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Audyssey Issue 46

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Audyssey
 · 5 years ago

  

Audyssey;

Games Accessible to the Blind

Issue 46: Fourth quarter, 2005

Edited by Ron Schamerhorn



Fun, Friendship, Knowledge, Charity



+++

Welcome

Welcome to the forty-sixth 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.

Within the text of this issue we have some welcomed game developer announcements, some extensive online game review, and a new section which hopefully you will enjoy! Note: This magazine uses plus-signs as navigation markers. Three

plus-signs are placed above any articles or sections. Within these

sections, two plus-signs denote the start of a new sub-section. Smaller

divisions are marked by a single plus-sign. This allows people to use

their search capabilities to go quickly to the next division they are

interested in. For instance, the "Letters" section is preceded by three

plus-signs. Each letter within it has two plus-signs before it. Answers

to letters have a single plus-sign before them.





+++

Contents:

Welcome

From The Editor

Letters

Winfrotz TTS

Phil's Funnies

Dungeons & Dragons update

Accessibility Crusade

News From Game Developers

Fearless Flin Development Diary: Part VI

Game Announcements and Reviews

Contacting Us

Distribution Information and Submission Policies



+++

From the Editor



Okay well now feeling more comfortable in the seat that I have I hope all do enjoy the new bit with the Audyssey Magazine. I've been planning it and now finally it's bearring fruit. I will apologize in this being a later release then expected, life just has gotten in the way of it. Rest assured though It won't happen again. We're embarking on 10 years of this publication! So I have a idea or two for upcoming issues about what might be the content. I hope all enjoy the read, and with help it will only get better from here. Let me know what you think! Contact info below.

Michael and I took part in an email interview a few weeks ago and regrettably the page is available in a language I don't understand at all. If any of the magazine readers would consider translating the below link I would greatly appreciate reading how it turned out. Thanks to Jure and the internet for broadening the horizons of Audyssey magazine!

Okay, here's the link

http://www.mladina.si/tednik/200543/clanek/nar--racunalniki-jure_aleksic/

all the best, Jure



+++

Letters



This section is some of the good material taken from the general discussion list we have with the community. Most is game related but sometimes OT questions are good too.



++

The blind-puzzlers@smartgroups.com is an email list for puzzles of a good nature. Below is a good example of the types of puzzles sent through the list. It's a good thinking list for sure.



Brothers and sisters I have none,

But that man's father is my father's son.

Who am I/explain



You are yourself.You, are your father's son.



++

Hello, everyone. It's been a while since I set down my thoughts regarding a

virtual accessible games convention in the last issue of Audyssey. I'm

somewhat surprised and troubled by how little discussion and feedback I've

received from this community. Have we all become so apathetic over the past

few years that nobody is willing to put forth any effort to support the

growth of accessible games? I'll do whatever I can to make certain that

people other than myself can benefit in the same ways I have in life by

being exposed to good quality accessible games which don't treat us blind

folks like dullards. Having an accessible games convention won't make

everything all roses and light for game developers but it would provide a

chance to attract new players and community members. It would also be a

terrific rallying point where we could all chat freely, share our expertise

as developers or gamers, and enjoy ourselves among people with similar

interests. Ron and I will certainly do our part. We're each willing to give

lectures about accessible games and the history of them among other

subjects. However, we can't do it all. Some of you gamers have become expert

in some areas such as muds or online games. We would certainly be interested

in having you give talks which introduce people attending the event to these

areas of gaming. Others of you may wish to serve as moderators. Current

thinking is to have a room open for events and another for people to be able

to talk amongst themselves with other gamers. It might make parents and

others feel safer if we had responsible moderators present to keep things

fair and orderly. There are likely other ways of helping indirectly by

putting in some time helping Ocusource with tasks for the overall event such

as making phone calls or contacting people. I want this to be the

community's event which offers a broad community perspective and not just a

pulpit for us and whichever developers decide to invest their time and

effort to give presentations. I already know what I think and where I stand.

Although I'm happy to share this with a wider audience, it's much more

personally interesting to hear what others think.



If people would like to attend an event like this, we need at a minimum to

hear from you. Are you at all interested in attending? If you are, please

send either Ron, myself, or Dr. Lipschultz at Ocusource an E-mail so that we

can have some idea of the level of interest out there. It doesn't have to be

long and prosaic. Just indicate that you would be interested in attending an

accessible games convention. Richard from Audiogames.net, Phil Vlasak from

PCS Games, Liam Mervan, and Bavisoft have expressed some interest. A more

widespread effort to contact more developers will happen once things are a

bit more hammered out. However, I'd love to hear from other developers who

are interested and take that information back to Ocusource.



During the past while, the folks at Ocusource have had their hands quite

full running the macular degeneration convention which has taken place. The

archives of proceedings are available until the end of October. There's also

a virtual art show where people can view art created by blind and visually

impaired people and hear interviews and comments from the artists. I'm

keeping an eye out for statistics from this convention regarding attendance

and such. However, we have them from the first more widely focussed

blindness expo which is more applicable to us since an accessible games

convention would be a part of such a larger event.



Now that the AMD convention is over, they'll be starting to plan their next

event. Ron and I would like to continue working on making this dream of a

convention come true. However, we need your help to do it. I'd like to be

able to say that there is definitely some community interest in attending

and in helping run our part of the event. If we want this to happen, it'll

take a team effort. Ron and I are very passionate about accessible games and

will do all we can to see that this opportunity is used well. However, as

much as our egos would be boosted by the contrary, that just isn't enough.

The folks at Ocusource need to have some sense of why they should take the

time and invest the resources to advertise and sponsor our efforts. Frankly,

I need to have a sense that people have an interest. This Blindgamers list,

afterall, is supposed to be where the people who are truly inspired and

enthusiastic about accessible games hang out. Even by putting up with the

flame wars, repeat questions and other things which are part and parcel of

having an online community, you've proved you care about your accessible fun

more than average. Now, Ron and I are asking you to go that one step

further. If you're willing to do that and perhaps even make a commitment of

time and enthusiasm to help build this event, we'll do all we can to make

certain those efforts have as much of a lasting impact as possible. Let's

prove to ourselves and to as many current and prospective accessible game

developers that we're not just takers. Let's show them that we're a

community who cares and is capable of giving effort and support. All

presentations at the convention will be recorded and may inspire future

accessible game developers. Just as important, hearing proceedings from such

an event may draw in a whole new generation of gamers from a wider community

who might not otherwise seek us out. Let's make this happen, people. In the

words of Maximus from the movie Gladiator: "What we do now echoes in

eternity!"



Michael Feir

Creator and former Editor of Audyssey Magazine

1996-2004



++

well, I spoke to someone in yahoo's headquarters and

they set this group up for me. also some good news

about the box with the security graphics. they will

be getting rid of that shortly. If yahoo knows that

you are visually impaired, they will set any group you

wish to belong to. This may take a week or so, but at

least they are in the process of revising there

policy. so if any of you are interested in checking

freekick, you go to



http://wwwfreekick.org



and if again, you are

interested in joining the freekick yahoo group,

freekick_for_the_blind, you send an e-mail to freekick_for_the_

blind-subscribe@yahoogroups.com



+++

Pricing Christmas gaming



Here is a list compiled by Phil of PCS games of the available games and the cost. If interested in purchasing any of the below titles, check either







+++News from developers



++

BSC Games



Hello,



After numerous requests to release our classic versions of pipe 1.0 and troopanum 1.6, we have went ahead and once again released them for sale at only

$19.99 each.



If you have been itching to get a copy of our classic versions of these games, now you can!



Note: you must download and install the Microsoft Media Components prior to installing the games. There is a link to download the Microsoft Media Components

on each page for our classic games at the top of the page. Once you install the Microsoft media components, install the game and then run the configuration

manager to unpack the game files. You must unpack the game files prior to being able to play the games. Our second versions of the games did not use this

technology, only our classic versions used it .



Now for the info.



For troopanum 1.6 follow this link:



http://www.BscGames.com/troop.asp



for pipe 1.0 follow this link:



http://www.BscGames.com/pipe.asp



Enjoy!

BSC Games



++

Draconis Entertainment

Introducing Draconis Entertainment!

www.DraconisEntertainment.com



We are pleased to introduce Draconis Entertainment, committed to delivering high-quality entertainment to the blind, partially sighted, and fully sighted alike.



To that end, we are pleased to announce that we have acquired the rights to all games formerly the property of Adora Entertainment, including:



. Alien Outback

. Change Reaction

. DynaMan

. ESP Pinball Classic

. ESP Pinball Xtreme

. Monkey Business

. Ten Pin Alley



It is important to note that, aside from having acquired the rights to these software titles, Draconis Entertainment is in no other way related to or associated with Adora Entertainment or its owner. We do not know what, if any plans, there are for the future of that company, so cannot answer any questions pertaining to it.



The online score servers for the above titles which utilized them have been down for a few months, and will be down for a bit longer while we work to rebuild them from the ground up. The new servers will be more robust and suffer from little or no down time, an issue which frequently plagued the older server implementation.



We are pleased to announce that our Download Center and the Draconis Shop are now open, featuring five of our game titles, all of which have been updated and enhanced for their release!



Updated versions of the following titles are available for purchase and download:



. Change Reaction - $24.95



. DynaMan - $24.95



. ESP Pinball Classic - $29.95



. ESP Pinball Xtreme - $39.95



. Ten Pin Alley - $24.95



Important! If you order the games on CD, the discs will not ship until mid December. Once discs begin shipping again, you can expect them to be sent within three to five business days.



For detailed information on enhancements and bug fixes in these new versions, check out the Revision Notes for each title in the Products area of our site. You can download full game installs from our Download Center. Legally registered users of these titles may upgrade to the new versions for no additional price.



Change Reaction Revision Notes (25/Nov/2005)



The current version of Change Reaction is V1.4.7, and includes the following changes, fixes, and enhancements:



. Stereo representation of the in-game action, coin stacks, and game board.



. The "Glance" keys have been changed to the left and right shift keys.



. You tremble, shaking the coin stack when you are sharing the space with a bomb.



. The jackpot of the current play field is announced at the start of the game. (Note that coins that you add to stacks will increase this jackpot, so your final score may be substantially higher.)



. Your start position changes every time you start a new game.



. All new menu music.



. New, fully self-voicing registration dialog.



. Revamped manual in HTML for ease of use.



