Re: Mainstream Games for Low-Vision: Examples, Tips and Hacks (long)
Hi Barry, thanks for the link, for one thing it's nice to know somebody else is vaguely reading this thread (I'm hoping some of my ramblings are of some use to other people). the Vib ribbon soundtrack is certainly random and good fun in a crazy, J-pop way. I rather like Galbadia Hotel in general, despite their lags in page loading times, however, checking what they've got in the huge volume of stuff is quite a task, I certainly don't believe I've checked under the V index for example, so it'ss good when people point out sound track locations.
I also believe they have quite a few Mk soundtracks, I'll have to check.
Well Velu, I didn't really want to confuse this thread by using multiple names for the same person, (you seem to have slightly more online aliases than I do), however, now things are clear for any possible lirkers, I'll use Velu if that's okay. hmmm talking about "lirkers" gives me very odd Babylon 5 related thoughts, especially talking about lirkers being a good thing ;D.
Anyway, as to games, I think Streetfighter is probably better played than explained. Obviously, having very much grown up with the game, I'm slightly biased, but I think the system is fairly intuitive. It's also worth noting, that the game speed (especially in some of the early versions) is generally quite a bit slower than Mk, making time for strategical thought, hence the need for a speed upgrade (and depending upon how you vary the speed, things in turbo can get very! fast).
Also,the characters have relatively more air time in Sf than in mk, so variable attack hites play quite a factor, especially sinse only a few attacks in the game may be ducked.
I think my Sf playing might have actually influenced my Mk char preference, sinse it's possible with Scorpian, Rayden and Lu-kang to catch your opponent mid-air after a jump kick with certain attacks. Obviously with Scorpion's spear, this can be extremely damaging (it's one of the ways I found to beat Kintaro in Mk2).
though of course, nobody can defeat the queen of Combos Kitana (the fan lift is just wrong!).
As to the Mk audio, Shang-tsung's voice is certainly fun. We always had theories on which character's Shang-tsung liked based on how he pronounced each name (we always assumed that Tsung was the announcer).
we always thought for example he had a bit of a thing for Sonia, but really disliked Johny cage.
For Mk voices though, i really like shao karn in both Mk2 and 3, particularly when you fight him and he booms taunts at you!
the snes version of Mk2 had a quite entertaining sequence you could watch by holding the right buttons at start up, featuring Shao-karn taunting you, and Kintaro stomping on the Midway logo and posing.
I'd certainly go for trying One mussed fall (I do like a good beat em up), though I'd probably better sort out some alternative controls first, as I believe learning to do those sorts of motions on a keyboard could be difficult for me.
Even in the Turrican remakes, I find myself getting quite severe wrist ache from trying to carry out all those jumps on the arrow keys. Stil, if I can track down the write attachment for my X arcade stick that shouldn't be too much trouble.
As regards vision, your probably right about my Fuv and resolution issues. I also believe you have much better spacial coordination than I do (particularly in 3D environments), whereas I am possibly more comfortable with colour variations, ----- though as I've said, luminance and good contrast also plays a large part in what i do as well. I'm certainly not into light brown backgrounds (I think desert stages are second only to ice and sky in my most hated environments list), but I don't mind a good deep dark brown, such as the Wily castle in several MM games.
I think though, trying to make any observations related to gaming ability and vision might be difficult, sinse there are many other factors such as previous experience to be taken into account.
Mega man 7 does have the advantage of larger chars, just like the X series, and sinse it's a classic game and thus has a lighter atmosphere, the graphics are in consequence usually brighter as well, though part of thise might have simply been that it was released after X 1, so the hardware had improved to give better quality graphics (as I said, the graphics in X2 do have a greater degree of contrast I believe). Many enemies also make sounds, which helps.
A lot of lighting changes were used in the game though, in particularly a most annoying red tint to everything in water sections, while this wasn't too bad for ledges, distinguishing spikes, and my char was something I found rather hard. the only way I could get through those sections involved keeping the Mega buster charged as much as poss so Mega man would be flashing (there was far more made of this effect than in previous games, I found), and quite a bit of persistance with learning spike positions (think Rick Dangerous here).
In general, I find the gameplay in the later Mm games tends to be fairly puzle orientated, things like negotiating ledges with rising and falling water-currents and the Infamous Mega man vanishing block puzles. While it's a style I enjoy, I do find it slightly harder than in the X games, particularly in Mm8 and Mega man & bass (probably the two Mm games I've done worst in).
Also, Mega man 7 is fairly heavy on the hidden items, and even features a shop, but faqs can take care of both issues, especially sinse all the shop items can be found hidden throughout the game.
I also do like some of Mm7's music, in particular a remix of the ghools -n- ghosts theme used for Shade man's stage, given the preferences on your mm music page Velu, you might also enjoy the Guts man remix at one point.
X2 shouldn't provide too many difficulties, though there is one boss who's rather annoying for his brown desert background, however he's also very noisey with his attacks and quite predictable, so while he took me a litle practice I can now usually do him in without much trouble.
It's rather odd you mention the Jim Dale version of Harry Potter. Here in England it's read by Steven Fry, a fairly wellknown English actor, and imho he does one of the best audio book readings I've ever! heard! ever! you can just about tell every single character by the variation in his voice.
I also admit, sinse a lot of Hp is written with very normal English informal language such as "loo" , I think it'd sound very odd to me in Us english. I remember being quite impressed with Hp partly because it was the first book I knew that ever used the insult "Git" which my friends and I had been using for years. Also, on a personal note, I'm highly amused by the hole "Sorcerer's stone" business. By the same logic, does that mean I'm taking a Phd in Sorcery? if so, cool!
