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Torin's Passage Manual
An Adventure Game by A1 Lowe Copyright 1995 by Sierra On-Line, Inc I Table of Contents First Time Installation ........................................3 How To Play The Game ...................................... 4 The Table of Contents Screen ...............................4 The Game Controls ......................................6 TheMenuBar .......................................... 9 Game Strategy ......................................... 11 Credits .................................................. 12 TheTeam ............................................ 12 . An~mat~on............................................ 14 Special Thanks To ...................................... 15 TheCast ............................................. 16 How To Contact Sierra ......................................17 Technical Support ...................................... 17 Direct Sales ........................................... 19 Hints ................................................ 20 International Support Services ..............................22 The Sierra No-Risk Guarantee .................................24 Warranty ................................................ 24 The Torin: Panage Team ...............................Back Cover First Time Installation Windowsm95 Installation 1. Start Windows'" 95. 2. Insert the Torin; Passage disk into your CD-ROM drive. 3. Follow the on-screen instructions. Windowsm3.1 + 1. Start Windows'"'. 2. Insert the Torin; Passage disk into your CD-ROM drive. 3. From the [File] menu, select [Run]. 4. Type "D:\SETUPEXEn -
Table of Contents
© 2014, Justin Gerard, www.gallerygerard.com Table of Contents Welcome to Dragon Con! ........................................................3 Fantasy Literature (FL) ....................................................23 XTrack (X) ......................................................................102 Convention Policies .................................................................4 Filking (FILK) ....................................................................24 Young Adult Literature (YA) ...........................................103 Vital Information .....................................................................4 Film Festival and Film Track (FILM) .................................25 Guests Alphabetical Listing ..................................................104 Courtesy Buses and MARTA Schedules ....................................5 High Fantasy ...................................................................26 Pull-out Section, page 39–95: Hours of Operation ..................................................................6 Horror (HT) .....................................................................26 Special Events ..........................................................................7 Kaleidoscope (KT) ...........................................................27 Quick References ...................................................................39 Hotel Floor Level Reference ....................................................7 Live Performances (LIVE) ................................................28 -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
Christy Marx
Write Your Way Into Animation and Games Write Your Way Into Animation and Games Create a Writing Career in Animation and Games Christy Marx AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEW YORK • OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Focal Press is an imprint of Elsevier Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK © 2010 Elsevier, Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, fur- ther information about the Publisher’s permissions policies and our arrangements with organiza- tions such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treat- ment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluat- ing and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. -
The Last Two Decades Have Witnessed the Growth of Video and Computer Gaming from a Small Hobbyist Pastime to a Major Form of Entertainment
Chris Lynskey STS 145 Case History Leisure Suit Larry The last two decades have witnessed the growth of video and computer gaming from a small hobbyist pastime to a major form of entertainment. During its integration into modern culture, gaming has necessarily adopted certain traits that are inherent in human existence, namely violence and sex. Violence has actually been an integral part of games from the very beginning, whether it was the destruction of enemy tanks or missions against invading aliens. The integration of sex into gaming though, has taken a considerably different course. Although there were several small niches of games devoted to that topic in the early 1980s, it wasn’t until the late 1980s and early 1990s that sex began to gain acceptance as a part of mainstream gaming. Perhaps the most significant catalyst to that process was the highly popular Leisure Suit Larry series produced by Sierra and developed in large by Al Lowe. The history of Leisure Suit Larry begins with that of its publishing company, Sierra On-Line. It was incorporated in 1979 by Ken and Roberta Williams in a small town near Yosemite. They decided to direct their focus to a then unexplored genre, adventure games. Although their first big success was the King’s Quest series, in the company’s early days they received national attention due to a small game written by Chuck Benton. This game was certainly a unique element of Sierra’s catalog at the time: it was the company’s only non-graphic work and their sole adult-oriented game. -
Finding Aid to Ken and Roberta Williams' Sierra On-Line Collection
