Topic: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Hi list,
I'm a legally blind computer enthusiast, hobby musician and programmer from Finland and just found this sight and ´forum. I do have a tiny bit of vision left in my left eye which has been, however, good enough for playing loads of computer games ment for the sighted over the years. The truth be told I haven't actively played much within recent years but did so as a kid and find I still enjoy especially deathmatch or co-op style multi-player games. This post is here partially to introduce me on the list, relate numerous game examples and chat about accessibility and so on. I'd love to hear other people's opinions and work-arounds as well as tips on other games I might try. Here we go:

First of all, games have had quite a drastic effect in my life in general. Here are a few examples. Though I had picked up some individual letters at school and in other places, games tought me how to read text for the sighted. In particular, the 1988 Grandprix Circuit by Accolade was one of the games I happened to play back in primary school. AS I got tired of asking sighted folks to read me the results listing, I started looking at the screen and over a period of time of which I only hav vague memories, eventually learned to read enough bits and pieces to know which driver is which. The font in that game was big enough for me to read real close to the screen, even on those old 15 inch crts.

a more fundamental effect had to do with actually starting to use my sight for computing. As I grew up reading braille having learned how the sighted read broadened my access to games, electronic texts, magnification and eventually Guis like Windows. I do use screen readers these days, though, as reading for me magnified is many times slower.

Lastly regarding the social effects of gaming, the fact that I had a PC early on and could, all be it tediously, play many of the same games that the sighted could made me part of the lot at school. I mostly made friends with what one might call geekish guys you know people who are into gaming, science fiction, role playing and other such things rather than say sports, which I wanted to do but my sight wasn't much good for say football. OF course, this is a somewhat grose simplification in both directions, and games certainly weren't the only factor, but you do get the idea.

Which reminds me, I browsed through the section on games for sight impaired folks and was surprised to find that partially sighted people weren't considered in detail. It would be very nice if the focus could be widened to cover us partially sighted players as well: including somewhat accessible mainstream game lists, ways to make games accessibleuniversal options. Of course the range of vision impairements is simply staggering, but I'm sure some common guidelines, generalizations or estimates of accessibility could be drawn. For more info on what I see and what not, by the way, including some gaming related stuff, you can go here:

http://www.student.oulu.fi/~vtatila/sight.html

To facilitate some of this in a sort of case study fashion and encourage discussion with other low-vision gamers, here are some descriptions of games I can and cannot play well arranged by genre with tips included.

Some puzzle games are accessible to me, though the degree vaeries. One common problem with board games like chess or reversi is getting the big picture, if you can see an item or two at a time, though as there's usually no time limit, this is a problem that can be overcome. Another sub-genre are games that do have time and require action but which don't require you to see an awful many objects at once. Tetris is probably the canonical example here, I particularly enjoy Microsoft's implementation for Win 3.1 which runs in XP fine. IN Tetris the blocks are big and different from each other and there's a bit of time to look around. Though as my field of vision is very narrow and resolution so bad that i have to get very close to the screen itself, it does mean I can see a very small portion at once at a detail level good enough for playing. If I can get as close to the screen as physically possible, which gives me the highest detail level, I can read Arial black Bold 24 pt at 1024x768 x 17 inches, though I can barely make out the text.

In Tettris all this means I'l have to turn my head to look down and scan a couple of the top rows to see where I can place a piece and then pan back up to move the piece around and rotate it. Given a bit of practice Tetris is very playable, though block and background luminance difference could be higher for many pieces i.e. no colors. Also extrras like block preview or stats are hard to follow in real time and require me to pause the game.

Other examples of games with strategy elements include the Scorched Earth clone Tank Wars for the PC which is very playable, and the Worms series, whose accessibility varies. IN tank wars it helps a lot if the other party is willing to make some adjustments: i.e. black background, turn on trajectories and give me a tank whose contrast is good against the background say green, yellow or white. One can also play by the speeed and direction i.e. velocity figures alone, seeing them and where you hit is good enough. The original worms had a great GUI in that the text in menus was huge. Worms 2 also had a Windows:ish GUI that worked with screen readers decently but they spoiled that in Armageddon and later. In worms minimizing the background detail helps a lot, as does picking weapons via f-keys rather than the tiny menu. One curious example of where I need the other sighted players help are worm names. They are so small that I can hardly read them and telling apart sides based on color isn't very easy either, because though I can see some stark hue differences the difference in luminance between those colors isn't very good. As an odd work-around, I've started prefixing or appending certain strings to the end of my worm names such as numbres. I can then tell based on them that this name which starts out with some thing that looks like some number and a period must be part of my team.  Crude I know, but there's more than one way to do it or TIMTOWTDI if you will.

One of my all time favorite genres are driving games. From an accessibility point of view, they are easy as the road is a static, relatively large unchanging entity at the middle of the screen, the dashboard doesn't usually need examining in detail hearing and feel work well enough, and you don't always have to see very far in the horizon if curves have some indication such as in F1 tracks. Games I'm able to play well include the first two Geoff Grammmond games for the PC, Lotus 3 (an arcade:ish racer ported from the Amiga), Test Drives 1 to 3 and the ancient but classic Stunts AKA 4D Sports Driving and the original Need for Speed (DOS version). Factors that mmake any newer games pretty hard include: low contrast due to shadows as in Grammonds GP4, small GUI text in most formula and rally games and highly detailed road textures say Colin McRae Rally and later. In Colin MCrRae, for example., night time and forrest passages tend to get the better of me. In many games, lowering graphics detail such as killing smoke, skid marks and other artifacts do help somewhat but often not quite enough.

Another favorite genre for me are 1 on 1 fighting games. Once again part of the appeal is that the characters are very big and you don't have to see in detail what they are actually doing to counter and perform special moves, fatalities and whatever. This comes from someone whose completed the first two MK games and One Must falll 2097, which are good examples of the genre, though arguably Street Fighter was first and might be a better game. Well beat em up does have its share of problems.

As with so many other genres, going 3D killed accessibility for me. A simple zoom-out effect as in Killer Instinct (MAME version) is bad enough and the truely 3D playfield in many newer titles makes me lose to even sighted newbies. IN 2D games, i've discovered that as I can only see with my left eye, I fight slightly better if I'm player 1 on the left. Another observation is that contrast does matter, in One Must Fall 2097, for instance, the power plant is a better map than the stadium or arena in terms of accessibility, because the latter has much worse contrast against most robots.  A sighted penpal of mine from the States thought cellshading might solve some of the accessibility problems but that doesn't work for me. At least in the games I've tried the 3D tricks and zooming those games still employ far outweigh the benefits of a more cartoony and simplistic look.

Yet another genre I enjoy immensly are scrolling platformer games. I can play quite a number of the early ones stuff like Commander Keen, emulated Super Mario and Megaman games on the 8-bit Nintendo, Jazz Jackrabbit and oh yes one of my all time favorites the original Prince of persia games 1 and 2. In many of these games the character you are controlling is pretty big as are the platforms and or enemies. Prince makes a very good example of that. Sword fighting in it would be a problem for me but you can almost continuously parry and advance in a way that let's you win fights without having to actually see and react to the exact moment the guard is striking at you. This is one of the few cases in which poor Ai means good accessibility, I think. Again I have pretty big issues with many of the newer games even in the 90s. Donkey Kong Country for the Super Nintendo would be playable if it didn't have fancy backgrounds. The issue for me is that I cannot figure out in detail which parts of the screen are objects I can colide with i.e. they clip, and which are in the background layer. In some games, emulation is a nice work-around. Emulators let you turn off individual graphics layers, which may make some games that used to be virtually unplayable, at least somewhat accessible.  Another example are sadly the 3D Mario and Zelda games, they'd require much more sight than I do have.

Speaking of scrolling Shoot em up games, they've always been somewhat problematic to me. Even in cases that hav good contrast say Xenon 2 for the PC or Gradius for the 8-bit Nintendo, I do poorly. Games with more elaborate graphics and perhaps 3D are of course, worse. I've analyzed things a litle and the trouble seems to be that one would have to be able to see a large playing field around the ship in detail, to be able to dodge the bullets and other projectiles in time. There are exceptions, however, such as galaga the Nintendo version or galactic Battle for the PC. Here the trick is that the movement of the ship is very restricted and you can generally deal with some particular enemy one at a time. This is not the best strategy and doesn't always work but gets the job done, as they say.

I'd like to say a word on adventure and strategy games. I don't see graphics well enough in most adventures and too small text size is one cronic issue they share with most strategy games, which also suffer from the geting the big picture syndrome. There are some work-arounds, however. In Star Trek 25th Aniversary, the magnification program magic for DOS does seem to suppport the 2x zoom in it automagically, great. I Wonder why that is, that is which VGA modes are supported like that? I do know UFO Enemy Unknown works magnified, too . Which reminds me, I wonder if any of the Master of Orion games might be playable with magnification? at least the DOS games aren't an I've never gotten a chance of trying out Moo2 with my magnifier's direct draw compatibility mode in Windows.

