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578 Index choices, xviii, 50-51, 58, 125-128, 215, 234, 283,TEAMFLYplaytesting, xix, xxi, 18-19, 36, 98-99, 137, 140, 173, 400, 424-425 180-181, 183, 193-194, 197, 257-259, 341, 385-386, 401, 431-432, 457, 469-470, 472-488 comprehension, 23, 25, 60, 279, 441-442 coaching during, 481 creativity of, 245, 265, 352, 441 complaints about game design, 482 expectations, 8-19, 131-132, 160-161 early, 479 failure in game, 14, 424 fresh eyes, 475 families, 204 guided vs. unguided, 482-483 fooling, 456 how to, 481-482 freedom in game-world, 129, 284, 397 time for, 479-480 hard-core gamers, 88, 135, 203, 208, 243, 261-262, watching instead of telling, 481 311-312, 374, 394, 397, 459, 463, 475, 477 plot, 230-231, 283 high-brow, 190 pocket veto, 260 involvement of, 216-218 point-and-click, 49, 191, 239-241, 324, 337, 357, 438 knowledgeable of subject matter, 31, 34, 398, adventure games, 191 457-458 Pokemon, 1 leading, 433 Pole Position, 420 learning, 453 political gameplay, 25 low-brow, 200 Pong, 100, 105, 95 mainstream, 357 popularity, 198 middle-brow, 190 Populous, 44 novice players, 135, 208, 243, 257 pop-up menus, 286-287, 390, 402-403 novice vs. expert, 138 ports, 93, 104-105, 110, 276-278, 294, 388 pride, 391, 393, 409 Portwood, Gene, 350 reacting to, xviii, 148, 159, 329, 330, 362 positive reinforcement, 12 respect for, 361 PR, 186, 202, 302 responsibility of, 226-227 predetermined, 214, 229-230, 418 rewards for, 134, 243, 417, 422, 427 risk taking, 155 outcome, 397 sense of accomplishment, 101, 154-155 story, 165, 246-247 success, 11, 14, 234, 424 predictably buggy, 394 teaching, 132-136, 145, 405 pre-production, 334, 412 women gamers, 101-102 prequel, 188 younger gamers, 184 press, xx, 147, 186, 202, 234-235, 364, 372 playing experience, 482 Prime Target, 53 “playing it in my mind,” 99 primrose path games, 366 playing other games, 486 Prince of Persia, 133, 142, 326, 346, 350, 351, 352, playing pieces, 26-27 354-355, 367-368, 374-377, 375 playing the game, 35-36, 250, 472 Prince of Persia 2, 352, 356, 377 playing time, 205, 208-209, 349 Prince of Persia 3D, 373-374, 377 PlayStation, 112, 135, 139, 409 producers, xix, 76, 207, 249, 298-300, 322, 337, PlayStation 2, 288 342-343, 371, 467 playtesters, xxii, 136, 183, 204, 256-257, 375, 459, production cycle, see development cycle 473-478 production values, 186 first-impression, 475, 477, 479-480 profitability, 91, 185 friends as, 477-478 programmers, xix, xxi, 76, 83-84, 102, 114, 152, 160, kleenex testers, 469, 475 166, 170-171, 173, 176, 207, 249, 254, 259-261, traditional, 475, 480, 482 265, 301, 308, 324, 328, 330-331, 333-334, 340, trusting, 479 342, 379-380, 383, 385-386, 388-389, 410, 421, 438, who should test, 474-477 453-454, 466, 474, 484 Team-Fly®

