[Audyssey] space invaders game update

2015-05-25 Thread Marvin Hunkin
Hi.

Any game programmers, give me some tips, tricks, like how to get the built
in speech say from java script.

That's about the only problem I have.

Thanks.

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Re: [Audyssey] space invaders game update

2015-05-25 Thread Thomas Ward
Hi Marvin,

I am assuming here by built-in speech you mean something like SAPI.
Unfortunately, if so I have some bad news for you. Meaning what you
want to do isn't really feasible from a programming point of view.
While you can access SAPI via JavaScript SAPI objects aren't safe, and
in order to use it your client will have to disable lots of stuff in
there internet settings in order to play your game. Asking end users
to disable or compromise their internet security settings just to
communicate with SAPI is unacceptable. So if you are thinking of using
JavaScript to communicate with SAPI its not impossible, but not
recommended by anyone in the know because it is impractical for all
intents and purposes.

In any case if you want to give it a try as I recall you would access
SAPI via an ActiveX  object sort of like this.

Voice = new ActiveXObject(Sapi.SpVoice);
Voice.Speak(Hello world!);

Cheers!


On 5/25/15, Marvin Hunkin startrekc...@gmail.com wrote:
 Hi.

 Any game programmers, give me some tips, tricks, like how to get the built
 in speech say from java script.

 That's about the only problem I have.

 Thanks.

 ---
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Re: [Audyssey] space invaders game update

2015-05-25 Thread dark

Hi Tom.

I  have seen a couple of internet based games that used sapi and to my 
knolige didn't require huge amounts of security shenanigans (they've been 
played by people on various windows systems).


Some are the accessible flash games from gamevial,  such as rebound, rally 
racer  and colonel zeeg found at http://www.accessiblewebgames.com/


(actually I'd recommend them, rebound is probably the best replication in 
audio of something like original breakout I've seen).


The other is the Xtant game demo produced by richard and sander, an fps game 
built on a circular field (I don't have the link on me but it's in the 
audiogames.net database).


Of course, that was built with the unity web player system, and Gamevial's 
games use flash, so neither is using javascript and html 5, but if someone 
wanted to use sapi in a web based game it'd certainly be possible.


Then again, I admit I don't especially see the point in running real time 
audiogames through a browser anyhow, sinse it's not as if you can't have all 
the online stuff you want in a stand alone program anyway without requiring 
browser shenanigans, particularly sinse screen reader interactions with 
flash and browser controls can be somewhat ropy (one reason why Blind 
swordsman even though it's written in flash is a stand alone game sinse the 
website who hosted the online version had inaccessible controls). I suppose 
it would have the advantage of being cross platform, but then again if your 
calling sapi functions how would that work on systems without sapi?


Of course actual browser games that use text and links and web controls and 
function as huge mmorpgs are another matter entirely, but manifestly such 
things aren't needing to interact with anything on the person's own machine.


all the best,

dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 25, 2015 4:00 PM
Subject: Re: [Audyssey] space invaders game update



Hi Marvin,

I am assuming here by built-in speech you mean something like SAPI.
Unfortunately, if so I have some bad news for you. Meaning what you
want to do isn't really feasible from a programming point of view.
While you can access SAPI via JavaScript SAPI objects aren't safe, and
in order to use it your client will have to disable lots of stuff in
there internet settings in order to play your game. Asking end users
to disable or compromise their internet security settings just to
communicate with SAPI is unacceptable. So if you are thinking of using
JavaScript to communicate with SAPI its not impossible, but not
recommended by anyone in the know because it is impractical for all
intents and purposes.

In any case if you want to give it a try as I recall you would access
SAPI via an ActiveX  object sort of like this.

Voice = new ActiveXObject(Sapi.SpVoice);
Voice.Speak(Hello world!);

Cheers!


On 5/25/15, Marvin Hunkin startrekc...@gmail.com wrote:

Hi.

Any game programmers, give me some tips, tricks, like how to get the 
built

in speech say from java script.

That's about the only problem I have.

Thanks.

---
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Re: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game tastewas: Re: regarding temporal disturbance

2014-05-24 Thread Bryan Peterson

I do the same thing sometimes. LOL.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Friday, May 23, 2014 9:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game 
tastewas: Re: regarding temporal disturbance


Hi Bryan,

Lol! I have to admit that was my very favorite part of Space Invaders.
I would often times kill my ship just to hear that farting noise.

Cheers!


On 5/23/14, Bryan Peterson bpeterson2...@cableone.net wrote:

So it doesn't make the farting noise when you die? LOL.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!


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Re: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: gametastewas: Re: regarding temporal disturbance

2014-05-24 Thread Bryan Peterson
That was probably my favorite part about the Atari version. Sometimes I'll 
boot it up just to hear that. LOL.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Cara Quinn

Sent: Friday, May 23, 2014 11:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: 
gametastewas: Re: regarding temporal disturbance


Lol! You know I had forgotten all about that! lol lol lol! :)

No, this one has all the arcade sounds so no farties!

Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 23, 2014, at 6:37 AM, Bryan Peterson bpeterson2...@cableone.net 
wrote:


So it doesn't make the farting noise when you die? LOL.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!

-Original Message- From: Cara Quinn
Sent: Friday, May 23, 2014 12:46 AM
To: Gamers Discussion list
Subject: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game 
tastewas: Re: regarding temporal disturbance


Just as a note,

the version of Space Invaders on the Atari Flashback 4 is actually the 
arcade version rather than the 2600 version in case anyone is interested.


Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 12:09 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

Yeah, I am pretty sure there were color variations of the game out
there, and I believe that was the main difference between the Atari
2600 and Atari 7800 versions. Plus keep in mind there were two
different Atari 2600's released. There was the original 2600 consoles
from the early 80's and there was a much newer Atari 2600 that came
out in the late 80's along side the 7800models.  So it is entirely
possible yours was a later edition of Space Invaders as they did
release updated versions of their 2600 catalog before going under.

Cheers!


On 5/22/14, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I
currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen,
which is pretty awsome after years of playing on standard sized tv 
screens,


but I'm still jealous! :D.

Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't
imagine the invaders were very clear.

I also however do wonder if there was a different version of space 
invaders.


The one we had on the Atari 2600 had the invaders in rows and columns, but
if I remember rightly the invaders were yellow, and the shields between 
you


and them were orange while your gun was green. it also had a two player
option with one green gun and one purple gun.

I have played a version with red invaders and blue shields on one of those
multi game consoles that have hundreds of games on one machine and you 
just


plug into the tv.

I suppose though just like Packman and several other games at the time,
there were various different versions of space invaders around and it's
entirely possible that the first one I played wasn't the original.

All the best,

Dark.


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[Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-23 Thread Cara Quinn
Just as a note,

the version of Space Invaders on the Atari Flashback 4 is actually the arcade 
version rather than the 2600 version in case anyone is interested.

Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 12:09 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

Yeah, I am pretty sure there were color variations of the game out
there, and I believe that was the main difference between the Atari
2600 and Atari 7800 versions. Plus keep in mind there were two
different Atari 2600's released. There was the original 2600 consoles
from the early 80's and there was a much newer Atari 2600 that came
out in the late 80's along side the 7800models.  So it is entirely
possible yours was a later edition of Space Invaders as they did
release updated versions of their 2600 catalog before going under.

