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Lucasarts and the Design of Successful Adventure Games
LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island by Cameron Warren 5056794 for STS 145 Winter 2003 March 18, 2003 2 The history of computer adventure gaming is a long one, dating back to the first visits of Will Crowther to the Mammoth Caves back in the 1960s and 1970s (Jerz). How then did a wannabe pirate with a preposterous name manage to hijack the original computer game genre, starring in some of the most memorable adventures ever to grace the personal computer? Is it the yearning of game players to participate in swashbuckling adventures? The allure of life as a pirate? A craving to be on the high seas? Strangely enough, the Monkey Island series of games by LucasArts satisfies none of these desires; it manages to keep the attention of gamers through an admirable mix of humorous dialogue and inventive puzzles. The strength of this formula has allowed the Monkey Island series, along with the other varied adventure game offerings from LucasArts, to remain a viable alternative in a computer game marketplace increasingly filled with big- budget first-person shooters and real-time strategy games. Indeed, the LucasArts adventure games are the last stronghold of adventure gaming in America. What has allowed LucasArts to create games that continue to be successful in a genre that has floundered so much in recent years? The solution to this problem is found through examining the history of Monkey Island. LucasArts’ secret to success is the combination of tradition and evolution. With each successive title, Monkey Island has made significant strides in technology, while at the same time staying true to a basic gameplay formula. -
Fullthrottle-Cdcase-Inlay
ABOUT FUll THROTTLE 'Round these parts there's a legend ••• about the meanest, toughest, hard- ridin' est, gravel-chewing, punk-stomping biker of them all- Ben Whatsisname. There was the time Adri an Ripburger - a chablis-swilling, limo-riding yuppie exec uti ve-tried to take over Corley Motors, makers of the last real dome stically produced motorcycle. He thought he could MAUREEN (aka Mo ) . Born wi th f rame Ben f or murder in the process. Ben had his bike BEN. Our anti-hero. a silver monke y wrench in trashed, the cops on his trail, his gang in jail and his pic Leader of the Polecats. her mouth. Don't take no ture on Corville' s Most Wanted TV show. Born to be ornery . gaff f rom nobody . But that didn't stop Ben-and it shouldn't stop you, Bad to the bone. ei ther, as you help Ben survive one of his gnarlier adven tures. Slug your wa y through rival motorcycle gangs like the Rottwheelers, Vultures and Cave f ish. Leap yawning crevass e s and trade snappy repartee wi th sleazy semi drivers. Hop on your hawg, pop a wheelie, and leave your enemies with dust in their eyes and bugs between their teeth. But bike-riding and brawling weren't enough to make Ben a great biker-Ben had brains as well. YOU'll occasionally f ind a si tuation where brute f orce just won't cut it. Be ADRIAN RIPBURGER. Pond s lime in OLD MAN CORLEY. Don't be patient, practice deceit and larceny -excuse me, negotia an Armani suit. -
SCUMM Tutorial
S.C.U.M.M. Tutorial “Rising to the top of the Software Cesspool” Wallace Poulter Circa 1991 Table of Contents PREFACE .................................................................................................................................. 10 Chapter 1 Introduction ....................................................................................................... 10 Chapter 2 Tutorial ................................................................................................................ 13 2.1.0 Introduction ....................................................................................................................... 13 2.1.1 Why Scumm? ...................................................................................................................... 13 2.1.2 Structure of Scumm ......................................................................................................... 15 2.1.3 Structure Explanation ..................................................................................................... 17 2.1.4 The Interface ...................................................................................................................... 20 2.2.1 The say-line command (see 5.7.3) .............................................................................. 20 2.2.2 New Object bat .................................................................................................................. 21 2.2.3 New Verb look-at ............................................................................................................. -
Dig-Alt-Manual.Pdf
