behind by their late fathers, presented to them by elderly mentors. ++ Games we'd like to play. Indiana Jones and the Kingdom of the Crystal Skull. In this fast action, classic side-scroller, you Are Indiana Jones, a daring treasure hunter, willing to risk everything to find and recover the Crystal Skull, a secret treasure of the Mayan civilization. In this demo you will be able to explore dark and eerie under ground temples in the jungles of Peru, searching for treasures, trying to overcome such creatures as sword wielding skeleton warriors, giant spiders, and at the end, a throng of lawyers from LucasFilms attacking USA Games Interactive for copyright infringement. smiles, Phil ++ Thomas War'ds Tribute to Acefire I am Sam. Sam I am. Tel me, tell me, do you like Acefire? I do not like Acefire. I do not like it Sam I am. Will you play it here or there? Will you play it anywhere? I will not play it here or there. I will not play it anywhere. I do not like Acefire Sam I am. Will you play it in a house? Will you play it with a mouse? I will not play it in a house. I will not play it with a mouse. I will not play it here or there. I will not play it anywhere. I do not like Acefire Sam i am. Would you, could you, in a car? I would not, could not, play it in a car, not in a house, not with a mouse, not here or there, not anywhere. I do not like Acefire Sam I am. Would you, could you, play Acefire in a box? Will you play it with a fox? I would not, could not, play it in a box, not with a fox, not in a car, not in a house, not with a mouse, not here or there, not anywhere. I do not like Acefire Sam I am. Will you play Acefire in a tree? I will not play Acefire in a tree, not in a box, not with a fox, not in a house, not with a mouse, not here or there, not anywhere. Sam won't you let me be? Will you play Acefire on a train. Will you play Acefire in the rain? I will not play Acefire in the rain, not on a train, not up in a tree, not in a box, not with a fox, not in a car, not in a house, not with a mouse, not play it here or there, I will not play it anywhere. I do not like Acefire can't you see? Would you, could you, play Acefire in the dark? I would not, could not, play Acefire in the dark. I will not play it in the rain or on a train. I will not play it in a tree. Won't you let me be. I will not play it in a box and not with a fox. I would not, could not, in a car. i will not play it in a house or with a mouse. Do not like it here or there. I do not like it anywhere. I do not like Acefire Sam I am. Will you play it with a goat? Will you play it on a boat? I will not play it with a goat, not on a boat, not in the dark, not on a train, not in the rain, not in a tree, not in a car, not in a box, not with a fox, not in a house, not with a mouse, not here or there, not anywhere. i do not like Acefire Sam I am. Try it. Try it. You will like it. You will see. You will like Acefire just like me. I will try Acefire if you let me be. I like Acefire. It is so fun to play. I will play it with a goat. I will play it on a boat. I will play it out in the rain, and I will play it on a train. I would, I could, play it in the dark. I will play it in a tree. Acefire is so good you see. I would play it in a box, and I would play it with a fox. I would, I could, play it in a car. I will play it in a house, and I would play it with a mouse. I like Acefire here and there. I will play acefire anywhere. I do, I do, like Acefire Sam I am. ++++ A TRIP DOWN MEMORY LANE By Ari Damoulakis This is an article about the joys of gaming on the old Nintendo Entertainment System, even as a totally blind gamer. I recently found a Nintendo Entertainment System machine, and this made me able to dig out and play those wonderful old games that are still now such a part of my life. MY HISTORY IN GAMING Before I got the NET, I still played handheld games belonging to my brother. I would always die very soon, but, as a young child I just loved playing them because of these wonderful sound effects. On the TV, ads were appearing for things such as the Sega Megadrive, and I loved hearing the sound of the cars as they roared over the race tracks, Sonic The Hedgehog as he was inside that huge Pinball machine not to mention the cool arcade-style music in the background. I don't know if this is the experience of other very young blind people who were exposed to these game ads, but to my naive young mind, there was no question about whether or not I could play these games. Somehow, for some weird reason, the fact that you actually needed to see to play these games successfully just never occurred to me at all, I just took it for granted, just like I was playing my brother's handhelds that I wanted to buy these consoles, maybe it was just the enjoyment of hearing these sounds and the fascination that I could make these sounds happen by pressing buttons, and with each button I pressed, this would give rise to a new sound, and so, wasn't I also playing games? I used to hear the sounds of car racing on the ads, and think that I would like a megadrive, the question of whether I could even play such a game didn't somehow occur to me, I just loved the sound of the cars. My parents never stopped me, or excluded me from mainstream gaming. If there were arcade game machines in the shops and other people were playing them, they'd also let me have a go, never mind the fact that I probably died quite quickly, or stood for ages on one spot pressing the buttons being fascinated by the sounds. It was when my brother got a computer, and I played it, that I gradually learnt to associate different sounds with what was going on in-game, and to play accordingly, meaning that I actually began to know when I was putting, and that that put had to go into the hole, or that I was batting in cricket, and learnt to listen to the bowling sound and try to time my pressing of the keys to hit the ball. NINTENDO, HERE I COME I loved playing games on the computer, but I soon discovered that there was a lot lacking. Our computer, even at that time, was an extremely slow model, the 286. I was very into watching sports such as boxing, snooker and soccer on TV, and I desperately wanted to play these on the PC, but I could not find such games anywhere. It was about this time that I made friends with a guy at the school for the blind where I was studying who told me about this wonderful machine he had called a Nintendo, and that, with the help of his brother, he had learnt to play games such as boxing, and that he also had soccer and snooker games. Being one of only two schools in the country for blind people, my friend and I lived far away from each other, so it took me months to arrange for a weekend visit to his house to play this magical machine of his. While I was waiting, I had dreams of replaying all these wonderful matches that I had seen on TV: I was the Wits University goalie who'd save the penalty in the crucial shoot-out, I was the wonderful South African boxing champion who'd fought in a tough twelve-rounder, retaining my title narrowly on points, or I was Liverpool or Leeds United playing against Coventry City or Tottenham in a league match. The fateful weekend arrived, and it was one of the best experiences in my life. I remember arriving at my friends, his brother and him were waiting, and they showed me this wonderful Nintendo with the game I'd heard him talking about for months, World Champ Boxing. They decided to let me fight against an easy opponent, so that I could hear the different sounds of the punches. Then they sadistically decided to let me fight against the champion, and, of course I lost. We played soccer, Snooker, wrestling, and we had loads of ice cream. I was upset when I had to leave, but I decided then and there that I needed a Nintendo. I eventually got my Nintendo for Christmas from a Reggies toy shop, I'll never forget that either. We went in, and my parents bought it, I was absolutely excited. I had to choose between two games, there was the four-in-one with soccer, or there was a 24-in-one with Athletics. I remember that I wasn't at all interested what other games were on the cartridges, just what sports games were on. I chose the 24-in-one. We went home, and my dad connected my machine to the TV, and, for the rest of the evening, we sat going through each game in the 24-in-one, my mom and dad explaining patiently to me what each game was about and working out the controls with me. From then on, I have never looked back. I played my Nintendo endlessly, and I do still have all of my games. Many people think that game playing is just some sort of phase that you should grow out of, but I've happily defied them all. Although I'm at uni, I still get that wonderful thrill when I play those Nintendo games and hear the magical sounds. I still love the sound of me diving and swimming in the Olympics, of the javelin and the high jump, of the pole volt and the gymnastics. I still enjoy one of the greatest games ever to appear on the Nintendo, the table-tennis, with its talking ghost umpire, and, in my opinion, the only ever game that actually gave the totally blind player total equality with a sighted counterpart. OBSERVATIONS There are, however, more observations which I feel need to be made. I would never have been able to learn to play these games without sighted help, and I still feel that any blind person wanting to play mainstream games needs sighted help to get them started. Whenever I got a game, I needed sighted friends or family to help me learn the menus, and to explain to me the meanings of each sound, what the buttons did, the layout of the game, example after you fight the third guy in Double Dragon, you have to always try and go right and up to find a ladder, and, if it was a complex game, to work out a strategy for a blind person to have a chance of playing a good game. An example of this would be the American Football on the Nintendo, where my friend and I worked out that if I passed and immediately ran diagonally, I could actually make quite a bit of ground. Sounds on the Nintendo were so primitive and obscure, that it was absolutely possible to put a game on, try and listen to its sounds, and have absolutely no idea what it was about, or, as once happened, think that it was another type of game! Sounds were so deceptive, that when I heard a sound which sounded like something shiny like a ring falling on the floor, I asked if this game had something to do with jewels, only to be told that I was throwing blocks around! And, have you ever heard that appalling kicking and punching sounds of Spartan X? If my dad didn't tell me that those sounds were kicking and punching, I probably still wouldn't know what Spartan X was about, and maybe have imagined something really stupid. Another really obvious observation, but one which should be said, is that only a small percentage of games are playable by totally blind people, but, if you do find a game which seems unplayable, first ask other blind people if they've had success in playing it. There have been many times that I've felt that I'd never be able to play a certain game, only to learn from a friend that there are ways of getting round certain problems. This might also sound contradictory, but just because a game isn't accessible, it does not mean I don't play it or am not capable of enjoying it. I sometimes just put a game on and in some sort of randomly maniacal thrill run around shooting. Of course I know that I'm going to die, or that I'm not going to get far, but it's just that thrill of hearing myself shooting down a few planes before I die myself. GAMING THESE DAYS The really sad thing that comes to mind about gaming these days, especially console gaming, is that you don't get game compilations anymore. When you now go into a shop, the games are all so expensive that you need to be sure that what you're buying is actually accessible or playable, you can't just buy a compilation and have some games be accidentally accessible. Unfortunately for sports titles, so many sounds have been softened or left out to make the games more realistic, this, together with faster game play and improved AI has made it much harder for us to play soccer or many of the new sports games successfully. I haven't had a newer games console, missing out on the whole era of the PS 1 and 2, but I am now definitely saving up for a Nintendo WII, as from what I've heard, many games on it are playable by blind players, not to mention its wonderful atmosphere of family-friendliness and fun, not to mention the exercise I'll be getting swinging its remote about. Just one funny story to close off this article, after many years of me playing Nintendo, before audio games, someone came and showed us text adventures. He was saying that these are games that you as blind people can enjoy. After being quite thrilled hearing the speech tell me my surroundings and exploring fantasy worlds for a few minutes, I actually stopped playing them, I was totally bored by these supposed games for blind people, as, for me, they still don't have the wonderful, thrilling sound atmosphere that is embodied in "normal" games. Your comments about this article are welcome, you can email me at retroman@ananzi.co.za ++++ Word Puzzles and solving them By Ron Schamerhorn This began as just the usual idea of including a word or logic puzzle in the current issue of the magazine. After writing out the puzzle with the five houses however it soon became more of an article or better yet somewhat of an undertaking. It seemed somehow wrong to quickly include the answer in this issue, so there will be time to work out who owns what pet and such. I have always enjoyed word puzzles or those which require some good old brain power to solve. Admittedly I don't always come up with the answer, sometimes even completely stumped but the house problem got me intrigued and looking into these kinds of games for the mind. What I've decided to do with the aid of the internet and I'll certainly give the appropriate credit is to introduce a few inigmas. The first examples I'll include the explanations on how to solve them. As I mentioned I'll leave the final one for those who wish to work on between now and the next publication. A grid is recommended for helping to solve the larger word puzzles but I'm not sure how easy that will turn out to be but I will try and come up with a substitute. I guess using an xl spreadsheet might work as a viable alternative. Okay to start let's take a look at an easy problem. I found the next three on http://www.thakur.demon.nl Read the sentence below and count the F's in that sentence. Count them ONLY ONCE. Do not go back and count them again. Puzzle 1 Finished files are the result of years of scientific study combined with the experience of years. Puzzle 1 ends. Seems straight forward enough, but can be slightly trickier then you may believe. There are a total of six "f's" in the sentence. There is no catch in this one. Many people forget the of's. The human brain tends to see them as V's