graphic adventure games

Super Mario Adventures | Buy-Now!

Super Mario Adventures, inspired by the bestselling Super Mario video game franchise, is a collection of comics that originally ran in Nintendo Power magazine in 1992-93.

The peril-plagued Princess Toadstool is kidnapped by the diabolical deadbeat Bowser but super plumbers Mario and Luigi hatch a plan with their new friend Yoshi to rescue her. Are the Super Mario Bros’ plans a pipe dream? Can they stop the Koopa King before he forces the Princess to be his bride?!

Long out of print, this stunning, full-color graphic novel is now available once again!

4

Early screenshots of Sam & Max Hit the Road (LucasArts, 1993) from the game box and hint book.

Differences from the final game:

1) The Wak-A-Rat points counter is an early design, without its “HIT 20 WIN” upper text;

2) Sam looks unusually astonished in the Mystery Vortex (and I’ve only seen those two doors be respectively red and orange);

3) the transcription of Conroy Bumpus’ musical warblings are different;

4) the Gator Golf menu buttons are shown as alligator hides, not red golf balls; and the target indicator’s flag flaps down rather than standing stiff in the wind. (Also, Sam doesn’t leave his tie slung over his shoulder after the first swing.)

Exciting, I know.

Artists Everyday

Do you make art?

Do you like art?

Do you want a bigger audience?

Do you want other artists to have a bigger audience?

If your answer is “yes” to any of these questions, then maybe Artists Everyday is right for you! Reblog this post, then Follow/Submit your work and we’ll share your art with our growing community!

2

Adventure game fact: The God Machine tower in Indiana Jones and the Fate of Atlantis (LucasArts, 1992) was designed to resemble Gustave Doré’s illustrations of Satan in Hell’s icy center in Dante’s Inferno.

Not only that, the architecture of the God Machine contains three distinct faces, recalling Dante’s description of Satan’s three-faced visage:

If he were then as lovely, as now foul,
and yet upraised his brow against his Maker,
well it may be that from him all ills flow.

O, what a wonder did it seem to me
when looking on his head I saw three faces!
The one in front had vermilion for hue;

the other two were each joined to this,
above the center of his shoulder blades,
and reunited at his forehead’s crest.

The face at right was colored white and gold;
the one at left was dark to look upon,
like those who come from where the Nile flows.

Beneath each face there fluttered two vast wings,
Such as were fitting for a mighty bird.
No ship I saw ever had sails as wide.

In other words, the Fate of Atlantis developers weren’t just depicting Atlantis here: they were also depicting the center of Dante’s Hell, AKA Cocytus.



PS: It’s not common knowledge, but both Hal Barwood and Noah Falstein at various times worked on versions of The Dig.


PPS: In the above quote, Dante alludes to the fact that the Nile’s source was then unknown to Europeans, and would remain undiscovered until the 19th century.

In the Fountain of the Four Rivers in Rome’s Piazza Navona, sculptor Gian Lorenzo Bernini made a similar allusion by draping a heavy veil over the figure personifying the Nile, hiding his facial features.

Sound like any Weavers we know?

From the Facebook page of Larry Fessenden’s horror film production company Glass Eye Pictures:

“…official stat from The Guinness Book of World Records: “Longest script for a graphic adventure game: Screenwriters Graham Reznick and Larry Fessenden (both USA) wrote 1000 pages of dialogue for Until Dawn (2015), reduced from an initial 10,000-page outline. The script’s epic length was in part owing to the game’s extended development period. It was originally announced as an action title back in 2012.”

For those that don’t know, Larry played Flamethrower Guy in Until Dawn.

                 the world premiere of 20th Century Fox’s            
                              DAUGHTER SMITH poster.

     Locally Filmed Movie Premiere’s Poster: The Atlanta Journal
                    PUBLISHED ON JUNE 16TH 2017

20th Century Fox has finally released the poster for it’s highly anticipated sequel to 2005’s Mr. & Mrs. Smith starring Hollywood heartthrob Everett Murdoch and blockbuster newcomer Scarlett Renee.

Daughter Smith began production back in March and is due to wrap up mid-July. The role will be Everett’s fifth leading role and Scarlett’s first with the teaser trailer set to drop after the series finale of Scarlett’s show Deadly Ambitions Monday, June 19th, 2017.

featuring: @everettmurdoch

Day 2: Damn Graphics!