FOREWORD ABOUT THE DIG Hi. You don't know me, but I love you . After all , you bought this game which is The Dig was written and developed by Sean Clark, based on an idea by Steven the result of many people's hard work, passion and late, late hours in front Spielberg. The legendary director originally wanted to develop the idea into a of glowing computer screens. The Dig represents over two years of work film, but costs proved to be prohibitive. Being a gamer himself, Spielberg with a development team that ranged in size from one person to over 30 at saw the possibilities of The Dig as a multimedia adventure. He approached its peak. Yup , that's a lot of people. Why? Well, it's a big game. There are LucasArts with his idea, resulting in the game you are about to play. lots of places to explore, and truckloads of special scenes and close-ups. I THE DIG BEGINS decided early on that the game should be more than a story on an alien When Asteroid Attila appears suddenly in orbit around planet Earth, it caus world-it should be a story in an alien world. That is, you should be es an immediate panic in the scientific community. It appears that Attila's immersed (as well as can be done with current technology) in an alien orbit is decaying, putting it on a slow but steady collision course with our environment. The world should be complete enough that you begin to know planet, the potential impact packing enough punch to wipe out a small city. -
Adventurer11-Alt
1Jear Adventurer Welcome to issue #II and the debut of a brand new game on our cover, Afterlife:· Not only are we introducing a new title; we're also breaking into a new genre. Afterlife is a sim game- but of a very different nature. Project leader Michael Stemmle (Sam & Max Hit the Road ~ ) is creating the "ultimate" sim in which you have the omnipotence to create Heaven and Hell for an alien world. You must punish and reward wisely for sins and good deeds in order to provide an efficient afterlife for your mortal charges. We also take a look at what LucasArts has planned for the next generation of console plat forms and give you an update on Mortimer and the Riddles of the Medallion ~ LucasArts' first game especially for children. We have more info for you on The Dig'" and all our regular features, including Quick Takes, the Sam & Max comic, ,:Lucas Who? and Techie Bench. Finally, if you haven't already visited our web site (http:/ jwww.lucasarts.com), you'll want to ride the net over there right away. Check out our web site scavenger hunt contest on page r6 to see how you can save on LucasArts games. Enjoy the issue! ~ Sue Seserman Editor-in-Chief TABLE OF CONTENTS ~P.~~{~/ .. ~~~~':1_~~~ ......... ........... ........ ... .. .... ................................. .... AftB~ PAGE 6 LucasArts creates the last word on sims Martimer PAGE 8 The "experts" tell us what they want in a kids' game ... liames for llew Consoles PA G E 12 ~-~~~-~~.~~-.~~.~.~.~~~~~~-~.~.~. ?.~~~ . ~~~~.~~~~ ·· ··· ··· ·· · ·· · · · · ···· · ·· · ··· ·· ·· ·· · ·· Interview with Oaug Kay p A G E 12 .......LucasArts.................... head. -
The MONKEY ISLAND Story
• CONTENTS AHOY, MATIES ! Talking to Other Characters ............... 19 Introduction ............................... 2 Ship Combat ............................. 20 The Save/Load Logbook ................... 22 COME ABOARD! Save a Game ............................ 24 Installation Instructions .................... 3 Load a Game ........................... 25 IfYou Have Trouble Installing.............. 5 Quitting the Game ........................ 25 Running the Game ......................... 5 The Launcher .............................. 6 PIRATE WEAPONS ...................... 26 Monkey or Mega-Monkey? ................. 7 Har KEYS .............................. 28 THE GAME The MONKEY ISLAND Story .... 10 WALK-THROUGH The Crew ................... 12 How to Solve Puzzle One .................. 30 TAKE THE HELM! STEADY AS SHE GoES Playing the Game ......... 16 Our Game Philosophy..................... 36 The Action Interface ..... 16 How to Contact LucasArts ................. 37 The Inventory ........... 17 Credits ................................... 40 The Object Line ............. 19 Software License and Limited Warranty .... 43 WELCOME TO ONKEY ISLAND Stand by to ome aboard ... --I· COME ABOARD! ·I• INSTALLATION INSTRUCTIONS I Close all open windows on your desktop and quit all other applications. 2 Put THE CURSE OF MONKEY ISLAND Disc I in your CD-ROM drive. 3 THE CURSE OF MONKEY ISLAND Installation screen will Install The Curse of Monkey Island appear. It has these options: Install D.lrecO< (Im) t Install THE CURSE OF View Beodme View Iroubleshoottng Gulde MONKEY ISLAND: Installs the game on your hard drive. t Install DirectX 5.0: Installs INSTALLER MENU DIRECTX 5.0 on your system. t View Readme: We strongly suggest you open the Readme to view the most up-to-date game information. t View Troubleshooting Guide: See the Troubleshooting Guide for detailed installation and troubleshooting tips. t Uninstall THE CURSE OF MONKEY ISLAND: Removes the game from your system. -