and not F's. The scoring for those who might be curious a person of average intelligence finds three of them, if you spotted four, you're above average, if you got five, you can turn your nose at most anybody and if you caught six, you are a genius! Now we've figured out that one we'll move on. This one is a little harder though. After looking at the various ones it does seem as if there is a distinction between what you could say is a word puzzle such as the prior example, and a logic puzzle such as the below. It's also been around for a number of years and is easily solved. Here you go! Puzzle 2 Farmers problem A farmer is standing on one side of the river and with him are a wolf, a goat and a box with cabbages. In the river there is a small boat. The farmer wants to cross the river with all three items that are with him. There are no bridges and in the boat there is only room for the farmer and one item. But if he leaves the goat alone with the cabbages on one side of the river the goat will eat the cabbages. If he leaves the wolf and the goat on one side the wolf will eat the goat. The farmer can only seperate the wolf from the goat and the goat from the cabbage. How can the farmer cross the river with all three items, without one eating the other ? Puzzle 2 ends A little hint before giving the answer is that it doesn't limit how many trips he can take in the boat, or that something has to be left on the other side of the river at all times. Just remember to seperate the wolf from the goat and the cabbages.Pausing now might be good if you'd wish to take a few minutes to ponder how the above is accomplished. Puzzle 2 solution Farmers problem First the farmer takes the goat across the river. He goes back to pick up the wolf. When he is across he leaves the wolf and takes the goat. Back on the other side he leaves the goat and takes the cabbages with him. Then he picks up the goat and all three items are on the other side. Fairly easy right? Let's go for a short one then. I present the next logic question. Puzzle 3 Burning rope There are two lengths of rope. Each one can burn in exactly one hour. They are not necessarily of the same length or width as each other. They are not of uniform width (they may be wider in the middle than on the end), thus burning half of the rope is not necessarily half of an hour. By burning the ropes, how do you measure exactly 45 minutes worth of time? Puzzle 3 ends Provided with the information above,this is the answer I didn't quite get the solution but it's completely sensable. . Puzzle 3 solution If you light both ends of one rope, it will burn in exactly half an hour. Thus, burn one rope from both ends and the other rope from only one end. When the one rope (which is burning from both ends), finally burns out (then you know a half hour has elapsed), you also know that the other rope (which is burning from only one end) has exactly a half hour left to burn. Since you only want 45 minutes, light the second end of the rope. This remaining piece will burn in 15 minutes. Thus, totaling 45 minutes. Puzzle 3 solution ends It's certainly a quicker one to finish then some I've seen before. But speaking of, how does one go about solving those more complex brain teasers? I went looking and discovered a good explanation from the website http://www.puzzles.com which I will include here and hope it will serve for ease of illustration. Here we are presented with a bunch of clues and need to figure out using those clues what month, and day of the week each sister was born. *snip from website* Tips on Solving Logic Problems - a logic problem THE PUZZLE: Five sisters all have their birthday in a different month and each on a different day of the week. Using the clues below, determine the month and day of the week each sister's birthday falls. 1. Paula was born in March but not on Saturday. Abigail's birthday was not on Friday or Wednesday. 2. The girl whose birthday is on Monday was born earlier in the year than Brenda and Mary. 3. Tara wasn't born in February and her birthday was on the weekend. 4. Mary was not born in December nor was her birthday on a weekday. The girl whose birthday was in June was born on Sunday. 5. Tara was born before Brenda, whose birthday wasn't on Friday. Mary wasn't born in July. HOW TO SOLVE IT: The grids provided to help solve logic problems are useful for identifying what you have learned from each clue. Where the vertical and horizontal squares meet are your possible answers and these will be crossed out as each is proven to be false. When you find a true match, draw a black dot in the appropriate square. When you prove a combination false, draw an 'x' in the square. Clue 1: The first clue states that Paula was born in March so put a black dot in the square for "Paula" and "March" as shown. Since Paula was born in March, none of the other possibilities are valid, so the rest of the row and column can be marked with an 'x' as shown. The clue also states that Paula's birthday is not on Saturday, thus "Saturday" for "Paula" can also be crossed out as shown. The second half of the clue states that Abigail's birthday is not on Wednesday or Friday so you can mark Wednesday and Friday for Abigail with an 'x' in the right section of the grid as shown. Clue 2: According to the second clue, Brenda and Mary could not have been born in February since the girl whose birthday is Monday was born earlier in the year. Likewise, Brenda and Mary didn't have a birthday on Monday. So these squares can be crossed out. Also, in the bottom part of the grid, the Monday birthday cannot happen in July or December because both Brenda and Mary had birthdays AFTER the girl whose birthday is on Monday so these two squares can also be crossed out as shown. Clue 3: Tara was not born in February and so that square is crossed out. Now the only square in that row that isn't crossed out is Abigail. By elimination therefore, Abigail was born in February. Put a black dot in that square and cross out the rest of the horizontal row. In addition, since you know from clue 1 that Abigail's birthday is not on a Friday or a Wednesday and you know she was born in February, you can cross out Wednesday and Friday in the bottom block of the grid for February. Also, from the second half of Clue 3, Tara's birthday is on the weekend, so Monday, Wednesday, and Friday are crossed out for Tara in the right section of the grid as shown. Clue 4: Mary wasn't born in December so cross it out as shown. Since her birthday isn't on a weekday, you can also cross out Wednesday and Friday for Mary in the right-hand section of the grid. From Clue 2 you know that Tara's birthday was on a weekend too. So in the right section of the grid, Saturday and Sunday can be crossed out for Abigail, Brenda, and Paula. This leaves only Monday for Abigail to put a black dot in this square and cross out the rest of the column for Monday. From the last part of Clue 4, in the bottom section of the grid, put a dot for June and Sunday, crossing out the rest of the column and row respectively as shown. Also, in the upper grid, cross out Brenda for June because you know her birthday wasn't on the weekend. Clue 5: Since Tara was born before Brenda, cross out December for Tara since she couldn't have been born last. This leaves only December for Brenda so put a black dot in that square and cross out the rest of the row. From the second half of the clue, you know that mary wasn't born in July so by elimination Tara was born in July. Put a black dot in that square and cross out the rest of the row. Also put a black dot in the square for Mary and June since it's the last square open. You've now determined all of the months in which everyone was born. Also, since you know that June goes with Sunday and Mary was born in June, her birthday is on Sunday so mark that off in the right section of the grid. This then leaves Tara for Saturday so mark that too. Lastly, from the clue, Brenda's birthday wasn't on Friday. So by elimination, Brenda's birthday was on Wednesday and Paula's birthday was on Friday. CONGRATULATIONS! You've now completed the logic problem. You should have a full grid that looks like the one below. Or in summary, you should have the following answer: FINAL SOLUTION: . Abigail, February, Monday . Brenda, December, Wednesday . Mary, June, Sunday . Paula, March, Friday . Tara, July, Saturday Now that I've either got you all thinking and ready for a challenge or prepared to throw in the towel and go to the next section of the magazine here's the big one. It's similar to the previous example and I've got the solution but won't be using it yet as I want to try and workit out on my own. What sounds scary is that it took the person about 5 hours to work it through. Going to show that it's solvable but takes some time and patience to do so. This one I discovered on http://www.blindcooltech.com website and was submitted by Don Barrett so my gratitude is extended to him for being totally responsible for me putting this article together for the entertainment of everyone. Puzzle 4 There are five houses in a row. Each of a different colour, and inhabited by five people of different nationalities. With different pets, favourite drinks and favourite sports. Use the clues below to determine who owns the monkey and who drinks water. 1 The Englishman lives in the red house. 2 The Spaniard owns the dog. 3 Coffee is drunk in the green house. 4 The Russian drinks tea. 5 The green house is immediately to the right of the white house. 6 The hockey player owns hamsters. 7 The football player lives in the yellow house. 8 Milk is drunk in the middle house. 9 The American lives in the first house on the left. 10 The table tennis player lives in the house next to the man with the fox. 11 The football player lives next to the house where the horse is kept. 12 The basketball player drinks orange juice. 13 The Japanese likes baseball. 14 The American lives next to the blue house. Puzzle 4 ends As you can plainly see some of the word puzzles are indeed rather daunting at first glance. This one certainly looks to be tough. I'll leve it here for now regarding these types of mental exercises, so if you would like give it a go and see how well you can do with getting it solved. The solution will be forthcoming in the next Audyssey and hopefully it will be enjoyable and not a cause of stress for people. ++++ Dungeons & Dragons co-creator Gary Gygax dies at 69 Mar 5, 2008 at 7:41 AM PST Story Updated: Mar 5, 2008 at 7:41 AM PST By Associated Press MILWAUKEE (AP) - Gary Gygax, who co-created the fantasy game Dungeons & Dragons and is widely seen as the father of the role-playing games, died Tuesday morning at his home in Lake Geneva. He was 69. He had been suffering from health problems for several years, including an abdominal aneurysm, said his wife, Gail Gygax. Gygax and Dave Arneson developed Dungeons & Dragons in 1974 using medieval characters and mythical creatures. The game known for its oddly shaped dice became a hit, particularly among teenage boys, and eventually was turned into video games, books and movies. Gygax always enjoyed hearing from the game's legion of devoted fans, many of whom would stop by the family's home in Lake Geneva, about 55 miles southwest of Milwaukee, his wife said. Despite his declining health, he hosted weekly games of Dungeons & Dragons as recently as January, she said. "It really meant a lot to him to hear from people from over the years about how he helped them become a doctor, a lawyer, a policeman, what he gave them," Gail Gygax said. "He really enjoyed that." Dungeons & Dragons players create fictional characters and carry out their adventures with the help of complicated rules. The quintessential geek pass time, it spawned a wealth of copycat games and later inspired a whole genre of computer games that's still growing in popularity. Born Ernest Gary Gygax, he grew up in Chicago and moved to Lake Geneva at the age of 8. Gygax's father, a Swiss immigrant who played violin in the Chicago Symphony Orchestra, read fantasy books to his only son and hooked him on the genre, Gail Gygax said. Gygax dropped out of high school but took anthropology classes at the University of Chicago for a while, she said. He was working as an insurance underwriter in the 1960s, when he began playing war-themed board games. But Gygax wanted to create a game that involved more fantasy. To free up time to work on that, he left the insurance business and became a shoe repairman, she said. Gygax also was a prolific writer and wrote dozens of fantasy books, including the Greyhawk series of adventure novels. Gary Sandelin, 32, a Manhattan attorney, said his weekly Dungeons & Dragons game will be a bit sadder on Wednesday night because of Gygax's passing. The beauty of the game is that it's never quite the same, he said. Funeral arrangements are pending. Besides his wife, Gygax is survived by six children. ++++ Copyrights and Commercial Games by Thomas Ward March 14, 2008 When I first began writing my own accessible games in 2004 I had many dreams of creating games like Tomb Raider, Star Wars, Star Trek, etc and selling them. I honestly hadn't thought much about the copyright issues involved in making my own versions of Tomb Raider, Star wars Jedi Knight, or Star Trek Elite Force. All I knew is I wanted to create my own games, and do my best to clone the games I use to love to play. However, soon after completing my first game, Star Trek Final Conflict, I attempted to legally obtain the rights to publish, sell, and make games based on Star Trek, Star Wars, etc. As it turned out contacting the parent companies involved was a very difficult task. Even when I did make contact with the parent companies who owned the copyrights it was made very clear to me that if you don't have millions of dollars to license the copyrights, a team of lawyers working for you, and you aren't a major company you might as well forget it. People like Paramount, Lucas film, etc tend to only deal with major companies with money and legal power to license their trade marks for toys, games, and other products. So I began researching U.S. copyright laws to see if there were any legal way to get around paying millions of dollars to company x to use Lara Croft, Darth Vader, or the starship Enterprise in my next game title. Before we can actually talk about copyright law we need to first understand what can and can not be copyrighted by an individual or company. Under U.S. copyright law a copyright can only be granted if the copyright is an original work or creation, the copyright is unique, and is fixed in a medium such as a motion picture, audio recording, photograph, painting, book, etc. Certain elements of a work may not be copyrighted if it is not an original work, if the creation is common, or it is an idea. If that all sounds confusing here is some real world examples of what can and can not be copyrighted in a commercial game. Let us assume that you want to create a cops and robbers style game. Under U.S. copyright