I used to use it at school in typing class... I used to play the old Eman 
games on a friend's computer from a floppy.  Those games were neat ... I 
wish someone would convert them over to Windows one of these days.

MissWings

At 10:54 PM 7/31/2006, Ken the Crazy wrote:

>You must have had an Apple 2e with an echo commander?
>----- Original Message -----
>From: "MissWings" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" <gamers@audyssey.org>; "Discussion list for
>blind gamers" <Gamers@audyssey.org>
>Sent: Friday, July 28, 2006 6:47 PM
>Subject: [Audyssey] Space Invaders?
>
>
> >I didn't know there was a space invaders game ... has it been released
> > yet?  I wouldn't mind trying it ... I used to play it off of a floppy disc
> > that had a bunch of other games on it.  I think there were a couple of
> > typing games and some others, but I can't remember which ones at the
> > moment.
> >
> > MissWings
> >
> > At 10:54 AM 7/28/2006, AudioGames.net wrote:
> >
> >>Hi Folks,
> >>
> >>A couple of weeks ago there were two major events concerning game
> >>accessibility. The first was at this years ICCHP convention in Linz
> >>(Austria), where several (academic) projects, including AGRIP Audio Quake
> >>and Universally Accessible Space Invaders, were presented in a 2 hour
> >>session. Matthew Atkinson of AGRIP gave a presentation about his theories
> >>and findings in the AudioQuake project. Guidelines for game accessibility
> >>were also presented here. These are one of the first sets of "guidelines"
> >>currently under development (in this case these resemble the style and
> >>format of W3C's WAI-CAG guidelines for web accessibility). I personally
> >>think there's a lot wrong with the proposed guidelines so I look forward
> >>to the other ones currently under development. I suggest you all have a
> >>look for yourselves here: http://gameaccess.medialt.no/guide.php and see
> >>how people are out there trying to define how the industry should make
> >>more accessible games. I'm interested in what you, the tar
> >>  get group for these guidelines, think about them...
> >>
> >>The other major event was Develop Brighton in (where else) Brighton
> >>(England), where the IGDA Game Accessibility Special Group held a full-day
> >>tutorial with presentations and hands-on gaming events. Among the
> >>participants were Michelle Hinn (IGDA), Thomas Westin and Goran Lange
> >>(PinInteractive), Dimitris Grammenos and Giannis Georgalis (Universally
> >>Accessible Space Invaders), Barrie Ellis (OneSwitch.org.uk), yours truly
> >>(AudioGames.net / Accessibility.nl) and Eelke Folmer (Ass. Professor and
> >>more . Michelle talked about the field of game accessibility, I held a
> >>general presentation on audio games and blind accessible game design,
> >>Thomas Westin showed some nifty things with games controlled with your
> >>mental abilities (using brainwaves), Goran talked about the future of
> >>accessible educational games, and Dimitris and Giannis shared their
> >>experiences and possible future steps in the Universally Accessible Games
> >>project. And to end with a bang, Eelke showed some new insights to ac
> >>  cessible game design (also in relation with usability design) and also
> >> possible guidelines (although in a usability format this time).
> >>
> >>In the audience was none other than game veteran Ernest Adams himself.
> >>Ernest is about to publish his new book (http://tinyurl.com/h9b26) which
> >>will feature an appendix on (more) accessible game design.
> >>
> >>One newsitem I am very proud to announce is that of the "GDC Accessibility
> >>Idols". The Game Developers Conference (GDC) is the biggest game design
> >>related conference in the world (and no, the E3 is a consumer expo where
> >>all new and future games are on display - the E3 is where publishers go to
> >>sell their games (and designers go to get drunk, and the GDC is where
> >>designers go to get serious about their design (and eventually get drunk
> >>as well).
> >>The IGDA GA-SIG (www.igda.org/accessibility) has managed to set up an
> >>amazing event for next years GDC and it is called "Accessibility Idols".
> >>For this event, very famous game designers are asked to design an
> >>accessible game. The games will then be presented before a huge crowd and
> >>judged by an expert panel. Although I can''t really name any names yet,
> >>rumour has it that none other than Ernest Adams (see above) and Keita
> >>Takahashi (the creator of Katamari Damacy) might be amongst the designers
> >>to take on the challenge. Also see this month's issue of E-Access
> >>Bulletin:
> >>
> >>
> >>*quote*
> >>'Pop Idol' Style Contest Launched To Find Accessible Games.
> >>
> >>A major international 'Pop Idol' style competition to find the best
> >>accessible computer games is being promoted as part of a range of
> >>activities launched this week to raise awareness of the needs of disabled
> >>gamers.
> >>
> >>'Accessibility Idol', named after the popular TV show, is the brainchild
> >>of the US-based International Game Developers Association ( IGDA
> >>-http://www.igda.org/ ).
> >>
> >>The contest will take the form of a show with finalists presenting their
> >>accessible game to an audience at the Game Developers
> >>Conference(http://www.gdconf.com/ ) in San Francisco, US, in March 2007.
> >>Some of the world's largest software and gaming companies have been signed
> >>up or invited,
> >>although the association has not yet publicly confirmed participants'
> >>names.
> >>
> >>The move follows the launch of two other contests launched this month to
> >>find innovative, accessible games: one from Retro Remakes, which
> >>redesigns classic video games ( http://www.retroremakes.com/comp2006/ )
> >>and another from US-based free software company Donation Coder
> >>( http://www.donationcoder.com/ ).
> >>
> >>And last week, an IGDA special interest group hosted a day-long workshop
> >>on accessible gaming held as part of the Develop computer games conference
> >>held in Brighton, England
> >>(http://www.tandem-events.com/workshops.html#accessibility ). E-Access
> >>Bulletin will report in full on this workshop in our next issue.
> >>*quote end*
> >>
> >>So all in all, things are definitely moving on :) The document "What Blind
> >>Gamers Want The Game Industry To Know" (http://tinyurl.com/pjqgn) has been
> >>a huge hit so far among game developers, because for many it was their
> >>first encounter with blind gamers. If you would like to contribute in any
> >>way to game accessibility, please stop by
> >>http://www.game-accessibility.com and use the forums that share your
> >>wishes, thoughts and opinions. This website is always on the lookout for
> >>more content like articles and for instance audio recordings of what it's
> >>like to be blind and game. Please contact me or the email on the website
> >>if you want to contribute.
> >>
> >>And if you are in or around Boston, why not visit the SIGGRAPH/SANDBOX
> >>Conference in Boston on 29-30 July? Here members of the IGDA GA-SIG will
> >>also be present to discuss and present the field of accessible games. And
> >>if you want to keep updates about where game accessibility will be
> >>discussed around the world, you only need to keep track of the following
> >>forum: http://www.game-accessibility.com/forum/viewforum.php?id=12
> >>
> >>Greets,
> >>
> >>Richard
> >>
> >>http://www.audiogames.net
> >>http://www.game-accessibility.com
> >>
> >>
> >>
> >>
> >>_______________________________________________
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> >>
> >>
> >>
> >>
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