Audyssey; Computer Games Accessible to the Blind Issue 22: March/April, 2000 Edited by Michael Feir +++ Welcome Welcome to the twenty-second issue of Audyssey. This magazine is dedicated to the discussion of computer games which, through accident or design, are accessible to the blind. This issue covers a lot of recent activity in the blind gamer's universe. Dave Sherman brings us an inside look at the Audio-Tips Dungeons and Dragons campaign being run by Randy Hammer. Also, Justin Fegel has interviewed Suzanne Britton, author of the highly acclaimed Worlds Apart. Bavisoft, a new company producing games for the blind, has produced Grizzly Gulch, and has thereby given all of us a taste of what the future holds in sound-based gaming. Please write articles and letters about games or game-related topics which interest you. They will likely interest me, and your fellow readers. They will also make my job as editor a lot more interesting and true to the meaning of the word. This magazine should and can be a highly interesting and qualitative look at accessible computer gaming. To insure that high quality is maintained, I'll need your written contributions. I'm not asking for money here, and won't accept any. This magazine is free in its electronic form, and will always remain so. PCS needs to charge a subscription cost to cover the disks and shipping costs that it incurs by making the magazine available on disk. I'm writing this magazine as much for my own interest as for everyone else's. Your articles, reviews, and letters, as well as any games you might care to send me, are what I'm after. Send any games, articles, letters, or reviews via E-mail, or on a 3.5-inch disk in a self-addressed mailer so that I can return your disk or disks to you once I have copied their contents onto my hard drive. Please only send shareware or freeware games. It is illegal to send commercial games. By sending me games, you will do several things: first, and most obviously, you will earn my gratitude. You will also insure that the games you send me are made available to my readership as a whole. As a further incentive, I will fill any disks you send me with games from my collection. No disk will be returned empty. If you want specific games, or specific types of games, send a message in ASCII format along. Never ever send your original disks of anything to anyone through the mail. Always send copies! This principle may seem like it shouldn't even have to be stated, but when it comes to just about anything related to computers, there's always some poor soul who will act before applying common sense. Disks are not indestructible. Things do get lost or damaged in the mail, and disks are not immune to these misfortunes. If you have a particular game that you need help with, and you are sending your questions on a disk anyhow, include the game so that I can try and get past your difficulty. If you can, I recommend that you send e-mail. Thanks to my new computer, I can now send and receive attachments with ease. This way, no money will be wasted sending me a game I already have, and you'll get my reply more quickly. You are responsible for shipping costs. That means, either use a disk mailer which has your address on it, and is either free matter for the blind, or is properly stamped. I can and will gladly spare time to share games and my knowledge of them, but cannot currently spare money above what I spend hunting for new games. I encourage all my readers to give my magazine to whoever they think will appreciate it. Up-load it onto web pages and bulletin board systems. Copy it on disk for people, or print it out for sighted people who may find it of value. The larger our community gets, the more self-sustaining it will become. This magazine is published on a bi-monthly basis, each issue appearing no earlier than the twentieth of every other month. Submitions for a particular issue should be submitted no later than two days before the issue is published. I now use MS-Word to produce Audyssey, and can therefore accept submissions in pretty much any format. They may be sent either on a 3.5-inch floppy disk, or via e-mail to my CompuServe address. I will give my home address and my CompuServe address at the end of the magazine. There are now several ways of obtaining Audyssey. Thanks to ESP Softworks, there is once again a distribution list for those who want to receive Audyssey via E-mail. To subscribe to the distribution list so that you receive all future issues, the direct Url to the subscription form is: http://www.espsoftworks.com/forms/audyssey_to.asp You may also refer a friend and pass onto them the current issue as well as an introduction e-mail explaining the magazine in detail. Then, if they wish to subscribe they will be referred to this form. The form is available from the Audyssey Magazine section of the ESP Softworks web-site. To get there directly, go to: http://www.espsoftworks.com/textonly/audyssey/audyssey.html The Audyssey section also contains all back-issues of Audyssey if you want to get caught up with events. Travis Siegel has set up a list to facilitate discussions among readers between issues. Anyone participating in the discussion list will have issues of Audyssey automatically sent to them via E-mail. Representatives from all major developers of games for the blind are actively participating on the list. All staff members of Audyssey are also participating. If you want an active role in shaping the future of accessible games, this is where you can dive right in. To subscribe to this discussion list, send a message to: listserv@softcon.com with "subscribe Audyssey" in the body of the message. To post to the discussion list, send your messages to: audyssey@softcon.com You can find all issues of Audyssey on the Internet on Paul Henrichsen's web site at: www.thesocket.com/~henrich If you have web access, Audyssey now has an official web page, maintained by Igor Gueths at: www.concentric.net/~igueths Besides having all issues of Audyssey available for download, six megabytes of storage space are available for popular games. Another source for back-issues of Audyssey and accessible games is provided by Kelly Sapergia. He was our first interactive fiction expert, and has put his Internet skills and resources to splendid use for the magazine. Visit his site at: http://listen.to/ksapergia If you have ftp access, all issues are also available at Travis Siegel's ftp site: ftp://ftp.softcon.com Look in the /magazines directory. For those of you who have trouble finding some of the software discussed in this magazine, or if you know someone who doesn't have access to the Internet, but would be interested in the magazine, this magazine is now available on disk. PCS has agreed to distribute Audyssey, as well as selected shareware or freeware software on disk for ten dollars US per year. To subscribe to Audyssey on disk, contact them at: Personal Computer Systems 551 Compton Ave. Perth Amboy N.J. 08861 Phone (732)-826-1917 E-mail: pvlasak@monmouth.com +++ Contents: Welcome Contents From The Editor Letters Interview with Suzanne Britton Quitting the Field Free Game Winner News From Bavisoft News From ESP Softworks News From PCS News From Zform A Look at Accessible Educational Software Game Announcements and Reviews Contacting Us +++ From The Editor: A whole lot has happened in the past two months as you'll appreciate when reading this issue. So much has transpired that we had to prioritise and couldn't cover everything. As many of you know, I found a full-time job with an Internet service provider. As part of our service to the disabled, the company wants to include a section for blind gamers. This section will be known as Audyssey Plus, and will enhance the quality of the magazine as well as allow people to be rewarded for their efforts on Audyssey's behalf. More details on this will be forth-coming in the next issue due out at the end of June. Due to the time constraints I'm now under, I have decided to place a hard deadline for submitions. From now onward, I will only accept material for a given issue that arrives no later than two days before the issue is to be published. Anything arriving later than this date will be automatically withheld for the next issue. Of course, I would very much appreciate it if you send material in earlier than this late a stage in Audyssey's construction. For a time, it looked like we would actually lose a member of our staff. James Peach contemplated resigning his position. However, due to a high level of positive feedback from members of the Audyssey discussion list, he has decided to remain a part of the official Audyssey team. As you'll see later in his announcement, he has taken on web-based games as his new area of responsibility. If you find a particularly helpful or interesting article or review, it is important to let the staff member or reader responsible know that you appreciate his/her efforts. Without feedback from our readers, we cannot improve the magazine. Due to increased inquiries in educational games, Kelly Sapergia chose to concentrate on these instead of his usual interactive fiction coverage. His efforts will be of especial interest to parents and teachers. Unfortunately, Justin was unable to cover many of the new interactive fiction games which have appeared since the last issue. Check the Game Announcements and Reviews section for info on games which have appeared. If you choose to play them, please submit a review for Audyssey. With the appearance of Bavisoft and other developments, it looks like the months ahead will be very exciting for all of us. As long as readers don't decide to sit on the sidelines, Audyssey will thrive on their efforts. Seeing increased activity in Audyssey by newcomers to the community will hopefully inspire game developers to add more fuel to the fire by creating more games. We are now at a cross-roads in Audyssey's development. This also holds true for developers of games for the blind. It is up to all of us to take the right path. Until next time, enjoy this issue and play on. +++ Letters: ++ The following two letters are from Stan Bobbitt: Hello Audyssey magazine, My name is Stan Bobbitt. I am totally blind. I have been playing (interactive fiction) - (text adventure) games on the PC for only about 2 years now. I started playing RPG games on the Nintendo (NES) in 1987. After some initial sighted help, I managed to finish several games, totally on my own. I believe that Final Fantasy for the (NES) was one of my first. I am also able to complete (Mike Tyson's Punch-out all the way to the end, including punching-out Tyson himself, GRIN. As well, I have completed several games on the (SNES), including: Street Fighter, Mortal Kombat 1 and 2, Super PunchOut, Final Fantasy 2 and 3, and many others that I can't recall right off hand. In addition--with some sighted assistance--I have managed to play several other games on such console systems as: Nintendo64, PlayStation, and Sega, including the new Sega DreamCast. Around 1990, After struggling through game after game after game, frustrated, I came up with a few--what I considered, great ideas--for making many commercial games accessible to low vision or blind persons. At that time, I was totally computer illiterate and had never played any PC games. I had no idea how I might go about implementing any of my ideas. The only thing that I could think to do, was to write to some of the commercial companies. So, In 1993, I composed a 6 page letter, detailing some of my "sound" ideas that I thought would help a blind person to navigate through certain games. I sent the letter to Nintendo. In 1995, I sent a similar letter to Sega. Well, as you can probably guess, Nintendo and Saga only sent me a thank you letter and that was that. I haven't heard anything from either company since. As far as I know, nothing has been done within Nintendo, PlayStation, or Sega to make their games more accessible and I believe this holds true with most of the other major commercial game developers as well. Then, in January 2000, I read the article in Audyssey magazine (issue 19) about Zform! (Sound-Sight). I was greatly excited! At last, a company that might listen to, and perhaps even implement some of my suggestions! It comes as a great relief to me to hear that finally, there is a company actually working on creating games that can be played by blind and sighted people alike. I am currently working on a comprehensive compilation of some of my better ideas for using sound to navigate through a graphical virtual world. My ideas would not inhibit or interfere with any of the visual aspects of the game, in fact, it is my belief that the added sound would greatly enhance the game. Here is one example: In most RPGs, the player spends a large part of his playing time wondering through mazes, caverns, countrysides, and inside castles and such. Well, for starters, let's have a sound when the character bumps a wall. Let's take it even further by having the sound fit the object that the character is bumping against. For instance, in the countryside, bumping against a tree would make a "wooden" sound. Bumping a rock would make a "solid" sound. Bumping a bush would make a "brushy" sound. Bumping a structure wall would make another "solid" sound, different from the rock. At any rate, you get the gist of the thought. These sounds would also be quite useful for locating towns, caves, buildings, etc. A player could sort of, build an "audio-map", so to speak. Let's say you start from the forest: (wooden sound). Travel west to the rocks: (solid sound). Travel south to the brush: (brushy sound). Travel west to the castle: dissimilar (solid sound) Of course, it wouldn't take very long to put together an audio-map for any area on the game, provided there were enough dissimilar sounds. This same technique could be used just as effectively for manoeuvring around indoors. Another idea to assist in indoor or outdoor navigation and to make more sense of your surroundings, would be to have the character breathe. When the character is at a standstill, you would hear no breathing. Should you start the character on his/her way however, a slight breathing sound would begin. When the character encounters a solid obstacle and can no longer move, of course the breathing would stop. Turn left, still no breath, signalling another obstacle, turn right, the character begins to breathe again, signalling an open pass, and the character continues on. This would also be useful in finding ladders, ropes, vines, cliff-faces, etc. When the character makes contact with a climbing area, you would hear increased breathing and maybe some grunting, letting you know that you were climbing up or down something. There are many other situations where the breathing of the character could assist in identifying areas and objects within the game. I would be very interested in hearing from your readers. I believe that their input could greatly expatiate and enhance my own ideas. I look forward to receiving the next issue of Audyssey! I always await anxiously for each issue. Keep up the great work! + I have only been playing PC games for about the last couple of years or so. Around 2 years ago, I was able to purchase a computer and a copy of JAWS for Windows. At that time, I was unable to attend any classes and I had no one around to teach me anything about the computer, JFW, the Internet, or anything, let alone PC games. So I had to just jump right in and learn what I could for myself. I have learned a great deal over the past 2 years. I am now quite competent with computers in general, I pretty much know windows inside and out, I am good with HTML, I am familiar with writing frames, tables, forms, etc., and I am currently learning several programming languages here at home, via the Internet. My hope is to someday write an interactive fiction game of my own. To make a long story short, or to