Transcript
Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Writing Samples -- Bill Gusky Contents 2 -- Art Reviews 13 -- Book Reviews 21 -- Sales Copy 28 -- Children's Stories 46 -- Sample Game Design Spec -- Jurassic Park 3 - Danger Zone! 79 -- First Design Doc for The Sherlock Homework Mysteries
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
[email protected]
Art Reviews
Joanne Greenbaum: Paintings at D'Amelio Terras
I was in town with one of my daughters this past Saturday to bring some holiday cheer to my gallerist and a few friends. Almost like Instant Karma the cheer bounced back at me when I noticed one of Joanne Greenbaum's paintings peeking through D'Amelio Terras's window from the back wall of their main room. When I began to notice her paintings as seen on the Internet in small JPEG images I think what attracted me most was the way her structures seem almost like the kind high school kids draw in notebooks. Not the ornate pot leaves and Led Zepp logos of the stoner kids, or the magical India ink studies of eyes that the art kids never get tired of making, but the kinds of semi-structured pseudo-diagrams the smart quiet kids labor at, the kids who don't really want you to see their notebooks, and who are too busy thinking about science fiction or something else to talk to 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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you anyway. This show includes only four large paintings, so it doesn't give you a strong sense of the versatility that Joanne Greenbaum is capable of. Some of my favorite JPEG Greenbaum images in fact are done on paper using ballpoint pen, among other things, and are very playful. Even so, it's well worth your time; the paintings on exhibit are really stunning, commanding pieces. Sometimes, as in the untitled image above, an oil on canvas that's 80 by 70 inches in dimension, you can almost get the sense that there's too much frenetic activity, too many marks. But Greenbaum keeps you right at that edge and never allows the clearly unstable and highly combustible contents of her works to blow apart. In order to do this she employs a variety of architectures that seem to relate obliquely to engineering drawings, factory interiors, and perhaps even exploded diagrams. But much as these structures hold her works together, they do so with only a nod to conventional notions of structural soundness. Outermost frameworks sag or curl, 'staircases' of sorts rise to dead-ends, and objects melt with an almost Seussian playfulness. The sheer variety of marks Greenbaum packs into her paintings is rather breathtaking. There are tiny hairy scribbles, large thick calligraphically styled lines, 'brickworks' of sorts, large block patterns, even the occasional directed splatters. Her palette reaches greedily across the conventional color table and onto a dessert tray bursting with fluorescent indulgence. In the hands of a lesser artist the results could be an eye-melting melee of consumer packaging coloration, but Greenbaum wields these radioactive plasmas with pistol-packing panache. You'd almost guess that the occasional painting of very limited coloration might originate partly in Ms. Greenbaum's need to rest her retinas. In this 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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show of four paintings there was one such image composed mostly of black and silver, a brooding, obsidian piece that breathed elegance, like the Chopin-playing book-reading child in a pack of noisy siblings. Joanne Greenbaum: Paintings is on view at D'Amelio Terras until December 23. Just a few days left to scope out this intriguing and entertaining work. Catch it if you can. D'Amelio Terras 525 W 22nd St New York, NY 10011
Janine Antoni, "5Rhythms," at CAA Conference, New York, February 11, 2011 Douglas Dreishpoon chaired a panel at the 99th annual CAA conference titled Parallel Practices: When the Mind Isn't Focused on Art. Next to him on the dais sat Petah Coyne, Philip Taaffe, Vija Celmins, Robert Gober and Janine Antoni, an A-List panel by any measure. The topic at hand was the issue of what these highly successful artists do in their down time -- on the face of it not an earth-shattering subject but in fact a matter of fairly deep importance to those of us committed to this art-making life who are also required to deal with day-jobs, children and so forth.
The discussion was enlightening for a number of reasons, easily worth the price of admission. It was bookended however by two presentations of sorts that especially bear noting and that, for me, eclipsed the rest. Petah Coyne came prepared with stories from childhood and from her daily life that at times only obliquely related to the panel subject, but that projected very vividly from the rostrum as part of a PowerPoint presentation she delivered in a very natural if well-rehearsed manner. She ended the segment about each work she discussed with the title of the book she most closely associated with it; obviously in her off-time she's a reader. The repetition of this closing and the arcane book titles themselves 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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lent a very appealing oddness to her presentation, in my opinion an oddness much in keeping with the appeal of some of her works. Her presentation at CAA for the most part added to my memory of the experience of her installation at MASS MoCA, while opening even more questions that will likely never be answered. My lasting impression is of Coyne's mastery of association between remembered experience and material. If listening to Coyne was like looking down a tunnel bored into memory itself, lined with stories, great piles and hanks of hair, silk flowers and taxidermy, listening to and watching Antoni was like being gently shooed into moment-to-moment now-ness. Janine Antoni was last to hold forth on her down-time activities. She started off by talking about Jung and Active Imagination,then segued into something she refers to as her obsession which she called 5Rhythms. This movement meditation practice was devised by Gabrielle Roth during the 1960's. Antoni described some of the basics, then descended the dais and, pre-wired with remote mike, gave a live demonstration while talking about each of the five rhythms. From my notes the rhythms are Flowing, Staccato, Chaos, Lyricaland Stillness. Each rhythm, which manifests itself in dance, is a kind of movement with its own characteristics. For example Staccato is distinguished by 'heart, breath, beat,' while in Chaos "The thinking brain drops into the body," and Antoni tells us that images come to her in Stillness. She made it clear at the outset that 5Rhythms is a meditation and that manifesting it performatively is not really in keeping with its nature and intention. Just the same it made for a highly compelling performance, perhaps in part because Antoni is so clearly at ease with her body and, by extension, with herself. Very little if anything was self-conscious about her dance as she transitioned from one rhythm to the next, explaining very naturally if at times a bit breathlessly about the meaning of each. What fascinated me most was the way Antoni transformed the site from a somewhat ruptured matrix of two- or three-hundred-odd spaces of disparate focuses, concerns and ambitions into a single roughly unified performance space, tattered at the edges to be sure but holding a solid core of focus, admiration, contemplation. 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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As proof consider that she was dancing at audience level, making viewing beyond the nearest three or four rows difficult. Yet in this audience that a half-hour before was shouting "LOUDER!" at Vija Celmins, probably one of the gentlest souls on Earth, no one stood up for a better view, sidled in close with a camera, or otherwise behaved disruptively. By the time Antoni completed Stillness a new tone had set in, lingering well into the question-and-answer session that followed.
Delia Brown: Precious — at D’Amelio Terras
Delia Brown — Story Time — 2008 — 12 x 16 inches — oil on wood panel — fromD‘Amelio-Terras‘ website
As an artist who‘s spent a lot of time in galleries, I‘ve thought much about the need dealers have to position artists in relation to art collectors, and the effect this has on dealer and artist success. This leads me to consider collectors, their backgrounds, motivations, interests, tastes. They‘re not a homogeneous block, obviously, so it only makes sense that an artist who‘s seriously intent on commercial success should, like any conscientious marketing professional, consider a specific segment within that block and
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target their work toward that segment as sharply and specifically as possible, using any and all means. This came to mind, with quite a chuckle, when I visited D‘Amelio-Terras late in June and pondered Delia Brown‘s show, aptly titled Precious. Viewing these small panels from a distance, I felt as though I‘d stepped out of Chelsea and into JC Penney‘s home furnishings department, sans furnishings. The literature accompanying this show speaks of ―the delicate decadence of the Rococo painters‖ and ―Balthusian tension where innocence teeters on the cusp of naughtiness,‖ but I‘m not buying it. With an MFA from UCLA, I have to believe Ms. Brown knows precisely what she‘s doing here. These artworks are, in my opinion quite intentionally, executed in the slick, glowing and vacuous style of the manufactured oil paintings sold in shopping malls to people who neither know nor care about art, the crowd that‘s made Thomas Kincade a ridiculously wealthy, powerful and Pooh-defiling man. But whereas Kincade‘s work is designed for a decidedly middle-class, even Southern and Christian, crowd — see for example his painting NASCAR Thunder- The 50th Running of the Daytona 500 — Brown has targeted the upper middle-class and wealthy collector, obviously the kind more likely to amble into a Chelsea gallery. Much to my amusement, her marketing is even more refined than that; these are images of mothers and daughters, or images of young girls, but all designed to appeal to wealthy mothers. In every image, girls and their moms luxuriate in a world of satin sheets, high fashion (for the most part), pearls, pricey bathroom fixtures, primpy lapdogs and chi-chi bistros. It‘s as if Ms. Brown has tapped into a market of wealthy mothers with absolutely no art sophistication whatsoever, who want mall-quality honey-dripping oil paintings that relate to their selfimportant, Mabelline lives.
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For me Brown‘s project comes off as a brilliant ploy by a masterful artist with a broad, sophisticated understanding of art and society. Its conceptual component is heavily salted with the smiling sort of contempt that steams from the disenfranchised, and Brown‘s feeding of these images to this market sounds more than a little like Tyler Durden‘s ―Fight Club‖ formula of selling wealthy women soap made from their own lyposuctioned fat. In the past, artists devised strategies to avoid commodification, often effacing and even removing aesthetic considerations in the process. It fascinates me to find an artist who makes commodification her plaything, and, aided by manifestly manipulative aesthetics, integrates it into a sweet yet caustic body of work.
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Knocking heads in the lobby of Yale University Art Gallery June 25, 2008 People have become very friendly at Yale Art Gallery since they moved the information desk to the center of the first floor. I never found the place unpleasant to begin with, but I almost expected aromatherapy and a neck-rub after the radiant greetings from security and the desk crew during my recent visit. What a sweet bunch! You‘ll find a number of interesting pieces in the lobby nowadays, but three pieces in particular, lying in fairly close proximity one to another, have needled at me in the week or so since my visit: Ann Weathersby‘s ―Untitled‖ from 2002, Robert Arneson‘s ―Last Gasp‖ of 1980, and Zhang Huan‘s ―Ash Head No.3‖ from 2006.
Ann Weathersby, Untitled, 2002 If, like me, you spent too much time in front of the TV during the 1970‘s, you probably thought ―Brady Bunch,‖ on first look at Ann Weathersby‘s ―Untitled.‖ But Sherwood Schwartz would have balked at the sterility of this arrangement. It‘s a cheerless piece, nine naked and emotion-free portraits like so many Caucasians caught sitting on examination-table paper, waiting patiently for the doctor to arrive, examine, and modify their Prozac dosages. The stark lighting and lack of any other visual stimulus drove me to look for scars and other hints at imperfect living, but I couldn‘t find any.
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Untitled detail In contrast to the preservation of the Kodak moment seen in family photos (I realize this might not be a family), these images preserve, like taxidermy-sporting museum cases, specific arrangements of anatomical elements. I view ―Untitled‖ as a meditation on the shapes and forms of flesh as it changes through life, and, simultaneously, a joke about the futile yet persistent sense we have, against all knowledge, that our physical existence has any real endurance.
Robert Arneson, Last Gasp, 1980 The chuckles are more on the surface in ―Last Gasp,‖ which flanks Ms. Weathersby‘s ―Untitled‖ to the right. In this piece Robert Arneson decapitates 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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himself and sets his bearded head, mouth agape, on a pillar-like pedestal. A wash of bluish glaze drips down from the pedestal top like so much rancid, deoxygenated blood. The hair feels plastered down as if in a final stress-induced sweat, and the beard reads less like hair than like so many maggots feeding on Arneson‘s putrifying flesh. He‘s made other self-portrait heads on pedestals, but unlike them ―Last Gasp‖ comes off as a true death depiction through the ‗pose,‘ the slack jaw and dead look in the eyes. It reads as a comic meditation, the artist laughing while brooding upon the limits of his own existence, both physical and cultural. In what might be a supreme act of self-effacing humor, Arneson presents his own severed head as a trophy for his enemies.
Zhang Huan, Ash Head No.3, 2006 Flanking ―Untitled‖ to the left is ―Ash Head No.3,‖ by Zhang Huan. Cut like a classic statuary portrait, the head of an Asian male lolls very slightly to one side atop a simple three-legged pedestal. It‘s not clear to me whether the subject is deep in meditation, asleep, or dead, although from reading of Huan‘s Buddhist influences I suspect it may not matter. The nature of the ash puzzled me at first, until I saw this video:
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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>video available at: http://www.youtube.com/watch?v=szyZXfq8Z7A&feature=player_embedded#t=0s ―Ash Head No.3‖ is composed of the accumulated meditative acts of thousands of devoted Buddhists. It exists because of a persistent, pervasive human need to face mortality and to somehow grow beyond it, to master existence and its limitations. There‘s an irresolvable tension at its root, the refusal of flesh to accept what it is and the ironic ability of the human psyche to comprehend and to yearn for something tangible beyond the limits of flesh. I‘m reminded of sutras in which readers seem to be encouraged to become trickster-heroes, to outwit reality through understanding and subverting the illusions it puts forth as truth. A portrait is an illusion of sorts, the molding of form into a recognizable mass. ―Ash Head No.3‖ appears as though it might tumble back into a heap of incense ash at any moment, making it a telling portrait of human identity, composed as it is of so many disparate temporal elements cohering through ego‘s pervasive illusion.
