*smiles.*
    Actually, I was refering to the two modes that it has:
"Blip mode," beeps.
"Coin mode," spoken words.
So acctually, instead of depending on the difficulty of the player, just 
have an option in the "options" menu to have object findings use noises to 
zero-in on the object, and "words" if you wish to have the object spoken.
Oh, and as for change reaction playing itself? 64 percent I believe was the 
highest I've gotten to clearing the board. Honestly, after "ESP Bucks" left 
the field of the game, where your score was acctually quite useful, I 
haven't been playing it after that. Or not very much to be honest. And as I 
have version 1.2 on CD, I loved the original menu music that it had! The 
newer one's ok I guess.
O

----- Original Message -----
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Thursday, July 19, 2007 7:25 PM
Subject: [Audyssey] speaking of Change Reaction - Re: Accessible methods 
forlocating special items ingames.

> How the heck do you get a high score, and how do you clear the board to 
> get
> to play the bonus round.  When playing, what do you look for, and what are
> the most beneficial keys when searching?  A lot of times, I explode loads 
> of
> coins only to find my score to only be a couple of bucks.  Thanks.
> --
> God loves everyone, but probably prefers "fruits of the spirit" over
> "religious nuts!"
>
> ----- Original Message ----- 
> From: "Trenton Matthews" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Thursday, July 19, 2007 8:05 PM
> Subject: Re: [Audyssey] Accessible methods for locating special items
> ingames.
>
>
>>I myself like the "Change Reaction" myself. Have two diffenrt modes.
>> Easy difficulty with words, and harder difficulties use sound.
>>
>>
>> ----- Original Message -----
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Thursday, July 19, 2007 1:54 PM
>> Subject: [Audyssey] Accessible methods for locating special items in
>> games.
>>
>>> Hi all,
>>> All of us know there are several ways to make an inanimate object
>>> accessible in a game for a blind gamer, but I am wondering which way is
>>> best. For example, in Shades of doom when you wish to find a door,
>>> datacard, security chip, etc you can locate the object by listening for
>>> a continuous beep. That's fine for Sci-fi games. However, assume for a
>>> moment we are in a castle like in Sarah. In Sarah you will hear words
>>> spoken like sweet spoken over and over until you pick it up. There is
>>> also a third way as in Montezuma's Revenge were you are presented with
>>> sounds for gems, gold coins, etc and you listen for the specific sounds
>>> to collect the items.
>>> As many of you know I am working on other titles besides Montezuma's
>>> Revenge.
>>> In Star Wars for example when a enemy drops a hand blaster how would
>>> you like me to  identify where that object is. Would you like to hear
>>> the sound of a voice saying hand blaster, hand blaster, hand blaster,
>>> over and over again, or would you like an object locator sound similar
>>> to Shades of Doom to find that object.
>>> Recently Trenton has braught up the idea for an accessible Tomb Raider
>>> which happened to be one of my favorite game series  when I was sighted.
>>> If I do eventually do one of those I'll have to be creative in
>>> identifying objects as most of them are inanimate objects like
>>> hyrogliphs, chains and levers to open secret passages, swinging ropes,
>>> weapon ammo, med kits, and so on. Basically, some things such as ropes
>>> and chains I can put sounds in which would fit with no problem. Some of
>>> the other things are questionable. Say you are seaking a golden mask or
>>> golden snake. I can't really represent them with sound, but I can use a
>>> object locator with a beep to pick them up, or I can use words to
>>> announce golden snake, golden mask, etc....
>>> What are your thoughts on this?
>>>
>>>
>>> _______________________________________________
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>>> any subscription changes via the web.
>>>
>>>
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>>> 7/18/2007
>>> 3:30 PM
>>>
>>>
>>
>> _______________________________________________
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>>
>
>
>
> _______________________________________________
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>
>
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> 3:30 PM
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