Bac to adventures, without so much of the visuals, though. In some elaborately described games, clicking on objects whose function I cannot get in detail does work and can be fun, although that's a slow method of playing and traversing object descriptions like that is virtually never explicitly supported in-game. I didn't use to like text adventures much myself but after reading up on Inform and playing games like Photopia or Emily Short creations such as Galatea got me hooked far better than Zorks ever did. As a gamer in addition to story driven stuff, I appear to enjoy works that exploit the specialties of interactive fiction as a medium.

Another odd genre I'd liek to mention are music games in which you'll have to play in rhythm. As I play the piano and am an analog synth buff, I find the genre highly enjoyable. Quest for Fame for the PC, that virtual guitarist game in the early 90s comes to mind very first. The beauty of most such games is that you can play without seeing the rhythm track. Though I did have to rely on it quite frequently and in that game switching to 640x480 made the game big enough. In a more modern incarnation, Donkey Conga for the game cube, telling each of the drum symbols apart from each other against the background made playing pretty hard for me. SO bad that I cannot really complete the game though can manage with occasional sighted help.

Last but not least let me address 3D shooters. Based on what I've written above you might think I cannot play them but I can. Playing 3D shooters, in combination with real lief observations, of course, have made me realize how bad my sight actually is. In stead of seeing in detail that say there's a mouse sitting near this laptop, I see a vague shape and know that this kind of a blob with some fuzzy luminance and color info must be the mouse by context. The same is true of 3D shooters. I usually cannot tell how enemies look, which gun is which, in what kind of a place I am etc... in an alien 3D shooter. I do have enough sight to see walls and major objects, though items to be picked up often go unnoticed, and can tell them apart from each other. In fact I've learned to recognize some of the most common weaponry in 3D shooters though to know how they actually look would require me to examine real world objects or ask sighted folks for a description.

Speaking of explaining, a sighted friend of mine, against which I play most of my death matching and co-op in a LAN, is very good at that. He knows what I know and draws analogies to other games, series and the real world where applicable. In fact we found this site with that friend of mine and as I'm legally blind and he's got Asperger, I guess we're both intended target audience here, <grin>. Anyway, my point was that playing 3D shooters is the most fun with him as he can explain what kind of places are being encountered, how new enemies look and so on. In fact he often does that while playing himself, quite fluently, to keep me informed of what's going on.

Wolf 3D was the game that started it all for me. It's quite fun even these days with the highest difficulty, as most places are swarming with enemies, the AI seems smart in the simple environment and two shots close up willl kill you instantly. It is pretty accessible because all rooms are trapezoidal, I think, totally 2d and statically lit. Doors have good contrast from walls, objects are big and easy to spot and the status bar text like health are easy to follow. The only minor gripe I have is that some of the enemies could be easier to spot if floors were differently colored. Here we go again, with that luminance difference issue.

Doom was the next big thing to me and the first ever 3D shooter I played in LAN or rather via Null-modem cables. I still play Doom Legacy both in death mach and co-op in mods like Alien Doom.

Even in Doom, I do have to keep the lighting as high as I can and it does help if the opponent chooses an easy to distinguish skin, light colors usually work well depending on the environment.  I'm also able to play Duke Nukem and the original Half-Life. Half-life is one of the greatest 3D shooters to me ever and one of the last in which I put lots of effort and completed about one third of the game. Most dynamically lit and or polygon based games are very difficult, however. Quake, Unreal and Half-Life 2 come to mind. In fact I was extremely disappointed to find out that Half-Life 2 isn't quite accessible enough. You can read up more on my HL2 experiences here:

http://www.forumplanet.com/planethalfli … id=1951453

as to what could be done to make 3D shooters more accessible, here are some ideas:
Compatibility with magnification or print screen captures is great. Half-Life 1 menus support the direct draw compatibility mode. in Aliens Vs Predator, whose Predator vision modes and Marine flares make the game manigible, the print screen key can grab screenshots of the menus. You can then paste the shots in some imaging apps and zoom in as needed. Another possibility is running the game in a window, as in Half-Life 2, to use Microsoft Magnifier or something fancieer for the menus.

Another classsic obstacle is lighting. In Doom 3 the only way to make it somewhat playable for me is to multiply the intensity of all light sources by some integer using the lightscale chaet. In Half-life 2 there's a Similar ful-bright option, though even that one is not good enough, in that the world is apparently too complex for me to follow efficiently.

Yet another obstacle is small text. Fortunately, most FPS games have pretty big main menus and though console and status bar messages aren't usually readable, they often don't have anything significant. Much worse are text messages ala Doom 3. I managed to find good descriptive text for the levels in the Doom 3 closed captioning project at:

http://doom3cc.planetdoom.gamespy.com/about.htm

Later on I also found a full walk-through with all the textual messages typed out in text. I imagine there could be better options, though. IF the text is just text, why not make it in a true type font and allow the user to adjust the size say via the console? As long as it is text, another possibility would be to pipe it to speech synths such as those that are SAPI 5 based. Speaking of text, most chat messages get posted in the status bar. One work-around is being in the same place and another possibility is running Skype in the backround.

Even with all of these cheats, many games often look fancier than I'd like. It would be pretty cool if someone someday would write a Direct3D or openGL driver wrapper that would use the original video card but in a mode that is more accessible and universally available in games. You could then have stuff like rendering low polycount objects, refusing to render fancy lighting while claiming to do so, mapping the colors to a simple high-contrast palette based design and so on. I'm not sure what level of control would be available but I bet something akin to killing the layers in emulators could be achieved in 3D. I wonder if game specific hacks could be developed, and new shader programs could replace the existing ones, say to highlight some object in the game. Of course such a low-vision driver in general would not have any idea of what is rendered in a particular game  or app. For analogy compare to color changers and application specific support in screen readers. Could anyone more proficient with 3D graphics estimate What could be done and how useful that might be say in FPS games?

AS with desktop software and the Web I'm guessing that the three reasons why accessibility gets ignored are ignorance, unwilllingness and lakc of resources (minimal return on investment). Still the point about Half-Life 2 on this site, namely that addding closed captioning took only two weeks, is an excellent example it need not be time consuming.

Another one comes from a little Finnish uni project we did here in Oulu. It is a platformer demo that despite being 2d used a 3D engine. The official finnish site is here:

http://www.student.oulu.fi/~jlehtone/PVY/

And my English page about it can be viewed at:

http://www.student.oulu.fi/~vtatila/toygame.html

I did the music and most of the SFX; the latter based on sample libraries. Well, as soon as we had a crude proof of concept proto up and running I realized the game was not really playable as I didn't know what's background and what not well enough. So I asked our lead programmer if he could throw in a hack that doesn't render any of the background textures but leaves them black. Although it is something he wouldn't have never considered alone, he did that in some hours, I think, and now we have the undocumented -a switch for accessibility. it is still a bit of a hack but it does mean the game is playable to me now, great.

To conclude this mammoth thread on gaming, I'd say that despite all these major difficulties, I still greatly enjoy gaming especially against human players. And that is for me gaming with visuals. I've tried some games aimed at totally blind people and although I marvel at their accessibility and appreciate some of the game ddesign, I crave for even simplistic graphics in those games.

--
With kind regards Veli-Pekka Tätilä

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Hi Veli,

Thanks for your *gargantuan* post! It is great to read your experiences with gaming!! And thank you for including your suggestions. We really need those for our Top 10 List! So if you have more suggestions, please post them!!! Veli, thank you again and welcome to the website!!!

Greets,

Richard (AudioGames.net)

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Hi Richard,
Glad that you found my initial post useful. Actually huge introductory posts are one bad habit of mine, <smile>. TO cut a long story short, I usually post long mails as I find a Web based forum interface largely inferior to an e-mail or news client as far as keyboard usability in managing messages goes. Just compare the hotkeys for windows list views and menus to sequentially tabbing around a Web page.

But back on track, great to hear you're actually building a top 10 list for partially sighted people as well. I recommend you get input from as many people as possible. Although one can list features that are likely to make a game accessible across the board, my sight is still pretty unique so something that's accessible to me might not be so accessible to someone with a different kind of sight impairment. But then again I'm at the low end of the spectrum with only a very small fraction of useful sight, so that balances things a little.

Also I suppose some low-vision gamers might be reluctant to come in on a forum like this as they can play mainstream games and not something VI specific. But as with so many other things promoting awareness of accessibility issues and sight-impaired gameers could actually boost accessibility quite a bit. The example of the Toygame in my original post is one such thing. A trivial hack made an unplayable game decently accessible.

Another point I'd like to raise here is that it is hard to order the games in terms of accessibility. It all depends on persistency as well not just how accessible the graphics are.

I would tentatively categorize the accessibility into groups like no accessibility problems, minor issues, major issues and inaccessible. A number of games I've listed do have minor issues, but that's again a matter of definition.

In beat em up games, for example, I cannot really trakc how much strength I've got left as that means I'll have to look up and examine the meter meaning I'll be more vulnerable during that time unless I pause the game. But that's not an issue in most such games. Having an approximate idea and hearing the danger cling are good enough in say Mortal Kombat.