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Book Reviews Van Gogh in Auvers: His Last Days by Wouter Van Der Veen and Peter Knapp -Published by The Monacelli Press
My dear Theo, In reply to your question about the greatest disadvantage to being dead and famous, I’d probably have to identify the frequent floggings as the answer. It seems that complete and total strangers can’t resist dragging me from the grave every few years and wailing away now that I’ve bit the big one. “Let’s see how much more gold we can squeeze from the old boy.” I suppose I wouldn’t mind it so much if more people were truly interested in the real me. But as we’ve discussed, more often than not it’s some contrived caricature of Vincent they want to know more about, some sort of pathetic insane misunderstood genius. What is it about this cartoon character that people can’t 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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resist? It’s like that worthless yellow sponge creature that lives in a pineapple at the bottom of the ocean, all outline and no substance. Even the outlines are without value. Very rarely does anyone ever get it right. Picasso understood me well, as did Matisse and some of the Fauves. Kirk Douglas had not a clue. As for Don McLean, let it be said that he doesn’t want to meet me in a dark alley anytime soon. My stomach churns to this day from all the grave-spinning caused by his worthless ballad. Wouter Van Der Veen and Peter Knapp seem most assuredly to have a clue, if their book Van Gogh in Auvers: His Last Days is any indication. It’s one of the few times I’ve noticed the authors of a mainstream publication attempt to straighten accounts for me and set things right. As an example allow me to submit these quotes from the introduction: Van Gogh has often been presented to us as poor, sick, insane, depresssed, alcoholic, and hotheaded. He has usually been portrayed as an antisocial and isolated individual, as a violent misfit, filled with rage and easily carried away, who sold only one painting in his lifetime because his work was despised and misunderstood. He died a martyr, sacrificed at the altar of the ignorance of his contemporaries. ... In reality, Vincent van Gogh was a complex, intelligent, and sophisticated artist... He was a longtime student of the techniques of drawing, consulted texts on perspective, and kept himself abreast of the latest artistic developments of his time. He could afford to do all this because he was not in a position of financial difficulty... This cultivated bourgeois was not mad, far from it. He was obstinate, uncompromising, drawn to the extreme in everything he undertook. He had an impossible character, an innate and stubborn sense of perseverence, and he was utterly indifferent to what other people might think or say... Van Gogh was neither misunderstood nor ignored by his contemporaries. ... ...the privileged few who were able to view his work... were filled with enthusiasm for the dazzling work before their eyes... 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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Finally, (he) did not sell just one painting in his lifetime. ... Theo, do you want to know what the greatest disgrace of a misleading caricature is? It doesn't smell. There’s no sweat, no anxiety. Those last days come back to me in memory as an aromatic melange, coffee, tobacco, liquors and sweats of all kinds: tobacco sweat, alcohol sweat, garlic sweat. The rancid alfalfa sweat of the stable man as distinct from the half-franc-perfume sweat of the Avenue Dimanche whore, as distinct from the hot summer morning old-laundry sweat steamed into overworn bed sheets. The clean glisten of exhilaration at a perfect creative moment, fresh as dew. The acrid drenching shivering perspiration just after trigger-pull. Van Gogh in Auvers returns some of the sweat to those days as only a skilled and relentless historian’s best research and estimation could possibly perform. I can feel it in the writing, which seems to break down those weeks at times practically day by day. Its humidity steams in the section about you, Brother Theo, your tragic ending, and of your wife and son and their struggles and successes, all excellently documented with family photographs. I can also feel that sweat in the crisp, bright and sweeping photographs of my paintings that devour the generous pages of this intelligent volume. In many of these images I can feel every stroke again. And where did the authors find this dizzying selection of artworks? Some of these paintings I’d almost forgotten about entirely. These two authors have done the work of an army of detectives to scrounge some truly obscure canvases out of collections from around the world. Had I not already known what I’d been up to, this book would have done a thorough job of informing me. That being said, I don’t understand the presence of a little reproduction of one of my letters to you, Theo. It’s slipped into the pages almost as an afterthought, not up to the quality of the rest of the book. When I hold it to my ear I can almost hear a meeting in which some middle manager force-feeds this half-baked inclusion to the exhausted authors. Had it been Monacelli Press's intention to make a gimmicky coffee table book they’d have done better to use a rubber severed ear. Not that I wouldn’t enjoy a truly gimmicky send-up. Maybe that’s where the Don McLean types get it wrong; they don’t carry their caricatures to bombastically entertaining extremes. I’d venture a few dozen francs for a book in which I wear a backwards baseball cap and low-slung trousers, and ride a skateboard through southern France spitting hip-hop rhymes while committing canvas crimes -- and that’s a cartoon that’s at least as good as the pathetic, insane, misunderstood genius. Wouldn’t you agree, Theo? Thankfully, Van Gogh in Auvers is above all that, a rare book that for once adds 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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to and clarifies the discourse rather than simply sitting on it or, worse yet, sending it even further astray. With that in mind, and fake letter notwithstanding, I hereby award the book Van Gogh in Auvers: His Last Days four and three-quarters out of five glasses of absinthe for outstanding research, spectacular photo-illustrations, excellent peripheral and contextual information, and, over all, for being a shining example of what a flogged-to-kingdom-come artist really wants to see in yet another book about himself. That’s all from me, Theo. Time to begin resting up for the next flogging. PEACE OUT Vincent
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Asian Art Now by Melissa Chiu and Benjamin Genocchio from The Monacelli Press
Of course I'm highly qualified to evaluate a book about Asian art, because of my rich Asian heritage and the many decades I've spent traveling and intensively studying the art of China, India, Japan and so forth. cough! cough! OK, I wanted to review this book because I am almost completely bereft of any knowledge or understanding of contemporary Asian art. Yeah, I've got that Murakami guy down cold. Yoshitomo Nara's little kid giving me the finger from a diving board still makes me chuckle. And that guy who works with incense ash and dresses up in a meat suit has made a big impact on my life. But if you want to know more from me -- well, right now I'm drawing a blank. In my defense I'd suggest that attempting to define the category "Asian Art" makes almost as much sense as attempting to define the category "Art from Earth." Why attempt to define art by continent? The cultures on any given hunk of land are likely to be so diverse as to demand a breakdown that recognizes their divisions. But in this case I'd argue that it's justified because of the centuries we've spent focusing on Western Art -- a category defined by an entire friggin' hemisphere. If that ever made sense at all it could only have been in a very small, painfully isolated world.
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Well, the boundaries are gone and the world keeps growing. All these categories are breaking down in an information slushpile that we're slowly picking through. It's like a gargantuan thrift store -- YAY!!! As I gaze into my crystal ball I see a future in which categories we once defined as Western Art, European Art, Asian Art, and even Abstract Art and Painting and Sculpture, are re-sorted according to rubrics we're only now beginning to glimpse. With this in mind if you're like me you need to own a copy of Asian Art Now, and hope to whatever deities you worship that they keep publishing as Asian Art Now 2, Asian Art Now 3, and so forth, hopefully once a year. Because if they don't this will quickly become Asian Art Then. The reason is that Asian Art Now will help you get up-to-speed on much of the art that hasn't crossed your eyes yet through the pages of Art in America, Art Forum, Modern Painters and whatever other trade papers you subscribe to. It's fairly up-to-the-minute, and those crazy Asian artists keep pumping it out. Chiu and Genocchio have done a shrewd job of identifying key landmarks in a teeming landscape of creative effort, and then presenting their information in clear language that's to the point, not terribly indulgent in conjecture, and sets you up for further, more intensive study on the artists they present. The authors wisely lead off with a historical chapter that will remind you of artists nobody bothered teaching us about in the '80's, back when the world was small. Sure, there's Yoko, but there's also Sekine Nobo, Lee Ufan, Tanaka Atsuko (subject of an article in Art in America some years back), Kazuo Shiraga, Shozo Shimamoto, Li Keran -- a continent of names that never made it into my understanding of art history. Then it's off to the races with chapters titled Politics Society and the State, Asian Pop Consumerism and Stereotypes, and Urban Nature. The pages of this mid-sized book are balanced fairly evenly between text and clear, bright full-color images, often two or three to the page. The occasional full-page image is sadly a bit scarce, but that's understandable in a volume of 255 pages that attempts to cover such a broad subject. The authors wrap with A Glimpse into the Future, one which I hope holds many more editions in a series. Asian Art Now earns three-and-a-half out of five Nara-Girls-Flipping-The-Bird for being a brisk, colorful overview of a universe of creative expression that seems poised to surround and absorb us in a world of evaporating boundaries and, let's hope, of increasing reconciliation. This would be an obvious candidate as one of several text books rounding out a college overview course on Contemporary Asian Art.
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Charles LeDray --workworkworkworkwork published by Skira Rizzoli and the ICA Boston
Textile, the second flesh: an assiduousness to its weaving, the intensive laying-on of thread to thread that counts out instants of time while forming the material of an outer skin. The practical forms we create with textiles document human form, need, desire, modesty. Charles LeDray's textile creations and installations echo these aspects of our lives in ways that are at times both amusing and profound. His pieces read like remnants of lives imagined yet not lived, shadows of fictive presences. In the case of his human bone pieces, authentic human remnants wrested and reconfigured toward aesthetic fictions.
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Rizzoli and the ICA deal LeDray's ouvre a working class justice with Charles LeDray: workworkworkworkwork, a volume accompanying the ICA's touring survey of the same name. Large full-color photos pack most of its pages tightly and present the artist's work with all the clarity that's likely possible in a book this size (what, a bit less than 200 pages?). LeDray's body of work boggles the mind in terms of obsessiveness, to be sure, but also in terms of sheer variety. Small hats, little suits, a miniature coat rack with a ratty, torn coat perfectly recreated at half-size, strange little remnants in frames, stuck to walls, installations of miniature clothing stores complete with drop-ceiling, tiny doll furniture carved of human bone -- the survey and the book could only present a sampling, but what a sampling it is. A handful of essays at the front do a great job of introducing LeDray's work and setting it within a historical and contemporary context. In particular I enjoyed Adam D. Weinberg's inclusion of LeDray in a lineage that includes William Henry Fox Talbot, Eadweard Muybridge, Allan McCollum and Mel Bochner. Charles LeDray: workworkworkworkwork earns four out of five miniature wizard hats for being a downright satisfying perusal and a terrific introduction to the work of this intriguing artist. And right now you can land it in your library for a song: a mere $27.50 at Amazon.
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Sales Copy Barnyard Baseball
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Farmer Bill's cows, in Farmer Jed's sheep pasture? "Don't get mad, fellers - PLAY BALL!" You and a friend are Team Captains. Choose from a barnyard filled with animal all-stars like Cow Ripkin, Jr., Hammy Sosa, Moo Vaughn, Babe Hoof and dozens of others. Put your team through Spring Training and Baa-Baa-Batting Practice to up their stats. Then hit the field for 9 laugh-packed innings of pig-pitching, henhitting, cow-catching fun! You can even join in as a player and squeal first base, play short-chop and hit fowl balls with the rest of your team! Play like an animal! The goats eat the bases, the pigs play dirty, and with horses, "Whinnying isn't everything - it's the ONLY thing!" Check out these Barnyard Baseball stats: Dozens of hilarious 3D barnyard baseball players with big-league moves! Pigs, chickens, cows, horses, ducks and more!
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JumpStart PreSchool Adventures
Boo Hoo - It's the Zoo Flu!™ Feathers on a Fiddler Crab? A Skunk with scales? And how did those bunnies get buffalo tails? All the zoo animals have the ZOO FLU! What can a PreSchool Adventurer do? Find out in JumpStart PreSchool Adventures: Boo Hoo! It’s the Zoo Flu! The Zoo Vet needs your help! That‘s a great place to start! And your JumpStart friends, too! They'll play a big part. All through the zoo you‘ll snipe and you‘ll snoop in search of ingredients for Shoo Zoo Flu Soup! Your work isn't finished, your adventure's not done 'til the animals are well again each and every one!
Game Play Join your JumpStart pals in their safari jeep as you search the zoo for the ingredients for Shoo Flu Soup. Encounter obstacles and play puzzles, activities and games to earn the soup ingredients. Each adventure is unique, because the ingredients for Shoo Flu Soup change each time you play, making the activities change as well.
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Jurassic Park III™: Danger Zone!™ Multi-player Action Competition When a violent earthquake rocks Jurassic Park the DNA lab suffers catastrophic damage. Glass tubes shatter, spilling dinosaur blood samples and the precious DNA contained within. Without these building blocks of Jurassic life the dinosaurs could become extinct all over again! The Jurassic Park Institute sends an emergency call to the elite Dino Defender team and Operation D.A.R.T. commences (DNA Assistance Recovery Tracking).
The Object of the Game Make your way across the perilous island and collect dinosaur DNA samples. You need to dart four dinosaurs to fill your DNA tube. Then race to an Entrance Gate and your final goal: Jurassic Park Labs, where you use the DNA you collected to create your selected dinosaur and print it out. It‘s a race against odds to see who can be the ultimate Dino Defender!