law you can not copyright generic game characters such as policemen, robbers, and prostitutes. You also can not copyright everyday items such as police revolvers, police cars, police radios, etc. You can not copyright actual places such as New York, Washington DC, Boston, etc. Now, let us assume you name your detective Dick Tracey and the crime boss Big Boy Al Caprice. You decide you want your cops and robbers game to be set in Chicago. Now, do you have something you can copyright yet? Not exactly. Just because you have named your characters and set the story in Chicago doesn't make it an original work you can copyright. In order to turn your cops and robbers game into a copyrighted work you must create a unique story and profile for the characters that will qualify it as an original work. For example, in the chart below I will create a profile that will make my Dick Tracey character an original character. Name: Dick Tracey Age: 35 Height: 6 ft. Weight: 165 lb. Race: white Clothing: brown pants, trench coat, and hat Reads: murder mysteries and true crime Music: opera Employment: Chicago police detective Girl friend: Tess Trueheart Home: Chicago Weapon: 357 Magnum At this point we can obtain a copyright and trade mark for Dick Tracey as we have created a unique identity for our game character. While individually none of the items in the profile are unique as a whole they create an established character. We now know that Dick Tracey wheres brown pants, trench coats, and hats. He carries a 357 Magnum, has a girl friend named Tess Trueheart, works for the Chicago police, is a detective, etc. If we come up with some photographs and images for Dick Tracey the game character for all intents and purposes is an original creation, and now falls under copyright protection as well as any supporting characters such as Al Caprice and Tess Trueheart. The more details a character or creation has the more likely it can be copyrighted. One of the most difficult questions I have had to research is once a character, story, game, song, etc has been copyrighted can I use it in my own games? Well, it is actually a difficult question to answer because current U.S. copyright law is not clear where copyright protection ends and fair use begins. There are, however, some general guidelines in the copyright laws on fair use that helps give us a clearer idea of what we can and can not do with accessible games based on movies, books, and commercial games that are copyrighted. Under current U.S. copyright law there are some provisions for fair use of copyrighted works including commercial games. A copyrighted work may be used for criticism, research, news, advertisement, non-prophet educational instruction, etc. In addition any copyrighted works used under the fair use provisions must come with a disclaimer or citation of the original copyright owner and their copyright rights. A copyrighted work can not be resold, traded, transfered, or recopyrighted without the original copyright holders permission. As I currently understand the U.S. copyright laws if a game developer such as USA Games, PCS Games, GMA, etc wanted to make a Harry Potter, Spider Man, Dick Tracey, Tomb Raider, or Star Wars style game it would have to meet the following provisions. The game would have to be free, be redistributed as educational or research software, and have to include a disclaimer of the original copyright holder/holders. Basically, in short we are talking about a totally free, probably open source, game that gives the original copyright holder/holders full rights to the game and story line. One question most people ask about is fan fiction. Everyone usually wants to know if they can use Star Wars, Tomb Raider, Star Trek, and Harry Potter in their own stories, games, etc if it is done as free fan fiction. Under current copyright law the matter is usually determined by the copyright holder's end user license agreement for the copyrighted work in question. Some copyright holders are more open to fan fiction than others. Some have no problems with fan fiction, and others are known to be fanatically protective of their copyrights. For example, in my research I discovered Universal the copyright holder for such TV shows as Xena Warrior Princess, Hercules Legendary journeys, and Battlestar Galactica are very open to free fan fiction. There are a number of Xena Warrior Princess fan fiction sites that have been awarded approval from Universal. On the other hand there are also copyright holders such as Lucas Film LTD which are extremely fanatical about their copyrights for Star Wars and Indiana Jones. In reading their copyright agreements any and all fan fiction is forbidden and offenders could be sued by Lucas Film for damages. This obviously makes it difficult for anyone to legally use Star Wars or Indiana Jones trade marks in any stories, games, or fan fiction work available to the Audyssey community. In short if you are thinking of something Dick Tracey, Harry Potter, Spider Man, Super Man, Xena, Star Wars, or Star Trek for your next game the first place to start is read the end user license agreement related to the material on the copyright holders web site or supplied with the product. If the copyright holder is extremely strict about copyrights, even if you claim fair use, there is a possibility of being sued. If the copyright holder is alright with fan fiction or indifferent to it then you can probably legally make accessible games using your favorite characters, stories, and so on provided they are free and meet fair use guidelines. What happens if you are sued for copyright infringement? the court can issue an injunction to stop production of your work, order your work to be destroyed, and possibly award the plaintiff monetary damages from $200 to $100000. However, in order for the copyright holder to sue for monetary damages it must prove to the court that they have suffered financially do to your copyright infringement. As fan fiction has proven over the years to help sales, not hurt sales, most court cases involving fan fiction never go to trial or never go passed a simple injunction to stop production of your work. Finally, I've heard a lot of people on the Audyssey list ask what about accessibility. Why can't we make a copy of Jedi Knight since the original game is not accessible? Why can't we adapt something to our needs? I've been doing some research into this area, and the U.S. copyright laws are still unclear about where we stand as far as adapting copyrighted materials for accessibility purposes. What I can say if a game developer were to attempt to adapt Tomb Raider, Jedi Knight, Halo, etc to an accessible format they would probably stand a good chance in court under the fair use copyright provisions. Especially, if the game was free, designed in a specialized format for the blind only, and a disclaimer acknowledges the original copyright holder of the work. For example, under the fair use provisions, U.S. Public Law 9-22, states that written materials such as books, magazines, articles, may be reproduced in a free and specialized format such as braille, audio, digital, etc. While Public Law 9-22 has nothing to do with games it does show how the fair use provisions of the U.S. copyright laws could be used as a mottle for games, descriptive video, and other forms of entertainment that is normally denied to us through inaccessibility. However, until the matter is settled in court writing accessible games using copyrighted game stories, characters, etc is still a complicated and tricky business for accessible game developers. I suggest a lawyer or some other form of legal advice should be consulted prier to releasing copyrighted game material. For the purposes of this article I primarily referred to the current state of U.S. copyright law. If you live in a country other than the U.S.A. you should review your own country's copyright laws. I've discovered there is no such thing as kooky cutter, one size fits all, copyright laws that applies world wide. The European Union has a much stricter view of copyright laws and rights than does the U.S.Under France's copyright laws certain license agreements such as the General Public License agreement used for Linux and other open source software is not applicable in France. This has made things difficult for companies such as Novel, Sun, Red Hat, etc that use open source G.P.L. type licenses on some of their software products. So just because it is legal to do one thing in one country it may not be legal in another. Each country has its own regulations on what is and is not acceptable use of copyrights. ++++ The eminence of ambience. By Dark Back when I first ran into shades of doom, and by extension audio games in general, in late 2005, after the initial shock (and some of those mutant humans and gelatinous blobs were! pretty shocking), as I looked over more and more titles, I found myself making some assumptions. "yes" I thought, "These games are okay" I thought, "sometimes even fun" I thought, "but slightly limited in the game play department". I found myself imagining audio games as some pretty fluffy little sheep in a field, ---- albeit occasionally mutant zombified sheep of horrible doom, as I'd encountered in shades. But still always stuck in said field behind the large thorny hedge of limitations in game play which they could never cross. Now, two and a half years later, those sheep have stampeded through the hedge and are running wild, like a raging tide of woolly unstopableness! Recently we've seen exploration and puzzles galore in Sarah, online multiplayer real time strategy in sound Rts, track creation and real-time online competition in rail racer, and the first audio side scroller to feature a major vertical element and exploration in tom Ward's work. and more projects, more new developers and more innervation is on the way. Those metaphorical sheep are definitely going on a metaphorical rampage of metaphorical doom and destruction, and will probably metaphorically end up taking over the metaphorical world of metaphor if their not metaphorically stopped! but despite this new host of game play additions, there is still one particular area of audio games which does not seem, in my humble opinion to have received anything like enough attention , the area of audio ambience and game atmosphere. there are many computer games, ---- of every sort from audio to graphical to text, which make no pretence of being anything but an exercise for the player. they may be a test of spatial logic, as in lap, memory as in Simon, reflexes as in bop It, or vocabulary as in hang man. Even now on modern game consoles, games like Tetris are still played. Games that exist simply for their own sake and have all the subtlety and hidden meaning of a pickaxe through the head. However such games are dressed up, ---- more elaborate text, more complex graphics, more music and sound effects, their essential purpose is after all to exist as, and be played as tests or challenges for the player's abilities and nothing more. Even an incredibly shiny, hand crafted, designer pickaxe from hackum and leggit of London, "designers of quality pickaxes since 1832" is still at rock bottom a pickaxe (even a metaphorical one). At the other extreme there are games which exist as entire virtual worlds. the player is given the roll of a character in that world, ---- much as they would be in acting in a play, and it is up to them to fulfil that character's task, or explore that character's world, interact with it's elements and do what their is to do in that world. this most obviously applies to role playing or interactive fiction games, but not necessarily, ---- after all following a career in racing or being the lone gunner defending a star base from an oncoming alien hoard are both possible tasks for characters in different virtual worlds. In these sorts of games, accomplishing the task isn't merely a test for the player, but a way of interacting in, and dealing with a situation in a virtual environment set up by the developer. Fail to stop the alien hoard, and it doesn't just mean game over, it means the end of humanity as we know it! Of course, most games will fall somewhere in the middle of these two extremes. A complex fps game rich though it might be in atmosphere and story may still employ a points system for how well you dispose of the monsters, or hidden bonuses or endings that are only rewarded to the most skilful players. While we'd expect a computer version of battleships to have some sort of navel theme in it's graphics or sound, explosions when the ships get hit etc. As I said, in audio games I think we've seen a lot of fantastic and intriguing challenges to the player, particularly recently, but it's this second aspect of gaming, creating a convincing world and atmosphere as a context in which those challenges happen, immersing the player however briefly into an alternate universe of the developer’s imagination, which I think has often thus far been neglected in audio games. So for the rest of this article, ---- Assuming your still reading this pointless stream of randomized drivel, I'll try and consider different elements of games and suggest a few ways that might be used in future to increase the level of immersion in each area for audio games. Of course, there are cases, ---- like the recently released Bg Uno, where none of this will apply, and that's absolutely fine, sense a bit of harmless brain flogging never hurt (especially when it's someone else's brain your flogging, buahahaha!), but hopefully some of these ideas will apply to those developers working on games with some kind of world or story, ---- everything from space invaders and racing, to a full on 3D adventure game. the first and most obvious factor which I imagine people's minds are already leaping to is the matter of in game audio objects. Obviously if your alien spaceships sound neither alien nor spacey you've already strayed from the correct course, and are drifting towards the dreaded black hole of bad gameage! This is though an area often discussed in audio game reviews so probably needs no further waffling about from me. One suggestion I do have in this area, (you didn't expect me to let it escape entirely free of waffle), is to do with variety. In real life, we're used to detecting lots of similar but different objects. take a cup, some are large, some small, some are plastic some are pottery some are metal, but all are recognizably cupscious. to use the correct metaphysical jargon, all different cups are tokens of the same type. It's this aspect, having recognizably different tokens of a similar object type within a game which I think could contribute a lot to the game's atmosphere, and thus far hasn't I think been explored in audio games. After all, in real life, all dogs, cars, voices of inept and clobberable guards, and other such things do not sound the same, ---- so why should they in a game? Many graphical games used a concept called pallet swapping on enemies or other