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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. -
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. -
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 -
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. -
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. -
Mi12wl-Manual
The Secret of Monkey Island 3 TECHNICAL ASSISTANCE NEED MORE HINTS? Lucasfilm Qames'" Presents ANY QUESTIONS! Call our technical Please do not call Technical Support for Support line at: 0171-368 2.2.66. When you HINTS, as they do not give hints over the The Secret of call please be sitting in front of your comput phone. However, you may call our 2.4-hour er with paper and pen, and gather as much automated hint line at: 0891-33352.9. This Monkey Island™ pertinent information about your computer service costs 39p per minute, and you must Created and Designed by Ron Ciilbert Produced by Ciregory D. Hammond as you can assemble: make, model, amount be over 18 years old or have your parents' Written and Programmed by Dave Qrossman, Lucasfilm Qames VP. and Qeneral Manager, of RAM and disk size, graphics card type, permission to call. Max 7 minutes. Price as Tim Schafer, and Ron Ciilbert Stephen D. Arnold make and model of soundcard, as well as advertised correct at time of release (Septem Background Art by Steve Purcell, Mark Managing Director, Doug Qlen the information in your CONFIQ.SYS and ber 1996). Service available to VK residents Ferrari, and Mike Ebert Director of Operations, David Fox AlffOEXEC.BAT files. only. Animation by Steve Purcell, Mike Ebert, Marketing Manager, Stacey Lamiero You can also write to Technical Support and Martin Cameron Public Relations, Betsy Irion at: WHERE TO FIND US Original Music by Michael Land, Barney Administrative Support by Wendy Bertram, Jones and Andy Newell (of earwax pro Virgin Interactive Entertainment Meredith Cahill, Alexa Eurich, ONLINE ductions), and Patrick Mundy (Europe) Ltd ., Paula Hendricksen, Debbie Ratto, Compuserve Ciame Publisher's Forum A "SCVMM" Story System by Ron Ciilbert, 2. -
Telltale's Games
Telltale, Inc. Telltale is the first and only company to release interactive episodic content on a monthly 101 Glacier Point, Suite E schedule. Founded in 2004 by industry veterans with a new perspective on gaming, San Rafael, CA 94901 the San Rafael, Calif.-based publisher has over 70 employees and is recognized as Phone: (415) 258-1638 the industry leader in episodic gaming and digitally distributed interactive entertainment. Fax: (415) 258-1795 [email protected] Telltale’s Games www.telltalegames.com Telltale has released more than 25 games across seven franchises, including: Key Milestones • Wallace & Gromit’s™ Grand Adventures: Created in collaboration with Aardman, the studio responsible for the award-winning Wallace & Gromit films, this four-episode • Sold over 1,000,000 series is now releasing on PC and Xbox LIVE® Arcade. episodes across all channels and platforms • Sam & Max™: Telltale’s landmark episodic series, based on the independent comics by • Built proprietary Steve Purcell, paved the way for episodic gaming with two award-winning seasons on interactive storytelling PC and Wii™. Both seasons are coming soon to Xbox LIVE Arcade. technology • Strong Bad’s Cool Game for Attractive People: The first episodic series for • Funded by top-tier WiiWare™ and the first monthly series to appear on any console is based on the investors, including popular HomestarRunner.com web cartoons. Granite Ventures and IDG Ventures SF • Tales of Monkey Island™: Telltale’s newest series, based on the classic LucasArts • Launched direct sales pirate franchise, will launch for PC on July 7 (www.telltalegames.com/monkeyisland). and distribution channel The five-episode series is also coming to WiiWare. -
Haswell, Helen. " Story Is King: Understanding the Toy Story
Haswell, Helen. " Story Is King: Understanding the Toy Story Franchise as an Allegory for the Studio Narrative of Pixar Animation." Toy Story: How Pixar Reinvented the Animated Feature. By Susan Smith, Noel Brown and Sam Summers. London: Bloomsbury Academic, 2017. 181–196. Bloomsbury Collections. Web. 27 Sep. 2021. <http://dx.doi.org/10.5040/9781501324949.ch-012>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 27 September 2021, 09:33 UTC. Copyright © Susan Smith, Sam Summers and Noel Brown 2018. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 1 81 Chapter 12 S TORY IS KING: UNDERSTANDING THE TOY STORY FRANCHISE AS AN ALLEGORY FOR THE STUDIO NARRATIVE OF PIXAR ANIMATION Helen Haswell When Toy Story (John Lasseter) was released in 1995, analyses of the fi lm suggested it was an allegory for the popularization of computer- generated (CG) animation and the subsequent displacement of hand- drawn methods.1 According to this view, Toy Story ’s narrative implies that Disney’s traditional 2- D animation, represented by Woody, the outdated pull- string cowboy doll, has been rendered irrelevant by Pixar’s pioneering digital animation, represented by Buzz Lightyear, the new and more advanced space ranger toy. While this is apparent, I would argue that the Toy Story franchise as a whole is representative of the history and development of Pixar Animation Studios and its relationship with the Walt Disney Company. Th is twenty- fi ve- year relationship, which was formalized in 1991 when Disney agreed to fi nance the development, produc- tion and distribution of Pixar’s fi rst feature fi lm, has been both turbulent and mutually benefi cial. -
Indiana Jones and the Fate of Atlantis Gratis Epub, Ebook
INDIANA JONES AND THE FATE OF ATLANTIS GRATIS Auteur: Linda van den Broek Aantal pagina's: 142 pagina's Verschijningsdatum: none Uitgever: Sybex Uitgeverij||9789051605112 EAN: nl Taal: Link: Download hier Retro review: Indiana Jones and the Fate of Atlantis Indiana Jones and the Fate of Atlantis is een point-and-click- avonturenspel van LucasArts, oorspronkelijk uitgebracht in Bijna een jaar later werd het opnieuw uitgegeven op cd-rom als een verbeterde "talkie" -editie met volledig stemacteren en gedigitaliseerde geluidseffecten. In werd deze versie ook uitgebracht als een vrij te spelen extra van de Wii- actiegame Indiana Jones and the Staff of Kings , en als een digitaal gedistribueerde Steam- titel. De zevende game die de scripttaal SCUMM gebruikt , Fate of Atlantis, laat de speler omgevingen verkennen en interactie hebben met objecten en personages door commando's te gebruiken die zijn geconstrueerd met vooraf bepaalde werkwoorden. Het bevat drie unieke paden om te selecteren, die de ontwikkeling van het verhaal, de gameplay en puzzels beïnvloeden. Voor de cd-talkieversie was EMS-geheugen vereistom de spraakgegevens te laden. De plot speelt zich af in het fictieve Indiana Jones- universum en draait om de wereldwijde zoektocht van de gelijknamige protagonist naar de legendarische gezonken stad Atlantis. Sophia Hapgood , een oude medewerker van Indiana Jones die haar archeologische carrière opgaf om paranormaal begaafd te worden , ondersteunt hem tijdens de reis. De twee partners worden achtervolgd door de nazi's die de kracht van Atlantis willen gebruiken voor oorlogsvoering en als tegenstanders van het avontuur dienen. Het verhaal is geschreven door Hal Barwood en Noah Falstein , de ontwerpers van de game , die het oorspronkelijke plan om het te baseren op een ongebruikt filmscript hadden afgewezen.