2017-11-20 10:21:53

Hi.
I am doing a research for school and I am doing it about audiogames.
Do you know what was the first audiogame?
And do you know how them started?
And last, were the text games over the internet playable before audiogames were made?

I am myself and noone is ever gonna change me, I am the trolling master!

2017-11-20 10:50:03

Nope, audiogames were around long before the internet became a major thing as far as I understand, there were quite a few around in the dos days, and some running on braille note  takers and the like to, especially because there were a lot of text games around then, though myself I didn't get involved with audiogames until 2005 so I'm probably not the best person to ask.

If you check wikipedia's page on audiogames it lists the first audiogame as Atari's touch me, the precurser to the hand held Simon electronic game (actually those old Simons were really cool, I think I still have mine somewhere big_smile).

Jim Kitchin was a major authority on this,  since he grew up with audiogames and followed all their development, but in his absense, probably the best person to talk to would be Phil Vlasac, who developed for Dos and windows and saw a lot of the tech that was around in the early days.

Hth.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2017-11-20 12:21:27

I never had a Simon proper, but I do have a Simon Jr. However, that had a grid of lights that could flash, and multiple games to take advantage of that (I think it had a Pong-esque game, even, where the lights lit up to make it look like a ball was bouncing from side to side).
Oh, and I have a Star Wars Simon, which, even though the buttons light up, when you start a game, it asks if you want to "use the force", and if you answer yes, it goes audio only.

Anything 2-XL related probably qualifies (audio game books, more or less). Bopit, lots of preschool toys (my nephew has one of those Matel animal wheel things, but it can ask you to find certain animals based on sound). My sister had this thing called "Smartstreet" (whose announcer sounds suspiciously similar to Bigbird), with a free mode and a game mode, where totally-not-Bigbird randomly picks one of the shops and tells you to find something specific. There were 4 shops that had games, and 3 which didn't (even though they totally could have. I'm not still complaining 21 years later, or anything. tongue ): on the left was a building-sized dial-pad and a plastic payphone-esque receiver. Above the phone is a clock (the game for the clock is to set it to a specific time). To the right of the clocktower and its enormous public phone is the pet shop. I'm having trouble remembering if the pet shop's game had a mode where you match the sound to the animal, or if it just asked you to find them by name. I think it might have alternated? To the right of the pet shop is the post office, which consists of a wall of mailboxes, each labeled with a letter of the alphabet. The letters are not embossed, but they are in alphabetical order, and of course the game is to find specific letters. (I assume this was intended solely for children too young to be expected to spell words, so there was no spelling game. Even though I could spell the heck out of "cat" and "boy" and "stop" and "exit" when I was 3 tongue ). Next is the shape shop, the one where they dropped the ball at coming up with a realistic excuse for working in identifying shapes. The buttons are shaped right, this time, so this one is playable without needing the learn-game-sounds mode. Above the shape shop is the music store, which does not get a game. Basically, the outside portion of the shape shop is like a display or produce ... whatever you call Wal-mart's produce-holding open fridge thingies. There's a door and windows to imply there's more to the shop than that. There's an overhang big enough to cover the display (maybe it is based on produce?), and the overhang is divided into alternating red and white sections, which are actually a keyboard for playing whatever you can fit into a single octave. There is a rollable thing above the keys, which both plays and displays the music to a handful of nursery songs. Again, presumably too complex according to typical abilities of the target audience, so no game. And on the right is the bank, which also has no game. Really, it's more a deposit box, with a slit for you to put plastic coins in, and as they fall to the bottom, it announces how many you've inserted (up to 10). Oh, and there was a fake postcard you could slip into a slot above the post office, but that didn't do anything.

