CD-ROM

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Myst is a graphic adventure puzzle video game designed and directed by the brothers Robyn and Rand Miller. It was developed by Cyan (now Cyan Worlds) and published by Brøderbund. The Millers began working on Myst in 1991 and released it for the Mac OS computer on September 24, 1993; it was developer Cyan's largest project to date. Remakes and ports of the game have been released for Sega Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, PlayStation Portable, Nintendo DS, iOS, and Nintendo 3DS. Myst puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named Atrus to travel to several worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes. Upon release, Myst was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the best-selling PC game until The Sims exceeded its sales in 2002. Myst helped drive adoption of the then-nascent CD-ROM format. Myst's success spawned four direct video game sequels as well as several spin-off games and novels. (Source: Wikipedia)

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By Scott Rettberg, 28 June, 2013
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Abstract (in English)

A CD-ROM focused on combinatorial literature. Published in 1999, re-released in 2004.

In the footsteps of Raymond Queneau and Georges Perec ...

A story your wayIntuitive discovery of this interactive story created by Queneau. Visual and auditory cues invite you to compose your version of the story of the "trois alertes petits pois."

Hundred thousand billion poemsSet of five original scenes of the work of Queneau that allow you to manipulate and listen to these poems.

243 postcards true colorsTraveling by "listening" this amazing collection of maps designed by Georges Perec and learn about the secrets of this particular art: writing a good postcard. Where the simplest texts hide learned processes.

Writing workshops: games and experimentsA great tool to compose texts and enage in combinatorial play with a lexical lottery, factory postcards, treatment of factorial text ...

The wide world of combinatorial literatureBefore our eyes, the works of forty writers (Molière, Jarry, Tzara, Beckett, Burroughs ...) deform and recompose to reveal hidden text or unmask a writing constraint.

(Source: trans. of Gallimard catalgoue copy)

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Abstract (in original language)

Sur les pas de Raymond Queneau et de Georges Perec...Un conte à votre façonUne découverte intuitive de ce conte interactif imaginé par Queneau. Les indices visuels et sonores vous invitent à composer votre version de l'histoire des «trois alertes petits pois».Cent mille milliards de poèmesCinq mises en scènes originales de l'œuvre de Queneau qui vous permettent de manipuler puis écouter ces poèmes d'anthologie.243 cartes postales en couleurs véritablesVoyagez en «écoutant» cette surprenante collection de cartes conçue par Georges Perec et initiez-vous aux secrets de cet art particulier : écrire une bonne carte postale. Où les textes les plus simples cachent des procédés savants.Ateliers d'écriture : jeux et expérimentationsUn formidable outil pour composer ses propres textes combinatoires et s'amuser avec les mots : loterie lexicale, fabrique de cartes postales, traitement de texte factoriel...Le vaste monde de la littérature combinatoireSous nos yeux, les œuvres d'une quarantaine d'auteurs (Molière, Jarry, Tzara, Beckett, Burroughs...) se déforment et se recomposent pour révéler un texte caché ou démasquer une contrainte d'écriture.

(Source: Gallimard catalogue copy)

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"Englen" - interaktiv tegneserie. Deadline (1999)

"Englen" var en del af "Crosstown" - trilogien der var Deadlines bud på et dogme spil. Crosstown projektet var lavet af tre korte interaktive fortællinger, der alle var lavet på samme lokation (Crosstown), skrevet af tre forfattere efter hver sin dramaturgiske model og tegnet af hver sine tegnere, med forskellig streg, men i den samme by - og med lån af hinandens karakterer. User interfacet og navigationen, var også forskelligt i de tre produktioner selvom historierne delte location. Baggrunden for trilogien var alle de dramaturgiske erfaringer vi havde gjort med Blackout. Der var mange bud på hvilke fortællinger der var de bedste, hvilke dramaturgiske greb der var de rigtige og vi besluttede at drage fordel af de uenigheder. Der blev altså sat tre små produktioner i værk, hvoraf kun de to nåede at udkomme ("Giften" og "Englen"), selvom det tredie faktisk var tegnet færdigt ("Manipulatoren").

Englen blev tegnet af Ole Comoll og instrueret af Simon Løvind, der også tidligere havde arbejdet på "Blackout".

