Audyssey;
Games Accessible to the Blind
Issue : 33
Edited by Michael Feir and Rebecca Sutton
Temporarily Edited by Alyssa Jolley

Fun, Friendship, Knowledge, Charity

+++
Welcome

Welcome to the Thirty-third issue of Audyssey. This magazine is 
dedicated to the discussion of games which, through accident or 
design, are accessible to the blind either with or without sighted 
assistance.

 Note: This magazine uses plus-signs as navigation markers. Three 
plus-signs are placed above any articles or sections. Within these 
sections, two plus-signs denote the start of a new sub-section. 
Smaller divisions are marked by a single plus-sign. This allows 
people to use their search capabilities to go quickly to the next 
division they are interested in. For instance, the "Letters" section 
is preceded by three plus-signs. Each letter within it has two plus-
signs before it. Answers to letters have a single plus-sign before 
them.

+++
Distribution Information and Submission Policies
This magazine is published on a quarterly basis, each issue appearing 
no earlier than the fifteenth of the publication month for its 
quarter. All submissions to be published in an issue must be in my 
possession a minimum of two days before the issue is published. I use 
MS-Word to produce Audyssey, and can therefore accept submissions in 
pretty much any format. They may be sent either on a 3.5-inch floppy 
disk, or via e-mail 
to my Sympatico address. I will give my home address and my Sympatico 
address at the end of the magazine.
Please write articles and letters about games or game-related
topics which interest you. They will likely interest me, and your 
fellow readers. This magazine should and can be a 
highly interesting and qualitative look at accessible gaming. To 
insure that high quality is maintained, I'll need your 
written
contributions. I reserve the right to unilaterally make changes to 
submissions if I deem it necessary to improve them 
grammatically or enhance their understand ability. I will never make 
changes which will alter the spirit of a submission. 
All submissions must be in English. However, people need not be great 
writers to have their work appear in Audyssey. 
Many of our community come from different countries. Others are quite 
young. Where possible, I try to preserve their 
different styles of expression. The richness that this adds to the 
Audyssey experience far outweighs any benefits 
gained from having everything in prose so perfect as to be devoid of 
life. Audyssey is a community and magazine built 
on the need for blind people to have fun. There are no formal 
structural requirements for submissions. Within reason, 
they may be as long as necessary. Game reviews should all clearly 
state who created the game being examined, where it 
can be obtained, whether it can be played without sighted assistance, 
and any system requirements or other critical 
information. Although profanity is by no means banned, it should not 
be used gratuitously. Submissions not published 
in a current issue will be reserved for possible use in future issues 
if appropriate. Those who are on the Audyssey 
discussion list should be aware that I often put materials from the 
list in the "Letters" section if I feel that they warrant it. 
Anything posted to this discussion list that in some way stands out 
from the common and often lively ongoing 
discourse will be considered fair game for publishing unless it 
contains the author's wish that it not be published. Until 
now, this practice has been commonly consented to. From now on, it is 
now officially a policy of the Audyssey 
community.
This magazine is free in its electronic form, and will always remain 
so. Due to a lack of demand, PCS Games is no longer making Audyssey 
available on disk. I'm writing this magazine as much 
for my own interest as for everyone else's. Your articles, reviews, 
and letters, as well as any games you might care to 
send me, are what I'm after. Send any games, articles, letters, or 
reviews via E-mail, or on a 3.5-inch disk in a self-
addressed mailer so that I can return your disk or disks to you once 
I have copied their contents onto my hard drive. 
Please only send shareware or freeware games. It is illegal to send 
commercial games unless you are their creator or have 
obtained permission to do so. By sending me games, you will do 
several things: first, and most obviously, you will earn 
my gratitude. You will also insure that the games you send me are 
made available to my readership as a whole. As a
further incentive, I will fill any disks you send me with games
from my collection. No disk will be returned empty. If you want
specific games, or specific types of games, send a message in ASCII 
format along. If you have a particular game that you 
need help with, and you are sending your questions on a disk anyhow, 
include the game so that I can try and get past 
your difficulty. If you can, I recommend that you send
e-mail. I can send and receive attachments with ease. This way, no 
money will be 
wasted sending me a game I already have, and
you'll get my reply more quickly. You are responsible for shipping 
costs. That means, either use a disk mailer which has 
your address on it, and is either free matter for the blind, or is 
properly stamped. I can and will gladly spare time to share 
games and my knowledge of them, but cannot currently spare money 
above what I spend hunting for new games. I 
encourage all my readers to give my magazine to whoever they think 
will appreciate it. Up-load it onto web pages and 
bulletin board systems. Copy it on disk for people, or print it out 
for sighted people who may find it of value. The larger 
our community gets, the more self-sustaining it will become.
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 E-mail address to the subscription form is:
Audlist-subscribe@yahoogroups.com mailto:Audlist-
subscribe@yahoogroups.com
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 may do so.

This list facilitates discussion about games 
accessible to the blind between the publication of issues of 
Audyssey. All are welcome as long as they respect their 
fellow community members and keep in mind that the topic of the list 
is supposed to be games. Other topics are allowed 
within reason as long as they don't begin to monopolize the list 
traffic for too long. Newcomers should be advised that 
traffic is frequently fairly heavy. To help those who are swamped 
with E-mail cope with this, there is a digest mode available which 
sends one large E-mail per day containing the day's traffic. 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 blank message to:
blindgamers-subscribe@yahoogroups.com mailto:blindgamers-
subscribe@yahoogroups.com
To post messages to the list, send them to:
blindgamers@yahoogroups.com mailto:blindgamers@yahoogroups.com
Should you wish to unsubscribe, send a blank message to:
Blindgamers-unsubscribe@yahoogroups.com mailto:Blindgamers-
unsubscribe@yahoogroups.com
To change your subscription to digest mode so that you only receive 
one message per day, send a blank message to:
Blindgamers-digest@yahoogroups.com mailto:Blindgamers-
digest@yahoogroups.com
To go back to receiving individual messages, send a blank message to:
Blindgamers-normal@yahoogroups.com mailto:Blindgamers-
normal@yahoogroups.com
There are more options at your disposal. To find out about them, send 
a blank message to:
Blindgamers-help@yahoogroups.com mailto:Blindgamers-
help@yahoogroups.com


Stan Bobbitt has made Audyssey Magazine available in HTML format for 
easy on-
line browsing. To take advantage of this, you are invited to visit:
http://www.geocities.com/sbobbitt21
People can easily and quickly navigate through the various articles 
and reviews, and directly download or visit the sites 
of the games that interest them. This will be of especial benefit for 
sighted people who wish to make use of Audyssey 
and/or join the growing community surrounding it. The Audyssey 
community thanks Mr. Bobbitt for his continued 
efforts on its behalf in this matter.