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Shakolad Chocolate Factory Imagine an entire universe of luscious, cocoa-laden goodness, filled with dizzying varieties of chocolates and truffles, and where everything, even toothbrushes, champagne glasses, and telephones, is made of the sweetest, most delectable chocolate. We've brought that vision to delicious reality here at Shokolad Chocolate Factory, Chocolates to Live By™! After winning first-place awards at the prestigious Fontainebleau Chocolate Festival, our founder, Baruch Shaked, opened the first Shakolad Chocolate Factory in Winter Park, Florida. Since then his dream has grown to stores in 8 states, as well as Israel. Word is getting around about our delectable treats! "Amazing! Decadent. Tasted fresh, rich, and unique. Their dairy-free chocolate was the best and it really caught my attention. My palate definitely thanked me for this visit. " "WOW -- This place will blow you away. This is the kind of chocolate you can only find in Switzerland. It was pure heaven!" "So much variety, and the flavors are delicious. I most definitely recommend any person to try their stuff. Yum yum yum!" Visit our stores and indulge in countless flavors of Chocolates, Truffles, and Cake Truffles, each hand-crafted by our specially trained chocolatiers, known here as Shakolatiers. Their very names ooze sweet deliciousness: Raspberry Ganache, Jamaican Rum Ganache, Cappuccino Truffle, Mocha Truffle, Milk Marzipan, Dark Marzipan, and more. Buy our prepared Assortments, or Create Your Own Box! We also offer chocolate gifts for the life events we all remember and cherish. Our Birthday Chocolates include clever creations such as our Birthday Greeting Bar, our Birthday Cake Box, and our Edible Chocolate Box, which looks just like a birthday present, ribbon and all! Our Anniversary selection includes a wonderful Chocolate Champagne Bottle with 2 Chocolate Champagne Glasses, Chocolate Heart Boxes filled with Assortments, and even a beautiful Chocolate Rose, available in assorted colors. Other Gift Packages include Weddings, Showers, Graduations, and even Corporate Gifts to delight professionals in Real Estate, Medicine, Hospitality, and so much more. You can even bring your event to us! Our Chocolate Parties, Field Trips and Chocolate Making Camps are 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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perfect additions to birthday celebrations, bridal events, and corporate team-building. When the holidays come around, we've got you covered with Chocolate Turkeys, Dreidels, Santas, and packaged assortments to make each season special for the ones you love. And at Shakolad Chocolate Factory, all of our chocolates are Kosher and Vegan. We even offer Sugar-Free/Low Carb selections. You never need to feel guilty when indulging in our sumptuous selections! Visit our stores and sample our chocolates and truffles right from the hands of our Shakolatiers. Or, visit us online to see all of our selections and place your order: www.shakolad.com The next time you crave the best in hand-made chocolates, or whenever you need a special gift they'll always remember, stop by Shakolad Chocolate Factory, or visit our website. We're your one-stop destination for mind-blowing chocolate sensations!
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Alhambra Restaurant The next time you find yourself craving the distinctive flavors of Spain or the Middle East, don't buy a plane ticket! Just take a trip to Alhambra Restaurant, our oasis of healthy Mediterranean cuisine. From the moment you arrive, our attentive staff will pamper you with tasty treasures. Indulge in delectable appetizers like our zesty Falafel, Kibbie Naye, or, for seafood lovers, our tasty Almejas: clams we've specially prepared in green sauce and savory garlic. Next enjoy our mouth-watering entrees, such as our juicy char-grilled Filete Sevilla, the luscious sautéed splendor of our Pollo Alhambra, and of course our Atún Costabrava, a seared Ahi Tuna Steak in our own mild sauce, grilled or blackened to order. You can even stake your mealtime enjoyment on our delectable Kebabs: skewers of succulent Beef, Lamb, Chicken, Shrimp, or Sea Scallops, accented with fresh vegetables and grilled over an open fire. These dishes and many more are served amid the simple charms of our tastefully appointed dining room, accented by the soft glow of wrought-iron lamps and the warm touch of exotic woods. To complete your meal, why not treat yourself to our ambrosial desserts? We've carefully crafted them to make the heart of any Aegean explorer leap for sweet joy: Citrusy Key Lime Pie, flaky Baklava, tasty Tarta de Santiago, and of course our Chocolate Thunder Cake, a dessert so chocolaty it makes Zeus himself thunder with delight! For that extra-special Friday or Saturday night outing, we present the exotic delights of Belly Dancing. Three performances free-of-charge each night grace your dinner with the moves that captivated Kings and Caliphs, as our exquisite dancer helps us turn back the clock to the romance of very special times and places. And when your very special time is coming up, Alhambra Restaurant can be the place! Whether it's a Wedding Reception, Birthday Party, First Communion, Bar or Bah Mitzvah, or even a Company Meeting or Luncheon, just give us a call. If you bring the guests, we'll serve them the best of Mediterranean and Spanish cuisine, along with the quality and service restaurant goers from nearby and around the world have come to expect. We can also bring Alhambra to you, with catering that can make any event a tasty and enjoyable feast.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Don't forget to stop by our website, www.alhambraeatery.com, where you'll find our complete menu, details about our location, and so much more. Sumptuous Spanish and Middle Eastern delicacies are waiting just for you at Alhambra Restaurant, your oasis of healthy Mediterranean cuisine in West Kendall, just minutes from downtown Miami. Pay us a visit and find out why restaurant lovers from nearby and around the world are sharing reviews such as this: "Quite simply the best dining experience I've had in a long time. The food had a delicious unique taste and the service was exceptional. I will be back for sure!"
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Children's Stories At the Rising of the Moon At the rising of the moon the Big Bear and the Little Bear enjoy a game of croquet dressed in their best pajamas. At the rising of the moon the Bullfrog and the Peeper share a comfy lily pad and practice singing their favorite operas. At the rising of the moon the old sea captain hums chanties from Nantucket and builds a ship in a bottle. At the rising of the moon the King of Crickets shares a game of hearts with the beautiful Queen of Katydids. At the rising of the moon the farmer‘s wife dances to ―The Virginia Reel,‖ played on the farmer‘s violin. At the rising of the moon magic flowers glow in places where secrets are hidden away, and never told. At the rising of the moon the sleeping dog dreams of the last bites of ice cream cones, and the power to climb trees. At the rising of moon Corona and Carina collect fireflies in a jar, and set them free among the stars. At the rising of the moon Grandma falls asleep on her porch swing, 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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and dreams of roses, and painted turtles, and being a little girl, all over again. At the rising of the moon mushrooms magically appear in all kinds of colors and shapes, and who can tell what makes them grow? At the rising of the moon I squeeze all my fluffy friends, pull the covers up to my chin, and fly far, far away, beyond the sea, between the Little Bear and the Big Bear, following the crown, sailing in a ship of stars, to the magical places where dreams begin again.
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Fanya's Feather This is Fanya. Fanya Foodle. She lives in the house that's shaped like a poodle. Fanya is holding her favorite feather. She and her father found it together. "My feather's the prettiest in all the land!" "Look out, Fanya!" Too late... the wind blew it out of her hand, and over the hills, and across the water. "Don't just stand there, my dimpled daughter!" "I'll never get back my favorite feather!" "Never give up, Fanya! Never say 'never!'" Their journey began down at Burpalot Bay, where they last saw the feather as it blew away. "I'll never get back my favorite feather!" "Never give up, Fanya! Never say 'never!'" In a rickity rowboat, over wobbly waves they followed the feather that wouldn't behave. "I'll never get back my favorite feather!" "Never give up, Fanya! Never say 'never!'" The excitement of Slushbottom's Circus in town simply would not, could not stop, could not slow them down! "I'll never get back my favorite feather!" "Never give up, Fanya! Never say 'never!'" Up and down chimneys, covered with soot... "Please don't sneeze!" "Ah-chooo!" "Goodness, it just won't stay put!" "I'll never get back my favorite feather!" "Never give up, Fanya! Never say 'never!'" All day and all night, through the snow, fog and rain, they followed the feather that wouldn't remain. 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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"I'll never get back my favorite feather!" "Never give up, Fanya! Never say 'never!'" For forty-five days those two raced, swam and chased in pursuit of the feather they could not replace, and on day forty-six Fanya's father collapsed. "I guess this time we'll have to say 'never'" he gasped. Fanya's face fell, and she tried not to cry, when a curious thing drifted down from the sky, like a thing so exhausted it could no longer fly, and it came to rest softly, right between her eyes. "My favorite feather!"
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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From the Fisher-Price® Read and Play Library The following two stories were published as interactive storybooks in 1996. I was fairly new to writing for small children, as was the creative director at our shop who was responsible for editing, and I believe it shows. Also, some pieces of text are reliant upon an image or animation which plays as the child reads the page. With these provisos in mind, I believe there are still fun parts and stylistic cues to be gleaned from these two write-ups, and they're presented in their entirety.
A Day at the Beach with the Fuzzooly Family Part of the Fisher-Price® Read and Play Library Inside your imagination, there is another sun that shines brightly every single day, and an ocean that reaches past forever, and a sandy beach filled with fun things waiting to be discovered. The Fuzzooly Family is spending a day at the beach. "This is the best spot on the whole beach!" squeals Stacey Fuzzooly. "Who's going to help carry all these beach things?" asks Pop. "Time for sunburn cream," says Mom Fuzzooly. "Grease my nose next!" whines Ricky. "I have a great idea," Stacey says. "Let's go for a walk!" "What's that on the water?" Stacey asks. "I'll check it out with the binoculars!" answers Ricky. "It's a fishing boat. And the captain is waving to us!" "Awesome shell. Let's keep it!" says Stacey. "But someone might need it for a home," Ricky says. "Did you say 'home?'" a voice asks. "I'm Herman, the Hermit Crab. I need a new shell." Stacey and Ricky search until they find the perfect shell. Suddenly Stacey sees an old sneaker. Picking it up she shouts, "Who would leave this here?" "Look! There's litter all over this part of the beach," Ricky says. Stacey has another great idea. "Let's pick up all this junk, and put it where it belongs!" "Hey kids! Thanks for picking up that litter! Remember, it needs to be sorted into throwaways and recyclables. Do you know your beach safety rules?" asks the Lifeguard. "Rollicking reptiles!" Stacey remarks. "It's a mother sea turtle. And those are her eggs!" 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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"Shhh!" says the mother sea turtle. Ricky says, "I wonder when her eggs will hatch." "It's time for lunch!" says Ricky. "You can make your own sandwiches," Mom Fuzzooly says. "I'm so hungry, I could eat a seahorse!" Stacey giggles. Lunch is over and Ricky asks, "What can we do now?" "Let's build a sand castle," Stacey says. "A truly Fuzzooly sand castle!" they giggle. Stacey says, "This Fuzzooly sure needs cooling off. It's time for a swim!" "Let's wear our diving masks," Ricky says. "What do you think we'll see under the sea?" "My little beach babies are all tuckered out," Mom Fuzzooly says. "I'll load up the car," says Pop Fuzzooly. "Did everybody have a great day at the beach?" "It was truly Fuzzooly," Ricky and Stacey say. "Let's come back again, real soon." "Bye-bye, beach. Bye, wavy ocean. Bye, shells. Bye, Herman. Bye, Pelican. Bye, baby sea turtles. See you later." Over a sparkling ocean a golden moon rises into a sky filled with stars, that glow in dreams of remembered things... ...all waiting for you inside your imagination.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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After the Beanstalk Part of the Fisher-Price® Read and Play Library Once upon a time, many years ago, a town was changed by a boy and his cow, some magical beans, a giant, a singing harp, and a goose that laid golden eggs. Mayor Jack and Bonnie the Cow stood on the Town Hall steps as the Town Crier announced the beginning of their walk to the festival. "I proudly present to you the boy whose beanstalk brought big fortune to our little town, our Mayor, Jack!" "Thank you all for coming! I'm very proud of the things we've accomplished since my adventures with the Giant!" Jack said proudly. "Ta-da-da-da!" the trumpeters played. Dressed in costumes and party clothes, everyone followed Mayor Jack and Bonnie the Cow down Main Street. Everyone, but Bixby the Bean Seller. Bixby had a chip on his shoulder. "I'm smarter than Jack! Why does he get to be the Mayor?" "I'll show him! I'll turn his Fe Fi Fo Fum Festival into Fe Fi Fo Fooey!" Out in front of the Just Beans restaurant, Chef Lily Legume offered Mayor Jack a taste of her newest dish, Beans a la Mode. "Cool beans!" he declared. A reporter snapped a picture as Mayor Jack gave Bonnie the Cow a taste. "Mooo!" said Bonnie the Cow. On the roof of Just Beans, Bixby was up to no good. "I'll splash beans and ice cream all over Mayor Jack! That'll ruin his day, but good!" Bixby threw his brick. But Bixby couldn't aim for beans. Spee-roing! went the brick, as it bounced off Miss Clara Truckle's big, bouncy hairdo! Thump! went the brick, as it landed right on Bixby's head. "Yee-ow!" hollered Bixby. "I'll get you yet, Mayor Jack!" The parade moved to the Hat Store as Bixby prepared his next dirty trick. "Try my official Fe Fi Fo Fum Festival Hat!" said the salesman, who was really Bixby in disguise. He had filled the hat with sticky, icky blue. "Sure!" said the Mayor. Just then, his mother called him. "Rats!" said Bixby. He was so mad, he flopped the wrong hat on his head, covering himself with the sticky, icky glue. "Double rats!" he cried.
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Mayor Jack's mom ran a bakery. She and her helper, Clumsy Clem, were busy adding the final touches to a giant batch of cupcakes for the festival. She didn't know that Bixby was in the bakery, secretly adding some finishing touches of his own! "This hot sauce will turn the Mayor's cupcake into a flaming tobasko fiasco! Now I'll put on my dragon costume, so that when the Mayor arrives, I can stand at the front of the crowd and watch the fun!" he sneered. "Cupcakes for everybody!" said the Mayor's mom. "But first, I'd like to present a special cupcake to my son, Mayor Jack. Clumsy Clem, the cupcake, please." Clumsy Clem, cupcake in hand, was proudly walking toward Jack, but tripped on his own feet! "Oh, no-o-o-o!" he wailed, as the special cupcake flew through the air... into the mouth of the dragon... and straight down Bixby's throat! Flames and smoke shot from the mouth of the dragon, as he ran for the Beanville Town Fountain. "That's a great costume," the Mayor observed. "And the fire looks so realistic!" added the Mayor's mom. In Golden Goose Park, Bixby hid behind a bush, mumbling angrily. "Enough with these pranks! I've been bonked, glued and nearly barbecued! I need a new plan... I've got it!" Bixby beamed. A crowd of people gathered around the statute to hear Mayor Jack speak. "I remember when I first met Goosie..." Mayor Jack began. "The eggs she laid then, as now, were just like her heart... pure gold!" "Wait!" an old woman cried out. "The Mayor is lying! Goosie lays rotten eggs!" she shouted, holding up a basket of smelly eggs. "Say it isn't so, Mayor Jack!" everyone cried at once. "Bring those eggs here," said the Mayor. Mayor Jack held up a rotten egg. "Why, these eggs didn't come from our Goosie," he declared. "Goosie always signs her eggs with red ink." Bonnie the Cow smelled something funny, and it wasn't rotten eggs! She snatched the wig from Bixby's head. The old woman was really Bixby in disguise.