keep from going around the barn to get to the back door--so to speak--I can remember just what a frustrating time I had at first, trying to figure out where and how to download (IF) games. Pulling my hair out, attempting to open one in DOS, and pounding the old CPU after every crash--which was quite often. Well, it would be nice if there was somewhere that novices--first time (IF) players--and pros alike could go to get help with these games. The site could be broken up into several sections. One for beginners--including not only hints and tips--but information on how to download, install, and play the games--as well as a trouble shooting section. Another section mainly covering hints, help with games, and maybe navigation and mapping. The site could even be set up so that visitors could add there own content to the files. That way, it would keep the site current and up to date. I have been throwing this idea around for some time now. Although I still consider myself a novice when it comes to Interactive fiction for the PC, I would be interested in starting such a site. I believe with help from your Audyssey readers, as well as some of your contacts, that such a page would not be very difficult to put together. It is my belief that such a web site would be quite useful to a lot of people, starting with myself! I still have trouble getting certain games to run correctly on my PC. I have adjusted settings and changed configurations both in JFW and in my PC, I have altered resolutions, wallpapers, backgrounds, colours, etc., but still, there are some games that just will not play correctly on my computer. Well, I just wanted to throw the idea about the (IF) games help site your way, and see what you thought about it. When you get time, let me know what you think. By the way, I went and downloaded all issues of Audyssey magazine. So far, I've read issues 18 through 21 I think that you are doing an outstanding job with the magazine. I believe that it is a great service. Keep up the good work! Sincerely, yet another adventurer. + Well, Stan, you appear to have learned quite a lot in such a short time. I grew up using computers, and was given at least minimal training by professionals in DOS, Windows, and my access technology. Such hard-won expertise as you've obtained will doubtless serve the Audyssey community well. I think that a site for novices is a wonderful idea. From my position as a long-time gamer, it can often be difficult to address the problems faced by novices trying to figure both the games and their access technology out. Let's all start thinking about how such a site should be implemented. We have quite a few readers who are quite savvy when it comes to the Internet. In the mean time, if anybody wants to write hints or even full-blown tutorials for novice gamers, we'll publish them in future issues of Audyssey. Two ideas that spring immediately to mind are a guide to the If-archive where all the interactive fiction is found, and a tutorial on how to play screen-oriented games like Adom and Nethack. Let's hear what the rest of you think on this. If you're already part of the Audyssey discussion list, send in your opinions and comments on what a site for novices should have. If you haven't joined the list yet, I would encourage you to do so. It is an especially good place to ask for help on games. ++ From Daniel Rowe: Hi Mike and the Audyssey community. Its Daniel Rowe. I have got some interesting facts I would like to share with you all, and I have got a few questions I would like to ask, so put this e-male in Audyssey. First, I'll get on to the facts. In one of the issues, I found out the people were saying how they got started with games for the blind, so I'll tell you how I got started with them. (Until then, I never new that computer games for the blind existed until last year when I got a demo copy of Kurzweil 1000 at a trade show for access technologies for the blind. I bet your wondering, what's that got to do with games? Well its got a folder on the CD called Extras, which is almost everything from Paul Henrichsen's websight! I found some demos of PCS's games and the ifiction.zip collection made by you. It might be a good idea for owners of this product to have a look in this folder because you might have set out to download a game from Paul Henrichsen's sight but you might never got round to it. Also I noticed that you described Curses as a really crap game or something on these lines, but you put it in your Rising From Times Ashes collection. Why is this? + I'm glad to hear that people fortunate enough to obtain Kurzweil will also get issues of Audyssey. Hopefully, more vendors and software companies serving the needs of the blind will also take advantage of issues of Audyssey. They are certainly welcome to do this, just as anybody is welcome to distribute copies to people, schools, or other agencies. To explain myself regarding Curses being part of the Time's Ashes collection, I'll recount the goals I had in making it. Basically, I wanted to gather the most influential and highest-quality games for beginners to explore. While I personally am not a big fan of that game, Curses was by far the best game available at the time it was released. Even critics like myself are forced to admire its technical craftsmanship. It also has major historical importance, as do the Zork games. It can be quite beneficial to gamers to play historical works of interactive fiction since they have had major impacts on other games which have come after them. This will give them a better understanding and awareness of the traditions that game authors choose to follow or break away from. It will also engender a deeper connection with the art form and where it is heading. Curses showed a whole bunch of great authors that it was indeed possible for individuals to write the same kinds of games that Infocom produced with the same high standards of quality. Without Curses, we'd never have seen any of the Inform games we all enjoy today. ++ From Tony Baechler: Hello. I must first start off with a confession. A long time ago, I posted a short letter to you which appeared in issue 3 of your excellent magazine. I completely forgot about it, since you did not reply to me directly, but recently rediscovered all 21 issues and downloaded them. I was shocked when I read my own letter, and, incidentally, I still have the same problem, which is trying to find games that I, being totally blind, can access that are not IF or RPG, and hopefully are freeware. Anyway, this question might be addressed already, I have only read the first four issues and skimmed through the rest. What DOS screen reader are you using? I am using Vocal-Eyes (VE) for DOS and Window-Eyes and JFW for Windows. I am wondering what your solution is to games which use direct screen writes in DOS, such as Fallthru and "The World is Mine." I do know how to use the basic features of VE and the screen review functions, but I prefer automatic speech as opposed to trying to cursor around the screen for new text every few seconds. Also, would you know offhand whether JAWS for DOS or VE works better for the above types of games? Apparently JAWS is freeware now, so I have been playing with it, but know nothing about how to use it. Similarly, are you aware of a good Apple II emulator that actually supports an IIE or some such? Like you, I grew up on "Great Escape," and the Eamon adventures, and have disk images for most of them but no decent emulator, the one I have is very old and only supports 64 k of RAM or less. Finally, do you know where I can find "Supreme Ruler," mentioned in one of your earlier issues? You give the filename of sruler.zip, but a search on Altavista does not find it. (Also, I had a very, very hard time finding "The World Is Mine," so you might want to upload it to softcon or somewhere where people can find it.) Also, while I am on the subject, would you consider providing a complete list of all your accessible games for DOS and Windows that you are willing to share? I know about IF and the PCS games, but I am always interested in older DOS programs which are hard to find. One last thing. I would like to thank you very, very much for pointing out ftp.gmd.de in the first issue of Audyssey. I remember discovering it in the middle of June, 1996. I felt like it was an early Christmas present, with more IF games than I knew were possible. I had a similar feeling to what you described when discovering Great Escape for the first time, a sense of wonder, amazement, and excitement all at once. I had always hoped for such a site, but never found it. + Well, Tony, I think you'll find a lot of questions there answered in the remaining issues of Audyssey. There are a vast number of different accessible games of many different types. PCS has produced a large number of them. Also, you'll find the future goals of ESP Softworks, and their freeware game Shellshock to be of interest. The bulk of available games still mainly consists of interactive fiction. However, that may change in the months ahead. I'll be very interested in learning your impressions of the variety of games out there that have already been covered in Audyssey. If you find that certain kinds of games are missing or there are too few of them, I'm certain the game developers in the Audyssey community would be eager for any suggestions. For games such as Fallthru and The World is Mine, there is no magic solution which will work every time. Fallthru has a screen that is neatly divided into sections. The first eight or nine lines are for status information. The rest of the screen is for text messages. I use Tinytalk in DOS. It allows me to easily make speech windows. I therefore made two windows. The top one covers the first eight lines and is inactive. That means that it won't always be spoken. Whenever I want to hear my stats, I just hit the alt-1 key combination. The bottom window is active and set to "echo all". This means that it will speak any changes that appear on it automatically. The only thing to be aware of is the delay that happens whenever a warrior or stranger appears. You've got to give time between moves for any such characters to appear. I've missed out on a lot of encounters simply by moving too quickly. With Jaws for Windows, you can access DOS stuff easily by going into the DOS box with JFW running and set the insert-s toggle to "all". Just remember to set it back to "highlighted" when you're done. Fallthru works amazingly well, as do many other games. It's not perfect, but it is certainly bearable. As to a list of all the games I've got, it's something I've thought of doing. However, I'd never have the time to actually get it done. On the other hand, I've probably covered at least the better ones in issues of Audyssey, and plan to continue doing that in future issues. ++ From Kent Tessman: I am the developer of the interactive fiction system Hugo. It has been reported to me that Hugo is more difficult for non-sighted players to use than Z-machine (Inform) or TADS games, and I'd like to be able to fix it so that's not the case, and so that people are more easily able to enjoy the smaller but growing number of games written in Hugo (including my own game Guilty Bastards). What are existing play/usage obstacles in Hugo? It has been suggested to me that the screen model doesn't get along well with speech software; this may be due to the fact that Hugo's screen display model is somewhat more flexible in certain ways (and therefore more complex) than other systems. Which versions of the Hugo Engine misbehave? I imagine the Windows-based engine does, but is the case the same for the text-only DOS engine? It would probably be possible for me to build a simple version of the engine that uses standard input and output without any of the (in this case unnecessary) text formatting frills, if that were what's required. Thank you for any comments or feedback--I look forward to hearing them. --Kent Tessman + Until recently, Kent's Hugo system and the games developed with it have not been given much attention by Audyssey. With all the games made which were more easily accessible, I suppose this should come as no surprise to anybody. Kent's thoughtfulness and willingness to correct this situation will hopefully come as a pleasant surprise to many of you as it has to me. I certainly plan to give Hugo a look when time permits. There is currently a whole lot of interactive fiction related material to cover, but I hope that you, my readers, will give Guilty Bastards and other Hugo games a chance. I'll also assign one of my staff to look into Hugo as it is and help anybody else who tries the games out. Let's all pitch in and help Kent make Hugo as blind friendly as we can. Too few game developers have shown a willingness to make originally inaccessible games accessible. May it never be said that the Audyssey community isn't willing to go halfway. +++ Blind Dungeoneers by Dave Sherman and Randy Hammer, DM [Edited by Allen Maynard, Phil Vlasak, and Adam, the Immortal Gamer] D&D was the ultimate RPG (role playing game) some twenty years ago. I have vague memories of staying up all night playing it (on the weekends, of course ... after all, I was still in high school then). Those of you old enough to remember this fad are already familiar with the game. For those of you not so fortunate, let me take this time to give you a very brief description. D&D is an RPG which takes place in medieval times. It's a land filled with heroes and villains, adventurers and monsters, fighters, thieves, magic users, and clerics. There are humans, elves, dwarves, halflings, goblins, dragons, and hundreds of other races of beings. It's a fantasy world filled with magic and conflict. There can be up to eight players or player characters (otherwise known as PC's). The game is controlled by a person designated as the Dungeon Master (DM). It is the DM's duty to design the adventures, and build the world through which the PC's will travel. Since its inception, this "board game" has had many computer games designed around its basic concepts. I'm sure you're all familiar with a few of them -- such as ADOM, Nethack, and Rogue.z8. A couple of months ago, Randy Hammer posted a message to the Audyssey discussion list saying he was going to start a live D&D game over the Internet, via the use of the blind gamers voice chat room on Audio-Tips. He brought together the two genres; computers and a live multi-player "board game" RPG. The computers are used as secondary equipment, allowing the players to access note takers to keep track of their character's health and wealth, and small programs (such as random number generators) for the DM to determine dice rolls. The DM also has the ability to type a private message to any of the players without letting the others know about it. Putting the technology aside, the game is played essentially the same way it was twenty years ago. There seems to be a large interest in the D&D sessions within the Audyssey community. So, for those unable to participate, or sit in on the sessions, we are tentatively planning on including a D&D article each issue, describing the most recent adventure. With those preliminaries aside, let's jump into the world of Dungeons and Dragons ... ADVENTURE: The Missing Orb The obvious thing to do at this point is to introduce our four dauntless heroes: First is Ardrah Domedread. Having scavenged for most of her life, she has developed the skills of a ranger (fighter). She is quite strong, and skilled with both sword and bow. She appears to be human (though not the most attractive, by far). She's developed a knack for bartering with shopkeepers, though she often gets taken to the cleaners on some deals. Next is Brik. Not the most brilliant of humans to walk the planet, but don't tell him that. He is built like a tank. His incredible strength allows him to wield a two handed bastard sword in only