Index 579 designer/programmers, 33-34, 71-72, 82-83, 116, reacting to player, xviii, 148, 159, 329-330, 362 209, 259-261, 308, 466 realism, 36-37, 160, 166, 170, 274, 278, 361, 399, vs. designers, 390-393 452-453, 469 programming, xvii, xix, xxi, 96-97, 100-101, 106, 108, modeling, 130-132, 145 vs. abstraction, 132 114, 128, 171, 183, 208, 265, 268, 301, 348, 351, vs. cartoons, 285 368-369, 371-372, 375-376, 379-380, 388, 433, real-time, 22, 28-29, 68, 222-223, 341, 354, 356, 364 435-436, 463-464, 473 3D graphics, xxi, 138, 221, 374 complexity of tasks, 393 graphics vs. pre-rendered, 327 Project Z, 452-453 vs. turn-based, 21, 22 proof-of-concept, 250 real-time strategy games, xxi, 20-22, 28-30, 43, 52, 58, proposal document, 293-294 138-139, 162, 208, 212, 305-312, 314, 324, 331-333, proprietary tools, 386, 388 335, 423, 429, 447-448, 473 protectionist, 394 Rear Window, 356 prototyping, 34-35, 37-38, 117-118, 250, 253-254, reasonable solutions, 10, 194 256-257, 262, 448 recombining game elements, 351 publisher, 74, 76, 157, 202, 245, 254, 274, 276, Red Baron, the, 110 292-293, 295, 302, 312, 343, 368-369, 371, 434, 439 red herrings, 246 Pulitzer Prize, 447 Red Planet, 181 puzzle games, 105, 112, 147-149, 189, 413 redoing work, 83, 85-87, 173, 194, 251-253, 258, 313, puzzles, 13, 15, 68, 122-124, 126, 129-130, 136, 413, 426-427, 429 148-149, 156, 183-184, 191, 193-194, 200, 202, 209, releasing development tools, 394, 464 211-212, 243, 245-246, 326, 332, 335, 366-367, 410, remakes, 8, 10, 27, 53-54, 86, 114-115 412, 417, 421, 425, 429, 483 repetition, 15-16, 319, 460-461 arbitrary, 243, 415 replaying games, 129, 169, 208, 242, 246, 418 single-solution, 148 representation vs. abstraction, 283 research materials, 26 Q respect for the player, 361 responses to input, 210-211, 224-225 Q*Bert, 63 Return of the Jedi, 181 Quake, 3, 44, 46-47, 91, 138, 143-144, 284, 313, 325, revolutionary improvements, 40, 434 rewards for the player, 134, 243, 417, 422, 427 328, 338, 381, 410-411, 419, 468 rewatching, 223 Quake II, 47, 313 rewinding the game, 364 Quake III Arena, 55, 412, 413, 427, 428 reworking, 83, 85-87, 173, 194, 251-253, 313, 413, Quake IV, 55 426-427, 429, 258 Quake XIII, 55 Reynolds, Brian, 158 quality games, 197, 237, 407 Rich Text Format, 318-319 Riot Engine Level Editor, 389, 392 R Rivera, Greg, 109 Road Runner, 105-106 racing games, 44, 396, 408, 420, 429 Roberts, Chris, 270-271 Radio Shack, 195 Robotron 2084, 161, 162, 332 Raid Over Bungeling Bay, 435-436, 471 Rocket Science Games, 205 Raid Over Bungeling Bay II, 468 rock-paper-scissors, 275-276 Raider, 53 role-play, 8, 12-13, 23-24 Raiders of the Lost Ark, 350 role-playing games, xx, 43, 45, 48, 50-51, 82, 101, 122, Railroad Tycoon, 20-21, 23-26, 24, 26, 30, 34, 39, 41, 127, 130-131, 135, 141-142, 160, 167, 188, 201-203, 208, 217-218, 237, 298, 324, 333-335, 368, 396, 325 408, 416, 418, 420, 422, 429 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