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"I should have known you'd try to spoil my day," Mayor Jack scolded Bixby. "And you know what happens in Beanville when someone is bad. Is Judge Jimmy here?" "Yes," called Judge Jimmy, toddling up to the Mayor. "Bixby the Bean Seller, because you were bad, I sentence you to wear the Silly Hat, and to sit in the Dunking Booth at the Fe Fi Fo Fum Festival!" "Bring out the Silly Hat!" ordered Mayor Jack. "Let the Fe Fi Fo Fum Festivities begin!" Mayor Jack giggled as he cut the ribbon. There in the center of the Festival Field sat the Giant! A roller coaster ran up and down his back. A ferris wheel turned on his left hand. Little children bounced on all ten of his giant toes... as a daredevil jumped off his diving-board nose, and into a very small tub of water. The Fe Fi Fo Fum Festival ran late into the night. All the good people of Beanville joined in the celebration. Mayor Jack ate three ice creams, four hot dogs, two pieces of watermelon, and eleven cotton candies. The Town Doctor had to give him Fepso Fizz for his upset stomach. Bonnie the Cow was satisfied with a small pile of hay. Goosie listened to the music of the magical harp, and signed eggs for all of the children of Beanville. Bixby the Bean Seller, soggy Silly Had on his head, was dunked two hundred and forty-seven times! And of course, everyone lived happily ever after.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Jimi Rock and his Undersea Adventures These stories are written in Story Tool format. Text appearing on the main part of each page appears beneath that page number. Underneath the text, Options appear with an arrow pointing to the page those options link to. To get a sense of the child's experience of the story with its choices, you can read the text on a page, then read each option and follow one of the options to its linked page. Circus of Ocean Wonders! Illustration suggestions appear in parentheses – these are suggestions only, to be deleted, disregarded and disrespected as needed) Image reference at the end 0. Jimi-Rock in “Jimi-Rock‟s Circus of Ocean Wonders” Let‟s read! --> 1 1. (Close-up of invitation: “You‟re invited to the Circus of Ocean Wonders! Watch your sea friends perform astounding tricks! It‟s happening right now!” Let‟s head for Jimi-Rock‟s Circus of Ocean Wonders! -->2 2. (Jimi-Rock in center ring of 3-ring circus – bleachers filled with cheering fish guests) Boy-fish and girl-fish, and sea friends of every kind! Welcome to my Circus of Ocean Wonders, packed with amazing acts to thrill and astound you! I‟m your Ringmaster, your rocking and rolling dolphin friend Jimi-Rock the Dolphin! Hang on to your popcorn, because this circus is ready to rock the seven seas! -->3 3. (Octavia in the spotlight on the first ring, playing her keyboards, Jimi-Rock at edge of view) Check out Ring Number One, and Octavia the Amazing Octopus! She‟s the most musical marine creature in all the seas. But she has one special trick she‟d like to do for you while she‟s playing her instruments. Watch very closely... -->4 4. (Precisely the same shot as before, except that Octavia herself is now either barely visible or not visible at all. Any clothing items she wears remain floating. She‟s become invisible, an exaggeration of camouflage.) Whoa, where‟d Octavia the Octopus go? She disappeared! Why would she just leave like that? Wait a minute, Jimi-Rock. I think Octavia‟s still there! -->5 5. (Close-up on the nearly invisible Octavia, continuing to play music as she speaks) Yes, yes, I‟m right here, Jimi-Rock! Because I‟m an octopus, I can change my color to match my surroundings. That way it‟s very difficult to see me! What an amazing feat, Octavia! How did you do it? -->6 It looks like fun, but does it help you to hide like that? -->7 6. (Close-up on the nearly invisible Octavia, continuing to play music as she speaks) This kind of coloring is called camouflage. We octopus have special cells in our skin, called chromatophores. When I make my chromatophores bigger or smaller, they change my color. I can even show patterns!
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Show me a pattern, Octavia! -->8 It looks like fun, but does it help you to change your colors like that? -->7 7. (Close-up on the nearly invisible Octavia, continuing to play music as she speaks) If I feel as though I‟m in danger, camouflage is a great way to hide. I can also change my coloring to match my moods, from angry red to sad blue. That must be so much fun! Can you change into a pattern right now? -->8 8. (Octavia with checkerboard pattern) How‟s this? Excellent! Let‟s give a giant Jimi-Rock cheer for Octavia! Octopus camouflage rocks! -->9 9. (Jimi-Rock at center ring and Terry the Tripod Fish on the right-side ring) Please allow me to direct your attention to Ring Number Three! Performing now for your entertainment and amusement: a fish that can stand up on stilts! Introducing Terry, the Tripod Fish! That‟s crazy! How is it that you can stand up like that, Terry the Tripod Fish? -->10 10. (Terry the Tripod Fish) Three very long spines grow out of the fins on the bottom of my body. I can use them a lot like people use their legs, to stand around on the sea floor. I could do it all day! Don‟t you ever get bored, just standing around like that? -->11 Why haven‟t I seen any Tripod Fish in the oceans that I visit? -->12 11. (Terry the Tripod Fish) Why, no, I‟m never bored. When I‟m standing on the sea floor, I‟m waiting for tasty meals to float my way. I can even use two of my long spines in front to guide food right to my opened mouth. If you‟ve ever bitten into a cheeseburger that‟s flying through the air, you know how wonderful that is. I‟ll have to try biting into a flying cheeseburger sometime, Terry the Tripod Fish! -->13 Why haven‟t I seen any Tripod Fish in the oceans that I visit? -->12 12. (Terry the Tripod Fish) Tripod Fish don‟t usually spend time in crowds, as you do. We prefer to live off by ourselves, in the deep, dark water far away from the beach. It helps us feel safe and secure. Let‟s give a big Jimi-Rock round of applause for Terry the Tripod Fish! -->13
13. (Jimi-Rock just outside the left-most ring, where Polly the Parrotfish awaits) And now, good girl-fish and boy-fish, and all the little shell-fish who are so unselfish, please direct your attention to Ring Number One, where Polly the Parrotfish will perform a feat so amazing, so unusual, that you will scarcely believe your eyes. Behold, the fish who makes her own sleeping bag! -->14 14. (Polly the Parrotfish blows a big cloud out of her body that covers her like a translucent, goopy cocoon. You could show this in two or even three separate stages on the same screen.) Ta da! I‟m ready to sleep now! Nighty-night! Wait a minute – what just happened, Polly the Parrotfish? -->15 15. (Jimi-Rock next to Polly, who‟s asleep in her cocoon)
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
[email protected] Sh! Polly‟s asleep. She made a mucus cocoon that surrounds her while she‟s sleeping. It‟s a lot like a sleeping bag. Mucus? Eew! Why would anyone want to surround themselves with mucus? -->16 16. (Jimi-Rock next to Polly, who‟s asleep in her cocoon) It keeps dangerous animals from smelling her, so they leave her alone. Also, some people think that their cocoon protects parrotfish from parasites and infections while they‟re sleeping. Let‟s wake Polly the Parrotfish up now. Rise and shine, Polly the Parrotfish! -->17 17. (Polly the Parrotfish swims out of her cocoon, yawning) Good morning, everyone! Polly the Parrotfish, you deserve a giant Jimi-Rock round of applause for making your own sleeping bag every night! -->18
18. (Jimi-Rock just outside Center ring, where Pete the Pistol Shrimp stands ready, some distance directly across from a stack of empty shells) Girl-fish and boyfish, and sea friends of every kind. For our final act, please direct your attention to the Center Ring. Pete the Pistol Shrimp is about to show you his amazing powers. With absolutely no objects of any kind, using only his bare claws, Pete the Pistol Shrimp will knock down a tall stack of empty seashells from far away! I can‟t wait to see you do this, Pete the Pistol Shrimp! -->19 19. (Pete the Pistol Shrimp, up-close, holding out his claws – make it as clear as possible that he holds nothing) Y‟all are going to want to cover your ears now, OK? We‟ve got our ears covered, Pete the Pistol Shrimp. Knock those shells down! -->20 20. (Pete the Pistol Shrimp „snaps‟ a claw to create a sound that you could show like in the old Batman TV series, with a big burst that says “Ka-POW!” Show the stack of shells flying apart as he does so. Please make sure it‟s really clear that he holds nothing, and don‟t make his claws look even remotely gun-like.) How did you make that amazing loud noise, Pete the Pistol Shrimp? -->21 I don‟t understand, Pete the Pistol Shrimp. How could your loud noise knock down a stack of shells?-->22 21. (Pete the Pistol Shrimp shows you his claw up-close) I‟ve got this special claw, see? When I snap it, this special claw makes a really loud noise. Why, I‟m almost as loud as a whale! Imagine that: a tiny shrimp like me, making as much noise as a giant whale. But how could your loud noise knock down a stack of shells?-->22 22. (Pete, wide shot in front of blown down shell stack – diagram sound wave from Pete to stack, just a simple, clear sine wave) Sound is made by fast movement, either in the air so you can hear it, or under water, where sea life can hear it. The louder the sound, the more it moves the water. And a really loud sound, like the kind I make, moves the water so much that things nearby get moved by the water. Get it? Let‟s give Pete the Pistol Shrimp a giant Jimi-Rock round of applause! Hooray for Pete!-->23 23. (Ringmaster Jimi-Rock) Thanks, everyone, for making Jimi-Rock‟s Circus of Ocean Wonders a spectacular success. You guys are awesome! 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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It was a great circus, Jimi-Rock, and I learned some new things about marine life, too! -->24 24. (Ringmaster Jimi-Rock) I know what you mean, my righteous friend! There‟s lots more fun and adventure waiting for us in this big, wide ocean. Until next time, keep on rocking it on the dry land, and I‟ll keep it rocking in the seven seas! Right back at you, Jimi-Rock! See you later! -->25 25. EXIT
Angelo the Angelfish The Coral Candy Caper Illustration suggestions appear in parentheses – these are suggestions only, to be deleted, disregarded and disrespected as needed) 0. (Angelo the Angelfish – if possible, put him at the desk of a detective agency) The ocean is a beautiful place, but it‟s filled with mysteries, too. When mysteries need solving down here, you can call on me -Angelo the Angelfish: Undersea Detective. This is a story from one of my case files: The Coral Candy Caper Let‟s read! --> 1 1. (Angelo the Angelfish holding photo of Polly Parrotfish) I remember it like it was yesterday. I was just sipping coffee and doing a crossword puzzle when she danced her desperate little dance into my life. Polly Parrotfish. What‟s a nine-letter word for “easy on the eyes?” How about „beautiful?‟ --> 2 Here‟s a word: “ravishing.” -->3 Did you try “pulchritudinous?” -->4 What did Polly Parrotfish want, Angelo? -->5
2. (Angelo) “Beautiful” – that‟s nine letters! Good call, but it came too late. Like beautiful Polly Parrotfish, that crossword puzzle has skipped out of my life forever. What did Polly Parrotfish want, Angelo? -->5 3. (Angelo) “Ravishing” – that‟s the word I was looking for! Unfortunately, I lost that crossword puzzle years ago. Much like I lost the ravishing Polly Parrotfish. What did Polly Parrotfish want, Angelo? -->5 4. (Angelo) Pulchritudinous has too many letters. Like Polly Parrotfish, it‟s too much for me to handle.