Tony Dorie March 22, 2001 STS145: History of Computer Game Design Henry Lowood
Tony Dorie March 22, 2001 STS145: History of Computer Game Design Henry Lowood LucasArts and Lucasfilm: A Good Deal for All Involved Introduction: George Lucas is the king over an empire. Over the last thirty-five plus years he has created some of the most recognizable characters of our time. These characters are so ubiquitous in America that they are almost burned into our collective unconscious; they are the archetypes of the modern era. The mention of Star Wars or Indiana Jones sets off the imagination, drawing people into the worlds Lucas has created. The music from both series of movies is immediately recognizable as are the names Luke Skywalker, Yoda, Princess Leia, Darth Vader, Indiana Jones and Obi-Wan Kenobi. While the movies made around these characters welcomed them to the world, their influence is also attributed to their extremely adept promotion. Additionally, most of the money made from these characters comes not from their movies but rather from their merchandise. The Star Wars series has spawned countless spin-offs, all of which serve to increase the public's awareness of them. There have been books, toys, comic books, clothing, radio shows, a Disneyland ride, food items, cartoons, novelties and over twenty-five computer and video games. The Indiana Jones series has been no slouch either, giving rise to toys, books, a television show, another Disneyland ride, comic books and its own set of computer and video games. It is easy to see that George Lucas is a very shrewd businessman. When the original Star Wars movie was made, he retained the rights to any merchandise and he has used those rights brilliantly. -
The Trouble Began When Purple Tentacle Drank That Pesky
.About M.a.Zlia.c: M.a.Zl..sio%1® 4: 'Day of the. 're.Zltac:le.·~ he trouble began when Purple Tentacle drank that pesky toxic waste. Once evil but harmlessly slow-witted, he T became an evil super-genius, bent on WORLD DOMINA TION! His creator, fidgety mad scientist Doctor Fred Edison, realised the threat to all humanity and captured Purple Tentacle, along with his good-natured brother Green Tentacle, and plans to have them put to sleep. Bernard, the computer geek with a heart of gold, must free his old friend Green Tentacle! But at what cost? This time, he may be in over his head. His roomates Hoagie, a heavy metal roadie, and Laverne, a slightly twitchy medical student, are along to help, unaware of what lays in store. Time travel, tax evasion, talking horses, beauty pageants, skunk-tossing, and even a little clown-fu an adventure spanning four-hundred years- all crammed into one fateful night. They were relaxing at home when the hamster knocked on the door. .. Stopping this menace is up to you! You direct the actions of all three kids, cavorting though time in a frantic quest to return to yes terday and stop this Tyrannical Tentacle before he can even get started on his promise to make the world bow down to ... The Day of the Tentacle! If this is your first computer adventure game, be prepared for an entertaining challenge. Be patient, even if it takes a while to figure out some of the puzzles. Ify ou get stuck, you might need to solve another puzzle first or find and use a new object. -
06 Monkey Island Klassiker Der Spielegeschichte
Klassiker der Spielegeschichte 06 Monkey Island 25. November 2010 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] LucasArts Ron Gilbert Dave Grossman Tim Schafer Sean Clark Michael Land Dominic Armato Michael Stemmle Pirates of the Caribbean Pirates of the Caribbean ist eine Themenfahrt in den Disney- Freizeitparks Disneyland (Kalifornien), Magic Kingdom (Florida), Tokyo Disneyland (Japan) und Disneyland Park (bei Paris in Frankreich). Sie lieferte die Vorlage für die gleichnamige Filmtrilogie (dt.: Fluch der Karibik), sowie für die ersten beiden Teile des Computerspiels Monkey Island. Es ist eine der beliebtesten und bekanntesten Disney- Attraktionen. Im Disneyland Resort steht die älteste und originale Variante der Attraktion. Sie wurde am 18. März 1968 eröffnet und ist die letzte Disneyland-Attraktion, an der Walt Disney persönlich mitplante. http://de.wikipedia.org/wiki/Pirates_of_the_Caribbean_(Themenfahrt) On Strangers Tides I was sorting through some boxes today and I came across my copy of Tim Power's On Stranger Tides, which I read in the late 80's and was the inspiration for Monkey Island. Some people believe the inspiration for Monkey Island came from the Pirates of the Caribbean ride - probably because I said it several times during interviews - but that was really just for the ambiance. If you read this book you can really see where Guybrush and LeChuck were plagiarized derived from, plus the heavy influence of voodoo in the game. http://grumpygamer.com/6476640 Monkey-Island-Reihe -
