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Game Design: Theory & Practice- P21 pdf

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choices, xviii, 50-51, 58, 125-128, 215, 234, 283,
400, 424-425
comprehension, 23, 25, 60, 279, 441-442
creativity of, 245, 265, 352, 441
expectations, 8-19, 131-132, 160-161
failure in game, 14, 424
families, 204
fooling, 456
freedom in game-world, 129, 284, 397
hard-core gamers, 88, 135, 203, 208, 243, 261-262,
311-312, 374, 394, 397, 459, 463, 475, 477
high-brow, 190
involvement of, 216-218
knowledgeable of subject matter, 31, 34, 398,
457-458
leading, 433
learning, 453
low-brow, 200
mainstream, 357
middle-brow, 190
novice players, 135, 208, 243, 257
novice vs. expert, 138
pride, 391, 393, 409
reacting to, xviii, 148, 159, 329, 330, 362
respect for, 361
responsibility of, 226-227
rewards for, 134, 243, 417, 422, 427
risk taking, 155
sense of accomplishment, 101, 154-155
success, 11, 14, 234, 424
teaching, 132-136, 145, 405


women gamers, 101-102
younger gamers, 184
playing experience, 482
“playing it in my mind,” 99
playing other games, 486
playing pieces, 26-27
playing the game, 35-36, 250, 472
playing time, 205, 208-209, 349
PlayStation, 112, 135, 139, 409
PlayStation 2, 288
playtesters, xxii, 136, 183, 204, 256-257, 375, 459,
473-478
first-impression, 475, 477, 479-480
friends as, 477-478
kleenex testers, 469, 475
traditional, 475, 480, 482
trusting, 479
who should test, 474-477
playtesting, xix, xxi, 18-19, 36, 98-99, 137, 140, 173,
180-181, 183, 193-194, 197, 257-259, 341, 385-386,
401, 431-432, 457, 469-470, 472-488
coaching during, 481
complaints about game design, 482
early, 479
fresh eyes, 475
guided vs. unguided, 482-483
how to, 481-482
time for, 479-480
watching instead of telling, 481
plot, 230-231, 283

pocket veto, 260
point-and-click, 49, 191, 239-241, 324, 337, 357, 438
adventure games, 191
Pokemon,1
Pole Position, 420
political gameplay, 25
Pong, 100, 105, 95
popularity, 198
Populous,44
pop-up menus, 286-287, 390, 402-403
ports, 93, 104-105, 110, 276-278, 294, 388
Portwood, Gene, 350
positive reinforcement, 12
PR, 186, 202, 302
predetermined, 214, 229-230, 418
outcome, 397
story, 165, 246-247
predictably buggy, 394
pre-production, 334, 412
prequel, 188
press, xx, 147, 186, 202, 234-235, 364, 372
Prime Target,53
primrose path games, 366
Prince of Persia, 133, 142, 326, 346, 350, 351, 352,
354-355, 367-368, 374-377, 375
Prince of Persia 2, 352, 356, 377
Prince of Persia 3D, 373-374, 377
producers, xix, 76, 207, 249, 298-300, 322, 337,
342-343, 371, 467
production cycle, see development cycle

production values, 186
profitability, 91, 185
programmers, xix, xxi, 76, 83-84, 102, 114, 152, 160,
166, 170-171, 173, 176, 207, 249, 254, 259-261,
265, 301, 308, 324, 328, 330-331, 333-334, 340,
342, 379-380, 383, 385-386, 388-389, 410, 421, 438,
453-454, 466, 474, 484
578 Index
TEAMFLY























































Team-Fly
®

designer/programmers, 33-34, 71-72, 82-83, 116,
209, 259-261, 308, 466
vs. designers, 390-393
programming, xvii, xix, xxi, 96-97, 100-101, 106, 108,
114, 128, 171, 183, 208, 265, 268, 301, 348, 351,
368-369, 371-372, 375-376, 379-380, 388, 433,
435-436, 463-464, 473
complexity of tasks, 393
Project Z, 452-453
proof-of-concept, 250
proposal document, 293-294
proprietary tools, 386, 388
protectionist, 394
prototyping, 34-35, 37-38, 117-118, 250, 253-254,
256-257, 262, 448
publisher, 74, 76, 157, 202, 245, 254, 274, 276,
292-293, 295, 302, 312, 343, 368-369, 371, 434, 439
Pulitzer Prize, 447
puzzle games, 105, 112, 147-149, 189, 413
puzzles, 13, 15, 68, 122-124, 126, 129-130, 136,
148-149, 156, 183-184, 191, 193-194, 200, 202, 209,
211-212, 243, 245-246, 326, 332, 335, 366-367, 410,
412, 417, 421, 425, 429, 483
arbitrary, 243, 415
single-solution, 148