Cheers!


On 5/22/14, dark d...@xgam.org wrote:
 Hi Tom.
 
 Wow! I bet original space invaders on a 78 inch projector was cool. I
 currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen,
 which is pretty awsome after years of playing on standard sized tv screens,
 
 but I'm still jealous! :D.
 
 Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't
 imagine the invaders were very clear.
 
 I also however do wonder if there was a different version of space invaders.
 
 The one we had on the Atari 2600 had the invaders in rows and columns, but
 if I remember rightly the invaders were yellow, and the shields between you
 
 and them were orange while your gun was green. it also had a two player
 option with one green gun and one purple gun.
 
 I have played a version with red invaders and blue shields on one of those
 multi game consoles that have hundreds of games on one machine and you just
 
 plug into the tv.
 
 I suppose though just like Packman and several other games at the time,
 there were various different versions of space invaders around and it's
 entirely possible that the first one I played wasn't the original.
 
 All the best,
 
 Dark.
 
 
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Re: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game tastewas: Re: regarding temporal disturbance

2014-05-23 Thread Bryan Peterson

So it doesn't make the farting noise when you die? LOL.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Cara Quinn

Sent: Friday, May 23, 2014 12:46 AM
To: Gamers Discussion list
Subject: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game 
tastewas: Re: regarding temporal disturbance


Just as a note,

the version of Space Invaders on the Atari Flashback 4 is actually the 
arcade version rather than the 2600 version in case anyone is interested.


Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 12:09 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

Yeah, I am pretty sure there were color variations of the game out
there, and I believe that was the main difference between the Atari
2600 and Atari 7800 versions. Plus keep in mind there were two
different Atari 2600's released. There was the original 2600 consoles
from the early 80's and there was a much newer Atari 2600 that came
out in the late 80's along side the 7800models.  So it is entirely
possible yours was a later edition of Space Invaders as they did
release updated versions of their 2600 catalog before going under.

Cheers!


On 5/22/14, dark d...@xgam.org wrote:

Hi Tom.

Wow! I bet original space invaders on a 78 inch projector was cool. I
currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen,
which is pretty awsome after years of playing on standard sized tv 
screens,


but I'm still jealous! :D.

Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't
imagine the invaders were very clear.

I also however do wonder if there was a different version of space 
invaders.


The one we had on the Atari 2600 had the invaders in rows and columns, but
if I remember rightly the invaders were yellow, and the shields between 
you


and them were orange while your gun was green. it also had a two player
option with one green gun and one purple gun.

I have played a version with red invaders and blue shields on one of those
multi game consoles that have hundreds of games on one machine and you 
just


plug into the tv.

I suppose though just like Packman and several other games at the time,
there were various different versions of space invaders around and it's
entirely possible that the first one I played wasn't the original.

All the best,

Dark.


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list,

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Re: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game tastewas: Re: regarding temporal disturbance

2014-05-23 Thread Thomas Ward
Hi Bryan,

Lol! I have to admit that was my very favorite part of Space Invaders.
I would often times kill my ship just to hear that farting noise.

Cheers!


On 5/23/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 So it doesn't make the farting noise when you die? LOL.



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
 don't!

---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game tastewas: Re: regarding temporal disturbance

2014-05-23 Thread Cara Quinn
Lol! You know I had forgotten all about that! lol lol lol! :)

No, this one has all the arcade sounds so no farties!

Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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On May 23, 2014, at 6:37 AM, Bryan Peterson bpeterson2...@cableone.net wrote:

So it doesn't make the farting noise when you die? LOL.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't!
-Original Message- From: Cara Quinn
Sent: Friday, May 23, 2014 12:46 AM
To: Gamers Discussion list
Subject: [Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game 
tastewas: Re: regarding temporal disturbance

Just as a note,

the version of Space Invaders on the Atari Flashback 4 is actually the arcade 
version rather than the 2600 version in case anyone is interested.

Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 22, 2014, at 12:09 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

Yeah, I am pretty sure there were color variations of the game out
there, and I believe that was the main difference between the Atari
2600 and Atari 7800 versions. Plus keep in mind there were two
different Atari 2600's released. There was the original 2600 consoles
from the early 80's and there was a much newer Atari 2600 that came
out in the late 80's along side the 7800models.  So it is entirely
possible yours was a later edition of Space Invaders as they did
release updated versions of their 2600 catalog before going under.

Cheers!


On 5/22/14, dark d...@xgam.org wrote:
 Hi Tom.
 
 Wow! I bet original space invaders on a 78 inch projector was cool. I
 currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen,
 which is pretty awsome after years of playing on standard sized tv screens,
 
 but I'm still jealous! :D.
 
 Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't
 imagine the invaders were very clear.
 
 I also however do wonder if there was a different version of space invaders.
 
 The one we had on the Atari 2600 had the invaders in rows and columns, but
 if I remember rightly the invaders were yellow, and the shields between you
 
 and them were orange while your gun was green. it also had a two player
 option with one green gun and one purple gun.
 
 I have played a version with red invaders and blue shields on one of those
 multi game consoles that have hundreds of games on one machine and you just
 
 plug into the tv.
 
 I suppose though just like Packman and several other games at the time,
 there were various different versions of space invaders around and it's
 entirely possible that the first one I played wasn't the original.
 
 All the best,
 
 Dark.
 
 
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[Audyssey] space invaders

2010-03-26 Thread michael barnes
when i went to the audio games website each time i try to download the 
demo it keep giving me an error.  so how do i try the game out to see 
if i want to get it.


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Re: [Audyssey] space invaders

2010-03-26 Thread Hayden Presley
Hi,
Which game?
Best Regards,
ayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Friday, March 26, 2010 5:51 PM
To: gamers@audyssey.org
Subject: [Audyssey] space invaders

when i went to the audio games website each time i try to download the 
demo it keep giving me an error.  so how do i try the game out to see 
if i want to get it.

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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-19 Thread Thomas Ward
Hi Dark,
Actually, Torrent is a clone of asteroids. I'm not sure what happened to 
it either, but last I heard the developer had more important things in 
his personal life to do and development was haulted. That happens in our 
business since we barely make enough money to pay the bills.
As for a Donkey Kong clone I'd like to see a clone of Donkey Kong 64 or 
later. the original Atari side-scroller is pretty boring. In the classic 
Donkey Kong Mario jumps over barrels until he reaches the top of the 
screen and then tries to knock Kong off the top of his platform and 
rescue the girl. In Donkey Kong 64 Mario travels to Kong Island and must 
fight his way through the jungle, an old Aztec temple, etc. A much much 
better game.


Dark wrote:
 I'd have to say I agree with Liam,  despite my rapidly growing 
 attachement to Ds9.
 
 there were lots of other great atari games,  why not remake some of 
 them? Obviously we've got packman talks, --- but I'm sure there are others?
 