Brian Sutton-Smith Library and Archives of Play Ken and Roberta Williams’ Sierra On-Line Collection Finding Aid to Ken and Roberta Williams’ Sierra On-Line Collection, 1979-1999 Summary Information Title: Ken and Roberta Williams’ Sierra On-Line collection Creator: Ken and Roberta Williams (primary) ID: 111.4936 Date: 1979-1999 (inclusive); 1989-1995 (bulk) Extent: 3 linear feet Language: All materials in this collection are in English, unless otherwise specified. Abstract: Ken and Roberta Williams’ Sierra On-Line collection is a compilation of corporate records, publicity, financial reports, game catalogs, newsletters, magazines, published books, and other materials from Sierra On-Line. Additionally, the materials on loan to The Strong supplement this collection with original script ideas, notes, planning information, sketches, and other game design-related papers. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open to research use by staff of The Strong and by users of its library and archives. Though the donors have not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, they have given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: Ken and Roberta Williams’ Sierra On-Line collection was donated to The Strong in April 2011 as a gift from Ken and Roberta Williams. The papers were accessioned by The Strong under Activity ID 11068, Object ID 111.4936. -
Intro by the Admin
The Sierra Chest Newsletter: Issue 4, August 2009 Intro by the admin Dear Sierra fans, The Sierra Chest got some structural upgrades last month. We started running a bit out of space, so it’s been upgraded to 150MB now, though it looks like we’ll have to double it again soon. Although the videos are outsourced to the Sierra Chest’s Youtube channel, an increasing number of images have been uploaded. With the increased space, we’ve been uploading a whole bunch of box arts. The box arts for all 250 games in the database should be uploaded by the end of this month. We have also received some emails, asking why certain games are not covered in the Sierra Chest. No worries, we are well aware of that. In fact, not even half of all Sierra games are in it yet. Those guys made a LOT. We just prefer to first fill up the pages of the games that are inserted at this point. Takes a while to fill it up, but we have received an increasing number of contributors, mostly from people offering to have their videos embedded on the site, which we of course gladly do. Aside from the increased space, we have also made some changes on the “general” page of each game. Instead of now having just 1 page, we inserted a filter where the user can chose between “general description”, “making of”, “box art”, “trailers”, “credits” and more, depending on what is available for each game. That makes the “general“page more user-friendly since you can immediately see what is available without having to scroll down all the time. -
Sierra-95-96Catalog
TRBL E Dear Customer, OF CONTENTS ~ p3 ADVENTUAE Welcome to the '95-'96 Sierra games cataloguel p 10 ADVENTUAE/ACTION The products in this catalogue are the result p 11 SIMULATION of thousands of hours of design and programming by a dedicated and p 15 STAATEGY passionate team of professionals. You will find all the latest p19 SPOATS multimedia games Including new releases expected for 1996. p20 AACADE Each game is presented under its own category (adventure, simulation, strategy etc.) with a detailed description in order p22 CUSTOMEA SUPPOAT to let you discover your favourite games in the p23 INDEX BY PLATFOAM simplest way possible. p23 INDEX BY GENAE A E rfASMABD The terrifying story of a woman fighting for her life against the forces of «A sinister game in the style of Edgar evll comes to life In the most Allen Poe, Alfred Hitchcock, and advanced multimedia suspense • Stephen King» ·., PC GAMER thrlller ever: Phantasmagoria. Unfolding In novel-like .. chapters, this game estab production, digital •~ ~ · · · " lishes on unprecedented .. .. ·' ..• effects, computer .• . blend of Hollywood film • ... rendered worlds, .: ·•. and Interactivity. • In Phantasmagoria, master designer Roberto Wlllloms creates a frighteningly believable nightmare from which you may never awoken. Vl UJ a: • Developed using sophisticated Hollywood film techniques and digital effects .....:::> a: • Features and ultra-realistic 3-D rendered world in which characters have free movement UJ ... • Unfolds in novel-like chapters UJ :::> 0 • Ava ilable on 7 CD 's z • Written by master game designer Roberta Williams :::> e A E GABRIEL KNIGHT II THE BE AST WITHIN Sierra once again brings its Inimitable touch of quality to adventure games! Ludwig of Bavaria, Wagner's This new Gabriel Knight last opera, and the mysterious mysterv plunges "Slack Wolf". -
Sierra Online's Conquests of the Longbow
Sierra Online’s Conquests of the Longbow: The Legend of Robin Hood A REVIEW Mykel Kochenderfer History of Computer Game Design Stanford University February 22, 2001 Introduction Conquests of the Longbow: The Legend of Robin Hood is one of the most innovative adventure gamesfrom Sierra Online. Conquests of the Longbowwas released for DOS in 1991 during the “golden era” of Sierra adventure games. During this periodof time, several of the classic VGA adventure games were released, including King’s Quest, Quest for Glory,and Space Quest. Conquestsof the Longbowwas the second Sierra game designedby Christy Marx after Conquests of Camelot: The Search for the Grail,which was released in 1990. Conquests of the Longbow was Original box art for Robin Hood widely acclaimed by the critics and wasvoted “Best Adventure Game of 1992” by Computer Game Reuiew.l Assisting Christy Marx wasan outstanding design team, including Ken Williams.Below is a list of the