Explore a Change of Perspective in Virtual Reality
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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. -
A Tour of Maniac Mansion
Written by: Jok Church, Ron Gilbert, Doug Glen, Brenda Laurel, John Sinclair Layout by: Wendy Bertram, Martin Cameron, Gary Winnick TM and © 1987, 1988 Lucasfilm Ltd. All rights reserved. MANIAC MANSIONTM Table of Contents Problems? Unusual Questions? Get as much or as little help as you want in the..... ...Maniac Mansion Hint Book pages 1 through 26 Maniac Mansion is full of rooms which are all filled with useful things. Find which is where in the..... ...Maniac Mansion Objects List pages 27 through 30 Maniac Mansion has both stories and stories - the kind that have a beginning, middle and end; and the kind that are filled with rooms. In fact, Maniac Mansion has six full stories of rooms. A floorplan can be found in the..... ...Map of Maniac Mansion pages 31 through 32 Perhaps it's best to follow in the footsteps of one who has gone before. Dave has been there and knows his way around. It could save you lots of trouble. Check out the..... ...Tour of Maniac Mansion pages 33 through 47 Maniac MansionTM Hint Book How to use your Maniac Mansion Hint Book secret decoder strip. The red gelatin strip is provided for your protection. Without it, you couldn't help discovering how to solve all the mysteries. Which would take most of the fun out of the game. With the gelatin strip, you only see the clues that you really need. So you can get yourself out of one jam, and still thoroughly enjoy the next one. Just skim through the hint book until you find the question that has you stumped, then place the gelatin strip over the first line of clues underneath. -
Días De Tentáculos
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games. -
Monkey Island I, II
Case History Prospectus: The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge Kang Hyun Han [email protected] Professor Lowood STS 145: The History of Computer Game Design February 12, 2002 Significance of This Topic LucasArts ruled the adventure game market in the early 1990’s. Titles such as The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge defined the genre with their simple point-and-click interface and humorous engrossing game world, setting the standard for countless games to follow. The success of these two games owe much to the innovation and imagination fostered by the unique design process at LucasArts and its business strategies; however, its recent sequels, The Curse of Monkey Island and The Escape from Monkey Island, did not reach the classic status of their previous installments. In addition, many similar games that imitated the first two games of the series couldn’t match their success either. Several factors have contributed to the success of the first two installments: groundbreaking interface, the state of the industry at the time, highly polished look and feel, and great humor. In the case study, I plan to describe the reasons that made the first two games set apart from the rest. Background Information In the early years, adventure games were text only. Using text for input and output, the player could look at objects to get their description, take objects and use them, and solve puzzles. Infocom produced many popular hits, such as the Zork series. In the mid 1980’s, a young Californian couple, Ken and Roberta Williams, founded Sierra-On-Line and produced graphical adventure games that allowed the player to move his character in a virtual graphic world. -
Le 5 Migliori Avventure Grafiche Di Ron Gilbert (Ai Tempi Della Lucasarts)
Le 5 migliori avventure grafiche di Ron Gilbert (ai tempi della LucasArts) Parlare di avventure grafiche nel mondo dei videogame significa sempre in qualche modo parlare di Ron Gilbert. Il game designer e programmatore statunitense è certamente uno dei padri assoluti del genere, la cui nascita può collocarsi circa negli anni ’80, quando lo stesso Gilbert trasformò le avventure testuali nei punta e clicca che oggi tutti conosciamo. Erano i tempi dellaLucasfilm games, poi diventata LucasArts, azienda con la quale sfornò capolavori entrati nella storia che poggiavano su un’applicazione da lui stesso inventata per semplificare lo sviluppo delle avventure, loSCUMM . Il sodalizio fra Gilbert e LucasArts non può dirsi lungo ma fu di certo molto fervido, e di quel periodo ci sono almeno 5 avventure grafiche assolutamente da ricordare: La prima è Maniac Mansion, considerata una delle prime avventure grafiche della storia, uscita nel 1987 e sviluppata con il game developerGary Winnick, che l’anno prima aveva lavorato su Labyrinth sempre per la Lucasfilmgames. Sviluppato inizialmente per Commodore 64, Maniac Mansion è la parodia di un classico film horror, dove si racconta la storia di un gruppo di giovani ragazzi che devono aiutare un loro amico a salvare la propria ragazza rapita dal pazzo dottor Fred Edison. Il gioco è interamente ambientato nella magione degli Edison e riscontrò un enorme successo dovuto all’innovativa modalità di gioco, all’ampio ventaglio di personaggi e alla possibilità di sceglierne 3 da gestire in parallelo nel corso gioco, agli enigmi ben congegnati, a un’umorismo grottesco e debordante e a una serie di trovate che caratterizzeranno la cifra stilistica di Ron Gilbert e della Lucas, la quale produrrà anche un seguito del gioco, Day of The Tentacle, sviluppato però da Dave Grossmann e Tim Schafer che da Gilbert prenderanno alcune idee. -
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. -
A Guide to the Videogame System