You can also find all issues of Audyssey on the Internet on Paul 
Henrichsen's web site at:
www.henrichsen.org
J.J. Meddaugh has long been famous in the Audyssey community. He has 
now started his own web-site called The Blind Community. All issues 
of Audyssey are there in zipped files in the file centre.

Kelly Sapergia's site has unfortunately closed down for the moment. 
We'll hopefully have better news in the next issue of Audyssey 
regarding this. He can still be contacted via E-mail with the 
recently changed address you'll find in the Contacting Us section of 
Audyssey. 

Another site has recently added Audyssey issues to its resources. We 
welcome:
http://www.blindhelp.com
to the Audyssey community and hope that visitors to this site find 
our resource to be of value to them.
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.
And finally, Darren Duff has recently placed all back issues of 
Audyssey on his site at:
http://www.angelfire.com/music4/duffstuff/audyssey.html



 +++
Contents:
Welcome
Distribution Information and Submission Policies
Contents
From the Editor
Announcing AudysseyMagazine.org!
Classic Games, New Games, and Originality
News From ESP Softworks
News From ZForm
News From Danssoft
News From PCS
News From MindsEye2
Game Announcements and Reviews
Contacting Us



+++
From the Editor

Greetings everyone!

First off, on behalf of the community, I'd like to welcome Michael 
and Rebecca back to the discussion list, and congratulate them on 
their wedding.

I wish to apologize beforehand that after going through the archives 
for the past three months, I was unable to find any material to place 
in the letters section of the magazine. However, I only scanned them 
and might have missed something. My own family, me included, has been 
very ill, which contributed to the last-minute rush and this issue 
coming out later than I had originally planned.

But on the bright side of things, there are two great reviews by Jay 
Pellis that some might enjoy. Though it does require sighted 
assistance, The Longest Journey (one of the games reviewed) is a 
great game. The little I was able to play without assistance was very 
interesting, and both the sounds and the storyline are incredible. 

Michael also sent in a review of Monkey Business, and Stan Bobbitt 
wrote an informative article on Monarch Business Systems, which was 
wonderful since I was beginning to think that there would be no 
magazine this go-round due to what little material I had received 
thus far. It also appears that all can look forward to ESP's next two 
releases, as well as one from Mindseye2 in the near future.

Hectic as it was editing everything that was coming into my inbox at 
the last minute, it was great to see Audyssey, which I was fondly 
referring to as "the pamphlet," form itself into a small, yet 
reputable and informational magazine. 
I would gladly volunteer to edit it again without hesitation in the 
future if it was ever needed, and would like to both thank, and send 
my gratitude to Michael for allowing and entrusting me with this 
opportunity and experience. But... Enough about me, right? 

I hope all of you find this as enjoyable to read as I did when 
reading the various Articles, reviews, information, etc.  as it was 
sent to me.

-Alyssa


+++
           Announcing AudysseyMagazine.org!
           the official Audyssey web site.

Article by Stan Bobbitt

At last, the Audyssey community has a home on the web that it can 
call its
own!
For so long, the resources for such a site have been just out of our 
grasp,
but no longer ... now all we need are ideas from you, the community 
members,
to fill the site
with the content you want, and of course, volunteers to put that 
content
together.

Back in march, Mr. Luis Defut of Monarch Business Systems
http://www.pc1source.com
came forward and offered, for free, the resources to house and 
develop such
a web site.

Below is part of a message that he sent to Michael Feir concerning the
offer:

         "We have here in my office a T1 line with our own web 
servers &
email servers. What I would like to do is house your site along with 
FTP
and email for your domain on our system with no real size limit to 
you for
free. I have taken your suggestions in several occasions on games and 
I
want to give back some to the community....          Let me tell you a
little about our system. It runs on the Windows 2000 server platform 
with
Front page 2000 access. Also we house our own
mail server so you would not need to keep changing your email address 
since
we could give your domain its own email that can be accessed via POP3 
mail
or web mail. FTP is just that, simple and easy and that would go 
along with
it. We are working on migrating to an exchange server within the next 
year
to add many more uses to our server and services. We are also looking 
into
adding a chat service to the system, but I don't just want to have any
chat server. For chat, I want one that will work with speech software 
like
JAWS, since that is what I use currently. This way We as the blind can
participate in live chat.
Also, since you are connected with many blind programmers, a 
collaborative
effort on some of these things would be cool."

Following is what Michael Feir, editor of Audyssey had to say about 
the
offer:

"Of course, I had some questions for him. The first was how long they 
had
been in business. My experience with Campus2day has certainly given 
me a
sense of caution. Happily, they've been around since 1990 and have 
done
numerous web-sites. Their business deals with repairing computers and
developing sites for customers, so they are clearly deriving their 
income
from sources outside the blind community and games. All in all, I 
think they
would make an ideal neutral party which could offer much to the 
community.

In turn, the community could potentially offer help to our host in 
terms of
information. Running a small business means that there isn't always 
time to
look into accessible ways of doing things. However, game developers 
and
possibly other community members have done so and could provide that
information. They could also have a place to post demos and other 
material
without having to worry about band width or transfer limitations. Mr. 
Defut
is quite open to having such features as surveys, voting poles, etc 
as long
as we can determine how to do these things accessibly. Currently, he 
doesn't
know how to go about that in a universally accessible manner. What we 
make
of this home would be up to us. It can be as large as we want and as 
good as
our collective knowledge and willingness to pitch in can make it. No
compensation is expected. There wouldn't be any ads outside of those 
we
actually might appreciate like those from game developers. All that 
Mr.
Defut would possibly receive in return is ready access to the latest 
info on
gaming as well as a possible tax deduction."

