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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. -
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 ............................................................................................................. -
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. -
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. -
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. -
The Dig Manual Inside.Qxd
FOREWORD Hi. You don't know me, but I love you. After all, you bought this game which is the result of many people's hard work, passion and late, late hours in front of glowing computer screens. The Dig represents over two years of work with a development team that ranged in size from one person to over 30 at its peak. Yup, that's a lot of people. Why? Well, it's a big game. There are, lots of places to explore, and truckloads of special scenes and close-ups, I decid- ed early on that the game should be more than a story on an alien world—it should be a story in an alien world. That is, you should be immersed (as well as can be done with current technology) in an alien environment. The world should be complete enough that you begin to know it. It's not important whether you like it, hate it or fear it, but that you know it well enough to make a subconscious decision about it. Toward that end, we tried to push every aspect of the game as hard as we could. Music and sound design go way beyond the usual "filler" and off-the-shelf sound effects. The full-digital music, ambient noises and sound effects play an important role in setting the mood and feel of the environment. We've employed new techniques for generating more realistic movement in our animations, as well as a rendering scheme that takes longer but yields more realistic high-lights and shadows. -
Sammax-Manual
Macintosh® Quick Reference Section Contents Your Sam & Max Hit the Road package should contain the following: tI One Compact Disc tI One User's Manual tI One Hint Book tI Odds 'n' ends that you don't really need in order to play the game Getting Started To run Sam & Max Hit the Road on your system, simply insert the CD into your CD-ROM drive, wait for the window to show up, and double-click on the Sam &Max icon. If you are running System software prior to version 7.S aook in "About this Macintosh" under the Apple menu if you're not sure), you need to open the "Items for your System Folder" folder, drag the icons you see onto your System Folder icon, and restart your computer before playing. Note that you only need to do this the first time you run the game. Sam & MaH Preferences Setting Preferences r Volume Settings I After starting up, you can pause the Music: ~ , ' , , , ' , , , ' , , , ' , ,~ ~ $ I Sound [ffects: 04 I R ~ . game and display the menubar by I pressing ESC at any time. From there, ! Uolce: .q !: : : :: : : : : :: , : : :$ ~ i I you can bring up the Sam & Max pref TeHt & Uolte Settings _._H __ H______ ~ erences screen by choosing Preferences Interact using: I Uolce Only ... , from the Game menu. The preferences r, Te.1 Speed: 1t I Q=:=1 iJ> I screen (pictured at right) allows you to L-.. 1 '" " I I ..J control the volume levels for voice, Uldeo Quality: Graphic Smoothing ... , sound effects, and music. It also has controls for adjusting the text display ( Defaults ) ~ I OK 3 2 speed and for controlling whether you are interacting with text. -
Adventurer, Umefor Ance Service
Welcome to issue #nand 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 geme. Afterlife is a sim game - but of a very different nature. Project leader Michael Stemmle (Sam & Max Hit the RoadN) 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 DigN 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 16 to see how you can save on LucasArts games. Enjoytheissue! ~ Sue Seserman Editor-in-Chief TABLE OF CIIIITBITS !.P.~~!.'!:.!.. ~~~t~~~~ -·· · ······················ · ······· ·· · ·· ·························· · ········ ·~He PAGE 6 LucasArts creates the last word on sims llarti111er PAGE 8 The "experts" tell us what they want in a kids' game ································································· ······················································ ·· ·· llaw &anaes far llew Consoles pAGE 12. A look at the next generation of game consoles .......,... with Doug Kay pAGE 12. LucasArts head of technology talks about the new consoles ·························· ····· ······· ·· ··················································································· llllaring Voices pAGE 14 Casting talent for The Dig and Mortimer Hang Ten Contest PAGE 16 Search the net for fun and games ~t{~~~t~~~~- - ~~9..~~~~~...... -
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. -
Digwl-Cdcase-Inlay
FOREWORD ABOUT THE DIG Hi . You don't know me, but I love you . Alter 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 1n 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-~ps. I THE DIG BEGINS decided early on that the game should be more than a story on an ahen 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 communit;y. 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.