Meanstreets-Manual
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
Klassiker Der Spielegeschichte
Klassiker der Spielegeschichte Tex murphy: tesla effect 17. Januar 2015 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] Tex Murphy Mean Streets (1989) Martian Memorandum (1992) Under a Killing Moon (1994) The Pandora Directive (1996) Tex Murphy: Overseer (1998) Access Games / Indie Built / Big Finish Games • 1982 Gründung von Acces Games • 1999 Kauf durch Microsoft, Umbenennung in Salt Lake Game Studio • 2003 Umbenennung in Indie Games • 2004 Kauf durch Take-Two Interactive, Umbennenung in Indie Built • 2006 Auflösung • 2007 Neugründung als Big Finish Games Christopher Jones http://www.mobygames.com/developer/sheet/view/developerId,1089/ Writer Game Design Production Video / Cinematics Quality Assurance Creative Service 2000! 2011! Love Story Asuras Wrath Star Strike Conspiracies II – Lethal Networks The Exterminators I Am Playr 2001 Jurassic Park: The Game Point of View Take This Lollipop 2003 2012! Conspiracies The Oogieloves in the Big Balloon Adventure 2004 The Silver Nugget The Guy Game The Walking Dead 2005 2013! Doctor Who: Attack of the Graske Bear Stearns Bravo Fahrenheit Beyond: Two Souls School Days Hero of Shaolin 2006! The Walking Dead: Season Two Railfan: Chicago Transit Authority Brown Line The Wolf Among Us Yoomurjak's Ring original Hungarian release 2014! 2007! A Bird Story Railfan: Taiwan High Speed Rail Tesla Effect: A Tex Murphy Adventure The Act Tales from the Borderlands 2008! Game of Thrones Casebook Contradiction Mystery Case Files: Dire Grove Cloud Chamber 2010! Darkstar: -
Visual Design in Video Games
Forthcoming in WOLF, Mark J.P. (ed.). Video Game History: From Bouncing Blocks to a Global Industry, Greenwood Press, Westport, Conn. Visual Design in Video Games Carl Therrien So why did polygons become the ubiquitous virtual bricks of videogames? Because, whatever the interesting or eccentric devices that had been thrown up along the way, videogames, as with the strain of Western art from the Renaissance up until the shock of photography, were hell-bent on refining their powers of illusionistic deception. —Stephen Poole (2000, page 125). Illusion refining, indeed, appears to be a major driving force of video game evolution. The appeal of ever-more realistic depictions of virtual universes in itself justifies the purchase of expensive new machinery, be it the latest console or dedicated computer parts. Yet, one must not conceive of this evolution as a linear progression towards perfect verisimilitude. The relative quality of static and dynamic renders, associated with a wide range of imaging techniques more or less suited to the capabilities of any given video game system, demonstrate the unsteady evolution of visual representation in the short history of the medium. Moreover, older techniques are sometimes integrated in the latest 3-D games, and 2-D gaming still enjoys a very strong following with portable game systems. Despite its short history, a detailed account of the apparatus behind the illusion would already require many volumes in itself. In this chapter, we will examine only the fundamentals of the different imaging techniques along with key examples. However, we hope to go further than a simple historical account of illusion refining, and expose the different ideals that governed and still governs the evolution of visual design in games. -
1 MANUALÑL386CD +2 (Page 1)
Links 386CD PlayersManual CREDITS LINKS 386 CD Design Team Programmed by: Roger Carver, Kevin Homer, Travis Driscoll, Don Stringham, Brian Stringham, Paul Johnson, Mike Dufort, Steve Zobell, and Matt Dawson. Computer Graphics by: Bruce Carver, David Brown, Mark Hulka, Nathan Larsen, and Brian Johnson Sound by: Jon Clark Manual Documentation and Design by: Jim Fedor, Steve Johnson, Bruce Carver Flyby Narration by: Kevin L. Jones Comic Caddie: Bobcat Goldthwait Sound Operating System by: Human Machine Interface, Inc. Championship Course Design Team Acquisition and Photography by: Zeke McCabe Video Tape and Topographical Layout by: John Berven Detailing by: John Berven, Steve Barnes, Mark Mazzei, John Harmon, Chad Fernelius, Parham Mohadjer, Steve Cluff, and Mark McArthur Computer Graphics by: Bruce Carver, Don Rasmussen, and Brad Beck Object Placement by: John Berven Special Thanks to: • Mike Bicker and Claudia Nielsen for their great swing animations; • Harbour Town Golf Links, Banff Springs, and The Belfry (European version) for allowing us to include their beautiful and challenging courses in LINKS 386 CD; • Callaway Golf for permission to use the image of the “Big Bertha” driver on the cover, title page, and chapter headings of this manual. (“Big Bertha” is a registered trademark of Callaway Golf); • All our Beta Testers. LINKS 386 CD software and manual ©1995, Access Software, Inc. Access Software, Inc. 4910 West Amelia Earhart Drive Salt Lake City, Utah 84116 (800)800-4880, FAX (801)359-2968 Technical Support: (800)793-8324 LINKS 386 -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Dolla Dolla Bills, Y'all