Luis Defut's first step was to set up a discussion forum.
This discussion forum is for discussing how best to develop and use 
the
resources offered to the Audyssey community by Monarch Business 
Systems.
Everyone who wishes to can post messages here for all to read. In this
manner, we can proceed with ideas on what we're after and what we can
achieve. Being a forum for the specific topic listed above, people are
expected to stick to that topic. Also, respect for other contributors 
to
the
forum is a must and no personal attacks will be allowed.
To post a message to the forum go to:
http://www.pc1source.com/audyssey

His next step was in securing the domain, audysseymagazine.org.
As of the date of this announcement,          The front page for the 
site
has been set up and there is an archive with current and back issues 
of
Audyssey Magazine.
We have a long way to go on the site but the archive in several 
different
formats are ready!
http://www.audysseymagazine.org

Ok, who is Luis Defut? and what is this Monarch Business Systems? and 
what
are his motives for such a generous offer?

Luis Defut is a 35 year old          blind business owner and gamer 
from
Elkton Maryland.  Just out of high school, he suffered a tragic 
traffic
accident in which he lost his
sight.  Having the grit and determination to over come this tragedy, 
in the
spring of 1988, he enrolled in college and received a BA in Business 
and a
BS in Computer science.

In 1990, he started Monarch Business Systems, a Maryland based 
company that
Builds new computer systems,
does repairs, networking, and houses the local communities Internet
access point.  After 12 years as a business, I would say that Monarch 
stands
on pretty solid ground.

As far as motives?
Well, I'll let Mr. Defut answer that in his own words:

"I have taken your suggestions in several occasions on games and I 
want to
give back some to the community...."

Other concerns were brought up about Mr. Defut and/or Monarch Business
System's possible motives for offering to house the audyssey web site 
for
free.
Again, I think Mr. Defut sets things quite clear below:

"Hello Everyone,
         As a blind business owner and gamer I made an offer to the
community that I thought was a good one: to house the Audyssey 
Magazine web
site on my companies servers at no cost to Audyssey or mike at all. 
There
was no mention of my company hosting other game companies for profit, 
just
an offer for them to place there demo files in the archives of the
audysseymagazine.org web site on my server. I have donated the domain 
name
to this cause and the software and resources needed but haven't asked 
for
anything ...

I don't do programming ...

I wouldn't know the first part in developing a game; however, I do 
know the Internet
and networking
along with systems design and implementation. I enjoy the games as 
much as
the rest of you out there and don't see where all the chest pounding 
is
coming from. In good faith, since I have the resources to give, I 
gave back
to the community. I don't want to sound off, but it seems like my step
forward has rubbed a lot of people wrong. I am not backing down or 
giving
up anything, but I will state my stand again. My server is open to 
those
who wish to further the audysseymagazine.org world. If developers 
wish to
have a copy of there software on my server that is fine. There is no
implied charge for this, just a wish that they not hog the space. My 
wife
and I have no problem working with the staff and getting the site up 
to par
but we can't do it our selves. If content is sent we will put it up 
but we
do not do this alone."

Well folks, there you have it.  Audyssey magazine now has an official 
home
on the Internet.  Aside from the magazine archive,
it is now up to us to come up with ideas for other content.
Many things have already been suggested such as:

"a top games countdown which players could either vote for a single
favourite game or rank their favourite games"

"a message board where people could post their high scores would be a 
good
idea"

"How about combining the forms with a search feature to allow people 
to post
and answer questions regarding the magazine and games."

"A downloads section containing as many game demos and so-on as we 
can put
on for people"

"a guide for newbies would be good"

"It would probably be good to have a section for editorials and 
articles
which people could submit."

I'll close this article with a final quote from Luis which leaves us 
ending
on a positive note and caps things up quite well.

"We would like your ideas to come forth so we may see about 
implementing
these things on the site. Mike had said to me that it was the
readers who grow the magazine, so how `bout the readers send us some
fertilizer and lets see what we can get growing here!

So all you developers out there, keep pumping out your games and let 
the so-called politics that are not there go by the way side. Do what 
you do best,
and the community will grow fine on it's own!
For us gamers, we love to play games. But I don't hear a lot of 
politicians
out there with any elections going on. Just lots of people with
the want to play more and better games!"



+++
Classic Games, New Games, and Originality
By Zhi Huang

 After reading an article from the last issue of Audyssey by
Didier Vanoverbeke, a lot came to my mind.  I must first thank
him for inspiring me to want to write.  With a little time, I decided 
to
write an article on classic games, new games, and originality.

Some might think the above three things can be easily and simply 
explained.
However, I believe that there are a few explanations of all three, 
and I will
list some of them.  I will also give my point of view of how or why 
they are
important in the game industry.

 According to
www.dictionary.com
a few definitions of the word `classic' include: Having lasting 
significance or worth;
enduring, having historical or literary associations, Simple and 
harmonious.
Although not all "classic games" are written in stone, it is pretty
unanimous that some of them include Packman, Space Invaders, the 
Super Mario
Brothers, Donkey Kong, and one of the first and
perhaps even the first game created, Pong.  Due to the
historical significance of these games, manufacturers constantly try 
to
remake, create sequels, and translate these games to make them 
suitable in
another language.  Some will say, "Ok, it's a classic game. Who wants 
to play that 
now that we have new games out?"  Never the less, it seems that a
significant amount of people are still willing to play different 
renditions
of them because they are historical, bring back a lot of memories, or 
perhaps the latest release has just been made available in their area 
or language.