. In previous versions, the menu system could sometimes become sluggish. This has been corrected.



. In previous versions, the sound of the coin stacks collapsing occasionally panned improperly. This has been corrected.



. Score submission to the online score server has been disabled while we revamp to a more robust system.



DynaMan Revision Notes (25/Nov/2005)



The current version of DynaMan is V2.1.1, and includes the following changes, fixes, and

enhancements:



. The Sparx Brothers are faster and more devious than ever before!



. New, fully self-voicing registration dialog.



. Revamped manual in HTML for ease of use.



. Under certain circumstances, saved games would not resume properly. This has been corrected.



. Under certain circumstances, the fourth level of the Power Grids was difficult to get in or out of. This has been corrected.



. In previous versions, the menu system could sometimes become sluggish. This has been corrected.



. Score submission to the online score server has been disabled while we revamp to a more robust system.



ESP Pinball Classic Revision Notes (25/Nov/2005)



The current version of ESP Pinball Classic is V1.7.2, and includes the following changes, fixes, and enhancements:



. New ambient music for the Haunted House table.



. On the Soccer star table, the Visitors must score five goals before the game ends.



. New, fully self-voicing registration dialog.



. Revamped manual in HTML for ease of use.



. Score submission to the online score server has been disabled while we revamp to a more robust system.



ESP Pinball Xtreme Revision Notes (25/Nov/2005)



The current version of ESP Pinball Xtreme is V1.1.2, and includes the following changes, fixes, and enhancements:



. Spell switches scan more quickly.



. Game ends properly if you attain a score higher than 2,000,000,000 points.



. Revamped manual in HTML for ease of use.



. Score submission to the online score server has been disabled while we revamp to a more robust system.



Ten Pin Alley Revision Notes (25/Nov/2005)



The current version of Ten Pin Alley is V1.0.1, and includes the following changes, fixes, and enhancements:



. Altered commentary from Bo Linball.



. Revamped manual in HTML for ease of use.



Monkey Business and Alien Outback will be available soon, along with new products. Check back over the next few weeks as we add more and new products to our catalog.



Multiple new accessible game titles are in varying stages of development and we hope to bring you lots more news on these shortly.



We are also pleased to bring movie reviews with both blind and sighted movie-goers alike in mind. Sarah Star is writing a column called the Cinema Citadel exclusively for Draconis Entertainment. These reviews offer up insightful opinions on films, how difficult they are to follow without vision, and whether or not the film is available in MoPix descriptive audio at theatres which offer it.



In the mean time, please explore our site, join the Draconis Online Community to post questions for Draconis staff or to talk gaming with your fellow gamers.



From all of us here at Draconis Entertainment, we look forward to many years of providing you with the best in accessible computer games and other forms of entertainment!



We are happy to announce that the DynaMan Grid Creator formally DynaEd has been re-

introduced with a few minor bug fixes. It is now offered as a separate

add-on for DynaMan. The DynaMan Grid Creator allows you to create your own maze grids

for DynaMan to explore, fighting off the fiendish Sparx Brothers and munching electrons!



The DynaMan Grid Creator can be downloaded by registered DynaMan users from our

Download Center under Software Add-Ons and Plug-Ins.



++

Lighttech Interactive



as you mey already know, I have started an audio games company,by the name of Lighttech Interactive.

our team consists of another programmer,a beta testing team,and a voyce actors team

we have come up with 3 games ,witch are still being tested at the moment

one of them is a horse racing simulation game, another one is a "fun for all ages" guessing self voycing game called "num crunch"

and the third game(still in development),is called ls - attack (ls stands for lite sabre)

while of course, being our thirst games,they are kind of simple and not the kind of 3d games made by GMA games ,but I am sure they can be enjoiable,and

of course our team has plans for the future.

we hope to get our site up in less than a munth,and I thot a small paragraf about our up coming company in audisy's anounsments/news category will be nice

as a start

please email me back if you want more info about our background,or a ritten introduction about our selfs to audisy.

best regards

yours,

yakir arbib

Lighttech Interactive



++

Malinche

Dear fiction fan,



With the crisp air and the changing leaves, there's a bit of fall magic in the air. I

hope you're enjoying all that fall has to offer while it lasts; a cold winter is around

the corner. Of course, if you live in the south or the southwest of the United States

this won't necessarily apply to you... but even so! Enjoy this season!



Here's what's happening at Malinche...



Pentari: Second Dawn is in the Works

I just updated my designer's journal a couple of days ago with a very special

"inside look" at implementing Second Dawn and Malinche's titles in general. It's

sure to make interesting reading. While you're there, please take note that I've

pushed back the Second Dawn launch date; it's not being released next month. All the

details and my designer's journal are here:

http://clicks.aweber.com/z/ct/?uaHlMED2vPILxEW2Sm.n1g



Malinche Free Seminars Return!



Are you new to the world of Interactive Fiction and need some "how-to" tips?

You could be an IF veteran who wants to pick up some new tricks or a seasoned

Malinche adventurer who just wants to shoot the breeze with me. Starting Saturday

November 12th at 1:00 PM EST, open chat sessions with me resume!



Just surf over to Malinche's own web-based chat room here:



http://clicks.aweber.com/z/ct/?hdcyjGOPx8yHE0H3GKa6XA



These open chat sessions are a fun way to learn more about Malinche's Interactive

Fiction, how to get the most out our titles and learn some neat tricks and secrets

that are inside every Malinche title. See you there -- every Saturday at 1:00 PM EST

at the chatroom in the link above.



The Holiday Shopping Seasons has Begun -- Here's How to Beat the System



Don't shop in the malls. Just surf over to

http://clicks.aweber.com/z/ct/?BmGGTKgIQGDtIlZVLYJK.A

for a sensational holiday offer that will be a boon to all holiday shoppers. While

any one Malinche title is a perfect gift for a fiction fan or a book lover, the

magic elves of Malinche have gone a step farther in making the holidays truly memorable.

For the first time since I started Malinche, we're making a Malinche gift pack

available. What's in the gift pack?



All four of our titles in a spiffy gift box along with a comfortable t-shirt and

free shipping. All that is on top of an amazing low price that's giving my accountant

nightmares and had our sales guy Jimmy jabbering for days, mumbling something about

me going off the deep end or something like that.



Supplies are limited so please surf over now and check it out:

http://clicks.aweber.com/z/ct/?BmGGTKgIQGDtIlZVLYJK.A



Apple Computer Jolts Malinche with Lightning - Twice!



Malinche's Greystone and The First Mile have both been selected by Apple Computer

as the hottest and newest titles to come to the Mac and iPod lines. I am flattered

by this distinction and hope you take a moment to celebrate this milestone with me.

No worries if you don't own a Mac or an iPod; our titles work on all major computers

and PDAs. For the full news announcement click on our news section at

http://clicks.aweber.com/z/ct/?FuBe4_B2o4g6SCTe1XOTqQ



To see our two titles "in lights" visit Apple's own product guide that features us at:

http://clicks.aweber.com/z/ct/?szVM368xRFAXwhIXjQpDKA



The First Mile has Star Quality

-------------------------------



At the risk of appearing to be an egomaniac, I'd be remiss if I didn't mention that

The First Mile has been given four stars by AdventurGamers.Com! Rob Michaud has given

The First Mile a glowing review that I'm very proud of. Full details are available,

once again, in the Malinche news section (once again) at

http://clicks.aweber.com/z/ct/?FuBe4_B2o4g6SCTe1XOTqQ



Click on this link to read the entire, exquisite review:

http://clicks.aweber.com/z/ct/?KRc24sTi2jC10E78Dhn2_w



Malinche Tip of the Month



The sheer size of a Malinche title makes them challenging all by themselves. That's

why I'd like to remind everyone that every title we sell comes with a full set of maps

that some players swear by and others swear off.



Adventurers come in all shapes and sizes and when it comes to maps, some adventurers

like me hardly ever look at the maps, saving them as a "last resort". A whole other

breed of adventurer loves our maps and wouldn't think of exploring the many worlds

of Malinche without them.



Whichever type of adventurer you might be, maps are a good idea to help you keep your

bearings and are also neat to write notes on. All games have maps that can be found

in the folder where you installed them. For Windows users, this is almost always

a folder called Malinche with a sub-folder with the name of the game. Look in that

sub-folder and eureka! There they are. Print them out and you have an excellent resource

to keep track of your location in the game and a neat medium to take notes on key

discoveries and observations you've made and where you made them.



That slams the lid on things for November, good adventurer! Have a wonderful November.



Howard A. Sherman

Implementor

http://www.malinche.net



++ PCS Games



Hello, my name is Sarah.

I knew I was a witch at three-and-a-half. I don't remember much about it but what I do remember is that I was chased by a big dog in our back yard and all

of a sudden I found myself on the roof of the house.

My mom heard me crying for her and she ran out and pulled something out of her robe and I was slowly picked up and lowered to the ground.

Then she told me that our family were all magical and that I shouldn't apparate again until I was much older.

For years after this I was involved with magic. I always seemed to be so busy with performing magic, it was most definitely my passion.

Only looking back now I realize how this passion and need to do magic was so deep in me.

My dad has always been a keen and talented wizard and

he has always encouraged me

not to just cast a spell but to really know how it worked and to study all about it from the few books that we owned.

I spent seven years at The Salem Witches' Institute, and for my eighteenth birthday we all traveled to London from Salem by Portkey. I found Diagon Alley

opened up my mind.

Never have I seen so many shops and so many magical people in one place! However, I realized that it wasn't enough for me to have one days visit. This

is when my love for

magic seemed to naturally increase my curiosity for visiting the most famous school of Witchcraft and Wizardry.

When I was shopping in the Weasleys' Wizard Wheezes joke shop I talked to one of the owners about myself and he commented what a fantastic experience

it would be if I got a look at the castle. He was right, I couldn't get it out of my head and I found myself bubbling with excitement about this idea.



That was definitely my most inspiring time. Apparating there, I made my way up to the stone steps.

My mind was in a tizzy. Should I try to go in or not?

There was a short silence and then I reluctantly knocked on the door.

and because of this I found myself spending the next thirteen hours trapped in the castle.

I became completely absorbed in exploring and found I really did not want to leave.

Although at times with all the encounters I had in the castle, it felt like a struggle, but it also was an enjoyable long and winding adventure for me

too.