I might have gotten a little carried away, there. Umm, yeah, toys like that have been around for a while.
Accessible Starfight, Winboard for JFW, and various games in that category came about from 1995-2000, iiuc. Text games for DOS have been around since long before DOS, so I assume the oldest hardware synths that could read from a terminal were capable of rendering the likes of Zork accessible.
And the Braille 'N Speak games... I have no idea when those came about. I only heard of them after 2000, but maybe the 640 could handle them? These were games like Chess, Minesweeper, Solitare, Hangman, Simon, and I saw the readme for a game called Zap Em, which made it sound like a Space Invaders type game (well, more like Damage Extreme). I never had the diskdrive attachment necessary to transfer files to and from the Blazie notetakers, so I never found out anything more than that (otherwise I'd've started my programming "career" on a Braille 'N Speak 2000.)
So, I can't think of anything else I know enough about to comment on. Oh, wait... there was this Aladdin board game that used a pseudorandom sound wheel instead of a spinner, if that counts? Do I have that here? ... Umm, and there was this Harry Potter game that would require a whole post to explain.

看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
    George... Don't do that.

2017-11-20 12:44:28

http://forum.audiogames.net/viewtopic.php?id=20287

I don't speak as good as I write, and I don't listen as good as I speak.

2017-11-20 12:49:13

Harry Potter stand-alone games and audio: First and foremost are the wands, which are clearly audio first, with the lights included for the benefit of the sighted. These have 3 small buttons for napigating menus, a round "send" button mostly for competitive modes, 4 larger buttons (the ones with the lights) for Simon-style input, and what I will call as an internal gravitometer to determine if the wand is pointed up, down, or horizontal. The main game is basically magical Simon played against a nameless Dark Wizard, with music and round breaks with taunts, and I think I'm going to go look for mine, now. Oh, and it had a multiplayer mode where you pass the wand around and the players input longer and longer patterns until all but one make a mistake and are out. And there's a duel mode, which can send your spells to other wands via IR (so the aim is incredibly unforgiving), continue until someone fails to complete a pattern correctly. And a free mode, if you hold the send button while it's turned off.
Board games still have the issue of being largely visual and rarely tactile enough to be accessible, but staying on the theme of board games that use audio, there was this Harry Potter game consisting of 4 tiers, attached to a castle-esque base. The bottom goes around the outside, and so represents areas outside of Hogwarts (Private Dr, Gringots, Diagon Alley, King's Cross). The bottom of the castle is a tier unto itself, containing mostly the dungeon crawl from the end of Philosopher's Stone, but also the Great Hall. It's these four sections that are tactually distinctive, and have the audio buttons. Ex, the Great Hall button has the Sorting Hat shout a House name, which sends you to the corresponding room in the top tier (also, there are squares scattered about the middle which let you skip ahead if you're in the matching House). The top tier is the Houses, and the middle is classrooms, corredors, the troll encounter, etc. Fluffy's room has a trapdoor and is directly above the Devil's Snare room, which has a button which will tell you via sound whether or not Fluffy is awake. The Chess room has audio, but I'm still not sure I ever understood how it's supposed to work. (Also, the Chessboard folds up to reveal a storage compartment for all the game pieces.) And the Mirror room plays a sound that tells you if you won. And you almost always do. When we first got it, my sister was trying out all the buttons, and said there must be something wrong with that one, since it always played the magicky victory sound. Then they played the game, and the first one to reach the end pressed the button, and Voldemort laughed at his little prank. ... Because the Voldemort's Evil Laugh sound sends you back (to the start of the room, I think?) Basically, it was a board game that tried to act like a simplified video game, and in spite of the very, very few opportunities to make decisions rather than rely on chance, it felt like it succeeded at the time. (The only real decisions a player could make involved buying things from Diagon Alley, and when to use which items/combinations. You got coins from Gringots, based on which spaces you landed on, so you had random amounts of money to spend on supplies.)

看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
    George... Don't do that.

2017-11-20 13:58:00

Wow the harry potter stuff sounds rather cool there Cae.

I'd forgot about the 2xl, but those really rocked, someone did once attempt a flash version online but the buttons were completely inaccesssible which is a shame.