One genre I totally forgot in my initial mail was pinball games. Most of them such as the WIndows NT pinball or the old DOS game Tristan would be in the major issues category as both the ball and the flippers are very small. I cannot play real world pinball machines either. But there are exceptions. Many 90s DOS based pinball games had the wonderful idea of zooming in close and then tracking the ball in a playing field that was scrollable. Such games have a big enough ball and flippers for me to play them effectively.

Pinball Dreams and Fantasies are the first games that come to mind in this genre and they are accessible, although pretty hard to play otherwise. There are others as well. Epic Pinball is not very easy but it is playable. The pinball machine I've enjoyed the most over the years is the DOS game Psycho Pinball, however. SOme of the mini games could be easier but all in all it's got easier gameplay than say Pinball Dreams. I'm uncertain whether the difficulty of Pinball Dreams is that it is simply difficult, that I haven't played it all that much or if it might have something to do with accessibility.

Hmm thinking of other games, there are plenty of platformers of course. Many bitmap brothers games are accessible largely due to same reasons than Prince of PErsia is that is Gods and Magic Pockets, for example. Some older EGA based platformers are quite playable too, stuff like Dark ages and Commander Keen. Of the early releases, I liked the original Duke Nukem quite a lot the first game is much easier than its sequel due to simpler graphics. Of course many CGA games are, too, such as early Apogee releases but the trouble here that they are not good games frankly speaking.

There are also plenty of old emulated games that are playable. Most vector based affairs are hard or immpossible to play, for me at least. I haven't used MAME much but one of my favorites is the ancient driving game Pole Position. A few minutes of extreme concentration trying to get a perfect score nailed down. In the emulated category many 8-bit Nintendo games do well. THey are actually easier on the computer as I've always been a PC gamer and because the average PC monitor suits my sight better than the average telly. I've already mentioned Mario and Megaman. Others include: Bubble BObble (playable but not easy), Galaga, Gold Medal Challenge (depends running is the easiest), Ice Climber (this is very accessible even with a narrow FOV), Tetris (of course, no background is a bonus) and Winter Games (at least the PC port ).

Hmm I wonder what I've missed:
Ah strategy games, well many conventional ones are accessible, if you're able to manage large chunks of the playing field in your mind. Computerized versions of stuff like chess, othello, four in a row and Reversi, though I haven't been very good in any of them. Others include hmm Lemmings, that's one I've forgotten. Basically plenthy of time to look around, especially if you pause the game and if you select tools with the F-keys, the only thing you need the mouse for is actually using the tools on individual lemmings. They are pretty small, admitted, but there are so many in a screen at once that this is usually not a problem.

I have yet to try those but I imagine some Master of Orion style games with standard GUI controls just might be playable. I think the WIndows game here is Stars. ANd on the Mac using the spoken interfface one might be able to play Spaceword Ho. I have yet to try either of those so this is just speculation at this point.

Many breakout games are also quite playable, though again a larger field of vision would benefit players. For some reason the top two games in this genre that come to mind are the original arkanoid (DOS) and a piece of Windows shareware called DX Ball.

--
With kind regards Veli-Pekka Tätilä

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Hello vtatila.

It's really great to meet someone in a similar position to myself. I am also registered blind, also read braille, also have a small (probably smaller than yours), amount of vision in my left eye, and also have played main stream games for many years.

One difference however, is that my gaming experience has mainly been console gaming rather than gaming on the Pc, sinse for quite a long while I worked entirely on a laptop, and so the screen was far too small for me to even considder playing games on, though I did play online text games such as Sryth, and interactive fiction (I've also played Photopia and the works of Emily short, Pytho's mask was my favourite of hers).

the reason I believe you have slightly more vision than myself is that I cannot usually read printed text at all, even yellow text on black (most letters just run together too much), I can however see where text is, and occasionally distinguish a couple of things such as the numbers 1, 0, and 7, and the letter l.

therefore often if I can learn what options are on an in game menue, (iether by asking someone to read it or by using a faq), I can usually handle matters such as setting game difficulty and other options.

Faqs, and game scripts are often extremely helpful, particularly for games like Mega man Zero which are very heavy on the text, and have huge amounts of items to collect, and that the items are in a fixed position so that their location can be explained by a faq, rather than having hundreds of randomly dropped items who's description is contained in text (this has actually stopped me playing several otherwise perfectly playable games such as the castlevania games on the Gameboy advanced).

SinseI cannot read the text, stratogy games like Command and Conquer, and rpg or adventure style games like Zelda are generally out for me, but sinse my favourite aspect of playing games is exploration, I'm a huge fan of platformers. 3D platformers like Mario 64 or crash Bandicoot are just too graphically and spacially complex for me to play, but I'm a huge fan of 2D platformers, especially the ones that require huge amounts of exploration such as the Metroid or Mega man series, and the Turrican games and as you said, Prince of Persia (though I haven't managed to track down prince of Persia two at the moment). Though annoyingly Metroid has recently gone into 3D, and mega man has moved onto the Ds, which doesn't have any hardware to play games full screen at the moment.

I have similar contrast issues to yourself, but sinse on consoles there's no way to change graphic effects in games, I've generally used a bit of persistance and stratogy in the parts of games that are difficult for me to see, for example, learning the position of enemies in the levels of Donkey Kong country that have irritating backgrounds, such as grilla Glacier, or saving screen clearing weapons for such situations. Good Faqs also help of course (there's two fantastic ones for the Dk games by brian Sulphur on Gamefaqs that I find extremely handy).

As far as puzle or scrolling shooter games go, my position is fairly similar to yours sinse I also have a limited visual field. In the puzle line I rather like Tetris attack on the Snes, sinse the blocks appear from the bottom of the screen and you only need to worry about the blocks that are close to your box.

I also like beat em ups, as you say, the large sprites help considderably. In fact beat em ups are the only games I can play in 3D, sinse your always facing your opponent, and generally speaking you don't have to worry too much about where in the Arena you are unless your close to the edge (and this is usually fairly obvious). Also with recent games like soul Calibur 2, increasing amounts of game audio or highly visible hit stars are often helpful as well.

while I do have similar problems with the contrast of certain stages (I always dreaded the china stage of Streetfighter 2), I generally found a bit of persistance would get me through against the computer, and when playing with friends we'd just not select those stages.

I also play some of the older scrolling beat em ups like Streets of rage or final fight. these tend to involve large sprites, and while it's true that seeing where all the enemies on screen are can be a pest, keeping an eye on the charactor's back and making extensive use of reverse hits can help a lot here (streets of rage 2 was particularly good for this, sinse all charactors had back hits).

the main problem I've experienced is that ever sinse the release of the playstation 1, more and more games have been produced in 3D, and are thus not playable for me. while the gameboy advanced (or rather in my case, the gameboy player), provided some great 2D games, withmore complex gameplay than I was used to on the snes or Mega drive, however the Ds his putting a stop to that.

I've recently therefore, been looking into the hole retro gaming community online, and have found some great, highly accessible games, often with things like user created levels that extend them far beyond what similar games could do on a console. also, being as their mostly created by individual's, it's possible to ask for a couple of program modifications such as keyboard shortcuts , or documentation that explains the menues or other text (I am at the and most game authors I've found to be highly obliging.

In particular I'd highly recommend turrican 2002, a freeware remake of turrican with many user created levels:

for more info go to: http://www.pekaro.de/ and

and for some extra add ons to the program (such as a starter kit to make loading of user created levels instantanious), go to: http://www.turricanforever.de/

Also, there is Rocks -n- diamonds, a multiple game emulation for playing boulderdash, emerald mine, and other such puzle games with literally thousands of levels. The backgrounds are all black, and (best of all), you can turn the timer off to give you more time to scan the screen, or even save your game state mid level before attempting anything risky. Almost everything in the program can be done through the keyboard or in game menues, however for playing of recordings of previously created levels, you do need to use the mouse and screen reader mouse emulation won't work (though the game's creator says he'll be adding keyboard short cuts for this in the next version).

for more info go to: http://www.artsoft.org/rocksndiamonds/

Oh, and of course, you might want to check out Archaist (see the previous topic), though it's a scrolling shooter, it's got several contrast options, is highly customizable and makes extensive use of Sapi.

there are probably a few more games i can recommend, but I believe this post is about to collapse under it's own weight into a blackhole so I'll stop. If you want to contact me, (maybe swap low vision game recommendations), my E-mail address is Dark@xgam.org.

sorry people for yet another gigantic rambling post of doom in this topic.

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Hello Dark,
It's great to share experience with people in a similar situation and I think our sightes are actually pretty close at least in terms of gaming ability. But let me first address one particular genre of games I've forgotten. As far as reading text goes, my sight is only good for large and high contrast menu text and other truely large print.  I canot read most story text let alone real world stuff like unmagnified books or news papers.NO chance at all.