Dolla Dolla Bills, Y'all ●Do you like this site? ●Have you ever enjoyed reading anything here? ●Did you ever find anything helpful, informative, or even just funny? Then now’s the time to pledge your support and not get a free tote bag or whatever PBS is shilling these days. I don’t even have any cool interns to man the phone banks I also don’t have, so don’t expect any of that business, either. PROGRESS TO GOAL: 70% What I do have is the yearly renewal on my hosting plan coming up, with nothing budgeted to pay for it. I recently started a new job, which required a small move, which required fighting a ridiculous custody battle that I can’t even describe, which depleted any savings we had, etc… Things are fine now, financially and in every other way. We’re back on our feet and things are turning around; I can pay our bills and our lawyer (because that particular nightmare isn’t over yet), I can put food on the table and a nice new roof over our heads. I could probably even pay to renew my hosting plan, if I really wanted to. But that’s money that could be better spent on Trey, so that’s where I want to spend it. So, that being said, what am I going to do with Coquetting Tarradiddles? Well, that’s entirely up to you. To renew my server hosting at its current level (which is pretty necessary, unless you want the site crashing every time I get a traffic spike, or whenever some jellyheaded script kiddie tries to hack my Gibson), it’ll cost me $250 clams. -
Obduction by Cyan, Inc
Obduction by Cyan, Inc. • Home • Updates 19 • Backers 15,407 • Comments 5,790 • Spokane, WA • Video Games Leave a comment (for backers only) Show 15 newer comments 1. Paul Melampy 1 minute ago Damn! That's 12K in the last 3 hours! 2. Mat 'Cubase' Van Rhoon 1 minute ago @Frank Ah, you spotted my nickname yes? Well done, and Indeed I am! I write film/game scores, and am also a sound designer. 3. Frank den Blaauwen 5 minutes ago @Mat: Interested in music writing/playing/producing? 4. Mat 'Cubase' Van Rhoon 8 minutes ago Greetings from the Tex Murphy crew! I am pretty darn confident you guys are not only going to make the funding goal, but will release a totally phenomenal game. I followed MYST ever since I borrowed a copy from my school library back when I was 9 years old... and never gave it back! Kudos too Rand and EVERYBODY at Cyan for keeping the adventure genre beating in our hearts! Oh and by the way, major props on a stellar KickStarter campaign! 5. Frank den Blaauwen 8 minutes ago I should type faster 6. Frank den Blaauwen 9 minutes ago @Allan: And the there was one... 7. Allan Børgesen 10 minutes ago 1 Strata Artist left 8. Tai'lahr 10 minutes ago @Jarrod: Okay, it looks like I'm going to have to wait awhile before RAWA's mom comes to the cavern, but what about you? Whatcha waiting on? Come have fun with us. Here's your "how to" - http://www.mystonline.com/forums/viewtopic.php… 9. -
Under a Killing Moon
#114 Not sold in Agadda da Vida UNDER A KILLING MOON J n Jith ads that commenced that tradition, but uses a completely the way they'd like, most noticeably VV months in advance of the· pro- rendered 3-D game world for loca the size of the adventure/view win duct's shipping date, Access tions, and lots of video clips for con dow. The default settings should be made adventure fans around the versations fine for world drool in anticipation for Under and non most play A Killing Moon. Many CD-ROM interactive ers. A con titles (StoneKeep, Phantasmagoria sequences. trol panel and Harvester to name a few) are Players will sits to the taking months longer than originally also find a right of the anticipated because they're -really in a compelling view class all by themselves. soundtrack screen. The High-technology, high-quality and tons of buttons are games do take time to create. If any speech and labeled, thing, we'll see fewer games in the sound although future from individual companies, effects. players can because their production cycles are The use the extended. If these fo'~er games are as story builds right well-done and technically excellent to a fitting mouse but and adventurer-friendly as Moon, climax as you guide Murphy through ton to cycle the cursor in the msiin you'll be glad to wait as long as it three mysteries in the not-too-distant window through various functions takes - this game surpassed the future. San Francisco is divided into for interaction with people and expectations of most skeptical two areas: Old and New. -
