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Topic: Lucasfilm Games


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In the News (Fri 24 Nov 17)

  
  Electric Eggplant: Ballblazer
Peter Langston, the Games Group Leader, designed and implemented the sound effects and practice Droid intelligence, composed and programmed the music, and helped devise the game-play mechanisms and strategy.
We felt our first two games were breathrough enough that we didn't need any special effects, and indeed, we were concerned that if anything on the screen was created outside the game, people might think everything was.
While all the sound effects and music were from the games, personal computers of the early 1980s were not powerful enough to do voice (other than maybe a word or two).
www.electriceggplant.com /ballblazer.html   (640 words)

  
  LucasArts - Wikipedia, the free encyclopedia
Lucasfilm Games released its first adventure game in 1986: Labyrinth, based on the Lucasfilm movie of the same name.
In 1987, the adventure game Maniac Mansion was released, which effectively spawned the subgenre of point-and-click adventure games.
Another game that utilised the new technology of the CD-ROM drive was 1993's Day of the Tentacle, the first LucasArts adventure game to have a full spoken soundtrack available on the game's release rather than relying on text.
en.wikipedia.org /wiki/LucasArts   (1432 words)

  
 Ballblazer - videogame classics
Released on Atari 800, Atari 5200 and Atari 7800
This 1985 game was the second release from the newly-formed Lucasfilm Games.
Lucasfilm Games, later Lucasarts, became extremely successful with some of the most memorable computer games ever made, like Monkey Island and Sam and Max and Grim Fandango.
www.danielthomas.org /pop/classics/ballblazer.htm   (911 words)

  
 LucasArts Entertainment Company | 20th Anniversary   (Site not responding. Last check: 2007-11-06)
The Games Group knew the game systems of the time would be unable to achieve that level of graphic quality, so they decided to make fun of their low-resolution graphics and name their aliens Jaggies.
The game was heralded by critics and fans because of its historical accuracy.
The game was also the first adventure title to include cutscenes, non-interactive story sequences that soon became a common way to advance the plot of an adventure.
www.lucasarts.com /20th/history_1.htm   (2159 words)

  
 Lucasfilm - Wikipedia, the free encyclopedia
Lucasfilm Ltd. is a film production company founded by George Lucas in 1971, based in Marin County, California.
It has also been a leader in developing new film technology in special effects, sound, and computer animation, and because of their expertise its subsidiaries often help produce non-Lucasfilm pictures.
In July 2005, Lucasfilm's marketing, online, and licensing units will move into the new Letterman Digital Arts Center located in the Presidio in San Francisco.
en.wikipedia.org /wiki/Lucasfilm   (236 words)

  
 MobyGames - Boris Schneider
Boris Schneider was credited on a game as early as 1987 and as recently as 1994.
Zak McKracken and the Alien Mindbenders (1988), Lucasfilm Games
Since there are thousands of games still not documented in MobyGames, it should be assumed that the information displayed here is not 100% complete.
www.mobygames.com /developer/sheet/view/developerId,39290   (248 words)

  
 David Fox
And the folklore: not only was the release of the game delayed for years, but pirated versions with different names started appearing over a year before the game could be found in stores.
We tried to spread the word that these were works in progress and, indeed, there were several changes and improvements made to the games prior to their release, but undoubtedly, the distribution of these versions greatly impacted the final sale of the games.
Even though the games could have been publicly shown and released at the winter 1984 Consumer Electronics Show, it was decided to wait for the summer show, possibly because that was closer to the Christmas market.
www.dadgum.com /halcyon/BOOK/FOX.HTM   (2736 words)

  
 Fab's Commodore page
Think of the many graphics adventure games, their air battle simulations and of course the Star Wars and Indiana Jones games (although these don't exist for the C64).
The first Lucasfilm games for the C64 in 1984 and 1985 were Rescue on Fractalus, Ballblazer, The Eidolon and Koronis Rift.
Maniac Mansion was the second adventure game of Lucasfilm released in 1987.
home.datacomm.ch /fmeyer/c64/games_famous_lucasfilm.html   (578 words)

  
 C:DOS Community: Because Classic Gaming Is Fun   (Site not responding. Last check: 2007-11-06)
Lucasfilm Games also made an action game titled “Indiana Jones and the last Crusade”(1989 - PC, Amiga, Atari ST, Commodore 64, Spectrum, GameBoy, NES, Genesis, SMS), but it did not have the quality of its adventure-brother.
This game was quite an experiment for the designers, as it was their first puzzle-game, but the players liked it (And maybe you like it as well, “Pipe Dreams” can be found in the games-section).
Yes, it was the end, as George Lucas decided to change the company’s name into “LucasArts”, with the intention to emphasize the unique identity Lucasfilm Games had achieved as a leading developer and publisher.
www.cdos.org /std_developer.php?devid=447   (509 words)

  
 SCUMM History
At one point Gilbert stated that he was put off by previous adventure games because of their rather user-unfriendly environments and because a character could easily die (Sierra games, though of great inspiration to future adventures, seemed to be the main culprits).
It is empty at the beginning of the game; the name of an object is added to a character's Inventory when the character picks the object up during game play.
Games using the SCUMM engine have proven to be very difficult to play today due to compatibility problems with newer machines (i.e.
members.fortunecity.com /harang/scumm.html   (976 words)