 I know that torrent was supposed to be a bit like galaxians with the 
 scrolling stuff, but that never got finished and I'm not sure what happened 
 to it.
 
 Berzerk would make a fantastic game along the lines of superdog's bone 
 hunt,  in fact I had plans to do that one myself with audio game 
 maker,  and might stil with Tom's genesis engine.
 
 but how about audio donkey Kong (and I mean the original), or an actual game 
 of missile command? or (one of my personal favourites), how about joust?
 
 though I'll admit I'm slightly less sure how you'd do joust in audio as 
 compared to berzerk or Donkey Kong.
 
 anyway, I hope I've made the point.
 
 Beware the Grue!
 
 Dark.


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-19 Thread Liam Erven
I thought in dk64 you actually played as the whole kong family.  donkey 
kong, diddy kong, chunky kong, tiny kong, all them.
btw.  I believe that's there names too.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 19, 2008 9:10 AM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


 Hi Dark,
 Actually, Torrent is a clone of asteroids. I'm not sure what happened to
 it either, but last I heard the developer had more important things in
 his personal life to do and development was haulted. That happens in our
 business since we barely make enough money to pay the bills.
 As for a Donkey Kong clone I'd like to see a clone of Donkey Kong 64 or
 later. the original Atari side-scroller is pretty boring. In the classic
 Donkey Kong Mario jumps over barrels until he reaches the top of the
 screen and then tries to knock Kong off the top of his platform and
 rescue the girl. In Donkey Kong 64 Mario travels to Kong Island and must
 fight his way through the jungle, an old Aztec temple, etc. A much much
 better game.


 Dark wrote:
 I'd have to say I agree with Liam,  despite my rapidly growing
 attachement to Ds9.

 there were lots of other great atari games,  why not remake some of
 them? Obviously we've got packman talks, --- but I'm sure there are 
 others?

 I know that torrent was supposed to be a bit like galaxians with the
 scrolling stuff, but that never got finished and I'm not sure what 
 happened
 to it.

 Berzerk would make a fantastic game along the lines of superdog's bone
 hunt,  in fact I had plans to do that one myself with audio game
 maker,  and might stil with Tom's genesis engine.

 but how about audio donkey Kong (and I mean the original), or an actual 
 game
 of missile command? or (one of my personal favourites), how about joust?

 though I'll admit I'm slightly less sure how you'd do joust in audio as
 compared to berzerk or Donkey Kong.

 anyway, I hope I've made the point.

 Beware the Grue!

 Dark.


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-19 Thread Thomas Ward
Hi Bryan,
Oh, yeah. the original prince of Persia ruled. I had the Super NES 
version and I loved that game. As games goes it should be pretty easy to 
convert to an audio only format. A lot of the sound effects required for 
the game I have in my sound libraries already.
As I recall there were three different types of potions. There was a 
life potion that restores one lost life, a health potion that restores 
lost health bars, and a poison potion that takes away a life if drank. 
On level one there was a sword that Prince needed to complete the game. 
As far as traps goes there was falling ceilings, spike pits, the metal 
jaw trap, standard pits, blade traps, and of course bad guys everywhere.
Anyway, as far as developing Space Invader clones goes for a brand new 
game developer it is probably the easiest type of game to make. the 
problem is it seams to be were some game developers stop. Writing a FPS 
game is much more involved and takes a lot more skill, time, and I guess 
some people don't want to put the time into it.



Bryan Peterson wrote:
 Here here! I couldn't agree with you more Tom. If and when I start 
 attempting to learn a programming language you can bet that I won't be 
 writing many Space Invaders games if indeed any at all. We've already got 
 way too many of those. And Nichol, I have to disagree with you about Dark 
 Destroyer. I beat that on my first try. Me, I'd love to see an RPG like 
 Zelda or Final Fantasy or ann FPS style game like what Metroid Prime was. Of 
 course I'd love to see a Metroid style audio game but something like that 
 might be difficult to render in audio. I'm not sure how you'd represent 
 platforms above or below your current position although I see no reason why 
 it couldn't be done. I suppose you could do it with pitch bending (I think 
 that's what they call it), where a higher platform would have a higher sound 
 versus a platform below you having a lower sound. Now a Prince of Persia 
 style audio game might be pretty doable since all the action I.E. sword 
 fights, jumping, climbing and stuff is all happening pretty much in the same 
 position as the player. And in a game like that you have great potential for 
 some truly incredible sound design, especially when it comes to the traps.
 Time is an illusion, lunchtime doubly so.


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-19 Thread Bryan Peterson
There were actually two more potions, at least in the PC version. There was 
one that would slow your descent when you fell off a ledge, so that if you 
fell from a height that would normally have killed you you could actually 
land safely, albeit only for a short time. Then there was one that would 
flip the whole level upside down. That was actually kinda interesting to see 
according to my brother.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 19, 2008 8:41 AM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


 Hi Bryan,
 Oh, yeah. the original prince of Persia ruled. I had the Super NES
 version and I loved that game. As games goes it should be pretty easy to
 convert to an audio only format. A lot of the sound effects required for
 the game I have in my sound libraries already.
 As I recall there were three different types of potions. There was a
 life potion that restores one lost life, a health potion that restores
 lost health bars, and a poison potion that takes away a life if drank.
 On level one there was a sword that Prince needed to complete the game.
 As far as traps goes there was falling ceilings, spike pits, the metal
 jaw trap, standard pits, blade traps, and of course bad guys everywhere.
 Anyway, as far as developing Space Invader clones goes for a brand new
 game developer it is probably the easiest type of game to make. the
 problem is it seams to be were some game developers stop. Writing a FPS
 game is much more involved and takes a lot more skill, time, and I guess
 some people don't want to put the time into it.



 Bryan Peterson wrote:
 Here here! I couldn't agree with you more Tom. If and when I start
 attempting to learn a programming language you can bet that I won't be
 writing many Space Invaders games if indeed any at all. We've already got
 way too many of those. And Nichol, I have to disagree with you about Dark
 Destroyer. I beat that on my first try. Me, I'd love to see an RPG like
 Zelda or Final Fantasy or ann FPS style game like what Metroid Prime was. 
 Of
 course I'd love to see a Metroid style audio game but something like that
 might be difficult to render in audio. I'm not sure how you'd represent
 platforms above or below your current position although I see no reason 
 why
 it couldn't be done. I suppose you could do it with pitch bending (I 
 think
 that's what they call it), where a higher platform would have a higher 
 sound
 versus a platform below you having a lower sound. Now a Prince of Persia
 style audio game might be pretty doable since all the action I.E. sword
 fights, jumping, climbing and stuff is all happening pretty much in the 
 same
 position as the player. And in a game like that you have great potential 
 for
 some truly incredible sound design, especially when it comes to the 
 traps.
 Time is an illusion, lunchtime doubly so.