I managed to pick up the article on me so you can read it.

The Daily Prophet Price: 7 Knuts

Page 1 - Headlines

Sarah intruder in the castle

by Rita Skeeter, Special Correspondent for the Daily Prophet.

Attractive blonde Rita Skeeter, forty-three, whose savage quill

has punctured many inflated reputations--Has just discovered that there is an intruder in the most famous Wizard castle in the land.

A reliable source has told this journalist that late in the evening of July one, a young female was spotted entering the Castle of Witchcraft and Wizardry.

"She looked to be about eighteen." said Verity, a staff member of Weasleys' Wizard Wheezes Joke Shop, at ninety-three, Diagon Alley.

"She shopped in our store and purchased one of our most popular items, a Headless Hat.

Then she had a long discussion with one of the owners, and I overheard the two of them talking about a map. The next thing I knew she was gone"

She probably Disapparated right outside our front door, since she couldn't inside the shop."

Since it is mid summer, she knows there wouldn't be the rush of students through the corridors, but I think she heard so much about the magic castle, here

in Weasleys' Joke Shop,

she probably wants to explore it. Maybe she could even find some of the

magical objects reported to be somewhere inside.

In conclusion, Verity said, "If she gets out it would be something like a tale worthy of Harry Potter."

Caretaker of the Castle, Argus Filch, says he may have heard an intruder in the corridors, but it may also have been a pack of rats.

Our secret source of news says the girl was seen creeping toward the dungeon, carrying some very dubious magical objects, and was almost ambushed by the

caretaker's

cat, Mrs. Norris."

"Someone creeping into the Castle in the dead of

night?" asks Filch, "It is more likely, some far-fetched story and there's probably a very shell-shocked

cat wandering around somewhere, covered in potato peelings."

But, there have been

some funny rumors flying around lately, making a lot of people nervous.

The very reliable source, who holds a position in the castle staff, but who's identity this reporter can not divulge, tipped this correspondent off saying

she spotted the Stunningly pretty girl several times in the past few hours sneaking into classrooms.

Mr. Filch says he is biding his time until the headmaster is finished what he is doing. If the stories are true, and once I get my hands on her, I will

string her up by

the ankles in my office.

Hi, it's Sarah again.

Instead of reading about my story, why don't you actually follow me around the castle?

In this game , you will be able to find and use wands that increase my powers, a two-way mirror, Extendible Ears, a racing broom, a

Time Turner Necklace , and a very expensive invisibility cloak. With all that and more, I won't have to go through the corridors of the castle unprotected.

The Castle of Witchcraft

and Wizardry transports Sarah into a world of corridors and

secret passageways. she travels through the castle searching for

magical items, fighting creepy creatures knowing at any minute,

disaster may strike.

So, take a trip with Sarah to the Castle of Witchcraft and Wizardry and pay a visit to the ghost's Deathday party in the dungeon, pop into

the kitchen for a chat with the sometimes helpful Dobby; go out

for a spot of spelunking in the chamber of secrets, gasp in awe

at the speed of the golden snitch, pick up plenty of coins and

spells, get ready to hide from the malevolent Dementors, but

always remember - the basilisk may not be what it seems!

Sarah and the Castle of Witchcraft and Wizardry, a fantasy castle inspired

by JK Rowling, is under development and a public beta is close to being released.

You can find out what is in store at PCS Games by joining the PCS games

list.

To subscribe to this discussion list, send a blank message to,

PCS_Games-subscribe@yahoogroups.com

My mailing address is,

PCS Games

666 Orchard Street

Temperance, Michigan 48182

phone (734) 850-9502

Call me between the hours of 9:00 A M to 9:00 P M Eastern time, Monday to Saturday.

E-mail Phil Vlasak,

phil@pcsgames.net

We make games that tickle your ears.



++

Spoonbill games



Hi,

You are receiving this email because you have previously requested an accessible game from the Spoonbill Software Blind gamers series. Spoonbill Software

is pleased to announce the release of another accessible card game, Blind gamers Penguin Solitaire, or BG Penguin for short.



BG Penguin Solitaire contains similarities to both Free Cell and Scorpion, but with a twist! It is the most challenging of all the Blind-gamers solitaire

games.



Like all the previous Blind gamers games, BG Penguin has been designed to be really easy to use, unlike other so-called accessible offerings you may have

encountered in the past. It has been thoroughly tested and approved by a panel of blind people and is guaranteed to provide you with hours of enjoyment.



You may also be pleased to know that an accessible version of the card game called Hearts is officially released.

If you would like a copy of BG Penguin Solitaire, please reply to this email requesting your copy.



<!--[if !supportEmptyParas]-->



Thank you for your past interest in my Blind-gamers series. You can read more by visiting the Spoonbill Software website. Don't forget to visit the Newsletter

page as well as the Blind-gamers page.



Click here to visit Spoonbill Software's Newsletter page.

Click here to visit Spoonbill Software's Blind-gamers page.



Regards

Ian Humphreys

Spoonbill Software

Albany, Western Australia



++

USA Games News



Nov. 29, 2005.



Good news, gamers! We at USA Games would like to announce the approach

of Final Conflict 1.0. The game has been totally rewritten from

scratch, many features have been added, many bugs have been fixed, and

Final Conflict 1.0 will hopefully prove to be better than ever. So what

is coming up in this title?

After the release of Final Conflict Alpha 4.x many of you sent in

complaints about the removal of the Defiant and the Sovereign-class

ships. We at USA Games have heard your requests, and have restored all

the original Federation starships to the game including the Defiant.

However, this Defiant has some changes over the one in Alphas 1,

2, and 3.

In version 1.0 we have attempted to keep the Defiant true to the Deep

Space 9 TV series. The Defiant is a small ship so it does have less

photon and quantum torpedoes than other ships in the fleet. However,

it's forward pulse phaser cannons are nearly triple in strength of a

standard phaser. On lower levels like beginner and intermediate

the Defiant's phasers are enough to take on multiple enemy ships alone. On

higher levels though Defiant's lack of weapons may require additional

fire support from other Federation starships and starbases.

Another advantage to this small but mighty ship is the cloaking device.

This device renders the Defiant completely invisible to enemy and

friendly ships when turned on. The only downside to the cloaking device

is that once you select to fire the weapons, the cloaking device is turned

off for the remainder of the move leaving a window of opportunity

for the enemy to attack for that move.

Another major change in Final Conflict is do to a lack of technical

information on the Breen we at USA Games have elected to remove them

from the game. In their place we have added 5 Klingon battle cruisers,

and two Klingon starbases. Thus far the enemy Klingon starships are

tough, unrelenting, attackers.

One of the best changes in version 1.0 is that all enemies have

individual specifications rather than a generalized set of

specifications.

Cardassian ships tend to do less damage to Federation ships in battle

and gain strength in numbers. Shielding is also less than other enemy

vessels, and thus takes less weapons to destroy.

The Klingon battle cruisers are about equal with a standard Federation

starship in shielding and weapons. What makes the Klingons so dangerous

is their own cloaking devices. Aided by invisibility Klingon battle

cruisers can often get in close and do serious damage before you [our

Federation commander] can mount a counter attack. However, you usually

still have the upper hand in firepower.

The Romulans are extremely tough. Like the Klingons they have a cloaking

device, and often can do much damage before a Federation commander can

respond. In addition Romulan Warbirds have powerful disruptors, and

extremely good shielding which out matches all Federation

starships.Alone A Federation starship is well matched in battle. In

numbers it will often spell the defeat of the commander's fleet.

Finally, last but not least, is the Borg. The Borg AI has been

completely rewritten. While they can be defeated you must use all your

skills and resources to find a weakness in an enemy which apparently

has none. They are highly advanced and need no others to crush the

Federation.

The autopilot system has undergone a massive upgrade. The new autopilot

when selected you will first be given a series of options such as:

follow enemy, starbase, starship, and starsystem. Follow enemy allows

you to chase uncloaked enemy ships with in range which attempt to flee.

The starbase option allows you to autopilot to friendly starbases. the

starship option allows you to autopilot to friendly starships. The

Starsystem option allows you to autopilot to any of the major

starsystems. Also, as requested, a nearest starbase and nearest

starship option has been added to the autopilot.

During the Alpha test builds many of you requested that status reports

be read in full. Thanks to some rewriting it is now possible to have

the entire status report read at once. In addition, a setting called,

"announce status," found in the settings menu will allow you to have

them read automatically or manually if desired.

As per request we have also added a damage report system. This damage

will report the systems currently damaged as well as the expected

length of repair time.

In addition, in previous versions it was unknown when an enemy vessel

made repairs. Now, long range sensors are able to announce when an

enemy ship repairs warp, shields, disruptors, etc. This greatly aids

the player in knowing when the tactical situation has changed.

Another advancement in 1.0 is enemies now are smart enough to restock

shields and weapons during combat. If a player fires weapons and only

knocks an enemy shields down slightly the enemy vessel will recharge

it's shields during it's move, and often it's weapons and counter

attack. Sometimes, especially on advanced levels, this makes for

multiple turns to destroy a enemy ship. It all depends on if the first

attack was successful in destroying the enemy vessel.

Another vital change is all the menus now have short cut keys. This

makes for quick and fast navigation through menus. For example to

switch to Enterprise it would be as easy as pressing v, e, and the ship

would be changed. All short cuts are spoken so it is very easy to learn

the short cut keys.

One other major change with menus is it is possible to disable the

main menu. By turning menus off in the settings menu it is possible to

enter commands rather than using the main menu system.

Some of you with hearing disabilities made requests to make it easier

to hear the computers voice. We have made several changes to the game

which should aid you in playing STFC. The first is bridge effects can

be disabled completely via the settings menu. The second is that the

weapons and explosions are played before and after the computer is

speaking. This allows what is being said to be heard clearly without

other disturbances.

Sometime in December, perhaps the second week, USA games will begin

putting STFC 1.0 in private beta testing. We will give the private

testers an initial copy of the game, and then weekly patches will be

sent to them with possible bug fixes, solutions, and updates. Once we

are certain the game is reasonably stable we will release a public beta

demo, and begin taking preorders.

Unfortunately, we don't believe the public beta will appear before

Christmas, but we do believe it will appear sometime after the first of

the new year. Sometime in January depending on if all the testing goes

well.