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What did Polly Parrotfish want, Angelo? -->5 5. (Polly Parrotfish) She slipped into my office, weeping. It took me a half hour just to get her to calm down enough to talk to me. And when she did, she stole my heart away forever. “Angelo,” she said, “Someone has stolen my coral candy. Help me find it, please!” Well, did you help Polly Parrotfish find her coral candy, or not? -->6
6. (Angelo) Calm down, I‟m getting to that! So her story went like this: Polly Parrotfish had found a secret cove on the coral reef – a place no other fish knew about – where the coral tastes sweeter than anyplace else in the entire ocean. She called it coral candy. What happened to the coral candy, Angelo? -->7 7. (Polly at her secret coral cove) Every day she‟d sneak away for an hour or two and nibble very carefully, savoring every bite. It was like heaven, she said. But one day, Polly Parrotfish arrived to find that all the coral candy in her secret cove was gone! I still don‟t know what happened to the coral candy, Angelo! -->8 8. (Angelo and Polly at the coral cove -- ) Neither did I, at the time. Polly Parrotfish led me to the scene of the crime, and I started looking for clues. But, wait – let‟s see how good of a detective you are. Check out these clues: A sea urchin spine -->9 A fairly new soda can -->10 A trail of gray, washed-out coral -->11 Eddie the Eel -->12 If you‟ve checked out all the clues, are you ready to solve the case? -->36 9. (sea urchin spine, pointing to sea urchin) That sea urchin spine was pointing in only one direction – straight to a clue! And that clue was Sea Urchin Steve. He was hiding in a cleft in the coral. What do you think I did next? Did you ask Sea Urchin Steve about the coral candy? -->13 Did you move on to another clue? -->14 Did you arrest Sea Urchin Steve? -->15 10. (Fairly new soda can) It was shiny. It came from far away. What do you think that a new soda can might mean? That fish like to drink soda? -->16 Maybe a boat had been by recently, and someone on the boat threw the empty can into the water. -->17
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11. (Trail of gray, washed out coral, ending at a Crown-of-Thorns Starfish) Good call. I followed that trail, where all the coral was eaten away. It led me straight to Spike, the Crown-of-Thorns Starfish. So I asked him: “Where were you on the night that all the coral candy disappeared?”-->18 12. (Eddie the Eel, a sketchy-looking type) “Eddie the Eel, you slippery old rascal,” I said. “What do you know about the missing candy coral?” “I don‟t have to answer no questions,” Eddie said, using very poor grammar. “You can‟t make me talk, Private Eye!” So I played the old „good cop – bad cop‟ routine on him. First, I played the good cop. -->19 Then, I played the bad cop. -->20 13. (Sea Urchin Steve) “What do you know about the missing coral candy?” I asked him. “Everyone here is very protective of the coral candy," Sea Urchin Steve said. "We try to eat only a tiny bit at a time, so it lasts forever!” “If that‟s true," I said, "what happened to it?” By the look on his face, I could tell that Sea Urchin Steve was puzzled. “I don‟t know,” he said. “There was a loud noise, and some clanking around, and, suddenly, the coral candy was gone!” That sounds like a clue, Angelo! Let me check the other clues. -->8 14. (Angelo) Not so fast. I looks to me like we might have ourselves a witness. Guess again. -->9 15. (Angelo) No, I leave the arresting to the authorities. I‟m just a detective. I solve problems. Guess again. -->9 16. (Angelo) Yuck! That sugary syrupy stuff is bad for you. Fish have better sense than to drink soda! Take another guess. -->10 17. (Angelo with sketch of boat, some slob tossing can in water) That‟s exactly what I was thinking. But, what could a boat have to do with missing coral? We needed to put all the clues together. Let me check the other clues, Angelo! -->8 18. (Angelo questioning Spike) 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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Spike was pulling the old silent treatment on me. Nothing I could say would make him talk. But there was one thing I knew then, and I know it now: Crown-of-Thorns Starfish eat coral. The problem was, they eat it very slowly. Too slow to make it all disappear in one night. Want to go back and look at the other clues? -->8 19. (Angelo playing good cop to Eddie) “That‟s OK, Eddie,” I said. “Let‟s just forget about it. We‟re friends, right?” “We sure are,” Eddie said. Then, I played the bad cop. -->20 20. (Angelo with angry expression, Eddie frightened) “No, it‟s not OK, Eddie!” I said. “I want to know what you know about the coral candy, and I want to know it now!” “Ack! You‟re confusing me!” Eddie screamed. “OK, I‟ll talk! I‟ll talk!” What was Eddie the Eel‟s story, Angelo? -->21 21. (Eddie with sketch diagram of event) “I was just waiting here for a friend, see? Minding my own business. Suddenly there‟s this loud noise! It gets closer and closer, and then it stops. I hear a big splash, and a big heavy metal thing plopped down, right on top of the coral candy. It was on the end of a long chain.” Well, what does that sound like to you? Sounds like a meteorite hitting the water, Angelo. -->22 Maybe a plane flew overhead and dropped something. -->23 What if the loud noise was a boat engine? -->24 22. (Angelo) Meteorites are big rocks that zip through outer space really quickly. If one actually did hit the ocean, it would have left a large hole on the sea floor. Interesting guess, just the same. Try again? -->21 23. (Angelo) That‟s what I was thinking. But then, how could a plane dropping something result in the coral candy disappearing? It didn‟t make sense to me. Take another guess. -->21 24. (Angelo) That‟s the direction I was headed.
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But if the loud noise was a boat engine, then what was the big metal thing that dropped on top of the coral candy? Was that the soda can? -->25 Maybe it was a boat anchor! -->26 25. (Angelo) Well, soda cans are light. But Eddie the Eel said that this big metal thing was heavy. Remember? And it was on the end of a long chain, too. Not many soda cans are on the end of a long chain. Well then, maybe it was a boat anchor! -->26 26. (Angelo) You‟re getting warmer! Let‟s hear the rest of Eddie the Eel‟s story. -->27 27. (Eddie the Eel) “So anyways,” Eddie said, “The big heavy metal thing is laying on top of the coral candy. Suddenly, something up high pulls on that chain. But the big metal thing is stuck on the coral candy! The chain pulls and pulls, and finally the coral candy breaks off, stuck inside the big metal thing.” “I bet I know what happened next,” I said. “The chain pulled up, taking the big metal thing and the coral candy with it. Right?” “What, did you see it, too?” Eddie the Eel asked me. Let‟s put the clues together and see if you can solve the crime. -->28 28. (Clue list?) New soda can Loud noise – Big heavy thing on the end of a chain – It breaks the coral candy off and takes it up out of the water -What do you think happened to the coral candy? A helicopter came and stole it with a big grappling hook! -->29 A submarine bumped into it and broke it off! -->30 Some boaters dropped an anchor on it, which stuck to the coral candy and broke it off! -->31 A whale swam in and bit it off! -->32 29. (Angelo) Maybe. But when we‟re solving mysteries, we try to look for simplest possible explanations before we move on to crazy ones. And a helicopter with a big grappling hook sounds pretty crazy to me! Look at those clues again. -->28 30. (Angelo – sketch of submarine) Maybe. But if a submarine bumped into it, wouldn‟t we have seen broken pieces of coral candy laying around? Give those clues another look-see. -->28
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[email protected] 31. (Angelo – thumbs-up?) BINGO! You hit the nail right on the button, kid! Boat anchors tear off pieces of coral all the time. It‟s a big problem in the ocean, too. Coral reefs are very delicate, and more and more of them are disappearing each day. I really hope everyone remembers to be very careful with anchors, so we can save our coral! Whatever happened to Polly Parrotfish, Angelo? -->33 32. (Angelo) Well, whales do make loud noises. But they don‟t drop soda cans, and they don‟t eat coral. Check those clues one more time. -->28 33. (Polly Parrotfish) When I told her about how the coral candy was taken by a boat‟s anchor, she gave me the old brush-off. “It doesn‟t matter anymore,” she said. “I have a new, very special friend, who takes me around to all the tastiest coral. So long, Angelo the Angelfish!” I never saw her again, until a few days ago. Can you believe who she‟s been hanging around with ever since? -->34 34. (Angelo pointing out Polly Parrotfish and Spike, the Crown-of-Thorns Starfish, in some sort of amorous arrangement) Spike, the Crown-of-Thorns Starfish! Guess she likes those strong, silent types. Hey – to each her own. Good job solving this case, Ocean Gumshoe! See you next time. And if you ever run into trouble down where it bubbles, give me a call. I‟m Angelo the Angelfish: Undersea Detective. So long, Angelo! -->35 35. EXIT 36. (Angelo) A helicopter came and stole it with a big grappling hook! -->29 A submarine bumped into it and broke it off! -->30 Some boaters dropped an anchor on it, which stuck to the coral candy and broke it off! -->31 A whale swam in and bit it off! -->32
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Game Design Spec
Jurassic Park III
Danger Zone! 2-Player Action Competition
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Contents Minimum System Requirements ....................................................................................................................48 The Object of the Game .................................................................................................................................23 Intro Movie .....................................................................................................................................................49 Segment 1......................................................................................................................................................50 1. Mission Assignment ...................................................................................................................................50 2. Choose Number of Players ........................................................................................................................50 Flying Solo? ...................................................................................................................................................50 3. Choose a Dino Defender ID .......................................................................................................................51 Select Target DNA .........................................................................................................................................54 The Game ......................................................................................................................................................55 Inventory ........................................................................................................................................................55 Options Button - The Lab ...............................................................................................................................55 Navigation ......................................................................................................................................................56 Accumulating Points ......................................................................................................................................56 Events ............................................................................................................................................................57 Mystery Events ..............................................................................................................................................58 Good Events ..................................................................................................................................................58 Unfortunate Events ........................................................................................................................................59 Challenge Events ...........................................................................................................................................61 Instructions.....................................................................................................................................................61 1. Raptor Rumble - 2-player team play, timed................................................................................................62 2. Decoding Danger - 2-player, timed ............................................................................................................63 3. Paleo Pair-Up - single player, timed ...........................................................................................................64 4. Predator Pursuit - 2 player competition, timed ...........................................................................................65 5. Jurassic Attack - 2-player competition, timed .............................................................................................21 6. Call of the Wild - 2-player ...........................................................................................................................67 7. Air Raiders - single player, timed ...............................................................................................................68 8. T-Rex Extreme - single player, timed .........................................................................................................69 9. Road Block - single player, timed ...............................................................................................................70 10. Bridge Breakdown - single player ............................................................................................................71 11. Jungle Swarm - single-player, timed ........................................................................................................72 Hazards..........................................................................................................................................................73 Locations........................................................................................................................................................74 Supply Shed...................................................................................................................................................75 Dino Defender! ...............................................................................................................................................76 Operation D.A.R.T. (DNA Assistance Recovery Tracking) ...........................................................................77 How to Play ....................................................................................................................................................77 Gates .............................................................................................................................................................78 Completing the Game ....................................................................................................................................78
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Minimum System Requirements PC Pentium 233MHz or better Windows 9x, 2000, and above 64 MB RAM 30 MB hard drive space Video SVGA 16 X CD-ROM Drive Sound card -- Sound Blaster compatible Internet connection (recommended) Macintosh G3 233MHz and above MAC OS 8.1, 8.6, 9.1, OSX Memory - 32 MB required; 64 MB recommended 30 MB hard drive space 24 X CD-ROM Drive Internet connection (recommended)
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Operation D.A.R.T. Multi-player Action Competition! When a violent earthquake rocks Jurassic Park the DNA lab suffers catastrophic damage. Glass tubes shatter, spilling dinosaur blood samples and the precious DNA contained within. Without these building blocks of Jurassic life the dinosaurs could become extinct all over again! The Jurassic Park Institute sends an emergency call to the elite Dino Defender team and Operation D.A.R.T. commences (DNA Assistance Recovery Tracking).
The Object of the Game Make your way across the perilous island and collect dinosaur DNA samples. You need to dart four dinosaurs to fill your DNA tube. Then race to an Entrance Gate and your final goal: Jurassic Park Labs, where you use the DNA you collected to create your selected dinosaur and print it out. It‘s a race against odds to see who can be the ultimate Dino Defender!
Intro Movie A movie sets the premise and launches you into the immersive world that is the Danger Zone Game. The movie is broken up into segments that are interspersed with the interactive screens and tutorials necessary to explain the game.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Segment 1 The movie begins with a shot of a computer screen in a kid's room. The ordinary desktop, with a simple pong-like game in play, is suddenly replaced by a Dino Defender alert. The Chief Dino Defender speaks in voiceover as a scrolling text display tells you that all Dino Defenders are being called to action.
NOT FINAL ART!!!
MOVIE ENDS.
1. Mission Assignment This is basically the sign-in without the work. A mission is assigned to you and displayed in the window. Click on the ACCEPT MISSION button to begin the mission. When you return to the game if you'd like to continue your mission, click on its name in MISSIONS IN PROGRESS list. If it doesn't appear on the list, click on the ARROW buttons to bring it into view. To begin a New Mission click on the mission name displayed in the window.
2. Choose Number of Players Next, click on 1 or 2 players. If you select 1 player the computer plays as Player 2. Select a number to highlight it, then click on the SUBMIT button.
Flying Solo? When you choose 1-player gameplay, you play against the computer. At the beginning of the game the computer‘s truck appears next to yours. The computer also has a Secret Identity displayed in the Player #2 slot. After you take your turn, the computer‘s ID flashes and now it spins a number and its truck moves to the correct location. 2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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When the computer takes on a single-player Challenge Event it randomly generates the outcome, displayed as text on the screen. Appropriate point and inventory changes also are displayed. When a 2-player challenge begins the computer is automatically your default teammate or opponent, and vice versa. If the computer wins the game a dialog box appears that reads, ―(Player 2‘s name) wins the game! Play again or Exit?‖ Click on PLAY AGAIN to return to the Mission screen. Click on EXIT to exit the program.
3. Choose a Dino Defender ID The Dino Defender Secret Identity screen now appears. 8 Dino Defender Secret Identities fill the screen. Corresponding colored text appears at the top of the screen: Player 1.
Dino Defender Secret Identities Rex T.
Missy Link
Rick Raptor
K. D. Crush
Dr. Brachio
Dr. Stego
STOMP
Farrah Fossil
Player 1 clicks on an ID card to highlight it, then clicks on the SUBMIT button. Player 2 does the same. After accepting your mission, choosing your Secret Identity and entering the number of players, a SUBMITTING PROFILE message appears as a load bar fills and technical sound effects play. The intro movie continues.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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A video image of the island appears on the kid's computer (IMAGE 1). The Chief speaks in voiceover:
NOT FINAL ART!!!
CHIEF (VO) “This video was shot just minutes ago! The island was hit by a DEVASTATING EARTHQUAKE.”
The image suddenly breaks up and the audio deteriorates.
The island trembles, birds fly out of the trees, lights flicker on and off in the lab - the dirt road HEAVES UPWARDS, in different locations.
When the image returns it’s a view of the inside of the Lab. Suddenly electric sparks fill the lab - two or three Compys pop in through a broken window.
NOT FINAL ART!!!
NOT FINAL ART!!!
INTERIOR, JPI LAB - it's cracked up beyond belief glassware, equipment etc. shattered, turned over -
CHIEF (VO) “Our stock of dinosaur blood, containing precious DNA, was destroyed. DINO DEFENDERS! You must act now before the dinosaurs become extinct - AGAIN!”