But to get on to the Sarah game, you do indeed have to activate the block graphics. This can be done in the options menue, just press F1 in game and scroll down to options. It'd also be worth checking the sound settings. Headphones are Imho essential in such a game (I've tried using my speakers but it just doesn't work!). Depending upon how good your headphones are, you'll want either the sterrio or virtual 3D setting. I also find many of the game keys useful, and actually reread the manual several times to get to grips with them. In particular, I recommend making frequent use of the Shift D command, which gives you a list of all the objects around you from front left to back left in a circle, along with their audio position.
I will admit, in terms of layout, Sarah is certainly one of the harder games produced with the Gma engine, imho Shades of doom is much easier to navigate. Also, shades has far fewer enemy sounds to learn.
as to the in game audio, as I said, I'm very used to Steven Fry's fantastic reading, so anything after that will be a miner let down, ----- the acting in the films was a let down in that respect!
However, as I said in E-mail, I think a lot of the acting trouble comes from the fact that modified synths are used for most of the char's voices (in the beta released a year ago, even Sarah herself was a synth), I don't know if this is because Phil Vlasak couldn't find enough english voice actors (or english sounding voice actors anyway), but I do think some of the synths are extremely dodgy, in particular prof bins, Dobby, and nearly headless knick.
Phil has said he'll be revising the game in July after Deathly hallows, and I've already offered my voice acting services, so hopefully this situation will improve.
In general, I really like the Sarah game, sinse some of the puzles are extremely nice, and the amount of Hp detail in there is most extensive. Also, as a huge fan of exploration in games, that sort of style appeals to me, even if I would prefer a more deffinite way of dealing with the various enemies than just scaring them off or stunning them.
talking of my voice, I've done a podcast about the Fighting fantasy project site. As this is something already talked about in this thread, perhaps the link might be helpful. you can find it on the Blind Cooltech website at: http://www.blindcooltech.com/
To go back to Sarah for a second, the music is actually from the 1980's film Labyrinth, starring David Bowey, which is probably the best film I know about goblins, and features some really good music! It also interestingly enough had a main char called Sarah.
Now there's a soundtrack I'd like to get my hands on!
I've seen tetris worlds for the Gba Velu, but reading reviews of the game on Gamefaqs, it did seem the backgrounds sounded rather too complex to warrant me buying it. However, the various game modes did sound fun.
Being as it was very much that era, I've played quite a few tetris Variations, including the battle type games you describe. One of my favourites in that style is Super puzle fighter on the Ps, which features crazy chars from streetfighter and Capcom's other beat em up series, Darkstalkers, and lots of very odd Japanese voice sampling, ---- not to mention some extremely strange things done to the usual Sf and dark stalkers music.
There's apparently a Gba version, but I've yet to track it down.
Interestingly enough, Mk6 Aka Mk deception apparently featured a Mortal Kombat version of the game, if I ever decide to brave the 3D Adventure mode and risk getting a game that is only half-playable for me, I might well give it a try.
On the snes, my favourite of that style of game is Tetris Attack, also known as paneled upon. rows of Coloured tyles come from the bottom, and instead of controling their movement, you move a highlighter box and switch them around to get rid of them. This does several interesting things to the gameplay, but also makes it easier from the Fuv perspective, sinse you have access to all the blocks on screen (not just the falling ones), can correct just about any mistake, and only really have to look at what's around the box. The box is also large and thick, and so quite visible I found. the game also features loads of different game play options, a battle mode as you describe, an endless rack up score mode, a level up mode where you progress through different stages with music and characters to eventually take on bouser (yes! it's Mario themed). there's even a puzle mode, which requires you to get rid of a certain number of blocks in a certain number of moves (this wouldn't be possible with original tetris, but the Tetris attack formular is extremely different).
For more info please see: http://www.gamefaqs.com/console/snes/data/588787.html
Finally, at risk of doing something nasty to the fabric of spacetime with this huge mass of postage, on Saturday I went to have another look at my friend's Wii. this is a slightly strange thing to say, sinse in the mild English slang I was talking about earlier "Wee" can mean one of the things you use toilets for (the thing blokes tend to do standing up).
anyway, nope, the control pad idea for the mouse was actually worse, sinse it didn't mean the pad, but the analogue stick, which was even harder to use for me than the remote (owing partly to the lack of force feedback).
However, I found it is actually possible, once you've got onto a particular channel, to switch using the L and R buttons on the joypad. However, firstly getting any of the channels working is a pest, sinse it requires the main menue and mouse, and secondly, opening each channel only brings up the channel's title screen (such as the info screen for the emulated game), and it's stil necessary to click the "Start" button on screen with the mouse.
Why nintendo can't make it possible to just presss "Start" on the joypad for both of these things is beyond me! Hopefully though, with the wii's os being constantly updated, this is something that will change. My friend (actually the girlfriend of my friend who owns the wii), suggested I write to nintendo, sinse the change in question would be both comparatively small, and something they might themselves wish to do in the future. given some rather unpleasant previous experiences with contacting game companies over accessibility matters, and also given some of the basic tennits of capitalism I'm slightly sceptical of how worth while this would be, good business and good ethical behaviour on the part of a company are most often not the same thing it seems.
As I said, I'm fairly certain none of the Wii original titles will be accessible, but I'm highly interested in it for emulation purposes.
sorry about the absense, my uni network has been going up and down like a yo yo for the past few days, I've also had a fair bit of work to do as well. As I'm heading home from Uni until next Wednesday, I won't be able to reply to this thread ffor a while. But stil, I deffinately think I've already said more than enough here!
Last edited by Dark (2007-03-30 11:02:06)