For more information about USA Games titles visit:

http://www.usagames.us

You can email us about questions at:

sales@usagames.us

You may also join our discussion list at:

usagames-list-subscribe@smartgroups.com



++

VIPGames



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3 learn programs for children from 6 to 10 years old are available for download now on

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So please visit our site and try these new programs with your children.



We are asking teenagers: if you are older then 10 years, please, don't send your score to our server, because your results will disappoint children from

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Yours sincerely



Vipgameszone



+++

Chatting with creaters : with Josh De Lioncourt of Draconis Entertainment



This is a chance to get some insight on those who produce the games we all enjoy. Being a new segment to the magazine, this might undergo a few changes over the next issue or two until such time as I'm happy with the format and such. To begin I'm using just Ron & Josh for this one. Any developers who are wishing to be in the hot seat can contact me privately to set up an interview, or I might be contacting them! Hope readers like the below. Suggestions are welcome.



Ron :

The main reason I suggested voice was to allow you to expand on answers instead of typing tons. But we could give it a shot either method.

Josh :

I'm much better at typing..and I can expand as much or as little as you like. *laugh*

Ron :

Well write till your hearts content! *lol*

Give me a moment and we'll get it under way.

Josh :

sounds good

Ron :

Okay I've got things set up here so let me know when you're ready.

Josh :

I'm ready. Feel free to begin.

Ron :

All righty, 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.

Josh :

My name is of course Josh de Lioncourt. I'm rapidly approaching my 28th birthday. I've been programming on various platforms as far back as the late 1980's, when I first began tinkering with an Apple 2E at school, and later got my first computer, an Apple 2GS. I wrote games on that system for my own entertainment, as well as more serious utilities and things.

I have twin daughters, who I adore, and live in southern California.

Aside from programming, I write fiction, articles, music, and poetry, and produced a charity CD with Tyler Hilton among other artists in 2001. Tyler Hilton stars on the hit TV show One Tree Hill, and will be portraying Elvis Presley in the film "Walk the Line" about Jonny Cash that will be released on November 18th.

I've been a life long fan of fantasy and science-fiction, as well as musicians like George Michael, Elton John, Sting, etc.

at the moment, in addition to all the other projects I am involved in, I am also a moderator at He-Man.org, a fan site devote to the fantasy property Masters of the Universe, as well as co-host a podcast devoted to that property.

That's me in a nutshell. if there is anything you'd like me to elaberate on, feel free to ask.

Oh, and I am a huge hockey fan! Go Kings!

Ron :

*g* That gives a good idea of who you are and glad that you mentioned more then just gaming. We all have lives/interests outside of that. Okay I guess next is what was your first gaming experience the title, system etc? Computer or console styles you've played over the years?

Josh:

As far as I can remember, my first gaming experience was before I lost my vision. I was four or five years old, and I played Donkey Kong and Frogger on my uncle's Atari. Over the years I played more games than I can count on various computer systems, including the old Apple 2 series of computers, MS DOS, Eureka A4, and of course Macintosh and Windows. Of those, the most memorable have been...

...the Eamon adventure series, which I hope to adapt for an audio platform on Windows soon, the more modern accessible game Monkey Business from ESP Softworks originally, and the Chess game on Mac OSX, which is now fully accessible thanks to Apple's VoiceOver technology. I also played classic Nintendo and Super Nintendo, primarily sticking to the Super Mario Brother games. The first of the

Super Mario Brothers games I memorized the first few levels and could play them OK, despite having no vision by the time Nintendo came onto the scene. I also enjoyed other interactive fiction titles, such as the very famous ones from Infocom. I think that about covers it.

oh...I should add one more thing

My first introduction to accessible computer games for Windows was Bavisoft's Grizley Gulch, and while i find the characters quite memorable from the game, the game itself leaves a lot to be desired for me personally, I do see its attraction for others though.

Ron :

Okay a two part here. So you are meaning that MB was quite memorable for you? Also did you ever play any arcade or other type games? Card or board etc.

Josh :

MB was extremely memorable for me. In fact, I think it is still to this day the best accessible game ever written for Windows, and that includes the ones I've done myself.

I am a huge fan of traditional games, like card and board games. I love chess, Monopoly, Clue, Uno, poker, blackjack, and just about any other sort of board game you can imagine. I also have done tabletop role-playing games, like Dungeons and Dragons, for many years and adore those types of games as well.

Ron :

Even though it's almost answered above I'll ask anyway.... *g* What genre of a game do you enjoy playing the most? RPG, card, FPS and so on?

Josh :

Wow, that's a tough question, actually. Board games are probably my favorite, but tabletop role-playing isn't far behind.

Ron :

And I'm guessing it's because of both the game and the group involvement? I lived with my brother and his family for a few years and about 1 or 2 nights aweek we'd play trivial pursuit, monopoly, or Risk.

Josh :

yes, definitely. Plus my family (parents, sister, and I) played a lot of games while I was growing up, so a love of them and the group interaction has definitely stuck with me.

Ron :

I understand exactly what you mean. What or how did you decide to develop accessible games?

Josh :

well, I've always been a fairly creative person, but it is hard to make a living writing music or stories in this day in age. I worked for Marriott International to make their reservation software accessible for blind agents, which was the first time I'd used my programming skills extensively in a workplace, though other computer skills had aided me at other jobs before that. Developing

accessible games allows me an opportunity to use my programming knowledge professionally, as well as creatively write stories, music, etc for the games. and I of course started working with Phil Vlasak of PCS Games back in early 2003 to update his Ten Pin Alley game. I had been looking for a job with various established accessible game companies, such as ESP, Bavisoft, and PCS Games. We worked on that for a few months before I decided to start a partnership and found Adora Entertainment, which I worked at for about 2 and a half years.

Ron :

Any chance on getting some insight or what you thought about owning the previous titles from ESP? Feel free to say you'd rather not answer no problem.

Josh :

I will gladly answer that. :)

Owning the previous titles from ESP Softworks gave Adora quite a boost. We were able to quickly increase our catalog, and improve the games beyond the scope of their original vision. This did have some backlash, as the already many times delayed ESP Pinball 2 (renamed ESP Pinball Xtreme under Adora) was further delayed as we tried to integrate the ESP titles.

Integration was a lot of work, but that was to be expected. It is always difficult to acquire and then working with someone else's code.

I'm happy with the changes and improvements we made, and now that Draconis Entertainment owns the titles, you can expect additional updates, changes, and added functionality to those titles, as well as many future titles.

Ron :

Since I'm a very happy player of PBX, I bet you can think of a question that I'm wanting to ask about?

Josh :

I can think of several. Ask away.

Ron :

First I must tell you that you did a great job on an enjoyable and challenging game!

Josh :

Thank you, I appreciate the compliment.

Ron :

Is the table editor going to be Released in the future?

Josh :

Yes, the table editor will eventually be released. It would've been ready much sooner, but it has been delayed by the demise of Adora Entertainment and the founding of Draconis Entertainment. We need to establish ourselves and get a title or two under our belts before thinking about the table editor, but it will definitely be released. Pinning down the time frame is something I'm not really comfortable doing, given the amount of trouble that has caused for other game companies, but I think it would be relatively safe to say it should be available some time in 2006.

Ron :

I can see where giving a date could be bad. Bugs and such in software are an ongoing thing and could take awhile to pin down for sure.

Josh :

Yes, exactly.

Ron :

So you are planning to get a new title or two out first? Could I get any hints on what sort you have in mind for development?

Josh :

as of right now, we have two titles under development. We hope to have one released before the end of the year. On the drawing board are multiple titles of a much more complex nature, including the long promised Eamon series, as well as a surprise or two that I think will really, really excite accessible gamers. The re-issues of the old ESP and Adora titles will sport some changes and improvements as well.

We also have the revamped score boards under development, which will not suffer from the same down time and other issues that plagued the older ESP implementation.

Ron :

Sounds like some good changes coming up that we can look forward to.

Josh :

Yes, I think gamers will be very pleased with everything we have planned. Also, one thing that I was quite proud of was the packaging of our CD games at Adora. For those gamers who prefer ordering and owning an actual physical disc, they can expect an even higher quality of product.

Ron :

I do understand, One question that does occur to me is how far do you see accessible games going? Could there be a time when the blind/vi community could have comparable titles like Resident Evil?

Josh :

Well, that's hard to say. Unfortunately, even more so than mainstream industries, accessible games have been plagued by an awful lot of piracy. We've seen quite a few accessible game companies come and go, or release only spiraticly. The returns on investment for this industry are OK, but pretty microscopic when compared to the millions brought in by mainstream video games. Companies like

Draconis have to keep prices down, since many in the VI community have limited funds for entertainment. When that is combined with a lot of passing around of registration keys and other forms of piracy, it makes it difficult for industry leaders to develop titles that require the kind of resources needed for something like Resident Evil, to use your example. I would encourage gamers ...strongly, that if they enjoy the games, please don't pirate them. The time will come when you won't have any new games if you continue to do so. That gloom-and-doom scenario is a long way off yet, but not as far as someone might think in a industry as small as ours. *steps off soap box*

Ron :

Hey that will be in there. But what about steps like those taken by GMA with the individual codes? Wouldn't that, if not completely, prevent piracy or at least bring it to a minimum in the community? As opposed to a registration key that could unlock any downloaded game?

Josh :

well, yes, they cut down on piracy, but also at the inconvenience of the customer. I have, on more than one occasion, considered switching to a similar system that is tied into the user's hardware. I'm not comfortable with making things that difficult for both us and the customer...especially the customer. If you purchase a game, you should not have to jump through hoops to continue playing it when you upgrade.your computer system. Which, in this day in age, happens more and more frequently, with the speed of technology's improvements.

I don't support the recent controversy surrounding Sony's stealth methods for copy protecting CD's, crippling Windows and preventing you from enjoying the music on your iPods or other music players. I think that you have to walk a line between protecting your work, and punishing the majority of gamers, who really are honest and not pirating the games. Or at least, I like to think they are.

Ron :

Which I guess always could be like running the original pinball tables. It required the disc for more then the demo to work. So how viable is a system like that. Would the disc be easily copied?

Josh :

it is, and that is another method that I have considered and may eventually employ. Such methods are better than hardware tying, but I'm still not entirely sold on them. As a gamer myself, I am just like the rest of you. When I buy a game, I want as close to instant gratification as possible. I've paid my money, let me download the game and play! *grin*

Ron :

*l* I hear what you are saying completely! A set up like that is almost irritating if you've beat the demo and are chomping at the bit for the key to the rest of the game.