Sammaxwl-Manual
Crimestompers' Colouring Book About Sam & Max and use a new object. or highway surf for a while. Stick with it and use your Hit the Road"'' imagination ... you and the Freelance ekome. Crimestompers! Before we Police will eventually bag your perpetra W hit the road with Sam & Max™ in tor! pursuit of hyperthyroid thugs and sin Copy Protection ister Sasquatch-nappers. you need a few facts on the case from the files of the When the game first starts. Sam & Max are frantically searching through Freelance Police: their wardrobes to find appropriate It started simply enough with a call outfits. After you press a key. you will from the Commissioner. Soon Sam & Max were screaming down the high be directed to dress one of them. Find way (they have to scream since their the appropriate page in the manual. siren broke) to the Kushman Bros. Car then click on the arrows to find the nival. where they learned that Bruno appropriate items of clothing for the the Bigfoot and Trixie the Giraffe- appropriate character. As you click on Necked Girl had disappeared. They soon each item. it will be magically trans ferred to Sam's or Max's body. When discovered this was part of a larger pat tern of bigfoot disappearances. and all you have finished dressing your char the clues would take them on a mean acter. press the big red button. If you dering romp across tacky U.S. tourist get it wrong. you will have one chance traps. to try again. Solving this case is up to youl You Don't lose your manual! Without it. -
Maniac Mansion®2: Day of the Tentacle™
INDEX Indiana Jones® and the Fate of Atlantis™ - The Graph_ic Adventure Quick Start Reference .......................................... 1 Instruction Manual .............................................3 Maniac Mansion®2: Day of the Tentacle™ Quick Start Reference ....................................... 17 Instruction Manual .............................................21 NEED ANY HELP? If you experience any difficulty loading or playing either of these superb adventures, simply give the U.S. Gold helpline a call on: 0121 326 64 18 Lines are open from 9.00am to 5.00 pm Monday to Friday. Our Product Support Staff are waiting to take your call. No hints will be given out on this line. If you want to access our automated hint line, available 24 hour a day, 7 day a week, call: 0839-654123* *Calls are charged at 39p per minute cheap rate, 49p per minute at all other times. If you are under 18, get permission from the person who pays the phone bill before calling. Service operated by U. S. Gold Ltd. Information correct at time of going to press: November 1994. Indiana Jones®and the Fate of Atlantis,. I B M® R e f e r e n c e C a r d Keyboard/ Cursor Controls You can use a mouse for cursor control if you NOIB: To provide the most enjoyable playing have installed a compatible mouse driver. Use experience possible, we designed this game to the left mouse button to select objects on the take full advantage of the current state of the art: screen for use in the sentence line, as well as to 256-colour graphics, many popular sound cards, select a line of dialogue in a conversation. -
Indiana Jones and the Fate of Atlantis
LucasArts Entertainment Company" Presents Inhana Jones and the Fate of Atlantis Abut Indiana Jones figure out some of the puzzles. ~f YOU get stuck, you might need to solve another puz- and the Fate of Atlantis zle first or find and use an object. But hang in N lndiana~onesand the Fate ofAtlantis, YOU there and use your imagination... you and IPlaY the role of Indiana [ones, famed Indy will eventually discover the true Fate of archaeologist-adventurer, as he attempts to Atlantis! discover and explore long-fabled Atlantis. Nazi agents, eager to unleash the powers of Getting Started Atlantis against an unsuspecting world, are To START THE GAME please use the refer- hot on Indy's heels ... or have they already ence card included with the game. It con- passed him? tains all the instructions specific to your Here's where you come in: you direct the computer. actions of Indy (and, occasionally, his one- Once you've started the program, a screen time colleague turned psychic, Sophia Hap- will appear displaying three concentric lock- good) in his search for Atlantis. Periodically, ing stones, arranged on a spindle. You will be Indy will be called upon to drive a car, ride a asked to align the lodang stones to match the camel, pilot a balloon, operate a submarine, illustrations found in the margins and repair and use Atlantean machinery. of this manual. To do so, turn to When the time comes, check the appropriate the page indicated on-screen and section below to learn how to operate each of check the referenced illustrations.