objects to indicate that though they were the same type, they were different tokens. This involved either slightly altering the enemy's appearance, ---- E.g. giving a similarly dressed thug in a fighting game sunglasses and a bald head instead of a pony tale, or just painting the enemy a different colour. In the original Mario brothers game for example (one with which I know many people are familiar), the generic goomber enemies are orange in the over world stages, blue in the caves, and grey in castles, ---- though of course they're still as stupid and easy to stomp as ever! In audio, Developers could slightly alter the pitch or repeat rate of enemies or other object sounds, not enough to be vastly different, but just enough to show that this particular barking dog, is a different one from the one encountered on the last level. This would add the concept of variety to the world, keep the player on their toes, and altogether make things more immersive. another possible tweak that has already made it into several audio games such as shades, monkey business and Sarah, is the idea of area specific, but unnecessary sounds. these could be a dripping tap your character walks passed, a tree blowing in the wind, or a fall of sifting sand in a subterranean passage. Of course there is the risk that in some games, ---- such as monkey business, these sounds can mask the important ones, but by the use of object scanning and good navigation keys such as in the GMA engine or Terraformers, I believe this problem can be gotten around. In graphical games, often the background to the playing area changes dependent upon where the character is, ---- even within one level location, and I see no reason why audio games couldn't do the same. This is however one area where some games have made some great progress, though others perhaps could benefit from including something like this. then, there is the matter of general background ambience over an entire game or location. This is something most games include to some extent or other, but often perhaps not as much as could be done, particularly when including different general background for multiple similar locations within the same game or game world. after all, in reality, even similarly sounding locations will always sound slightly different to some extent. I do understand though that perhaps more than in any other area, this is where the lack of resources in audio games really kicks in, since sound libraries are expensive things. One way around this problem however, which can preserve the variety, give the player the sense that they are really progressing through a world that's to some degree diverse, and also contribute to the impression of an ongoing series of events, ---- such as racing in different locations over a tournament or exploring different areas, or the set of events in a full blown story, is to use in game music. It's been common practice in graphical games for years, ---- even in freeware games produced on the internet to use different in game music for different environments of the game. the first round of a tournament style game for example will have one background track (and if it's a racing tournament, probably a foreground track as well), , the second another, and the final another. While obviously this doesn't increase the sense of realism, it does give the player a sense of the atmosphere the developer wants to invoke in that particular world or situation, ---- pumping adrenaline, a life or death epic struggle, or horrible mysterious terror! this is also perhaps an area where members of the audio games community could get involved with and contribute to the work of our dedicated developers, ---- since after all it's just as much in the player's interest to have a good game to play as it is in the developers to create it (probably more in fact). Finally, there's the matter of in game audio which is intended specifically for the setting or story, things like cut scenes, speaking npcs (including sporting or racing announcers), and even some status effect indicators should the developer whish to include them in the world or setting, ---- as was done with the reports from your tank's crew in GMA Tank Commander. This is also an area where some very nice work has been done and a lot of benefit for ambience can happen, ---- just look at the audio cutscenes in the interactive fiction games produced by 7-128 software. Obvious though, this is also something that gets heavily run through in reviews (often with daggers), so I won't go on about it here accept to say that this is perhaps somewhere else where audio game players, ---- particularly those with voice recorders (such as myself), could probably help out our devs. So there are my thoughts! I definitely hope this is an area people will think about in future game creation, and an area players will get involved with as well, since it can offer so many rewards to the player and turn what initially seems a basic reflex based shoot the baddies or win the trophy game into something much more fundamental. take for example the game rail racer, ---- a game which as I said earlier, is a regular big friendly giant on the game play end of things. We know that the game happens in the near future after most of the world's population has become blind, but what is such a world like. Where are the racing tracks actually set up, in the desert? the mountains? beside the sea? Through cities or factories? it is these sorts of questions that I'd love to here answered in the game and other games produced in the future. Since I think the rewards to the player experience in answering those questions would be great. And after all, that metaphorical sheep rampage always needs new recruits! +++ News from developers ++ 7128 http://www.7128.com. 02/04/08 The Accessible Learning through Entertainment and Recreation Tools (ALERT) Project In February of 2008, 7-128 Software delivered a project designed to help educators and care givers select and apply accessible computer games to learning. The objective is to tell these professionals: 1. Where to find these games 2. How to select them 3. How to apply them 4. Whom to go to for help The ALERT project consists of a set of resources available at www.7128.com. These resources include: The ALERT Game Book, which identifies 7 Accessibility Needs, including blindness and vision impairment, uses 8 games to demonstrate specific Accessibility Accommodations for those needs, and suggests specific criteria for selecting accessible games. The ALERT Experts List, which gives contact information for experts in accessible gaming who have volunteered to respond to questions about accessible games. The ALERT How To Suggestions, a growing series of articles written by Eleanor Robinson, a former college instructor health care professional, and current accessible game developer, on how to apply accessible games to learning objectives. The ALERT Resources Grid, annotated links to developers, resellers, reviewers, and forums (such as Audyssey) where educators and care givers can get accessible games and information. All of these resources are available totally free of charge. John Bannick CTO 7-128 Software ++ News from BrailleSoft http://www.braillesoft.net 03/21/08 PB-Games and BrailleSoft are proud to present to you Showdown for PAC Mate 4.1 and earlier and Showdown for the PAC mate Omni 6.0 and later Thanks to Phillip Bennefall for giving me permission to port this awesome Ping-Pong like game over to the PAC Mate. Please read the readme file before playing the game for full details on how to play and what your PAC Mate needs to run this software successfully! You can also send mail to louis@braillesoft.net if you have any questions regarding the PAC Mate version! Audiogames.net should have a link to the Windows version in the not too distant future for those of you still wanting this game on your desktop. This, and other awesome games can be found at http://www.braillesoft.net/pacmate.htm. Also feel free to email me with any questions, comments, and suggestions you may have. Enjoy! + 02/21/08 Hi all gamers! I'm Louis Bryant from BrailleSoft, INC! I know in the past people have wanted games for the Smart Phones! I am proud to announce at braillesoft.net there are lots of them now! However I don't have a Smart Phone so please please let me know your findings and if they work. Also for PAC Mate users, there are more games located at http://www.braillesoft.net ! Enjoy and let me know what you all think! ++ News from Dan Z Games http://www.danzgames.com 03/20/08 What's New Due to other time commitments, DanZ Games will be closing in June 2008. In the meantime, we have released our game products as freeware. You can download the following self-extracting archives: Super Deekout, Chainlink, and Search Party. You should first install the game demos from the games' product pages. Each archive above contains one file that should be extracted to the respective game's directory (a subdirectory of program files, unless you changed it during install). The games will then function as registered copies. Limitted email support will be provided. Thanks for your support over the last four years. ++ News from Lighttech Interactive http://www.lighttechinteractive.com 12/07/07 dear gamers, lighttech Interactive is proud to anounce Bop It Ultimate ; our first ever multi player game! not just simply another lame remake: Play against the computer on 2 different game themes including a classic version of Bop It, and an insane Trick Bop theme invented by us. and the best part: connect to another gamer from anywhere across the globe and have a raging Bop It competition while the rhythm gets faster and faster! Features Include: " Online one on one gameplay against a partner! " 16 cool rhythms to unlock as you play! " Play the game on 3 themes: Bop, Trick Bop, and 1on1. " two different game modes: BeatBop, and VoxBop. " unlockable Ping - pong bonus game! " 3 voice settings to choose from. " the ability to send your score to the Lighttech Interactive score server go to http://www.lighttechinteractive.com to grab a copy! Happy gaming! Rob Lighttech Interactive http://www.lighttechinteractive.com ++ News from L-Works http://www.l-works.net 03/24/08 Hi. I'm working on creating a patch for judgment day to address a few long standing issues. Is there any suggestions or ideas anyone has? Try and avoid new feature requests like more levels or new kinds of weapons. I want to tweak the game and squish any bugs, or fix things that don't work right. If there's small improvements I can make like navigation keys, and other misc features, let me know. this is the kind of stuff I want to work on. Sapi speech was one of my ideas. are people opposed to this? it would make my life easier in the long run. Liam + 02/17/08 Hey Hey! I'm in a great mood. I just happened to get bored and decide it was high time to update everyone with what was happening in the not so sunny land of LWorks. How many game programmers will send random messages like this at 1 in the morning to say they have something for you to listen to? And to make it even better, I'm not going to say what this audio is of. All I'll tell you is, it's part of a new engine I'm working on. No specifics about the game have been released, but you can always guess if you want. and no. it's not super Liam 2. grins. you can hear it at http://www.l-works.net/newgame.mp3 I have been programming all night, and I'm extremely excited. Liam ++ News from Kitchen's Inc http://www.kitchensinc.net 03/03/08\ Hi, I have put 3 new files up on my web site. File Name wintgf8.exe File Size 90k bytes Four new trivia files, Canes and Cane Travel, languages, lord of the rings and presidents File Name wingcfs3.exe File Size 70k bytes Six new golf courses which are, Deer Lake rating 67, harry potter country club rating 61, joeburg country club rating 75, pacific putters paradise rating 43, Spring Fever Links rating 64 and Thunder Nationals rating 75 File Name WinHHv4.exe File Size 2.3m bytes Homer on a Harley version 4. In version 4 I fixed the practice mode save game conflict etc. All 3 files can be found on my free windows sapi5 text to speech games page. BFN Jim Kitchen's Inc, for games that are up to 100 percent funner to play. jim@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA ++ News from RS Games http://www.rsgames.co.nr 03/08/08 Hello, Our website ( www.rsgames.co.nr) has been successfully hacked. I have not checked any details yet and am in the process of doing that now. Please refrain from going to that website. Thank God for Back-Ups! Thank You. Ryan + 01/27/08 Hello All, RS Games is super-r s tastic to present Shoot Da Me Beta 3 with more features than I can think of! We added alot of features, most which you'll like (I hope!) • Enhanced UI • Many Bugs - All Known Are Fixed • Score Posting • A Simple Boss • Improved Layout/Design • Improved Size/Compression(Reduced by a mega-byte) • Enhanced Support For Sighted Players (Title Frame) • One Copter sound using Direct Sound Panning Technology And the one bad feature: • I wrote the readme as always [image: sad]! And some more features.... We have some features we will be adding on the RSG page. We would like to thank X-Sight Interactive and Mike F., for letting me use there wonderful score posting system! (Applause!) You can as always get it at www.rsgames.co.nr with our newly re-designed website now with Valid HTML/CSS We will be holding special contests throughout the year of who can get the highest score and the best health, etc, as we upgrade everything. It is programmed in standard PHP and Visual Basic 6. Thank You Audyssey, I hope you enjoy this one. -Ryan Smith Head of RSG/Dev at X-Sight www.rsgames.co.nr We welcome your feedback, rsgames@inbox.com Bye. ++ Sound RTS http://jlpo.free.fr/soundrts/soundrts-1.0-b10a-en.exe 03/31/08 Hello, SoundRTS 1.0 beta 10a (unstable version) is available in English at the following URL: Windows installer: http://jlpo.free.fr/soundrts/soundrts-1.0-b10a-en.exe Multi platform: http://jlpo.free.fr/soundrts/soundrts-1.0-b10a-en.zip This unstable version is only meant to test the new multiplayer architecture. The single player part is probably broken (for example: the restore feature will not work). The main change is the way the clients and the server communicate in multiplayer games: only the orders are sent to the server, and each client simulates the game. This way the game should be faster and allow more units, and a server can host more games. New bugs might appear, though. Known bugs: - sometimes, the multiplayer game doesn't start (check this by pressing control shift f3: you should hear the heartbeat of the game); if you have this problem, ask to quit twice (the second time will work) and start a new game; feel free to report this problem, though. - if you start a server and stop it, and start it again without closing the program, the server will not start the second time; close the program if you have to restart the server. About the reaction