one hand. He has spent his life doing heavy labour (nothing requiring much intelligence). He spends a lot of time in taverns, and has been known to go into overdrive, and become a Berserker. Muldred is next. This male elf has started training as a cleric. He is just beginning his studies, but between his natural and magical abilities as an elf, his clerical training will only add to his powers. His recent life as an adventurer has caused some internal conflict in him. His natural tendency to gain power and wealth tends to conflict with the ideals of a true cleric. He wields a war hammer since clerics cannot use sharp weapons. Lastly is Myrthorn. This human specimen was not blessed with the physical strength to fare for himself very well. He is both intelligent and wise. He has undertaken studies in the magical arts, though rather new to it all. He fancies himself walking in the footsteps of masters like Merlin, but all things take time -- and Myrthorn needs a lot of it. He is adept with the crossbow and a special silver dagger. As these four roam the countryside, they happen across each other, and join together. Ardrah and Brik meet first, and they come across Myrthorn a few days later. While staying at an inn, they encounter Muldred, and he joins the other three. And thus our group of heroes is formed. They overhear some talk of a high cleric in a nearby school in need of some adventurers. So they seek out this cleric at The School of Learning. They discuss his problem and the cleric is rather vague. He talks of a powerful student who has turned Chaotic. He has stolen an orb from the school, and the high cleric would like it returned. The student is believed to be hiding in the catacombs under the old church near the edge of a nearby town called Pendboro. This is all the information the cleric gives the party about their quest. He refuses to discuss compensation for return of the orb. On their way out, the cleric mentions that he will be sending a second party in search of the orb. The four are lucky enough to catch a passing coach which is heading to Pendboro. The driver lets them ride for free, since he was going in that direction anyway. Once the group gets to town they stock up on supplies, and ask about the church. Everyone they talk to merely says, its that old church near the edge of town, that no one goes near ... you can't miss it". So, the four head to that part of town, and find a dilapidated old stone building. The group of adventurers enter the old church, and search it until they find the cellar. They slowly descend the steps leading down into the catacombs. Myrthorn is supposedly leading the group, but do to his low physical strength, he lets Brik and Ardrah "lead" the way. And Muldred takes up the rear guard position. The group encounters a door halfway down the stairs. There is a key in the lock, and the party is more than willing to let Brik do the honours in opening it. (As it turns out, the party didn't have the foresight to seek out a thief, who would be able to search the door for traps). Brik easily opens the door, and finds that it was neither locked nor boobie-trapped. Muldred grabs the key on his way past, to ensure that the party doesn't get locked down in the catacombs by some unscrupulous twit. The group reaches the bottom of the steps without incident. Ahead of them lies a double set of doors. Myrthorn again allows Brik the honour of opening these. He is assisted by Muldred, each opening one door. To the groups surprise, these doors lead into a room filled with coffins ... and eight sword-wielding skeletons! Brik, Ardrah and Muldred confront them, while Myrthorn hangs back, holding a lantern, and withdrawing his silver dagger. Brik, being as big and slightly awkward as he is, misses with his first swing, and nearly slices himself, as his bastard sword swings around. Myrthorn decides to throw his dagger at one of these skeletons, being as how silvered weapons are supposed to be very effective against certain undead monsters. Unfortunately, his dexterity is not the best, and the dagger soars past its target, and clangs to the ground across the room. Ardrah gets in a good slash with her sword, and ducks past the approaching skeletons, in order to retrieve the dagger. Muldred swings at a skeleton, and gets in a decent hit with his war hammer. Unfortunately, he is attacked by several opponents and one sword strikes home on him. Brik manages to deflect a swing at him with his shield. Muldred casts a spell of protection around himself, and backs up by Myrthorn, to get out of the front lines. In the meantime, Brik manages to turn a few of the skeletons into a pile of bones on the dirty floor. Ardrah, having recovered the dagger, sneaks up behind the skeletons, and manages to disassemble a couple of others. Myrthorn has drawn and loaded his crossbow, and gets off a shot, taking out an injured skeleton. In the meantime, Muldred has recovered from the shock of his wound, and decides to use his war hammer as a projectile weapon. It lands solidly home on its target and the skeleton drops but so does Muldred's protection spell. Brik takes a final swing, and scatters the last standing skeleton. After catching their breath, the group searches the coffins and their attackers for treasure, but finds nothing but bones and rusting swords. The set of double doors which they initially entered the room in is in the Northeast corner. They discover a passage leaving this room in the Southwest corner, and enter it, in a modified marching order. Brik is still in front, but Ardrah has fallen to the back, to protect Myrthorn and the injured cleric, Muldred. The party walks west for several paces, then turns south, following this corridor. After approximately 20 yards, they come to a T-junction. One branch continues South, with nothing noticeable in sight, and the other heads East, again with no outstanding markings. The group decides to turn and take the Eastern corridor. After travelling a fair distance down this corridor the party discovers two doors. One on the Southern wall, And the other (about ten feet further East) on the Northern wall. The wizard decides to let Brik open the Southern door, being the strongest -- but not necessarily the brightest. Brik does so, again without incident. The door leads into a very narrow room, more like an elongated broom closet. They enter, and see a shiny metal door on the West wall. Well, the three men see it; Ardrah, on the other hand, has no clue as to what the others are looking at. They discuss whether or not they should attempt to open the enigmatic door ... with Ardrah standing there with a puzzled look on her face. Once again, Brik is the lucky one. He reaches for it ... and his hand touches a granite wall! The other two try, and they both find nothing there. Suddenly the apparent illusion vanishes. Myrthorn detects some sort of magical aura in the air, but being a novice in the use of magic, he is unable to discern anything further. Of course, Ardrah (being the woman that she is) doesn't let the fact that she was right all along, slip by without comment. The party next approaches the Northern door, and once Brik opens it the group is met by a mixture of sights. This room was obviously a crypt used by nobility to bury their dead. Finely carved shelves and coffins line the walls. And there is a skeleton sitting on a chair, diagonally opposite the door. This skeleton appears to be holding a mace. Perhaps a special one! A possible treasure? On the floor, well that is a different story. This apparently has become the lair for a group of giant rats. Garbage, bones, and feces lay scattered amidst the scurrying rats. Ardrah and Brik attempt to skirt along the wall in order to reach the skeleton ... and ultimately the mace. As they enter the room however, some of the rather large rats approach them squealing with teeth bared. Myrthorn loads his crossbow from the doorway and sends a quarrel flying in amidst the vermin ... only to hit nothing. Brik and Ardrah are forced to swing, and one rat is injured, while another is severed in two. Another rat quickly climbs over the dead one and attacks them. Brik manages to avoid them, but Ardrah is bitten. Brik lobs the head off of that rat. And Muldred throws his hammer while Myrthorn lets another quarrel spring free. The hammer hits the ground, and so does the quarrel. Brik and Ardrah kill another rat, and suddenly the remaining mass of rats charge the door. Myrthorn and Muldred are knocked aside as the scared rats scurry down the dark hallway. Ardrah is slightly injured, and hopefully not rabid. She goes over to the skeleton to retrieve the mace, while Muldred comes into the room to retrieve his hammer. Ardrah hesitantly approaches this skeleton, but there are no signs of motion, so she bends and reaches for the mace, just as Muldred is bending to pick up his thrown hammer. Suddenly a click resonates in the room and six darts shoot out of the Northern wall! Brik, being the only one standing erect, and in the direct line of fire, is struck by one of these darts. He angrily yanks it out, and apparently is not poisoned, since there seems to be no effect other than some muscle damage. Ardrah examines the mace, and it appears to be nothing special. No inlaid gems, no precious metals, no special markings, nothing special at all, except acting as a trigger mechanism for the darts. So far the party is not doing very well. Ardrah and Brik are both slightly injured, and Muldred's earlier wound seems to be having a serious affect on his ability to continue. Myrthorn is the only party member not yet injured, though he hasn't exactly been in the forefront of any battles, and probably wouldn't last long if put in that position. Myrthorn removes his pack and retrieves a potion of healing, and hands it to Muldred. He tells Muldred to drink it all. Muldred does so, and almost instantaneously is back to his original health status. Ardrah is disgusted by the groups bad luck, and strolls back into the corridor with her jaw set and eyes smouldering. She waits for the others impatiently. Brik, in the meantime, is searching through the garbage, and finds a vial. He hands it to Myrthorn, who puts it in his pack and stands. The rest of the room is searched, and nothing of value is found. The three men join Ardrah in the corridor, and continue venturing down it, about another 20 feet, into a barren room. It is entirely devoid of anything, except for a large raised platform directly in the middle of the room. It appears as if this room has been stripped clean long ago, by grave robbers. In the shadows, a narrow corridor is discovered in the Northeast corner of this room, heading North. The group approaches the entrance to this newly discovered corridor, and peers into it ... Nothing but straight corridor as far as the lantern light will show. Should they enter? It's only about three feet wide, so they will be forced to travel single file. Is this another trap? They decide to search further down this narrow passage. Brik leads, followed by Ardrah and Myrthorn, and Muldred (being recently restored to full health) acts as rear guard. They venture down the passage, and come to a wider section of the hall and a quite heavy, solid looking door. Brik attempts to open it, but it seems locked or barred from the other side. Suddenly, voices are heard back in the main corridor. The group sends Muldred, their elven cleric to inspect the situation. Since Muldred is an elf, he has the ability to see heat sources in the dark (known as infravision). He sneaks back, takes a look and rushes back to the group and reports that there are at least eight 'things' approaching. Now the adventurers are really stuck! What are those 'things', and are they friendly or not? Is it the other search party? If so, are they going to be happy to see our four, or are they going to react violently, in order to get the high clerics reward for themselves? Meanwhile, Brik (who has a hard time counting to 5) has twice nearly charged the door. Ardrah and Myrthorn have had to restrain him, and try to keep him quiet. A hasty decision is made. They resolve that the group stands the best chance by breaking down the door, hopefully encountering nothing, to find another passage to escape the voices which are drawing ever closer. Ardrah and Myrthorn stand back, and Brik gets a big silly grin on his face. CRASH! Brik splinters the wooden board, acting as a deadbolt for the door. He tumbles about three feet into the room. The rest quickly follow. A fast scan of the room reveals no other exits ... oh yeah, and two ghouls, and two zombies! The group is too small to fight two groups of 'monsters', one from the South, and this other group just discovered. Muldred slams the door shut, and throws his pack down. He retrieves several spikes, and having no ordinary hammer, is forced to use his war hammer to pin the door shut. Meanwhile, Brik, Ardrah and Myrthorn face the oncoming creatures. Myrthorn loads his crossbow, but has no time to use it. The zombies move rather slowly, but the ghouls are faster. The wizard is forced to drop the bow and draw his dagger. Brik, first in the room, has slashed one of the zombies with his heavy sword. But the zombie is still standing, and fighting back with its own sword. Ardrah had her short bow drawn when entering the room, and gets a shot off at one of the ghouls. The shot nicks its target, but doesn't hinder it . She then draws her sword. One ghoul attacks the wizard, but he luckily is untouched. These ghouls seem to bite as well as use their clawed hands. Myrthorn backs up against the door. Meanwhile, Brik is not as lucky. The other ghoul tries to bite him and misses, then claws at him. One of the claws catches a seam in Brik's armour, and Brik freezes in position! That ghoul slinks backward. However, the zombie which Brik had struck, now bashes Brik, and he drops to the floor with a thud. Muldred has now finished pinning the door, and stands to face the ghoul with his hammer. They both get hits in on each other, though Muldred is not paralysed when scratched (he later informs the group that elves are immune to this effect caused by ghouls). A bashing noise has started at the door, and Myrthorn moves further along the wall, away from the door and the fight. The ghoul fighting Muldred is successfully slain, and Ardrah and Muldred work together to attack the second zombie. The first zombie has given a few more blows to Brik, and he doesn't look good. Myrthorn retrieves the vial found in the burial crypt, and takes a sip of it -- in an attempt to discern its identity. For a split second, his left hand seems to disappear. A potion of invisibility! Not of much use right now, except perhaps to save his own hide, if it comes down to that. Just as the second zombie falls, the door bursts open! An elven fighter strides in. Myrthorn quickly talks to him, and it is discovered that this group of 'things' is in fact the second search party. He apparently is their group leader, and he motions to the passage behind him. A dwarf rushes in, and buries his battle-axe in the head of the zombie attacking Brik. Two halflings follow him carrying bows. They both get off accurate shots, and kill the remaining ghoul. The elven leader is named Arnor. By now, the rest of his party have entered the room. They apparently are not hostile towards Myrthorn's party. (Luckily for our heroes). Ardrah checks on Brik, and reports that he is barely alive, if that. Myrthorn notices a cleric in Arnor's party, and inquires of his healing abilities. Arnor gives his cleric a signal, and the cleric goes to Brik and lays his hands on him. Brik's body stirs, and the cleric removes his hands and stands. Myrthorn takes note that this second party is much better equipped and more experienced than the four beginners. Arnor is obviously more knowledgeable about this old church, and explains the history of this last room, and