580 Index RollerCoaster Tycoon, 32-33 script, xix, 251, 254, 294, 297-300, 303 romance, 58, 171 scripted behaviors, 224, 226 Ronin, 365 scripted events, 48, 177, 390, 457 Rotberg, Ed, 111 scripting languages, 388-390, 463-464 rotoscoping, 348, 363, 370-371 Royce, Wanda, 268 compiling, 389-390 RPGs, see role-playing games scriptwriters, 230-231, 299, 371, 411 RT3D, see real-time 3D graphics SCUMM Story System, 49, 238-239 RTS, see real-time strategy games seamless world, 410 Rubik’s Cube, 2 Seastalker, 184 Rubin, Owen, 94 second guessing, 477-478 rules Secret of Monkey Island, The, 238-239, 244 Sega, 460 of game design, 19, 22, 40, 101, 122, 145, 237, 486 Sega Dreamcast, 93, 120, 388 of level design, 421-425 selection of challenges, 126-127 of the game-world, 114, 361 Sente, 111 Russia, 147, 151, 157 sequels, 39, 95, 188, 274, 276-277, 296-297, 332, S 372-373, 449-451, 478 serious games, 184-186, 202, 270 S.S.I., 267 setting, xviii, 53-54, 75, 151, 157, 171, 294, 415, 423 Sakaguchi, Hironobu, 33 Settlers of Catan, The, 3 sales, 188-190, 202, 211-212, 276, 295, 301-302, Seven Samurai, The, 348, 349 Shakespeare, William, 197, 287 367-368 shareware, xxi, 157, 186 San Francisco Rush, xviii, 15, 93, 102, 113, 114, 120, Shattertown Sky, 282 Shaw, Carol, 100 215, 397, 413, 420, 422 shell-shocked, 168-169, 226 San Francisco Rush 2, 120 Shelley, Bruce, 24 San Francisco Rush 2049, 119, 120 Sheppard, Dave, 99 Santa Fe Research Institute, 444 Shogun, 189 satire, 201 shooters, 53, 68, 112, 118, 334 save/load game, 15-16, 337, 364, 409 show don’t tell, 167, 224, 227 side-scrollers, 408 automatic/checkpoint, 16 side-view, 327, 373 Saving Private Ryan, 280 Sierra, 190, 192, 249 scale, 24, 27, 30-31 scenarios, 30-31, 336, 419 adventure game engine, 190 scents, 196 Silent Service, 41 schedules, 55, 57, 85, 115-116, 176, 197, 249-250, 295, silent slapstick comedy, 59 Silicon Valley, 281 301-302, 369-371, 480 Sim games, 142, 444 scheme for world domination, 171 SimAnt, 444, 446-449, 446, 448, 452, 471 Schenectady, 42 Schindler’s List, 280 encyclopedia in, 447 schlack, 417 interest in subject matter, 337 science fiction, 181-182, 187 meta-level disasters, 448 Science Fiction Authors of America, 180 mystery button, 447-448 scope, 21, 80 SimCity, xviii, 11-12, 21, 26, 32, 34, 131, 186, 235, 279, scoring, 5-6, 60, 63-64, 70, 100, 102, 104, 142, 151, 325, 332, 336, 379, 403, 408, 434, 436-440, 436, 438, 441, 443-444, 448-451, 457, 460, 469, 470-471 153-155, 422 disasters in, 442-443 Scrabble, 3 inspiration for, 436 SCRAM, 290 SimCity 2, 447 scratch ’n’ sniff, 196 screenshots, 157, 417 screenwriting, 350-351, 376-377

Index 581 SimCity 2000, 336, 438, 444, 448-451, 449, 471 Solo Flight, 41 SimCity 3000, 11, 438, 451-452, 452, 459-460, 467 solo game development, xxi, 80-81, 115, 292, 368-369 SimCopter, 450, 451-452, 468, 471 Sony PlayStation, 112, 135, 139, 288, 409 SimEarth, 279, 398, 443, 444-446, 445, 448, 469, 471 sophisticated games, 407 Sorcerer, 188-189, 193, 211, 213 audio in, 444-445 sound, see audio SimFarm, 444 source code release, 267-268 SimLife, 444 Space Bar, The, 180, 204, 205, 206, 211, 213 simple games, 203-204 Space Invaders, xvii, 6, 53-54, 61, 64-65, 180, 379, 408 simplicity in game design, 93, 97, 147, 151-152, Space Lords, 111-112, 120 Space War, 100, 114 155-157, 237, 239, 241, 352, 364, 401, 481 Spectrum Holobyte, 151 simplification, 279, 287, 312, 458 Spellcasting 101: Sorcerers Get All the Girls, 199, 213 Sims, The, xx, 32, 136, 144, 160, 161, 249, 287-288, Spellcasting 201: The Sorcerer’s Appliance, 200, 213 