I’ll be totally honest here, I’m slowly transforming into a night owl - Is there anything called a day owl!? - so my schedule is horrifying at the moment… In other words, I didn’t work as much as I should.

I started by checking the Udemy game design tutorial that I mentioned in my last post, 5 minutes later I concluded that I’m just not interested in design as much as I’m interested in knowing its process. I’m a programmer, and a guy with an idea or two, I don’t draw because I’m simply bad at it, and I don’t want to pour time into it for now. Nevertheless, the design is a part I have to understand and that’s what I’m aiming for now.

I believe I’ve covered the basics so I’ve decided to start working on something so I can learn by “doing”. Every person has at least a little story he made up that one night he couldn’t sleep, or possibly after watching a couple of movies, right? Well that’s exactly the story I’m NOT going to use. My first project needs to be simple, it will improve me as game developer, so I shouldn’t be too attached to the idea of it working out.

The Game

Usually people start with a platformer or a top-down shooter. It would be fairly easy to do that, but having to pick an interesting theme for such games is annoying, especially with the fact that people (including me) are sick of them. Being in love with story-telling, I’ve decided that my first game is going to be a graphic adventure.

My head is bouncing around with a thought that this will be easy to apply in Unity, the difficult part lies in the writing, which I’m rocking as you can see *wink**wink*. My audience at the moment are mostly my friends and family, so I need this game to appeal to them.

The story is about a Muslim boy growing in Beirut, I will try to show the psychological effects of living in a cold war-fueled country, and the difficulties of having different economic classes living so close together. I haven’t implemented any code or designs just yet, but I’m working on building up how the story will flow, and what gameplay mechanics I can put inside a story driven game to make it a bit more interactive.

Final Notes

  • Design-wise I’ve decided to use free online assets to cover me for now.
  • Writing-wise, I’m not a great writer, or a good one anyway, and this is a problem I can’t take lightly. I will finish the story, implement it, and improve the writing as I work.
  • Game mechanics-wise I’m probably going to use a top down camera view so maybe I can have some mini-games lying around the world.

That concludes day 2, I’ll focus on the story tomorrow so i doubt I’ll have a new post about that, but for the time being…

GAME ON!

7

Cocytus in LucasArts’ The Dig features five rock spires surrounding a central bowl-shaped island, which acts as a landing pad for the crystal dodecahedron starship that brings the astronauts from Earth.

A similar translucent dodecahedron features in the Doctor Who serial The Keys of Marinus, as a piece of scientific equipment in a laboratory on an island surrounded by a sea of acid. Like the acid lake that did for poor Toshi Olema.

But earlier on, Brian Moriarty considered showing Cocytus as a disorganized landscape of scattered spires rather than concentric islands. The original establishing shot used for the spaceship touching down can be seen above.

The random-rock-spires idea also appeared when Cocytus got a stealth cameo in LucasArts’ X-Wing: Imperial Pursuit.

Of course, in the even earlier iteration of the Cocytus previewed on Walter Donovan’s wall in Indiana Jones and the Last Crusade, there are concentric spires again, and the central island is a taller spire, rather than a concave bowl.

At that point the Cocytan ship must have been a hollow cone-shaped craft, not a polyhedron. Likely this design was based on Erich von Däniken’s theory in Chariots of the Gods, that alien spaceships used the ancient Egyptian pyramids as terrestrial landing pads (as in Stargate).

Can you say… Spearhead from Space?


Also, if the 1989 Cocytus has a “male” spaceship pad, and the 1993-5 design has a “female” pad, should we say the design in-between has a “chaotic” layout?

I'm going on a following binge!

Reblog/Like if you like:

-Steven Universe
-Adventure Time
-The Sims
-Skyrim
-VIDEO GAMES IN GENERAL
-BIRBS OMG BIRBS
-Dark fashion, Street fashion
-Magick/Wicca
-Interior Design, Graphic Design, etc
-Creepy pasta -The paranormal!

FOLLOW TRAIN ENDS AT 100 NOTES!!1!1!1! Follow train is complete! Thank you all for liking :))))))

Reblog/Like this and I’ll follow you!