time of the game, you will find that there is a fixed delay between the moment where you give an order and the moment where you have the confirmation. This delay is necessary because of the latency, so every player plays in the same conditions even if some of them have higher latency delays. Later, I will make this delay adjustable, probably automatically, so the delay is near zero in a LAN game, while it will be higher in an Internet game, depending on the actual latency. If you find a server called JL, please use it, so I will be able to check if, for example, there are synchronization problems between the clients. Jean-Luc SoundRTS web site: http://jlpo.free.fr/soundrts SoundRTS development log: http://soundrts.blogspot.com/ SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat ++ USA Games News http://www.usagames.us 3/3/2008 Introduction Greetings gamers, There is a lot going on here at USA Games Interactive. I can not begin to tell all of you how stressful and busy life has become for my wife and I over the last few weeks. Unfortunately, there have been several disruptions to our current game productions including a vicious hacker break in on the USA Games web server, and a grievous disagreement over the copyright issues over Montezuma's Return. As a result I am attempting to single-handedly get things straitened out. Which isn't an easy job considering both the web site and games need urgent attention as well as my daily duties as a husband, parent, contract developer, etc. Basically, very busy addition to the afore mentioned issues I've been strongly looking at taking USA Games in an entirely different direction development wise. There are a lot of different factors I need to look at before I eventually decide one way or the other where to go with our new development projects. One of the biggest questions I am personally dealing with is weather or not to remain with C# and use the XNA Framework, which is not very accessible, or move all our games to Java. Either way I do feel that a change in direction is necessary in order to stay on the cutting edge of software development. One final note before I get down to the real news I'd like to announce USA Games new developers initiative. On Feb. 22, 2008 USA Games officially launched http://developers.usagames.us which is a wiki specially setup and designed for those of you interested in learning how to program your own accessible games. As of the time of this writing there is still a lot of work that needs to be completed such as a frequently asked questions section, Getting Started Guide, and of course adding several tutorials and training materials to the web site to research. Obviously, as strapped as I am with everything else the site isn't going to be completed soon, but I do hope to have some definitive guides, tutorials, and articles for accessible game programming sometime in the future. Changes In Development In January 2007 Microsoft released its latest operating system, Windows Vista, with many new features, technologies, and has transformed the industry standards for how game programmers design games for the new Windows platform. In the past someone with a little C++ or Visual Basic know-how could create Windows games using the Win32 API as well as the DirectX SDK. In 2001 Microsoft introduced the .NET Framework for Windows developers. Sometime after that Microsoft released DirectX 9.0 with a new technology called Managed DirectX. Managed DirectX is an optional DirectX upgrade that allows C++ .NET, C# .NET, and Visual Basic .NET developers to add DirectX to games and other multimedia applications. In 2006 Microsoft announced they were going to release Managed DirectX 2, but later reversed their decision and canceled the release of Managed DirectX 2. Soon after releasing Windows Vista Microsoft announced the release of the XNA Framework. The XNA Framework is a new set of gaming libraries and APIs from Microsoft specially targeting new games for the XBox 360, Windows XP, and Windows Vista. Like managed DirectX XNA is based upon the .NET technology, and is specially designed for C# .NET game developers. That would be fine except for a big problem. I discovered in order to use the XNA technology in my future games I would have to pack my game sound files using a tool named Xact. As luck would have it Xact is very unaccessible with Jaws, Window Eyes, NVDA, or any other screen reader I have tried. To add insult to injury in August 2007 Microsoft announced in their DirectX release notes that Managed DirectX was to be phased out of the following DirectX SDK release. True to form the November DirectX SDK had no official support for .NET developers putting USA Games in a real bind. The situation is simply this. If USA Games is to continue using C# as our development language of choice we will either have to stick with the DirectX August 2007 release, find a way to work with Xact, or find some alternative language and APIs to use. Luckily, we are not without options and choices. Just a very time consuming issue when we are already behind on two games already. At the time being USA Games is looking at the possibility of moving all our source code to Java. While it would be a major undertaking there are several good reasons why USA Games is looking at switching. Those reasons will briefly be discussed below. First, Java is one of the most flexible, highly portable, platform independent languages used by programmers today. Since Java relies on its own libraries, shipped with the Sun Java runtime environment, a Java based game can potentially be created on Windows, but be made to run with very little to no modifications to support Mac, Linux, Sun Solaris, etc. It all depends on how many operating system specific dependencies the developer uses. Second, as of Java 1.4.x Sun has been adding more functionality to Java to handle the demands of commercial games. For example, the javax.sound package has been upgraded to allow for the playback, looping, mixing, panning, etc of game sounds. While not DirectX Sound quality it is a pretty good package if your needs aren't too advanced such as 3D audio. As for USA Games we are currently looking at a Java runtime update called java.media. The java.media package seams to have all the bells and whistles required to produce top-of-the-line 3D FPS shooters, racing games, etc. Another recent discovery is the JInput package. The JInput package is a nice game developers input package which allows a Java game developer to include keyboards, mice, game pads, and force feedback game controllers to any Java game. The advantage of this is that USA games doesn't have to worry about dropping support for racing wheels and other devices in games like Raceway if we decide to go Java. Finally, for years Java has been notorious for having accessibility issues with screen readers. A lot of this is because the swing toolkit requires the presents of an accessibility bridge, and of course the screen reader needs to support it as well. Miss anyone of those requirements and your Java application days are over. However, recently I have discovered an accessible alternative to swing. The Java Eclipse IDE, used for developing Java applications, offers an alternative toolkit called swt. What is nice about swt is that it wraps the native operating systems widget toolkit exposing the window elements in the operating systems native API. What this means in layman's speak is that swt will create a window with buttons, edit fields, check boxes, etc similar to ones created by traditional Windows applications written in Visual Basic or C++. Screen readers like Jaws, Window Eyes, NVDA, Hal, can read swt Java applications without requiring the Java access bridge which is a good thing. In addition, swt isn't limited to Win32 applications. It is also supported on Mac to wrap Mac's Cocoa graphical toolkit and Linux's GTK+2 toolkit. With swt I feel very sure USA Games can begin building Java based applications insuring maximum access out of the box. Another popular advantage of Java over other programming languages is that Java has been designed to prevent certain common programmer errors that all programmers make from time to time. For example, one very common error programmers make is failing to initialize variables as the create them. In many programming languages you can declare a variable like int myVariable; with no default values. As a result when the program is run there is a tendency to crash or run into some sort of runtime error. Java is different at minimum you must do something like int myVariable = 0; which sets the default for myVariable to 0 unless new values have been passed to it. This makes safer, cleaner, and more error free code. Java also includes what is known as the garbage collector. In languages such as Visual Basic 6 and C++ it is pretty much left up to the programmer to use good coding practices and clean up memory leaks, dispose of unwanted objects, and game performance is usually based on how well the game is written. In Java its garbage collector is like a built in vacuum cleaner. The garbage collector keeps track of what is in memory, and as soon as it sees something that is no longer of use to the program it removes it from memory. This is often helpful as it places the responsibility on the Java JRE rather than in the hands of the human programmer. Not to say that the human programmer has no control. There are ways to call the garbage collector manually in Java to clean up a huge section of code you just completed for especially time sensitive or memory critical point in your application. As a result with the garbage collector Java isn't usually prone to such bugs as memory leaks and waisted CPU power as is the case with many games written in C++ or Visual Basic 6. While Microsoft has done its best to mottle C# .NET and Visual Basic .NET after Java there are still a few things Java can do better than any of the .NET programs. One of these areas happens to be networking. Java was designed from the beginning to work as server side and client side applications communicating over large and small scale networks. What this means, surprise, Java is well suited to networked games with multiplayer game play in mind. Which is another advantage to think about when considering Java. With all the advantages and possibilities Java has to offer I am certain Java is where USA Games is heading. There are of course going to be issues getting our new games launched, but in the end it will probably be worth it. Mysteries Of The Aztecs Formerly Montezuma's Return Over the last couple of weeks or so some of you have been emailing our info address asking about Montezuma's Return now known as Mysteries of the Aztecs. Do to recent copyright legal issues USA Games can not and will not offer old downloads of Montezuma's Return Beta 9 and earlier. We formally request that others do not pass around and share old copies of the software either as it would be a violation of our agreement with the copyright holders. As a result USA Games is working on a replacement game with a similar theme called Mysteries Of the Aztecs. Mysteries Of The Aztecs is the first in a new line of games called Tomb Hunter featuring daring adventurer Angela Summers. For a description of the new game visit http://www.usagames.us/mota.php and read the Mysteries Of the Aztecs home page for an overview of the new game. First, many users have asked if their product keys for Montezuma's Return will work with Mysteries Of The Aztecs. Our answer is yes. Weather we stick with C# or move to Java we plan to use the exact same authorization system to make the new game backward compatible with registration keys purchased before the copyright issues came up. The internal way that it works might be different, but your keys should still work. Second, a few have asked about refunds. Unfortunately, once keys have shipped we can no longer offer a refund for the product. However, we have used some of your money to purchase new sounds, music, etc to make Mysteries Of the Aztecs hopefully a better game than Montezuma's Return. Third, many of you have asked when will Mysteries of the Aztecs beta 2 be ready for download. Unfortunately, we can not give any release dates as we don't even know ourselves when it will be ready. We have decided to convert the code from C# to Java, which will take a few months, and will be designing an all new platform independent engine extending Mysteries Of the Aztecs to Mac OS Leopard and Linux operating systems. Finally, some time ago I had polled the community weather or not Mysteries Of the Aztecs should go FPS or remain a side-scroller. The majority of those polled were in favor of a side-scroller format so Mysteries Of The Aztecs will remain a side-scroller. Though, the levels and weapons will be a little different. One of the new changes is the game will definitely have a bit of Tomb Raider and Indiana Jones type elements appearing in the game. As Angela explores the Temple of Death she will be able to pickup lost or dropped items from Romo's failed expedition such as guns, etc. The new game will also feature some new traps such as a spinning blade trap Angela must duck under or jump over. She must also avoid rolling boulders, lava pits, fire pits, and cross underground streams and lakes. All on her way to meat the Aztecs king and queen of death in armed combat. USA Raceway Some of you have asked of late what is the status of Raceway. Unfortunately, there is not a lot to report since our primary focus has been on Mysteries Of the Aztecs, building our developer center, and trying to get the USA Games web site back up and running after a hacker hacked into our web hosting company and completely deleted the USA Games web site as well as everything else on the web server. However, one decision we have made is that USA Raceway is definitely going to be converted from C# to Java. We are still testing and trying to figure out JInput, but once we get racing wheel support figured out there is little reason not to make the switch to Java. We would like to see Raceway, as well as our other games go multiplatform, and we are making breakthroughs everyday to solve issues in making the switch. Though, there is one decision yet to be made. In the current C# .NET version of Raceway we had planned on creating a cfg file you could edit in notepad so you could change such information as driver name, sponsor, car, etc. In addition you could create your own seasons by editing the season.cfg file and putting the tracks in whatever order you wanted to play them. As a result of such editing you would be able to create the exact season races for Nascar 2008, 2007, 2006, or whatever year you wanted. While it is still possible in Java the question is not if it can be done, but how it should be done. When it comes to the matter of making a custom engine, as Raceway currently is, something like Sapi 5 is extremely helpful. It allows new or changed data to be spoken aloud, and it doesn't matter if the driver is your own