We cut to a shot of the Dino Defender copter at night, lit by a few ground lights. CHIEF (VO) “GEAR UP AND SCRAMBLE TO THE COPTERS FOR YOUR FINAL MISSION BRIEFING!”
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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The image distorts and vanishes. Now the screen is replaced by the view we had at the beginning, of an average kid's computer desktop. The same kid's game runs in a small window by itself - you see a game ball stuck in an infinite loop, bouncing back and forth.
NOT FINAL ART!!!
FADE TO BLACK
Now the view cuts to the interior of the copter in first-person perspective. You're sitting in the back seat. Out the window you can see the island coming into view. MOVIE ENDS.
CUT TO A VIDEO SCREEN displaying the following choices, which are narrated by the Dino Defender Chief.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Select Target DNA An interface appears displaying images of the dinosaurs whose DNA is missing: T-Rex Spinosaurus Compy Pteranodon Velociraptor Stegosaurus Brachiosaurus The Dino Defender Chief explains your mission: ―The Jurassic Park dino blood supply was destroyed! Collect blood from any of these kinds of dinosaurs and bring it back to the Jurassic Park labs, where we will use it to create a new dinosaur. You can collect blood from one kind of dinosaur at a time. Farrah Fossil (for example), choose your dinosaur." Click on that dinosaur - it highlights. To confirm your choice, click on the SUBMIT button. Player 2 does the same. Cut to movie: The helicopter lands on the island at the Helipad. The island transforms from the realistic view to the game. The island features a variety of terrain ringed with a snaking trail of 34 game squares. Three Entrance squares lead to the Lab in the island's center: your final destination. This scene is alive with flying Pteranodons, vicious Velociraptors and a rumbling volcano. The calls of exotic birds and monkeys accent its mysterious tropical atmosphere. A John Williams-inspired orchestration sets the mood.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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The Game The Secret Identity Dino ID cards appear in the left and right corners of the screen. A brief tutorial begins - the Dino Defender Chief narrates, telling you about cards, inventory items and the Options screen. Inventory Your inventory will appear on your Dino Defender ID Card. There is space on your card for 12 supplies. *If you draw a card or try to purchase an inventory item when you already have 12 items in your inventory a Dino Defender Alert overlays the screen: "Sorry, your Inventory is full!" Click on your ID Card when it's your turn to open it and see what's in your inventory.
Options Button - The Lab Click on the Lab to access the Command Central screen and these features:
1. DINOSAUR PRINTOUT Buttons - These are dimmed at the beginning of the first game you play and brighten as you earn them. Click on a brightened button - it highlights. Click on the PRINT YOUR DINO button to print it out.
2. Volume Slider - Click and slide to adjust the volume. When sound is turned off this option is dimmed.
3. BACK Button - Click here to go back to the game.
4. EXIT Button - Click here to exit the program.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Navigation Your Dino Defender trucks appear at the starting point, the Garage. A digital scanner appears at the top of the screen. Numbers flash quickly in the scanner‘s read-out window. Press the SPACEBAR and a number is randomly selected, from 1 – 6. Your Dino Defender truck automatically drives clockwise around the island to the correct square. NOTE - Player 1 always begins the game. When it's your turn your Dino Defender ID Card flashes and your Secret Identity name appears in the digital scanner.
Accumulating Points Players accumulate points throughout the game, beginning with 250. These can be used to buy supplies and pay for services. Totals display on each player's Dino Defender card located at each corner of the screen. Points may be added to your score when you play games or draw mystery event cards. The number of points added depends on the degree of difficulty of a challenge and on your performance. Points may be subtracted from your score when you lose games or draw Mystery Event cards. When your score goes below zero the numbers appear in red.
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Events A winding path travels around the island. There are eight different kinds of event spaces scattered along the path.
Type of Event
Appearance
Qty
1. Mystery
Game Logo - used also on the backs of Mystery Cards.
5
2. Challenges
Dino silhouette on tan background.
9
3. Hazards
Square depicts the hazard it represents.
5
4. Locations
Square depicts the locations it represents.
4
5. Dino Defender
Spino Skeleton Logo on an orange background.
4
6. D.A.R.T. (Get DNA)
Green Crosshairs on a sandcolored background.
4
7. Entrances*
Yellow
3
*When you land on the Entrances, the First-Aid Station, the Garage (the starting square) or the far side of the bridge over the ravine, nothing happens.
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Mystery Card When you land on a Mystery Card square a fan of Mystery Cards appears in the middle of the screen, backs toward you. Click on a card to select it. The card appears facing you and the remaining cards disappear. Your card‘s message is narrated and may be good fortune or bad. When you select a card that you need to keep, such as a Free Truck Repair card, your ID pops open and the card now appears in your inventory. After a few seconds your ID closes automatically. After all cards have been used in a game the ‗deck‘ reshuffles and all cards become available again.
Good Events Card
Description
Effect
Qty
1.
Rescue!
The JPI Rescue Team gets you out of a jam!
Frees you from the consequence of a hazard.
2
2.
Lucky Break!
Rich aunt pays your doctor bill! Check out of the First-Aid Station FREE OF CHARGE!
Get out of First-Aid Station.
2
3.
Free Pass
Darting dinosaurs is hard work! PASS BY ANY GAME - but you still get the points!
Bypass challenge and get the highest possible number of points. Can‘t be used in the Dino Defender challenge.
3
4.
First Prize...
...for the best erupting volcano at the Science Fair! Advance to the supply shed and get FREE ROPE.
Rope is added to your Inventory. Use it to get out of tar pits and quicksand.
1
5.
Supply Shed
Big Sale at the Supply Shed! Go directly there.
Auto-advance to the Supply Shed.
3
6.
Dino Defender of the Day
You‘ve been voted Dino Defender of the day! Win 50 points!
50 points are added to your score.
1
7.
D.A.R.T. Ahead!
Go to the next D.A.R.T. square.
Play the game.
1
8.
Free Repair!
Mechanic owes you a favor for getting the Compys out of his toolbox.
Your truck is repaired and no points are taken from your score.
2
9.
Keep On Trucking!
Excellent driving conditions ahead! Put the pedal to the metal and take an EXTRA TURN!
Spin again and advance that number of squares.
2
10. Free Lunch!
A fellow Dino Defender buys you lunch - all the prehistoric pizza you can eat. 10 points!
Value: 10 points
3
11. Air Mail!
A helicopter drops off a care package for you: Free Bug Spray! (Thanks, Mom!)
Value: Bug Spray
1
12. Hidden Path
You Found a Hidden Path! Move 2 squares forward.
Move ahead 2 spaces.
1
13. Gate Pass
You found a shortcut to an Entrance Gate! Proceed to the nearest Entrance Gate.
Proceed to the nearest Entrance Gate.
2
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14. Narrow Escape!
You escaped from a challenge! You don‘t earn any points, but you don‘t lose any either. Pretty clever, Dino Defender!
Frees you from the consequence of failing one challenge.
2
15. I.O.U.
It‘s Payback time! Take one item from your fellow defender.
Choose something from the inventory of your fellow Dino Defender.
2
16. Safety Patrol
You‘re in charge of the Safety Unit. Assign your fellow Dino Defender to spend a turn clearing the roads.
The other player loses a turn.
2
17. Blunder Prize!
Your fellow Dino Defender darted the wrong dinosaur! Your DNA increases, the other Defender's decreases.
Your DNA increases, the other Defender's decreases.
1
Unfortunate Events Card
Description
Effect
Qty
1.
a.
Lose a turn making your escape.
3
Dino Attack!
Uh-oh! Your path is blocked by a fearsome T-Rex! Lose a turn as you make your escape.
b.
Uh-oh! Your path is blocked by a fearsome Spinosaurus! Lose a turn as you make your escape.
c.
Uh-oh! Your path is blocked by a fearsome Velociraptor! Lose a turn as you make your escape.
On your next turn text appears on screen saying, ―Sorry, you lost your turn!‖
2.
Dino Stampede!
Your truck was crushed by a herd of Stegosauruses! Pay 50 points.
Truck got crumpled, pay 50 points.
2
3.
Rainstorm
Heavy rain hits the area. Take shelter until it passes. Lose a turn.
Lose a turn.
1
On your next turn text appears on screen saying, ―Sorry, you lost your turn!‖
4.
Flat Tire!
Just your luck! Pay 10 points to get it fixed.
Pay 10 points to get it fixed.
4
5.
Monkeys!
Oh no! Mischievous monkeys stole one of your items!
Lose one inventory card.
2
6.
Buy Lunch
It‘s your turn to buy lunch for your fellow Dino Defender. Pay 10 points.
Lose 20 points. The other Dino Defender gains 10 points.
2
7.
Out of Gas!
Your truck ran out of gas! Pay 25 points for a tow to the Garage.
Return to Garage to get refueled. Pay 25 points for tow.
2
8.
Dino Trap!
Build a trap to catch a sick Stegosaurus. Pay 10 points for supplies.
The next one to land on that square gets trapped and loses a turn. Lose 10 points.
3
9.
Ouch!
You tripped and twisted your ankle! Go to the First-Aid Station and pay 25 points to get it bandaged.
Go to First-Aid Station and pay 25 points for doctor bills.
1
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10. Baby Pteranodon
This baby Pteranodon thinks YOU‘RE his mother - and he‘s HUNGRY! Feeding him will cost you. Pay 10 points per turn until you pass the Hatchery.
Pay 10 points per turn until you pass the Hatchery.
1
11. DNA SPILL!
A Brachiosaurus tail swipes your truck. Lose some DNA.
1 unit of DNA disappears from your DNA tube.
2
12. T-Rex Stomp!
Look out ahead - TOO LATE! Your truck got stomped by a T-Rex. Pay 100 points for repair.
Pay 100 points for truck repair.
2
13. Flip Out!
Bumps in the road flip your truck over. BUMPS? Those are DINO FOOTPRINTS! Lose all your supplies!
Lose all supplies.
1
14. Typhoon!
A Typhoon hits the island! Take shelter before it‘s too late! Lose all your DNA and pay 50 points.
DNA tube drops, lose all your DNA - pay 50 points for new DNA tube.
2
15. Windstorm!
Lose a card to the other player.
(self-explanatory)
3
16. JUNGLE
Jungle Fever makes you confused. That‘s why you drive straight into quicksand!
Go to the Quicksand Hazard.
2
Tremors shake the island and you are at the center! You lose 100 points and your opponent loses 50 points!
Everyone loses some DNA .
FEVER!
17. EARTHQUAKE!
The player who drew the card loses 100 points. The other player loses 50.
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Challenge Events When you land on a Challenge event you advance to the game screen. There are three kinds of Challenges:
1. Single Player 2. 2-Player Team 3. 2-Player Competition Challenges may result in gaining points or supplies, losing points or supplies, or changing your location on the island. Some challenges require you to leave your Dino Defender truck. In these challenges your character will be outfitted in Dino Defender gear.
Instructions An instruction screen appears at the beginning of every game. It outlines the controls for the game and the objective. Follow the instructions to either click on the Timer or click anywhere on the screen to begin playing.
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1. Raptor Rumble - 2-player team play, timed Dinosaurs enter a paddock through a gate. The Defenders control their trucks and use them to round up the dinosaurs, guiding them to the opposite gate before time runs out. What You See A timer bar appears on the top of the screen. Gates appear, one at the bottom of the screen and the other at the top of the final screen. In between the gates is a paddock with a variety of ricochet objects: logs, boulders, holes etc. The trucks appear on opposite sides of the screen. How to Play Click on the timer bar to begin. It functions like an hourglass, shrinking as the seconds Player 1 Player 2 Action pass. The lower gate opens and ten A LEFT ARROW Left Raptors stream out into the paddock. They head up the scrolling screen D RIGHT ARROW Right watch out for stragglers. You and your S DOWN ARROW Down fellow Defender play a pong-like game W UP ARROW Up (controlling the trucks as your 'paddles') to keep the Raptors from going off the sides of the screen. Player 1 uses the W, S, D and A keys to move the truck up, down, left and right. Player 2 uses the ARROW keys. Herd the Raptors to the top gate before time runs out. Victory 10 points per Raptor, per player. Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island. Defeat -10 points per missed Raptor, per player.
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2. Decoding Danger - 2-player, timed The electric fence is down. You and your fellow Dino Defender must crack the code to charge the electrified fence before the Velociraptor gets too close. What You See A timer bar appears on the top of the screen. Two posts frame the screen. Each post is studded with 4 coded electrodes and features a panel of 12 coded squares. A light runs sequentially, clockwise, behind the squares on the panel, brightening them one at a time. A Velociraptor prowls in the distance. How to Play Click on the timer bar to begin. It functions like an hourglass, shrinking as the seconds pass. The Velociraptor begins to get closer. A light runs sequentially, clockwise, behind the squares on the panel, brightening them one at a time. Players concentrate on the top coded electrode, waiting to press their key (A for player 1, L for player 2), to stop the light on the corresponding coded square on the panel. When one player stops the light on the correct square she holds down her key and waits for the other player to stop the light on the correct square. When both players have successfully stopped the blinking light on the correct squares the electrode powers up and 10,000 volts of electricity surge between them. The next coded electrode begins to flash and the players repeat the process. When all four electrodes are powered up the Velociraptor backs away. Victory 25 points per lit electrode for each player. Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island. Defeat The Velociraptor attacks and you return to the wide view of the island. Both players are slightly injured and rushed to the First-Aid Station.