Spellcasting 301: Spring Break, 213 327, 395-405, 397, 399, 402, 404, 434, 440, 442, Spellcasting series, 198-200 444, 448, 450, 452, 454, 456, 457-459, 460, 461, Spiegelman, Art, 280 463-464, 465, 467, 469, 470, 471, 475, 476, 487 Spitfire Ace, 41 accessibility, 459 spoiled brats, 13, 230 interpretation by players, 456-457 sports games, 15, 82, 101, 112, 249, 379, 408-409, 423, social aspects of, 396, 456, 463 SimTower, 444 429 simulation rides, 119 Sprint, 95 simulations, 7-8, 11-12, 20, 88, 110, 118, 160, 208, 278, Spyro the Dragon, 135, 409 287, 396, 398-399, 405, 416, 436, 438, 441, 447, stadiums, 379, 408 454-455, 458 stage directions, 298 economic, 7-8, 24-26, 82, 130, 444 stage plays, 228 economic vs. biological, 444 standard documentation, 302-303, 317, 337 modeling, 436-437 standard interfaces, 29, 35, 139-140 single-button interface, 239 Stanford, 95, 100, 453 single-player games, 3, 5, 153, 178, 222, 491 Star Raiders, 267 single-screen play, 62, 150 Star Trek, 95, 231 Sinistar, 64 Star Wars, 36, 181, 205, 280 sketches of levels, 427, 429 StarCraft, xviii, 30, 32, 138, 139, 162, 332, 381-382, skins, 440 sliding number puzzles, 148 408-409, 412, 420 Slingo, 41 StarCraft Campaign Editor, 382, 390-392, 391 small decisions/big decisions, 39-40 Starcross, 181, 187, 196 small working environment, 33 Stationfall, 188, 209, 213 Smoking Car Productions, 370 statistics, 325, 327, 335, 341, 396 smooth visual experience, 355 Status Line, The, 205 Snow Carnage Derby, 77-79, 88-90 Stealey, Bill, 38 focus, 78-79, 90 Steel Talons, 110-111, 118-119, 120 Snow White and the Seven Dwarfs, 348, 362 Stewart, James, 356 snowmobiles, 77 Stigmata, 365 Snyder, Doug, 94 story, xviii, 43, 45-51, 53-54, 63-64, 81, 90, 119, 125, So Long and Thanks for All the Fish, 183 socializing in games, 3-5, 163, 165, 277-278 151, 157, 182, 184, 204, 208-209, 211, 215, 238, socially relevant, 316, 468 244-247, 249, 294-298, 303, 305, 310-311, 322, 332, socially unacceptable behavior, 7 353-354, 364, 366-367, 396, 410-411, 416-417, 423, Softimage, 387 427, 440 software toys, 11-12, 336, 397-440 changes in outcome, 232, 245 solitaire games, 3, 5, 153, 178, 222, 491 dramatic, 217

582 Index epic, 39-40, 80 Suspended, 208 game, 230-234 suspension of disbelief, 12-13, 135, 221, 362, 399 non-linear, 50-51, 81 switch flipping, 415 player’s significant role in, 232 symmetry, 155-157 plot, 230-231, 283 Synapse Software, 190 predetermined, 165, 246-247 synergies, 205, 415 pre-written, 263 system dynamics, 436-437 uncovering, 465 System Shock, 142 unique, 234 systems, 484 vs. puzzles, 198 story bible, 295-297, 300, 303 combining, 25-26, 28, 400 format of, 296 complex, 122-124, 141, 279 storyboards, 301 interesting, 25 storybook, 356 phase-space of, 441 storytelling, xix, 7, 18, 39-40, 48-51, 53-54, 126, sophisticated, 398 167-171, 214-237, 246-247, 276, 295, 310-311, 340, 346, 367, 413, 415-416, 418, 421, 432, 465-466 T dynamic, 169, 218, 263 game techniques, 218-228 taboo activities, 7 images, 220 tactical combat, 29, 264, 309 in-game, 219, 224-227, 310 Tajiri, Satoshi, 1 missing, 226-227 Tank 8, 