Q
Q*Bert,63
Quake, 3, 44, 46-47, 91, 138, 143-144, 284, 313, 325,
328, 338, 381, 410-411, 419, 468
Quake II, 47, 313
Quake III Arena, 55, 412, 413, 427, 428
Quake IV,55
Quake XIII,55
quality games, 197, 237, 407
R
racing games, 44, 396, 408, 420, 429
Radio Shack, 195
Raid Over Bungeling Bay, 435-436, 471
Raid Over Bungeling Bay II, 468
Raider,53
Raiders of the Lost Ark, 350
Railroad Tycoon, 20-21, 23-26, 24, 26, 30, 34, 39, 41,
325
Railroad Tycoon II,39
Rains, Lyle, 94, 98
ramping up difficulty, 14, 62, 70, 149, 151, 154-155,
232, 409, 411, 483
randomness, 92, 102-103, 114, 152-155, 159-160,
165-167, 176, 226, 299, 336, 443, 448, 453
reacting to player, xviii, 148, 159, 329-330, 362
realism, 36-37, 160, 166, 170, 274, 278, 361, 399,
452-453, 469
modeling, 130-132, 145
vs. abstraction, 132
vs. cartoons, 285

real-time, 22, 28-29, 68, 222-223, 341, 354, 356, 364
3D graphics, xxi, 138, 221, 374
graphics vs. pre-rendered, 327
vs. turn-based, 21, 22
real-time strategy games, xxi, 20-22, 28-30, 43, 52, 58,
138-139, 162, 208, 212, 305-312, 314, 324, 331-333,
335, 423, 429, 447-448, 473
Rear Window, 356
reasonable solutions, 10, 194
recombining game elements, 351
Red Baron, the, 110
red herrings, 246
Red Planet, 181
redoing work, 83, 85-87, 173, 194, 251-253, 258, 313,
413, 426-427, 429
releasing development tools, 394, 464
remakes, 8, 10, 27, 53-54, 86, 114-115
repetition, 15-16, 319, 460-461
replaying games, 129, 169, 208, 242, 246, 418
representation vs. abstraction, 283
research materials, 26
respect for the player, 361
responses to input, 210-211, 224-225
Return of the Jedi, 181
revolutionary improvements, 40, 434
rewards for the player, 134, 243, 417, 422, 427
rewatching, 223
rewinding the game, 364
reworking, 83, 85-87, 173, 194, 251-253, 313, 413,
426-427, 429, 258

Reynolds, Brian, 158
Rich Text Format, 318-319
Riot Engine Level Editor, 389, 392
Rivera, Greg, 109
Road Runner, 105-106
Roberts, Chris, 270-271
Robotron 2084, 161, 162, 332
Rocket Science Games, 205
rock-paper-scissors, 275-276
role-play, 8, 12-13, 23-24
role-playing games, xx, 43, 45, 48, 50-51, 82, 101, 122,
127, 130-131, 135, 141-142, 160, 167, 188, 201-203,
208, 217-218, 237, 298, 324, 333-335, 368, 396,
408, 416, 418, 420, 422, 429
Index 579
RollerCoaster Tycoon, 32-33
romance, 58, 171
Ronin, 365
Rotberg, Ed, 111
rotoscoping, 348, 363, 370-371
Royce, Wanda, 268
RPGs, see role-playing games
RT3D, see real-time 3D graphics
RTS, see real-time strategy games
Rubik’s Cube,2
Rubin, Owen, 94
rules
of game design, 19, 22, 40, 101, 122, 145, 237, 486
of level design, 421-425
of the game-world, 114, 361

