Sam & Max Hit the Road.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

Sam & Max Hit the Road.Pdf About Sam & Max Hit the Road™ elcome, Crimestompers! Before we Solving this case is up to you! You Whit the road with Sam & Max™ in direct the actions of Sam & Max, tearing pursuit of hyperthyroid thugs and down the road with mayhem on their sinister Sasquatch-nappers, you need a minds and Corn Duds™ on their breath, few facts on the case from the files of on a peril-fraught mission to make the the Freelance Police: world safe for Sasquatches and sentient It started simply enough with a call mammals everywhere! from the Commissioner. Soon Sam & If this is your first computer Max were screaming down the adventure game, be prepared for an highway (they have to scream since entertaining challenge. Be patient, even their siren broke) to the Kushman Bros. if it takes a while to figure out some of Carnival, where they learned that the puzzles. If you get stuck, you might Bruno the Bigfoot and Trixie the want to solve another puzzle first, find Giraffe-Necked Girl had disappeared. and use a new object, or highway surf They soon discovered this was part of a for a while. Stick with it and use your larger pattern of bigfoot imagination… you and the Freelance disappearances, and all the clues would Police will eventually bag your take them on a meandering romp perpetrator! across tacky U.S. tourist traps. How to Play Sam & Max Hit the Road 1 Playing the Game These verb icons are also located in then return to him or her later to get Look at the inventory box (except the “walk” new information. What you learn and To start the game on your computer, verb). discover in another area may open please use the computer reference card If you run any of the verb icons over more conversational topics with included with the game. It contains all a “hot spot” on the screen, the icon will someone to whom you’ve previously the instructions specific to your Cannot look at animate. For example; move the closed spoken. You may even have more than computer. eye icon over the TV set in the office. one question to ask certain characters. As the story opens, Sam & Max are The eyeball will open. Now click your To talk with characters, right click hanging out at their office when the Pick up left mouse button and see what through the cursor options until you see phone rings . These non-interactive happens. Try the “use” icon with the TV. the mouth, or TALK TO option. Move it sequences are known as “cut-scenes” — To pick up an item, click the right to the character you wish to talk to, short, animated sequences, like scenes Cannot pick up mouse button until the pick-up icon and, when the mouth opens, left click from a movie — which can provide clues comes up, and then click the left mouse on the character. and information about the characters. button on the object you wish to pick During a conversation, you select Cut-scenes are also used to show special Talk to up. The cursor will then become the what Sam may say by choosing icons. animated sequences, such as when Sam object and you may then place it in & Max deliver the goods in Bosco’s Dialogue your inventory box. You can also use an Icon Function Market. When you are viewing a cut- Cannot talk to object in your inventory either with scene, you do not direct the action. another inventory object or with an Question You begin directing Sam’s actions as object on the screen. soon as the phone call is over. Max sort The Max verb icon has a special of does his own thing and follows Use function, as it enables Sam to enlist along. If you have played an adventure Declaration Max’s help at certain points in the game before, you may be saying, game. With the “Max” cursor, click on “Where’s my inventory? Where’s my Cannot use any object (inanimate or animate) that interface?” Don’t worry. We wouldn’t Non-sequitur you think needs Max’s help. leave you without an interface or inventory. Start clicking the right Walk (default) Talking to Characters mouse button to cycle through the There are plenty of characters in the Stop various verb icons: game with whom you can converse. Stand still Nearly everyone Sam & Max meet will You may also see other icons on the Verb Icon Function have something to say, whether dialogue icon line. These represent friendly or unfriendly...helpful, or subjects for conversations. For instance, Go in/out of Use Max unhelpful! Often, you can talk with if Sam is talking to someone and you inventory box someone at one point in the game, and click on the Bruno the Sasquatch icon, Sam will ask about Bruno. 