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Audio game

An audio game is an electronic game played on a device such as a personal computer. It is similar to a video game save that there is audible and tactile feedback but not visual.

Audio game history
The term "electronic game" is commonly understood as a synonym for the narrower concept of the "video game." This is understandable as both electronic games and video games have developed in parallel and the game market has always had a strong bias toward the visual. The first electronic game, in fact, is often cited to be Cathode-Ray Tube Amusement Device (1947) a decidedly visual game. Despite the difficulties in creating a visual component to early electronic games imposed by crude graphics, small view-screens, and power consumption, video games remained the primary focus of the early electronic game market. Arcade and one-off handheld audio gamesthe early years 's Touch Meone of the earliest audio games Atari released the first audio game, Touch Me, in 1974. Housed in an arcade cabinet, Touch Me featured a series of lights which would flash with an accompanying tone. The player would reproduce the sequence by pressing a corresponding sequence of buttons and then the game would add another light/sound to the end of the growing sequence to continually test the player's eidetic memory in a Pelmanism-style format. Although the game featured both a visual and an auditory component, the disconnect between the two enabled both the seeing and the visually impaired to equally enjoy the game. Based on the popularity of Touch Me, in 1978 Milton Bradley Company released a handheld audio game entitled Simon at Studio 54 in New York City. Whereas Touch Me had been in competition with other visual-centric video games and consequently remained only a minor success, the allure of a personal electronic game allowed Simon to capture a much greater share of the market. Simon became an immediate success eventually becoming a pop culture symbol of the 1980s. In the decades following the release of Simon, numerous clones and variations were produced including Merlin among others. Beginning in 1996, Milton Bradley and a number of other producers released the handheld Bop It which featured a similar concept of a growing series of commands designed to test eidetic memory. Other related games soon followed including Bop It Extreme (1998), Bop It-Extreme 2 (2002–2003), Zing-It, Top-It, and Loopz (2010) TTS software and the PCthe second wave '' (1976), the earliest of a library initially spanning 8 years of TTS-enabled video games, was first made widely available as an audio game through MacInTalk in 1984. Before graphical operating systems like Windows, most home computers used text-based operating systems such as DOS. Being text-based meant that they were relatively accessible to visually impaired users, requiring only the additional use of text-to-speech (TTS) software. For the same reason, following the development of TTS software, text-based games such as early text-only works of interactive fiction were also equally accessible to users with or without a visual impairment. Since the availability of such software was not commonly accessible until the inclusion of the MacInTalk program on Apple Computers in 1984, the library of games which became accessible to the vision impaired spanned everything from the earliest text adventure, Colossal Cave Adventure (1976), to the comparatively advanced works of interactive fiction which had developed in the subsequent 8 years. Although the popularity of this genre has waned in the general market as video-centric games became the dominant form of electronic game, this library is still growing with the freeware development by devoted enthusiasts of new interactive fiction titles each year. Tools such as the once popular Blastbay Game Toolkit engine that aided in the development of audio games are now obsolete, but current game engines like Unity and Unreal that can support audio game development are not specifically designed for doing so, creating an additional hurdle for audio game developers. In the field of console gaming, there has been very little in the way of audio games. One notable exception are the strong audio elements present in several of the games produced by the Japanese video game developer Warp, founded by musician and designer Kenji Eno. In 1996, the company released Enemy Zero, which was notable for the fact that most of its enemies are invisible, with the player needing to rely on an audio-based tracking system, wherein the frequency and pitch of a beeping sound is used to locate them in 3D space. A year later, Warp released Real Sound: Kaze no Regret, an adventure audio game. Structured similarly to a visual novel, the game was designed to provide equal access to sighted and blind players, and as such features no visuals at all during gameplay, consisting purely of voice acting, sound effects, and music. Discussing Real Sound's production, Eno stated: Audio-based gameplay elements are also present in Warp's D2. Nintendo, as part of its shift to alternative gameplay forms, has shown recent interest in audio games through its own development teams. In July 2006, Nintendo released a collection of audio games called Soundvoyager as the newest member of its spare Digiluxe series. The Digiluxe series for Game Boy Advance consists of 7 games (in 2 series) that are characterized by simple yet compelling gameplay, minimal graphics, and the emphasis, in such titles as Soundvoyager and Dotstream, on music. Soundvoyager contains 7 audio games (Sound Slalom, Sound Picker, Sound Drive, Sound Cock, Sound Chase, Sound Catcher, and Sound Cannon). The Digiluxe series has been available in Japan since July 2006. In 2008, MIT students collaborated with the government of Singapore and a professor at the National University of Singapore to create AudiOdyssey, a game which allows both blind and sighted gamers to play together. Apple's iPhone platform has become home to a number of audio games, including Papa Sangre. Other examples include Audiogame.it's Flarestar (a space-themed exploration game that features combat against training drones and other spacecraft) Android devices also feature a myriad of audio games. For example, the studio Blind Faith Games has developed various games for Android with the goal of accessibility for the visually impaired community. Examples include Golf Accessible (a simulation of golfing) and Zarodnik (a strategy game where the user faces a monster in the depths of the ocean), which utilize screen vibrations and audio cues for the gameplay experience. With the rise in popularity of voice assistants such as Amazon Alexa came a new set of audio games. As of June 2021, 10,000 audio games were available as Alexa Skills for use with Amazon Alexa. Among them are games like Rain Labs' Animal Sounds, which asks users to correctly identify the noises made by various animals. == TTS-enabling video games ==
TTS-enabling video games
The rise of text-to-speech (TTS) software and steady improvements in the field have allowed full audio-conversion of traditionally video-based games. Such games were intended for use by and marketed to the seeing, however they do not actually rest primarily on the visual aspects of the game and so members of the audio game community have been able to convert them to audio games by using them in conjunction with TTS software. While this was originally only available for strictly text-based games like text adventures and MUDs, advances in TTS software have led to increased functionality with a diverse array of software types beyond text-only media allowing other works of interactive fiction as well as various simulator games to be enjoyed in a strictly audio environment. Examples of such games include: • A Dark Room – (Doublespeak Games, 2013) • Hattrick – (ExtraLives AB, 1997) • OGame – (Gameforge, 2002) • Jennifer Government: NationStates – (Max Barry, 2002) • ''Grendel's Cave'' – (Grendel Enterprises, 1998) Another example is The Last of Us Part II, which was released by Naughty Dog in the summer of 2020 for the PlayStation 4. The game contains over 60 accessibility features, including a text-to-speech feature. Other features that make the game completely playable without sight include the use of voice actors, haptic feedback, and audio cues that act as hints to the player. In addition, the game provides the common audio game feature of a sound glossary menu. On this menu, the user can scroll through a variety of audio cues and hear what they sound like and what they are used for during gameplay. For this game in particular, examples include signals to the user that they can crouch, jump, or interact with the nearby environment. == See also ==
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