(Source: Michael Valeur's project description at http://michaelvaleur.dk/englen)

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Blackout" computerspil og roman. Deadline (1997)

"Blackout" var ikke alene mit første spilmanuskript. Det var også det første spil Deadline udgav og dermed noget af det, der fik dansk multimedia til at rulle i gang. En produktion med masser af folk der for første gang prøvede kræfter med mediet, men var klar til at give hvad som helst for at få det til at lykkes. Jeg tror der forliste tre ægteskaber under den produktion, men der kom et fantastisk produkt ud af det og møder man dem der arbejdede på det er det næsten som at høre en flok gamle soldaterkammerater. Det var en temmelig vigtig begivenhed for de fleste på produktionen.

Som spiller vågner man op foran sin computer, ved at en telefon ringer. I røret er der kun en kort besked - og man har ingen viden om hvem eller hvor man er. Man har fuldstændig blackout. Værelset omkring én rodet og blodigt - og på sengen ligger liget af en kvinde, der mangler sit hovede. Undervejs mens man undersøger det forfærdelige rum får man endnu en blackout - og når man vågner igen står solen ind gennem vinduet, radioen kører, sengen er redt og hele rummet gjort rent. Herfra bevæger man sig ud i byen for at finde ud af hvem man er og hvad i alverden det er for et sted man er havnet. udenfor møder man en by med fire kvarterer det mondæne up-town, det skumle downtown, havnekvarteret og en betonforstad.

Der er et mylder karakterer og lokationer. Det hele er skabt før 3d var rigtigt spændende at arbejde med hvis man ville ha et æstetisk resultat. Så alt er skabt som modeller der er bygget i hånden, lyssat og fotograferet. Karaktererne i spillet er dukker der er animeret og det giver hele universet en helt speciel karakter, som måske kan fornemmes ved at se på coveret.

Spillet var desuden fulgt af en roman, der havde to af spillets sidekarakterer som fortællere og hovedpersoner - mens den person man er i spillet optræder som biperson. Romanen kunne læses uden at spille spillet. Og spillet kunne spilles uden at læse romanen. Men gør man begge dele vil man se den samme by og de samme karakterer fra helt forskellige synsvinkler. Spillets hovedperson (altså det jeg man er) er nemlig en skizofren med fire hermetisk skilte personligheder, mens bogens fortællere er henholdsvis den kvinde der forelsker sig i ham og hans psykolog.

Spillet modtog multimediebranchens hovedpris "Årets Thor", samt en pris for "Bedste underholdning for voksne". Og så er den med i den danske spil kanon.

(Source: Michael Valeur's project description at http://michaelvaleur.dk/blackout)

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2-914291-06-X
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Description (in English)

A woman wakes up one morning with a physical anomaly: her hands become hypersensitive, to a point where she can ‘read’ and feel the world by touching objects. Science and medecine help her to adapt to her new senses. Her hands starts to grow, she becomes the Women With Huge Hands. This CD-ROM comes with an illustrated book of poetry of which it constitutes the last chapter. [Source: http://www.agencetopo.qc.ca/blog/2002/11/12/histoire-de-la-femme-aux-gr… ]

Description (in original language)

Une femme se réveille un matin avec une anomalie biologique : elle interprète le monde environnant au travers des sillons de ses doigts dès qu’elle touche un objet. La science et la médecine l’aident à s’adapter à cette nouvelle captation du monde, qu’elle vit comme une hypersensibilité continue. Ses mains grossissent : c’est la Femme Aux Grosses Mains, la FAGM. Le cédérom est accompagné d’un livre illustré, dont il constitue le dernier chapitre. [Source: http://www.agencetopo.qc.ca/blog/2002/11/12/histoire-de-la-femme-aux-gr… ]

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3938424044
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Description (in original language)

Der erste interaktive Krimi. Ein Roman im Stil des film noir mit stimmungsvollen Animationen und Sounds auf CD-ROM. Frank Klötgen sprengt die Grenzen zwischen Buch, Comic und Computerspiel und verbindet Leseerlebnis und literarische Qualität eines atmosphärischen Krimis mit den multimedialen Möglichkeiten des Computerzeitalters. Der Leser schlüpft in die Rolle des Ich-Erzählers und steuert sich als Mitarbeiter einer Headhunter-Agentur durch den Roman. Dabei kommt er hinter die Machenschaften eines Weltkonzerns, der zuhause Politiker schmiert, Mitwisser unschädlich macht und im Ausland unter dem Schutzschild von Diktaturen menschenverachtende humangenetische Experimente betreiben lässt. Ein mysteriöser Todesfall und ein todgeglaubter Störenfried geben Rätsel auf, und der Leser wird mehr und mehr in ein bedrohliches Spiel verwickelt. Ob er da heil rauskommt, hängt nicht zuletzt von seinem kriminalistischen Gespür ab...