During the past few years, revisions of games like Pong, Pinball, 
Doom,
And Space Invaders were released for the visually impaired
community.  Although there are some who say that some of these games 
for the
blind are not good, horrible, or bad games, there are still 
supporters of
these games, because it brings back memories of when people played 
them
with sight, or they heard of these classic games and want to check 
them out
now that they have the opportunity to do so.  Therefore, individuals 
like
Mr. Didier Vanoverbeke cannot say that these games are bad games 
simply
Because he still plays sighted games---and just because he thinks 
they are.  He can say he
doesn't like the games, but how can he say classic games which have 
been
enjoyed by billions over the ages are bad games?  That's just like 
saying the
Beatles, Duke Ellington, and others who are classical musical artists 
stink
and are awful.  You might not like them, but how can you say that and 
back it up?  Well, it's the same concept with classic games.
You do not have to like them and don't have to play them, but it 
certainly doesn't mean they
are bad games.

 I know that there are people who say that members of the blind 
community
shouldn't defend a game just because it is made for the blind.  
However,
this is not what I'm doing.  After all, there are plenty of sighted 
games
that is still played today, so its not like blind people are the only 
people playing
classic games.  For those who don't know, when you install windows, 
you
have the option to install games such as hearts, minesweeper, 
solitaire, free
cell, pinball, checkers, and others.  The reason for games like those 
being
included?  Because the majority likes at least one of them.  In my 
opinion,
many classic games for some reason or another will always have some
replayability.  



+++
News From ESP Softworks

Greetings, gamers!

You're receiving this special promotional offer for our next 
scheduled game
release entitled 'Alien Outback'.  This title is scheduled to be 
released
mid-June and so far everything looks like it's right on target.  This 
is our
first arcade-style title and, without a doubt, it's proven to be tons 
of fun
in the spirit of our previous two releases!  It won't be long before 
ESP
Raceway is officially released, but this game will keep you well 
occupied
until then and very well worth the price!  As a special promotional
introduction, we're offering 'Alien Outback' to our valued customer--
that's
you!--for just $24.95 plus S&H through May 26th, 2002.

Alien Outback features all of the truly high-quality sound effects you
expect from ESP releases as well as our special brand of innovation 
and
unbeatable customer service bar none!  That's right--no bounced 
technical
support e-mail or excruciating licensing requirements.  Once again, 
ESP
Softworks delivers the best in high-quality accessible gaming 
entertainment
direct to the accessible gaming community and beyond.

_Alien Outback_

Busha Bob was settling back having a Foster's with Duncan after a 
safari
adventure when all of a sudden there was a commotion out by the 
billabongs.
Crikey, Jolly rancher! It looks like the outback's been invaded by 
alien
vermin! They can take our women and they can take our Foster's, but 
they
won't be taking our bloody sheep! Throw on your waders and drop your 
feet
into Busha Bob's world as he takes on alien invaders from out of this 
world
and help save the outback!

Alien Outback Features:

- Over 20 levels of out-of-this-world arcade-style shoot 'em up fun!
- Many way cool, high-quality sound effects!
- Real-time score reporting--to and from the game via a dedicated 
high score
server!
- Monthly contests on the AlienOutback.com website!
- Compete with your friends and foes on the high scoreboard!
- Extra bonus levels!
- The unmistakable brand of ESP humor you've come to expect in our 
games!

"Who needs the Men In Black when ya got Busha Bob out in the outback?"

Alien Outback is scheduled to be released in June 2002.  The non-
promotional
retail price will be $29.95 plus $4.00 shipping/handling and ships on 
CD.
Shipping and multiple title discounts apply.  See order form for 
details.


+++
News From Zform

Hello Audyssey Community,

Some of you have been following the progress of ZForm since our 
earliest days when we were two crazy kids in a college dorm room.  
And after five years of learning and building, I am proud to announce 
to you that our first game, ZForm Poker, is now completed and 
available online!

ZForm Poker is a multiplayer, online version of five-card draw poker 
that you can play on your PC.  It uses sound cues and intuitive 
keyboard commands for game play, making it easy to learn, fun to 
play, and accessible to blind and visually impaired players. The game 
also includes a slick graphical interface that is accessible for 
those with low vision and attractive to sighted friends and family. 

Some of ZForm Poker's other cool features include: 
* Unlimited Play - Play ZForm Poker online as much as you like! 
* Chat - Shoot the breeze with (or taunt smile) your friends while 
you play. 
* Chips - Poker wouldn't be poker without something to bet with! Each 
player gets a pile of fake poker chips to bet with when they create 
their account. 
* Score Boards - ZForm tracks how well people are doing at our games 
so that you can see whom the top players are in a variety of 
categories (and see if you're one of them!). 
* Community - ZForm has a vibrant online community composed of blind, 
visually impaired, and fully sighted. 
* Self-Voicing - ZForm Poker is self-voicing, meaning that it does 
not require a screen reader in order for it to work (though it works 
with many existing screen readers)  

Interested in playing ZForm Poker? You can download a 15-day FREE 
trial version at:
http://games.zform.com/signup.php

Interested in learning more about ZForm? 
http://zform.com

Everyone at ZForm would like to thank the editors of Audyssey and 
this community for your continued support as we have grown from an 
idea into a reality.

Cordially,
- Paul G. Silva, Cofounder and President, ZForm "Games with Vision" 
(http://www.ZForm.com)



+++
News from DansSoft

Greetings Gamers!

Boy do we have some excellent news for you this month. DansSoft has 
teamed up with www.blindsoftware.com to make one of the most 
entertaining, fast-paced accessible games out there. The game is 
called Troopanum...

Its complete chaos, as you attempt to shoot down enemy ships using 
your laser, before they land and destroy your base. Wave after wave 
of enemies infiltrate the area, but you manage to defeat them all. 
Just when you think you've got the hang of it, boss ships appear, as 
well as different ship types! Think you can handle ships that move 
just as you are about to destroy them? Or how about those that take 
multiple hits before they go down? It won't be easy!

The game can be played by all gamers, as there are three difficulty 
levels to choose from. Is easy not a challenge for you? We dare you 
to try insane! Think you can match up to other gamers around the 
world? Post your high scores real-time from within the game to the 
blindSoftware.com top ten using an active internet connection and 
prove it!