The genre I forgot are the so called snake, or if your Finnish worm, games in which you navigate a snake in a maze and collect things that make the snake grow. The classic game here would be the Q-basic program nibbles.bas  for MS-DOS. Although the numbres collected could be larger, the game is easy to play as you don't have to necessarily see which number you r collecting. The name is also a funny hacker pun as a nibble in addition to meaning a small bite means a small byte with a y, that is half a byte to be exact. The game is so popular that even the Linux desktop environment Gnome has a clone of it with the same name.

I think one of the favorite snake games of mine is gotta be Drug Worm 2 for DOS. It uses relative rather than absolute movment and the worm makes analog like turns rather than turning 90 degrees at once. The bonuses are very large and easy to see as well. The catch is that when the worm gets high it introduces jitter and all kinds of other control gliches which is actually more fun than it sounds and the whole point of the game is surviving in such circumstances.

The other classic snake-style game for me is the MAMe version of blockade. It is like 2-player nibbles except that there are no obstacles or collectables, the snakes grow continuously and move in grainy and large chunks probably due to performance reasons. The objective is to kill the other player by making him or her collide with the walls or you or the other player's tail. The game is so good that I did as an exercise an 40x25 character-based ASCII version in Turbo C 3 for DOS but have, unfortunately, lost both the source and binaries.

And now I'll comment your post in detail:
It's interesting you mentioned console gaming, I've never even owned a console myself having been a PC gamer since a 386SX with DR-DOS 4 on it. Many friends of mine have had consoles, though,and I got into 8-bit Nintendo and N64 games in their houses and later via emulation on the PC. Still I'm pretty much a console newb starting from the controls. I find the 8-way D-pads pretty hard having always used the arrows. The trick is to use your thumb for them, of course, but that took me quite long to discover. A friend of mine gently made fun of my playing saing that I hold the controller like girls do, <smile>.

Yes laptops are hard for gaming, the keyboard is on the way so you cannot get as close to the screen as would be needed for my gaming. Fortunately I have a stand under which the laptop goes at home so I can work and play rather ergonomically yet use a laptop such as this one.

Agreed the FAQS you mentioned can be mightily helpful in games, especially now that it is easy to multi-task and jump in and out of the game to refer to some guide. In fact when I tried playihng Half-Life 2, which turned out to be a pretty complete failure as HL1 is just bearly playable, I would use the walk through virtually all of the time.

Another valuable resource are game manuals which usualy list stuff in left to right, top to bottom order as opposed to say alphabetically.

Ah Command and Conquer, I havne't been able to play that one iether, but thatsighted gaming friend of mine used to be a fan. I was very impressed by the cutscenes and overall SFX back then. Now I liked some of the music, too, and have noticed that in my own music making I'm into wonderfully LoFi gamy textures resembling the NES and some sounds in C&C.

Ah I share your frustration with most 3D games apart from some FPS stuff like Doom which I've mentioned, audio Doom would be cool and simple by the way. Most newer console titles are out for me too due to fancy backgrounds and or 3D. I've been thinking of getting into console gaming some day, though, are there any console platforms or games you would recommend in particular?

Being an oldschooler I'd still like to support NIntendo but am afraid most Wii titles would be too graphical for me. It isn't a Wii game but do you know if guitar hero might be playable? I used to play an early rendition of the same concept on the PC called Quest for Fame which was playable if I switched the graphics to 640x480. Yet some newer games in that genre aren't. IN Donkey Conga for example, it is hard for me to differenciate the note symbols from each other in time. If I could kill the background layer in some emulator or patch the game graphics that would probably help. BOth are prety much no can do. I've played the piano many years and do music on the computer so I guess it is natural to be interested in games that measure musical skill yet manage to be fun.

Regarding DS Vs the old GameBoy Advance, how are you able to play the Advance games do you get the image on the TV screen? I don't actually have a telly here in my room so to use a console with some existing monitor I'd need a small yet surprisingly expensive converter that is from PAL to VGA I think.

A slight tech niggle most beat em ups don't have sprites the old MK games would have digitized actors and nowadays it is graphics made up of polygons. A sprite is a usually hard-ware managed small image or pixmap which supports moving operations in which you don't have to worry about redrawing the background under the moving sprite. Back to more relevant stuff though, yes I know exactly what you mean about large characters in beat em ups helping mightily. My friend's little bro is into beat em ups so I'll ask if he has Soul Calibur also. Unfortunately, his main focus areas seem to be wrestling (not the real Greco-Roman thing) and Dragonball Z as far as fighting goes.

Yeah my sighted gaming friends are also very willing to choose game settings in which it is easy for me to play. In scorched Earth clones like Tank Wars we always pick the black background. In FPS games like DOom I max the lighting and the opponent chooses a skin that's easy to see.

The only scrolling beat em up I've played seriously is the old PC game Time COmmando. IT is actually fighting with weapons in 3D but the levels do scroll. Not very accessible, the stone age is easy but ROme after that always beats me.

My retro-gaming has been game emulation on the PC as that means authentic games rather than clones, the ability to customize graphics by disabling layers as well as in some games reading the text if I pause the game and set my screen reader magnifier in DirectDraw compatibility mode. I might be able to play early FInal Fantasy games that way but have yet to try that.

Of course clones do have advantages like not being technically illegal as is emulation for most people. Another legal way is to get the WIi and use its emulated NES and Super NES games, too. I think that might be one of the major attractions for me, legal emulation that is.

As I'm much more into driving and 2D platformers than strategy or puzzle, would you happen to know of any clones of the arcade game Pole Position? IT might be cool even in 3D but I've yet to find any. SO I play the original in MAME in stead.

You know I'll have to familiarize myself with turrican I've heard the name and the C64 sound track but that's about all i know . Wikipedia is probably my friend in this regard.

Rocks -n- diamonds seems pretty cool as well, thanks. The only game of that kind I've gotten into seriously is the early DOS-based realtime bolder-dash variant called paganitsu. It's got moving enemies and all.

On a side note, do you know of any fighting space sim style games in 3D which might be accessible? Being a Star Wars nut as far as SF movies go (in books Asimov, Brin and Clarke beat the heck out of Zahn's Starwars), I've tried playing the original PC game Tie FIghter. There ar two main issues. The first is that the radar Which shows were enemies are in space is at the two top corners of the screen which means that when I look at it I cannot pay attention to the main gameplay. The second difficult moement for me is when the box that indicates a target changes into an initially tiny ship. THat transformation is hard to follow quickly before the ship is too close.

I've also played the original Descent which was cool in terms of controls but not very accessible otherwise. ANd a Babylon 5, another great SF series, inspired freebie for Windows with physics resembling Newtonian stuff rather than dog fights in space. Well that wasn't very easy, either, and flying with Newtonian physics is very difficult to say the least. I still think it might be great fun to do head to head combat in such a sim if it was accessible. Too bad that gaming ffriend of mine has completed The whole Tie FIghter game so I'd have to train myself pretty rigorously to even get close.

Well if your post is about to become a dark star AKA blackwhole then my original is got to be a singularity, <smile>. I'm a big fan of e-mail myself but in this case would suggest we keep the discussion on the forum at least for a while. chances are that other low-vision folks might join in and the management wanted our input forr a top 10 list of accessible games in terms of low vision, so that's another reason.

--
With kind regards Veli-Pekka Tätilä

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Really enlightening reading your posts. Thanks.

Didn't quite get you as to 2D clones of Pole Position. There were lots of 2D overhead race games prior to Pole Position that you may find emulated, such as Sega's Monaco GP and Midway's Racer and Laguna Racer. In fact, I have an disk image of a BBC Micro racing game that was deliberately aimed at visually impaired racers, that I'll upload eventually.

You might or might not know that MAME allows you to tinker with the graphics, add cheats and slow game play down. One day I'll cover all this on-line.... Just don't have enough time...

Barrie
www.OneSwitch.org.uk

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Well as far as consoles go, I'm stil a big fan of the mega drive and snes, and stil collect original games for both of them. unfortunately though, tracking down games for them is now becoming a slightly difficult process, and sinse I've been collecting games for them for about 15 years, it's actually getting to the stage where I'm running out of new titles to search for (there are stil a few, such as Prince of Persia 2 on the Snes, but not many).

there are some great and highly accessible games on both machines, but as original hardware is getting increasingly hard to come by, emulation might be the way to go. Games like Super Metroid, Castlevania 4, first Samurai and Gunstar heroes are deffinately worth playing (to name a few of my personal favourites).

Even counting the odd beat em up, there haven't really been enough playable games for me to warrent buying a Playstation (or much less Ps2), of my own, though I've picked up one or two games which I've managed to play on my brother's playstation.

the next console I bought was a Gamecube, mainly because of the Gameboy player add on that allows playing of any Gameboy, Gameboy colour or Gameboy advanced game full screen. this is great, sinse there have been some 2D Gameboy advanced games like Mega man Zero, Metroid fusion or Astro boy Omega factor that have really complex gameplay elements, (and of course some good Faqs and game scripts written for them). also, I've recently played quite a few games in the Nes classics series, such as original Castlevania (though the contrast on some of the enemies is horrible), Ice climbers and Dr. Marrio.