Josh :

Yes. And that is exactly how it was with MB when I first got that game. Waiting for the full version was excrutiating. Now, of course, we offer MB as a full unlockable download.

Ron :

well it's been a bit and I appreciate the time. I'm looking forward to having this in Audyssey! I can't think of anything much else, so if there are any comments or constructive criticisms I'm wanting to know. Things I didn't ask etc. Thanks tons Josh! The floor is open.

Dang I fibbed! What made you want to start up your own company instead of maybe working with a previously existing developer?

Josh :

LOL OK well, most of the accessible game companies are pretty small affairs, and none, to my knowledge, are hiring. It is a lot more creatively satisfying to work on your own projects, and to steer the ship, as it were. My business partner and I are both programmers, and have known one another for more than a decade. It made sense to start Draconis this way, and between volunteers and staff, we

probably have the biggest roster of any accessible game company out there.

As far as anything I'd like to add, I would like to encourage everyone to visit the Draconis Entertainment web site, sign up for the community forums, and tell us what you'd like to see in our products. Whether that is ideas or suggestions for future games, or updates and enhancements for existing titles. It's a great place to chat and get to know your fellow gamers, as well as the staff of Draconis.

Ron :

Right on, and I guess thus finishes the first for the upcoming Audyssey. Again I appreciate your time for doing this.

Josh :

no problem. Thanks for interviewing me. I'll make sure you get a newsupdate for the company before the next issue, which will likely be pretty lengthy by then.

Ron :

Sounds great and I look forward to putting it in for you.

Josh :

thanks.

Ron :

Well unless we work together it's pretty tough...

Josh :

agreed



+++

Fearless Flin Developer Diary: Part VI

By Michael Feir



The muse has come very rarely to me over the past few months. A two-week

illness certainly didn't help. There were plenty of other things as well

that I won't bore you with the details of. There should have been plenty of

time to get a lot more done. However, things just seemed to go against much

progress in anything over the past while. Whenever I had time to spare, I

didn't seem to have the drive and focus necessary to work on the game.

Whenever I felt I could have worked well, the rest of life seemed to find a

way to thwart me. Unlike last Summer where I feel I made substantial

accomplishments in other areas, there's nothing at all I can console myself

with this time. Writer's block is certainly frustrating.



One thing I have managed to do is read quite a large number of books. I have

yet to read through the whole video game history book I got from my parents.

That still no doubt has much to teach me. Perhaps, I needed to become

re-inspired. I found myself turning to favourite books and authors such as

Larry Niven's Dream Park trilogy, Raymond E. Feist's Rift War and Serpent

war sagas, David Brin's Uplift Wars books and most recently, Robert J.

Sawyer. He's a Canadian science fiction writer. Quite an interesting

collection. In a very real sense, many of these works have inspired me to

start creating games. They all feature people cooperating with each other

either to fight evil or to improve their collective circumstances. This

theme is at the core of Enchantment's Twilight and Fearless Flin. Recently,

I read an excellent article at:



www.gamasutra.com



about the best games being made by people trying to demonstrate core values

they've learned themselves as part of a figurative journey they've taken in

life. The quest to achieve balance seems to be my journey. I've been

exploring avenues to possibly spend more time with other people outside our

apartment so I feel more like I'm contributing to and connected with

society. These have included looking into volunteering at a distress centre

and attending a support group for blind people which has collapsed due to

lack of commitment. A lack of funds as well as no suitable transportation

prevent me from doing anything locally such as helping at a distress centre.

Until at least one of these conditions changes, it looks like I won't be

able to make much of a change in this area. Fresh stimulus and a certain

amount of exposure to other people are absolutely vital to the creative

process. Reading books, listening to radio/tv programs, etc, is certainly of

very high value and importance. However, there's a certain inescapable

frustration about being in a situation where I have an easier time getting

involved with communities of people online who I'll likely never actually

meet than I would have getting to know people in my community. I can write

articles and work on projects which will interest, engage or help many

people around the world, but have perhaps managed to similarly engage with

five or six people within driving distance. Welcome to the digital age.



Long-term compassionate thinking is what it will take to make our lives make

sense. Affordable housing and suitable transportation would make a world of

difference for my wife and I and would let us make a bigger difference for

others. That struggle is what's at the heart and soul of Fearless Flin. You'll

score plenty of points gathering treasures and completing quests by yourself

in the game. However, companions are at the core of the play. They will

assist Flin in his goals and Flin will find that guiding them to success or

promotion will reward him. Improving conditions in the arenas will similarly

be of benefit to everyone allied with Fearless Flin. I want my players to

have a sense of fun found in arcade adventures of the Gauntlet variety as

well as the sense of wondrous excitement and suspense found in cartoons such

as He-man. This means that players have to actually start to care about the

companions they can find. Any moral lessons will feel natural since the

actions of enemies are largely driven randomly. People shouldn't have a

sense of being spoon-fed a lesson on good citizenship. Rather, anything they

learn will flow naturally from the enemy's objectives and game play. For

example, take Shane R. Monroe's favourite vice of greed. Treasures will keep

on appearing in the arena as groups of them are retrieved. There are high

point rewards for collecting large numbers of these. However, while Flin is

concentrating on this, trolls will attack various helpful places such as the

forge or a royal castle. Nothing shouts: "Greed is bad!" at the player. Yet,

he/she may easily come to grasp this in a fundamental way through playing

the game.



I suppose one thing I have accomplished over the past few months is to win a

good deal of my motivation and determination back. I've come through a very

frustrating period, but as the holiday season draws near, I begin to feel

more on top of things. Sometimes, you have to step back and realise that you

can't solve all your problems no matter how hard you try. Time, friends,

family and faith can do a lot to help cope with life's dark spots once you

don't feel you have to tackle it all by yourself. That's one of my problems

at times. The design document has undergone another sixty or seventy small

changes mostly concerning companions and their associated items. I've also

picked out another forty or fifty sounds. Dave Greenwood released an update

to the Shades of Doom game which uses the engine I'll be using to create my

game. I've had some tremendous fun with it and have also gotten a good sense

of how a game with similar action to what I'm thinking of plays like using

the engine. I particularly like how grenades were implemented. Over the next

while, the design document gets my priority attention. I'd dearly love to

get it completely squared away by next quarter. However, I'm beginning to

wonder if I'll ever be completely satisfied with it. After this next while,

I'll really have to set some sort of limit on future changes.



Michael Feir

Creator and former Editor of Audyssey Magazine

1996-2004

E-mail:

mfeir@cogeco.ca



+++

Game Announcements and Reviews:

Below are some of the new games available. Though an old treasure or

two may be discussed too. 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.



++

Enemy Atack

Dreamtech interactive



A friend of mine is forwarding this to the list for me. I just uploaded version 2 of Enemy attack to my server, so everyone can

go download it.

Anyway, here is the URL to the file, it is a little more than 4 mb in size.



http://www.pb-games.com/enemy_attack_v2_setup.exe

http://www.pb-games.com/enemy_attack_v2_setup.exe>



++



Freekick

http://www.freekick.org

online freeware

Reviewed by Stephen Rogers



First off, let me tell the readers of this article, that I'm not a game player. I never could get into these text adventure games. I couldn't really get into the role playing games like Dungeons and Dragons and the like. The only games I got into were the fantasy sports games like Fantasy football, baseball, and

  
basketball. The problems with these games is that it is all dependent on the manager's decision on how to play or who not to play. Freekick is better, because you have the choice of who to play, but I'm getting ahead of myself.



Freekick is an online game. You sign up for it at freekick.org. If you sign upk, of course you need to put it a user name and password. You won't get a team right away, because, I guess, they have a limited number of slots. Some people, go bankrupt, or inactive and so after awhile, there team loses so much that they fall out of the lowest division. That's only my guess, as to why it takes a couple of days to get a team.



Now when you get your team, you need to read the manual, it is comprehensive enough, but there are forums where you can ask questions. You see, one of the things I love about freekick, is its comprehensiveness. You not only play the game, but you own it. From recruiting sponsors, to adding new seats to your arena, to buying and selling players, and if you do decide the v.i.p. function, to writing press releases about your club.



Ok, OK, so how do you start playing? There are 8 categories of statistics that you must keep track of. Scoring, offensive positioning, ball control, passing, aerial, const itution, tackling and defensive positioning. The current value is low and the potential value is high. So how do you raise those current values to a higher level? Well, they have a feature in the game where you can train your players. It has an a.m. and p.m. So in the morning, you could have one of your players train for passing and in the afternoon, you can have them train for scoring. You can do this for every player on your squad. You can have as many players on your team, but remember, each of these players has to be paid. When you go into your office, (one of the rooms) it will have an economy update. This will break down how much money you are paying out. It breaks it down into great detail. It even says how many people attended your matches and how many were turned away. This is where the arena



It is also incumbent to invest in the little league. The more you invest in the little leagues, the better your draft selection will be for your youth team. You don't have to do it. There are many 15-21 year olds that can be had for $100.00 That's strictly up to you.



Ok, Ok, you've explained about the various categories and such, but what about the game itself. You have two matches a week. A youth match on Saturday and a senior match on Sunday. There are also friendly matches. These are played on Thursday. The great thing about having a friendly match is that you can experiment with different strategies and put in different players that you might not want to use in your senior match. The senior match will have an effect on your league standings.



If you don't want to get bogged down on strategy, you could just have your assistant coach pick the best players for you. The match will go on as usual. If you want to be adventuresome, you could go ahead and make your own line-up. There are nine strategies, one of which you can employ. The one that is selected for you is variable. I'm not sure what that means. Then there is variable pressing. I guess this means that you push the ball up and down the field. Then there is pressing, opportunistic, opportunistic-stalling and a few others which I don't know, but I don't have to. This week, I'm using opportunistic-stalling because my team has a few decent scorers, but not much of a defense. I don't know how this is going to work.



Now understand, that I'm not a soccer officionotto, so I don't know all of the strategies of the game. However, you have for your offense forwards and strikers. The

Next players are your midfielders, you can either pick an offensive midfielder or a defensive midfielder, depending the make-up of your team. You also have your four defenders. You have left wingback, center wingback or right wingback, and, a sweeper. The sweeper is in the penalty area, right before the goal. He's the last line of defense before the goalee. However, you don't have to have the 4-2-4 formation. You can have 5-2-3 or 3-5-2 or 3-4-3. You can have one of your players mark another player. For instance if you know that a forward is a tremendous scorer, you might want someone to shadow him the entire game. For more information about the various match strategies and a cursory viewof what the role of players are, read the manual.



