By educating the user as to the specifics of an audio "item," the user is forced to quantify a belief system in an all-audio, non-video gaming environment that uses a minimum of four-channel audio set as follows: Front Up-Down, Rear Left-Right, so that there is a four-plane spatial environment. By merging the entire discourse of the verbal tracks into the EULA prior to the gaming experience, the user accepts all liability from such belief-system applications, and thus, adapts a conviction of belief to the gaming environment, allowing user to escape reality.
David Brager, Scrypnosis.com (where it all began)-- dibrager, Apr 01 2003 (??) Real Sound: Kaze no Regret http://www.loonygam.../mouth/index2.shtmlA game with no visuals. (I still don't understand the mumbo-jumbo idea description though.) [pottedstu, Oct 04 2004] What you're saying is it's a computer multimedia gaming experience in whcih there are no visuals, only audio and tactile feedback. Interesting concept if a worthwhile game could be made of it.-- supercat, Apr 01 2003 [miasere] surley this would be even harder for deaf people?-- death's_roadie, Apr 02 2003 The game Real Sound: Kaze no Regret for the Sega Saturn and Dreamcast developed by Warp featured no visuals at all, just music and sound effects. (see link).
(Fishbone for awful idea description.)-- pottedstu, Apr 02 2003 Actually, many deaf folk pick up bass well - so a low hum won't hurt the fishing.-- thumbwax, Apr 02 2003 Some students in the Netherlands made a racing game for the blind. It's completely sound-oriented and it's called Drive. You can play it at www.soundsupport.net-- virus, Apr 02 2003 I'm confused. Still I think I get the general idea. But why not use video as well?-- RobertKidney, Jul 19 2003 random, halfbakery