The buble boble old and new game is alsogreat, particularly sinse it allows you to start at any level you've completed, which makes it easy to learn enemy positions (I'm currently on level 87, but it wasn't easy to get there).

The Gamecube also has a few great game collections available, such as the mega man Aniversery and Mega man X collections, which contain original Mega man 1-8 pluss the two arcade games, and the 6 Mega man X games (they didn't have a Pal release, but the Freeloader disk from Datel design is a quick, cheap and easy way of changing regions).

Mega man 8, and mega man X 5 and 6 are probabnly the most graphically complex 2D platformers I've ever played, sinse they were some of the very few 2D platform games released on the playstation (the only other Playstation platformer I know is Pandemonium).

I think the only actual game cube games I own are Mortal combat deadly alliance and soul calibur 2, (again, thanks very much to Mzilinski's highly complete faqs at gamefaqs for help playing these games).

I'm very interested in the wii, mostly because of it's emulation capabilities (odds are that I wouldn't be able to play any Wii original titles either). However, when i tried one at a friend's, I found the remote controled mouse pointer an absolute nightmare, particularly sinse you couldn't actually point at the screen, and had to sit a fair distance away for it to work. However, recently my friend tells me that they've updated the wii's operating system to allow the mouse to be directly controled via the D-pad. When I next go and see my friend, I'll try this out and see if it's any better.

the annoying contrast on the mouse pointer doesn't help either, though I'm hoping that the large game icons, and the fact that the control goes into force feedback when the mouse pointer hits an icon will make it possible to use with a bit of logic and memorization.

there are loads of great original Snes and Mega drive games that are highly worth playing, and my older hardware won't last forever, so i'm very much hoping the wii will be workable.

It's not particularly a site thing, but I also don't like joypads much, I can use them if I have to, though I hold them in a very weerd and possibly feminine way (though sinse I have a couple of female friends who are also gamers and up until recently had a pony tale, I don't particularly mind this), ;D, but my favourite games playing device is deffinately a good arcade joystick!

I've got several capcom arcade sticks for the snes and Mega drive, and an absolutely monstrous X arcade stick for the Gamecube (it's apparently bullit proof), which I'm hoping will convert to the Wii should I get one.

I deffinately appreciate the Tv business. One of the reasons I've got interested in Pc gaming is that I just don't have the space to bring any console or a Tv to my room here at university (especially considdering that I really need at least a 20 inch screen to play most games). hopefully when i manage to finally move out of colidge and get myself a flat things should change.

At the moment though, it's console gaming whenever I go home, and Pc gaming here at uni using my 19 inch flatscreen.

I don't know why, but for some strange reason I am absolutely appauling at any racing game I've ever tried! The graphics are (as you said), highly visible, and I've even tried topspeed 2 which is a completely audio racing game, butt whatever I do, I end up with more crashes than the average copy of Ms windows! so, I'm probably not the best person to ask about racing games. I do remember a top down racer on the Amigar called Nitro, and I believe the Micro machines games were a similar viewpoint as well.

As far as 3D space combat games go, the only one I've really played extensively was Starwing aka Starfox on the Snes, which had several handy features, such as large, highly visible (and even highly audible), enemy bullits, and good cartoony graphics, not to mention a fantastic psudo orchestral soundtrack (yes! I'm a game music fan as well), I'm afraid I never eally spent time with that game getting used to the controls.

I did enjoy several of the psudo 3D vehicle stages in the Super starwars series on the Snes, because the controls were very easy and the enemies obvious. I also like those games because there is a real mix of Gameplay elements, 2D based platform exploration and 3D vehicle stages.

\It's interesting you mention snake games. the amigar game Negatron sounds very similar to the game blockade you mention, accept that rather than beeing snakes, you simply drew a green or orange line on the screen with the joystick. Also, one of the stranger applications of the Rocks -N- diamonds engine has been the creation of two Snake level sets, which are certainly fun, ------ though rock hard in terms of the spacial logic required.



I'd certainly advise you to try Turrican 2002. turrican 2 on the Amigar was the first game that I really loved, and thhe soundtrack actually got me interested in music with interesting minor chord sequences (an interest that stil continues, even in my own compositions).

what's also great about the Turrican games is that the one background that does  provide contrast issues, is a sky background that's drawn as a set of colours that flow one to another in strips , fading from blue to white to yellow to orange to red to black, therefore only some bits are difficult to see (the yellow and white sections), and Turrican has some great weapons for clearing the screen.

Amigar emulation with windows is beyond my technical expertees at the moment, (also the version of Winuae I tried wasn't particularly screen reader friendly), but T2002 is a great game, and actually expands quite considderably on original turrican 1 and 2, particularly in size of levels, some fan created levels are truly huge!

One other game that I probably ought to mention here is RoX. It's another boulderdash style game, but features much larger charactors, some great music, and something which I've not seen before, elements that change colour every level. so, if your not happy with the colour of the earth, the gems you must collect and the rocks, just restart the level and they'll change!

This page contains the game as well as lots of other info:

http://www.bd-fans.com/RoX.html

One thing I really like now that I'm getting into Pc games, is that I can use my screen reader to muck about with the game, change options, or rename things in the game to make them easier to find.

for example in Rocks -n- diamonds, because there are so many user created levels, I've created three folders in the levels directory called 1, 2, and 3 in progress, and any level sets I want to play I can just load streight into them, rather than trying to find them on an absolutely huge list.

this is deffinately one helpful aspect about Pc gaming, though i think learning things on menues or large pictures like the charactor select in beat em ups or the level select in mega man games has helped to improve my memory.

I must admit, that the hole 3D fps thing is something I've just not gotten into. My brother didn't really play those games much, so I didn't get chance to try them in the early stages of developement when graphics were relatively symple, and now of course, the likes of Metroid Prime are well beyond what's easily visible for me (worst luck!).

this has been one reason I've got into playing audio games, sinse there are several rather fun 3D perspective things that I couldn't usually play. I do admit playing without the graphics did take a bit of getting used to, but once I'd adapted it was fine.

It's interesting you mention Audio doom. The first audio game I played was shades of Doom, a game heavily enspired by the doom series. one thing that made that a nice way to adapt myself to playing audio games is that Shades of doom, like most games produced with the Gma engine, actually has an incredibly minimal, white on black graphics display (though you stil have to use the audio extensively for matters like targiting enemies).

You can find a demo of the game, as well as more info here:
http://www.gmagames.com/


Oncemore, this post is getting very very long with many links, so I'd better stop before I run into my own tale ;D.

Last edited by Dark (2007-02-17 17:30:31)

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Hi Barrie and Dark,
Barrie, great tips on Pole Position like games for various platforms. I haven't gotten into Megadrive emulation besides the obvious stufff like Sonic and Virtua Racer but Monaco GP and Laguna Racer sound good to me. I'll check what MAME has on offer in this regard. In addition to games like Sonic and Golden Axe, my cousin's Megadrive introduced me to the whole Mortal Kombat series. I got as far as the mirror match on my first-ever attempt in the game and later picked up the PC version, too. But frankly speaking the AI in the Sega version was pretty horrible.

In MAMe I've noticed the menu accessible via the tab key. It let's you remap controls and has some DIP switches. I didn't know you could tweak the graphics, though. IT would be great if you could post more info at some point. One obstacle to using the MAME dip swiches is that the font is a bit too small and I don't like the face used that much, either. If I get MAME to run in a window I could use magnification to look at it.

Dark, ah the Megadrive and SNEs it is cool that someone is actually still collecting games for those. Incidentally I have the ROM for the SNES version of Prince of PErsia too as well as the PC version but of course the ROM cannot easily be transfered in the real SNES. If you're willing to use an emulator on the PC such as SNES 9X or ZSNES, the latter is more up to date as far as Windows ports go, the game will work in both. I can contact you of-flist about setting up the emulators if you'd like. You can find SNES 9X and ZSNES here:

http://www.snes9x.com/

http://www.zsnes.com/

You mentioned the Amiga emulator s. The difficulty with them is that you need ROM images dumped from the original machines to boot them. But if you're a productive Googler that should be  no problem. Well I've managed to set up Win UAE here based on a tutorial which is down nowadays oh well. I also have a real Amiga 500 here whose speech synth I've reviewed on my site, all be it emulated.

Of the games you mention for SNEs only SUper Metroid and Castlevania ring a bell here. Maybe it's just me but I never got very interested in the whole Metroid thing. granted some of the music is cool and the plot in the later games but I found the original metroid pretty boring and the super one much less accessible.

But trying to be objective here I suppose that is because I've never owned a real SNES so I haven't put very much effort into mastering emulated games apart from the Megaman series on the NES. You mentioned that driving games aren't inaccessible but that you just aren't very good in them. I think I have a similar attitude towards many emulated titles. Driving games for me were one of the first genres I got into and have played games like Grandprix circuit, Test Drive 2 and Grammond's original World Circuit more than most people.

