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Clifford: The Big Red Dog -- Musical Memory Games [PC/Mac Game]Developed by Scholastic - Scholastic (2002) - General Early Childhood - Rated Not Rated by ESRB
Clifford turns his attention from reading and thinking activities to the sound of music in Clifford: The Big Red Dog -- Musical Memory Games. Birdwell Island's radio tower has been silenced by a big storm and now the big red dog and his friends must fix it by focusing on memory, logic and early math skills in 19 activities. Activities are geared toward specific learning skills such as following directions, problem solving, rhythm and creativity, listening and memory, logic and reasoning, mat... Read more
Details
Platform: PC/Mac
Developer: Scholastic
Publisher: Scholastic
Release Date: September 18, 2002
Controls: Keyboard, Mouse
UPC: 078073443420
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Future Back-Catalog Announcements to be Made at http://twitter.com/lucasartsgames. Subscribe today! Back by Popular Demand, LOOM, The Dig, Indiana Jones and the Fate of Atlantis, and Star Wars Battlefront II Headline List of Games Soon to be Available via Direct Download! LucasArts Continues Initiative to Revive Classic Gaming Titles
SAN FRANCISCO, Calif. July 6, 2009 Fans have asked and LucasArts has delivered! Today the company announced a new initiative in its effort to revive its classic and beloved franchises by making its games available for the first time ever as digital downloads online. In this first round of releases, ten fan-favorite LucasArts PC games will be made available Wednesday, July 8 on Steam, Valve Corporation's delivery and management platform for the PC. Scheduled for release are classic adventure titles like LOOM and The Dig and hit action games including Star Wars Battlefront II and Star Wars Republic Commando. The complete list of games to be released on July 8 via Steam includes: Armed and Dangerous Indiana Jones and the Fate of Atlantis Indiana Jones and the Last Crusade: The Graphic Adventure LEGO Indiana Jones: The Original Adventure LOOM Star Wars Battlefront II Star Wars Republic Commando Star Wars Starfighter The Dig Thrillville: Off the Rails
This effort is going to make it possible to introduce a whole new generation of gamers to LucasArts classic games, said Darrell Rodriguez, president of LucasArts. It also gives more people a chance to play our games by making them available long after theyve disappeared from store shelves. We hope our fans are as excited as we are about our plans and we cant wait to share whats coming next. This is just the beginning. This series of launches continues LucasArts new mission to revitalize its deep portfolio of beloved gaming franchises. LucasArts previously announced the return of the classic Monkey Island franchise with two new projects due to be released in the near future. Tomorrow, July 7, Telltale will premiere the Tales of Monkey Island game series on PC, delivering a completely new
epic storyline and swashbuckling flair that will unfold across five monthly episodes. The first Tales of Monkey Island chapter is expected to release for WiiWare in the coming weeks as well. The Monkey Island celebration continues on July 15 when LucasArts publishes The Secret of Monkey Island: Special Edition, a completely re-imagined version of the first game in the series that adds updated high definition graphics, a re-mastered musical score, and full voiceover to the classic adventure game originally launched in 1990. The Secret of Monkey Island: Special Edition will be made available on Xbox LIVE Arcade for the Xbox 360 video game and entertainment system from Microsoft, and PC via Steam and other online distribution channels. Future announcements about the re-release of LucasArts back catalog titles will be made through LucasArts Twitter feed at http://twitter.com/lucasartsgames. About Steam The leading online platform for PC games and digital entertainment, Steam delivers new releases and online services to over 20 million PC users around the world. For more information, please visit www.steamgames.com. About Valve Valve is an entertainment software and technology company founded in 1996 and based in Bellevue, Washington. For more information, please visit www.valvesoftware.com About LucasArts LucasArts, a division of Lucasfilm Entertainment Company Ltd., is a leading developer and publisher of interactive entertainment software worldwide for video game console systems, computers and the Internet. Based in San Francisco, Calif., as well as on the Internet at www.lucasarts.com, LucasArts was created in 1982 by George Lucas to provide an interactive element to his vision of a state-of-the-art, multifaceted entertainment company.