Russia, 147, 151, 157
S
S.S.I., 267
Sakaguchi, Hironobu, 33
sales, 188-190, 202, 211-212, 276, 295, 301-302,
367-368
San Francisco Rush, xviii, 15, 93, 102, 113, 114, 120,
215, 397, 413, 420, 422
San Francisco Rush 2, 120
San Francisco Rush 2049, 119, 120
Santa Fe Research Institute, 444
satire, 201
save/load game, 15-16, 337, 364, 409
automatic/checkpoint, 16
Saving Private Ryan, 280
scale, 24, 27, 30-31
scenarios, 30-31, 336, 419
scents, 196
schedules, 55, 57, 85, 115-116, 176, 197, 249-250, 295,
301-302, 369-371, 480
scheme for world domination, 171
Schenectady, 42
Schindler’s List, 280
schlack, 417
science fiction, 181-182, 187
Science Fiction Authors of America, 180
scope, 21, 80
scoring, 5-6, 60, 63-64, 70, 100, 102, 104, 142, 151,
153-155, 422
Scrabble,3

SCRAM, 290
scratch ’n’ sniff, 196
screenshots, 157, 417
screenwriting, 350-351, 376-377
script, xix, 251, 254, 294, 297-300, 303
scripted behaviors, 224, 226
scripted events, 48, 177, 390, 457
scripting languages, 388-390, 463-464
compiling, 389-390
scriptwriters, 230-231, 299, 371, 411
SCUMM Story System, 49, 238-239
seamless world, 410
Seastalker, 184
second guessing, 477-478
Secret of Monkey Island, The, 238-239, 244
Sega, 460
Sega Dreamcast, 93, 120, 388
selection of challenges, 126-127
Sente, 111
sequels, 39, 95, 188, 274, 276-277, 296-297, 332,
372-373, 449-451, 478
serious games, 184-186, 202, 270
setting, xviii, 53-54, 75, 151, 157, 171, 294, 415, 423
Settlers of Catan, The,3
Seven Samurai, The, 348, 349
Shakespeare, William, 197, 287
shareware, xxi, 157, 186
Shattertown Sky, 282
Shaw, Carol, 100
shell-shocked, 168-169, 226

Shelley, Bruce, 24
Sheppard, Dave, 99
Shogun, 189
shooters, 53, 68, 112, 118, 334
show don’t tell, 167, 224, 227
side-scrollers, 408
side-view, 327, 373
Sierra, 190, 192, 249
adventure game engine, 190
Silent Service,41
silent slapstick comedy, 59
Silicon Valley, 281
Sim games, 142, 444
SimAnt, 444, 446-449, 446, 448, 452, 471
encyclopedia in, 447
interest in subject matter, 337
meta-level disasters, 448
mystery button, 447-448
SimCity, xviii, 11-12, 21, 26, 32, 34, 131, 186, 235, 279,
325, 332, 336, 379, 403, 408, 434, 436-440, 436,
438, 441, 443-444, 448-451, 457, 460, 469, 470-471
disasters in, 442-443
inspiration for, 436
SimCity 2, 447
580 Index
SimCity 2000, 336, 438, 444, 448-451, 449, 471
SimCity 3000, 11, 438, 451-452, 452, 459-460, 467
SimCopter, 450, 451-452, 468, 471
SimEarth, 279, 398, 443, 444-446, 445, 448, 469, 471
audio in, 444-445

SimFarm, 444
SimLife, 444
simple games, 203-204
simplicity in game design, 93, 97, 147, 151-152,
155-157, 237, 239, 241, 352, 364, 401, 481
simplification, 279, 287, 312, 458
Sims, The, xx, 32, 136, 144, 160, 161, 249, 287-288,
327, 395-405, 397, 399, 402, 404, 434, 440, 442,
444, 448, 450, 452, 454, 456, 457-459, 460, 461,
463-464, 465, 467, 469, 470, 471, 475, 476, 487
accessibility, 459
interpretation by players, 456-457
social aspects of, 396, 456, 463
SimTower, 444
simulation rides, 119
simulations, 7-8, 11-12, 20, 88, 110, 118, 160, 208, 278,
287, 396, 398-399, 405, 416, 436, 438, 441, 447,
454-455, 458
economic, 7-8, 24-26, 82, 130, 444
economic vs. biological, 444
modeling, 436-437
single-button interface, 239
single-player games, 3, 5, 153, 178, 222, 491
single-screen play, 62, 150
Sinistar, 64
sketches of levels, 427, 429
skins, 440
sliding number puzzles, 148
Slingo,41
small decisions/big decisions, 39-40