107 NPC behaviors, 225 Tanktics, 265, 290 non-linear, 377 target audience, 477-478, 482 out-of-game, 219-224 teaching the player, 132-136, 145, 405 parent/child, 217, 289 team (development) xxi, 73-74, 82-85, 117, 173, 249, situations, 230-231 strategies, 101-103, 234, 413, 425 253, 257-258, 292, 294, 301-303, 313, 317-318, strategy games, 21, 45, 48, 141, 208, 331, 336, 368, 321-323, 341, 343-344, 368, 378, 387-388, 394-395, 408, 420, 425 407, 411, 414, 427, 432, 450-451, 454, 473-474 campaigns in, 408 large vs. small, 33, 466-467 Street Fighter II, 58, 112 team lead, 427 strong characters/personalities, 229-230, 245 teammates in games, 52, 168-169, 173-175, 225-226, Strunk, William, 291 233-234 Stubben, Dave 97 teamwork, 278 stuck, 16-17, 243, 421 technical design document, 117, 292, 294, 300, 301 sub-games, 22-23, 80, 205 technology, 28-29, 32, 37-38, 43-48, 51-57, 60, 74, sub-goals, 422 96-97, 117, 142, 147-148, 151-152, 184, 197, 207, success (player), 11, 14, 234, 424 211, 218, 228, 233, 249, 250, 254-255, 259-261, Summers, Larry, 268 267, 288-289, 294-295, 304-309, 314-315, 327, 341, Super Breakout, 93-95, 120 375-376, 409, 435, 451-452 Super Mario 64, 13, 16, 44, 138, 211, 219, 229, 230, tedious details, 7, 130 319, 320, 338, 374, 409, 413, 418-420, 423 Tekken, 8, 219 Super Mario Bros., 361, 413, 414 Tempest, 61, 99, 104, 379 Superhero League of Hoboken, 201, 202, 203, 208, 213 Tengen, 109 superheroes, 75, 201-203 tension, 68-71, 103, 154-155, 217, 409 Surreal Software, 389 testing, see playtesting surrogate, xx, 13, 62, 65-66, 138, 141, 230, 255, Tetris, xx, 15, 91, 101, 109-110, 120, 130-132, 146-157, 324-326, 417 160, 165-166, 215, 332, 369, 487 anonymity of, 245 completeness of, 156-157 “next” feature, 153 Texas Instruments, 275 text, 191, 200, 224, 225

Index 583 text adventures, 49, 189, 196-198, 200, 208, 237, Ultima Underworld, 406 239-240 unconventional game design, 275-276 uncovering the story, 465 text parser, see parsers under the radar, 254 Theurer, Dave, 99, 105 understanding the game-world, 23, 25, 60, 279, Thief, 215, 323, 324 Thief II, 323, 324 441-442 third-person perspective/view, 89, 133, 141-142, 245, Understanding Comics, 283, 456, 489 Understanding Media, 490 356 understanding technology, 259-260 THQ, 206 unexplored territory in game design, 32 Threadbare, Bobbin, 240-241, 244 unfair, 243, 258 throw away work, 251-253, 255-258, 377 unintuitive, 473 Thurman, Bob, 185 unique experience, 148-149 Thurman, Uma, 185 unique solutions, 122-125, 145, 441 Tibet, 185 unique stories, 234 Time Warner, 105, 110 uniqueness of a game design, xx, 75, 322, 332 Titanic, 188 units, 26-27 Tolkien, 201 unpredictable, 8-9, 164-167, 251, 420 Tomb Raider, 15, 79, 133, 138, 211, 230, 325, 369, 374, Unreal, 16, 17, 411, 417 Unreal Tournament, 3, 4, 159 409, 413, 418, 426 USSR, 157 tools, 49, 289, 378-394, 421 V development, 370 proprietary, 386, 388 Valve Software, 46, 390, 410 user available, 465-466 variations on gameplay, 95, 105, 149, 250, 372 topics, 21-22, 26-27, 31, 35 vector hardware, 98-99 interesting part, 31 venture capitalists, 340 