divulges that there is yet a second level to this catacomb. Arnor's group has also suffered injuries. They apparently ran into a gang of goblins at the T intersection. After some discussion, both leaders agree that the best course of action for all would be to head back up to the surface and go into town to re-equip, and recuperate. Before leaving this room they notice a small treasure chest. One of the halflings opens it and finds a few gems and gold coins. Arnor allows our four heroes to keep this hoard rather than sharing it with his party. When they reach town, the two parties split up. Not wanting to waste any time, the four adventurers search out a group of clerical students and pay them to perform healing spells on the three injured members. They then go to the market and re-equip, and finally come back to the local tavern for the evening. While staying at 'The Pink Elephant' Bar and Grill, they are approached by the two halflings from Arnor's group. They express an interest in joining the four. Since our heroes were intending to search for other skilled adventurers who might be interested in this dangerous quest, after a few questions, the twin halflings are gladly accepted. The twins, Hock and Brock, are a welcome addition to the party, and are able to add certain skills not mastered by the others (such as trap detection, and stealth). The next morning, the party (now numbering six) descend once more into the catacombs. Time for some light. Myrthorn reaches for his lantern, then kicks himself for forgetting to buy more oil while in the marketplace. Well, there are at least 12 torches amongst the group, so that will have to do. Having reached the T-junction, the party is certain that they've explored everything down the eastern corridor, so they continue southward. They enter a room, which is bare, except for a huge stone coffin. They examine it, and find no special markings or runes on it. The lid of the coffin is a huge stone slab, which will require all the effort of the party to remove (mainly Brik, Ardrah, and Muldred). After their last trip into these depths, they are a bit wary of everything. So they Ask Hock and Brock to search the coffin for any traps. Hock finds something and motions to Brock. The rest of the party back away. Brock gets out a hammer, and taps at a point on the side of the coffin base. CRASH! A granite block, about half a meter on each side suddenly drops from the ceiling, and smashes onto the floor right next to the coffin lid! The original four members are beginning to grow ever more thankful that they encountered these two little guys. Not knowing what lay inside the coffin, Myrthorn, Hock, and Brock ready their missile weapons as the other three heave on the lid. It seems to be stuck, then starts to give way ... it is pushed back a couple of feet, and inside ... a staircase is discovered! The three holding the weapons continue to watch even more carefully now, not knowing what may lie at the bottom, waiting to charge upwards. The lid is completely pushed off, onto the floor, and shatters into smaller pieces. Nothing rushes up, so several torches are lit, and the party descends the stairs, with the cannon fodder in front (that's Brik if you're wondering). As the group descends, they discover a couple of zombies in the room below. The staircase has no railing, so several party members jump to the floor before reaching the bottom of the staircase. The zombies are rendered lifeless rather quickly, with little damage to most of the party. Ardrah does however, take some serious injury to her leg, but can still function as an archer. The staircase lines the southern wall of this room. In the middle of the Northern wall is a doorway. The party starts to proceed through this door, when a group of eight or nine sword wielding skeletons approach from the North. Suddenly Brik goes wild, and charges the on comers! Oh no, he's gone into Berserker mode! The first skeleton he blitzes scatters into parts all over the corridor. Hock and Brock charge behind him, taking up positions on the right and left. Muldred falls in behind Hock, on the left side of Brik, swinging over Hock's head. Ardrah, still recovering from her recent wounds, holds the torch providing the much-needed light. Myrthorn stays back by Ardrah, and uses his crossbow to send quarrels whizzing over Brock's head. After most of the skeletons are eliminated, Brik suddenly falls back from exhaustion, and pulls out of the battle. Hock and Brock take minor wounds, but the walking bones are no match for these adventurers. The party regroups, sets Brik down and gets him some water and nourishment. After resting, Brik is ready to forge ahead. The group continues north, coming to a four-way intersection. To the east, a door is seen on the southern wall. North and west reveal nothing from this distance. The party splits into two groups, to explore the corridors and see what lies beyond. A few minutes later, they meet back at the intersection. To the west lies a double door blocking the hallway, while the northern path takes a westerly turn. It's decided to head north, and explore that area first. The group turns the corner, and approaches a door, which is run down, and slightly ajar. A hissing sound is heard from inside the room. Hock and Brock search the doorway for traps, and find none. Brik opens the door, and the party enters. They are in a fairly large room at the southern end. Looking to the far north end, a large chest is seen! Finally, perhaps some serious treasure! However, between the chest and the group lies a trough which is level with the floor. It spans the entire width of the room, and is eight or nine feet across. In this trough is a black liquid bubbling and steaming. And on the ceiling on the northern end of the room is some sort of fluorescent green fungus. Muldred, the cleric, has a particular interest in trying to bypass these hurdles to get at what might be in the chest. He takes a piece of bloody cloth from Ardrah and raps it around a stone then slings it into the liquid. It sputters and sizzles like acid. The rest of the party decides they liked life too much to mess with this room. So, they back out for now, ... perhaps they will come back later ... better prepared. The next choice is the double doors to the west of the intersection. Again, Hock and Brock search for traps, and listen for sounds inside. Nothing. So both doors are opened, and a small room is revealed. It is only about 10 feet by 10 feet, empty except for another door to the west. The party approaches, Brik opens the door and then closes it again. Myrthorn asks him what is wrong. Brik says, "people". Myrthorn says, "What people?", and Brik just shrugs. Myrthorn has Brik open it again. Inside is a table with an orb sitting on it. Also, quite alarmed by the intrusion are three men. One is obviously the astrayed cleric. The other two seem to be lesser clerics, who are quite large, well armed, and well armoured. They approach, inquiring of the groups intentions. Myrthorn, as leader, speaks for the group. However, being fairly young, Myrthorn has not yet developed a knack for spinning fanciful tales, such as those heard from wizened mages. He blurts something about searching for treasure, and is told by the cleric to leave at once. When the party doesn't move, one of the bodyguards rings a bell, summoning two additional guards from the east. Myrthorn can see that the party has no chance of surviving a (fair) fight with these five. The cleric says that the other four 'clerics' would escort them back out. (It is fairly obvious that they aren't true clerics, judging by the sharp blades they wield.) And so, the party grudgingly lets themselves be directed back to the staircase leading to the coffin above. They take their time, trying to find an opening in the guards defences. None comes, so the group ascends the stairs, and the guards stay at the bottom, not following. The group heads north, into the hallway, to at least give the pretence of their surrender and retreat. Of course, this is the last thing they have on their minds. The question is: How do they get back down stairs, past the guards, and steal the orb from the evil cleric? The group quietly discusses differing approaches, and finally decides to send Brock down to survey the situation. Being a halfling, Brock exhibits infravision, as do the elves. And to add to this, halflings are extremely stealthy, and are rarely noticed when spying. So Brock removes his armour, and carefully descends the stairs. After several minutes, he returns, and reports that there seems to be only two guards left in that first room, and they are not using any light sources for some reason. Not willing to give up, after having come this far, the group decides to try to bait the guards into ascending the stairs, and ambush them. Brock is sent down once again; this time with a bow. The rest of the party has quietly taken offensive positions in the room, surrounding the coffin. A 'twang' is heard from below, and is quickly followed by a thudding sound, as that of a heavy person falling down. Brock appears at the top of the coffin, and leaps over the side then runs toward the hallway, where he left his armour. The others wait a few seconds, and don't see or hear anyone in pursuit of Brock. So much for the ambush plan. The guards are obviously going to know that the group hasn't left yet, so they take the offensive, and head down the stairs. Brik, followed by Myrthorn, then Hock, Muldred and Ardrah. Brock will join as soon as he has gotten his armour on. Brik meets the second guard on the staircase. The guard is starting to climb, just as Brik lurches down on top of him. His bastard sword cleaves into the guard's neck -- completely severing his head from its body. A quick scan of the room finds the other guard lying dead, on his back, with an arrow imbedded in his skull. Apparently Brock got in a lucky shot also. The other two guards rush into the room as the party descends the stairs and jump for an attack. Unfortunately for them, these guards are caught unaware. Between Brik, Muldred, Hock, and Ardrah's lucky bow shot, they are all lying dead before Brock even finishes his descent. That just leaves the evil cleric against all six! Time for some dirty tricks. Myrthorn quickly gets out the Potion of Invisibility. Normally, if one quaffs the whole potion, the spell lasts for an hour. But this potion can be drank in sixths, and work in ten-minute intervals. Myrthorn, realising that Brik is not a genius when it comes to mathematics, merely hands the potion to him, and tells him to drink half of it, then set it on the floor (so the wizard could save the rest). The effect of this potion wears off if an "invisible" person attacks someone. But that's all the advantage they're hoping for. The group heads up the northern corridor, turns left, and flings open the double doors. The door to the cleric's room is closed again. Myrthorn tells Brik to sneak in behind the cleric, and attack. The last door is opened, and Brik slips in unnoticed. Myrthorn and Hock slip in and stand to the right of the door, while Brock and Muldred enter and stand to the left. Ardrah (still injured) hangs back with bow drawn at the doorway. There is a surprise for the entire group. Inside the room, with the cleric, are two large and tough zombies. They stand from a sitting position at the far end of the room, and approach. One nearly bumps into Brik, but misses, and Brik goes unnoticed. Myrthorn asks for the orb. The cleric laughs and draws his mace. Too bad he had the last laugh. Brik raises his sword and slashes the cleric with it from behind. The cleric is stunned, and knocked off his feet onto the table. Simultaneously, the others engage the zombies. Myrthorn yells to Muldred to use his natural clerical ability to turn the undead. Hock and Brock swing at the zombies, and the zombies return blows, before Muldred has the opportunity to cast his spell. Hock is stabbed and knocked to the floor, and the spell is cast. It affects one zombie -- the one who struck Hock. Normally the spell would cause undead to run away, but being as how the exit is blocked, the zombie merely cowers in a far corner. Ardrah shoots a couple of arrows at the other zombie, but they go wide. Myrthorn, seeing Hock fall, grabs him, and drags him back to the door. Ardrah takes Hock and pulls him back into the entry room, to examine him. Myrthorn takes Ardrah's place with his crossbow. The cleric attempts to fight back against Brik, now that he is visible, but the cleric has been taken by surprise too quickly for him to react effectively. Brik swings three more times, with his powerful arm, and the cleric slumps to the ground! Muldred and Brock, in the meantime, have been attempting to disable the last fighting zombie. It is injured, and a quarrel to the head from Myrthorn's crossbow finishes it. Ardrah announces that Hock is dead! In a fit of rage, she grabs her sword and charges the remaining cowering zombie. She runs it through with her blade, and it ceases to move. The orb is examined by Muldred and Myrthorn. A spherical object about the size of one's palm, with many different coloured lights inside. The lights dart here and there, and neither can detect its purpose. Myrthorn places the orb in his backpack. The rest of the room is searched, and nothing of value is found. Brik picks up Hock's limp body, and the party hurries towards the surface as fast as possible. Ardrah and Muldred grab a few souvenirs from the dead guards on their way out. Worried about the other party searching for the orb, Myrthorn gets out the Potion of Invisibility and takes the rest. They reach the surface with no more encounters, and debate what to do next. Ardrah and Muldred head into town to pawn their mementoes, while the others wait near the church. After visiting the marketplace, the two stop by a stable, and rent a coach to carry the party to the School of Learning. The group reaches the school some eight hours later. They meet with the high cleric, and have a difficult time bartering with him. They finally turn the orb over to the cleric after having Hock resurrected. The cleric reveals that the orb is nothing more than a complex form of entertainment. The group arranges for compensation with one of the high cleric's aides. They also inquire further about the orb. After a hesitant description, the party realises that they risked their lives over a magical Rubix orb! A mere game! They collect six thousand gold pieces total, and a potion of healing for each member of the party (plus the resurrection of Hock). They stay at the school, another few days, until their wounds are healed. They divide the gold equally, and Hock and Brock leave the original four, and head back to their homeland. The other four bid the halflings farewell, and head back to Pendboro. Perhaps they will meet again in the future..... ******* Weekly sessions of D&D are held in the blind gamers chat room on the Audio-Tips website every Sunday evening, starting at 9 p.m. EDT (6 PDT. That website is: http://www.audio-tips.com/blind-gamers.html Anyone interested in participating in the adventures should contact Randy Hammer at: hammerrd@home.com. -- One final note: Thanks go out to Randy Hammer for starting these sessions and devoting his time as Dungeon Master, and developing these adventures! +++ Interview with Suzanne Britton by Justin Fegel Since Worlds Apart has been so well received among the Audyssey community, I thought it would be interesting to interview the game's author, Suzanne Britton, and find out a little about the background of this incredible game and how it came to be. If you would like to read a review of the game, you can find two excellent reviews in the Game Reviews section of issue 21. If you haven't tried Worlds Apart yet, you really must download a copy. You can download it from: ftp://ftp.gmd.de/if-archive/games/tads/worlds.zip