The Harry potter stuff sounds very cool, though most of the audio electronic games I had other than simon came much later, eg, I got my first boppit in 2004, and I got the say what game in 2012.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2017-11-20 15:40:31

Lol Dark that is when most other visually impaired people played Swamp blasting their way through zombies tongue

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2017-11-22 09:43:59

Well I did that as well there Lord Lundin.
the saywhat game was a christmas present from my parents.
Actually now I think about it it was probably 2010 rather than 2012, because I definitely didn't have Reever at that point and I got her in October of 2011.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2017-11-22 18:14:23

Post 1, you do realize you have to have credible sources? i'm not saying this forum is not, but stuff like Wikipedia wouldn't be approved by a teacher. When I did a research paper I got told I can't use forums, wickis or anything that is not a credible article.

2017-11-22 21:17:57

To be honest.
At least for the years 1995 to 2005 and at least for the first 20 or 30 issues the old outdated and not really released any more audyssey magazine especially the ones beforethe audiogames.net site, is probably a good place to start.
I am not an old timer, but phil of pcs or david greenwood probably know the history.
I have no idea of dates myself but from memmory alone here is the rough companies list.

Firstly round 1995-6 we had bavisoft, petered out round 2003-2005.
Next up is kitchensinc and pcsgames.
I know pcs games released games in 1995-1999 and eventually transitioned to partly windows with sara in 2006 I think I forget dates.
Somewhere round 2000 gma took over some pcs titles, lonewolf was a pcs title, trek 99 was origionally a pcs title.
Gma started working with pcs on some titles to.
Then we have espsoftworks round 2003 or 4, which transitioned to adora in 2005 draconis in 2007, and the remainder to alchemy in 2008 I think or was it earlier.
Then we had I think lworks started public releases in 2008 I think could have been earlier than this and then usagames in 2012.
There was spoonbil in 2009 I think to.
However thats only the core companies not the hackers, the modders the japanese or the companies that never made it.
I also do not know where bsc started it could be 2005.
There was also blindsoftware I think that and bsc  became blindsoftware in 2010 I think.
However who knows really.
Another site to check out is agarchive.net which should be where all the dev archives are.
I know there are various blurbs of the developers that existed and where things were.
Agarchive plus the audyssey magazine would be a good place to start.
Over this, brousing forums and various places in the news, I am not sure if there was any official history to really do anything with.
With a lot of the devs basically stalled, draconis, gma, pcs, lworks, and with the death of mr ward meaning usagames is gone, the fact alchemy and bavisoft are pritty much out of this world and gone, the fact pb games died became blastbay  but simply the gaming part went.
There is code factory to which started in pc went mobile then 7128 games which was about is mobile all games for pc free now.
As I said there are other devs tdl games and a lot of sub companies I have no idea about.
I do know around 2012-2014 with all the game engines and brancing out into well extra modified engines, just about every hacker and wana be is making games in various ways but there are sub branches.
And this doesn't go into the mainstreamers some of them are trying to come on board like ea.
To be honest if you want a history you should probably start round 1993 to about 2015, thats approximitely when the main core companies pritty much went silent and well all the subs appeared.
The history follows structure till at least 2010 but after that I am unsure if there are any records, to be honest I don't know if any records of any of the history exist.
If we could get an official history up somewhere maybe on here, the agarchive this the agarchive, audyssey.org and maybe other places that would be good.
Would be good once you finnished this you could put it up somewhere for all of us to look at.
We only have bits of it.

2017-11-23 12:24:02 (edited by defender 2017-11-26 11:11:45)

The first games I remember playing were with my dad, who is also blind, on a UK website, which had audio in the name but I can't remember it now, and no it wasn't this one.
I was less than five at the time so it's fuzzy, but either there was a packman game on the site, or he was playing the PCS games version of packman, though this would be before 2001, so I'm not sure if it was out yet.
I believe he was using jaws though, on a Dell, so I don't think it was Dos, it was probably win 95.