Call me boring but somehow I've never gotten into Bubleboble big time in terms of game play. The closest NES game I've seriously played in that regard is Ice CLimber which is actually pretty fun, too. Bubleboble music is very nice, though, a classic happy arcade tune with those NES sounds I'd say. Regarding platformers with a single screen on the PC I got into a shareware title called Jumpman years ago.

Wow those Megaman collections on the Game Cube look pretty nice especially considering that the Wii is able to play them, too. Even better. I'm afraid many of the new Wii games that use the controller are going to be pretty inaccessible. You mentioned the mouse pointer, even if you can control it from the D-pad later on, it is still a mouse and might not be very easy to work with. It reminds me of trying to use a tablet PC magnified. Pen and fullscreen magnification don't go well together at all.

Not sure if it is due to you playing console games more in general but you're definitely much better in console titles than I am. I mean even the original Megaman X emulated is much more difficult than the NES based Megaman games for me. The trouble is the background textures right in the first level.

Ah controllers as I've been a PC gamer literally half of my life the keyboard is the one and only controller for me. Plus the mouse in some 3D shooters. In general usually I do much worse if I have to play with a game pad or joystick regardless of platform. But for multi-player games game pads might be the only sensible choice. The trouble with racing wheels is that if I use Such a gadget I cannot get as close to the screne as I'd need to.

A funny thing I've found that for me it is the other way around with screen size. I've got a 17 inch CRT here and have found that in some games such as 3D shooters a 15 inch screen would actually be better for me. It is all about balancing the level of detail and the portion of the screen I can see all at once. The bigger the screen the smaller my viewport in terms of total screen size, to put it geekishly. I've tried playing around with window size in games but that's not quite the same thing. I'm thinking of downgrading to a 15 inch screen but too bad the newer flat screens are 17 inch or more. So if I don't want native resolutions greater than 1024x768 soon there are going to be no flat screens that are this LoFi, oh well.

Starfox, that sighted gaming friend of mine is a big fan of the N64 version. I have the SNES version emulated here and checked it out yesterday. The levels seem quite accessible to me in a way and the music and SFX are certainly cool. But I might find flying from a first person perspective much easier. I found it difficult to track my ship exactly in the game and did very poorly actually. But then again I've never been very good at flying games stuff like Terminal Velocity for the PC or Tie Fighter for that matter, as it has non-Newtonian physics.

Regarding Snake games they aren't really snakes in most games. IN NIbbles and blockade there's no head on those things at all as far as I can tell it is just a colored line or bar if you will. I wonder if Megatron is related to the PC game GL Tron. Not that it would be very accessible. The URL here is:

http://www.gltron.org/

I tried the Turrican remake you mentioned and it seems pretty fun. ABout as nice as some of the good PC platformers out there stuff like Jazz Jackrabbit for DOS though the game play is a bit different. I especially enjoy the Lofi soudn effects and the recorded MOD musing though hard panning is annoying when using headphones. I wonder if you can switch the game audio to mmono.

I tried playing Audio Quake with a sighted friend of mine and foud the game play much more difficult than playing Doom with graphics for me is, which isn't easy. But then again the same Google search that found Audio QUake also brought up this site. Audio Doom was just a suggestion, as Doom with its virtually 2D levels, might map to audio much better and be simpler to work with. I wonder if it would be hard to implement. I might check out Sshades of Doom at some point thanks for the tip.

Regarding Driving and FPS games in which you haven't gotten into let me recommend a couple of PC games. I still think one of the most accessible and most enjoyable PC driving games is got to be Stunts AKA 4D Sports driving, which has still got a dedicated fan community. I recall paying about 40 Euros for the game when it came out though that was in Finnish marks back then, of course. The game is now freeware and can be downloaded here:

http://n.ethz.ch/student/loehrerl/4dsports.html

The main page of the site asks for authentication just hit enter a couple of times without entering any user name or password. this is clearly a bug.

There is a level editor which is mostly accessible, opponents, loads of cars and the various Stunts of course. I still have archived tracks some of my friends did several years ago. The oldest might be up to ten years old at this point, wow.

It might be hard to get the game running under XP with sound. If you've got access to some PC that can still boot to real mode DOS and has sound support in there, that would rock. I have such an old gaming machine here with just MS-DOS 6.22 in it.

THe other alternative is to download a good DOS emulator such as Dos BOX at:

http://dosbox.sourceforge.net/

You might want to get a nice front end for it so you don't have to use the emulated DOS console magnified, though it only requires a few commands. BE sure to read the readme as well for the hotkeys and how to edit settings in DOS Box itself. As with so many other emulators the interface could be much easier. But as I'm an old DOS junkie myself, well, I can put up with it. I can also walk through you the setup off-list if you're interested.

As for 3D shooters I think one of the most accessible one's out there is the original Wolf 3D. You'll get a pretty good idea by downloading the shareware episode and trying it out, though finding the ful version is easy these days on those so called abandonware sites, which are again technically illegal. You can find the shareware episode here on the 3D realms site which has other apogeee and 3D realms titles I've mentioned:

http://www.3drealms.com/downloads.html

The controls as with many other erly 3D shooters are left and right for turning, up and down for moving, space to use, alt with left and right to side-step or strafe and ctrl to shoot. Numbers change weapons one per each.

I did a quick test and apparently XP's Ad Lib emulation isn't quite up to the music and some of the sound effects that are not digital. The digitized sound works ok, though. FOr an even better Experience you might try the game under the DOS BOX emulator.

Wolf 3D cannot be played head to head or in teams against friends. For that I would recommend a WIndows port of Doom. the situation is similar in that technically only the first episode is legally downloadable though the fulll game is easy to find. YOu can get the idea in the shareware episode as well. You can download it at:

http://www.dosgamesarchive.com/download/game/7

You only need the WAD file in that game, though, supposedly short for where's all the data. Then get a good front end such as Doom Legacy which you can configure using your Windows screen reader. Make sure you point LEgacy to the WAD file in question. To get it go here:

http://legacy.newdoom.com/

The controls in Doom are the same as in WOlf except that f11 adjusts brightness.
I don't like the single player game all that much and especially the first level in the shareware episode is annoying, even for multi-player. Though playing with or against friends is much more fun. FOr that I would recommend getting a copy of the Doom 2 wad somewhere, I have it too, and starting with the very first level of the game. It is pretty small and so easy to learn in bits yet actually makes a good level as well. in the multiplayer mode it even has all the weapons in the game.

If you feel like trying out the multi-player, provided that you like WOlf or found Doom managable in the first place, I could probably teach you the basics and serve as a death match opponent, too, <smile>. Not sure when I'd have the time but Skype would be the easiest medium for communicating in-game, because the message text in Doom is too small for me to read even at 320x200. Also if you run into technical trouble feel free to drop me an e-mail and I'll give the answer a pretty high priority. My e-mail user name which is the bit before the at is vtatila and the machine is mail.student.oulu.fi. Put an at between those and you'll hav the e-mail address.

Well hoep this can be of help.
By the way, it might take me a few days to reply the next time as there's some pretty demanding Uni stuff ahead. But don't worry, I'll get back to you in this forum sooner or later, <smile>.

--
With kind regards Veli-Pekka Tätilä

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

I've actually heard quite a bit about Wolf 3D, and having played Shades of doom fairly extensively I can hopefully get used to the controls, so I'l certainly give it a try. I must admit though, matters relating to both my Phd and the production I'm doing (I sing and perform on stage fairly seriously), are pretty heavy at the moment, so it might have to wait for a bit.

I've considdered downloading Dosbox for quite a while, sinse there are loads of programs, from old Interactive fiction to some Pc games that I'd love to try, I even think I can find a copy of turrican 2 for doss somewhere.
Speaking of turrican, I personally really like the panned sound effects, sinse their actually handy for knowing where canons and other enemies are that might not be in my immediate visual field, the Tfmx music is also as I said, fantastic, there are various ways to play the soundtracks (my favourite being an appropriate plug in for Winamp), but if you don't want to go to that much trouble, most of the soundtrack has been Mp3ifyed on this site:

http://www.nemmelheim.de/turrican/index2.php

Speaking of Music, generally I've had similar problems with seeing music symbols in Rythm games, particularly as most rythm games came out on later consoles with highly nasty 3D or over complex graphics.

If you can get it on emulation though, I'd highly recommend the Playstation game Vib ribbon. The graphics are symple, just a cute little white rabbit continuously walking along a single grey line, with a few sorts of obstacles on it each associated with a button on the controler, that the rabbit would need to get past in rythm with the music.

the really clever thing about the game is that it could generate levels from any wav file track on a Cd. Unfortunately, it had a very bad reception outside Japan, and is extremely rare (I've only played it because my brother is an Anime nut), though you might be able to get it on emulation.

As far as emulation goes, I've read up on various emulators and Zsnes actually looks pretty symple to use, however I'm not really sure how many games it would be worth my while playing with it being as I have quite an extensive collection of original snes cartriges. Sinse however it's becoming increasingly difficult to find original hardware, I might try the program out anyway just for the four or five games stil on my wanted list, which include Gods and Prince of Persia 2.

the Emulator I've always fancied using is Mame, sinse there were several highly playable original arcade titles like the Turtles and Simpsons walk along beat em up games, however even looking at a tutorial the program stil looks slightly difficult to run ----- particularly as I don't have a magnifyer and am entirely reliant on my screen reader's compatability with it. Any tips would certainly be appreciated here.