Now let me talk about with form. This was a hard concept for me to grasp, so I can hopefully explain it. They grade the players on form from excellent to awful. Why is this important? Let us say that you have a player that has awful form for a particular week, and another player that excellent form. The first player has better current statistics but the second player that has excellent form has worse numbers. Unless the current values for the player that has awful form far and away exceed the player' that has excellent form, you might be inclined to use the player that has excellent form even though his current numbers are worse.



Now, about buying and selling players. I haven't sold a player but I imagine it works the same way. There are always players on the market. When you go into the office there is a category called transfers. You can set this up to only look for a player with current statistics above a certain amount or a potential above a certain amount. Myself, I have the lowest values because I want to see the entire list. So let's say you've found that player that will help to turn your club around. You enter on his name it will show you the team he's playing for, and it willalso show you his current statistics. Not only for the current year, but for his entire career. It will show you if he's been in any world cup matches and what he's done in regular league matches. It will show you his current skill levels and his potential levels and what they might be. I've seen cases where the current potential of a player is lower than his actual current value. It happens because the manager of that
how muc
h you bid for a player and how much player went for. This can be quite helpful for future reference because if a player has certain statistics you begin to get a feel of how much the player is worth.By the way, if you subscribe to the v.i.p mgr, it will give you a bidding agent. And the agent will ask you percent above that you want to outbid your opponent but not to exceed, so you put in another figure.



Next, I want to tell you about making your screen reader more accessible to the game. Whatever screen reader you use, you must learn how to read tables. You must also use a frame viewer, like the one that jaws has. It's not absolutely necessary, but it will be helpful for you. One other thing, if, for instance you go and select to edit your line-up, once you do, it will open up another screen separate from the one you are working on, so you hit alt tab to get to that other screen. Maybe, this doesn't have to be said, but they have a save button, so you can change your line-up settings. You also must go into your jaws configuration screen. go into the options menu and enter on html options then hit control until you hear misc. then go until you hear page refresh filter you must suppress that option. You must then go to active ex controls where you must suppress that option as

This should decrease since I've configured my screen reader to work with the freekick website.The reason for that, is that this game is so complex.



There is one especially great add on that I would get. It is free! It's called freekick personal assistant. It will help you set your line-up You can edit your line-up through this program. It also has a match agent which I'm not sure what it does and a training assistant where it will figure out for you in what areas your players would be best suited to train. Remember those categories?

There is another great resource on the newbie forum call the newbie's beginner guide. That I found most helpful. It also has a link in that article for the freekick personal assistant.



In conclusion, some of you might be put off by my own verbiage and talking about statistics, training schedules, finances, and the like. However, if you only want to spend one hour a week, you can do it. You must get yourself sponsors to run the team and you can let the personal assistant (assistant coach) pick your line-up for you. You will have an ok team, not great, possibly not good, but if you really want to win your league, or go into a higher division, it is incumbent for you to learn about the innerworkings of your team. Where your team's strengths and weaknesses are. You might think that I've been playing this game forever, I've only been playing it for two weeks.I love it! I'm hopelessly addicted to it. I can't wait for Thursday to see how I did in my friendly match, Saturday to see my youth team play. I wait with great anticipation to see my senior league play. If you want to know how your team did, they send you a match report. It goes into pretty great detail a



2005-11-12 Youth League Match at Almond FC's Arena.

2997 visitors (3 VIP, 150 Luxury, 999 Seats, 1845 Stand)





Club:

Almond FC

vs

neptune titans



Match Strategy:

Variation



Opportunistic



Preferred Side:

None



None



ST

Sanford Batz







Keenan Cothren

FW

Jake Fogleman



Lonnie Weisz



Shane Crumb



Heriberto Wallen



Chas Mccarron

LM



Willian Spear

CM



Sherman Pena



Weston Perine

RM



DM

Earl Kizer



Odell Eubank



Arden Beech

LB

Oliver Svensson



Jody Hasson

CB

Ronnie Gros



Armando Pires



Cleveland Espino



Bennie Polo

RB



SW

Carl Salmon



Ashley Tackett

GK

Amos Claybrooks



Jarred Whelchel

S

Avery Quinlan



Eloy Simons



Darrel Suhr



Chance Westlund



Arron Cardona



Otha Berrier



Stacy Kinkead



table end



Minute 3:

Chas Mccarron

of

A a

made a short, weak pass to

Willian Spear

in the middle.

Odell Eubank

was there while

Oliver Svensson

was close.

Spear

made a decent reception, and

Eubank

made a decent challenge.

The tackle of

Eubank

sent the ball astray.

The ball was free!



Carl Salmon

was first at the ball, and cleared it to safety.

[0-0]



Minute 8:

Chas Mccarron

of

Almond FC

made a high, poor pass to

Keenan Cothren

at the left side of the pitch.

Due to weaknesses in the right defence and the right midfield of

neptune titans,

there was no one there to challenge him.

Cothren

was free.

Cothren

made a poor reception, and went for a volley.



Cothren

made a short, weak pass to

Lonnie Weisz

in the penalty area.

Cleveland Espino

was there while

Carl Salmon

was close.

Weisz

made a poor reception, and

Espino

made a poor challenge.

Weisz

took control of the ball.



Weisz

didn't get an opportunity to score.

He tried to dribble inside the penalty box with a decent dribble.

Espino

failed to halt the advance, even with the help of

Salmon.



Due to a weakness in the right defence of

neptune titans,

there was only one defender there to challenge him.

Weisz

was almost free as

Oliver Svensson

was close.

Weisz

made an awful dribble.

The dribble was so bad that he lost the ball.

The ball was free in the penalty box!



Carl Salmon

was first at the ball, and cleared it to safety.

[0-0]



Minute 10:

There was a chance to create an opportunity for

neptune titans,

but it was denied due to a weakness in the left midfield.

[0-0]



Minute 16:

Willian Spear

of

Almond FC

made a decent pass to

Lonnie Weisz

at the left side of the pitch.

Due to a weakness in the right defence of

neptune titans,

there was only one defender there to challenge him.

Weisz

was almost free as

Cleveland Espino

was close.

Weisz

made a weak reception, and took control of the ball.



Goal Attempt!

Weisz

unleashed an awful long shot!

Espino

failed to block the shot.

Weisz

missed the goal by a mile.

[0-0]



Minute 18:

Chas Mccarron

of

Almond FC

tried to get out of trouble with a decent pass.

Heriberto Wallen

of

neptune titans

failed to steal the ball with a decent challenge.

The ball was cleared to safety.

[0-0]



Minute 20:

Sherman Pena

of

Almond FC

made a short, decent pass to

Weston Perine

at the right side of the pitch.

Due to a weakness in the left midfield of

neptune titans,

there was only one defender there to challenge him.

Cleveland Espino

was there.

Perine

made a decent reception, and

Espino

made a weak challenge.

Perine

took control of the ball.



Perine

made a high, weak pass to

Keenan Cothren

in the penalty area.

Espino

failed to block the pass.

Cothren

was almost free as both

Carl Salmon

and

Earl Kizer

were close.

Cothren

made a decent reception, and went for a volley.



Goal Attempt!

Cothren

tried to score with a poor shot!

Salmon

blocked the shot, with the help of

Kizer,

and managed to clear the ball to safety.

[0-0]



Minute 26:

Keenan Cothren

of

Almond FC

tried to get out of trouble with a decent dribble.

Heriberto Wallen

of

neptune titans

failed to steal the ball with a weak challenge.

The ball was cleared to safety.

[0-0]



Minute 29:

There was a chance to create an opportunity for

neptune titans,

but it was denied due to a weakness in the right midfield.

[0-0]



Minute 33:

Willian Spear

of

Almond FC

made a high, poor pass to

Weston Perine

at the right side of the pitch.

Due to a weakness in the left midfield of

neptune titans,

there was only one defender there to challenge him.

Earl Kizer

was there.

Perine

made a poor reception, and

Kizer

made a decent challenge.

Kizer

managed to clear the ball to safety.

[0-0]



Minute 35:

Bennie Polo

of

Almond FC

broke free towards the right with a poor dribble.

Due to weaknesses in the left midfield and the right defence of

neptune titans,

there was no one there to challenge him.

Polo

was free.

Polo

made a weak dribble, and kept control of the ball.



Polo

made a decent pass to

Keenan Cothren

in the penalty area.

Carl Salmon

was close while

Cleveland Espino

was there.

Cothren

made a decent reception, and

Espino

made a decent challenge.

Cothren

took control of the ball.



Goal Attempt!

Cothren

tried to score with a decent shot!

Espino

failed to block the shot, even with the help of

Salmon.



Amos Claybrooks

between the posts was fooled, and he made a weak attempt to save the ball.

GOAL!

[1-0]



Minute 38:

Sherman Pena

of

Almond FC

tried to get out of trouble with an awful dribble.

Sanford Batz

of

neptune titans

stole the ball with a decent challenge.



Batz

made a pass towards the right side of the pitch.

Due to a weakness in the right midfield there was no one there to receive the ball.

The ball was free!



Jake Fogleman

was first at the ball, but

Arden Beech

was there.

Fogleman

made a decent attempt to get the ball under control, and

Beech

made a decent challenge.

Beech

managed to steal the ball.



Counterattack!

Arden Beech

of

Almond FC

made a poor pass to

Weston Perine

at the right side of the pitch.

Perine

made a weak reception, and took control of the ball.



Perine

made an awful pass to

Keenan Cothren

in the middle.

The pass was so bad that the ball was lost to

Odell Eubank.



Eubank

made a poor reception, and took control of the ball.



Counterattack!

Odell Eubank

of

neptune titans

made a decent pass to

Sanford Batz

at the right side of the pitch.

Batz

made an awful reception.

The reception was so bad that he lost the ball.

[1-0]



Minute 41:

Weston Perine

of

Almond FC

tried to get out of trouble with a poor pass.

Earl Kizer

of

neptune titans

stole the ball with a decent challenge.



Kizer

made a pass towards the right side of the pitch.

Due to a weakness in the right midfield there was no one there to receive the ball.