small working environment, 33
Smoking Car Productions, 370
smooth visual experience, 355
Snow Carnage Derby, 77-79, 88-90
focus, 78-79, 90
Snow White and the Seven Dwarfs, 348, 362
snowmobiles, 77
Snyder, Doug, 94
So Long and Thanks for All the Fish, 183
socializing in games, 3-5, 163, 165, 277-278
socially relevant, 316, 468
socially unacceptable behavior, 7
Softimage, 387
software toys, 11-12, 336, 397-440
solitaire games, 3, 5, 153, 178, 222, 491
Solo Flight,41
solo game development, xxi, 80-81, 115, 292, 368-369
Sony PlayStation, 112, 135, 139, 288, 409
sophisticated games, 407
Sorcerer, 188-189, 193, 211, 213
sound, see audio
source code release, 267-268
Space Bar, The, 180, 204, 205, 206, 211, 213
Space Invaders, xvii, 6, 53-54, 61, 64-65, 180, 379, 408
Space Lords, 111-112, 120
Space War, 100, 114
Spectrum Holobyte, 151
Spellcasting 101: Sorcerers Get All the Girls, 199, 213
Spellcasting 201: The Sorcerer’s Appliance, 200, 213
Spellcasting 301: Spring Break, 213

Spellcasting series, 198-200
Spiegelman, Art, 280
Spitfire Ace,41
spoiled brats, 13, 230
sports games, 15, 82, 101, 112, 249, 379, 408-409, 423,
429
Sprint,95
Spyro the Dragon, 135, 409
stadiums, 379, 408
stage directions, 298
stage plays, 228
standard documentation, 302-303, 317, 337
standard interfaces, 29, 35, 139-140
Stanford, 95, 100, 453
Star Raiders, 267
Star Trek, 95, 231
Star Wars, 36, 181, 205, 280
StarCraft, xviii, 30, 32, 138, 139, 162, 332, 381-382,
408-409, 412, 420
StarCraft Campaign Editor, 382, 390-392, 391
Starcross, 181, 187, 196
Stationfall, 188, 209, 213
statistics, 325, 327, 335, 341, 396
Status Line, The, 205
Stealey, Bill, 38
Steel Talons, 110-111, 118-119, 120
Stewart, James, 356
Stigmata, 365
story, xviii, 43, 45-51, 53-54, 63-64, 81, 90, 119, 125,
151, 157, 182, 184, 204, 208-209, 211, 215, 238,

244-247, 249, 294-298, 303, 305, 310-311, 322, 332,
353-354, 364, 366-367, 396, 410-411, 416-417, 423,
427, 440
changes in outcome, 232, 245
dramatic, 217
Index 581
epic, 39-40, 80
game, 230-234
non-linear, 50-51, 81
player’s significant role in, 232
plot, 230-231, 283
predetermined, 165, 246-247
pre-written, 263
uncovering, 465
unique, 234
vs. puzzles, 198
story bible, 295-297, 300, 303
format of, 296
storyboards, 301
storybook, 356
storytelling, xix, 7, 18, 39-40, 48-51, 53-54, 126,
167-171, 214-237, 246-247, 276, 295, 310-311, 340,
346, 367, 413, 415-416, 418, 421, 432, 465-466
dynamic, 169, 218, 263
game techniques, 218-228
images, 220
in-game, 219, 224-227, 310
missing, 226-227
NPC behaviors, 225
non-linear, 377

out-of-game, 219-224
parent/child, 217, 289
situations, 230-231
strategies, 101-103, 234, 413, 425
strategy games, 21, 45, 48, 141, 208, 331, 336, 368,
408, 420, 425
campaigns in, 408
Street Fighter II, 58, 112
strong characters/personalities, 229-230, 245
Strunk, William, 291
Stubben, Dave 97
stuck, 16-17, 243, 421
sub-games, 22-23, 80, 205
sub-goals, 422
success (player), 11, 14, 234, 424
Summers, Larry, 268
Super Breakout, 93-95, 120
Super Mario 64, 13, 16, 44, 138, 211, 219, 229, 230,
319, 320, 338, 374, 409, 413, 418-420, 423
Super Mario Bros., 361, 413, 414
Superhero League of Hoboken, 201, 202, 203, 208, 213
superheroes, 75, 201-203
Surreal Software, 389
surrogate, xx, 13, 62, 65-66, 138, 141, 230, 255,
324-326, 417
anonymity of, 245
Suspended, 208
suspension of disbelief, 12-13, 135, 221, 362, 399
switch flipping, 415
symmetry, 155-157