  
 MobyGames - Ron Gilbert
Ron Gilbert and Lucasfilm artist Gary Winnick had come up with this idea during several chats, and they saw the time fit to present it to the management.
Not surprisingly, the heads of Lucasfilm Games were reluctant to invest into a man who had never designed a big game before.
The player had to be connected to the game as directly as possible, to be able to concentrate on the challenge that the world posed.
www.mobygames.com /developer/sheet/view/developerId,1363   (1125 words)

  
 AGH Library -- Lucasfilm-Atari's games for Atari's 5200 and home computers
When Atari and Lucasfilm announced their joint venture approximately 18 months ago, the project raised a storm of interest--and perhaps a few skeptical eyebrows as well.
This compex and consistent gaming environment is one of the things which stamps Fractalus as a "second wave" game.
The greatness of the game is that it builds on the foundation of earlier efforts by immersing players in a much more comprehensive and intricately crafted scenario.
www.atarihq.com /othersec/library/lucasflm.html   (2360 words)

  
 Interview mit David Fox
Lucasfilm Games started out as a small "group" within Lucasfilm's Computer Division (which was later sold to Steve Jobs as "Pixar").
Nowadays sequels to computer games have to be better and bigger than the previous episode, so the burden of success lies hard on the game designer's shoulders.
Both are very successful in their own game companies.I'm sorry to say that I haven't talked with Matthew for many years, though, and lost touch with what he's up to.
home.nikocity.de /claret/Int_Dave.htm   (3166 words)

  
 Habitat Chronicles: The Birth of Habitat (with Many Digressions on the Early History of Lucasfilm Games and All That)
We had recently finished a many weeks' long in-house experimental play through of Peter Langston's ground-breaking multi-player Empire game (Peter was actually the founder of Lucasfilm Games, though he had left the company earlier that summer).
They would be thrilled to have us develop David's Amiga space game for them, but their concept of the deal seemed to consist of us developing the game and them being thrilled.
What was cool about Xanadu and Atari and Lucasfilm (Games, Graphics, movies, whatever) and Habitat was not so much the things in front of our eyes, but the way we could, squinting, see the shape of future games and films and information networks in them.
www.fudco.com /habitat/archives/000021.html   (5189 words)

  
 The International House of Mojo | LucasArts, Telltale Games, Double Fine, Autumn Moon news, and more!
Games sits down with Brendan Ferguson to discuss the highs and lows of the season.
Interestingly, there have been rumors of a video game tie in being released next year with the title Indiana Jones and the Staff of Moses; I checked with other sources and while I can’t confirm anything, this seems to be a stand-alone adventure and does not reflect the title or storyline of Indiana Jones IV.
In a surprise move, LucasArts is to release a new game in 2007.
www.mixnmojo.com   (2256 words)

  
 Internet Archive: Details: Ballblazer Press Conference Video
Peter Langston, the Games Group Leader, designed and implemented the sound effects and practice Droid intelligence, composed and programmed the music, and helped devise the game-play mechanisms and strategy.
Ideas and support were provided by other members of the Games Group: David Fox provided aesthetic support and Gary Winnick contributed to the Rotofoil design.
Lucasfilm Games logo, 1:50 of fl screen with voice over and sound effects, then video of the actual game with voice over.
www.archive.org /details/Ballblazer_press_conf   (308 words)

  
 Gamewag: The history of Habitat and Lucasfilm Games
Habitat was a Lucasfilm Games and QuantumLink (now AOL) joint project that could arguably be called the first MMORPG.
He's written a great article discussing how Habitat came to fruition, and what things were like for Lucasfilm Games in the very beginning.
If you're interested in the game design side of things, there's a great, often cited paper titled The Lessons of Lucasfilm's Habitat written by Chip Morningstar and F. Randall Farmer.
gamewag.com /archives/2004/08/the_history_of.html   (308 words)

  
 The Lessons of Lucasfilm's Habitat
Lucasfilm's Habitat was created by Lucasfilm Games, a division ofLucasArts Entertainment Company, in association with Quantum Computer Services,Inc.It was arguably one of the first attempts to create avery large scale commercial multi-user virtual environment.
For the designer of an ordinary game orsimulation, human diversity is not a major problem, since he or she gets toestablish the goals and motivations on the participants' behalf, and to specifythe activities available to them in order to channel events in the preferreddirection.
If, however, a computer game involves multiple players, delving into theprogram's internals can enable one to truly cheat, in the sense that one gainsan unfair advantage over the other players of which they may be unaware.Habitat is such a multi-player game.
www.scara.com /~ole/literatur/LessonsOfHabitat.html   (8444 words)

  
 Jedi Council Forums - Who here remembers LucasFilm Games?
At any rate, the games hint line's automated message called the company "Lucasfilms Games" for years afterward...I always thought that was weird...
Lucasfilm Games was named LucasArts in 1991 (there are many references in Monkey Island 2: LeChuck´s Revenge, the first game under the new label).
LucasFilm Games did some strange stuff at that time...
boards.theforce.net /message.asp?topic=3797037   (851 words)