Worlds Apart is also included in the Rising from Time's Ashes collection, which was compiled by Audyssey's editor Michael Feir. You can download this collection from: http://www.espsoftworks.com Now, on with the interview. JF: Well, I guess we'll start with that universal question that seems to begin every interview. Could you tell us a little about yourself? SV: Lesse. I'm a 26-year-old happily married Roman Catholic computer geek. I'm an idealist. I'm asocial (usually). I have a somewhat hyperactive imagination. I program computers for a living and for fun, and have had a passion for writing since adolescence. These two loves are combined in my interactive fiction work. "Worlds Apart" is my first real work of IF. Before that, I wrote a teach-myself-TADS, Tolkien-themed game called "Journey to Lothlorien". I had fun with it, but it will probably never see the light of day. I've been a lurker in the IF community for some time now--since well before the first IF competition. Every now and then I poke my head up, usually to help with TADS questions on raif. I can be found on ifMUD periodically as "Tril". But for the most part, I keep to myself, listen and learn and occasionally offer something back to the community. JF: When did you become interested in interactive fiction and what are some of your favourite games? SV: I was 12 when I had my first encounter with IF: a split-screen Apple IIe adventure game called "Death in the Caribbean". It was a straight puzzle game which boasted a primitive two-word parser, an imp that followed you around stealing your inventory, and various types of Instant Death (e.g. a chasm that you must jump across, with a 50% chance of surviving). I fell in love with it. When I was playing "Death in the Caribbean", the outside world might as well have ceased to exist. The Real World and I never got along very well in my childhood, and from as early on as I can remember, I was inventing alternate ones (Worlds Apart is, in fact, the fruition thereof). IF became part of that escapist passion. And as I grew and the computer gaming industry matured, I became more and more demanding, favouring story-rich interactive fiction with good writing and smoothly integrated puzzles. Some of the more memorable games I remember along the journey, in chronological order, are In Quest of the Starlord, Caladuril II: Weatherstone's End (both CoCo III graphic/text adventures), King's Quest III and IV, Bureaucracy, Wishbringer, Trinity, Loom, Gateway and Gateway II. You may notice these are all commercial games. But since the commercial gaming industry began to shun text and the parser interface (which I believe to be by far the most flexible and immersive interface), I've drawn away from it and become increasingly engrossed in and loyal to the modern text-IF movement. Some of my favourite works of modern, text-based IF are Curses, Shelby's Addendum, Delusions, Tapestry, Babel, Sunset over Savannah, For a Change, and LASH. But the king of them all is Photopia: I feel it's the greatest masterpiece the IF community has ever produced, and I don't think it will be surpassed any time soon. JF: Worlds Apart is certainly a very large and detailed game. In fact, even though I have played it a couple times, I still don't feel I've found everything yet. How did you come up with the idea for the game and was it intended to be this large? SB: The universe in which Worlds Apart takes place has been with me, evolving in my imagination, since I was very young. It almost seems to evolve on its own, and its denizens feel very emotionally real to me, so it seems strange to talk about "coming up with ideas", as if I sat down one day and thought, "let's write a story about a healer". I never did. You might say the whole thing started with Yuri: he was the first Dyrana I ever knew, coalescing when I was 14 and evolving from there. I knew that someone in his past had affected him deeply, transforming his whole personality and outlook on life, but I didn't know who or how or why. The seed of "Worlds Apart" was in those questions. The game design, prose, and puzzles were all consciously created, but the *story* was more of a discovery. Was it intended to be huge? Definitely. In fact, there was a time I wanted to tell the whole story in one game (instead of splitting it up into WA and its sequel), in which case it would have been unreasonably huge. But the bulk of the game's size is in its depth. I don't think any one person will *ever* find everything unless they find a way to disassemble the TADS binary. Over 50% of the game, I'd estimate, is optional, and finding the hidden surprises is intended to be one of the pleasures of playing it--and replaying it. JF: How long was Worlds Apart in development? SB: There were three years of writing and programming, plus some preceding months of "gestation"--letting ideas bounce off each other and scanning design discussions on raif. JF: Are there any other interactive fiction games that had an influence on Worlds Apart's creation? SB: Quite a few. The most influential were my favourite games of the 1996 competition, since around that time I started programming in earnest. These included Delusions, Tapestry, and Fear. Each introduced powerful tools for player immersion, and immersion was one of my foremost goals in "Worlds Apart". Delusions' self-discovery theme, Tapestry's forcing of the player to make a difficult decision, and Fear's vivid representations of the subconscious: these three were a big influence on my imagination and my design decisions. JF: I understand that there are colour changes that take place in certain parts of the game. Of course, blind players will not be aware of these changes unless they are playing with a sighted friend. How crucial is it to know about these colour changes and are there any parts in particular that blind players should be aware are in a different colour? SB: Colour is not heavily used and is not crucial to understanding--it's employed mainly in a few special instances (e.g. the three section title screens) for setting mood. A more important but related detail is font: I use italics to represent Lyesh's thoughts, bold for others' thoughts, and bold italics on the rare occasion that her thoughts sync with someone else's. It's an important distinction and sometimes the font is the only way to tell whose mind is speaking. Perhaps the most crucial instance is the curse at the end of the locket-vision within the statue. That was Kitara's mind speaking, not Lyesh's, a detail which even one of my (sighted) beta-testers missed. JF: Since the game was developed with HTML tads, have you considered adding graphics, or for us visually impaired players, sounds? SB: I'm not planning much further development on Worlds Apart. I'd rather make room for new endeavours. The sequel may have graphics and/or sound, though... JF: I also understand you are working on a sequel. Can you tell us a little about that and how it's coming along? SB: It's gestating. There was a burst of activity towards the end of "Worlds Apart" development, during which I wrote about 60,000 words of prose, but no code. Things have quieted down since then. I'm bouncing ideas around, and also waiting for TADS 3 to mature. "Full Circle" will be fairly big, but unlike "Worlds Apart", most of its size will be in breadth rather than depth. There will be less optional material and therefore less for the player to miss, though as with "Worlds Apart", they will have to read carefully to understand what's going on. This change is somewhat dictated by the subject matter: the base story of "Full Circle" is so far-reaching that there is little room for optional embellishments. Also, while Lyesh remains the player-character, "Full Circle" is not a story about Lyesh. The focus is on someone else. The endgame/epilogue will be an exception to both of those statements, however, and my hope is that it will help to resolve the "left hanging" feeling that many players had at the end of "Worlds Apart". A final note: "Full Circle" will be a story told from up to three viewpoints at a time, and my current plan is to divide the screen into three scrolling frames. Since becoming aware of Audyssey and the IF fans among its readership, I've started to give some thought to how I can adapt this plan to vision-impaired players. JF: What are your thoughts on the future of interactive fiction? Can we expect more games like Worlds Apart that focus more on telling a story rather than puzzle solving? SB: Absolutely. Like me, the IF community as a whole has grown demanding and a little jaded. Its collective reaction to Lunatix (a quite solid old-school adventure game, well above that old Apple IIe game that so enchanted me as a child) alone shows this. Most IFers, certainly in the newsgroup-based community, are no longer willing to forgive arbitrary puzzles, sketchy plots, or sub-Infocom parsers. There's been a movement towards story-rich, prose-rich IF starting around the 1996 competition, and I'm enjoying every minute of it. On the other hand, puzzles will always have their place. I decided early on that "Worlds Apart" would not be puzzleless--but the puzzles (although "problems" is perhaps a better word) are woven into the story as seamlessly as possible, and are designed to aid immersion rather than thwart it. Part of it is the old cognitive dissonance trick. After struggling to help Lia transform her nightmare, or to make contact with Echo, the player will hopefully think something like: "If I put in all that work, I must be a true healer." And hopefully, they won't stop to think, "Nah, I put in all that work because it was the only way to finish the game." JF: Worlds Apart is a fine game and I'm certainly looking forward to the sequel. Do you have any final comments? Any words of advice for any potential interactive fiction developers? SB: Advice: Worship your beta-testers. Without my testers, "Worlds Apart" would not be half as rich and detailed as it is. Many of the optional discoveries originated from tester comments. Also, without my testers, the game would have sported several hideous game-killing bugs despite all of my own careful testing (actually, one such bug managed to make its way to release, but one of my testers, Vincent Lynch, caught it and alerted me soon after), including one which put Lyesh into a self-repeating time warp when she came out of the jinna tree. You won't catch all of these yourself--guaranteed. Most of them turn up when the player is prying at a difficult puzzle, something the author never has to do. And one other note about testing: ask for full transcripts. You'll find out all sorts of things this way that your testers might not otherwise report. Final comments: Many thanks to Audyssey and its readership! I didn't know about this magazine until recently. As a new author, I'm somewhat starved for feedback, so finding the reviews in Audyssey came as a very pleasant surprise. If you have any suggestions on how I can make "Full Circle" more accessible to you, let me know. Thanks Suzanne for taking the time to do this interview. We certainly are looking forward to Full Circle when it is released. +++ Quitting the Field? Announcement by James Peach Hello all! I know that it seems like a never-ending saga; will I stay with Audyssey, or will I quit the field? Well, while such a decision could not be made alone, it was a choice I had to make for myself in the end. I put the question to the Audyssey discussion list. I think I'll let some of my "loyal fans" do some of the talking here, so you can get a sense of what the majority feel about the issue: HI James I've been an avid game player for years, I get a great deal of information from your reviews. I have bought a great many of the games that you have reviewed in Audyssey. occasionally I do get sighted assistance when I'm playing games. I think I speak for most of the Audyssey community when I say, that you will be greatly missed if you do decide to leave the Audyssey staff. I hope you will take some time and reconsider whether or not you want to leave. In my personal opinion I think you contribute a lot to the Audyssey community. Thank you Steven Cullen Wow! This is a fine example of how much they read Audyssey and especially the work that I do. Steve, I really appreciate what you've said; it is very inspirational, as it gives me a reason to continue. Knowing that I've affected the gaming of one person so dramatically makes it all seem worthwhile. Unfortunately however, this would be about the only completely positive feedback I've received; there seems to be mixed feelings about the issue as you'll soon read below. Hi, gamers and James, I don't have any objection to your work, Mr. Peach. The simple fact is I can't give you any feedback because I can't play any of the games you review because I live alone. I have a few friends but they are married and they either have little interest in such games or they are working 8, 9, or 10 hour jobs. I work a full-time job myself so we just don't connect. I do think your work is extremely valuable for those who can use the information you provide to the gaming community. Allen The Desert Bat Hey Y'all I would also concur with Allen's opinion. I find myself in similar circumstances, that is living on my own. My friends don't take the same amount of interest in computer games as I do. Thus if a game is not virtually blind friendly, unfortunately, I gain nothing. Now that out of the way, I still read your work and find it interesting to know that there are commercial games out there that are playable. I am unable to benefit from those that require a team effort, though it is good to know we as gamers can take part in game play to some degree. Also since there are games out which blind people can play solo like You don't Know Jack [in it's many reincarnations] or Star Trek The Game Show, with news of this type of game, then it is time to consider going out and spending like there is no tomorrow! In short, you are making a valuable contribution and it would be a shame if you decided not to continue. I hope you keep up the superb work. Ron As you can see, some people are generally uninterested in my articles and reviews, but for practical, real-world reasons, of which I can understand. With this said, however, I didn't get the feeling that they wanted me to stop whatever it is I was doing (sometimes I don't know myself, staying up till all hours, typing...); I hope they can eventually find the time/companions, that will allow both David and Ron, to play some of the games I've covered. I was a bit untruthful, when I said that Steve's was the only one who sent positive and uplifting comments. S. Bobbitt has also offered high praise, and so I thought I'd save it for last. Here's what she had to say: Hello James, I have read all of your work in Audyssey. I think you are a fine writer and that what you write about is very important to the magazine and the game community in general. I would certainly miss your contributions to the magazine if they were to cease. Please, do not let them cease! I know exactly where you are coming from when you talk about getting neither positive nor negative responses to your work. You begin to second guess yourself. Am I going about this the wrong way? Are people simply not interested? I think that most real gamers are most definitely interested, but like myself, they may feel either that their responses would go unnoticed or they think, well, there's probably a half a dozen other people sending in letters just like mine, so I'll just let them submit their response and let mine go for now. Admittedly, for nearly a year, I did just sit on the side-lines--so to speak. I read every issue of Audyssey, played the games, but I never contributed anything. I suppose one of the reasons that I never submitted a letter to the magazine or posted to any of the news groups was that I was afraid of sounding