2 Crimestompers’ Coloring Book How to Play Sam & Max Hit the Road 3 NORMAL INTERFACE KEYS: Don’t worry – we’ll never punish you you’ve finished reading a line of w - cursor changes to walk-to GENERALLY USEFUL KEYS: for selecting the “wrong” or funny dialogue, you can press the Done key t - cursor changes to talk-to b - flip game in and out of film noir dialogue function. After all, you’re (the period “.” on most computers) to u - cursor changes to use (black & white) mode playing this game to have fun, aren’t clear the line and proceed (this does not p - cursor changes to pick-up v - flip game in and out of dummy verb you? Well, aren’t you?!?! work if the characters are speaking in l - cursor changes to look-at mode, where verb cursors have names digitized voice). o - if there’s an object on the cursor Function Keys under them. Use the keys indicated on your cycle, the cursor will change to it To save your progress in a game, q - quits mini-games (Wak-A-Rat, reference card to adjust the music e - if there’s an object on your cursor, enabling you to turn the computer off ™ Hiway Surfin’,™ volume (hard brackets — [ and ] — on sam will look (eyeball, if you will) at it. CarBomb,™ and start again later in the same place, -/= etc.) most computers) and the digital sound (this saves the trouble of having to put - decrease/increase text speed use the save feature. Simply press the [/] volume (semicolon – ; and apostrophe – objects back in the inventory to look at - decrease/increase music volume Save/Load Game function key (F1 or F5 ;/ ’ ’ on most computers). If your sound them) - decrease/increase sfx volume on most computers – see your reference <esc> card has a volume control, make sure it i - toggle inventory off and on - bypass cut scenes (where card for more information). applicable) is set higher than level zero before d - cycle cursor forward through the To load a game you have saved, use . (period) using the keyboard controls to fine-tune inventory - skips text speech the Save/Load Game function key any f1 the volume level. a or f5 - save/load game time after Sam & Max Hit the Road has - cycle cursor backward through the f8 To quit the game, press the key inventory - restart game started. ctrl-c combination indicated on your s - jump cursor to end of inventory or alt-x To bypass a cut-scene, press the ESC ctrl-v - quit (without saving) reference card (Alt-X on most z - displays the version number key, or press both mouse/joystick - jump cursor to start of inventory computers). If you plan to return to the spacebar - pause game buttons at once. See your computer game you’re presently playing, reference card for details. After you’ve remember to save the game before played Sam & Max Hit the Road several quitting. times (and who wouldn’t), you may want to use this function to skip over Screen Savers Our Game Design dying because you’ve picked up a sharp scenes you have seen before. Don’t panic if you get up to answer Philosophy object. To restart the game from the the phone and when you come back it We think you’d prefer to solve the beginning, press the key indicated on looks as if your screen is melting or has We believe that you buy games to be game’s mysteries by exploring and your reference card (F8 on most been invaded by tiny Sams & Maxes. We entertained, not to be whacked over the discovering, not by dying a thousand computers). have included as a *special free head every time you make a mistake. So deaths. We also think you like to spend To pause the game, press the SPACE feature* a number of entertaining we don’t bring the game to a your time involved in the story, not BAR. Press it again to resume play. screen savers to protect your monitor. screeching halt when you poke your typing in synonyms until you stumble To adjust the speed of the Message Merely click your mouse, and nose into a place you haven’t visited upon the computer’s word for a certain Line to suit your reading speed, press everything should return to normal. If before. Unlike conventional computer object. the keys indicated on your reference not, then you can panic. adventures, you won’t find yourself card (+ and - on most computers). When accidentally stepping off a path, or 4 Crimestompers’ Coloring Book How to Play Sam & Max Hit the Road 5 A Few Helpful Hints included a decorative assortment of entertaining mini-games.
Recommended publications
  • Dukinfield) OLD CHAPEL and the UN1 TA R I a N STORY
    OLD CHAPEL AND THE UNITARIAN- - STORY (Dukinfield) OLD CHAPEL AND THE UN1 TA R I A N STORY DAVID C. DOEL UNITARIAN PUBLICATION Lindsey Press 1 Essex Street Strand London WC2R 3HY ISBN 0 853 19 049 6 Printed by Jervis Printers 78 Stockport Road Ashton-Under-Lyne Tameside CONTENTS PREFACE CHAPTER ONE: AN OLD CHAPEL HERITAGE TRAIL CHAPTER TWO: BIDDLE AND THE SOCINIANS CHAPTER THREE: THE CIVIL WAR CHAPTER FOUR: MILTON AND LOCKE CHAPTER FIVE: SAMUEL ANGIER AND HIS CONTEMPORARIES CHAPTER SIX: JOSEPH PRIESTLEY CHAPTER SEVEN: WILLIAM ELLERY CHANNING CHAPTER EIGHT: FIRST HALF OF THE NINETEENTH CENTURY CHAPTER NINE: HOPPS, MARTINEAU AND WICKSTEED CHAPTER TEN: FIRST HALF OF THE TWENTIETH CENTURY CHAPTER ELEVEN: SECOND HALF OF THE TWENTIETH CENTURY APPENDIX Ai WHERE THE STORY BEGINS APPENDIX B: THE TRINITY APPENDIX C: THE ALLEGORICAL METHOD APPENDIX D: BIBLIOGRAPHY APPENDIX E: GLOSSARY SIX ILLUSTRATIONS: a) Old Chapel exterior b) Old Chapel interior c) The original Chapel d) The Old School e) The New School f) The Original Schoc! OLD CHAPEL, DUKlNFlELD PREFACE Old Testament prophets, or was he a unique expression, once and once only, of God on earth in human form? OLD CHAPEL AND THE UNITARIAN STORY is an account of the life and history of Old Chapel, Dukinfield, set within the As I point out in the Appendix on The Trinity, there emerged larger context of the story of the growth and devlopment of from all this conflict not one doctrine of the Trinity, but many. Unitarianism, which we, the present congregation, inherit from the trials and tribulations, the courage, vision and the joy The Trinity is a theological model for expressing the Nature of of our ancestors.