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3. Paleo Pair-Up - single player, timed Fossils appear embedded in the wall of a dark cave. Each fossil has an exact match somewhere else on the wall. As the DinoCharge batteries in your Dino Defender helmet begin to run low, feel your way around in the dim, flickering light. Gather all the exact pairs of fossils together and place them in a crate before the lights go out. What You See A timer bar appears at the top of the screen. An empty carton appears on the side of the screen. The rest of this dark screen is filled with 20 objects. There‘s only one precise match for each object on screen. How to Play Click on the timer bar to begin. It functions like an hourglass, shrinking as the seconds pass. Click on an object - it sticks to your cursor. Now click on its match to complete the pair. Then place the pair in the crate. If you purchased spare batteries at the Supply Shed the scene is much brighter and your job is much easier. Victory 25 points Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island. Defeat If the second object you click on does not match the first one precisely an incorrect sound effect plays and the first object returns to its original location. If the timer runs out before all matching pairs are collected an incorrect sound effect plays and the view returns to the wide view of the island.
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4. Predator Pursuit - 2 player competition, timed Which of you Dino Defenders can pick out a predator first? What You See A timer bar appears at the top of the screen. A projection screen appears inside the JPI Skills Lab. How to Play The name of your target predator and a small picture of it appears on the instructional screen. The narrator tells you which it is:
T-Rex Velociraptor Spinosaurus Compy Pteranodon
Click on the timer bar to begin the game. It functions like an hourglass, shrinking as the seconds pass. Images of dinosaurs appear on the projection screen in quick succession. When your Predator appears, slap your hot key: A for Player 1, L for Player 2. When you identify the correct predator "+10" appears beneath your name. When you identify an incorrect predator "-10" appears beneath your name. Victory 10 points per Predator. When a Predator appears be the first player to press a hot key. Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island. Defeat -10 points each time you slap your hot key when an incorrect dinosaur is displayed.
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5. Jurassic Attack - 2-player competition, timed Back in the JPI Skills Lab it's time to prove your Dino Defender skills again. What You See A timer bar appears at the top of the screen. A projection screen appears inside the JPI Skills Lab. How to Play A topic appears at the top of the screen, for example:
Raptor Different words and phrases fade in and out: sharp teeth, carnivore, lives in water, horns, 24-foot wingspan, herbivore, predator. Click your hot key when a word is associated with the topic above. Player 1 uses the A key. Player 2 uses the L key. When you identify the correct predator "+10" appears beneath your name. When you identify an incorrect predator "-10" appears beneath your name. Keep going until the timer runs out. Victory 10 points per correct answer. Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island. Defeat -10 for every incorrect answer.
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6. Call of the Wild - 2-player It‘s not easy to keep a Spinosaurus calm, but a certain sequence of calls from the Spinosaurus Call Box will do the job... as long as that sequence is played perfectly. What You See The Spinosaurus prowls back and forth in the distance. The Spinosaurus Call Box sits on the bottom of the screen. It displays four buttons, each of which plays a different Spinosaurus call, and two lights. How to Play The Call Box plays the first call in the sequence, and the correct button lights up briefly. Player 1‘s light brightens. That player clicks on the correct button to play the call. Next the Call Box plays the first and second calls in the sequence, lighting the correct buttons briefly and in-time. Player 2‘s light brightens. That player clicks on the correct buttons to play the calls. If a player clicks on an incorrect button in the sequence the Spinosaurus rushes the screen and attacks. Game play continues, with one call being added to the sequence each time, until the Spinosaurus attacks or until the sequence of 8 calls is completed. Victory 5 points for each correct repeat for each player (40 points) For completing the entire 8-call sequence each player is also awarded the Call Box, which lets you pass on any game that features dinosaurs in an environment. Your earned points tally up on your ID card accompanied by casino-style sound effects. Your ID card opens briefly, displaying the Call Box, before closing again. When the game ends advance to the wide view of the island. Defeat Both players are sent to the First-Aid Station.
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7. Air Raiders - single player, timed A helicopter has dropped boxes across the savanna. Use your truck to pick them up. What You See A timer bar appears at the top of the screen. Your truck appears in side view. How to Play Click on the Timer Bar to begin. Use the ARROW keys to control the truck. The LEFT ARROW key slows the truck down and the RIGHT ARROW key accelerates it. The UP ARROW key moves the truck further away, and the DOWN ARROW key moves it closer to you (to the driver‘s right). Victory 5 points per supply item, 50 points total Drive over boxes to add points to your score. Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island. Defeat Collisions slow you down. -5 points per Pteranodon attack
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8. T-Rex Extreme - single player, timed An inventory item waits for you out in the jungle. (If your inventory is full you'll be playing for 50 points.) Step out of your truck. Somewhere out there a T-Rex lurks, sniffing the air. It knows you're nearby, but because its eyesight is so poor it can‘t see you hiding. When the T-Rex looks away, sneak from hiding place to hiding place to get safely past him. Retrieve the inventory item and return to your truck. What You See A timer appears in the top center of the screen. A T-Rex Scan window appears on the top right corner of the screen. It shows the range of vision of the T-Rex at every moment throughout the game anything in the white wedge is within the T-Rex‘s vision. How to Play Your Dino Defender jumps out of the truck. Press the LEFT and RIGHT ARROW keys to move your Dino Defender from hiding place to hiding place. Watch the T-Rex Scan window. When the Dino Defender, represented by a red dot, is no longer in the T-Rex's vision, move the Defender to another hiding place. Move the Dino Defender to the inventory item. Press the RIGHT ARROW key and he automatically grabs it. Now move the Dino Defender back to the truck. He automatically climbs in and drives safely off. Victory Inventory item (or 50 points if you already have all inventory items) Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island. Defeat If the T-Rex sees the Dino Defender it attacks. The view returns to the wide view of the island and you're now at the First-Aid Station.
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9. Roadblock - single player, timed The Earthquake destroyed part of the road and deactivated an electric fence. You need to climb past the roadblock into Compy and Velociraptor territory to reach a switch and power up the fence. Then you need to make it back to your starting place. What You See A timer bar appears at the top of the screen. The Dino Defender stands at the edge of the roadblock. Velociraptors and Compys pace into and out of the scene. How to Play Use the ARROW keys to move the Dino Defender. Make the Defender climb up to the ledge, jump over the Compy and push the boulder down to block the Velociraptors below. Then make the Defender activate the switch and return safely back to the starting place. You get three tries. Victory 25 points Your earned points tally up on your ID card accompanied by casino-style sound effects. When the game ends advance to the wide view of the island.
Action
Keyboard Control
Activate Switch
UP ARROW
Run
SHIFT + LEFT ARROW SHIFT + RIGHT ARROW
Walk
LEFT ARROW RIGHT ARROW
Jump Up
UP ARROW
Push
LEFT ARROW RIGHT ARROW
Climb
LEFT ARROW RIGHT ARROW UP ARROW DOWN ARROW
Defeat -25 points
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10. Bridge Breakdown - single player When the spinner sends your truck to the bridge square, the bridge begins to fall down and you're lucky enough to jam it into reverse. You auto-advance to the Bridge Breakdown screen. Rev up your truck and speed over the edge to jump across the gorge. You get three tries per turn. * If successful, when you return to the wide view of the island your truck is on the far side of the gorge. If you fail you get 3 additional tries on your next turn. What You See The screen displays a take-off area (a dirt road leading up to an inclined cliff edge), a bottomless gorge, a landing zone and an RPM meter (RPM dial with a needle indicator). The meter has numerical markings and is also color-coded. How to Play Hold down the SPACEBAR to rev up the truck. Watch the RPM Meter - when the truck revs up to just the right level as shown on the meter release the SPACEBAR. If the needle on the meter is in the correct colored segment, the truck burns rubber and speeds over the cliff and across the gorge. If not, one of 6 other outcomes will take place. Note: It will take some experimentation to find the correct color area of the RPM meter. Victory Make it across the gorge and return to the wide view of the island. Defeat 1. Crashes = Pay 25 points
2. 3rd Turn = auto advance, pay 50 points (for helicopter lift)
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11. Jungle Swarm - single-player, timed Suddenly you're attacked by a swarm of prehistoric bugs!
What You See A timer bar appears at the top of the screen, displaying 20 seconds at the beginning of the game. You're looking through a clearing in the lush jungle. 15 prehistoric bugs fly around in the air in front of you.
How to Play Click on the timer bar to begin. It functions like an hourglass, shrinking as the seconds pass. If you have purchased the Zap-X at the Supply Shed your ID card opens. The Zap-X icon flashes briefly, then disappears. The Zap-X becomes your cursor as the ID card closes. Move it over a bug and click to zap it. If you have purchased the Bug Repellent from the supply shed your ID card opens. The Bug Repellent icon flashes briefly, then disappears. The Bug Repellent becomes your cursor as the ID card closes. Move the can around the screen while clicking the mouse button to spray the can and kill all the bugs. Three sprays does the trick. If you have both items in your inventory, your ID card opens and the icons for both items flash. Click on the item you‘d like to use. The icon for that item disappears from your inventory and that item becomes your cursor as your ID card closes. Use that item as explained above. If you have neither item your ID card opens. The Dino Defender Chief says in voiceover, ―Looks like you weren‘t prepared for everything!‖ The bugs bite you and you're rushed to the First-Aid Station.
Victory 25 points + 5 points per bug Your earned points tally up on your ID accompanied by casino-style sound effects. When the game ends advance to the wide view of the island.
Defeat If you don‘t zap all the bugs before time runs out you have to go to the First-Aid Station.
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Hazards When you land on a Hazard square a cutaway depicts your truck in that situation, for example: stuck in a bubbling Tar Pit. Click anywhere on the screen to return to the island. On your next turn a dialog box appears displaying two buttons: SPIN # (a different number depending on the hazard) and PAY 50 POINTS. Click on the SPIN # button and the scanner automatically scans. Click on the PAY 50 POINTS button and the points are deducted from your ID card. If you have any items in your inventory that can help you your Dino Defender ID card automatically drops down and those items are flashing. Click on an item to make use of it - it vanishes from your ID card.
Hazard
What You See
Result
How You Escape
Tar Pit
Truck sinks into Tar Pit on path.
You‘re stuck until you escape.
Rescue card, Rope, pay 50 points or spin 6. If on the 2nd turn you don‘t spin a 6 you automatically advance on the 3rd turn.
You‘re stuck until you escape.
Rescue card, Rope, spin 3, pay 50 points. If on the 2nd turn you don‘t spin a 3 you automatically advance on the 3rd turn.
Lose a turn.
Rescue card, pay 50 points or spin 4. If on the 2nd turn you don‘t spin a 4 you automatically advance on the 3rd turn.
Lose a turn.
Rescue Card or New Tires or spin 2. If on the 2nd turn you don‘t spin a 2 you automatically advance on the 3rd turn.
CUTAWAY - Your truck drives into a tar pit and sinks until it‘s stuck fast.
Quicksand
Truck sinks into quicksand on path. CUTAWAY - Your truck in quicksand.
Dino Trap
Truck drives right into trap. CUTAWAY - Your truck. stuck in trap.
Dino Dung
Truck drives into a mound of dino dung and gets stuck. CUTAWAY: Truck in Dino Dung
Jungle Swarm
CUTAWAY TO GAME SCREEN.
n/a
*See GAME 11 under CHALLENGES.
Bridge Breakdown
CUTAWAY TO GAME SCREEN.
n/a
*See GAME 10 under CHALLENGES.
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Locations Location
Description
First-Aid Station
To leave you need to have a card, spin a 3 or pay 50 points. On your next turn AFTER you are sent to the First-Aid Station... IF...
THEN...
You have no cards or items that can help you.
ID stays closed. The Dino Defender Chief says, ―Here's what you need to get out of the First-Aid Station, Dino Defender. You make the call!‖ Your choices appear on screen. Click on SPIN for 3 or PAY 50 points. On your next turn you can spin to proceed.
You have a card or item that can help you.
ID Card opens. The Dino Defender Chief says, ―Here's what you need to get out of the First-Aid Station, Dino Defender. You make the call!‖ Your choices appear on screen. Click on SPIN for 3, PAY 50 points, or click on the INVENTORY item in your ID. On your next turn you can spin to proceed.
Garage
Next to the starting area. If your truck needs repair, runs out of gas or gets a flat tire you automatically go to the Garage and pay points.
JPI Lab
You can only access the Lab when your DNA tube is filled and you've landed on an Entrance Gate. Screen cuts to interior of Lab where the DNA collected is used to create a dinosaur - and you win the game.
Helipad
Land here and be transported to an Entrance Gate by the helicopter.
Hatchery
When you land at the Dino Hatchery you'll cut away to a view of a pen filled with herbivores. Sometimes you might be lucky enough to see an egg hatch. If you purchased Edible Branches at the Supply Shed you can feed a dinosaur.
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Supply Shed If you land at the Supply Shed the view cuts to an interior shot of the shed. Select an item and click on the cash register to purchase it with your Dino Defender points. You can only purchase one item per visit:
1. Zap-X - 25 points - to be used during the Jungle Swarm hazard.
2. Bug Spray - 100 points - to be used during the Jungle Swarm hazard.
3. Rope - 50 points - to be used to help you out of a jam.
4. Tires - 25 points - to be used to get out of Dino Dung. 5. DinoCharge Batteries - 25 points - to be used in the Paleo Pair-Up challenge. 6. Edible Branches - 25 points - feed these to dinosaurs in the hatchery. 7. Spinosaurus Call Box - 100 points - use it to pass on any game that features dinosaurs on an environment. You're awarded the highest points possible in that game. Click on the BACK ARROW button to go back to the island.