major contributors: Executive Producer Ken Williams Creative Director Bill Davis Director Christy Marx Producer Guruka Singh Khalsa Game Designer Christy Marx Music Director Mark Seibert Lead Programming Richard Aronson Art Designer Kenn Nishiuye Conquests of the Longbowwas originally released onfloppy disks, but it was re-released in 1993 on CD-ROM with speaking characters. The game includeda small manual with background on the storyof Robin Hood and information useful in various“copy-protection” puzzles. As a courtesyfor registering the product, Sierrawould send the usera subscription of InterAction, a magazine devoted to product reviews, hints, and previewsof Sierra games. Conquests of the Longbow is a blend of brilliant storytelling, stunning artwork, and immersive gameplay I Christy Marx, Christy Marx: Writer, Story Editor, Series Developer, Show Runner; available from http://www.tminet,com/moonfire/;accessed 10 February 200 1. -
Computer Entertainer / Video Game Update
>v ComputerEntertainer INCLUDES TlHIi ¥lDBO CAMI UPDATE ^ 5916Lemona Avenue, Van Nuys, CA 91411 September, 1988 Volume 7, Number 6 $3.50 ^ /« 77iiy Issue... Activision Licensed for Sega! BITS AND PIECES... Flash from Vic Tokai , SNEAK PREVIEW of Mousecapades for Nintendo! Activision Signs Third-Party Agreement with Sega REVIEWS Include. .. Sporting News Baseball With a recently signed agreement, Activision Video Games becomes the second third-party ...for Commodore 64 licensee of Sega Enterprises, Ltd., which will mean games available to Sega owners carrying the Space Quest II Activision brand name. (Parker Bros, was the first such Sega licensee, announced at the Summer The Colony Consumer Electronics Show in May of this year.) Activision thus becomes the first company to Balance of Power 1990 have third-party licensing agreements with both Sega and Nintendo. The company also ...for Macintosh Life Force announced its first three titles for the Sega Master System, all scheduled for shipment during the Bases Loaded next five months. RAMPAGE, the arcade game of city-bashing monsters, will be the firstrelease, ...for Nintendo followed by SUPER RIVER RAID, a strafing, bombing, aerial combat game, and CYBORG Wonder Boy in Monster Land HUNTER, a futuristic action game involving tracking and battling cybernetic monsters. ...for Sega TOP FIFTEEN COMPUTER Activision also plans to develop additional titles for the Sega Master System during 1989. GAMES 1. Three Stooges (Cin/Co) 2. Gauntlet (Min/Co) Continuing Chip Shortage Causes More Delays 3. Questran II (SSI/Co) Two more major titles, originally expected to be available in time for Christmas of 1988, have 4. -
The Kinesthetic Index: Video Games and the Body of Motion Capture
InVisible Culture Journal The Kinesthetic Index: Video Games and the Body of Motion Capture Grant Bollmer1 1North Carolina State University Published on: Apr 18, 2019 License: Creative Commons Attribution 4.0 International License (CC-BY 4.0) InVisible Culture Journal The Kinesthetic Index: Video Games and the Body of Motion Capture In this essay, I present a history of the graphic adventure genre of video and computer games and its attempts at achieving a kind of cinematic realism through the registration of the body. In reviewing the history of this genre, I contextualize some early attempts to use motion capture and rotoscoping to incorporate human bodies into games, arguing that representation in games and other forms of digital media should be conceived not as deferring to the visual, but as reliant on the kinesthetic. While the visual presence of a human body may no longer be a coherent source of any link between a representation and physical reality, motion brings together digital images with the reality inscribed into media. This involves numerous questions about realism, indexicality, and affect, which I aim to intertwine and unfold below. In making this argument, I demonstrate three things. First, digital images are condensations of specific—if multiple—bodies that persist as representations that have some link with the physical world.1 Second, realism in games has long relied on the inscription of embodied motion. And third, games require an expanded definition of the index that stresses motion rather than a privileging of the -
Sierra-90Catalog-Alt
O ver the last ten years, Roberta and I have received thou ands of letter from customers. Compliments from fans, sugges tions from u ers, and occa ional complaint letters are till routed lo u , and I work hard to make ure each gets read and responded to. h rough the letters we've rece ived, we've found good ugges tions on ga me improvements, spotted deve loping problem within the company, and bee n in pired and motivated by your continuing enthusiasm for our ga mes. I n the beginning, Roberta and I collected the best letters and planned on putting them in a scrapbook. I'm sorry to ay that most of my favorite have been lo l over the years. / remember some of the letters though, as if I received them yesterday. And a precious few I have kept on the wall of my office. one was dated May 23, 1981: " .. .I had a well-publicized airplane crash in February. Fortunately, we are all doing well and I still enjoy flying. I have no memories of the crash or the Jive weeks following (total amnesia) but have been told of the crash and the hospital stay. Pictures show me in the hospital playing on an Apple with your new game, which I was totally unable to put down ... 2 b ank you so much for the happiness that you brought into my life. I hope that you find no bounds lo your creativity." Sincerely, Sieve (W oz) Wozniak h ose who are familiar with Apple Computers' hi tory recognize the name Steve Wozniak as the creator of the ori gina l Apple computer.