ridiculous. I have come to the point now to where I don't really care whether I sound foolish or not. I enjoy playing games of all kinds. Always have, and always will. I have an opinion just like everyone else and just because I can't express that opinion quite as well as someone else might, doesn't mean that I shouldn't express it. Not to be redundant but, my opinion in this case is that your work is VERY good and is VERY important! I sincerely hope that you decide to stay on as a staff member of Audyssey magazine. Come on people! Let's all let James know just how much we do enjoy his work. If you have a different opinion, well, let him know that, too. Sincerely, S Bobbitt Well, what can I say? If this is a good representation of the community at large, then I guess I'll have to bow to public opinion and stay. Oh, but wait, I think I'll have to throw a little twist into this supposedly neat and tidy conclusion. You see, since I seem to do so much work, concerning web-based gaming, and websites devoted to gaming and games development, I've decided, that I'm going to move as Head of Web-based Entertainment and see how that goes. Hey! It's a win/win situation; Commercial Games still get covered, but now exclusively by Randy Hammer, our newest member, and a new division at Audyssey opens up! The future holds endless possibilities, and it can truly only get better from here! Enjoy Audyssey, now with a Web-based Entertainment division, and keep on playing the games you love. [Editor's addition]: James has shown a fair degree of modesty in the announcement he submitted above. There were many more positive responses, and none which were completely negative. I only wish it didn't take such a crisis to provoke action out of people who don't usually contribute to Audyssey or the on-going discussions surrounding it. A part of Stan Bobbett's letter which James did not include is below: I've chosen to add it since it illustrates exactly the kind of mutual benefit that partnerships between blind and sighted gamers can have. I hope it encourages more blind and sighted people to seek out such partnerships. [Stan Bobbett]: My son who is 17 now, has been a great help to me in playing normally inaccessible games such as Nintendo, PlayStation, and Sega. We started playing video games together when he was only 4 years old. Not only was he helping me with the games, but by reading the text to me from an RPG, he was improving his reading skills. He learned to read very well at an early age. So yes, I do value your reports on games that are accessible with a sighted partner. [Editor]:If you're in school and having trouble making friends, games can make for wonderful ice-breakers. I was the only blind person in secondary school, and have found an excellent friend by the name of Adam Taylor. I was playing a game on my computer which intrigued him enough to introduce himself. It's been over ten years, and we're still excellent friends. A lot of folks have very narrow impressions of what blind people can do and are interested in. Not many of them realise that computer games and other activities like sports fall within our capabilities. Once they realise this, they'll be less likely to cling to beliefs that we're too narrow-minded or un-intelligent to be interesting companions. I started Audyssey so that others could benefit the way I have from computer games. A large part of how they benefited me was that they gave me something in common with my sighted peers. James was willing to take on a very difficult task to help bring that about. I hope that you'll enjoy Randy's efforts to continue what James began to be helpful, and that you'll offer him your help when you can. James Peach will also need your help in his new role covering web-based games. With only one staff member covering such wide areas of the gaming universe, we can barely scratch the service without your help. Contributing your articles, letters, and reviews to Audyssey will allow me to direct my staff members to cover more unexplored territory. +++ Free Game Winner! For his outstanding efforts in bringing the excitement of the Dungeons and Dragons campaign to Audyssey readers, David Sherman wins this month's free game from PCS. Readers will no doubt appreciate his attention to detail in recounting the journey undertaken by himself and the brave companions who went with him. It is hoped that this and future adventures will prove of interest to the Audyssey community. Congradulations, Dave. +++ News From Bavisoft 4/18/2000 Bavisoft Releases Grizzly Gulch Western Extravaganza! Hello, Audyssey readers. I would like to inform everyone of a new company named Bavisoft. We are a software company dedicated to creating computer games based purely on sound imagery. Our first product, Grizzly Gulch Western Extravaganza, is an exciting mix of action and adventure set in the Old West. We are extremely proud of this game and we hope you enjoy it. I would very much like to thank everyone involved with Audyssey, as well as the other developers and companies producing games for the blind and visually impaired for making us at Bavisoft feel very welcome to this community. The months ahead promise to be very exciting for everyone, and I look forward to them. Jeff Gibbons President, Bavisoft About the Game -------------- Grizzly Gulch Western Extravaganza is a virtual world set in the Old West created purely from sound imagery. You will have the chance to meet and interact with many crazy characters as you explore the town of Grizzly Gulch. Would you like to settle into the Saloon for a game of chance, or try to make a name for yourself upholding the law against some of the baddest outlaws in the West with your trusty six shooter in blazing arcade style gun battles? It's all up to you. Featuring: Simple 4 key control interface CD quality stereo sound Original music Professional voice talent Over 1000 digitally recorded sound effects and dialogue lines Full stereo environments for each of the many locations Complete audio help which can be accessed at any time with the "Quick Help" feature An interactive evolving story line 4 different games of chance in the saloon Gun fighting Action Sequences ...and much, much more! For more information and the latest news, we invite you to stop by our web site at: http://www.bavisoft.com We will be more than happy to answer any questions you might have about us, or the Grizzly Gulch game. Have fun! [Editor's note]: For those living outside of the US, you can obtain the game by check or money order. Be certain to check out the web-site for full details. +++ News From ESP Softworks What's New @ ESP Softworks - April 30th, 2000 Greetings, Gamers! This section is designed to help keep everyone up-to-date as to what's going on at the ESP Softworks' website as well as to let people know of new additions to the site. If you don't already know what it is that we do, or haven't already explored the web site, now would be a *great* time to find out! ESP Softworks is an up and coming game and entertainment software company that specializes in the development of software that's completely accessible to those with low or no vision. What's New at ESP Softworks' Web Site: Monkey Business News -------------------- The Monkey Business demo and open beta will be available on the website within the first two weeks of May. Shortly thereafter, a retail version will be available on CD for purchase. Monkey Business is a real-time action arcade game using stereophonic sound effects and music. Check the web site soon for more information, the demo, and pricing and availability. ESP Partners with PCS Games for Space Invaders Conversion --------------------------------------------------------- ESP Softworks and PCS are working together on a preliminary project to port PCS' new Space Invaders title to the Windows platform. Stay tuned for new and upcoming information regarding this joint project on the PCS website at http://www.pcsgames.com as well as the ESP Softworks website. We look forward to working with the cool guys at PCS! Free Stuff! ----------- In the last What's New @ ESP Softworks, we announced our Freebies Section with the introduction of Shell Shock. Shell Shock has since gone through four revisions since it was put on the web site for download including an update to the computer opponent intelligence. Shell Shock ----------- An 'artillery' style game that can be played by two players or one player against the computer. It features cool stereo sound effects and is easily accessible to play. Requires Microsoft Direct X to play. Check back occasionally to see if any new Freebies have been released. If you have an idea you'd like considered to be produced as a Freebie, drop us a line at freebies@espsoftworks.com. Ideas that are fun, quick to implement, and accessible will be considered and if your idea's used, the freebie will be dedicated on the website. Scheduled Release Dates for Upcoming Titles ------------------------------------------- As usual, our release order has shifted once again with the following order at the moment: Shell Shock - Released and Available! Monkey Business - First Quarter Dark Realms - Second Quarter Genesis Project - Third Quarter Battle Chess - Fourh Quarter These dates are subject to change and, as we know, will. *grin* The information above reflects the current news of ESP Softworks. For all news, please visit the news section of our website at http://www.espsoftworks.com/textonly/news/whatsnew.html. +++ News From PCS P C S on Enable Link Personal Computer Systems games will be included in the Enable Link Shopping area. Enable Link has a Technology news section, an Arts and Entertainment section and an on-line Shopping section where you can purchase hardware and software. The shopping section gives P C S customers the ability to click on a game and purchase it with a credit card. http://www.enablelink.com Here is the article we submitted for their Arts and Entertainment section: Personal Computer Systems creates fast action, fun and exciting computer games for the blind community. In our arcade games you aim by using your ears to hear a tone or a series of beeps to hit a target. Thus, the impossible to play eye hand video game becomes an easy to play ear hand audio game. P C S now has games playable from Windows without needing any adaptive equipment. The games are completely audio, all information is spoken by a human, not a synthesiser, played through your computer's speakers. Personal Computer Systems is operated and maintained by blind programmers. You can contact P C S in any format at: PERSONAL Computer Systems 551 Compton Ave. Perth Amboy NJ. 08861 phone (732) 826-1917 E-mail pvlasak@monmouth.com + PERSONAL COMPUTER SYSTEMS GAMES 2000 P C S SPACE INVADERS Thump, thump, a flash of audio peeps, chirps and blips alert you that one of the six columns of invaders is directly over head. You hold down the fire button, chupe, chupe, chupe and three enemy ships are destroyed. They move off to the right, thump, thump, thump, thump, and you try to get ahead of them. Again they come into your sights and you let loose with another burst. Chupe, chupe, chupe, the last three of six invaders in the column are vaporised. With no time to waist you move right again to try getting a bead on the first column of space invaders. You hear a high tone and before you can react, Ca-Boom, you run into a bomb. Its all over for you, and a tremendous explosion takes out your fortress! P C S Space Invaders is a game of awareness, concentration and quick reaction. You listen to the sounds from the PC speaker, where information about the column at the current location is given. The stereo speakers will give you additional information about your position and the invaders, the remaining columns and how far apart is the first column from the last. Even the occasional UFO will enter the fray from the left or right side. You try to blow away thirty six invaders before they reach the planet, and then do it again, again, and again. This is by far the most audio intents game Personal Computer Systems has made to date. There are many things going on at the same time, invaders moving back and forth and down, you can move right and left faster then the invaders, bombs are falling and missiles are flying. As if that is not enough an occasional UFO enters worth fat bonus points and as you reduce the columns of invaders they move faster. Our help screen is there to decipher what the sounds represent. Once you understand what is going on, how the sounds are relaying information and after a little practice, the sounds and action become second nature and you can concentrate on racking up high scores. Are you up to the challenge of this arcade game? Do you have what it takes to save Earth from the hoards of space invaders, threatening your survival? Well if so, try this one! SNIPE HUNT Grab your flashlight and a sack and lets go Snipe Hunting! There was a good hatch this year and they are ready for the picking. A word to the wise, "just be a where of the Male Snipes! They will chase you and attack your lamp. Personal Computer Systems is going to take you on a Snipe hunt like you've never been on before. Not only are the Snipes plentiful but there are four different kinds of them! This fast action arcade game is sure to have you hopping around bagging flocks of the Elusive birds. PERSONAL Computer Systems 551 Compton Ave. Perth Amboy NJ. 08861 phone (732) 826-1917 E-mail: pvlasak@monmouth.com Our P C S Games web site: http://www.pcsgames.com + P C S game demos are on the Internet! Ever since Paul moved our demos the links to them on our site do not work. Until we get that fixed, here are the updated links: Shades of Doom P C S Games and ESP Softworks agreed to share resources and offer a Windows game prototype developed by David Greenwood of P C S Games and the readers of Audyssey magazine. You can find a link to it at the bottom of the E S P main page: http://www.espsoftworks.com or read information about it at: http://www.espsoftworks.com/textonly/sod/beta.htm You will get information on what types of computers can play this prototype and that it is in one zipped file of 3.4 Mb. Or you can down load it directly at: http://www.espsoftworks.com/downloads/sod/sod.zip Thanks to Paul Henrichsen, You can download the following DOS games from his new site. All but the football game have multi media sound and they are all speech friendly. Star Trek- Let the battle begin. Trek99.zip 1,226k ftp://ftp.outofsight.org.nz/pub/henrich/trek99.zip Red Dragon kick boxing challenge. Kbx99.zip 1,222k ftp://ftp.outofsight.org.nz/pub/henrich/kbx99.zip Pack Man, Eat fruit and avoid ghosts. Live action arcade game. PM99.zip 919 k ftp://ftp.outofsight.org.nz/pub/henrich/pm99.zip Lone wolf, Command a WW2 sub and reek havoc on shipping. LW99.zip 913k ftp://ftp.outofsight.org.nz/pub/henrich/lw99.zip Cops catch the bad guys before they leave town. cops98.zip 1,230k ftp://ftp.outofsight.org.nz/pub/henrich/cops98.zip Walk through a maze and try to find your way out. maze98.zip 863k ftp://ftp.outofsight.org.nz/pub/henrich/maze98.zip Monopoly game. Mn98.zip 946k ftp://ftp.outofsight.org.nz/pub/henrich/mn98.zip Car racing game. Car98.zip 730k ftp://ftp.outofsight.org.nz/pub/henrich/car98.zip Breakout, smash objects arcade game. break98.zip 757k ftp://ftp.outofsight.org.nz/pub/henrich/break98.zip World War 2 Tank game. Pz97.zip 1,277k ftp://ftp.outofsight.org.nz/pub/henrich/Pz97.zip Shooting gallery with sounds. Shoot97.zip 904k ftp://ftp.outofsight.org.nz/pub/henrich/shoot97.zip Bowling game with sounds. Tenpin97.zip 853k ftp://ftp.outofsight.org.nz/pub/henrich/tenpin97.zip CARD CLUB, Play the game hearts with real sounds. Cards97.zip 1,405k ftp://ftp.outofsight.org.nz/pub/henrich/cards97.zip Mobius Mountain math game for children. Mobius97.zip 814k ftp://ftp.outofsight.org.nz/pub/henrich/mobius97.zip Fox and hounds catch the fox