Synapse Software, 190
synergies, 205, 415
system dynamics, 436-437
System Shock, 142
systems, 484
combining, 25-26, 28, 400
complex, 122-124, 141, 279
interesting, 25
phase-space of, 441
sophisticated, 398
T
taboo activities, 7
tactical combat, 29, 264, 309
Tajiri, Satoshi, 1
Tank 8, 107
Tanktics, 265, 290
target audience, 477-478, 482
teaching the player, 132-136, 145, 405
team (development) xxi, 73-74, 82-85, 117, 173, 249,
253, 257-258, 292, 294, 301-303, 313, 317-318,
321-323, 341, 343-344, 368, 378, 387-388, 394-395,
407, 411, 414, 427, 432, 450-451, 454, 473-474
large vs. small, 33, 466-467
team lead, 427
teammates in games, 52, 168-169, 173-175, 225-226,
233-234
teamwork, 278
technical design document, 117, 292, 294, 300, 301
technology, 28-29, 32, 37-38, 43-48, 51-57, 60, 74,
96-97, 117, 142, 147-148, 151-152, 184, 197, 207,

211, 218, 228, 233, 249, 250, 254-255, 259-261,
267, 288-289, 294-295, 304-309, 314-315, 327, 341,
375-376, 409, 435, 451-452
tedious details, 7, 130
Tekken,8,219
Tempest, 61, 99, 104, 379
Tengen, 109
tension, 68-71, 103, 154-155, 217, 409
testing, see playtesting
Tetris, xx, 15, 91, 101, 109-110, 120, 130-132, 146-157,
160, 165-166, 215, 332, 369, 487
completeness of, 156-157
“next” feature, 153
Texas Instruments, 275
text, 191, 200, 224, 225
582 Index
text adventures, 49, 189, 196-198, 200, 208, 237,
239-240
text parser, see parsers
Theurer, Dave, 99, 105
Thief, 215, 323, 324
Thief II, 323, 324
third-person perspective/view, 89, 133, 141-142, 245,
356
THQ, 206
Threadbare, Bobbin, 240-241, 244
throw away work, 251-253, 255-258, 377
Thurman, Bob, 185
Thurman, Uma, 185
Tibet, 185

Time Warner, 105, 110
Titanic, 188
Tolkien, 201
Tomb Raider, 15, 79, 133, 138, 211, 230, 325, 369, 374,
409, 413, 418, 426
tools, 49, 289, 378-394, 421
development, 370
proprietary, 386, 388
user available, 465-466
topics, 21-22, 26-27, 31, 35
interesting part, 31
Toulouse-Lautrec, Henri, 362-363
tower of Hanoi, 189
toys, 11-12, 336, 397-398, 439-440
trackball, 65, 103
Trameil, Jack, 110
trial and error, 14, 424, 429
trilogies, 193
Trinity, 237, 240
TRS-80, 186-187, 193
Trust & Betrayal: The Legacy of Siboot, 263, 274-276,
275, 278, 286, 287, 290
use of language, 275-276
Tube Chase, 111
Turing test, 159, 211
Turman, Larry, 350
turn-based, 34, 135
vs. real-time, 21-22, 419
turn-based strategy games, 162-163, 331
tutorial, 401, 134

typing as interface 199, 237
Tyrannosaurus rex,31
U
Ultima, 215
Ultima IV: Quest of the Avatar, 316
Ultima Underworld, 406
unconventional game design, 275-276
uncovering the story, 465
under the radar, 254
understanding the game-world, 23, 25, 60, 279,
441-442
Understanding Comics, 283, 456, 489
Understanding Media, 490
understanding technology, 259-260
unexplored territory in game design, 32
unfair, 243, 258
unintuitive, 473
unique experience, 148-149
unique solutions, 122-125, 145, 441
unique stories, 234
uniqueness of a game design, xx, 75, 322, 332
units, 26-27
unpredictable, 8-9, 164-167, 251, 420
Unreal, 16, 17, 411, 417
Unreal Tournament,3,4, 159
USSR, 157
V
Valve Software, 46, 390, 410
variations on gameplay, 95, 105, 149, 250, 372
vector hardware, 98-99