The ball was free!



Armando Pires

was first at the ball, but

Heriberto Wallen

was close.

Wallen

couldn't stop

Pires

from clearing the ball to safety.

[1-0]



Minute 42:

Chas Mccarron

of

Almond FC

made a short, weak pass to

Willian Spear

in the middle.

Spear

was almost free as

Earl Kizer

was too late while

Odell Eubank

was close.

Spear

made a decent reception, and took control of the ball.



Spear

made a high, poor pass to

Keenan Cothren

in the penalty area.

Eubank

failed to block the pass.

Cleveland Espino

was assisted by

Carl Salmon

in attempting to take

Cothren

down.

Cothren

made an awful reception, while

Espino

made a poor challenge.

Espino

managed to clear the ball to safety.

[1-0]



Minute 45:

neptune titans:



Shane Crumb

looked pretty tired.



HALF TIME

All players regained some stamina, and the coaches took another look at their match strategies.

neptune titans:



Shane Crumb

no longer looked pretty tired.



Minute 53:

Armando Pires

of

Almond FC

made a high, decent pass to

Weston Perine

in the middle.

Due to a weakness in the right defence of

neptune titans,

there was only one defender there to challenge him.

Perine

was free as

Odell Eubank

was too late.

Perine

made a decent reception, and went for a header.



Perine

made an awful pass to

Keenan Cothren

in the penalty area.

Carl Salmon

was close while

Cleveland Espino

was there.

Cothren

made a poor reception, and

Espino

made a poor challenge.

Espino

managed to clear the ball to a throw-in.



Throw-in

Bennie Polo

threw the ball to

Lonnie Weisz

at the right side of the pitch.

Oliver Svensson

was too late while

Odell Eubank

was there.

Weisz

made a poor reception, and

Eubank

made a good challenge.

Eubank

managed to clear the ball to safety.

[1-0]



Minute 57:

Keenan Cothren

of

Almond FC

tried to get out of trouble with a poor dribble.

Sanford Batz

of

neptune titans

stole the ball with a good challenge.



Batz

made a high, excellent pass to

Heriberto Wallen

at the right side of the pitch.

Wallen

was free as both

Arden Beech

and

Bennie Polo

were too late.

Wallen

made an awful reception.

The reception was so bad that he lost the ball.

The ball was free!



Jody Hasson

was first at the ball, and cleared it to safety.

[1-0]



Minute 58:

Keenan Cothren

of

Almond FC

made a short, good pass to

Weston Perine

in the middle.

Due to a weakness in the right defence of

neptune titans,

there was only one defender there to challenge him.

Perine

was almost free as

Earl Kizer

was close.

Perine

made a weak reception, and took control of the ball.



Perine

didn't get an opportunity to pass the ball forward.

He tried to dribble into the penalty box with a weak dribble.

Kizer

failed to halt the advance.

Carl Salmon

was assisted by

Oliver Svensson

in attempting to take

Perine

down.

Perine

made an awful dribble, while

Salmon

made an awful challenge.

Salmon

managed to clear the ball to safety.

[1-0]



Minute 61:

neptune titans:



Shane Crumb

looked pretty tired.



Minute 63:

neptune titans:



Carl Salmon

looked pretty tired.

Earl Kizer

looked pretty tired.



Minute 65:

Almond FC:



Weston Perine

looked pretty tired.

Chas Mccarron

looked pretty tired.



Minute 67:

Jody Hasson

of

Almond FC

tried to get out of trouble with a poor pass.

Odell Eubank

of

neptune titans

stole the ball with a good challenge.



Eubank

made a pass towards the right side of the pitch.

Due to a weakness in the right midfield there was no one there to receive the ball.

The ball was free!



Jake Fogleman

was first at the ball, but

Willian Spear

was there.

Fogleman

made a decent attempt to get the ball under control, and

Spear

made a weak challenge.

Fogleman

took control of the ball.



Fogleman

made a short, decent pass to

Shane Crumb

in the penalty area.

Spear

failed to block the pass.

Armando Pires

was assisted by

Arden Beech

in attempting to take

Crumb

down.

Crumb

made a decent reception, while

Pires

made a decent challenge.

The tackle of

Pires

sent the ball astray.

The ball was free in the penalty box!



Sanford Batz

was first at the ball, but

Sherman Pena

was there.

Batz

made an awful attempt to get the ball under control, and

Pena

made a weak challenge.

Pena

managed to clear the ball to safety.

[1-0]



Minute 68:

Willian Spear

of

Almond FC

made a poor pass to

Keenan Cothren

at the left side of the pitch.

Due to a weakness in the right defence of

neptune titans,

there was only one defender there to challenge him.

Cothren

was free as

Odell Eubank

was too late.

Cothren

made a decent reception, and took control of the ball.



Cothren

made a short, weak pass to

Lonnie Weisz

in the penalty area.

Weisz

was totally free with the goalie as both

Carl Salmon

and

Oliver Svensson

were too late.

Amos Claybrooks

left his goal to make an excellent interception.

He managed to get hold of the ball.

[1-0]



Minute 69:

Almond FC:



Jody Hasson

looked pretty tired.



Minute 71:

Almond FC:



Sherman Pena

looked pretty tired.

neptune titans:



Cleveland Espino

looked pretty tired.



Minute 72:

Sherman Pena

of

Almond FC

made a long, high, weak pass to

Lonnie Weisz

at the right side of the pitch.

Weisz

was almost free as both

Oliver Svensson

and

Odell Eubank

were close.

Weisz

made a poor reception, and went for a header.



Weisz

didn't get an opportunity to score.

He made a short, poor pass to

Keenan Cothren

in the penalty area.

Svensson

failed to block the pass, even with the help of

Eubank.



Ronnie Gros

was assisted by

Carl Salmon

in attempting to take

Cothren

down.

Cothren

made a poor reception, while

Gros

made a poor challenge.

Cothren

took control of the ball.



Goal Attempt!

Cothren

tried to score with a weak shot!

Gros

failed to block the shot, even with the help of

Salmon.



Cothren

missed the goal by inches.

[1-0]



Minute 73:

neptune titans:



Sanford Batz

looked pretty tired.



Minute 74:

neptune titans:



Oliver Svensson

looked pretty tired.



Minute 75:

Sherman Pena

of

Almond FC

made a short, weak pass to

Willian Spear

at the right side of the pitch.

Due to a weakness in the left midfield of

neptune titans,

there was only one defender there to challenge him.

Spear

was almost free as

Earl Kizer

was close.

Spear

made a weak reception, and took control of the ball.



Spear

made a short, weak pass to

Weston Perine

in the penalty area.

Kizer

failed to block the pass.

Carl Salmon

was assisted by

Ronnie Gros

in attempting to take

Perine

down.

Perine

made an awful reception, while

Salmon

made an awful challenge.

Salmon

managed to clear the ball to a corner kick.



Corner Kick

Keenan Cothren

stepped up to deliver the corner kick from the left.

He made a high, decent pass to

Arden Beech

in the penalty area.

Oliver Svensson

was there.

Beech

made an awful reception, and

Svensson

made a decent challenge.

Svensson

managed to clear the ball to safety.

[1-0]



Minute 75:

neptune titans:



Ronnie Gros

looked pretty tired.



Minute 76:

Willian Spear

of

Almond FC

tried to get out of trouble with a weak pass.

Odell Eubank

of

neptune titans

failed to steal the ball with a weak challenge.

The ball was cleared to safety.

[1-0]



Minute 76:

Almond FC:



Lonnie Weisz

looked pretty tired.

neptune titans:



Odell Eubank

looked pretty tired.



Minute 78:

Almond FC:



Armando Pires

looked pretty tired.

neptune titans:



Jake Fogleman

looked pretty tired.



Minute 79:

Willian Spear

of

Almond FC

made a long, high, weak pass to

Keenan Cothren

at the right side of the pitch.

Due to a weakness in the left midfield of

neptune titans,

there was only one defender there to challenge him.

Oliver Svensson

was there.

Cothren

made a poor reception, and

Svensson

made a decent challenge.

Svensson

managed to clear the ball to safety.

[1-0]



Minute 80:

Almond FC:



Keenan Cothren

looked pretty tired.



Minute 81:

Almond FC:



Willian Spear

looked pretty tired.

Bennie Polo

looked pretty tired.



Minute 82:

Almond FC:



Arden Beech

looked pretty tired.



Minute 83:

neptune titans:



Shane Crumb

looked extremely tired!



Minute 84:

Chas Mccarron

of

Almond FC

tried to get out of trouble with a poor pass.

Odell Eubank

of

neptune titans

stole the ball with a decent challenge.



Eubank

made a pass towards the left side of the pitch.

Due to a weakness in the left midfield there was no one there to receive the ball.

The ball went straight to

Sherman Pena.



Pena

made a decent reception, and managed to clear the ball to safety.

[1-0]



Minute 87:

neptune titans:



Carl Salmon

looked extremely tired!

Earl Kizer

looked extremely tired!



Minute 88:

neptune titans:



Heriberto Wallen

looked pretty tired.



Minute 90:

Sherman Pena

of

Almond FC

made a weak pass to

Keenan Cothren

at the left side of the pitch.

Due to a weakness in the right defence of

neptune titans,

there was only one defender there to challenge him.

Cothren

was free as

Oliver Svensson

was too late.

Cothren

made a poor reception, and took control of the ball.



Cothren

made a short, decent pass to

Lonnie Weisz

in the penalty area.

Weisz

was almost free as both

Cleveland Espino

and

Carl Salmon

were close.

Weisz

made a decent reception, and took control of the ball.



Goal Attempt!

Weisz

tried to score with a poor shot!

Espino

failed to block the shot, even with the help of

Salmon.



Weisz

missed the goal.

[1-0]



Minute 90:

Almond FC:



Weston Perine

looked extremely tired!

Chas Mccarron

looked extremely tired!