name or Jeff Gordon, Richard Petty, Mickey Mouse, Donald Duck, Sponge Bob Square Pants, etc. the use of Sapi in a game like Raceway will adapt to new data, and allow the Nascar fan to do whatever with the game. There is a commercial SDK for Java developers for Sapi 5 engines, but then the game would become tied to Windows. Frankly, that bites. The alternative is to find a human to record everything, that would sound more like Nascar Thunder 2006, but you would lose the total customization ability of changing driver names, cars, and sponsors. Though, personally I think the second choice is slightly better than the former. If I go with the second option one way to reach a compromise is to use common everyday first names such as Richard, Jeff, Kyle, John, etc. If you are racing you might be able to pretend that the guy in the car next to you with the name Richard is Richard Petty without having to use the guys full name. You can see how that might work. Anyway, Raceway is for all intents and purposes going through a rethinking process. I have not forgotten about the game, am still working on it, but it isn't my primary focus right now. + Please note that with all developments with MOTA it will continue to be a side scroller treasure hunting game. For further details keep watching the USA Games website. ++++ Chatting with creators In this section of the magazine we find out more information about the people behind the games we all enjoy playing. Our developer this time is none other then Jim Kitchen. I'm pleased Jim was willing to participate and lend a hand with answering my questions about himself and the numerous games he's created and we've all, I know I have, spent many hours of fun with over the years. Ron: All right, I think to begin we'll start with some background info about yourself. so how about just general info about you? We'll get into gaming shortly. Jim: My name is James Herman Kitchen just like my Dad's. Last June eleventh I turned fifty. I live in a beautiful HUD apartment building in Chardon Ohio USA. The building has 76 units, is a single level building and is shaped like a large square C. As of March first I will have lived here for 21 years. I am single. February twenty eighth it will be two years since Marcie passed away. Other than creating and playing computer games I like to socialize and play with toys like my remote control cars and trucks. I also like to spend time out doors when the weather is nice. I also have bought and watched lots and lots of described movies, I am a big fan of The Simpson's. And I appreciate that they are also described. You can also check out my personal page on my web site. Ron: Next what was your first gaming experience the title, system etc? Computer or console styles you've played over the years? Favorite titles and so on. Jim: The first two video games that I ever played were in a pinball arcade. One was a cowboy shoot out game where there was a cowboy on each side of the screen and cactuses in the center that you could hide behind and had to try to shoot around to shoot your opponent. The other game was an Eval Kneval game where you had to get and keep your motorcycle up to the correct speed to jump the buses. Later I bought an Atari 2600 and later an Atari 800 XL home computer. My favorite games on those systems were games like Pole Position, Bowling, Space Invaders, Pong, Missile Command, Star Wars, Popeye and Pacman. Ron: How difficult did you find converting your games from their original dos to windows then the current text to speech versions? Jim: Actually I only converted two of my dos games to windows games with recorded speech. Those being the casino games and golf. It took allot of time and work to record, cut and edit all of the speech files and to try to get them to speak and sound good for the games. I also converted Trucker and Bop it to windows text versions. The Trucker game would only work with certain versions of Jaws. Converting and programming with the free Microsoft sapi5 text to speech engine is very similar to putting text on the screen like in the dos versions. So I like working with it very much. The only real differences are that when putting text on the screen you want to try to keep it organized and looking nice. With the text to speech engine since I do not put text on the screen I want to be sure to have keys that will repeat the information. One very nice thing is that the sapi5 engine has become so popular and there are allot of very nice voices out there that people can choose to use with my games. Also I program in Visual Basic 6 very much like I did in the dos Quick Basic languages. So really I have had allot of fun converting all of the games and adding better sound support which the DirectX and TegoSoft allow. Ron: What got you interested in developing audio games? Jim: I took a one semester computer programming course in High School. That was back in 1974. The programming language was COBOL and the school didn't even have a computer, but I knew right then that I loved computer programming. Then when I played those first two video games I knew that I wanted to create video games. Which I did do on my first home computers the Texas Instruments 99 4a and then the Atari 800 XL. I got my first talking computer in December of 1989. It was a NEC 286 running Jaws For Dos version 1 and an Accent SA synthesizer. I set right out making accessible games and other programs. The first program was a braille reference guide. I wrote it while I was learning braille at the Cleveland Sight Center and my braille instructor helped me to make sure that it was all correct. Of course the dos games were more about the text on the screen that all dos screen readers would speak. The ability to play sounds in windows games has really changed that to being as much if not more about the sounds, which has really been allot of fun. Especially since the games can be live action and interactive with the sounds. Ron: Which game or games have been the most fun to program? Which the most troublesome? Jim: I really like the live action games such as Mach 1, Pong and Homer on a Harley. Mach 1 was pretty challenging because the whole idea of a live action interactive sound based game was new. It sure was fun when it started coming together and working correctly. I am not so good at the artificial intelligence programming stuff, so it was challenging to write all of the code to try to make the computer player in Monopoly give people a good game. Ron: This one might sound silly but which of your games do you enjoy playing yourself and why? Jim: Actually I still play all of my games. Some of them more than others, but allot just depends on my mood or how much time I have. Of course I spend one heck of allot of time test playing the games before I release them. Allot of times I am tired of playing them for awhile by the time it is done. But I am still playing allot of Homer on a Harley, Golf, Mach 1, Master Mind etc. Some of the most fun was when we used to have organized Mach 1 races and Golf tournaments. Like wise it is fun to play games like golf, Monopoly etc on line in the voice chat rooms. Ron: What title would be the most popular with people? Jim: I really don't know for sure which has been the most popular. I know that Golf is as well as the other sports games like Baseball and Football. But so have some of the board and dice games like Monopoly, Skunk, Snakes and Ladders and Yahtzee. And so have the casino games. It is hard to tell because different people like different games and I never have had a down load counter. Ron: What made you decide to come up with the Winkit file first, and by doing this does it make creating the other games an easier task? Jim: The Microsoft Visual Studio 6 install maker wizard program is not that speech friendly or easy to use. It also adds over a meg to each install file. So when a friend told me about the WinZip self extractor and that it could be set to have a default unzip folder, I just thought that it would work out nicely. You know I wouldn't need to wrestle with the install wizard and it would save me allot of web space, down load time and band width. And then I wrote the Kitchen's Inc game menu program to tie all of the games together. Ron: With the new TTS have you found it's shorter writing a new game such as Homer on a Harley? Jim: It is definitely less work to use the text to speech engine rather than using recorded speech. Probably about the same as putting text on the screen like back in the dos days though. Homer on a Harley went a bit quicker for me than some because I used many of the same concepts that I had learned and used for Mach 1. One thing that did take longer was all of the work that I did for the sound files to get the Harley to sound realistic. Ron: What was the first game you programmed? Jim: I don't remember for sure which was my first game. It would have been back in the early eighties on my Texas Instruments 99 4A. It might have been the five card draw poker game. The cards slid out across the screen as they were dealt. Or it could have been a simple reaction game where the word reaction was on the screen and it turned from red to yellow and then to green and it tested your reaction time for pressing a key when it turned green. But I did spend allot of time first just learning all of the programming commands, learning to put text and pictures on the screen and playing sounds before I could start creating games. Ron: Any hints at other game ideas you are currently developing or thinking about? Jim: I will be putting Homer on a Harley version 4 up very soon. After that I would like to learn to code for a joystick. But am not sure what kind of game I might try to create for the joystick. Ron: With a couple of your games there's shall we say an adult option like in Hangman. Was this put in just for the fun of it? Jim: Yes, but I do more often play the adult versions of Hangman and Concentration. There is also spanker. Which I still play as well. I do like adult entertainment and would make even more adult type games if I had good ideas and sound files for them. Ron: How many times if you would know have your games been downloaded? Jim: I really do not know since I have never had a counter on my site or counter for each of the files. Past providers did indicate that they did get down loaded quite a bit though. And back in the dos slash FidoNet days the files just got passed around the world via the planet connect system of Bulletin board systems (BBS). Ron: do allot of people call or email regarding your games with suggestions or asking technical help? Jim: Yes, very much so. It has been very rewarding receiving phone calls and Email from so many people all over the world thanking me, asking questions, giving suggestions and making comments about the games. Ron: How long does it take you to finish a game from the idea to final release? Jim: That is really pretty much impossible to say. For instance I have wanted to do an accessible version of Homer on a Harley ever since I started doing accessible games. I had done a video version way back when. I just had to come up with the sounds and a way to do the input and wait for the DirectX sound support thing. Mostly though I just get an idea for a game, try to see if I can find some sounds for it and just start programming it. I just work at it until I think that it is the way that I had envisioned it. Of course once I put it out most often people give me suggestions for it that I hadn't thought of and if I like them I will try to add them to the game. BFN Jim Again I'd like to say it was great of Jim to take time to respond to the questions about himself and his games. Is there a dev you'd like to hear more about? Perhaps a spacific inquiry about a particular part of a favourite title? Chatting with Creators is the right section to get the answers. Anytime send me suggestions of which developer you'd like to have interviewed, or send those questions along and I'll keep them for upcoming creators to have them answered in a future chatting section. +++ Game announcements and reviews Below are some of the new games available. Though an old treasure or two may be discussed also. It's noteworthy that in some cases it's only an announcement of a game, taken from the email list, and may not be a full review, or an official notice from the developer. Reviews of games will not appear in any particular order. The only exception to this will be when we have more than one review for a game. In this case, reviews will be placed consecutively so that it is easier to compare them. ++ Azoundria Hi all, Well, it seems I've found that game that Dark calls "An RPG." This game has a storyline so complex that, after I finish the tutorial, I don't know where to start. It operates like a gamebook. I haven't gotten into the "story" elements of the game questing etc, but it sure does look like a pretty big world. What's more, there's a soundtrack. Why it plays out of the left channel only for me, I don't know, but as you explore, new tracks apparently get unlocked. Go and register at: http://www.azoundria.com Enjoy. ++ Basketball pool The fourth annual accessible Men's Championship Basketball Tourney called "Ruffle the Buffalo" is now open. To fill out your brackets go to: http://www.playball.ws Crash ++ Bat Racer online racing simulation Hi Orin, the BAT racer URL is http://batracer.com/ Racing Manager Game Features Play as a driver competing to win the drivers championship Work with your team mate to secure the constructors championship Various car sets and race series, race in several series at once Paint your car and helmet! Setup your car for optimum speed select driving style and race strategy Changing weather conditions Different car, tyre and engine attributes Safety cars Practice, qualifying and race Complete breakdown of the race results including commentary Circuit maps showing car positions at race end Graphs Championship analysis between teams, drivers and team mates Lap by lap track map replay FREE TO PLAY! BATracer is more graphical orientated than other web games. There are interactive track maps for each lap of the race, graphs, charts, paintable cars, helmets and more. ++ Boulderdash or Wadnerer Hi, Maybe some of you are familiar with the game Boulderdash. It's a strategy game from the 80s in which your objective is to collect diamonds while digging your way through earth and avoiding falling boulders. You had to think strategically so as not to corner yourself. Well, there is a text-mode game called Wadnerer that's got similar gameplay. The main difference is that this game is turn-based with a limited amount of moves for each level, rather than being timed. All the diamonds, boulders, arrows, ramps etc ar represented by symbols on the screen. The player is an @-sign. In the version I'm running in Linux there are 61 levels included. There's also a built-in level editor. I can run the game with braille without any problem. There are two screen modes, and the mode you want is