The first game I played with him was called Mobius mountain, an audio game for kids where you would roll dice and walk that many steps up said mountain (I think their were also basic math questions involved?)
Next was talking typing teacher, which really is just a series of games, and a few kid friendly sound matching type things that I forget the names of, accept for banjo buster, which was awesome at the time.


Then I started playing Jim kitchen's monopoly with him, back when their was no board maker or extra boards.
I listened to him play ten pin bowling as well, though I thought it was boring as hell and the sleazy announcer voice the guy put on enraged me on a primal level.


After that, the first games I played on my own were trucker and mock 1, I was probably like 7 or 8 by now, as well as casino and star mule which I sucked at, with the speakers turned down super low, when my dad wasn't paying attention, it was the height of heart pounding excitement because I would have gotten in lots of trouble obviously, lol


Next it was super shot, pigeon panic, and the still excellent sonic invaders, which me and my dad would take turns playing, now on my own computer, I was about 10, only supervised access to the internet and no headphones only stereo speakers though :-)
I also started to understand enough to play Golf, as well as baseball and football, which was pretty fun, even though I honestly had no idea what the hell was going on or what the different actions meant, just that some worked sometimes, and didn't at other times.
I remember Microsoft Mike was my favorite announcer and the L&H voices were skin crawlingly awful, especially the guy, still are IMO...


When I went to summer camp one year a pair of bad influences let me play Spanker on their school laptop, which was simultaneously amusing and a let down, and while I don't remember how old I was, I do remember that Entombed had just very recently come out, as they had that too and I remember being grossed out and also intrigued when they told me about the corpse step sounds. How scandalous right? (Yeah, I was a pretty sheltered kid)...) rofl


Not much changed for a while until on a whim my dad decided to try out Super Liam because of everything he had been hearing on ag.net and podcasts and such.
He really liked it even though he didn't play it much, though for the first few days I barely got to play from what I remember, because he was.. lol
I remember being as annoyed as any little kid can be because he started it up the first time without reading the documentation, and no other game he had played before that used control instead of space for fire, so he died to the first enemy like 10 times, until we both just laughed and let it happen every time.
That's when I finally read the documentation, after he gave up like a dork, and then we had another round of laughing when I found the first monkey.
I could never beat that game, partly because the fire and fan death sounds scared the ever loving shit out of me so I slowly tiptoed on those levels to avoid it and as a result always ran out of time on the bosses. lol


After this intro to more complicated arcade games, I started playing Top speed multiplayer with my dad after he got a laptop for work, which also meant he could play allot less, but it was pretty awesome, even though this was back when their were only like 5 cars.
Since I was playing that, I also discovered light cars, and subsequently the horse racing game (amazing because it was my first map creator even though I didn't understand coordinates yet) and my dad discovered light locator which I wasn't aloud to play because muh nuclear bombs or something.
I also blasted the GMA tank commander demo when everyone was out because it was fucking awesome, but I wasn't aloud to play it because of the screaming from the intelligence bases when you destroy them, which my mom accidentally overheard. shit...
Started playing the dragon slayer games, like elemental battles and dragon warrior, around this time too, as well as tournament.


Next is when I started playing Grizzly Gulch, after some arguing with my mom about the gun play, mostly because my dad wanted it for him self because of the audio demo lol.
Super deekout and pipe 2 were next, now I was about 12, and my restrictions weren't so tight, probably because I hadn't shot up my school with a six shooter screaming reach for the sky, this hear's a robbery! after being exposed to such violence yet, but probably more because my mom just didn't really give a crap about games.
It was pretty great, I was getting new games every Christmas and birthday if possible... I hadn't discovered cracking yet. tongue


I also got rail racer one, lonewolf, which I sucked at, and SCW when I was around 11 and 12 and spent hours on that shit.
Played some pack man as well but I wasn't any good, I was better at super dog's bone hunt, egg hunt, and the great toy robbery.
I loved dark destroyer though, and I was actually pretty good at it too, even played it with my sighted sort of but not really half sister who moved in around then.