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2-9506594-2-X
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Description (in English)

Bilingual CD-Rom (French/ English) for Macintosh and Windows by Karen O'Rourke Paris Network assembles photographs, sound samples, animations and texts to form a composite, layered image of the city, where the traces of places are confronted with the memories of people who have known them. It opens with a view of a map. As you move closer, you begin to lose your bearings. In each zone, you explore the city differently. Four entrances, four ways of looking, four structural devices. You will always have, even as you move around, a fragmentary view, evoking a vast, more complete "hors-champ", which always seems out of reach. You enter as if you were breaking in. Each of the four parts has its own system of navigation. 1. Six Itineraries. 2. Jogging in the Roquette Square. 3. A Voyage Around my Courtyard. 4. Erasing a Billboard. In one, the focus is more on visual perception, in another, you are asked to imagine people and things you don't see, the third allows you to explore and the fourth to tinker with the images on the screen. A fifth zone, accessible from within the others, is both navigational tool and urban perspective.

Description (in original language)

CD-Rom bilingue (français/anglais) pour Macintosh et Windows par Karen O’Rourke Paris Réseau restitue par la photographie, le son et l'animation interactive une image composite de la ville, où des traces de lieux sont confrontées aux souvenirs de personnes qui les ont connus. Il s’ouvre sur un plan de la ville. A mesure que l’on s’approche, l’image se pixellise, le sujet se dissout. Dans chacune des quatre zones, on parcourt les lieux différemment. Quatre regards, quatre temps, quatre dispositifs structurels. On aura toujours, même lorsque l’on se déplace, une vue fragmentaire, évoquant un hors champ plus vaste, plus complet, toujours hors de portée. On entre comme par effraction. Chacune des quatre parties a son propre système de navigation. 1. Six parcours. 2. Jogging au square de la Roquette. 3. Voyage autour de ma cour. 4. L’affiche blessée. L’une met l’accent sur les effets perceptifs, une autre nous incite à imaginer des gens et des événements que nous ne voyons pas, la troisième nous permet d’explorer et la quatrième autorise le bricolage des objets sur l’écran. Une cinquième zone, accessible à partir des quatre précédentes, sert à la fois d’outil de navigation et de perspective urbaine

Description in original language
Contributors note

parcours/itineraries: Anne Charbonneau, Anna Guillo, préface/preface: Eliane Chiron, programmation/programming: Samuel Milliet, Yves Cothouit, couverture/cover design: Julien Nelva.

Description (in English)

If, as Henri Lefebvre asserted, "spatial thinking" involves several different ways of conceptualizing space-as idea, as lived, as imagined-then perhaps an open system of examples can generate new ideas about "home" in the future. This is an experiment in reading; the CD-ROM is organized in an associative manner, since the subject radiates in so many different directions. There is obviously a "direction" here, that is no hidden-but the user may peruse and reconnect the fabric of the piece in many different ways. And, if our habitat may be located within a given social order, defined by economics, culture, and history, these forces must be viewed as interacting, rather than fixed.

"Home" is a core around which radiate issues of neighborhood, economics, safety, and environment. Where and how we live is undergoing tremendous change as the century draws to a close. As social services and government oversight are curtailed, innovative solutions to problems concerning shelter and land use are of great importance. Southern California, a place "invented by real estate developers," with massive infusions of imported water, seems to offer the prime model of the politics of space. There are also links outward. The piece allows users to consider and contribute text about various growth/land use issues, to print text from the CD and/or their files, and to mark return to points on their exploration.

(Source: ELO 2002 State of the Arts gallery)

Technical notes

Additional video effects: Morph, Strata Media Paint

Description (in original language)

Vier aus dem Internet gebeamte Browser-Fensterchen namens Lea, Pia, Ed und Max huschen vor dem Leser über den Bildschirm, locken, umschmeicheln und verfluchen ihn. Der Leser klickt, was ihm gefällt, und macht sich Liebhaber, Feinde, Bewunderer, Beleidigte. 

(Source: cyberfictio.ch)

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Description (in English)

"These stories combine storytelling with intuitive interactivity. Point and click to send spunky Inigo the Cat and Your Faithful Camel through one adventure after another! Each tale contains color animations, sound effects, original music and a variety of endings. Includes the complete four-volume collectino of ten stories on a single CD-ROM, for both Macintosh and Windows-based computers." Blurb on back of CD cover.

At least one of the stories was previously published as a HyperCard stack: Inigo Gets Out (1987)