 ---
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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-19 Thread Thomas Ward
Hi Darren,
Well, probably nothing quite that complex. Though, I have been working 
on the ability to rebuild your ships after they have been destroyed. Of 
course, that means if the enemy fleet is destroyed and you haven't 
destroyed their ship yards they can rebuild their fleet. So you need to 
destroy all their ships, starbases, and ship yards  to win STFC 2.Same 
goes for the Federation. If the Federation has a ship yard active you 
can slowly rebuild your fleet to full strength.
Another feature in STFC 2 you will like is the ability to create new 
photon torpedoes. If you deplete the starbase it will begin producing 
new photons for your fleet so you should never totally run out of 
photons in the game. However, starbases can only have a maximum of 600 
photons at any given time. By the way, that technical fact is straight 
out of the technical manuals.
As a result of the new ship yard feature the Borg ships are a lot 
tougher. if they destroy your fleet you better hope you can get a fleet 
rebuilt fast enough to throw at them. Grin.



Darren Harris wrote:
 I couldn't agree with you more on that. I love the origional game. Can't
 stand any other spin off. Your new stfc thomas are you going to do it
 along the lines of empire earth in as much as you can build ships from
 resources etc and develop new technologies? Now that would be ground
 breaking in this community and I think you will be the one to do such a
 thing. 


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-19 Thread Valiant8086 (on laptop)
Hi.
Yeah I beat dark destroyer too *grins*. I like that game a lot. I own a copy 
of troopinum too. I've beat troop a few times also but dark destroyer was 
actually a whole lot easier and more laid back *lol*. If I were going to 
talk about which game was hard I'd say it was troopinum. That's a good thing 
really. On the one hand I've got troopinum, lots of different features in 
it, challenging to beat, cheats, good voice, fast action, and the fact that 
you can hold down the arrow keys to scroll like someone mentioned. On the 
other hand there's Dark Destroyer, free, a bit easier to play, different 
voices, etc. I like it that way, get tired of one and play the other for a 
while.

- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 18, 2008 4:54 PM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


 Here here! I couldn't agree with you more Tom. If and when I start
 attempting to learn a programming language you can bet that I won't be
 writing many Space Invaders games if indeed any at all. We've already got
 way too many of those. And Nichol, I have to disagree with you about Dark
 Destroyer. I beat that on my first try. Me, I'd love to see an RPG like
 Zelda or Final Fantasy or ann FPS style game like what Metroid Prime was. 
 Of
 course I'd love to see a Metroid style audio game but something like that
 might be difficult to render in audio. I'm not sure how you'd represent
 platforms above or below your current position although I see no reason 
 why
 it couldn't be done. I suppose you could do it with pitch bending (I think
 that's what they call it), where a higher platform would have a higher 
 sound
 versus a platform below you having a lower sound. Now a Prince of Persia
 style audio game might be pretty doable since all the action I.E. sword
 fights, jumping, climbing and stuff is all happening pretty much in the 
 same
 position as the player. And in a game like that you have great potential 
 for
 some truly incredible sound design, especially when it comes to the traps.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, May 18, 2008 2:24 PM
 Subject: Re: [Audyssey] space invaders versus star trek strategy game


 Hi Nicol,
 Sorry, but I have to disagree with you. The blind gaming community has
 way too many Space Invader type games already. There is: Judgment Day,
 Troopenum, Dark Destroyer, Chopper Patrol, Enemy Attack, Aliens In the
 Outback, etc. I am so sick and tired of those type of games it was one
 of the main reasons I began writing my own games. It is high time we as
 a blind community begin branching out and developing more roll playing
 games, first person shooters, strategy games, flight simulators, etc.
 We need to break out of the classic Atari games mold and design
 something more current.
 Anyway, in regards to STFC I'm going to probably make two different Trek
 games. One is going to be more of a Lonewolf type game and the other is
 going to be the big fleet turn based game. If you don't like either one
 don't play them. I have absolutely no desire to make just another
 run-of-the-mill Space Invader clone.
 Cheers.


 nicol wrote:
 Hello thom
 A suggestion from my side for your new release of stfc version 2.
 Why not make a space invaders game instead of a lone wolf style of game?
 The freebee community can do with another space invaders game, as dark
 destroyer is next to impossible to beat
 Then your mission is to move your ship through the universe and kill the
 borgs, cling ons, romulons and the doomsday machine just like you would
 shoot down a ship in trupenam and dark destroyer.
 It would be sooo cool if I can shoot down the doomsday machine in a 
 space
 in
 vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4
 arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your ship
 and
 you check your coordinates with a keystroke everytime you  encounter a
 ship
 and if you then see that the ship   have a cloaking device, you memorize
 that ship's coordinates and then you move on until you find a ship with
 no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game but 
 a
 space invaders style of stfc will be more understandable than a lone 
 wolf
 kind of game.


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[Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread nicol
Hello thom
A suggestion from my side for your new release of stfc version 2.
Why not make a space invaders game instead of a lone wolf style of game?
The freebee community can do with another space invaders game, as dark
destroyer is next to impossible to beat
Then your mission is to move your ship through the universe and kill the
borgs, cling ons, romulons and the doomsday machine just like you would
shoot down a ship in trupenam and dark destroyer.
It would be sooo cool if I can shoot down the doomsday machine in a space in
vader style of game.]
Lets say the universe is a 100 by 100 galaxy, so you then use all 4 arrows
to move your ship.
You can then determine which ship its best to destroy first.
Lets say all ships don't have cloaking  devices, then you move your ship and
you check your coordinates with a keystroke everytime you  encounter a ship
and if you then see that the ship   have a cloaking device, you memorize
that ship's coordinates and then you move on until you find a ship with no
cloaking device.
So in that way we still have  a bit of strategy element in the game but a
space invaders style of stfc will be more understandable than a lone wolf
kind of game.


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Darren Harris
hi,

sorry i really don't like the sound of that. space invaders, is space 
invaders. as it was back in the days of the atari 2600. anything else isn't 
space invadrs at all.
- Original Message - 
From: nicol [EMAIL PROTECTED]
To: gamers Gamers@audyssey.org
Sent: Sunday, May 18, 2008 8:41 AM
Subject: [Audyssey] space invaders versus star trek strategy game


 Hello thom
 A suggestion from my side for your new release of stfc version 2.
 Why not make a space invaders game instead of a lone wolf style of game?
 The freebee community can do with another space invaders game, as dark
 destroyer is next to impossible to beat
 Then your mission is to move your ship through the universe and kill the
 borgs, cling ons, romulons and the doomsday machine just like you would
 shoot down a ship in trupenam and dark destroyer.
 It would be sooo cool if I can shoot down the doomsday machine in a space 
 in
 vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4 arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your ship 
 and
 you check your coordinates with a keystroke everytime you  encounter a 
 ship
 and if you then see that the ship   have a cloaking device, you memorize
 that ship's coordinates and then you move on until you find a ship with no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game but a
 space invaders style of stfc will be more understandable than a lone wolf
 kind of game.


 ---
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 If you want to leave the list, send E-mail to 
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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Liam Erven
actually.  I think there's too many space invaders style games.
Even when I released Judgment day, that was one of my biggest problems with 
the game.  It was just like a vast number of other games.
please.  no more space invaders!