This is when I started being able to use headphones, partly because my mom put parental controls on the internet and my computer had broken a while ago so I was using hers, so I got away with playing shit like the judgement day demo and treasure hunt (what a ridiculously inappropriate name for that game)


Then I started talking to Dranelement, he popped my cherry, my gaming cherry, and it was amazing...
He hooked me up with all sorts of cracks, (he doesn't really do that any more though) so I got to play all these games I didn't have access to previously, like all the pinball games, the vipgamezone stuff like galaxy ranger, (still don't feel guilty for cracking that their demos were bullshit and their prices were too high) super tennis, funny bowling which I liked allot, beach volleyball and all that, which was awesome.
When I finally got to visit him, he also showed me MUDS, with the first one I played being god wars II, weird intro to the category I know, LOL.
He also showed me mainstream games, which I had heard about since I was little, but hadn't played do to most of them being too violent for my mom and me not thinking it was possible.
I remember when I was 10 or so a blind friend told me about how he could play mortal kombat, but I never really believed him, just thought he was messing around not really getting anything done and just a fan of the idea.
But Dranelement, Assault Freak, and DD taught me how to play super street fighter 4 and later MK9, which was a mind blowing experience.
It was very hard to tell where everything was coming from and which character you were at first, still kind of is on smaller speakers, though that's not a problem now with headphones, and the sounds were so big and cinematic, making the hole thing just overwhelming, plus I had never used a controller before, but once I got a bit of a foothold I was able to hold my own, mostly by spamming but hey, it's a time honored noob tactic. lol


After that I basically just played what ever took my fancy since I got a laptop finally, stupid note takers, though I did enjoy some text games on those, like dream hold, Attack of the yeti robot zombies, and gourmet, as well as BJ drifter because I was a weird kid.
Q9, Troop 2, those two mostly at school, no idea how I got caught so little with those being so action heavy, eventually Swamp and RTR, and the rest is history.

2017-11-26 03:23:46

And of course please end your research with a sample of newly inspired fans of dark and his wonderful site that have taken the plunge.  for example my games in python.  By the way this is a sort of joke thing but it's also true.

Try my free games and software at www.rockywaters.co.uk

2017-11-26 15:26:46

Thanks for these awesome posts.
My teacher likes the idea with this forum and my research paper is verry good now.
Thumbsup to all when I will have more free time haha.
big_smile
smile
Thanks.

I am myself and noone is ever gonna change me, I am the trolling master!

2017-11-27 19:44:47

Pretty damn lose teacher. Maybe I can show your post to mine and she'll allow me to use them? But then again, maybe not.

2017-11-28 18:40:32

Your teacher needs to accept this, this is a verry good and informational forum.
If you can, recommend to her to make an ackount here and read the offtopic room if she is not interested in games.

I am myself and noone is ever gonna change me, I am the trolling master!

2018-01-25 23:13:28

Fascinating topic. I've been looking into this too. Something I discovered recently is that the following VIC 20 games from Adventure International....

Adventureland
Pirate's Cove
Mission Impossible
Voodoo Castle
The Count

...are all deliberately compatible with the Votrax speech synthesiser. If you could touch-type, and you could understand the very robotic speech, I imagine they were blind accessible once set up and running.

I asked the originator of Adventure International, Scott Adams, if this was a deliberate thing to make them blind accessible. He e-mailed back the following:

"Since all of my classic original games were all text based I did what I could to make them blind friendly. All systems of that era with text to speech hardware would have been supported. I honestly don’t remember now what the trigger for doing this was. It may have been my love of getting the technology working or there may have been some blind player’s input. I just don’t currently remember.

Return to Pirates Island 2 (2000) was specifically make blind accessible due to requests from players. 