LucasArts, the LucasArts logo, STAR WARS and INDIANA JONES are trademarks or registered trademarks of Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. 2009 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & or TM as indicated. All rights reserved. Nintendo trademarks used under license. WiiWare is available only through the Wii console.
FOREWORD
Hi. You don't know me, but I love you. After all, you bought this game which is the result of many people's hard work, passion and late, late hours in front of glowing computer screens. The Dig represents over two years of work with a development team that ranged in size from one person to over 30 at its peak. Yup, that's a lot of people. Why? Well, it's a big game. There are, lots of places to explore, and truckloads of special scenes and close-ups, I decided early on that the game should be more than a story on an alien worldit should be a story in an alien world. That is, you should be immersed (as well as can be done with current technology) in an alien environment. The world should be complete enough that you begin to know it. It's not important whether you like it, hate it or fear it, but that you know it well enough to make a subconscious decision about it. Toward that end, we tried to push every aspect of the game as hard as we could. Music and sound design go way beyond the usual "filler" and off-the-shelf sound effects. The full-digital music, ambient noises and sound effects play an important role in setting the mood and feel of the environment. We've employed new techniques for generating more realistic movement in our animations, as well as a rendering scheme that takes longer but yields more realistic high-lights and shadows. Some of the scenes required up to 38 layers of individually drawn animation cels, which were all hand-painted and then composited. In short, wherever we found an opportunity to make the world feel more complete, we exploited it shamelessly. With that, I'll stop yabbering and let you experience The Dig.
Enjoy, Sean Clark, Project Leader, The Dig
ABOUT THE DIG
The Dig was written and developed by Sean Clark, based on an idea by Steven Spielberg. The legendary director originally wanted to develop the idea into a film, but costs proved to be prohibitive. Being a gamer himself, Spielberg saw the possibilities of The Dig as a multimedia adventure. He approached LucasArts with his idea, resulting in the game you are about to play.
THE DIG BEGINS
When Asteroid Attila appears suddenly in orbit around planet Earth, it causes an immediate panic in the scientific community. It appears that Attila's orbit is decaying, putting it on a slow but steady collision course with our planet, the potential impact packing enough punch to wipe out a small city. NASA quickly organizes a shuttle mission to place two carefully designed nuclear devices onto Attila. It is hoped that when detonated, these devices will correct the big rock's course into a more stable orbit. Commander Boston Low, dubbed by the press "the Reluctant Astronaut," is coaxed out of retirement to command a hand picked crew for this crucial mission. NASA scientists debate over the correct placement of the devices and whether the explosives will have the proper kilotonnage to alter the asteroid's path. What no one imagines, however, is that once the asteroid's orbit is corrected, chaos begins.
MEET THE CREW
Commander Boston Low A man of few words. Ordinarily he's a by-the-book astronaut, but he has a talent for getting out of tight scrapes with novel solutions. Dr. Ludger Brink Science advisor on the mission, world-famous geologist and archaeologist. Brink has an unquenchable curiosity and tends to be stubborn when people get in the way of his research. M a g g i e R obbins Civilian observer and distinguished member of the press. Robbins has a unique combination of persistence and luck that makes for excellent reportage. Ken Borden Co-pilot. Borden's personality is the opposite of Low's: outgoing, friendly and humorous. He does share Low's dedication to duty and getting the job done. Cora Miles Payload specialist. Cora is another professional astronaut, but her orientation is hardware. She takes care of her pieces of equipment as if they were her childrenand expects others to show her hardware similar respect.
PLAYING THE GAME
This manual is intended to help with game play. For instructions on starting the game on your computer, please refer to the update text included on this CD. As the story opens, the space shuttle Atlantis approaches its orbit around Attila; the astronauts then leave the shuttle to begin their mission. These non-interactive sequences are known as "cut-scenes"short, animated sequences, like scenes from a moviethat can provide clues and informa- tion about the characters. Cut-scenes are also used to show special animated sequences, such as the removal of the toolkit from the shuttle. When you view a cut-scene, you do not direct the action. When the astronauts have left the shuttle, a crosshair-like cursor will appear on the screen. This means you are ready to begin directing the actions of Commander Low, your player character.
WHERE'S YOUR INTERFACE?