- Original Message - 
From: nicol [EMAIL PROTECTED]
To: gamers Gamers@audyssey.org
Sent: Sunday, May 18, 2008 2:41 AM
Subject: [Audyssey] space invaders versus star trek strategy game


 Hello thom
 A suggestion from my side for your new release of stfc version 2.
 Why not make a space invaders game instead of a lone wolf style of game?
 The freebee community can do with another space invaders game, as dark
 destroyer is next to impossible to beat
 Then your mission is to move your ship through the universe and kill the
 borgs, cling ons, romulons and the doomsday machine just like you would
 shoot down a ship in trupenam and dark destroyer.
 It would be sooo cool if I can shoot down the doomsday machine in a space 
 in
 vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4 arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your ship 
 and
 you check your coordinates with a keystroke everytime you  encounter a 
 ship
 and if you then see that the ship   have a cloaking device, you memorize
 that ship's coordinates and then you move on until you find a ship with no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game but a
 space invaders style of stfc will be more understandable than a lone wolf
 kind of game.


 ---
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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Dark
I'd have to say I agree with Liam,  despite my rapidly growing 
attachement to Ds9.

there were lots of other great atari games,  why not remake some of 
them? Obviously we've got packman talks, --- but I'm sure there are others?

I know that torrent was supposed to be a bit like galaxians with the 
scrolling stuff, but that never got finished and I'm not sure what happened 
to it.

Berzerk would make a fantastic game along the lines of superdog's bone 
hunt,  in fact I had plans to do that one myself with audio game 
maker,  and might stil with Tom's genesis engine.

but how about audio donkey Kong (and I mean the original), or an actual game 
of missile command? or (one of my personal favourites), how about joust?

though I'll admit I'm slightly less sure how you'd do joust in audio as 
compared to berzerk or Donkey Kong.

anyway, I hope I've made the point.

Beware the Grue!

Dark.
- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 18, 2008 8:41 PM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


 actually.  I think there's too many space invaders style games.
 Even when I released Judgment day, that was one of my biggest problems 
 with
 the game.  It was just like a vast number of other games.
 please.  no more space invaders!

 - Original Message - 
 From: nicol [EMAIL PROTECTED]
 To: gamers Gamers@audyssey.org
 Sent: Sunday, May 18, 2008 2:41 AM
 Subject: [Audyssey] space invaders versus star trek strategy game


 Hello thom
 A suggestion from my side for your new release of stfc version 2.
 Why not make a space invaders game instead of a lone wolf style of game?
 The freebee community can do with another space invaders game, as dark
 destroyer is next to impossible to beat
 Then your mission is to move your ship through the universe and kill the
 borgs, cling ons, romulons and the doomsday machine just like you would
 shoot down a ship in trupenam and dark destroyer.
 It would be sooo cool if I can shoot down the doomsday machine in a space
 in
 vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4 
 arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your ship
 and
 you check your coordinates with a keystroke everytime you  encounter a
 ship
 and if you then see that the ship   have a cloaking device, you memorize
 that ship's coordinates and then you move on until you find a ship with 
 no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game but a
 space invaders style of stfc will be more understandable than a lone wolf
 kind of game.


 ---
 Gamers mailing list __ Gamers@audyssey.org
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 -- 
 No virus found in this incoming message.
 Checked by AVG.
 Version: 7.5.524 / Virus Database: 269.23.20/1453 - Release Date: 
 18/05/2008 09:31

 


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Thomas Ward
Hi Nicol,
Sorry, but I have to disagree with you. The blind gaming community has 
way too many Space Invader type games already. There is: Judgment Day, 
Troopenum, Dark Destroyer, Chopper Patrol, Enemy Attack, Aliens In the 
Outback, etc. I am so sick and tired of those type of games it was one 
of the main reasons I began writing my own games. It is high time we as 
a blind community begin branching out and developing more roll playing 
games, first person shooters, strategy games, flight simulators, etc. 
We need to break out of the classic Atari games mold and design 
something more current.
Anyway, in regards to STFC I'm going to probably make two different Trek 
games. One is going to be more of a Lonewolf type game and the other is 
going to be the big fleet turn based game. If you don't like either one 
don't play them. I have absolutely no desire to make just another 
run-of-the-mill Space Invader clone.
Cheers.


nicol wrote:
 Hello thom
 A suggestion from my side for your new release of stfc version 2.
 Why not make a space invaders game instead of a lone wolf style of game?
 The freebee community can do with another space invaders game, as dark
 destroyer is next to impossible to beat
 Then your mission is to move your ship through the universe and kill the
 borgs, cling ons, romulons and the doomsday machine just like you would
 shoot down a ship in trupenam and dark destroyer.
 It would be sooo cool if I can shoot down the doomsday machine in a space in
 vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4 arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your ship and
 you check your coordinates with a keystroke everytime you  encounter a ship
 and if you then see that the ship   have a cloaking device, you memorize
 that ship's coordinates and then you move on until you find a ship with no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game but a
 space invaders style of stfc will be more understandable than a lone wolf
 kind of game.
 
 
 ---
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 If you want to leave the list, send E-mail to [EMAIL PROTECTED]
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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Bryan Peterson
Here here! I couldn't agree with you more Tom. If and when I start 
attempting to learn a programming language you can bet that I won't be 
writing many Space Invaders games if indeed any at all. We've already got 
way too many of those. And Nichol, I have to disagree with you about Dark 
Destroyer. I beat that on my first try. Me, I'd love to see an RPG like 
Zelda or Final Fantasy or ann FPS style game like what Metroid Prime was. Of 
course I'd love to see a Metroid style audio game but something like that 
might be difficult to render in audio. I'm not sure how you'd represent 
platforms above or below your current position although I see no reason why 
it couldn't be done. I suppose you could do it with pitch bending (I think 
that's what they call it), where a higher platform would have a higher sound 
versus a platform below you having a lower sound. Now a Prince of Persia 
style audio game might be pretty doable since all the action I.E. sword 
fights, jumping, climbing and stuff is all happening pretty much in the same 
position as the player. And in a game like that you have great potential for 
some truly incredible sound design, especially when it comes to the traps.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 18, 2008 2:24 PM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


 Hi Nicol,
 Sorry, but I have to disagree with you. The blind gaming community has
 way too many Space Invader type games already. There is: Judgment Day,
 Troopenum, Dark Destroyer, Chopper Patrol, Enemy Attack, Aliens In the
 Outback, etc. I am so sick and tired of those type of games it was one
 of the main reasons I began writing my own games. It is high time we as
 a blind community begin branching out and developing more roll playing
 games, first person shooters, strategy games, flight simulators, etc.
 We need to break out of the classic Atari games mold and design
 something more current.
 Anyway, in regards to STFC I'm going to probably make two different Trek
 games. One is going to be more of a Lonewolf type game and the other is
 going to be the big fleet turn based game. If you don't like either one
 don't play them. I have absolutely no desire to make just another
 run-of-the-mill Space Invader clone.
 Cheers.