Killingmoon-Alt-Manual
Introduction to Under a Killing Moon Recommended Hardware: What is the Setting for Under a Killing Moon? 486166 DX2 or faster CPU, Hard Disk (8 MB free). CD-ROM Dnve (Double Speed - 300 KB/sec - MPC Level 2 compliant). 16 MB RAM. Local Bus SVGA Display (VESA compliant - 640x480 resolution In 256 colours). Three Button Mouse. 16 Bil There are two types of people in che futurisac semng of Under a Killmg Moon: Mutants and Norms. The norms have nawral Sound Card. 1mmun1cy co rad1ac1on, while mutants have physical deformities. ranging from hideous co comical. Race, creed and gender are no longer the great social d1v1ders, havmg been replaced by generic quality. The ma1onty of nonns live m New San Francisco. buc Tex Installing Under a Killing Moon Murphy doesn'L Despite being a norm. something in Tex's character makes him feel more comfortable around those who've been disfigured and re1ecced. Under a Kllhng Moon must be insc:alled on your hard disk to operate properly. Complete the following steps to install the program. I. Insert Under a Killing Moon disk #I Into the CD-ROM dnve Where do I live and who do I know? 2. Type: D:INSTALL [Enter] (where D: IS the dnve letter of your CD-ROM.) 3 Follow the direcaons on the screen As Tex Murphy. you make your home In the Ria Hotel. a dilapidated boarding house on Chandler Avenue In Old San Francisco. Despite the low rem atmosphere, the neighbourhood is chnv1ng with several shops and businesses managing to make ends meet. -
Countdown-Manual
count . { . MANUAL count ©1990 ACCESS SOFTWARE INCORPORATED 545 West 500 South Bountiful, Utah 84010 Version 1.4 Made from Recycled Paper Table of Contents GO TO INPUT DEVICES . 6 TALK TASTE KEYBOARD TRAVEL JOYSTICK MOUSE INVENTORY .......... 15 MOVING THE MAN LOADING AND SAVING GAMES 15 SOUND ....................... 8 TALKING TO CHARACTERS 16 REALSOUND™ 1-CHARACTER RESPONSE SOUND BLASTER TM 2-CHARACTER MSOUND™ 3-COMMANDS OTHER CARDS 4-PLAYER HARD DISK INSTALLATION 10 APPROACH KEYS ........... 17 RUNNING COUNTDOWN 10 USING THE APPROACH KEYS Floppy Disk HELP Hard Disk HASSLE PLEASANT OVERVIEW . 11 BLUFF WHO'S TALKING? ASK ABOUT WHAT'S YOUR GOAL? OFFER GETTING STARTED ..... 12 CASH LOCATION SEARCHES TO OFFER CASH 1- Score and Time LEAVE 2- Playfield USING THE CAD (Computer Access Device) 19 3- Actions 4- Command Line TRAVEL SCREEN ........ 20 5- Message Area GAME TIPS .................. 21 COMMAND ACTIONS .............. 14 PROTECT YOURSELF - SAVE OFTEN LOOK QUITTING COUNTDOWN OPEN IF YOU CAN'T FINISH . 22 MOVE IF THE PROGRAM FAILS TO LOAD OR OPERATE GET PROPERLY . 22 USE INTRODUCTORY TIPS for BEGINNERS .... 23 count$vn CREATED AND DESIGNED BY BRENT ERICKSON AND CHRIS JONES PROGRAMMING BRENT ERICKSON, DAVID CURTIN ART DIRECTION DOUG VANDEGRIFT SET CONSTRUCTION, GRAPHICS, LAYOUT DOUG VANDEGRIFT, JON CLARK FLASHBACKS BRUCE CARVER REALSOUND™ JON CLARK, STEVE WITZEL STORY BY CHRIS JONES, DAVID BROWN, BRENT ERICKSON ADDITIONAL TEXT LINDA ROUNDY PRODUCED BY BRENT ERICKSON 6 ACCESS SOFTWARE COUNTDOWN 7 INPUT DEVICES JOYSTICK The joystick is used to move the selection cur sor around and to select items from the playfield. But When Countdown is first loaded, you will be asked to select ton #1 is used to select an item. -
Echelontm Operations Manual