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Dino Defender! What could be more thrilling than becoming a vicious Velociraptor? Back in the JPI Simulation Arena study the battling behaviors of Velociraptors by joining a fellow Dino Defender in simulated head-to-head battle. What You See When you land on a Dino Defender square alarms sound, lights flash and the Dino Defender sting blares. The other Dino Defender's ID card drops open to show DNA level, inventory and score. Compete in a Dino Defender challenge: Raging Raptors! Next, a menu pops up asking if you are playing for 25% DNA, 50 points, or an inventory item. Click on the corresponding icon to stake your claim. How to Play Now the Raging Raptors interface appears. Use a cluster of keys, A-D-S-W or the ARROW keys, to make your dinosaur gnaw and claw your opponent's into submission. As you inflict damage on the other Raptor the image fizzles and flickers briefly, revealing its wire frame structure and reinforcing that this is only a simulation. The game is over when one dinosaur falls.
Player 1 Player 2
Action
A
Punch / Claw
LEFT ARROW
D RIGHT ARROW Victory S DOWN ARROW If you win you get the item you selected at the beginning of the game. It W UP ARROW disappears from your fellow Defender's card and appears on yours. The view returns to the wide view of the island.
Bite / Gnaw Duck Jump
Defeat If you lose, you receive nothing – it‘s a draw. The view returns to the wide view of the island.
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Operation D.A.R.T. (DNA Assistance Recovery Tracking) Land on a D.A.R.T. square, then jump to a thrilling landscape filled with roaming dinosaurs. Dart your dinosaur to collect DNA. What You See The D.A.R.T. interface fills the screen. Dinosaurs appear and move about at various distances in the landscape. Your cursor becomes a launcher scope view. How to Play Press the SPACEBAR to load a Smart Dart into the launcher. Aim the launcher and click to dart your target dinosaur. You have three chances to get a good shot in. In some screens some dinosaurs are partly or completely hidden in forest. In these screens the viewscope reveals the hidden dinosaurs.
Victory If you dart your selected dinosaur your DNA tube fills by 1/4. The view returns to the wide view of the island. Defeat If you fail to dart your selected dinosaur after 3 tries the view returns to the wide view of the island. There is no penalty.
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Gates These three squares lead to the Jurassic Park Labs. Once your DNA tube is filled, keep taking turns until you land on one of the Entrance Gates. When you land on an Entrance Gate lights flash, sirens go off and fan fare plays. You advance to the JPI Labs.
Completing the Game The view cuts to the interior of the JPI Lab. A closing movie plays.
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Sherlock Homework Mysteries -- First Design Doc
The Sherlock Homework Mysteries Digital Board Game Series/Virtual Learning Object Series that Teaches Math Concepts A Learning Object Proposal and Bid for North Carolina Bionetwork ©2010 Left Brain Games
All art in this document is for general concept only. Final design TBD.
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The Sherlock Homework Mysteries Digital Board Game Series / Virtual Learning Object Series that Teaches Math Concepts The world of numbers is teeming with mysteries so complex as to boggle the brain. Who better to solve them, and to show you how, than semilegendary sleuth Sherlock Homework? As stand-in for Homework's loyal but absent assistant, Doctor Whatsum, do your part to help North Carolina's most calculating clue-finder shine a revealing light into the sometimesscary universe of inscrutable equations, precarious puzzles and other mathematical things that go bump in your mind. The 28-space Game Board presents concepts through interactive text, illustrated examples and more, communicating concepts with greater clarity. Each time around the board offers new opportunities for content presentation, assessment and more. Complete all five separate learning areas -- Integers, Order of Operations, Fractions, Decimals and Intro to Algebra -- or follow one or more areas as assigned. Your Goal: Solve Every Mystery!
Learning Areas
A Note Regarding Digital Board Games In most 'real-life' board games the dice roll and drawing of cards present a randomness that is incompatible with structured learning. Left Brain Games' Digital Board Game engine provides for behind-the-scenes control of all factors, delivering deep, reliable support for authentic structured learning. By Game Completion, students will have been taught and assessed on any and all required information, as presented to Left Brain Games prior to game production.
Each Learning Area presents a different game that takes place on the same Game Board. The Game Board itself is designed to reflect the overall theme of a math-wielding super-sleuth, rather than specifics regarding each mystery. Those specifics are revealed as players land on each game space. The mysteries below are presented as examples. They can be exchanged between Learning Areas or dispensed with altogether in favor of others to be discussed.
Game 1. -- Integers The Mystery of the Missing Memorial Kill Devil Hills is a lot lighter since the Wright Memorial Pylon was stolen. North Carolina's citizens are outraged! Detective Sherlock Homework needs your help. Learn addition, subtraction, multiplication and division skills and brandish them in the face of mathematical problems and puzzles so perplexing they persuade prizewinning professors to put themselves out to pasture. Solve the mystery and return the memorial! This Learning Object teaches: o o o o
Adding, Subtracting, Multiplying & Dividing Graphing and Comparing integers Evaluating an algebraic expression by adding, subtracting, multiplying or dividing Solving problems by adding, subtracting, multiplying or dividing integers
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Game 2. -- Order of Operations The Mystery of the Smoky Mountain Sasquatch A shadowy creature ten feet tall has been sighted and even photographed stalking through the tall timbers of the Great Smoky Mountains National Park. Hill-dwellers are high-tailing it to hazard-free havens while campers and climbers curb their cravings for this important but rumor-ridden natural resource. Join Sherlock Homework and Ranger Rochelle as they gather evidence, simplify expressions and evaluate algebraic expressions, hard on the heels of their seemingly calculationcapable quarry. Solve the mystery of the Smoky Mountain Sasquatch! This Learning Object teaches: o o
Simplifying expressions using the Order of Operations Evaluating an algebraic expression
Game 3. -- Fractions The Mystery of the Three Halves of Hatteras You can't have three halves of one lighthouse, yet somehow some scoundrel has done just this kind of scurrilous math-scuttling to North Carolina's legendary spiraled spire, the Cape Hatteras Lighthouse. Learn about fractions, how to simplify the complex ones, and ways to solve problems that include fractions. Then use your knowledge to find out what really happened to the Cape Hatteras Lighthouse, and to devise a solution that restores this beloved landmark to its proper place. This Learning Object teaches: o o o o o o o o o o
Identifying proper and improper fractions and mixed numbers Solving problems by writing a fraction in simplest form Writing a number as a product of prime numbers Multiplying and dividing fractions Solving applications that require multiplying and dividing fractions Adding and subtracting like and unlike fractions Simplifying complex fractions Writing improper fractions as a mixed or whole number Solving problems containing mixed numbers Adding, subtracting, multiplying or dividing mixed numbers
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Game 4. -- Decimals The Mystery of the Ghost of the Devil's Head A strange, glowing specter begins appearing nightly next to the Devil's Head in North Carolina's Chimney Rock State Park, and everyone is up in arms! Everyone, that is, except for super-sleuth Sherlock Homework and you, his trusty stand-in assistant. Use the points of interest in this intriguing state park to learn about decimals, solving problems with decimals, relationships between decimals and fractions, simplifying expressions containing decimals and fractions and more. Use your newfound knowledge to solve the mystery. Unmask the ghost of the Devil's Head! This Learning Object teaches: o o o o o o
Writing decimals in standard form and as fractions Adding and subtracting decimals Solving problems that involve adding, subtracting, multiplying or dividing decimals Writing fractions as decimals Comparing fractions as decimals Simplifying expressions containing decimals and fractions using order of operations
Game 5. -- Introduction to Algebra The Mystery of the Baffling Battleship Strange things are afoot aboard the battleship USS North Carolina. Rooms, guns, portholes and screws are rearranging themselves in most unmilitary fashion! Sherlock Homework is on the case, and you're right there beside him learning the basics of Algebra in order to solve this dubious dilemma. This Learning Object teaches: o o o o o o
Solving equations using addition and multiplication properties Solving equations containing parentheses Using properties of numbers to combine like terms Evaluating the expression given replacement values Using properties of numbers to combine like terms Using problem‐solving steps to solve problems
Log-In, Database and Tracking Student ID information is entered through the LMS, which also provides a link students use to access the game. When students click on the link they may be required to enter login information. Student scores are accessed by the professor through the LMS interface. Auto-Save Student scores and game state are periodically saved during the game, in order to protect a near-complete progress record should the game be exited inadvertently.
username
password
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SUBMIT
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Save On Early Exit Game score and state are saved if students leave the game prior to completion. When students return to the game they essentially pick up where they left off. Optional Add-On Optionally, a 'Begin New or Continue Previous' query can provide students with the opportunity to start a new game. If 'Begin New' is selected, information concerning the previous incomplete game is erased.
Story Intro In a simple introduction screen that includes text and might include static art, Sherlock Homework presents the mystery and enlists your help. For example: "Sherlock Homework here. The monument was stolen from the Wright Brothers Memorial! My assistant, Doctor Whatsum, is on vacation, so I need you to help me solve the mystery. Are you ready?" Click the Ready button to continue. The Game Board interface now appears.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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The Game Board Interface The right side of the Game Board interface includes these features: Game Title Player Name Player Score Die and Moves -- Click on the Die to 'roll' it. The number of Moves available appears next to it. Golden Magnifying Glasses -- Gray placeholders are replaced by metallic icons as you earn them. BioNetwork Logo
Filling in the remaining space on this screen, the Game Board is seen in a zoomed-in view that includes approximately one-fifth of the entire board area. Its various spaces are colored and labeled according to the different game events that take place when your token lands on them:
Magnifying Glass Spaces -- Learn incremental facts and skills with each Magnifying Glass Space upon which you land. Some Magnifying Glass Spaces may open up brief presentations, some of which may include more than one page and/or static illustrations, or include a limited level of interaction to be determined.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Think Fast! -- Answer one timed MultipleChoice or True/False question based on what you've learned so far. Win or lose points based on your answer.
Pop Quiz -- Answer as many questions as you can correctly as a timer counts down 10 seconds. Pop Quizzes are great opportunities to pile on the points.
Think Strong Spaces -- A scenario pulled from life-like situations appears in a text box that overlays the screen. The scenario requires you to go beyond rote and make decisions based on your own calculations and on higher-order thinking. The choices you make can lead to a favorable outcome or a trip to The Brain Box.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Fate -- Sometimes calamities come from out of the blue. When you land on a Fate card you'll learn some of the consequences of careless math as your score takes a dip.
The Brain Box -- Analogous to Jail in Monopoly. Land in The Brain Box by dice roll and read about a brief tip or trick that will help you in your computations. If you're sent to The Brain Box through a poor Think Strong choice, Fate or poor game decision-making you'll lose many points and you won't be released until you've reviewed the related learning material and passed a quiz.
Bonus -- Learn math tips and tricks that will put you ahead of the curve and win hundreds of bonus points.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Playing the Game As the game begins your Game Token appears at the starting space. To the right of the Game Board a single Die appears; click to roll a number, which appears to the right of the Die. Your Game Token highlights, showing you that you can move it by clicking and dragging, or by clicking on available game spaces. As your Game Token moves through the board the zoomed-in view smoothly scrolls along with it, keeping the token centered.
Advancing the Story Periodically a pop-up window advances the story along. In one such situation Sherlock Homework presents a selection of clues. Click on a clue to learn about it. For example: "Here are the clues to the Missing Monument Mystery. Click on one to follow it up."
A solid gold paper coffee cup A small spiral notebook with "I ♥ Wilbur" and "Mrs. Lana Wright" written seventeen times on the cover A catalog sheet with Chinese symbols listing prices of granite blocks A teddy bear holding a little booklet labeled "The Stone Stealers" An unusually high quantity of dust in the custodian's locker room
Click on 'A solid gold paper coffee cup' to advance to a screen in which you visit tycoon and philanthropist Owen Bucksworth, who has just finished building a stone temple on the grounds of his estate. His alibi: "I personally had that temple shipped from Egypt, stone by stone. Note the intricately carved hieroglyphs. Do these look like stones from the Wright Brothers Memorial? I should think not! Now if you're through wasting my time I have some businesses to stealer, close." There are five suspects to each mystery.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
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Golden Magnifying Glass Awards The goals for each Learning Object are each broken down into specific learning objectives. The number of objectives in each group is divided by five to arrive at Golden Magnifying Glass Evaluation Points. Each time you complete one-fifth of the objectives for all the goals of this Learning Object, you arrive at one of the five Golden Magnifying Glass Evaluation Points. A Report with score overlays the screen. If your score reaches above the threshold for that Evaluation Point you're awarded a Golden Magnifying Glass. You are also presented with vital clues you will need to advance your investigation and solve the current mystery. If when you reach a Golden Magnifying Glass Evaluation Point your score is beneath the stated threshold you are sent back on the board to review the areas in which you need further help. Information and quizzes regarding those areas now comprise the substance of the game for you until your score meets or exceeds the threshold. At that point an updated Report with score overlays the screen and the Golden Magnifying Glass is awarded you. After receiving the Report you are presented with vital clues you will need to advance your investigation and solve the current mystery. The Golden Magnifying Glasses you've won appear as icons in one corner of the screen.
Completing the Game Go around the board as many times as necessary to win all five Golden Magnifying Glasses and interview all five suspects. Game Content repeats after all content provided by the client has been presented. When you've won the final Golden Magnifying Glass Award you're presented with the opportunity to solve the mystery. From the list of suspects, click on a name to identify the felon. Sherlock Homework tells in text whether he agrees with you or not. Then you advance to a text story in which the true perpetrator is revealed and the mystery is solved. Next Sherlock Homework himself appears on a printable certificate which overlays the screen. The certificate also states your name and score, and testifies that you have proven your understanding in all learning objective areas. Click on the Print button to print out your certificate. Simultaneously with game completion your name and score are submitted to the LMS for review by the professor.
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Bill Gusky -- 100 Lawton Rd - Canton, CT 06019 860-693-1624
[email protected]
2012 Bill Gusky All product trademarks and copyrights are the properties of their respective owners
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