And all my latest games are deliberately blind friendly as well. This includes Return to Pirates Island 2 (2000) and The Inheritance (2013). The Inheritance is no longer offered for sale as it will be undergoing a reissue. We are currently working on a new title Escape The Gloomer that will also be blind friendly."

2018-01-28 14:25:18

Angel,
I'm a little late to post but here is my pcs games History

For those new to the field of games for the blind,
here is a short history of our company.
In September 1995, Carl Mickla started Personal Computer Systems with
his game, Any Night Football.
It was a DOS only game that used your DOS screen reader to describe game play
and the PC speaker to make referee whistle sounds.
In March 1996, Phil Vlasak joined PCS to create
DOS games using real sounds recorded as wave files.
In March 1996, PCS released Monopoly, our first game using real sounds.
We tried making the sounds play from within our
games but found that there were so many different DOS sound cards that it was too difficult to do.
We knew that several sound drivers were already available for DOS and we contacted their
developers and got their approval to include them in our games.
In April 1996, PCS released Tenpin Bowling, our second sound game.
In August of 1996 We found out about Audyssey,
the magazine discussing computer games accessible to the blind.
We submitted our first article to Michael Feir in Issue 2: September/October, 1996.
In April of 1997 we started working with Harry Hollingsworth in
making a real sound version of his World Series Baseball game.
In May of 1997 we collaborated with Ivan G. Roelofs in developing
his Card Club.
In March of 1999 Christ van Willegen modified his Playwave sound
player to make it easier for us to use it from within our games.
In June of 1999 David Greenwood of GMA games joined with PCS to
develop three DOS games, Lone Wolf, Star Trek, and Rainy Day Games.
In June of 1999 we released Breakout, the first of our self voicing
games that can be played in both DOS and Windows.
These are DOS games with a Windows 98 interface that come only on CD.
In July 1999, Carl and Phil traveled to the ACB convention in Los Angeles promoting Pacman and seven other games that are self voicing.
In June 2000, we started our web site, pcsgames.com.
In February 2001, Phil moved to Temperance Michigan.
in June of 2001, PCS Games and GMA Games agreed to collaborate in creating games written for Windows.
In September 2001, Carl Mickla got a job with IBM and moved to Poughkeepsie, New York.
Phil agreed to take on more responsibility for running the company.
In October of 2001, we changed the name from Personal Computer Systems to PCS Games,
and registered the company in Michigan.
In November 2001, PCS started development of Pacman Talks using the GMA game engine and the advanced features of Direct X in playing game sounds.
In March 2002 PCS Games changed Internet hosts and its web site and
moved to PCS games.net
In June of 2002, Phil was a judge in the Digital Talking Book project,
sponsored by the Library of Congress, National Library Service for the Blind and Physically Handicapped,
and the Industrial Designers Society of America.
On October 28, 2002, PCS released Pacman Talks version 1.0, our first Windows game with help from David Greenwood.
On December 4, 2002, Harry H. Hollingsworth, 77, author, sports statistician, and
creater of World Series Baseball, died.
On December 10, 2002, Allen Maynard of Fantasy Storm.net released,
The Savage Gamut,, sold through PCS Games until February 2003.

On December 12, 2002, PCS released Pacman Talks version 1.1.
in February 2003, PCS Games agreed to collaborate with Adora Entertainment to develop Ten Pin Alley.

On December 4, 2003, GMA Games released Tank Commander with sound help from Phil Vlasak.

On December 8, 2003, PCS Games and Adora Entertainment released Ten Pin Alley.

On November 25, 2005, Draconis Entertainment, who purchased Ten Pin Alley and other games from Adora, released version 1.0.1.
On December 31, 2005, PCS Games released Sarah and the Castle of Witchcraft and Wizardry.
On June 2, 2006, PCS Games released a free game named, SuperDog's Bone Hunt version 1.0.

On June 4, 2006, PCS Games released SuperDog's Bone Hunt version 1.1.
In March 2017, PCS Games changed internet hosts and it's web site to,
http://www.pcs-games.net