Toulouse-Lautrec, Henri, 362-363 Vezza, Al, 187 tower of Hanoi, 189 video game crash, 197, 269-270 toys, 11-12, 336, 397-398, 439-440 video games vs. computer games, 197, 269-270, trackball, 65, 103 Trameil, Jack, 110 279-280 trial and error, 14, 424, 429 Video Pinball, 97-98, 120 trilogies, 193 Vietnam, 273, 278 Trinity, 237, 240 view of game-world, 141-142, 307-308, 327, 356, 373, TRS-80, 186-187, 193 Trust & Betrayal: The Legacy of Siboot, 263, 274-276, 451-452 275, 278, 286, 287, 290 editing view, 381 use of language, 275-276 first-person, 327, 356 Tube Chase, 111 over-the-shoulder, 373 Turing test, 159, 211 side, 327, 373 Turman, Larry, 350 third-person, 89, 133, 141-142, 245, 356 turn-based, 34, 135 violence, 77, 277-278, 375, 442-443, 462, 468 vs. real-time, 21-22, 419 Visicalc, 195 turn-based strategy games, 162-163, 331 Visicorp, 195 tutorial, 401, 134 Visio, 295 typing as interface 199, 237 vision for game design, xxi, 118, 147, 303, 337, 344, Tyrannosaurus rex, 31 433, 487-488 Visual Basic, 464 U visual medium, 167 visual representation of information, 143-144 Ultima, 215 Visual Studio, 389 Ultima IV: Quest of the Avatar, 316

584 Index Voltarr, 79 Wright, Will, 11, 279, 287, 395-396, 398, 400, 404-405, Vulcan, 384-385 434-471, 475, 487 W Wrigley Field, 408 writing, 181-183, 190, 212, 230-231, 244-245, 291, wackiness, 449, 470 Wafer Thin Documents, 338-339 368-369, 376 Waiting for Dark, 355, 376 for games, 193, 207, 230 War and Peace, 339 style, 297, 318-320 WarCraft, 28, 30, 144, 208, 305-306, 308-310, 331, tools, 318-319 with bullet points, 318, 335 418, 423 writers, 230-231, 299-300, 371, 411 WarCraft Adventures, 213 wrong reasons for working in games, 492 WarCraft II, 330 WYSIWYG, 380 wargames, 7, 20, 29, 48, 160, 167, 264-267, 273-274, X 288, 416, 447-448, 468 Warner Bros., 105-106, 300 X-Com: UFO Defense, 121 Wasteland, 227 Xybots, 93-94, 108, 109, 111, 117, 120 watching vs. doing, 17-18 Waterloo, 7-8, 48 Y Wayne Gretzky 3D Hockey, 112-113, 120 Welltris, 152 Yale, 348 Wheatley, Dennis, 195 Yankee Stadium, 408 whiners, 393, 474 “you can never stop playing the game” phenomenon, Who Killed Marshall Robner?, 195 Who Killed Robert Prentiss?, 195 28, 401 willful self-delusion, 371 “you can’t do that,” 200 Williams, Robin, 38 younger gamers, 184 Wilmunder, Aric, 238 “your game is too hard,” 485-486 Wilson, Edward, 447 win/loss conditions, 397, 437, 440-442 Z Windows, 137, 143, 241, 402, 459 Wing Commander, 270-271 Zeuch, David, 264 wire-frame, 381, 383, 435 ZIL, see Infocom development system Wishbringer, 184, 237, 240 Ziploc bags, 195 Wizard, 266 zombies, 466 Wolfenstein 3D, 306 Zoner editor, 382 women gamers, 101-102 Zork, 148, 180, 183-184, 188 Wood, Dennis, 109 Zork I, 180, 187, 195, 200, 208, 210 World War I, 110 Zork II, 180-181, 187 Worldcraft, 381 Zork III, 181, 196 WorldWinner.com, 180, 206 Zork V, 188 Wright, Frank Lloyd, 405 Zork Zero: The Revenge of Megaboz, 188-189, 199, 202, 209, 213

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. l 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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