  
 SCUMM: Adventure--LucasArts Style
Whether SCUMM is actually a game engine or just the language is debatable; at any rate, it is obviously a script creation utility.
The 12 games it fathered are all classics in their own right, not to mention all of the games influenced by its verb/noun point-and-click interface.
SCUMM is certainly one of the fathers of adventure games.
www.justadventure.com /articles/Engines/SCUMM/SCUMM.shtm   (695 words)

  
 Welcome to Totally Games!   (Site not responding. Last check: 2007-11-06)
Totally Games is creating a totally new version of the classic arcade game, Alien Syndrome, for the Wii and PSP platforms with Sega of America.
TG is thrilled to be putting its design expertise and vast game knowledge to work on this new game as it is an opportunity to leverage its passion and skills for making successful sci-fi based action games.
A master of top notch 2D gaming experiences, Project: Space Station for Accolade, Pegasus and Strike Fleet for Electronic Arts, and three World War II flight action games for Lucasfilm Games, including Their Finest Hour: The Battle of Britain.
www.totallygames.com   (737 words)

  
 Reader Comments - LucasArts Turns 20 - Xbox
Their first two games were Rescue on Factalus and BallBlazer for the Atari 8-bit computers and the Atari 5200.
Lucasfilm has also made some great Indiana Jones adventure games for the PC, Amiga and Atari ST in the past.
Lately though....LucasFilm Games have been hot and cold...all part of the Star Wars marketing blitz...just put the crap out on the market...who cares if it is good, it will sell, crapola games.
news.teamxbox.com /comments/3381/LucasArts-Turns-20   (600 words)

  
 Ben Werdmuller :: Weblog :: Games
These were arguably the best games ever made, and the king of them all was The Secret of Monkey Island.
Often it seemed like something Douglas Adams - himself a game designer - might have come up with were he into pirates and reggae rather than science fiction and computers.
After Doom game along, we were, well, doomed; we suddenly had an appetite for quick-fix games that we could dip in and out of.
apcala.com /ben/weblog/812.html   (392 words)

  
 Zak McKracken for beginners   (Site not responding. Last check: 2007-11-06)
He tells DF that Lucasfilm is about to start a Games Group within their Computer Division, under Peter Langston.
LucasFilm Games: This only had eight people, and thanks to a contract with Atari, it was not losing money.
Lucasfilm games releases its first games: 'Ballblazer,' and 'Rescue on Fractalus.' DF is designer/project leader on 'Rescue,' which became famous for using fractal terrains, and for a genuinely scary monster sequence (initially suggested by George Lucas himself).
homepage.ntlworld.com /tolworthy/zak/whatis.htm   (1943 words)

  
 GameSpot:Video Games PC PlayStation 2 GameCube PSP DS GBA PS2 PS3 Xbox 360 PlayStation 3
RG: One of the people I was working with at HESware had a friend at Lucasfilm Games, and through that connection, I was able to get a job doing C64 ports of some of the early Lucasfilm Atari 800 games.
While I was working on those ports, I got to talking with Gary Winnick, one of the artists at Lucasfilm, and we came up with the idea to do an adventure game, which became Maniac Mansion.
It took a while for Lucasfilm to agree to it, since it was the first game I'd designed, really.
www.gamespot.com /features/ron_gilbert   (548 words)

  
 The Lessons of Lucasfilm's Habitat
Lucasfilm's Habitat project was one of the first attempts to create a very large-scale, commercial, many-user, graphical virtual environment.
The idea behind our world was precisely that it did not come with a fixed set of objectives for its inhabitants, but rather provided a broad palette of possible activities from which the players could choose, driven by their own internal inclinations.
By tinkering around with the insides of such a program -- dumping the data files and studying them, disassembling the program itself and possibly modifying it -- it may be possible to "cheat." However, this sort of cheating has the flavor of cheating at solitaire: the consequences adhere to the cheater alone.
www.xnet2.com /neslon/online/habitat.html   (9684 words)

  
 Internet Archive: Details: Rescue on Fractalus! Press Conference Video
Rescue on Fractalus is an action game played from a 3D first person point of view.
Charlie Kellner was responsible for animation, music, sound, and flight dynamics; Gary Winnick provided animation; David Levine provided support; and Peter Langston, the Games Group Leader, contributed to the concept and designed night flying, music, and sound.
Lucasfilm Games logo, 1:20 of fl screen with voice over and sound effects, then video of the actual game with voice over.
www.archive.org /details/Rescue_press_conf   (330 words)

  
 Zak McKracken game details   (Site not responding. Last check: 2007-11-06)
If the game doesn't boot, turn off and disconnect all peripheral equipment (Such as printers, modems, and extra disk drives) and try again When Prompted, put in side 1 of the Game Disk and press the Joystick button.
When the disk is being accessed or the game is paused, the cursor will change to a picture of a snail.
We believe that you buy games to be entertained, not to be whacked over the head every time you make a mistake.
homepage.ntlworld.com /tolworthy/zak/details.htm   (1895 words)

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