    [Show full text]
  • 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.
    [Show full text]
  • English with Guybrush Threepwood and the Secret of Monkey Island Learning English Grammar Through Computer Games at Swedish Junior High School Level
    English with Guybrush Threepwood and the Secret of Monkey Island Learning English grammar through computer games at Swedish junior high school level Author: Mikael Manneklint Supervisor: Ibolya Maricic Examiner: Christopher Allen Date: 8th June 2015 Subject: Language Didactics Level: Advanced level Course code: GO1304 Abstract The computer has been a part of the language learning since the 1950’s. It has had many roles in the classroom and the potential usage of it is ever changing and evolving. Today the computer is widely used around the world as equipment for entertaining and game playing. When it comes to game playing it has been confirmed that it can be very effective in teaching. This is also true for language learning. This study aims to investigate if a non-educational game, the Secret of Monkey Island, could be potentially used to teach English grammar to Swedish learners of English at junior high school, year 7. This is done through a comparison study where two groups of students receives different exposure to the target grammar followed by a test in order to establish to what extent the game can be used in inductive grammar teaching. The results of this study showed that the game in fact can be used as a tool for learning English grammar. However, the students who played the computer game did not reach the same level of learning outcome as the students who received traditional teaching. The study also indicated some differences in achievement between boys and girls where the boys favored game-based learning and the girls performed better after traditional teaching.
    [Show full text]
  • FULL THROTTLE TROUBLESHOOTING HINTS Some Rare Coni'igurations May Not Be Immediately Compatible with the Pull Throttle Installer and Launcher Pro­ Grams
    FULL THROTTLE TROUBLESHOOTING HINTS Some rare coni'igurations may not be immediately compatible with the Pull Throttle installer and launcher pro­ grams. I f you are experiencing problems, we have included a num­ ber of installation alternatives that will most likely allow y ou to successfully install and run Pull Throttle . Please 1·01- low the instructions below be f ore calling LucasArts Product Support f or help, a s the y will likely solve any installation problems that y ou are experiencing. If y ou encounter difficulties while attempting to run the Pull Throttle installer, it ma y help if y ou make a boot disk and reboot y our computer before running the INSTALL.EXE. To ma ke a boot disk bef ore running the installer , run the program called hlAKEB OOT .BAT from y our Pull Throttle CD. The hlAKEBOOT. BAT is located in the SUPPORT directory on your Pull Throttle CD. To get to this directory , cha nge to y our CD- R01i drive, and, at the prompt, t ype CD SUPPORT and press ENTER . Af ter the boot disk i s completed, reboot y our computer with the boot disk in your i 'loppy boot drive (usually drive A:) and try to run the installer. If this f ails , try running the IlTSTALL. BAT file located in the SUPPORT directory on your Full Throttle CL . I1 y ou cannot run the installer even a i 'ter making a boot disk, try rebooting y our computer with the boot disk and then run this batch file to install Full Throttle .