 nicol wrote:
 Hello thom
 A suggestion from my side for your new release of stfc version 2.
 Why not make a space invaders game instead of a lone wolf style of game?
 The freebee community can do with another space invaders game, as dark
 destroyer is next to impossible to beat
 Then your mission is to move your ship through the universe and kill the
 borgs, cling ons, romulons and the doomsday machine just like you would
 shoot down a ship in trupenam and dark destroyer.
 It would be sooo cool if I can shoot down the doomsday machine in a space 
 in
 vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4 
 arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your ship 
 and
 you check your coordinates with a keystroke everytime you  encounter a 
 ship
 and if you then see that the ship   have a cloaking device, you memorize
 that ship's coordinates and then you move on until you find a ship with 
 no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game but a
 space invaders style of stfc will be more understandable than a lone wolf
 kind of game.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED]
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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Darren Harris
I couldn't agree with you more on that. I love the origional game. Can't
stand any other spin off. Your new stfc thomas are you going to do it
along the lines of empire earth in as much as you can build ships from
resources etc and develop new technologies? Now that would be ground
breaking in this community and I think you will be the one to do such a
thing. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Thomas Ward
Sent: 18 May 2008 21:25
To: Gamers Discussion list
Subject: Re: [Audyssey] space invaders versus star trek strategy game


Hi Nicol,
Sorry, but I have to disagree with you. The blind gaming community has 
way too many Space Invader type games already. There is: Judgment Day, 
Troopenum, Dark Destroyer, Chopper Patrol, Enemy Attack, Aliens In the 
Outback, etc. I am so sick and tired of those type of games it was one 
of the main reasons I began writing my own games. It is high time we as 
a blind community begin branching out and developing more roll playing 
games, first person shooters, strategy games, flight simulators, etc. 
We need to break out of the classic Atari games mold and design 
something more current.
Anyway, in regards to STFC I'm going to probably make two different Trek

games. One is going to be more of a Lonewolf type game and the other is 
going to be the big fleet turn based game. If you don't like either one 
don't play them. I have absolutely no desire to make just another 
run-of-the-mill Space Invader clone.
Cheers.


nicol wrote:
 Hello thom
 A suggestion from my side for your new release of stfc version 2. Why 
 not make a space invaders game instead of a lone wolf style of game? 
 The freebee community can do with another space invaders game, as dark

 destroyer is next to impossible to beat Then your mission is to move 
 your ship through the universe and kill the borgs, cling ons, romulons

 and the doomsday machine just like you would shoot down a ship in 
 trupenam and dark destroyer. It would be sooo cool if I can shoot down

 the doomsday machine in a space in vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4
arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your
ship and
 you check your coordinates with a keystroke everytime you  encounter a
ship
 and if you then see that the ship   have a cloaking device, you
memorize
 that ship's coordinates and then you move on until you find a ship
with no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game
but a
 space invaders style of stfc will be more understandable than a lone
wolf
 kind of game.
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED] You can make changes or update your 
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No virus found in this incoming message.
Checked by AVG. 
Version: 7.5.523 / Virus Database: 269.23.20/1453 - Release Date:
18/05/2008 09:31
 

No virus found in this outgoing message.
Checked by AVG. 
Version: 7.5.523 / Virus Database: 269.23.20/1453 - Release Date:
18/05/2008 09:31
 


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Bryan Peterson
I couldn't agree more. No slight on the DSG folks but they totally ruined 
that Mario game.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Shadow Dragon [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 18, 2008 8:08 PM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


 Personally I'd like to see a modernized version of both Mario and Donkey
 Kong. If noone's willing to make a zelda game, these two would be my next
 choice. The original donkey kong was just dodging barrels really, not much
 to it. I think we're kind of past that phase unless they're released as 
 free
 games. But side scrollers I like. It'd probably be tough, but it'd be cool
 to see a full featured version of mario (and I don't mean the one by
 dragonslayer games,) where jumping actually had height instead of just 
 being
 a button that played a sound, and where it wasn't all step based, like 
 take
 3 steps forward and jump or whatever. You'd have to lose some of the 
 classic
 sounds and probably put in footstep sounds and wind for pits and the like,
 but I think it'd be cool. Eh *shrug* but in any case, I agree with the
 general consensis here, the startrek game is fine as it is.


 ---
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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread Shadow Dragon
Personally I'd like to see a modernized version of both Mario and Donkey 
Kong. If noone's willing to make a zelda game, these two would be my next 
choice. The original donkey kong was just dodging barrels really, not much 
to it. I think we're kind of past that phase unless they're released as free 
games. But side scrollers I like. It'd probably be tough, but it'd be cool 
to see a full featured version of mario (and I don't mean the one by 
dragonslayer games,) where jumping actually had height instead of just being 
a button that played a sound, and where it wasn't all step based, like take 
3 steps forward and jump or whatever. You'd have to lose some of the classic 
sounds and probably put in footstep sounds and wind for pits and the like, 
but I think it'd be cool. Eh *shrug* but in any case, I agree with the 
general consensis here, the startrek game is fine as it is. 


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Re: [Audyssey] space invaders versus star trek strategy game

2008-05-18 Thread jeh
hi,
if it's a space invaders type game, I won't even download it. I've had 
enough space invaders!

- Original Message - 
From: Darren Harris [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 18, 2008 3:38 PM
Subject: Re: [Audyssey] space invaders versus star trek strategy game


 hi,

 sorry i really don't like the sound of that. space invaders, is space
 invaders. as it was back in the days of the atari 2600. anything else 
 isn't
 space invadrs at all.
 - Original Message - 
 From: nicol [EMAIL PROTECTED]
 To: gamers Gamers@audyssey.org
 Sent: Sunday, May 18, 2008 8:41 AM
 Subject: [Audyssey] space invaders versus star trek strategy game


 Hello thom
 A suggestion from my side for your new release of stfc version 2.
 Why not make a space invaders game instead of a lone wolf style of game?
 The freebee community can do with another space invaders game, as dark
 destroyer is next to impossible to beat
 Then your mission is to move your ship through the universe and kill the
 borgs, cling ons, romulons and the doomsday machine just like you would
 shoot down a ship in trupenam and dark destroyer.
 It would be sooo cool if I can shoot down the doomsday machine in a space
 in
 vader style of game.]
 Lets say the universe is a 100 by 100 galaxy, so you then use all 4 
 arrows
 to move your ship.
 You can then determine which ship its best to destroy first.
 Lets say all ships don't have cloaking  devices, then you move your ship
 and
 you check your coordinates with a keystroke everytime you  encounter a
 ship
 and if you then see that the ship   have a cloaking device, you memorize
 that ship's coordinates and then you move on until you find a ship with 
 no
 cloaking device.
 So in that way we still have  a bit of strategy element in the game but a
 space invaders style of stfc will be more understandable than a lone wolf
 kind of game.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
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Re: [Audyssey] Space Invaders?

2006-08-01 Thread Mich Verrier
hi aw eamin yes they were neet. I remember onetime a friend and me stayed in 
all day just playing eamin and we beet the game. I to wish that some one 
would convert those games to windows as well.
from Mich Verrier from New Liskeard Ontario Canada
- Original Message - 
From: MissWings [EMAIL PROTECTED]
To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 01, 2006 12:52 AM
Subject: Re: [Audyssey] Space Invaders?