The game is extremely simple to play. All sounds can be learned using 
a very intuitive sound demonstration menu.

The game is completely self-voicing--no screen reader necessary! With 
its amazing sound effects, music, and voice-overs, you'll wonder 
where the time has gone!!! Things get even more interesting when you 
obtain special items. When do you use your super laser? Do you dare 
attempt to portal to the next level? Do you use your smart bombs now, 
or hold off until the boss ship appears?

We have used a new technology for our sound files and our setup file! 
No other company has ever done this so we are the first! Let that be 
known! Our entire setup file is 5.1 MB and we have over 130 stereo 
sound files in the game! so forget about downloading multiple large 
files or downloading  a 20 to 30 MB setup file! You can yank this 
entire game in 20 minutes using a regular dial-up modem or in seconds 
using cable or dsl! How's that for a time saver! Please remember, 
blindsoftware.com and myself came up with this idea! Sorry, we are a 
little proud of this accomplishment! grin.

A playable demo is available! Visit 
www.blindsoftware.com http://www.blindsoftware.com 
for this download, as well as ordering information...



News From PCS Games

Congratulations Michael and Rebecca on your wedding!

PCS Games is completing work on our first self-voicing Windows 3D
sound game called "Packman Talks".
It uses the game creating engine from GMA games.
A Packman Talks Demo is also nearing completion, and we will keep you 
posted
on its development and where the demo will be located in future 
Audyssey
magazines and on the Blind Gamers list.

Phil will be at the NFB Convention in Louisville, Kentucky July 2002.
Hope to meet all the Audyssey gamers there!

       You can contact PCS Games in any format at
PCS Games
666 Orchard Street
Temperance, MI 48182
phone (734) 850-9502
E-mail Phil Vlasak phil@pcsgames.net

Check out our New Web site!
www.pcsgames.net


+++
News From MindsEye2

MindsEye2 is currently working on another word game you may
enjoy when it is released. It is a hidden word puzzle or circle
the word puzzle game.

You are presented with a grid of letters and a list of words to
find among the grid of letters. For example, the grid could be 12
letters across by 12 letters tall. Many words could be hidden on
this grid of letters, and your activity is to search in all
directions to discover where the words have been hidden. Words
can go left to right, right to left, top to bottom, diagonal etc. The
words can be in any of the eight directions. Also words can
overlap each other and cross each other.

Finding hidden words is fun, and since all words to find are
given, you do not need to figure out what words are in the puzzle
using clues like in a crossword puzzle.

In our game you use the digits 1 through 9 on the numeric keypad
to move around on the grid of letters easily. When you discover
one of the words, go to the first letter of the word and press
the enter key to indicate that you have found a word. Then press
the numeric keypad key (1 through 9) to show which direction
the word continues in. If correct the word speaks and a reward
sound plays.

Use up/down arrow to review which words are left to find. Each
time you correctly find a word it is removed from the list. When
all words have been found, a reward tune plays, and the game
automatically continues to the next puzzle.

As with our other games, we plan on including a visual interface,
so sighted players can enjoy the game too. The game will also
include background music and will be self-voicing and run on
Windows 95, 98, ME, and XP. We will probably release several games
each with different size grids of letters. When the grid size is
small, such as 4 by 4 letters, only a few words can fit on the
grid. This is great for younger children since there are few
words to find in each puzzle and only a few letters to examine.
Children in first grade may be able to handle these smaller grid
puzzles.

When the grid size is very large, such as 30 by 30 letters, more
then 100 words will easily fit on the grid, and it will take much
longer to search everywhere for these words. So these would be
best for older players who really enjoy these puzzles. We may
sell several games with different grid sizes so one can start
with one and later get another which is easier or harder. Each
game will include a number of puzzles. The games with smaller
grid sizes will probably include more puzzles. I have not
decided how many puzzles to include with the games.

I thought you might find the hidden word search games
interesting and want to watch for us to release these games.
Hopefully MindsEye2 will be able to mention more about these in
the next issue of Audyssey.

If you think you would enjoy word puzzles like this and would
like to check out the user interface, then drop me a note and
when I get far enough along with the games, I may be able to let
you try a puzzle out to see what it is like.

Below is a sample circle the word puzzle with 6 words hidden in
it. The words are:

help
play
new
race
car
game

Here is the puzzle. Try to find the six words if you like.

w r r y
e m a g
n l c c
p l e h


 +++
Game Announcements and Reviews:
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.


++
Announcement: Haptic Device
Contributed by Roger Myers

Editor's Note: 
Roger planned to write an article on this particular product, but 
never got around to doing so. However, I thought that this 
information on it that he sent me after testing it might be of 
interest to some of you.

I had a chance to test drive a really fascinating hardware
device. It
is the Haptic Device, a $15,000 force feedback device which
hooks up to a computer.

If there is some time, I thought of writing an article for
Audyssey about the device partly because it is so interesting
and futuristic, but also because it has ramifications for future
game development.

With it one holds something like a ballpoint pen and uses this
probe to examine virtual objects in front of him. There are
really no objects there, but with the pen, it is exactly like the
objects are present.

For example, there was a sphere which felt exactly like probing a
rubber ball. The lady helping me then changed the ball's texture
to be sandpaper, and it felt like scraping the pen over a ball
with a rough surface. Next she changed the ball to be molasses,
and its surface felt sticky. I could press on the ball with the
pen, and the pen would slowly pass through the ball.

In another program she had an empty room with a cube box in it.
I could find the walls with the pen and run the pen up the
corners of the room. I could find the box and feel all sides of
it with the pen. Also by scooting the pen under the box, I could
lift it, and it felt like a weight on the pen.

She also had a program which let one type in any math equation,
and the graph of that would be carved into a virtual wall so one
could trace the groove with the pen. With proper sounds, this all
could be quite a powerful tool for blind users.