venture capitalists, 340
Vezza, Al, 187
video game crash, 197, 269-270
video games vs. computer games, 197, 269-270,
279-280
Video Pinball, 97-98, 120
Vietnam, 273, 278
view of game-world, 141-142, 307-308, 327, 356, 373,
451-452
editing view, 381
first-person, 327, 356
over-the-shoulder, 373
side, 327, 373
third-person, 89, 133, 141-142, 245, 356
violence, 77, 277-278, 375, 442-443, 462, 468
Visicalc, 195
Visicorp, 195
Visio, 295
vision for game design, xxi, 118, 147, 303, 337, 344,
433, 487-488
Visual Basic, 464
visual medium, 167
visual representation of information, 143-144
Visual Studio, 389
Index 583
Voltarr, 79
Vulcan, 384-385
W
wackiness, 449, 470
Wafer Thin Documents, 338-339

Waiting for Dark, 355, 376
War and Peace, 339
WarCraft, 28, 30, 144, 208, 305-306, 308-310, 331,
418, 423
WarCraft Adventures, 213
WarCraft II, 330
wargames, 7, 20, 29, 48, 160, 167, 264-267, 273-274,
288, 416, 447-448, 468
Warner Bros., 105-106, 300
Wasteland, 227
watching vs. doing, 17-18
Waterloo, 7-8, 48
Wayne Gretzky 3D Hockey, 112-113, 120
Welltris, 152
Wheatley, Dennis, 195
whiners, 393, 474
Who Killed Marshall Robner?, 195
Who Killed Robert Prentiss?, 195
willful self-delusion, 371
Williams, Robin, 38
Wilmunder, Aric, 238
Wilson, Edward, 447
win/loss conditions, 397, 437, 440-442
Windows, 137, 143, 241, 402, 459
Wing Commander, 270-271
wire-frame, 381, 383, 435
Wishbringer, 184, 237, 240
Wizard, 266
Wolfenstein 3D, 306
women gamers, 101-102

Wood, Dennis, 109
World War I, 110
Worldcraft, 381
WorldWinner.com, 180, 206
Wright, Frank Lloyd, 405
Wright, Will, 11, 279, 287, 395-396, 398, 400, 404-405,
434-471, 475, 487
Wrigley Field, 408
writing, 181-183, 190, 212, 230-231, 244-245, 291,
368-369, 376
for games, 193, 207, 230
style, 297, 318-320
tools, 318-319
with bullet points, 318, 335
writers, 230-231, 299-300, 371, 411
wrong reasons for working in games, 492
WYSIWYG, 380
X
X-Com: UFO Defense, 121
Xybots, 93-94, 108, 109, 111, 117, 120
Y
Yale, 348
Yankee Stadium, 408
“you can never stop playing the game” phenomenon,
28, 401
“you can’t do that,” 200
younger gamers, 184
“your game is too hard,” 485-486
Z
Zeuch, David, 264

ZIL, see Infocom development system
Ziploc bags, 195
zombies, 466
Zoner editor, 382
Zork, 148, 180, 183-184, 188
Zork I, 180, 187, 195, 200, 208, 210
Zork II, 180-181, 187
Zork III, 181, 196
Zork V, 188
Zork Zero: The Revenge of Megaboz, 188-189, 199,
202, 209, 213
584 Index
About the Companion CD
The CD comes with a fully readable and searchable version of the .PDF version of this
book, for those who prefer to read on their computers. It also includes an HTML docu
-
ment with a collection of links to various useful game design and development
resources on the Internet, including all of those listed in the bibliography.
The CD also contains a wide variety of software, both demos as well as fully func
-
tional packages. All of the software included is used by professional game developers
for various aspects of game creation, ranging from sound editing to 3D modeling to
image manipulation to programming to interactive storytelling. It is included to provide
the reader with useful and instructive companion materials for this book. There are
fourteen packages in all, covering the full range of game development software,
including:
l
DarkBasic: Blending the power of DirectX and the remarkable ease of BASIC,
DarkBasic is a language that gives absolute beginners unprecedented power to
create professional software.