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

Re: [Audyssey] Space Invaders?

2006-07-31 Thread Ken the Crazy
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

Re: [Audyssey] Space Invaders?

2006-07-31 Thread MissWings
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

Re: [Audyssey] Space Invaders?

2006-07-31 Thread Ken the Crazy
I think Wings is referring to the Japanese space invaders game, unless 
Universally accessible space invaders is a new one.
- Original Message - 
From: jack scrimshaw [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 28, 2006 11:18 PM
Subject: Re: [Audyssey] Space Invaders?


 There are several space invaders based games out there troopinum 2 and 
 alien
 outback to name just 2. However the classic sounds have been modernized a
 wee bit and each game has its own off the wall sort a theme but the 
 concept
 is the same.
 jack scrimshaw u k cowboy
 - 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 11:47 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

Re: [Audyssey] Space Invaders?

2006-07-29 Thread Thomas Ward
Hi.
Although, none of the SI clones come close to the original in game play. 
In he original there were rows upon rows of enemies to shoot down.
I believe the magic number is 24 per level. they were lined up in 4 rows 
of enemies and when you blasted the bottom row the layer above would 
drop down in the previous rows place.
Also as enemies were eliminated the game would get faster and faster 
until the last invader was blasted.


jack scrimshaw wrote:
 There are several space invaders based games out there troopinum 2 and alien 
 outback to name just 2. However the classic sounds have been modernized a 
 wee bit and each game has its own off the wall sort a theme but the concept 
 is the same.
 jack scrimshaw u k cowboy
   


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To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
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[Audyssey] Space Invaders?

2006-07-28 Thread MissWings
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 

Re: [Audyssey] Space Invaders?

2006-07-28 Thread jack scrimshaw
There are several space invaders based games out there troopinum 2 and alien 
outback to name just 2. However the classic sounds have been modernized a 
wee bit and each game has its own off the wall sort a theme but the concept 
is the same.
jack scrimshaw u k cowboy
- 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 11:47 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

Re: [Audyssey] space invaders

2006-05-29 Thread Liam Erven
wouldn't our games be more like missile command, or what not?

- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 29, 2006 2:50 AM
Subject: Re: [Audyssey] space invaders


 You don't have a true space invaders game yet.  In the original, multiple
 ships come down at you all at once, and there are shields to hide behind.
 We have nothing like that.  Maybe we have four or five at once, but there
 are 72 ships in the original game.  I would love to have a true SI game 
 for
 the blind.

 - Original Message - 
 From: will [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Sunday, May 28, 2006 7:31 PM
 Subject: [Audyssey] space invaders


 hey all

 Judgement day sounds cool, but ahven't we got enough space invader games?
 just want to start dicussions? we ahve enough space invader games, why do
 we need more?
 don't get me wrong, judgement day sounds different but from reading the
 description on the website just sounds like troopanum.
 regards, will
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Re: [Audyssey] space invaders

2006-05-29 Thread Thomas Ward
Hi, Liam.
The closest game I can think of to compare to VI invader games is Demon 
Attack. In that game you would get three or four demons, and as soon as 
you cleared the screen more would come on to the screen and with a cool 
warping sound.
Missile attack you had missiles descending towards you, and you had to 
shoot them down. As you destroyed them the enemy would launch more so VI 
games has kind of copied this style of play for arcadia games. However, 
nothing like the real Space Invader game.
As ken said you had rows and rows of alien invaders in space suits 
descending on the screen. You had to destroy as many as possible, and if 
you were real good blow away the UFO dropping them as it passed over head.
As the invaders got closer and closer to the ground they would get 
faster and faster They also moved left and right as well as down. This 
is what made it fun to play.



Liam Erven wrote:
 wouldn't our games be more like missile command, or what not?
   


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Re: [Audyssey] space invaders

2006-05-29 Thread Allison Mervis
Is that the one that's in Japanese? Thanks!
Allison

- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 29, 2006 5:28 AM
Subject: Re: [Audyssey] space invaders


 Hi,

 Space Invaders For The Blind
 (http://www.audiogames.net/db.php?action=viewid=spaceinvadersfortheblind)
 is supposedly an accessible version of Space Invaders which includes all 
 the
 original graphics, alien formations (so mulitple rows), etc. . I believe 
 it
 has been developed by Taito themselves since it says so in the 
 copyrights...

 Greets,

 Richard

 http://www.audiogames.net




 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Monday, May 29, 2006 11:21 AM
 Subject: Re: [Audyssey] space invaders


 Hi, Ken.
 You are correct. None of the SI clones exactly copies the Atari classic.
 If memory is correct there was 4 rows of 8 invaders on the screen, and
 then three shields which you could hide under when the enemy were firing
 at you. As you eliminated the enemy invaders the enemies moved faster
 and faster as they descended to you.
 I suppose it would be actually pretty easy to reproduce, and wouldn't
 take long to make.
 A game like that I could probably roll out in a month. Perhaps I will do
 it once Monty is on site for download and testing. Would be a fun
 diversion.


 Ken the Crazy wrote:
 You don't have a true space invaders game yet.  In the original, 
 multiple
 ships come down at you all at once, and there are shields to hide 
 behind.
 We have nothing like that.  Maybe we have four or five at once, but 
 there
 are 72 ships in the original game.  I would love to have a true SI game
 for
 the blind.



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 visit
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Re: [Audyssey] space invaders

2006-05-29 Thread AudioGames.net
Yes, that's the one...


- Original Message - 
From: Allison Mervis [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 29, 2006 5:31 PM
Subject: Re: [Audyssey] space invaders


 Is that the one that's in Japanese? Thanks!
 Allison

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 29, 2006 5:28 AM
 Subject: Re: [Audyssey] space invaders


 Hi,

 Space Invaders For The Blind
 (http://www.audiogames.net/db.php?action=viewid=spaceinvadersfortheblind)
 is supposedly an accessible version of Space Invaders which includes all
 the
 original graphics, alien formations (so mulitple rows), etc. . I believe
 it
 has been developed by Taito themselves since it says so in the
 copyrights...

 Greets,

 Richard

 http://www.audiogames.net




 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Monday, May 29, 2006 11:21 AM
 Subject: Re: [Audyssey] space invaders


 Hi, Ken.
 You are correct. None of the SI clones exactly copies the Atari classic.
 If memory is correct there was 4 rows of 8 invaders on the screen, and
 then three shields which you could hide under when the enemy were firing
 at you. As you eliminated the enemy invaders the enemies moved faster
 and faster as they descended to you.
 I suppose it would be actually pretty easy to reproduce, and wouldn't
 take long to make.
 A game like that I could probably roll out in a month. Perhaps I will do
 it once Monty is on site for download and testing. Would be a fun
 diversion.


 Ken the Crazy wrote:
 You don't have a true space invaders game yet.  In the original,
 multiple
 ships come down at you all at once, and there are shields to hide
 behind.
 We have nothing like that.  Maybe we have four or five at once, but
 there
 are 72 ships in the original game.  I would love to have a true SI game
 for
 the blind.