She showed me the three dimensional tic tac toe game some one
had put together for the Haptic Device. With the pen I could
easily find the 9 cubes suspended before me. Scooting around
these I could easily find the middle nine cubes behind the first
nine cubes, and then behind those were nine more cubes,
totaling twenty-seven in all.
I could feel with the pen that each cube was cube shaped.
By pressing harder on a cube, it would suddenly change into the letter
X suspended in the same location. I could feel the lines of the
letter X. The next cube I pressed on turned into the letter O. I
could put the pen in the center of the O and also trace around
it to determine that it was an O. This continues until all
twenty-seven cubes have changed into letters. At that point the
computer announces the winner. That is right! There is a winner
because the game can be played over the Internet with another
person who is using a Haptic Device. Both players feel the new
letters on their Haptic Devices as the game progresses.

While the $15,000 price tag is high for a toy or game, the price
should be coming down over time. I would like to see what could
be done with force feed technology when combined with the Direct
X 3D sounds, music, etc. to enhance our games.


++
The Longest Journey
Developer Funcom
Available in computer software stores
Requires sighted assistance
Review by Jay Pellis

In 2000, the adventure game genre wasn't doing that well.  A drought 
was 
occurring, and only a trickle of games were being released.  Most of 
them 
never hit US shelves, and they only saw the light of day in 
Europe.  However, one game, the Longest Journey, was released there 
in 1999, 
and after much quibbling about publishing rights by various 
companies, it 
finally got released in the US and Canada around the middle of 
2000.  Adventure gamers rejoiced at its release, as it is one of the 
best 
adventure games of all time, and it has won many awards from computer 
game 
magazines.

*the story*

This game takes place a few years in the future, and the story tells 
of the 
balance of 2 worlds.  They are Stark, the world of science, and 
Arcadia, 
the world of magic.  You play April Ryan who is your typical college 
student, trying to make it in the world as an artist.  She has a 
bunch of 
friends and what seems to be a normal life but soon all that will 
change.  The game opens with a narrator telling the story of how the 
worlds 
became balanced, and this sets the scene for what the game is, 
essentially 
a huge flashback telling the story of the worlds.  April has been 
having 
nightmares recently, and in this particular one she is told to seek a 
way 
in to Arcadia.  She has no clue what the person who tells her this is 
talking about and ignores what they say for the moment.  She soon 
meets an 
old man named Cortez who explains more about the worlds to her, which 
slowly changes her mind about the situation.  You, as April Ryan must 
stop 
an evil man and his henchmen from bringing magic from Arcadia in to 
the 
world of Stark, thus destroying both worlds in the process.
You will explore locations such as the huge city that April lives in 
and 
docks by an ocean.  Once you find a way in to Arcadia, the locations 
will 
change to more of a fantasy setting with you exploring temples, a 
marketplace, and a forest populated by mythical creatures.

*the interface*

Like most adventure games, the interface in the Longest Journey is 
completely mouse driven.  As you move the mouse around the screen, a 
cursor 
will change color and shape to let you know you can do something.  
For 
example, it may turn in to an arrow to let you know you can walk in a 
certain direction or maybe it will turn in to an eye to let you know 
you 
can look at an object.  The left mouse button is used for all actions 
such 
as looking at something or taking an object.  Whenever you look at 
something, April will describe it to you in great detail before 
either 
ignoring it or picking it up.  Objects are contained in an inventory 
which 
you access via the right mouse button.  You can combine items, as 
well as 
look at them and have April describe them.
If you click on a person to initiate a conversation, you are 
presented with 
a few dialog choices to choose from.  You can usually find out lots 
of info 
just by talking to characters, and most of the time, they will have 
different things to say if you return to them after not talking to 
that 
particular character for a while.  Dialog is a very big part of this 
game.

*the sound, music and voices*

This game gets top marks in all 3 categories.  There are various 
sounds for 
every location in the game to really immerse the player in the game 
world.  From the hustle and bustle of traffic noise in the city, to 
the 
quiet sound of birds singing outside of Aprils house, to the sound of 
waves 
hitting the dock near the ocean, it is all here in glorious stereo.
Most if not all the music is performed by a symphony orchestra, and 
it is 
appropriate for every situation in the game in which it is 
played.  Dramatic sweeping strings help start off the game 
introduction, 
while fast music can be heard during the more tense moments.  The 
music is 
definitely up to the standard of any film score.
To top it all off, the best part of the game is the voice acting.  
Not only 
do the actors portray their character roles perfectly but as stated 
before, 
there is a lot of dialog in the game.  Conversations make up the bulk 
of 
this game.  I spent 10 minutes talking to the first character I met, 
and 
most of the information was background info on that particular 
character.  You can have these long conversations with every 
character in 
the game when you first meet them if you wish.  You can find out 
things 
such as their history, and how they feel towards April and her quest 
as 
well as how they feel about other characters.

*conclusion*

This is one of those games where if you start playing it, you'll just 
want 
to play a little longer to see what will happen.  Like a good book, 
once 
you pick it up, you'll never want to put it down until it is over.  
With a 
massive complex story spanning 4 cds, this is definitely a long 
journey but 
an interesting one all the way through.


++
Monkey Business Review
Game by ESP Softworks
Review by Michael Feir
Available commercially for $34.95 US from:
www.espsoftworks.com http://www.espsoftworks.com
Fully accessible without sighted assistance.

After much anticipation, Monkey Business has proven to be more than 
worth the long wait. Packed with action and rich sound effects, it 
kept me going for around three weeks of intensive play. The 
experience is a completely new and refreshing one even for 
experienced gamers like myself.

*Design: Overall, The game is well plotted out and paced nicely. The 
first level acts as a kind of tutorial to the game. Joining your 
employer in his lab, you discover that the evil Dr. Wobble has been 
at work. During your stay in the lab, you must learn to use the 
controls in a safe environment. There are no time limits or threats 
on this level, and you are free to explore. Following the professor 
into the lab is a bit tricky, and I've had occasions where it has 
seemed that I should have been within the lab but was not. The 
entrance is a bit narrow. After the second or third time through, the 
lab becomes somewhat dull. I wouldn't have minded having more to do 
in there. For instance, perhaps points could be lost if the monkey 
let loose for you to catch ends up damaging equipment or knocking 
things over. Something like that would not, I think, be a bad 
addition for the medium or hard levels of difficulty.