To pick up objects, use the mouse to move the cursor over them then click on the left mouse button (or single-click the mouse button if you're a Mac user). If this is an object with which you can interact, its name will appear on the sentence line (the words underneath the screen image). If you are able to pick it up, the image of the object will take the place of the cursor. You can then use the object immediately by moving it over another object or person and clicking on the left mouse button. Another option is to right-click on an object (or use the Tab key if you're a Mac user), which will allow you to add the object to your inventory. After using an object or placing it in your inventory, the cursor will reappear on the screen.
If you want to talk to someone, click on that person, andyou will get a series of dialogue options. Click on the icon that represents the subject you wish to talk about.When Low receives all the information he desires about a given subject, the icon will "blue out." If you wish Low to come up with his own dialogue, click on the exclamation point (!) or the question mark (?). When you're finished talking, click on the stop sign.
USING YOUR INVENTORY
To access your inventory, click on the small "i" in the lower left-hand corner of the screen or right-click (Tab key if you're a Mac user) and the inventory screen will appear. Once the inventory is displayed, click on the item you wish to use and that item will appear as your cursor. Move the item outside the inventory in order to remove the inventory screen and use the item in the game. When you are finished with the item, right-click (Tab key if you're a Mac user), and the item will return to your inventory A special inventory item is the magnifying glass, located in the upper left corner of the inventory display. This lets you take a closer look at any item in the inventory. Click on the magnifying glass, and, once it becomes your cursor, move it over the item you wish to examine. If you click on the item, you will get extra information about it. This is especially useful with the engraved rods Low finds on Cocytus.
THE PEN ULTIMATE
This useful item, found in your inventory, has two basic functions: the Lunar Lander game (a quick diversion to clear your mind of solving difficult Dig puzzles), and the communications function, which lets Low contact other members of the crew by pressing buttons with their pictures on them. Of course,this doesn't always guarantee that they'll answer.
FUNCTION KEYS
S a v e / L o a d C o n t r o l Pa n e l To save your progress in a game, which will enable you to turn the computer off and start again later in the same place, use the save feature. Simply press the Save/Load Control Panel function key (F1 or F5 on most computers). Click on the SAVE button, then enter the name of the game you want to save in the first vacant slot (reading from the top down). When you have finished typing the name of your save game, click on OK. If you wish to load a saved game, the procedure is almost the same: click on the LOAD button, then click on the name of the saved game you wish to load. The Save/Load Control Panel also has volume sliders for Music, Voice and Sound Effects. Moving the slider to the right makes the volume louder and moving the slider to the left makes the volume softer. If your sound card has a volume control, be sure it is set higher than level zero before using the keyboard controls to fine-tune the volume level. You can also check the DISPLAY TEXT box to have written text for the dialogue appear onscreen. The TEXT SPEED slider causes text to appear faster when moved to the right and slower when moved to the left. Bypassing Cut-Scenes To bypass a cut-scene, press the ESC key or press both mouse/joystick buttons at once.
Pausing To pause the game, press the space bar. Press it again to resume play. Dialogue You can display text and adjust its display speed through the Save/Load Con-trol Panel (F5). By using the CTRL-T key combination, you can choose whether you want Text and Voice, Text Only or Voice Only mode. If you are reading the text and have finished a sentence, you can use the period (.) key to move to the next sentence. Quitting To quit The Dig, press Alt-X [on most computers]. If you plan to return to the game you're playing, remember to save the game before quitting.
OUR GAME DESIGN PHILOSOPHY
We believe you buy games to be entertained, not to be whacked over the head [and abducted to an alien planet) every time you make a mistake. So we don't bring the game to a screeching halt and leave you stranded in outer space every time you poke your nose into a place you haven't been before. Similarly, you won't find yourself accidentally stepping off a path or dying because you've picked up a sharp object. Anything potentially disastrous that happens to the crew of the Attila mission is supposed to happen to them. Exploring an alien planet is not a stroll through the mall. We think you'd prefer to solve the game's mysteries by exploring and discovering, not by dying a thousand deaths. That's not to say we took all of the action or danger out of the game. It's all there, but it's part of the fun instead of the end of the fun.