fullscreen mode. I don't know how playable this game might be with speech though. The game's homepage can be found at www.steveshipway.org/software/wanderer/f_wanderer.html I imagine that one or both of the DOS versions might work in Windows. It might be worth a try. I find this game highly addictive and quite fun. ++ Brain Training Hi all, Here's a site which us braintraining enthusiasts can investigate, it gives links to braintraining games, some free, some paid-for, maybe some of you guys together with me can investigate if any of these are accessible, as there are quite a lot. http://longevity.about.com/od/mentalfitness/tp/braintrain.htm ++ Cthulhu Nation Hi all, Has anyone played this game and had any luck with the map? I find it a bit confusing, and was just wondering if anyone had tried it out. The game is set in the 1920's, and this organization known as "The Group" wants you to go out and kill all types of creatures, I don't know how the storyline goes but I will say that it does sound complex. You can find the game at: http://www.cthulhunation.co.uk/ Hopefully a few of you can try it out and let me know if it's playable. I have already tried it, and as I said found it quite confusing, but if I do indeed learn how to play this I'm gonna continue doing it, it looks huge. It's set in a horror setting. Enjoy. ++ Forum Warez Hi all, Well I don't know about extremely funny, but it's funny. I heard this from Jick from KoL Radio again, which is the same way I heard about twilight heroes. and, this game has kind of the same concept, meaning that instead of adventures, you get forum visits, etc. Basically what you do is PWN, otherwise known as flaming, fake forums. It's rather funny when you start the game because it comes up with a blank edit box with a search button. I had trouble with this at first. Answer: just put in any word, any word at all. When you hit the search button, bogus search results will come up with your keyword, and, well, don't you see what that fake page looks like? Guess. Yes, that's right, google. Half way down the page you'll get the start of your first mission. I won't bother with spoiling it, because it would probably put you off from playing. Another thing is, when doing the tutorial, I think at least ten images will come up, showing you everything visually. Just hit continue about 11 times and eventually you'll come up to something that makes sense. But yeah, this is the internet itself. You got stores, special services, forums, a fake IM client that you can add players to if they're online you could probably chat and you also get NPC contacts, and so much more. And I don't even wanna go into the titles of the player classes, the names themselves would get me banned from the list. Well at least one of them I believe. Check it out at http://forumwarez.com and stalk me at Orinks. Heh, if that's even possible, not exactly sure yet. Enjoy, I think I'll be. The humor probably won't get stale as it's interesting while you're in battle the kinds of replys they make in the forum threads about you to lower Ego. Talk to you in-Game hopefully, Orin ++ Frets on Fire not sure if anyone's seen frets on fire. it's not really accessible, but it is open source. don't expect me to even touch it. I don't know the first thing about python. you can check it out at fretsonfire.sourceforge.net/my main interest came from the fact that existing guitar hero songs can be imported if you own the playstation copies just figgured I'd share. Liam ++ Guitar Hero commercially available from Nintendo Hi, I have guitar hero for the Nintendo Wii, and it is pretty cool overall. Once you memorize the menus, you can navigate to the different areas you need, and you can select the song you want easily, as it plays the first part of each song as you navigate through the selections. You will probably need to have a sighted person help you memorize the sequences for each song though, at least that is what I had to do. Once you get in the rhythm of the song, especially the easy ones, it isn't that hard. Also, you can go into practice mode where you can slow the song down and practice it, which is quite helpful. For those of you wondering what the heck this game is, it comes with a 3/4 scale guitar that connects to your game console. The guitar has 5 buttons on the neck, and a bar that you strum on the body. Notes stream along the screen, color coded to the buttons on the neck of the guitar, and you have to press the correct button and strum at the exact right time for the note to register. Play enough notes in sequence correctly and you get bonus points, get too many wrong and the audience will boo you off the stage. The game comes with lots of songs from the seventies and eighties that will be familiar to any classic rock fan, along with some hits from the nineties. The game producers went back and found the original recordings and seperated the guitar tracks from the rest of the recordings, so if you play correctly everything sounds groovy, but mess up a note or two and it is quite noticeable. There is a similar game out there called Rock Band, where in addition to a guitar, you play drums, bass and have a singer on a wired microphone. My cousin has played this one and says it is a blast. I would give guitar hero a 7 out of 10 for accessibility, as you really can't wing it as the sighted can because you have to memorize the notes. All in all though, it is a lot of fun, and your friends and family will absolutely love it. Happy strumming, Che ++ X-Auror [Harry Potter online game] there's defonitely something www.xauror.com didn't play much, but it's really cool. you do a test to see which house is the right one, you go buy a wand, try it and register it at the minister, there are diagon alley shops, classes, lessons, pets, quidditch matches, and alot more ++ Mac gaming software Some new Macs come bundled with board game software from another company, not Apple, which are not accessible. The accessible game pickings for Mac are scarce at present, but I will say that the interactive fiction interpreter called Zoom for Mac, which runs Infocom, ZMachine, Tads, and a few other formats is the best and most accessible interpreter I've ever used. ++ Yahtzee for the Mac Hello Ron. Posting a message here, because I figured it'd be the best way to reach everyone who cares. :) There's (to my knowledge) the first accessible mac platform game written with accessibility in mind. It's softcon yahtzee, and can be found at (http://www.softcon.com/ games/ (not uploaded there yet, but should be by the time the mag comes out) or the alternative site http://homepage.mac.com/windowbridge/) If you like, you can simply dump the documentation to the program in as an article if it works, or let me know, and I'll see about getting something a bit more audyssey related written by publication time. Hope this helps get those mac users at least a little bit focused on the adaptive games market for their platform. ++ SoundRTS Review By Thomas Ward available from http://jlpo.free.fr/soundrts Freeware As long as I can remember I have always especially liked strategy games. Some of the major strategy games I can remember playing as I grew up were Battle Masters, Risk, Chess, and Checkers. Recently, I have began playing SoundRTS, and have found it to be a very fun, challenging, and excellent accessible real time strategy game. The kind of addictive game that can keep you up playing hours after your normal bed time. One of the great features of SoundRTS is its built in tutorials. Weather you are unsure how to play real time strategy games, want to learn to use the game's hot keys, or work your way slowly up to more complex missions the games built in tutorials are a good way to start. Here is a little description of the tutorials that are included with SoundRTS Beta 9. In the first tutorial your object is to mine a nearby gold mine, build some farms, and build a barracks for your soldiers. To accomplish your objectives you have been given a town hall, a peasant, two footmen, and an archer. As far as tutorials go this one is pretty easy. You have to put your first peasant to work on the gold mine while you set up a patrol using the footman and archers. When you have mined enough gold you will need to hire another peasant from the town hall to begin gathering wood from the nearby woods. Once you have enough gold and wood you can hire more peasants to mine, gather wood, or begin building your objectives. As soon as you complete all assigned building projects SoundRTS will announce you have completed your objectives, and announce tutorial 2 has been unlocked. Tutorial 2 is a little harder. Your mission objective is to simply resist enemy attacks. I can say from personal experience sometimes that is harder than it sounds. However, SoundRTS will still go pretty easy on you at this point, because this is only a tutorial. As with tutorial 1 you are given a town hall, a peasant, two footman, and an archer to begin building your work force and army with. Be careful as enemy soldiers and peasants will attempt to invade your territories quite often in this tutorial. So your first order of business is to setup your own troops where they can offer the best protection for your peasants as they gather gold, wood, and build buildings and farms. Then, begin obtaining as many peasants as you can to rapidly gather gold and wood. Now that you have some gold and wood your first order of business should be to build a new farm and a barracks. You will need the extra farm so you can feed more peasants and troupes. You will need the barracks so that you can recruit more troupes such as knights, footman, and archers to defend your territory or to capture territory from enemy players. Once you have a barracks you can begin creating an army. However, to effectively build your army you may require other buildings to equip or recruit some of the types of troupes. If you plan to recruit footman you should have a blacksmith to make armor and swords. If you wish to recruit archers you will also need a wood mill to make arrows, armor, and better bows. If you wish to recruit a knight you will also need a keep and a stable. So keep this in mind before you begin building buildings and recruiting soldiers. A major part of SoundRTS is managing your gold and wood resources wisely while at the same time creating the best army to carry out your objectives. For the purposes of this review I am not going to tell you how to play the tutorial, because that is all apart of the fun of learning to play the game. However, I can say different troupes offer their own unique strengths and weaknesses to the game you might want to think about when playing this tutorial. Below is a short description of the kinds of troupes the game offers. Archers hold a very special strategic strength in that with all available upgrades they can attack and defend at great distances. However, their primary weakness is that they have little to no armor, and can not stand up to lots of enemy troupes or enemy archers for long. Footmen are the basic soldiers of SoundRTS. Their biggest strength is that they generally come cheap, you can recruit a lot of them, and with all available upgrades they are useful to fill the ranks of your army. Especially, if you want to defend more than one part of your territory. Their weakness is that they have to fight close up, and they don't do as well against knights and archers. Knights are definitely the most useful type of soldier you can recruit. They are very fast, well armored, and do very well in combat against enemy footmen and archers. However, they require a lot of gold, and food to maintain. As a result you might only have three or four knights at most with the rest of your army made up of archers and footmen. Once you have recruited a reasonably sized army you can do something with it. You can use that army to guard strategic points of interest like gold mines, woods, farms, and other buildings, or invade enemy held territories. Personally I agree with General George Patten that a well planned offense is better than a defense. So at this point I call my entire army together with the control-s command, and carry out a full scaled invasion in enemy territory. Once you beat tutorial 2 SoundRTS will unlock tutorial 3. Tutorial 3 is much like Tutorial 2 except that your objective is to destroy all enemy buildings. If you followed my advice in completing tutorial 2 by using an invasion strategy for beating the game then tutorial 3 will be pretty much the same as tutorial 2 except a little harder since SoundRTS will throw more enemies at you, and you must invade and destroy enemy held buildings and farms to win. After you have completed the tutorials you are ready to graduate to the real game play. In addition to the computer based play SoundRTS offers the ability to play others in multiplayer mode over the internet. Unlike the stand alone games against the computer a multiplayer game against human opponents is much more challenging and fun. In the full multiplayer version of the game you may encounter enemy knights, mages, dragons, catapults, castles, etc. You also can build a similar army consisting of knights, dragons, footmen, archers, mages, catapults, and so on. The one with the strongest army and best strategy usually wins. What I really like about SoundRTS is not the combat, strategy, but the civilization style management it requires to play the game. It is more realistic in that you have to learn how to manage your resources carefully, recruit people to work for you, and build yourself a town and farms to support your workers. I have seen games such as Galaxy Civilization that do much the same thing, and I find this style of game play more fun and addictive than being given an entire army to command right away like in Battle Masters, Futile, or Chess. Part of the strategy is commanding your army, but most of the strategy is in figuring out how much gold you need, how much wood you need, and what you can afford to build on your lands. If you are interested in trying SoundRTS for yourself you can find it at http://jlpo.free.fr/soundrts/ and install it. Currently, SoundRTS is available for Windows, Mac, and Linux provided your computer meets the proper system requirements to play the game. Enjoy! ++ Kitchen's Inc games I thought I'd include a review of some of Jim Kitchen's games since he was featured in this issues Chatting with Creators section of the magazine. So here are a few of his games using TTS, and my thoughts on them. Hangman: The traditional hangman game of having to guess the word before all the parts of your person have been used. There are 3 difficulties, and the number of guesses change accordingly. Also there are two word lists to choose from when beginning the game. The normal word list, and an adult list. Obviously the adult list is just that, words for adults. I do wonder though as I've played the adult list which I normally do and have even found a word or two and have no idea what they are