Table with 6 columns and 5 rows

Club:

Almond FC

neptune titans



Opportunities:

14

(58%)

10

(42%)



Goal Attempts:

5



0



Shots on Goal:

1



0



Final Score:

1



0



table end



Minute

35:

Keenan Cothren

(

Bennie Polo)



1

-

0



Table with 9 columns and 19 rows





Almond FC

Performance

neptune titans

Performance



Keenan Cothren

FW 90'

Dominant

*****

Sanford Batz

ST 90'

Average

**



Lonnie Weisz

FW 90'

Average (-)

**

Jake Fogleman

FW 90'

Average

**



Chas Mccarron

LM 90'

Insignificant

*

Shane Crumb

FW 90'

Insignificant

*



Willian Spear

CM 90'

Average

**

Heriberto Wallen

FW 90'

Insignificant

*



Sherman Pena

CM 90'

Average

**

Earl Kizer

DM 90'

Average

**



Weston Perine

RM 90'

Insignificant

*

Odell Eubank

DM 90'

Dominant

*****



Arden Beech

LB 90'

Significant

***

Oliver Svensson

LB 90'

Average

**



Jody Hasson

CB 90'

Insignificant

*

Ronnie Gros

CB 90'

Insignificant

*



Armando Pires

CB 90'

Average (+)

**

Cleveland Espino

CB 90'

Average

**



Bennie Polo

RB 90'

Average (-)

**

Carl Salmon

SW 90'

Important

****



Ashley Tackett

GK 90'

Average

**

Amos Claybrooks

GK 90'

Average

**



As you can see, the match report really does go into great detail. I hope you enjoyed the review and I hope everybody signs up at freekick.org.



Stephen Rogers.



++

Hi gang,

Just wanted to let you all know about this Harry Potter game I ran across.

It allows you to role play in the HP universe, fighting forest creatures,

wandering around the campus and towns, and conversing with other players.

The wife and I have been really enjoying it the last couple of days, and

because the game is web based, there is no need for a download or anything,

and it works very well with screenreaders.

The url is http:www.hogwartslive.com

Two quick tips:

Set up short cuts with your screenreader so you can jump from the section

of the pages that allow you to make decisions to the section that informs

you of what is going on. The game is free, but unfortunately contains ads

on the pages, absolutely no spyware or anything.

Secondly, once you make your character, go to the bank and borrow as much

as you can before purchasing a wand and cloak.

Also, make sure you read the FAQ, as it will answer most anything you need

to

know about the game.



Good luck, and send me an OWL when you get on, my name on there is Shay.

I am currently a second year.

Later,

Che



++

Hello to all the blind gamers and sighted frends

If you have internet capability and enjoy roll playing type games; then the

following information could be of interest to you. It's an opportunity to

get in on the ground floor as one of the first players in a fresh game.

This is a game that I and two other people set up.

The game is Legend of the Green Dragon. It's an internet version of Legend

of the Red Dragon, a very popular game from the old bulletin board systems.



The web address for the game is:



www.velvets-dragon-hideaway.net



Be sure to include the dash between each of the words or just click on the

link above. This will bring you to the front page where you will find a link

to play the game as well as links to contact the administrators of the game.

Hit "enter" or click on the link "Click here to play Legend of the Green

Dragon" to begin the game.



The first thing you will need to do is register and create your character.

At this point JFW users will need to make sure the navigation keys are

turned off. You do this by hitting insert-shift-v to bring up the dialogue

box and arrow down to navigation keys, hit space to turn them off and then

hit tab until you come to close. Close the box to save the settings for the

page.To begin you'll be asked for the name of your character, a password and

your e-mail address. Once this information is entered you can hit the enter

key to create your character. The game will tell you that your character is

created and take you to the "log-in" screen. You can now log-in using the

character name and password you just entered and begin playing the game.



The first time you enter the game you will be asked which race and skills

your character will have. You will begin on an island which is a training

area.You have enough gold to purchase your first armor and weapon. On the

island there's a small village to explore and a forest to hunt creatures to

kill for gold and experience. There's a training master where you can raise

your level. While on the island the creatures can injury you but they will

not kill you. You can stay on the island until you complete level 4 then you

have to leave the island and go forth in search of more challenging

adventures. Although it is not recommended, you can leave the island before

you complete level 4.



When you're ready to leave the island you build a raft and sail to the

mainland. You'll find yourself in Your home town according to the race you

chose at the beginning of the game. This town is where you'll find the

training master you need for the remaining levels. The mainland has several

towns to explore. Each town has it's own shops, places of employment,

forests and more for you to investigate. There's rewards to be had but

there's lots of danger too. You can even chat with and kill other players.



Oh dear, you've gotten yourself killed! Well it's not the end of the game.

There's adventure in the graveyard too. You may even be able to revive

yourself and continue in the real world.



Well, that's a summary of the game. The site is under development and there

will be changes from time to time. If you have any questions, comments, or

suggestions you can contact the administrators using the links on the front

page or you can send an e-mail to one of the links below.



swampy@velvets-dragon-hideaway.net

lingo@velvets-dragon-hideaway.net

velvet@velvets-dragon-hideaway.net



We wish you luck and hope you enjoy the game.



Tom Klaus, Aka Lingo as I'm known on the game.



++

Harry Potter online games



Unfortunately, I don't know of any Harry Potter interactive fiction, but

there are some Harry Potter role-playing games going on.



If you want to check them out, try www.rpol.net. You can search for games

there.



I searched for titles that have Harry Potter or Hogwarts in the title. A

few came up. Some are more active than others.



Hogwarts: Love and Virtues

*

Narrator

Fantasy

446

09:59, Today

Hogwarts:A Magical Adventure(D20 MODIFIED)

*

Albus Dumbledore

Fantasy

253

11:07, Wed 30 Nov

Hogwarts: School of Witchcraft and Wizardry

*

Professor Salamander

Fantasy

20

21:00, Sat 26 Nov

Hogwarts: the Orb of Mysteries

*

Storyteller

Contemporary

1054

11:06, Today

Hogwarts: Behind Closed Doors

*

Potter

Fantasy

251

20:12, Fri 02 Dec



++

Thank you for your interest in Top Speed. Among the new features of Top Speed 2 are :

- more cars,

- the ability to race against computer opponents

- the ability to race against other people on a local network or via the internet

- support for steering wheels with force feedback

- a elaborate options menu to customize various settings

- the ability to create your own cars and tracks

- probably some stuff I'm forgetting right now.



Your next question probably is when will it be ready? Well, we're ironing out the last bugs now but we have a serious one (a crash). It's hard to tell when

this will be solved, but I will update the site soon to inform everyone.



Happy racing!

Davy



++

Hyborian War



Hyborian War is a game based on the world of Conan, where you get to play one of the great nations of that time, from well-known lands such as Aquilonia

and Stygea to tiny little nations such as Kush, Punt and Uttara Kuru. I used to play, years ago, when this was a paper game conducted through the U.S.

mail, but nowadays, you can submit your turns on-line, and I believe that your turn reports are sent to you electronically. This is a pay to play game,

like all of the games run by Reality Simulat ions (and they do have several).



If you're interested in strategy games, Reality Simulations might have something to interest you. And I might even start back in their next game of Hyborian

War, as it was a lot of fun. And you get to play with people from all over the world who are like-minded.



Like any game designed for the sighted (or rather, without ever thinking about blind people in the first place), you need to pay careful attention to the

games and ask good questions before you start. For instance, Hyborian War has a map, last I recall, that showed all the provinces in the game, and what

countries they bordered. As I couldn't read this map, I had to enlist a sighted person to describe to me which regions bordered what, but I made a text-based

map from that, and only ever had to ask once.



Other games, such as It's a Crime (where you create and try to elevate a New York City gang), require even less adaptation, with rules on-line, cheap turn

fees, and easy to write turn cards.



Why do I bring all of this to everyone's attention? Probably because I want others to know about the great games out there that I discovered, many of which

are actually quite playable, especially nowadays, with on-line rules, electronic submission of turns and the like.



Hyborian War and other play-by-mail games can be found at www.reality.com.



It's a Crime can be found at:



www.kjcgames.com



++

Toodle tiles



Toodle tiles



Tootle tiles mahjong game is in public beta from American Printing House.



You can listen to a review of the game by Larry Skutchan at



http://www.blindcooltech.com



Look for



bct124ToodleTilesBeta.mp3



It is 15 mb in size.



Or you can go to



http://www.aph.org/beta

fill out the beta agreement and download the game that is



55 mb in size.



Tootle tiles uses the basic tiles and strategies of the ancient mahjong

game, in which you attempt to match 72 pairs of tiles in a stack five

levels deep.

This game is made more accessible for people with low vision by replacing

the

Chinese characters on the traditional tiles with simple, bright,

high-contrast

graphics.

The game is accessible to people who are blind by adding a speech component

that announces the name of each tile as the person moves to it.



The beta comes with four different tile sets, the traditional Chinese one

and another with 36 kinds of bugs and another with 36 kinds of fruits and

vegetables.

Plus one more set with 36 shapes and people and properties from the village

of Emuville.

From the main menu you can pick the tile set to play with by hitting alt

plus s.



You may wish to subscribe to the Toodle Tiles email list. This list

lets you speak to other users and directly to the developers of the product

and

provides you an opportunity to make suggestions and observations that can

help

the product improve.

To join the Toodle Tiles email list, send an email message to

toodle-request@freelists.org

and put the word subscribe in the subject line of

the message.



++

Hey people,



Since some of you wanted it, I have now released the tic tac toe game, as well as it's source code. It is totally audio based, and you can play both against

a friend on the same computer, or against someone all the way across the earth online. Go check it out and feel free to give me some feedback. And feel

free to play with the code as much as you want!



Regards

Philip Bennefall

http://www.pb-games.net



++++

Contacting Us



All material to be included in future issues of Audyssey should be sent

to me at the following address:



Ron Schamerhorn

1180 Dorval Dr. #303

Oakville On L6M 3G1

[905]-842-1933

blindwonder@cogeco.ca

rschamerhorn@hotmail.com

for MSN no email.



Brenda Green is the co moderator. Her efforts on behalf of the Audyssey

community are very much appreciated. She can be contacted at:



bdgreen@ns.sympatico.ca



Kevin, co-owner/moderator of the blind gamers discussion list also

helps out greatly with the community and can be contacted at the

following email/msn:



kream@eklyon.co.uk



+++

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, it is now

officially a 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 site has recently added Audyssey issues to its resources. We

welcome:

Note the dash in the below address.



http://www.blind-help.com

to the Audyssey community and hope that visitors to this site find our

resource to be of value to them.



Also another place to find both the issues of the magazine and the links to the games is



http://www.audiogames.net/page.php?pagefile=audyssey



Again our thanks.


[Non-text portions of this message have been removed]



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