SYSTEM AND EXPERIENCE A Guide to the Videogame as a Complex System to Create an Experience for the Player A Master’s Thesis by Víctor Navarro Remesal Tutor: Asunción Huertas Roig Department of Communication Rovira i Virgili University (2009) © Víctor Navarro Remesal This Master’s Thesis was finished in September, 2009. All the graphic material belongs to its respective authors, and is shown here solely to illustrate the discourse. 1 ACKNOWLEDGEMENTS I would like to thank my tutor for her support, advice and interest in such a new and different topic. Gonzalo Frasca and Jesper Juul kindly answered my e-mails when I first found about ludology and started considering writing this thesis: thanks a lot. I also have to thank all the good people I met at the ECREA 2008 Summer School in Tartu, for giving me helpful advices and helping me to get used to the academic world. And, above all, for being such great folks. My friends, family and specially my girlfriend (thank you, Ariadna) have suffered my constant updates on the state of this thesis and my rants about all things academic. I am sure they missed me during my months of seclusion, though, so they should be the ones I thanked the most. Thanks, mates. Last but not least, I want to thank every game creator cited directly or indirectly in this work, particularly Ron Gilbert, Dave Grossman and Tim Schafer for Monkey Island, Fumito Ueda for Ico and Shadow of the Colossus and Hideo Kojima for the Metal Gear series. I would not have written this thesis if it were not for videogames like these. -
The Greatest Game Pdf, Epub, Ebook
THE GREATEST GAME PDF, EPUB, EBOOK Hugh Dodd | 160 pages | 23 Aug 2010 | MacLean DuBois | 9780951447079 | English | Edinburgh, United Kingdom The Greatest Game PDF Book Each time the golf ball is driven, we are treated with a different angle or perspective followed by a montage which skip past the length and width of the game. With 14 unique weapons that all control entirely differently, endless armor customization options that change more than just fashion, and incredibly difficult but fair fights that reward players with an incomparable sense of accomplishment, Monster Hunter: World is in a world of its own when it comes to endless replayability and challenge. But so too could your benevolent actions bring you to the Light Side and make you a virtuous hero. This is a feel good movie that initially staggers but manages to stand up on its feet and With biopics, it is not easy to captivate audiences especially with the predictability factor coming into play. Pair all that with an incredible soundtrack and challenging bullet hell battles and you've got one incredibly memorable game. It's easy to spot an actor trying to be a director. Instead, the story concentrates on two sub plots. With biopics, it is not easy to captivate audiences especially with the predictability factor coming into play. Buy On. Vikings Wire. And it worked. Symphony of the Night is much more than just a fun side-scroller with an awesome twist, though. Universal acclaim based on 27 Ratings. With the Yankees signing Corey Kluber, what happens now with the rest of the rotation? Though not the only cooperative, team-work oriented shooter of its time, Battlefield was in a class by itself. -
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. -
Prusaprinters
Captain LeChuck - Monkey Island Fotis Mint VIEW IN BROWSER updated 15. 7. 2019 | published 9. 2. 2019 Summary LeChuck is a fictional character in the Monkey Island series of graphic adventure games. Created by Ron Gilbert for LucasArts, LeChuck was introduced in The Secret of Monkey Island, and is the chief antagonist of the series. Gilbert drew on aspects of the characters in the 1988 novel On Stranger Tides for his concept for LeChuck. An undead pirate captain, LeChuck is obsessed with pursuing the affections of the series' heroine, Elaine Marley, and exacting revenge upon protagonist Guybrush Threepwood, who is responsible for consistently thwarting his plans and on some points he is depicted as being Guybrush's brother. LeChuck is not limited to one incarnation; across the series, the character has been depicted as a ghost, a zombie and a demon among other forms. While sometimes gullible and naïve, LeChuck is a powerful and intelligent villain, making extensive use of voodoo magic in his megalomaniacal plans. The character was very well received by video game critics. You can find the original stl by clicking this link. f k h d 4 hrs 1 pcs 0.15 mm 0.40 mm PLA 27 g MK3/S Art & Design > Sculptures lucasarts island monkeyisland figure lechuck monkey supports needed for the arms Print Files (.gcode) DOWNLOAD ALL FILES lechuckfinal.gcode 12.9 MB updated 15. 7. 2019 4.00 hrs f 0.15 mm k 0.40 mm h PLA 27.00 g Find source .stl files on Thingiverse.com License This work is licensed under a Creative Commons (4.0 International License) Attribution—Noncommercial—No Derivates ✖ | Sharing without ATTRIBUTION ✖ | Remix Culture allowed ✖ | Commercial Use ✖ | Free Cultural Works ✖ | Meets Open Definition . -
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. -
The Casual Revolution Of... 1987 Making Adventure Games Accessible to the Masses
The Casual Revolution of... 1987 Making Adventure Games Accessible to the Masses Jonathan Lessard Concordia University, Montréal 1. Talkin’ about a revolution At the turn of the 21st century, the video game industry became increasingly interested in catering to so-called "casual gamers”—that is players interested in easily accessible games requiring limited time, effort and expertise. In his book on the phenomenon, Jesper Juul (2010) has termed “Casual Revolution” the process that became particularly observable with the success of the broadly-reaching yet technically underwhelming Nintendo Wii console. If a revolution is the sudden disruption of an established state of affairs, this casual revolution should presuppose the existence of something like a “hardcore regime”. The book’s focus being on the revolution itself as well as casual game design, very little information is given on the status quo ante; only a general perception that video games used to be mostly designed for (and played by) dedicated young male fans. Juul argues that the casual revolution is in fact a return to video gaming’s arcade roots: “the moment in which the simplicity of early video games is being rediscovered” (2). His reading of the history of video games through the lens of “casualness” suggests an arc that could be schematized this way: _____________________________________________________________ Kinephanos, ISSN 1916-985X History of Games International Conference Proceedings, January 2014, www.kinephanos.ca The Casual Revolution of… 1987 Figure 1: Schematic representation of the "Casual Revolution" This appealing perspective might effectively reflect reality—or not. In order to judge, one would need to compile data concerning the global “casualness” of the video game offered at different points in time, their targeted demographics, and effective players.