ECHELONTM OPERATIONS MANUAL Copyright 1987 Access Software, Inc. 2561 South 1560 West Woods Cross, Utah 84087 (801) 298-9077 CREDITS Game Design: Brent Erickson, Roger Carver, Bruce Carver So jtware Graphics: Doug Vandegrift Writers: David Brown, Chris Jones Data Base Layout: John Berven Documentation: Bruce Carver, Chris Jones, Doug Vandegrift Play Testing: Dave Ashby, David Brown, Chris Jones, John Berven, Kevin Jones LipStik Design: Steven Witzel, James Slade Printing By: Printers, Inc., Salt Lake City, Utah TABLE OF CONTENTS 1 INTRODUCTION Introduction . 3 PRE-FLIGHT PREPARATIONS Setting Up . 4 Loading the Game . 4 QUICK START Crash Course . 5 PLAYING THE GAME Modes of Play . 8 Your Patrol Zone . 10 Your Base Station . 11 Your C- 104 Spacecraft . 1 1 Viewing Screens . 12 INSTRUMENTS Instrument Panel . 13 Instruments and What They Mean . 1.5 KEYBOARDCONTROLS Keyboard Controls . 22 Controls and What They Do . 23 JOYSTICK CONTROLS Joystick Controls . 28 WEAPONS Weapons . 29 LIPSTICK The LipStik . 30 TELEPORTER How to Use the Teleporter . 3 1 COMBAT Combat . 34 RPV CONTROLS RPV Controls . ..*................. 35 Controls and What They Do . 36 - INTRODUCTION 2 TABLE OF CONTENTS 3 REMOTE CONTROL FLYING INTRODUCTION Remote Control Flying.. ......................... 38 Echelon is the code name for a top secret military facility located TRAINING COURSES on the planet ISIS, the newest and 10th planet in our solar system. Training Courses ..................................... 39 ECHELON was established by the INTERNATIONAL SPACE FEDERATION (ISF) to stop attacks on shipping and mining DATA LINK operations by space pirates. Only top military personnel are 40 The Data Link.. ....................................... assigned here. The best ISF pilots will be trained to operate the 21st Century’s most advanced spacecraft, the C-104 Light Cruiser, DOCKING code named: Tomahawk. -
The History of Tex Murphy by Zoiner Tejada
The History of Tex Murphy By Zoiner Tejada Introducing Tex The year is 2039. You find yourself in a post WWIII San Francisco. While most Norms, people unaffected by the mutating effects of the post-war radiation, have moved to New San Francisco, you find yourself most comfortable living among the mutants and outcasts. You are a Norm, and have found that your social anxiety disappears when around the less fortunate members of society. Dressed in a well-tailored trench coat and a soft felt fedora hat, you are a man out of your time in this newfangled futuristic setting. You are Tex Murphy, Private Investigator. What Alfred Hitchcock did for the PI genre of television, is what Tex Murphy would do for the adventure genre of PC gaming. In 1982, a group of guys got together in Salt Lake City, Utah and decided to try to satiate the need for advanced but easy to use programs on the Commodore 64, and thus Access Software, Inc. was formed. Founded by Bruce Carver, currently the president and CEO, and Chris Jones, executive producer and vice president, Access Software, Inc. slowly began etching itself into the growing market of PC gaming. First, Carver and Jones released a flight simulator called Echelon, and after a few other nominal titles they had their first big break in July 1989 with a combination one-two punch of “Mean Streets” (the first Tex Murphy game) and “Links: The Challenge of Golf” (a very advanced 3D golf game for its time). Access is actually best known for its Links series of games, which have been the best selling golf game (in both units and dollars) since 1992. -
Killingmoon-Manual
Under a Killing Moon CREDITS Designed by: Chris Jones, Aaron Connors Lead Programmer: Bruce Ward Programmed by: Brian Stringham, Paul Johnston, Mark Snow, Linda Ward, Dave Curtin, Roger Carver, Kevin Homer, Don B. Stringham Boot Disk Maker by: Richard Moore Art Direction: Neil Galloway, Nathan Larsen Screenplay: Aaron Connors Virtual World Engine: Paul Johnston, Brian Stringham, Bruce Johnson Video Capture Technology: Mark McArthur, Brian Stringham, PaulJohnston Sound Operating System: Human Machine Interfaces, Inc. 3DArtists: Nathan Larsen, Neil Galloway, Brandon Wright, Brian Johnson, Les Oswald, Doug Vandegrift, Ralph Yarro Music: Jon Clark, Eric Heberling, Larry Bastian Director of Cinematography: David F. Brown Video Imagery: Mark Hulka, Kevin L. Jones, Bruce Carver, Ross Curtin Lighting Direction: Jon Clark Film Title Lettering: James H. Fedor Audio Engineer: Jon Clark Set Work: Dave Wilson, Wayne Braithwaite, Les Oswald Marketing and Sales: David Ashby, Steve Witzel, Susan Dunn, James L. Slade, Bill Fitts, Tricia Wood, Travis Sehestedt Testing: Steve Wynn, George Manousakis, Ross Curtin Customer Support Leader: Mark Werner Production Accountants: Kristin Rasmussen, Kerry Acocks Packaging Design: James H. Fedor, Steven R Johnson Documentation: Aaron Connors, Chris Jones, Bruce Carver, Steve Johnson, James H. Fedor Casting: Catrine McGregor, Kevin L. Jones Under a Killing Moon software and manual ©1994, Access Software, Inc. All rights reserved. ACCESS Software, Inc. 4910 West Amelia Earhart Drive Salt Lake City, Utha 84116 (801)359-2900,