Saylor was able to play a specific track in the unreleased car-tuning racing game, and described his first attempt to use the audio cues as “a cacophony of sound.” Then, after meticulously adjusting the volume meters and tone levels of all the different sounds to suit him, Saylor said his racing considerably improved. In the video above, he explains how fixing these settings, and getting familiar with the cues, eventually saw him winning a race.
Steve Saylor describes this eloquently, with excellent visual explanations,With audible indicators informing a player where they are on a track using stereo sound, alongside sonar-like feedback for how close they are to barriers, accompanied by cues for when to brake or accelerate,becomes an aural experience with visuals to support. Which is, to our knowledge, a first for racing gaming.