Other levels I found particularly impressive were the Aztec temple, 
the wild west level, and the final confrontation with Dr. Wobble. In 
the temple level, you must avoid snakes, jump over pits, and duck 
arrow traps among other things. These obstacles are very well thought 
through sonically. I was never made to feel that extra sound was put 
in for my benefit as a blind gamer. Things sounded quite natural. 
When jumping over pits, I was impressed that you could hear the 
bubbling of the acid they contained as if you flew over it. James 
North has performed miracles with stereo sound that are not to be 
missed. The rumbling of approaching boulders was another very neatly 
executed touch on that level. The wild west level featured everything 
from gun fights to whipping barrels. It was quite exhilarating and 
fun. The saloon was especially well done with a good dose of humor. 
Look around carefully in there, folks. I won't spoil some nifty 
little extras he's tucked away in the saloon. The final level was 
extremely well done and has the feel of a cartoon-style battle 
between a hero and arch villain. You duke it out with rockets with a 
bunch of robots and then Dr. Wobble himself. There is a non-violent 
way to handle the robots for those clever enough to figure it out.

The only level which I don't like at all is the cliffs area. I've 
never been one for mazes, and until I got help from James North, I 
don't think I would have ever solved the area. There are those who 
are more inclined toward mazes who doubtless found it an excellent 
challenge. It was pure frustration for me though. Other than that and 
my above remarks about the lab, I don't think there's much James 
North could have done better with the levels. The puzzles presented 
in them were fair, but I only thought so in hindsight. Nothing like 
this has been done before. The temple area had me confused for a 
while as to how to avoid snakes and then how to solve the puzzle in 
the central chamber. The arcade feel is incredible. It was quite a 
sensation to be playing the kind of game I had been wishing for since 
my teenage years.

*Sound: Nothing short of splendid, the sound work throughout Monkey 
Business not only enables you to suspend disbelief. It flings 
skepticism aside like so much dust in the wind. Right from the 
opening scene, you're drawn into the adventure. As you move around 
and turn, the sound shifts in direction and volume just as it 
realistically should. The atmospheric touches are designed so as not 
to interfere too much with navigation. For instance, there are many 
such sounds in the jungle level. Different animal noises are played, 
and objects like quicksand patches give off warning sounds that seem 
natural to them. The saloon has everything from bar fights to piano 
music in its soundscape. However, it's all at a level which still 
allows you to hear more important sounds. Overall, I'd give Monkey 
Business top marks for its sound work with no reservations at all.

*Controls: Movement and navigation in Monkey Business is handled 
entirely with the keyboard. The layout is good and can be mastered 
without too much effort. Be aware that this is a game of some 
complexity and that it pays to be familiar with all options available 
to you. This is especially true in later levels where the scanning 
commands are pretty much necessary to solve levels. The look-ahead 
keys are very handy and should be mastered by players before they get 
too far in the game. Take the time to do this in the lab and jungle 
levels.

Basic movement is handled with the arrow keys. Much like Shades of 
Doom, your character turns left and right as you press the left and 
right arrows. The up-arrow moves you forward. The right control key 
causes you to jump. Other keys allow running and sharper turning. 
While this is typical for sighted gamers, it is still rare for blind 
gamers and may take new players a bit of time to adjust to. However, 
now that the pioneering moves have been made, I would say that 
mastering Monkey Business will better prepare you for other games 
likely to emerge in the near future.

*Overall Comments: To date, there has been no game which makes such 
optimal use of current sound technology to draw its players into its 
world. The learning curve is fairly high compared to other games for 
blind people. However, this comes with the territory. Action games 
such as Monkey Business take a while to master and new players should 
try not to get discouraged. Effort and patience are both generously 
rewarded with lavish excitement. James North has the right approach 
in the mechanics of making this kind of game sound accessible and 
fantastic at the same time. No corners are cut for the sake of ease 
of play, and that's just how things should be. If you're having 
trouble hearing the footsteps of a monkey near a raging waterfall, 
that's not inaccessible. It's just real life. It's about time a game 
with such values came along. Also, James has made a good game for all 
ages. There is some violence such as fighting robbers in the wild 
west area or shooting rockets at robots in the final level. However, 
the violence all makes sense and there is nothing gratuitous about 
it. For the price, Monkey Business provides excellent value currently 
surpassed by no other fully accessible game. Even playing it again at 
the same difficulty level is not dull as it can be in other games. 
Having three levels of difficulty and ten levels to the game means 
that you have excellent replay value. There is also a bonus level 
which I have yet to experience. Collecting all the bonus coins seems 
to be necessary and I haven't quite managed that yet. When time 
permits, I'll have that motivation to return to this wacky world of 
monkeys and shallow but likeable characters and give it another try. 
I give this game a ten out of ten. 


++
Gabriel Knight: Sins of the Fathers
Developer Sierra On-line
Available at computer software stores
Requires sighted assistance
Reviewed by Jay Pellis

Back in the early 90's, Sierra On-line and Lucasarts were the kings of
commercial adventure games.  While Lucasarts concentrated more on 
creating
light-hearted humorous adventures, Sierra's games sometimes had much 
darker
subject matter.  The Gabriel knight series of games created by Jane 
Jensen
combines fact with fiction to create a riveting and sometimes 
suspenseful
storyline that still captivates gamers even today, 8 years after the 
first
game was released.
The series introduces gamers to Gabriel Knight and his assistant Grace
Nakimura.  Gabriel is a novelist and owner of a New Orleans bookstore
called Saint Georges books.  Gabriel is desperately trying to write a 
novel
but his research seems to be falling flat.  However he is fascinated 
by and
soon starts to investigate some murders that have been going on right 
in
the New Orleans town where he lives.  His novel was going to be about
voodoo, and he soon discovers that the people who were murdered were 
killed
in strange ways.  The victims hearts were removed from the bodies, 
which
have the police baffled.  Gabriel suspects it is the work of a 
supposed to
be mythical voodoo cult that lives in secret and is hidden in New
Orleans.  His investigations lead him from a voodoo history museum, 
to a
new Orleans park in the middle of town, and even to other countries 
such as
Germany.  Grace his assistant will help the investigation by running 
the
shop while Gabriel is out Investigating and doing research on topics 
that
Gabriel asks her to help him with.