As to platformers, as I said originally, exploration is one of my absolute favourite aspects of gaming, therefore while something like Bubble Bobble, Ice climbers or even original Mario bross is fairly entertaining, I generally want a bit more out of my platformers (I have been knownto play those sorts of games whilst listening to books on tape).

I've therefore very much got into the exploration style games.

I agree with you that Metroid 1 is quite an irritating game, I think many game play issues weren't ironed out until the sequel, but I'm slightly surprised at what you say about Super Metroid not being accessible, I've always thought Sm was the absolute archetype of a visually accessible game.

All the backgrounds and even the map screen I find to be exelent for contrast, item equipping is totally automatic and there is almost no game text. Even the audio in the game is helpful, Sfx for selecting different weapons. I'd be glad to help with any accessibility questions you've got about the game, sinse that's one game I know absolutely backwards.

As to Mega man X, the original X game actually had slightly less sharp graphics than it's sequel, X2, which I played first. there are indeed a couple of nasty contrast moments in X1, such as some sections of Chill Penguin's stage and the begining ledge puzle of Storm Eagle's stage (I always hate ice or sky stages, even in the original Mega man games). However, there are various techniques for getting through these few problematic sections.

For one thing, Mega man can run and shoot at the same time, so going psycho with the gun can be helpful in sections like Chill Penguin's stage. There are also some great faqs for the game, i actually had to use one in the start of Storm Eagle's stage sinse I didn't realize the paths of the moving platforms until someone pointed it out to me. However, now I know where to look and what I'm looking at, I can hapily finish the game in one sitting.

Generally, if I play a game and something attacks me that I didn't previously see, i'll restart the level, and try varius methods of getting rid of it when i get to that section, standing stil and having it hit me so that I can see where it's coming from for instance. I couldn't do this for an entire game, but if it's just one or two screens in an otherwise quite playable game I don't mind at all.

I'm not sure precisely how the Mega man collections would work on the Wii, because of the hole region business (I'd have to investigate whether the Freeloader disk would also work for the wii), though sinse I don't believe nintendo is releasing a Gameboy player for the wii, i'll stil be hanging onto my Gamecube even if the Wii would play Gc games.

the mouse on the Wii is indeed a pest, and I very much doubt I could use it in games. but once you start an emulated game, it works just as it would on the original system, therefore the only trouble is starting the games. Any games that are downloaded come up as fairly large icons on the wii's main menue, therefore if I can find a way through that menue I should be fine to play emulated games, which is really all i'm interested in the wii for.

true, I'll stil have to ask somebody with working vision to download games for me, which I'd rather not do, but at least I can play them once their downloaded, which is the important thing, and I can always do my downloading in great long batches whenever one of my friends happens to pop round for coffee.

Now, this post is most deffinately getting to cosmic proportions, so before it opens up into a gigantic jump gate and releases loads of freaky shaddow ships (yes,i'm a B5 fan as well).

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

Hi Dark,
Turns out I had time after all as a lecture got cancelled. On an OT:ish side-note you mentioned PHD, cool, what are you studying? I'm still an undergrad but will be doing my master's thesis within a year likely about either how keyboard usability has been neglected in the GUI or What kind of daily problems screen reader users face, I've already read lots about the technical aspects of it. I'm studying information processing science here which is a lighter form of computer science with more focus on information systems and practical programming. In brief, I've found that I like human computer interaction, especially usability, GUI design and accessibility, even more than I do programming, nough said.

YOu also mentioned music, allow me to stay OT:ish for a while and ask what kind of stuff and if you could give me any links. I'm doing fairly game-music and heavily synth-oriented tunes myself merging Blues, Daft Punk and various other things conceptually. YOu can find the tuens on my home page, here's a direct URL:

http://www.student.oulu.fi/~vtatila/my_music.html#tunes

I've even played around composing stuff for the NES using the Japanese music macro language.

But now back to games, good to hear you're interested in Wolf 3d. It is very easy to set up as it will run with sound in XP which isn't true of so many DOS games out there. I recommend DOs Box, too, although you do need to use the ctrl+(f11/f12) keys to boost the emulated clock frequency. DOs BOx is also fairly nice for capturing audio, like the UFO Enemy Unknown GeoScape music, or recording video files from Stunts. Other hotkeys you might like include alt+enter for full screen and ctrl+f9 to kill DOs BOx right away. A frontend would also simplify configuring the sound and mounting WIndows folders as virtual drives in DOSBOx itself. One bad thing about DOs BOX is that it is very slow as it emulates the PC hardware-agnostically unlike say VIrtual PC. But then again it means I can play Stunts on my friend's G4 Macintosh.

Which Winamp plug do you use to play the Turrican music? I've got most game music plugs already installed but Winamp's MOD decoder couldn't make sense of the original ripped Turrican music I found on the Web.

I've managed to emulate the N64 quite succesfully here but haven't .looked into Play Station emulation though I recall an emu named bleam. Vib ribbon sounds very interesting, though, but I'm afraid none of my friends have it at the moment.

LEvel generation based on music or any other input data is very cool. Of the accessible games Lotus 3, I've played the PC port, had a similar system based on English letters and numbers. But we'd use FInnish words here with umlauts converted to a and o, of course. ANother game with a similar feature is the original Worms, which is still a great game I think.

Yup I think too that the SNEs emus are pretty easy to set up, though their usability isn't much to speak of. Be sure to choos full-screen with alt+enter or alternatively double or tripple the window size and then make it stretch the image to get it as large as the window is. FOr accessibility, you can also toggle the background layers on and off. The hotkeys for SNES 9X are ctrl+(1-8).

It's funny you mention Prince of Persia 2 and Gods. Both are one of my favorite games on the PC, which I have here. I think both are also much easier for me to play than say Super MEtroid would be. Though arguably the message text could be larger and some of the objects like keys could be easier to spot, but overall Gods is still broadly speaking quite accessible. Both games are hard to find legally be the platform the PC or the SNES.

Nope, MAMe is actually fairly easy to set up once you get a native WIndows port with a standard GUI. You can find MAME32 on the NET but maybe it would be easier if, again, I posted you a copy of MAME off-list. I happen to have plenty of ROMS from a friend, too, though havve found only a handful of MAME titles I truely enjoy.

I'm generally very poor at multi-tasking, if I play the game I want to hear its SFX and music so cannot really listen to music in the background let alone an audio book. THe same thing with computing in genral as I concentrate heavily on the speech. But bakc to accessibility, sound is especially important for me in FPS games like Wolf or DOom, so in the latter I always turn off the pretty nice music, just to hear even distant SFX more clearly.

I'm not sure about the accessibility of Super Metroid. Maybe it is because I got into the whole emulation seen at a time when my interest in gaming was vavering so I didn't get into all that many emulated titles. Before that it was console games at friends which ment I never got real good in those games back then.

What I'm aiming at here is that maybe the problems are not accessibility, per se, but difficulty and my rather newbie skills in console gameing and in SUper MEtroid in particular. SOmetimes it is hard to tell objectively whether a game is inaccessible or just otherwise plain difficult. I think our sights aren't exactly identical either, so that's yet another factor.

One of the emulated titles I got into big time, when my friend reintroduced me in the game, was Megaman 2. I still think it is in my top 10 list of games and have very fond memories. Though as it was emulated I would save the emulator state maybe once or twice in a level and right before boss battles , too. And once you quick save often enough you sometimes hit save hwen you ment load, like falling in an endless pit and losing your last life in that. Has happened to me, <smile>.

The game was still hard enough, even though not as challenging as the original. I'm guess I'm as good in the old driving games like Test Drive 2 or Stunts as you are in the Megaman series, all I can say is wow you're a real whiz in it.

You know I have a similar feeling about ice or air in MM games. They are one of the hardest levels accessibilitywise. And then of course those fast scenes that you'll just have to learn. Likee the Quickman stage, for instance. ANd, in a completely different and a pretty bad game, and like the motorcycle stage in the PC version of Terminator 2. I like the first two movies, by the way, but the games I've played based on them are pretty poor.

Another game in which I used to save heavily is the original Half-LIfe. Exploration isn't so big a thing for me but games that have action concenttrated in short bursts or have an interesting storyline can be extremely gratifying. Half-Life had both, and many driving or platform games have the action side well covered. As I said Half-Life was about the last 3D shooter in which I've gotten seriously. I still don't know how I did it but I managed to complete about one third of the game before it got too difficult even as a dedicated FPS gamer. Still my first moment after the Black Mesa incident and fighting the tentacle are gotta be some of the coolest FPS moments so far.