game. Fox97.zip 1046k ftp://ftp.outofsight.org.nz/pub/henrich/fox97.zip World Series Baseball, Special Edition. Wsbb11.zip 1,343k ftp://ftp.outofsight.org.nz/pub/henrich/wsbb11.zip Scavenger hunt game, not a demo! Map96.zip 530k ftp://ftp.outofsight.org.nz/pub/henrich/map96.zip Any night football game. Fan95.zip 146k ftp://ftp.outofsight.org.nz/pub/henrich/fan95.zip Paul Henrichsen's new home page is: http://home.pacbell.net/paulh52/ We are also in another FTP site: ftp.softcon.com/textgames/pcs/ +++ News From Zform LLC 18 April, 2000 TR update: Version 1.10 of TR is out and ready for downloading. This newest version includes a totally new style of gameplay, better accessibility for those with low vision, and easier installation. If you have questions or comments on TR, please email us at: tre@zform.com GDC (Game Developers Conference): We just came back from the GDC 2000, and we feel obligated to report a smashing success! There were a lot of enthusiastic responses to our game plans, especially in the VI field. Many companies expressed interest and desire to work with us on future projects. Many thanks to all those at the GDC for a wonderful convention! Special Thanks to Aureal, Inc., who provided us with top of the line sound cards for use in our development! Funding Update: Our first grant has come in, from the Lemelson Assistive Technology Development Centre (LATDC). This grant provides us with the critical resources to begin development of our first fully-accessible game. Many thanks to the people at LATDC! +++ A Look at Accessible Educational Software by Kelly Sapergia It's too bad that there isn't much in the way of educational software for blind or visually impaired students these days. Sure, there are some great games like Jigsaw, a text adventure where you travel back in time to historical events in the 20th century,, or Mobius Mountain, a math game by PCS in which you answer questions as you try to get to the top of a mountain. Overall, there aren't enough in my opinion. There are a lot of math games that use sound, but they're not, in my opinion, accessible. Either they use a mouse, or the sounds don't tell you what's going on in the game. I must admit, I was upset by the fact that the sighted kids at my school were playing games like Math Blaster, and I couldn't find any GOOD educational games that I could play with my access equipment. I also remember having to use a recorded textbook in our typing class, instead of software like FasType, or other typing tutor programs. A few days ago, while looking around on the Internet, I decided to look for some educational software for DOS or Windows 95, and came up with a few programs I thought I'd review in this article. DOS Games Note- The following games were written by DareWare, Inc. They are shareware, but I don't know if they're supported. These programs are designed for kids aged 1-7. 123-TALK This is one of a few programs that use digitised speech to teach your child how to say numbers, remember their phone number, count, etc. There are two versions that you can download on the Internet, at sites like shareware.com, hotfiles.com, etc. The first version uses the PC speaker, and the other version is designed for sound cards. Both versions are easy to use, and just about all the activities talk. You may want to try the sound card version since the speech quality of the PC speaker version isn't the best, but the program is good. Another advantage of using the Sound Card version is that all the sound files are in .VOC format, so you can load them into your favourite sound editor and overwrite them with your own voice. The only activities that aren't suitable for visually impaired kids are the "counting game", where you have to count balloons on the screen, and "Easy Draw", which allows you to use a mouse to draw on the screen. ABC-TALK This program is the same as 123-Talk except that this teaches your child the alphabet. Windows 95/98 Games THE SPEAK AND SPELL SIMULATOR The "Speak and Spell" toy was created in the early 80s, and was the first toy that used speech. As it's name implies, this program is a simulated version of the Speak and Spell. It's keyboard driven, and I personally found it easy to use once I read the README file that contains keyboard commands. APH Programs Note- The following programs were created by the American Printing House for the Blind (APH), and are intended primarily for use at schools. MATH FLASH This is a new educational computer game that functions like math flash cards, but is designed for visually impaired students. If you're a teacher, you can also use this program to create tests for the student. The student can answer all the questions, but he/she won't be told if the answer is right or wrong. At the end of the test, you can use the Page Up and Page Down keys to move through the various questions, and will be told if the answer was correct or incorrect. This program is a self-voicing application, that uses your sound card. You don't need a screen reader, since all the menus are spoken using the Microsoft Text-to-Speech synthesiser, or any SAPI synthesiser on your computer. This program uses digitised speech from APH's narrators to ask questions, say numbers as you enter them, and comment on your answers. You can listen to, or download an audio overview of this product in Windows Media format, and you can also download a playable demo of this program from APH's Technology page at: www.aph.org/tech Note that the playable demo is 37MB. You can order a free demo CD from APH that contains demos of Math Flash, Talking Typer for Windows (see below), and Learn Keys (a program that speaks the names of keys on the keyboard without interfering with your computer), by calling 1-800-223-1839. TALKING TYPER FOR WINDOWS This is a new typing tutor that's specifically designed for visually impaired students. It's similar to APH's DOS-based typing tutor called PC Typer, except that the Windows version uses Microsoft's text-to-speech synthesiser, or any other SAPI-compatible synthesiser on your computer. The program will speak the letters you're to type. After you type the letters and press Space, a bell will sound if you got the sequence right. A beep sounds if you get a letter wrong, and the correct letter you're to type is spoken. This program also comes with a game called Hurry Scurry. In this game, you have to type sequences of letters correctly before the letters fall off the screen. This game plays a MIDI file that gradually speeds up as you get the letters right, and will slow down if you get letters wrong. This program costs $79 US on CD-ROM, but you can get a demo either by downloading it from www.aph.org/tech, or you can order the free CD-ROM from APH discussed in the Math Flash review. An audio overview is also available both on the web site, and on the demo CD. I hope to have more educational games to review in the future. If you have any comments or suggestions about this article, feel free to e-mail me at: k.sapergia@dlcwest.com. +++ Game Announcements and Reviews: This section is where you'll find announcements of new games not covered elsewhere in the magazine as well as reviews of new and older games. Above the full reviews which appear in this section, any new games which have not been fully reviewed yet will be announced in the hopes that readers and/or the Audyssey staff will try out and review these games for us. 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. As with Anchorhead a few issues back, I may wish to interject my own thoughts on a game should it provoke significant reaction or otherwise prove itself especially noteworthy. When I choose to do this, you'll find my remarks above the review or reviews for the game in question. Should a game have more than one review, two plus-signs will be placed above the first review and/or my remarks. This policy will hopefully encourage people to try both the latest as well as some older games which may have been overlooked. Just because something isn't hot off the presses doesn't mean that it is any less worthy of a gamer's attention. Also, remember that it doesn't matter if a game has been reviewed before. If you have a different take on the game than has already been published, send in your review and I'll consider it for publication. If a review fails to interest you, simply skip to the next plus-sign. It's that simple, folks. A gap in our interactive fiction coverage has resulted in a number of new games not being covered. Several games have also been updated, so those having trouble with particular games may wish to check for updated copies to them. Two large Zcode games have appeared. They are Augmented Fourth and LASH. Both are .z8 files and can be found in the /games/zcode directory at: ftp.gmd.de/if-archive You may also want to go to: www.if-archive.org if you feel uncomfortable navigating ftp sites. Mulldoon's Legacy has recently been updated yet again. No new game elements were added, but more bugs were fixed. Worlds Apart is now at version 2.0. Again, only minor changes and fixes have occurred. Reviews of Augmented Fourth, Mulldoon's Legacy and LASH would be very much appreciated. We also need reviews for Grizzly Gulch, [see my review below], and Jim Kitchen's Winbopit[See below]. + Grizzly Gulch Western Extravaganza Game by Bavisoft Inc. Available as commercial software from www.bavisoft.com Fully accessible without sighted assistance Reviewed by Michael Feir In one fell swoop, Bavisoft has appeared from nowhere with a game which clearly demonstrates the potential of the Windows environment to the blind gamer. Making fabulous use of sound and real-time action, they have plunged their audience into an over-the-top version of the wild west. The town of Grizzly Gulch is chalk full of goofy characters and places. If you're looking for realism, this game isn't for you unless you're prepared to lighten up. In a recent discussion, Bavisoft's president, Jeff Gibbons, acknowledged that this cartoonish style was intentionally made and not at all an accident. Anybody who plays the game will easily understand the wisdom behind this artistic choice. Characters in the game are basically stock characters. There's a marshall, a hotel owner, a banker, a saloon owner and his four nephews, and a host of others. Going for the cartoon approach allows otherwise predictable characters to acquire a depth they otherwise couldn't have. It also makes sound depictions such as bottles flying through the air less jarring to one's suspension of disbelief. If the whole reality is tilted out of true, changes made in the interests of playability seem less far-fetched when you're caught up in the action. The sound work and voice acting in Grizzly Gulch is excellent. Stereo sounds are used throughout the game, and each place has its own sound environment. For instance, in the centre of town, you hear people walking around greeting each other and horses going along the cobblestones. The bank has people talking quietly and the clinks of coins. Music for the game is all original if somewhat cliched, and lends itself well to the overall atmosphere. Audio help is also quite well-executed. You can skip help you don't want to hear, and navigate through the sections easily. As far as interface goes, Bavisoft went for the simple approach. Everything is done with the four arrow keys. The left and right arrows let you move through the options and the up arrow selects an option. In action sequences, the left and right arrows aim your gun left and right. The up arrow fires the gun. The gun fights are done in a somewhat un-realistic but playable fashion. Characters will taunt you before they shoot. You have to line the click of your gun up with the taunt before the character shoots and shoot him first. To complicate things, characters often appear simultaneously. Also, innocent by-standers may sometimes appear. I shot one of these when trying to stop a bank robbery, and Cecil was not all that happy with me. The saloon games are quite well-done. Careful attention was obviously paid to details such as making certain that players have the information they neeD&Don't have to tax their memory too hard. This is done in such a way that players shouldn't feel too self-conscious of things being done to cater to their blindness. The only complaint I have is that there aren't enough optional things to do that aren't related to the main plot of the game. One can't, for example, visit any farms or houses in town or earn money doing labour. Only people in charge of games at the saloon may be spoken with. I couldn't just decide to strike up a conversation or get into a bar-room brawl. Such additions could do a lot to give Grizzly Gulch a more open-ended feel. Bavisoft plans to release patches for their flagship game over the coming months, and concerns such as this may well be addressed in them. Now that Bavisoft is ready, people from all over the world can order this game. Only US residents can order it directly from the web-site at this time, but Bavisoft plans to rectify this in the future. International orders can be made via money-order or check. The price is $49.95 US, and the game is certainly well worth the money. + Jim Kitchen has recently released his first game ever for the Windows95/98 platforms. It is a version of the popular Bopit game he made for DOS users. Just before Audyssey's publication, he announced that he had released an updated version of the game. For those wondering what kind of game Bopit is, it is a fast and furious version of Simon Says. The game will tell you to "twist it", "pull it", or "bop it", and you have to hit the appropriate key. The hand-held version has actual parts for you to perform these actions on. Here is the message he sent describing his recent changes to the game. You'll also find his web-address and other contact information. A full review of this new game would be much appreciated. I just put a new version of the bop-it game for windows 95 or 98 up on my web site. I fixed a couple of bugs, reversed the arrow keys to match the DOS version and added difficulty levels. Also if you are using the sound card for your synthesiser the game will now work better for you. The file name is winbop2.exe It is 2847k bytes in size. My web site address is below. Jim Lot's of bugs fixed in this version !!! jimkitchen@simcon.net http://www.simcon.net/public/jkitchen 1-440-286-6920 Chardon Ohio + During the past two months, David Greenwood brought a web-based game called Utopia to the attention of the Audyssey discussion list. It is reported to be a cross between Civilisation and Sim City. No full reviews have come in for this game yet. However, we've had two fairly revealing letters from two bright and bold explorers. These are Guy Vermeulen and Dave Sherman. I have included both of their letters below in the hopes that others will try this game out and provide more thorough feedback. It is important that this feedback include information on how accessible Utopia is with different access technology and/or web-browsers. Unfortunately, Mr. Peach doesn't have access to all of this access technology. It is therefore up to you, the readers, to help him with this one. Guy Vermeulen's letter: Hello Paul, I've been playing utopia for five days, and can report the following: 1. I was very excited to be finally able to play a civilisation sim, having watched my sighted brother play age of empires(and it's successors), and not being able to participate. 