    [Show full text]
  • Scummvm Documentation
    ScummVM Documentation CadiH May 10, 2021 The basics 1 Understanding the interface4 1.1 The Launcher........................................4 1.2 The Global Main Menu..................................7 2 Handling game files 10 2.1 Multi-disc games...................................... 11 2.2 CD audio.......................................... 11 2.3 Macintosh games...................................... 11 3 Adding and playing a game 13 3.1 Where to get the games.................................. 13 3.2 Adding games to the Launcher.............................. 13 3.3 A note about copyright.................................. 21 4 Saving and loading a game 22 4.1 Saving a game....................................... 22 4.2 Location of saved game files............................... 27 4.3 Loading a game...................................... 27 5 Keyboard shortcuts 30 6 Changing settings 31 6.1 From the Launcher..................................... 31 6.2 In the configuration file.................................. 31 7 Connecting a cloud service 32 8 Using the local web server 37 9 AmigaOS 4 42 9.1 What you’ll need...................................... 42 9.2 Installing ScummVM.................................... 42 9.3 Transferring game files.................................. 42 9.4 Controls........................................... 44 9.5 Paths............................................ 44 9.6 Settings........................................... 44 9.7 Known issues........................................ 44 10 Android 45 i 10.1 What you’ll need.....................................
    [Show full text]
  • Greetingsfromgreetingsfrom INSTRUCTION MANUAL INSTRUCTION INSTRUCTION MANUAL INSTRUCTION TRAVELGUIDE TRAVELGUIDE and and the Land of the Dead
    Grim Fand. UK Man 19/4/01 4:46 pm Page 1 Greetingsfrom ™ The Land of the Dead TRAVEL GUIDE And INSTRUCTION MANUAL Grim Fand. UK Man 19/4/01 4:46 pm Page 2 1 GRIM FANDANGO Meet Manny. He’s suave. He’s debonaire. He’s dead. And... he’s your travel agent. Are you ready for your big journey? Grim Fand. UK Man 19/4/01 4:46 pm Page 2 GRIM FANDANGO 2 3 GRIM FANDANGO ™ Travel Itinerary WELCOME TO THE LAND OF THE DEAD ...................................5 Conversation ...................................................16 EXCITING TRAVEL PACKAGES AVAI LABLE .................................6 Saving and Loading Games ...................................16 MEET YOUR TRAVEL COMPANIONS .......................................8 Main Menu ......................................................17 STARTI NG TH E GAME ...................................................10 Options Screen .................................................18 Installation .....................................................10 Advanced 3D Hardware Settings .............................18 If You Have Trouble Installing................................11 QUITTING.............................................................19 RUNNING THE GAME ...................................................12 KEYBOARD CONTROLS .................................................20 The Launcher.....................................................12 JOYSTICK AND GAMEPAD CONTROLS ....................................22 PLAYING THE GAME ....................................................12 WALKTHROUGH OF
    [Show full text]
  • 10Th IAA FINALISTS ANNOUNCED
    10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer
    [Show full text]
  • BRAVE (PG) Ebert: Users: You: Rate This Movie Right Now
    movie reviews Reviews Great Movies Answer Man People Commentary Festivals Oscars Glossary One-Minute Reviews Letters Roger Ebert's Journal Scanners Store News Sports Business Entertainment Classifieds Columnists search BRAVE (PG) Ebert: Users: You: Rate this movie right now GO Search powered by YAHOO! register You are not logged in. Log in » Subscribe to weekly newsletter » times & tickets Brave in theaters Fandango BY ROGER EBERT / June 20, 2012 Search movie The Babymakers Zero stars showtimes and buy "Brave" is the latest Bill W. tickets. animated film from Pixar, Killer Joe and therefore becomes the cast & credits The Queen of Versailles Total Recall film the parents of the world about us will be dragged to by their Merida Kelly Macdonald more current releases » kids. The good news is that Fergus Billy Connolly About the site » the kids will probably love it, Elinor Emma Thompson one-minute movie reviews and the bad news is that Dingwall Robbie Coltrane Site FAQs » parents will be disappointed Macintosh Craig Ferguson still playing if they're hoping for another MacGuffin Kevin McKidd Contact us » Pixar groundbreaker. Unlike The Witch Julie Walters Abraham Lincoln: Vampire Hunter such brightly original films The Amazing Spider-Man Email the Movie as "Toy Story," "Finding Pixar/Disney present a film directed The Babymakers Zero stars Answer Man » Nemo," "WALL-E" and by Mark Andrews and Brenda Battleship "Up," this one finds Pixar Chapman. Written by Andrews, Beasts of the Southern Wild poaching on traditional Bel Ami Chapman, Steve Purcell and Irene on sale now territory of Disney, its Bernie corporate partner.
    [Show full text]
  • Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
    Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller .
    [Show full text]
  • 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 .............................................................................................................
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]