*the interface*

This game has the typical sierra online interface of the early 90's, 
which
was also displayed in Kings Quest 6 and similar games.  The right 
mouse
button will cycle through icons such as look, talk, walk, and use.  
When an
icon is activated by pressing the left mouse button, either Gabriel 
will
comment on something or the narrator will describe it.  The interface 
is
also used to pick up items that Gabriel might need along the way, and 
he
can then use items that he finds.  For example, he can show a 
photograph of
a victim's body to someone to try to get information out of them.  The
interface may be a little bit better then the interface of today's
adventure games, since the look icon in particular is quite useful and
extends the game play.

*the sound, voices, and music*

As usual with an early cd based sierra adventure game, the voices are 
what
make it shine.  There is a narrator that will describe practically 
anything
in the game out loud, whether it is something that you are looking at 
such
as a bookcase or even if it is a sign that Gabriel is reading.  
Gabriel
will also read things out loud such as books in his bookstore and even
letters he receives in the mail.  The conversations are also a new 
thing
for these kind of games.  In a game like Kings Quest 6, when you 
talked to
a character, you had to sit through scripted dialog.  By that I mean, 
you
couldn't choose what your character would say to another character.  
In
Gabriel Knight however, you can do this.  You can ask questions or ask
about certain subjects like the voodoo religion or the murders.  This 
is
done by clicking with the left mouse button on whatever topic you 
want to
ask about.  The conversations with other characters are quite long, 
and if
you come back to the same character later in the game, they may have
something different to say then they did the first time.  As I 
mentioned
before, fact is included along with the fictional story so you may 
get a
chance to learn a little bit about voodoo.  This game also includes a 
cast
of Hollywood actors portraying some of the characters such as Tim 
Curry
playing the role of Gabriel, and Mark Hamill plays Gabriel's police 
friend
Mosely.  If you play your cards right, Mosely can be a valuable asset 
to
the investigation.
The music is another thing that Sierra games does right, and this 
game's
soundtrack is no exception.  It brings the New Orleans atmosphere to 
life
with many good jazzy and blues sounding tracks such as a blues 
version of
the Saints go Marching in that is playing when Gabriel enters a 
section of
the park.  The music played in the various locations is perfect for 
them,
such as the haunting music that plays when Gabriel must negotiate a 
swamp
later in the game.  Almost every location has a piece of music 
associated
with it.
There isn't a lot of sound in the game though.  This is typical of 
older
sierra games where the music and voice acting make up the bulk of the
experience.  You may hear the occasional sound such as Gabriel 
opening the
drawer of his desk to retrieve something.

*conclusion*

If you thought the 2 Broken Sword games were good mysteries, then you 
will
thoroughly enjoy the first game in the 3 part Gabriel Knight series.  
It
has everything a mystery fan could ask for, investigation, a few plot
twists, and a great story that will keep you coming back just to see 
what
will happen next.  The blind player will have a complete 
understanding of
the story because of the many lines of dialog that are spoken and also
because of the narrator describing things.
This game can be found in the Gabriel Knight Mysteries collection.  
This
box set also includes the sequel Gabriel Knight 2: the Beast within, 
as
well as a novelization of the first game written by Jane Jensen 
herself.  I
highly recommend reading the novel before playing the game because 
then you
will know what many of the characters are like, and you will be able 
to
picture the locations of the game in your mind.  The novel is very 
well
written with good characterization and descriptions of game locations.
So if you have a sighted friend or 2 who enjoys a good mystery, why 
not see
if you can track down Gabriel Knight Sins of the fathers.


+++
Contacting Us

I can be reached in three ways. The easiest is via my Sympatico E-
mail address.
My e-mail address is as follows:
mikefeir@sympatico.ca
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

Jay Pellis is an avid fan of graphical adventures and console games. 
For those of you wondering which Sega or Nintendo games are at all 
enjoyable to the blind, he's the one to turn to. He can be contacted 
at:
jalucard@icontech.com

Justin Fegel has resigned his official position as an interactive 
fiction staff member. As such, he will be sorely missed. However, 
Justin plans to remain active in the Audyssey community. Therefore, 
those who need guidance with interactive fiction may still benefit 
from his experience. He can be contacted at:
Jfegel@earthlink.net

Kelly Sapergia is our 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:
kjsman2@sk.sympatico.ca

Randy Hammer 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

Justin Ekis is our new web-based games expert. He will search for and 
report on on-line games like Utopia and Archmage. He is also going to 
keep a close eye on the re-emerging BBS scene. You can contact him at:
j_ekis@onebox.com

Dave Sherman has become well-known on the Audyssey list and has now 
joined the Audyssey staff as our multi-user-dungeon expert. Interest 
in muds has popped up again and again in the Audyssey community and 
elsewhere among the growing net-savvy blind community. Thanks to 
Dave's efforts, newcomers will have another expert to turn to for 
guidance. Dave will also report on the various different MUDs out 
there and steer us to the more blind-friendly ones. You can contact 
him at:
drsherm@earthlink.net mailto:drsherm@earthlink.net

Muds take a long time to become familiar with. Therefore, Maria 
Dibble joins Dave Sherman in his exploration of muds. They also make 
a great team to tackle interactive fiction games together. Maria can 
be contacted at:
mdibble@pronetisp.net mailto:mdibble@pronetisp.net

David Lant has long been an active member of the Audyssey community. 
He is now one of our two moderators keeping things pleasant and 
orderly on the Audyssey discussion list. He can be contacted at:
DLant@btinternet.com mailto:DLant@btinternet.com

Brenda Green is the new co-moderator. Her efforts on behalf of the 
Audyssey community are very much appreciated. She can be contacted at:
bdgreen@tru.eastlink.ca
 