2. Even if I always used the "graphics off" link in the game, it was not as accessible as I hoped it would be: I had to use many times my navigation keys (I use hal95 as my screenreader), and even then I had the impression that I could not access everything I should be able to access to successfully play the game. f.i. for growing my province, I could indicate that I would like to built and even built in a faster way then normal, but I could not indicate which type of buildings I would like to be build first : there was a list of the type of buildings with the stats of these types, but I could not access or influence the stats, didn't even know if the stats had to be influenced or not. and this is just an example, the same goes for the other activities like military, science etc. 3.so I was not surprised that after a few days, during which I could not develop my province like I should have, the protection time for my province had run out and my beautiful little province was taken over by someone else(grin). 4.despite these accessibility problems, I very much like this type of game, only: I sure would like to know what the options are for the gamer with every menu choice, right now I am sure I miss some actions I could undertake without knowing which they are and if I can access them. so a detailed review of a sighted reviewer indicating the actions to undertake with the different menu selections would sure be helpful. of course, making the game itself more accessible would help also, but I don't think that a game with that many sighted players cares about the few blind or VIP players that try to access it. still, it is a fun game to play, I sure would like one of the commercial game makers like PCS or ESP or your own firm, Paul, to consider making a game like this, be it a normal version and not a web based version like utopia. would it be possible to have an age of empires for the VIP ? guy vermeulen Dave Sherman's letter: Hi Paul, I've been messing around with Utopia since Dave Greenwood posted a message about it. (That's about two weeks). [Thanks a lot Dave!] I unfortunately have an addiction for these type of strategy games. I'm using JFW 3.5, and I have no problems navigating around the Utopia site. It's all just links, buttons, edit fields, and combo boxes. It's divided into frames, but that's no prob. with JFW 3.5. (I noticed you didn't divulge your province's name or location). Come on ... give it up ... be a little more forth coming. I'm running Dimsdale (20 : 8). Could be doing better, but I'm holding my own. I haven't tried the other game -- Earth 2025 yet, so I have no clue if the interface is the same, easier, or more difficult. But from the docs I've read, the two games seem to be basically similar in nature -- just one is a medieval fantasy world with Dwarves and Elves, and such, and the other takes place in the future (I'm assuming with phasers and things of that nature). I'm spending about an hour a day playing (which means I log in about once every month in game time). [At least I've started to catch the hang of this game, and am not spending as much time with it as I was the first week.] Anybody into multi-player, real-time strategy games should check it out! -- Dave Sherman + Monopoly PC. Author: Len shepherd. This computer version of the popular bored game monopoly, is very speech friendly. The game uses simple menus, to enable the player to make decisions, e.g., to buy and mortgage properties. In my opinion, the only disadvantage of the game is that it can only be played against the computer. You can download the game for free from ftp://ftp.clark.net/pub/poehlman/ That site also contains many more speech friendly programs and games. I my self give this game 7 on 10. I like many of the simple to use features such as the decisions menu, and also the sounds that work via the PC speaker. + SASS. (Speak And Spell simulator). Review by Daniel Rowe. Some sighted assistance will be required in some aspects of the game. SASS is a speak and spell simulator. For those who don't know what a Speak And Spell is, I'll give you a description. The speak and spell is a hardware game made by Texas Instruments in 1978. When you press go, it speaks a word and you have to spell it. The game has 4 levels: a, b, c, d. Also the game has a hangman game and some other features. Unfortunately, it uses a touch pad, which is a flat surface with the letters and icons printed on. The speak and spell has a pretty weird voice which you might have to get used to. For instance, wrong sounds like rung, p sounds like key, swimming sounds like swimilion (or something like that) It is aimed at people aged seven or up. Now back to the present. SASS uses your computer keyboard or mouse for operation, (both give full access to the programme). Other than that, It is just the same as the real thing. You cannot use the mouse simulator on your screen reader to navigate the game so shut it down before running SASS. Mike Green, the person who wrote this software has released a beta version of an American Speak And Spell simulator, which at the moment has a worse voice than the English version. Mike Green says it sounds like it is coming from the toilet, so don't download it yet. SASS V 1.2 sounds like the real thing. If anyone wants to download this game, go to: http://sass.retrogames.com ++ PCS Games Examined In-Depth By Randy Hammer It's been a while since anyone reviewed any PCS games. In this issue I've chosen to do a review of several. We'll be taking a look at five games this time, all the old DOS classics. Next issue I'll be covering the upcoming Windows releases. In most cases these won't change much, they are actually a hybrid of DOS and Windows. However, a few games (specifically Lonewolf and Shades of Doom) are actual Windows-based games. The first offering we'll look at is Arthur's Quest. PCS has attempted to create a game and back it up with little to no marketing. It's unfortunate, but they flopped completely. The game is very playable, once you learn the tricks. However, so many things stay cryptic that it's almost impossible to win. Problem number one is that the game comes with almost no documentation. I didn't have to pay for my copy as a reviewer, and I'm lucky. Had I paid for the game I would have been terribly disappointed, since the learning curve of the game is somewhat difficult. The included documentation does have examples, but these are canned and not sufficient. There is no test arena in which to hone your skills before attempting the real thing, and the documentation gives no assistance with real-life situations. Once your playing with the game the problems really start to annoy. The game is based on a half-RPG half-action scenario. There are quests that you are to go on, though they do you little good. Your ultimate goal is to defeat enough opponents that you can obtain Excalibur and take on the evil Lord. Thus, the game is basically a hack and slash, with you wandering around the map in between fights. Realise that it will take you over 160 fights to even think of reaching the state where you can complete the game, and the first 20 are extremely difficult. I couldn't figure out how to tell what fights would give more experience, since sometimes fighting weak enemies gave me more experience than tough ones. The fights are quite difficult to win, many scenarios are drawn out severely with extraneous sounds, and there are several features that need to be added, or that don't work as a normal user would expect. For example, the game requires you to rest and eat every now and then in cottages or castles, which regains "Fatigue". However, while doing so the player does not see his fatigue score change. Therefore it's impossible to understand how much healing is required. (The number actually doesn't change until after the next fight.) The game also lacks retreat options in fights, and doesn't allow you to see the health of your enemy. This game requires a stereo speaker setup with a decent sound card. I want to specify that I played this game extensively, putting about twenty hours into it before coming to the above conclusions. Fortunately Arthur's Quest is the only game I'm going to give a truly poor rating on. The next game up the scale that I reviewed was Packman. this is almost exactly like the adorable (annoying to some) little creature that chomped his way through 1980's video games. The premise of the PCS game is the same: Run through the maze eating pellets and keeping out of the reach of the ghosts. It even includes the ability to obtain powerups that scare away the ghosts. The sound quality in this game is quite good. The powerups are random so play stays interesting, and it's relatively easy to stay away from the ghosts. However, one of the draws of the original suite of Packman games was that you could see the maze and knew where to go. The blind community obviously doesn't have this option, and it's pretty difficult to complete a board. You can tell where you have been by the lack of pellets, but it's still relatively easy to go in circles. The first two games are relatively new to the PCS catalogue. My next review was of Panzer's in North Africa, a World War II tank game that was produced in 1997. Despite it's age this game is still quite entertaining, and has no major flaws. There are a wealth of options within the game, mainly in the form of different tanks. Added to the variety of vehicles is the option to raise and lower the difficulty in two different ways, giving no end of playing options. Though not completely easy at all the lowest settings this game is extremely difficult at the most difficult settings, challenging all players. I recommend checking out the demo. The final two games were developed by David Greenwood, and produced/sold by PCS. The first I will review is Star Trek. This is a turn-based game like all the others, but brings to the table excellent sound, complex strategy, and the ability to play over and over again with every game different. David Greenwood always adds a difficulty option to his games, something that is lacking to almost all PCS games. The continuous sounds option adds a bit of realism to the game, while the option of either running the game in menu or prompt mode allows ease of play for all. At the beginning of the game you start with four Federation ships, facing off against the three evil races of the galaxy. You must defeat all enemies and make the galaxy safe for humanity. Each race that you face has the objective of knocking you out of the game, and they all have strengths that make the game difficult. Each game starts with your ships in different locations, so it's extremely unlikely that you will have two games that are exactly the same. I recommend this game for purchase, even without checking out the demo. Should the sound not work you can simply shut it off and play the game with only a slight disadvantage. (With sound you get warning alarms when the enemy is close to one of your ships.) Top honours for all these reviews goes to David Greenwood's Lonewolf. This is the first ever game to be created for the VIP community that is not turn based. This means that while you are sitting there thinking about whether you should dive to escape the destroyer, or stay on the surface and get off a shot at your target the destroyer and (sometimes) the target keep moving. The destroyer bears down on you and begins firing, and if you don't react you will be sent to the bottom. The game is set in World War II, and you are the captain of a submarine. For some reason you always get these missions that send your sub in alone against sometimes impossible odds. You have to depend on your wits and quick actions to keep your sub moving towards the target. The game comes with 17 missions. The missions start fairly easy and progress up to very difficult. First time players should definitely work through the early missions a few times, increasing the provided difficulty ratings. Realise that you don't have to successfully complete a mission to progress on to the next one. The game is fairly complex at first, and uses about 35% of the keys on the keyboard for all the required tasks. However, the documentation is excellent, and after a few missions players should have no trouble understanding what is necessary. I've put probably 100 hours in to this game, and driving the sub is second nature to me now. So this is my top rated pick, and you would expect me to recommend you run out and buy it immediately, right? Nope, if you have a DOS-based system, and never use Windows then, yes, I recommend this version wholeheartedly. Go out to the PCS web site and pick it up immediately. However, for those who use Windows I'll have you hold off a month or so. David Greenwood is almost finished with the Windows-based version of this game. It will be a full blown Windows application, and will have more weapons and flexibility. The best feature of all is that David will be allowing a few the ability to create new missions, and distribute them to registered owners of the game. At the writing of this article it is expected that these missions will be provided free of charge. I am aware that there are several parents who read this magazine, and are interested in games for their children. All these games are playable by all ages, unless you have reservations about violence. Each one of them deals with violence, and may not be suitable for all children. I would probably place an age of 8 on all five games, mainly due to difficulty of play. I would encourage teachers to buy Lonewolf, as it teaches graphing, would be easy to work into a history lesson, and shows the relation between velocity and distance. +++ Contacting Us I can be reached in three ways. The easiest is through CompuServe. My e-mail address is as follows: Michaelfeir@compuserve.com You can also call me via telephone. I have voicemail, so you can leave a message if you fail to catch me at home and off-line. I'll do my best to return calls, but won't accept collect calls. My number is as follows: (905)-814-0608 Alternatively, you may correspond with me on 3.5-inch disks, provided you be sure to send them in returnable disk-mailers. I don't have the money to pay for postage. My mailing address is: 5787 Montevideo Road Mississauga, Ontario, Canada Postal code: L5N 2L5 Adam Taylor, star of Adam, The Immortal Gamer, and our resident ADOM guru, can be reached three ways. You can send him e-mail at: blade@ican.net Or, you can check out his homepage on the web: Blade's Armoury http://www.geocities.com/TimesSquare/Arcade/9111 His page is dedicated to providing help, cheats and solutions to many games. Send him a request, and he'll do his best to find what you need. He also has sections on ADOM and Nethack available. Also, you can download the magazine from his page. Finally, if you wish to contact him at home, his address is: 3082 Bartholomew Crescent Mississauga, Ontario Canada L5N 3L1 Kelly Sapurgia is another expert in interactive fiction. He is a well-established reviewer of games for Audyssey, and has an interest in developing interactive fiction as well as playing it. He can be contacted at: k.sapergia@dlcwest.com Justin Fegel is one of our two interactive fiction staff members. He will be happy to advise and guide players through the many interactive fiction games out there. He can be contacted at: Jfegel@earthlink.net James Peach, our web-based games expert, will do his best to advise those seeking accessible games played on the Internet. He can be contacted at: jamespeach@hotmail.com Randy Hammer is the latest addition to the Audyssey team. Those on the Audyssey discussion list will have seen many posts from this seasoned veteran of the gaming world. He conducts an ongoing search for worth-while mainstream games that can be enjoyed by blind players with sighted assistance. He will also review commercial games and shareware produced specifically for the blind, such as that from ESP Softworks, PCS, and eventually, Zform. He can be contacted at: RHammer@illuminet.com Michael Feir Editor of Audyssey E-mail: michaelfeir@compuserve.com Phone: (905-814-0608 To unsubscribe from AUDYSSEY send a message to LISTSERV@SOFTCON.COM with unsubscribe AUDYSSEY in the body of the message. Also, trim this footer from any quoted replies. More info can be found at; http://www.softcon.com/archives/AUDYSSEY.html