My point about Half-Life was that it's another game in which you can moderate the difficulty by quick saving. ANd that's something I did a lot, as the game play was real hard. Wel, somtimes it even reminded me of shooting a movie, Rehearsing small scenes and moving on once they're complete. BEcause of the architecture, the game would actually freeze and show a loading prompt for a couple of seconds as it ran very large levels in a modified Quake engine. Your strategy of playing Megaman and restarting levels does remind me of this Half-Life quick loading, though I only did it if I died. IN MM games I would learn the surprising bits in traning but didn't try to actively ,memorize the levels. In stead I just suffered and took a lot of damage if something real nasty and surprising was about to happen.

Speaking of cool FPS moments some of them are related to Wolf 3d as well. AS the levels are pure 2D with only right angles in them The AI seemed comparatively smart in the game, especially if you regard random events as meaningful.

So one of my favorite pastimes in the game is to take the highest difficulty level, run around the level activating numerous guards, and then run away and hide waiting for the enemies to find me.

In the first level of episode one, for example, I once happened to wait in one of those secret areas having notified maybe half a dozen guards so far. I waited for quite some time and nothing seemed to happen. just as I thought hey this is boring maybe I'll run out, one of the guards came in and I got him. Then I thought to myself, OK that's just one I won't wait any longer but will come out now, and did just that. But the rest of the guards waited right outside and shot me to death almost instantly, a single shot can do about 60 percent of damage at closeup. So quite a memorable ambush.

I think I'd better do a blocking read in this thread and busy-wait for your reply, rather than rambling on and on, <smile>. I'll hault right here. But this piece of output comes from a bufffer to be flushed, note that thread also has a computer-science meaning so this is an end-of-message pun in our geekish spirit.

--
With kind regards Veli-Pekka Tätilä

Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)

I'm really sorry for the lateness of this reply, as I said, the performance I'm in is looming and rehearsals, serious singing practice and script learning are eating up my time, not to mention the tiredness induced by all of those things.

Well to get onto things, a copy of Mame would be great. Not only are there some original arcade games like The Simpsons, toki and Metal slug that I'd quite like to play, but also there have been several games where I've only played the console ports, which are usually inferior, for example, while I used to love Amigar Golden axe because of the large sprites and great music, now I'm stuck with the Mega drive version which has horribly bad audio, much smaller charactors and graphics that are a good deal less clear. I'd also like to try some Beat -em ups like original Mortal Kombat and Streetfighter 2, though I think playing those on curser keys might be a litle difficult (another reason I like joysticks so much).

i'd also agree with you about game plot and atmosphere (one of the reasons I like the Mega man X series), but sinse as soon as a game becomes overloaded with text it becomes almost impossible for me to play, quite often I have to balance different factors against each other. I'd love to play complex Rpg type games, but sinse I can't, large exploration style platformers are sort of a second, which is probably why i've got so much into those sorts of games, and found ways round bits of them that cause me difficulties.

As far as memorization goes, I don't tend to memorize hole stages, just occasionally tricky enemy placements, or bits that I can't just charge through like a tank (a stratogy I've used myself on several occasions). For example, most enemies in the first stage of Mega man X 1 I don't find too difficult to deal with, however just after you cross some falling platforms there is an extremely nasty couple of bat attacks, which is a pest sinse the bats attack from above, are small, and get lost in the background. However, through a bit of experience and losing quite a few lives when I first played the game, I've found that jumping and firing one fully charged shot just infront of that blue box shaped building thing in the background, and one just after will take care of them nicely. It's a very similar process to learning a complex quick reaction area, like learning the paths of the forcebeams in Quickman's stage.

Speaking of Mega man 2, you cheating person for using save states! ;D, though I think if the option was available to use them on the gamecube I would've probably done it myself, especially in stages that provide contrast issues like Airman's stage, I certainly make use of them in Rocks -n- diamonds. thinking about Airman's stage, that is one other thing I like about the Mm games, you can change your charactor's colour to stand out from the background, very handy in those annoying sky stages.

I think mega man 2 is probably also my favourite of the Nes Mega man's, though four does come fairly close to it Imho. In general though, I prefer the X series, sinse the charactors are bigger, there is a great deal of music, and the story (especially in the later games), is extremely interesting. it does just rather irritate me that when X7 came out they had to run the series streight into highly complex 3D, grrrrrr!

As to multitasking, there are only a few games that I'd actually try it with, usually games that either have no music such as rick dangerous, or games who's music and audio I've become very familiar with like bubble bobble, original marrio or Ice climbers. Also, they must be fairly symple games that don't require really fast reactions or thinking out stratogies (I could never play even original Mega man like that). then, I couldn't play with no audio at all, so I generally just balance the volume of the game against the book's volume, so that I can here the important game effects (like stomping enemies in original Marrio).

It's funny, when I was younger I always went for the hyper complex or huge area based games, whereas now I've come to enjoy fairly symple games as well, ----- perhaps I'm just becoming more relaxed.

I'm glad you like turrican and it's music, I think it's been one of the things that's had a very big impact on my life, sinse it was the first computer game that really! grabbed my attention back when I was about 8 years old, and also my first introduction to really interesting cord sequences and changes of key.

You can find the Tfmx plug here:

http://listen.to/tfmx#

Pressing alt 3 when playing a Tfmx brings up the plug's configuration bit, where you can muck about with settings like loop and sterrio filtering, but also (and most importantly), play Subsongs.

the plug isn't a perfect solution, sinse it's rather quiet, and the loading themes in Turrican2 and 3 don't seem to play properly in it. Personally though, the volume doesn't matter (not when I've got five logitec speakers hooked up to my Pc), and the two tracks that don't play properly don't mean much (I believe there are Mp3 versions of them available anyway).

the other alternative is the game music player Deliplayer. The old version used to have a fairly accessible layout, however once the software upgraded to version 2 it became incredibly unfriendly to Screen readers (useable, but not very easily), and when I found that there was a winamp plug in available for Tfmx format stuff I switched to that. However, if you want to give Deliplayer a try, you can get it here:

http://www.deliplayer.com/

As reguards Gods and Prince of Persia, there is a section on the Turrican seta website called search for turrican alternatives. as This manages to list almost all of my favourite games, the Mega man series, first Samurai, Super metroid etc, I've been basing a lot of my game acquisition on it, and Gods is one of the titles I haven't yet got my hands on.

I have heard however from friends and other places, that Gods is also similar to First Samurai, which is a great game if rather short (I even tried writing a faq for the game, when Gamefaqs were stil being reasonable).

As to Prince of Persia 2, sinse I certainly like the first game, I'm thinking that I'll like the second. the only thing I find visually particularly hard in Prince of Persia are the tile switches. On most backgrounds I can't see these at all. However trial and error, the fact that there's a very clear door opening sound, and a very good faq on Gamebfaqs all help to get around this problem.

I think in deciding about how to play genres of games, it's a fairly subjective process, heavily based upon experience, learning and personal preference. As I said, I became extremely familiar with turrican and similar games back on the Amigar, so making the move to games like Super Metroid, mega man X and eventurally games liek Astro boy Omega factor and Mega man Zero was a gradual process. I expect when I get around to trying Wolf 3D, it'll take me quite a while to learn my way around the game and familiarize myself with the style, and it'll probably take a good bit of practice and experience for me to become as good as you at such things, ----- I've actually seen Halflife and doom 3 at a friends, but I would have no idea what to do with the games visually at the moment, particularly when it comes to object recognition. I think this is one of the advantages to using faqs, especially the ones written with interminable amounts of detail. Not to mention of course, the help they can provide in reading game text and understanding menues, as I've said, there's many a game that would be unplayable for me if it weren't for various faqs.

As far as music goes, I'm having a couple of difficulties in transferring stuf from my keyboard and other instruments, onto my boss multitrack recorder, and off that into Mp3 format. However, I've recently acquired a very nice litle Rowland digital recorder that should help this process, I just need to set aside a great big wodge of time to actually do it.

As to my music style, I suppose it's sort of a mix betwene Broadway musicals, psudo orchestral rpg game soundtracks and Anime. I've done several atmospheric orchestral pieces which I might end up using if I get around to creating an audio Rpg with audio game maker, as well as a few very weerd songs.

As to the Phd, it's actually in philosophy. While I'm not %100 sure of my final title, it's going to be something involving empathy, and the day to day classification and treatment of disabled people, sinse this is an area I don't think has recieved anything like enough work, and also I have disagreements with the litle work that has been done.

I was originally going to write on disability and equality, but looking around, it seems that a lot of the basic theoretical work on disability and it's everyday relations just hasn't been done, so I've had to change my focus a bit. also, I do have an interest in everyday questions of ethics.

Practically speaking (yes! I believe there is such a thing as practical philosophy), I want to deal with matters like precisely why people can attempt to help, and yet treat disabled people in a less than pleasant way, how assumptions about disability effect people's ethical outlook, and how to work out a clear distinction betwene facts and assumptions about disability.

Now, this long and rambling post has lead streight into the swamps of offtopicitude, so I'd better stop before I sink.

Last edited by Dark (2007-02-21 08:45:57)


Fatal error: Maximum execution time of 30 seconds exceeded in /usr/www/cust/accessibility/htdocs/games/forum/include/functions.php on line 818