Hi Dark,
I think this article is what you are looking for:
Audyssey;
Games Accessible to the Blind
Issue 32: First Quarter, 2002
Edited by Michael Feir and Rebecca Sutton

Due to unforeseen circumstances, I was unable to have the surprise I
promised ready in time for inclusion in this issue of Audyssey. It will be
ready shortly. The surprise was a game I have nearly completed which is a
board-game equivalent to a classic side-scrolling video game. Two dice are
all that is needed to play.  Called Sparkle, the game puts up to six
adventurers in a complex of stacked levels full of goblins, ghosts, trophies
and other items. Players have to clear all levels of trophies in order to
win. Goblins also try to obtain trophies. At the top of the complex are two
exits where trophies must be deposited and where a dragon waits to destroy
the incautious player. As a sort of consolation, I have written down a
proposal on how a side-scrolling game could be made for blind people using
stereo sound. Designing Sparkle has re-shaped and clarified my ideas on this
so that I am now confident that they are feasible. I hope one or more game
developers out there can put them to use, and that readers find my theories
to be of interest.

How A Sonic Side-scrolling Game Could Work
By Michael Feir

To make a game which offers all the challenge that sighted people experience
would require a vary careful use of sounds. The basic scenario would take
place on a line extending from left to right in front of the player. As the
player moved along the line, sounds representing monsters, objects,
obstacles, and so-on would pan from left to right or vise versa depending on
the direction travelled. The volume of sounds could also be used either to
denote the height of objects or make more obvious what is in the immediate
vicinity and what is further away on either side. Pitch of sounds could be
another height indicator.

Each item in the game would generate a sound as long as it was within a
certain range. For example, a pit which had to be jumped over might have a
vast echoing sound associated with it. As one approached the pit, the sound
would move closer to the centre of the line in front of the player. If the
player did not jump at the right time, he/she would fall into the pit.

Multiple layers of sound would be required for such a game to work. There
would probably have to be at least two layers of sound for representing
stationary features such as pits, water, raised platforms which could be
jumped onto, etc. There would also have to be channels for object sounds. A
good example would be a heart beeting as a symbol denoting a healing item
which would increase health. A magic sword might have the whisper of its
name as a locater, or a sound of a sword being drawn. A chest might have a
thumping sound.

When it comes to enemies, things don't necessarily get all that much more
complicated. Enemies would have their own movement and identification
sounds. A monster might breathe heavily or growl. Flying enemies would have
flapping sounds and/or different chirps. Combat would work similarly. An
attacker would swing at a player from the side where it is located. A
monster on the right might attack a player, for instance. The attack
approach sound might be a swoosh or fierce roar. The player would have an
instant to dodge to the left out of the zone which would be hit by the
attack. The player's attacks would similarly extend a certain range at a
certain speed. The player would have to learn to judge how far and fast
his/her attack moved and make certain that the enemy wouldn't move out of
range in time to avoid the attack. A flying projectile could be blocked by
moving slightly in its direction so that the player's shield was facing the
right way. As a more complex option, different pitched attack approach
sounds could represent different heights which could be matched by players
using the arrow keys or joystick to raise or lower their shield. Players
could attack along a few levels of height represented by pitch and attempt
to score a critical hit or shoot at flying enemies represented at higher
pitches. These approaches have been used in other games for the sighted, and
with modern technology, it should be possible to represent all this
sonically. Shades Of Doom and Monkey Business certainly prove that the
capability exists.

In the case of the game Sparkle which I have almost completed, events might
happen on different levels of a multi-level complex. Depicting events
outside the level that the player is on would be somewhat problematic. The
best approach would likely be to have a voice similar to those in games like
Gauntlet. In the case of my game, it would say things like:
"The haven on level three is under attack!", or "A goblin on level four has
rolled a magic boulder."

The number of players would be pretty much limited to two on a single
computer. Each could have separate controls on the keyboard or use
joysticks. The tricky part would be making certain that there was no
confusion and that both had access to information relevant to them. Having a
game playable over the Internet simplifies this since each player would be
in front of their own computer and speakers and would logically hear things
from their character's point of view. It's possible that a static view might
work better in a level with two players on the same computer. Each player
might have different footsteps denoting their characters. With a non-static
view, both players could tell relatively where they were on a given level.
An aspect that would present problems would be how to locate obstacles. In
the single-player example I gave above, volume and having sound move based
on the player's location was used. That is, the pit was stationary but the
sound got closer to the centre as the player approached it. If a
side-scrolling game was made for two players, the problem would be that
without two separate sets of speakers, the viewpoints of both characters
couldn't be represented in a non-confusing manner. The player near the pit
couldn't hear it coming nearly ahead of him/her if the other player heard
the same pit but was far to the right of it.

At present, therefore, it would be possible either for a single-player
side-scroller or a multi-player Internet-based side-scroller to be made. One
could not, however, have a two-player game of this type which needed only
one set of speakers.

Having a game use two dimensions instead of three in this manner should be
pretty straight-forward. It would be less taxing to develop than something
like Shades of Doom was. Strangely enough, nobody has attempted it yet. With
ever-popular games like Super Mario, Pitfall, and a whole hoast of others
for the sighted, I would think such a natural translation to stereo sound
would be fairly successful.





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