doing in the list. An example of this is "Roman". There are various helpful keys such as f3 to read the word and blank spaces left, used letters and so on. It's a great little game for those times when you wish to fill a few minutes of fun. Life: This game was derived from the original board hgame. Which very welll might be why I find it difficult to comprehend. I've played against the computer a handfull of times and still can't figure it out. I understand that you have to get to the finish with the most money, but sometimes it's funny how both players will go over the same square but not necessarily have the same thing happen to them. A case in point is gaining money. Sometimes it can be $160 thousand, and for the other player it would be $300 thousand. Overall I do find this one to be somewhat confusing. Trivia: Here again is a really good little game and the only downside is when you've reached the end of the question set! The interface is quite easy only needing a few keys to choose your answer with the numbers, and carry on to the next question. It's great that people have sent in their own created sets for Trivia. This includes but not limited to General Knowledge, Music, harry Potter, Star Trek, Star Wars and many others. Lots of entertainment for those like myself who like trivia games. Homer on a Harley: Take the role of becoming a Harley davidson stunt driver. Attempt to jump as many school busses as you can. In this game the objective is to rev and maintain your motorcycle up to the correct speed enabling you to jump the most busses. It's not as easy as it may sound however. You need to keep off the guardrails, have your engine revving correctly with the gear your in, and not overdoing it with the length of your jump. Each successful jump will add one more bus to your total. Meaning you will need to go faster to get a longer distance on your jump. I certainly have no bragging rights on this game yet, but have some spectacular crashes to my credit. Definitely an amusing game. Starmule: Travel the solar system and attempt to make big money while avoiding the space police. Buy and sell various narcotics to make alot of profit. In this enjoyable game of galactic money making you get to visit different worlds. Some can be industrial, cultural, mining and such, sometimes the world might be two types like a industrial and mining as an example. Keep in mind not all items sell for the same if at all on some types of planets. Also you need to make enough to pay docking fees and your crew. Ah the time I've spent with this one barely scraping by making enough to pay the debts. Alot of good times with this game. Monopoly: I'll skip the description since everyone should be familiar with this classic board game brought to the accessible community. This seems to be a full featured version. You can auction properties which are not bought by the player landing on them, decide how much starts in free parking, make trades with other players, and design your own custome themed board. The one current draw back with the last option is that at this point the tokens, currency, Chance and community Chess cards stay true to the original board game version. However it's still loads of excitement. To conclude Jim has written a wide range of games that should indeed fit all tastes. The important note is that you will require the Winkit.zip file to use the TTS games, then all the others run through it. I like all the games, they are all entertaining, fun and easy to play. ++ Second Life Ok replying to my own message here, which I normally never do. There's another web-based second life client called AjaxLife. It was developed by Katharine, a teenager in the UK. You may wanna check both out and compare. Here's the link to her blog. http://blog.katharineberry.co.uk/2007/07/02/ajaxlife/ ++ Smugglers 3 Hi, This is one of those games you stumble onto completely by accident. At least, I do--I'm not sure if others do the same or not. Anyway, it's quite accessible and has the potential for hours of fun, so I'll explain: The game is set in a science fiction universe. You play a ship captain, for one of four different factions in the game who are in more or less constant war with each other. Your objective is quite simple: to rise in the ranks, however you can. You can do this by trading goods back and forth, by going on missions for your faction, by becoming a pirate, and a lot of other things besides. The thing I like most about this game so far is that the story is not scripted. It's influenced a lot by what you do in the game. Also, there's the potential for a lot of replay value: you'll probably not have the same game twice. To anyone who is familiar with the game Trade Wars, for old BBS systems, this is similar in some ways. The trick of it is that it's single player, and something you have to buy, though there is a free trial available. In terms of accessibility, the game has a lot of controls which I found I need to navigate with the Window-Eyes mouse cursor. I think Jaws should be able to do similar things with its cursor. There are no realtime elements to speak of. The combat, traveling, etc. is all turn-based. The one obsticle which might get in the way of enjoying this game is the music. You can turn it off in the options menu, but it's quite loud initially so hearing the options menu in the first place could be tough. However, it's not impossible. The sound effects in the game will tell you enough anyway. I think that I'm sufficiently impressed with this game to buy it. You can download the trial at: http://www.download-free-games.com/war_game_download/smugglers3.htm The trial lasts for an hour of gameplay, which is enough to get the general feel of things, even if it will cut off in the middle. This is an hour only, and once it's up, it's up. Enjoy, and do let me know what you think or if you have questions. All the best, Zack. ++ Stargate online game Hi, just in case you haven't heard about it, there is a new stargate M M O RPG game that just came out this month. It is a turnbased online game with 4 classes of characters. It is free but there does seem to be something about paying for some things. Kind of like sryth. For more info you can go to http://www.stargatewars.com/ I don't know how accessible it is. I plan on joining in the future, but not now. If anyone tries the game , please report back what you find out. Happy gaming. ++ Shockwave online games Hi all, While visiting a website, I found a site with shockwave based games for the blind. The site is www.accessiblewebgames.com. Please note that shockwave player is required, as well as the SAPI5 tts engine. Both of these are free. There are many games to play and I can't mention them all, but it's worth a look. If you have any questions, please contact me privately if you need to. Happy Gaming! ++ Vista Installed Games that are accessible Since Microsoft's release of Vista, on January 30, 2007, many blind folks have gotten it. Here is a review of Windows Vista Installed Games that are accessible, partially taken from Features at GameSpot http://www.gamespot.com/features/6154558/index.html You can hear Rick Harmon demonstrating the accessible games in the podcast, Vista With Jaws 5/31/2007, He comprehensively outlines the use of Vista with Jaws in this presentation that first appeared on Main Menu, 84.2 MB. http://www.blindcooltech.com The following six games are accessible for the blind in Vista: Solitaire, FreeCell, Spider Solitaire, Hearts, Minesweeper, and Mahjong Titans. The three games, Chess Titans, Purble Place , and InkBall , are not accessible. Solitaire offers the same core gameplay mechanics that was in the Windows XP version, but it also supports Windows Vista's new Games Explorer display window, which features game box shots and vital stats such as publisher, developer, and ESRB rating. FreeCell still retains the core gameplay first introduced to players in Windows 95. One major change in the Vista version is a new "undo" command that lets you take back moves, which you can abuse to go all the way back to the start of the game if you want. The undo function appears in several of the other card-based games, as well as Mahjong Titans. With Spider Solitaire, you can select your difficulty level and take advantage of the new "hint" option if you get stuck. Many of the games feature a hint option that will highlight open moves for you to take in case you get stuck. Using hints in Spider Solitaire will make sure you've exhausted all of your options before dealing out another layer. In Hearts, you try to pass hearts to other players and avoid the queen of spades at all costs. Be careful when you attempt to shoot the moon (gather all the hearts and the queen of spades)--the undo menu option isn't available in this game. Hearts, like the other Vista games, offers robust saved-game options and advanced game statistics. Minesweeper is largely the same, but the new animations add some excitement to the desktop classic. Now when you accidentally uncover a mine, the game reveals all the remaining bombs and detonates them sequentially starting with the closest mines. The whole explosion sequence is much more dramatic than the simple unhappy face in Windows XP. Mahjong Titans is based on the Mahjong solitaire tile-matching game, not the four-player gin-rummy-like game played in many Chinese and Jewish-American households. The game offers six different game layouts, with tiles spread across the table several layers deep. The goal of the game is to remove all the tiles from the board. Match two exposed tiles to remove them from play. Exposed tiles have empty space to the left or right and mostly lie along the edges of each layout. The rules are fairly basic, but there's strategy involved in selecting which tiles to match. Poor decisions could lead to locked boards without any available matches. That's when you use the undo option. Mahjong Titans is only available in the non-Home Basic versions of Vista. ++++ Contacting Us All material for inclusion in upcoming issues of Audyssey should be sent to me at the following snail or email address: Ron Schamerhorn 1180 Dorval Dr. #303 Oakville On L6M 3G1 or editor@audyssey.org and to chat find me at rschamerhorn@hotmail.com for Windows/MSN messenger no email to this one please. +++ Distribution Information and Submission Policies This magazine is published on a quarterly basis, each issue appearing no earlier than the fifteenth of the publication month for its quarter. All submissions to be published in an issue must be in my possession a minimum of two days before the issue is published. I 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: blindwonder@cogeco.ca 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 understand ability. 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. From now on, this is official policy of the Audyssey community. This magazine is free in its electronic form, and will always remain so. 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 cd or 3.5-inch disk in a self- addressed mailer if you want your media returned to you. 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. If you can, I recommend that you send e-mail. I can 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. Those who want to receive issues of Audyssey as they are published should send a blank E-mail to: Audysub-subscribe@yahoogroups.com The Audyssey discussion list facilitates discussion about games accessible to the blind between the publication of issues of Audyssey. All are welcome as long as they respect their fellow community members and keep in mind that the topic of the list is supposed to be games. Other topics are allowed within reason as long as they don't begin to monopolize the list traffic for too long. Newcomers should be advised that traffic is frequently fairly heavy. 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. There are two moderators keeping things civil and orderly. Be certain to read the Audyssey Community Charter as all list members are expected to follow its rules. 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 blank message to: blindgamers-subscribe@yahoogroups.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 our home-page. 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. Darren Duff also provides a home for Audyssey. http://www.angelfire.com/music4/duffstuff/audyssey.html Where the issues can be read, downloaded individually or one zip file of all the issues. Thanks Darren! Another location to find Audyssey current and back issues is http://www.audiogames.net/page.php?pagefile=audyssey Thanks to Richard and those at Audio-games! We extend our gratitude to Kelly Sapergia who has provided a place for all the issues of the magazine. . You can find them at www.ksapergia.net/audyssey.html +++ Resource Gaming Guide 7128 http://www.7128.com You do need the Gamebook to play their titles. 6 Inspecter Cyndi in Newport games, 5 Woople word games, and 9 Tyler games. Ace Games http://www.acegamesonline.net Dragonslayers audio rendition of Super Mario Brothers. Audio Game Maker http://www.audiogamemaker.com The beta enabling people to create their own audio games. Blind Adrenaline http://www.blindadrenaline.com Rail Racer with language packs and user created tracks. Dreamtech Interactive http://www.dti.us.tt World of Darkness a text adventure, Enemy Attack, Wrecking Ball, and Air Hockey Alpha version. Lighttech Interactive http://www.lighttechinteractive.com Bop It Ultimate, Treasure Mania, Blank Block, Light Cars, Light Locator, The Horse Racing Game, and Num Crunch. L-Works http://www.l-works.net Judgement Day, Super Liam, and LWorks Arcade. Along with some free games Duck Hunt, Super Egg Hunt, The Great Toy Robbery, And Lockpick. Kitchens Inc http://www.kitchensinc.net Dos, Windows, and TTS games. Including Homer on a Harley, Life, Golf, Monopoly, Hangman, Trivia, Starmule, Mach 1, Pong, Baseball, Snakes and Ladders, Concentration, Mastermind, Casino, Trucker, Yahtzee, Bop It, Spanker, Skunk, Jim’s NFL Football, Battleship, and Simon. PCS Games http://www.pcsgames.net SCWW [Sarah and the Castle of Witchcraft and Wizardry], Pac Man Talks, Super Dogs Bone Hunt, and Ten Pin Alley RS Games http://www.acegamesonline.net/rsgames Shoot Da me currently beta 3. Singapore gaming MIT GAMBIT Game Lab http://gambit.mit.edu/loadgame Experimental game Audi Odessey. Sound RTS http://jlpo.free.fr/soundrts RTS a real time strategy game. Spoonbill Software http://www.omninet.net.au Blind Gamers series of self voicing games Cribbage, A few versions of Solitar, Lap, Uno, Boggle, Word Target, Yahtzee, Sudoku, 15 Puzzle, and Hearts. to request the games by email. games@spoonbillsoftware.com.au USA Games Interactive http://www.usagames.us Tomb Hunter I: Mysteries of the Aztecs, and Final Conflict. Also USA Games mirrors some abandoned games from PB games and XL Studios. For the people http://www.for-the-people.com A free voice chatting service. With the Games people play room and various scheduled game related events.