l
Erasmatron: Chris Crawford’s powerful interactive storytelling tool allows users
to create their own complex interactive storytelling experiences.
l
Nendo: Nendo is a fine 3D modeling and 3D painting package that is both simple
enough for the novice and powerful enough for the professional.
l
Hugo & TADS: Compilers, debuggers, and interpreters for creating sophisticated,
immersive, and platform-independent text and graphical adventures.
l
SmartDraw: Smart Draw is a terrific program for drawing flowcharts, level
layouts, and other diagrams essential to game development.
l
SpriteLib: SpriteLib is a free sprite graphics library for all multimedia developers.
Containing well over 780 professionally drawn images in over a dozen sizes and
themes, SpriteLib is the ideal tool for developing the latest generation of games.
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Visual SlickEdit: Visual SlickEdit is an award-winning source code editor that
increases development productivity and improves software quality. It supports most
languages out of the box and is extensible to support your favorite language as
well.
The CD contains ReadMe.txt and ReadMe.html files, which are a good place to begin
exploration of the CD.
System Requirements
The CD is a hybrid Windows/Macintosh disk and provides software for both platforms,
though not all of the packages are available for both systems. The requirements of the
different pieces of software differ from package to package. The base requirements for
use of the CD are any system running Windows 95 or later, or any system with
Macintosh System 7 or later.
CD/Source Code Usage License Agreement

Please read the following CD/Source Code usage license agreement before opening the CD and using the
contents therein:
1. By opening the accompanying software package, you are indicating that you have read and agree to be
bound by all terms and conditions of this CD/Source Code usage license agreement.
2. The compilation of code and utilities contained on the CD and in the book are copyrighted and protected
by both U.S. copyright law and international copyright treaties, and is owned by Wordware Publishing, Inc.
Individual source code, example programs, help files, freeware, shareware, utilities, and evaluation packages,
including their copyrights, are owned by the respective authors.
3. No part of the enclosed CD or this book, including all source code, help files, shareware, freeware, utili
-
ties, example programs, or evaluation programs, may be made available on a public forum (such as a World
Wide Web page, FTP site, bulletin board, or Internet news group) without the express written permission of
Wordware Publishing, Inc. or the author of the respective source code, help files, shareware, freeware, utili
-
ties, example programs, or evaluation programs.
4. You may not decompile, reverse engineer, disassemble, create a derivative work, or otherwise use the
enclosed programs, help files, freeware, shareware, utilities, or evaluation programs except as stated in this
agreement.
5. The software, contained on the CD and/or as source code in this book, is sold without warranty of any
kind. Wordware Publishing, Inc. and the authors specifically disclaim all other warranties, express or implied,
including but not limited to implied warranties of merchantability and fitness for a particular purpose with
respect to defects in the disk, the program, source code, sample files, help files, freeware, shareware, utilities,
and evaluation programs contained therein, and/or the techniques described in the book and implemented in
the example programs. In no event shall Wordware Publishing, Inc., its dealers, its distributors, or the authors
be liable or held responsible for any loss of profit or any other alleged or actual private or commercial dam-
age, including but not limited to special, incidental, consequential, or other damages.
6. One (1) copy of the CD or any source code therein may be created for backup purposes. The CD and all
accompanying source code, sample files, help files, freeware, shareware, utilities, and evaluation programs
may be copied to your hard drive. With the exception of freeware and shareware programs, at no time can
any part of the contents of this CD reside on more than one computer at one time. The contents of the CD can

be copied to another computer, as long as the contents of the CD contained on the original computer are
deleted.
7. You may not include any part of the CD contents, including all source code, example programs, share
-
ware, freeware, help files, utilities, or evaluation programs in any compilation of source code, utilities, help
files, example programs, freeware, shareware, or evaluation programs on any media, including but not lim
-
ited to CD, disk, or Internet distribution, without the express written permission of Wordware Publishing, Inc.
or the owner of the individual source code, utilities, help files, example programs, freeware, shareware, or
evaluation programs.
8. You may use the source code, techniques, and example programs in your own commercial or private
applications unless otherwise noted by additional usage agreements as found on the CD.
Warning:
Opening the CD package makes this book non-returnable.

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