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 visit
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Re: [Audyssey] space invaders

2006-05-29 Thread Allison Mervis
How is it playable by those who don't speak the language? Thanks!
Allison

- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 29, 2006 11:33 AM
Subject: Re: [Audyssey] space invaders


 Yes, that's the one...


 - Original Message - 
 From: Allison Mervis [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 29, 2006 5:31 PM
 Subject: Re: [Audyssey] space invaders


 Is that the one that's in Japanese? Thanks!
 Allison

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 29, 2006 5:28 AM
 Subject: Re: [Audyssey] space invaders


 Hi,

 Space Invaders For The Blind
 (http://www.audiogames.net/db.php?action=viewid=spaceinvadersfortheblind)
 is supposedly an accessible version of Space Invaders which includes all
 the
 original graphics, alien formations (so mulitple rows), etc. . I believe
 it
 has been developed by Taito themselves since it says so in the
 copyrights...

 Greets,

 Richard

 http://www.audiogames.net




 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Monday, May 29, 2006 11:21 AM
 Subject: Re: [Audyssey] space invaders


 Hi, Ken.
 You are correct. None of the SI clones exactly copies the Atari 
 classic.
 If memory is correct there was 4 rows of 8 invaders on the screen, and
 then three shields which you could hide under when the enemy were 
 firing
 at you. As you eliminated the enemy invaders the enemies moved faster
 and faster as they descended to you.
 I suppose it would be actually pretty easy to reproduce, and wouldn't
 take long to make.
 A game like that I could probably roll out in a month. Perhaps I will 
 do
 it once Monty is on site for download and testing. Would be a fun
 diversion.


 Ken the Crazy wrote:
 You don't have a true space invaders game yet.  In the original,
 multiple
 ships come down at you all at once, and there are shields to hide
 behind.
 We have nothing like that.  Maybe we have four or five at once, but
 there
 are 72 ships in the original game.  I would love to have a true SI 
 game
 for
 the blind.



 ___
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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Re: [Audyssey] space invaders

2006-05-29 Thread Sarah
ah, but I love space games. they are fun and a good way of relaxing.
SA
- Original Message - 
From: will [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Sunday, May 28, 2006 4:31 PM
Subject: [Audyssey] space invaders


hey all

Judgement day sounds cool, but ahven't we got enough space invader games?
just want to start dicussions? we ahve enough space invader games, why do we 
need more?
don't get me wrong, judgement day sounds different but from reading the 
description on the website just sounds like troopanum.
regards, will
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[Audyssey] space invaders

2006-05-28 Thread will
hey all

Judgement day sounds cool, but ahven't we got enough space invader games?
just want to start dicussions? we ahve enough space invader games, why do we 
need more?
don't get me wrong, judgement day sounds different but from reading the 
description on the website just sounds like troopanum.
regards, will
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Re: [Audyssey] space invaders

2006-05-28 Thread shaun everiss
hmmm.
we have a load of these games.
All of them have their twists though.
And as each game appears the actual base game space invadors develops.
Our games are bassed on the origionalls but outweigh them.
Both in features and capibilities to sound, directx input, and other things.
Yes there for example were games, on the bbc, and ibm all using pc 
speakers we have got further than those.
So I doubt arcade is dead, there are a load of crossover titles.
At 11:31 AM 5/29/2006, you wrote:
hey all

Judgement day sounds cool, but ahven't we got enough space invader games?
just want to start dicussions? we ahve enough space invader games, 
why do we need more?
don't get me wrong, judgement day sounds different but from reading 
the description on the website just sounds like troopanum.
regards, will
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http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] space invaders

2006-05-28 Thread Charles Rivard
That's why we might want more space invader games.  As you say, this sounds 
different.  But, then again, you also say that it sounds just like 
Troopanum?  It cannot be both.  Which would you say that it is?  Just like 
Troopanum?, or different.  I say, based on what Liam has presented so far, 
that it will have different twists and surprises, so it is different.


- Original Message - 
From: will [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Sunday, May 28, 2006 4:31 PM
Subject: [Audyssey] space invaders


 hey all

 Judgement day sounds cool, but ahven't we got enough space invader games?
 just want to start dicussions? we ahve enough space invader games, why do 
 we need more?
 don't get me wrong, judgement day sounds different but from reading the 
 description on the website just sounds like troopanum.
 regards, will
 ___
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 



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Re: [Audyssey] space invaders

2006-05-28 Thread shaun everiss
troopinam has 2 versions and both are a seperate game.
the first one is purely arcade.
the second one has the actual twist of fighting the big boss at the 
end and they are both indipendant.
At 12:10 PM 5/29/2006, you wrote:
That's why we might want more space invader games.  As you say, this sounds
different.  But, then again, you also say that it sounds just like
Troopanum?  It cannot be both.  Which would you say that it is?  Just like
Troopanum?, or different.  I say, based on what Liam has presented so far,
that it will have different twists and surprises, so it is different.


- Original Message -
From: will [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Sunday, May 28, 2006 4:31 PM
Subject: [Audyssey] space invaders


  hey all
 
  Judgement day sounds cool, but ahven't we got enough space invader games?
  just want to start dicussions? we ahve enough space invader games, why do
  we need more?
  don't get me wrong, judgement day sounds different but from reading the
  description on the website just sounds like troopanum.
  regards, will
  ___
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  To unsubscribe send E-mail to [EMAIL PROTECTED] You can
  visit
  http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
  any subscription changes via the web.
 



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Checked by AVG Free Edition.
Version: 7.1.394 / Virus Database: 268.7.2/349 - Release Date: 5/26/2006



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Re: [Audyssey] space invaders

2006-05-28 Thread Liam Erven
to add to it.  Judgement day will be the first game with true unlockable 
content.  Actually, Rail racer will be first with unlockable upgrades and 
stuff.  But, I don't know any other game that is using something like a 
trophy system.

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 28, 2006 9:10 PM
Subject: Re: [Audyssey] space invaders


 troopinam has 2 versions and both are a seperate game.
 the first one is purely arcade.
 the second one has the actual twist of fighting the big boss at the
 end and they are both indipendant.
 At 12:10 PM 5/29/2006, you wrote:
That's why we might want more space invader games.  As you say, this 
sounds
different.  But, then again, you also say that it sounds just like
Troopanum?  It cannot be both.  Which would you say that it is?  Just like
Troopanum?, or different.  I say, based on what Liam has presented so far,
that it will have different twists and surprises, so it is different.


- Original Message -
From: will [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Sunday, May 28, 2006 4:31 PM
Subject: [Audyssey] space invaders


  hey all
 
  Judgement day sounds cool, but ahven't we got enough space invader 
  games?
  just want to start dicussions? we ahve enough space invader games, why 
  do
  we need more?
  don't get me wrong, judgement day sounds different but from reading the
  description on the website just sounds like troopanum.
  regards, will
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  To unsubscribe send E-mail to [EMAIL PROTECTED] You can
  visit
  http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
  any subscription changes via the web.
 



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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.394 / Virus Database: 268.7.2/349 - Release Date: 5/26/2006



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