HOT KEYS
= lef t click on the mouse Arrow keys move the cursor
= (period) skip cur rent sentence in dialogue
Retur n
= Pause
= No rmal (walk) cursor = Examine (magnif ying glass) cursor = Examine item on the cursor = Go to the communications mode on the P en Ultimate = Toggle inventor y screen on and off
= Save/Load menu
= Quit
= Escape cutscene
A FEW HELPFUL HINTS
Pick up everything you can. Odds are, at some point, all those strange things will serve some purpose. If you get stuck and can't figure out how to proceed, try looking through all the items you've found and think about how each one might be used (perhaps with another item in your inventory). Talk to people you meet (like your fellow crew members) and try to get clues from them. Think about the places you've gone and the things you've seen. Chances are you'll find a connection that will put you back on track.
THE DIG CREDITS DESIGNED AND DIRECTED B Y Sean Clark BASED ON A CONCEPT B Y Steven Spielberg DIALOGUE BY Orson Scott Card Sean Clark ADDITIONAL STOR Y B Y Steven Spielberg ADDITIONAL STOR Y B Y Brian Moriarty LEAD ARTIST William V. Tiller LEAD PROGRAMMER Gary Brubakar THE CAST COMMANDER BOSTON LOW Robert Patrick MAGGIE ROBBINS Mari Weiss LUDGER BRINK Steven Blum CORA MILES Leilani Jones-Wilmore KEN BORDEN David Lodge THE CREATOR James Garrett COCYTAN LEADER Steven Blum
BORNEO SPACE OBSERVER Steven Blum REPORTERS Mari Weiss David Lodge NEWSPERSONS Leilani Jones-Wilmore James Garrett MUSIC AND SOUND MUSIC BY Michael Land ORCHESTRAL EXCERPTS FROM Wagner: Overtures & Preludes 1972 - 1975 EMI Records Ltd. Compilation 1989 EMI Records Ltd. All Rights Reserved. FEEDBACK NETWORK, GUITAR AND DIGERIDOO David Brown Aric Rubin VIOLIN AND VIOLA Irene Sazer AMBIENT SOUND Michael Land Clint Bajakian SOUND EFFECTS Clint Bajakian
VOICE PRODUCTION VOICE DIRECTOR/ PRODUCER Darragh O'Farrell VOICE EDITOR Khris Brown ASSISTANT VOICE EDITORS Coya Elliott Julian Kwasneski VOICE PROCESSING SUPERVISOR Clint Bajakian VOICE PRODUCTION ASSISTANCE Peggy Bartlett VOICE PRODUCTION THANKS Laurie McBean Elliot Anders And all the other nice folks at ScreenMusic Studios, Studio City, CA ART AND ANIMATION ART STYLE Bill Eaken CREATURE CONCEPTS Peter Chan LEAD ARTIST William V. Tiller BACKGROUND ART William V. Tiller Adam Schnitzer Bill Eaken
SUPERVISING ANIMATORS Kevin Boyle Sean Turner ANIMATORS Charlie Ramos Graham Annable David DeVan Chris Miles Geri Bertolo ADDITIONAL ANIMATION William V. Tiller Michael Slisko Anson Jew Peter Tsacle Paul Topolos SPECIAL EFFECTS ANIMATORS Chris Green Gordon Baker 3D ANIMATION LUCASARTS Ralph Gerth Marc Benoit Daniel Colon, Jr. Ron Lussier MECHADEUS Andy Murdock Goose Ramirez Bill Niemeyer Cody Chancellor Melissa Kangeter INDUSTRIAL LIGHT & MAGIC Lincoln Hu Jay Riddle
Joe Letteri Thomas L. Hutchinson CEL PAINTERS Kim Balestreri Japeth Pieper ART TECHS Michele Harrell Jillian Moffett Kim Balestreri Japeth Pieper Lleslle Aclaro Rachael Bristol Chris Weakley Aaron Muszalski C. Andrew Nelson LEAD EFFECTS TECHNICIAN Michael Levine EFFECTS TECHNICIAN James Byers PROGRAMMING PROGRAMMER S Gary Brubaker Livia Mackin Jonathan Ackley Mark Crowley Sean Clark SCUMM SYSTEM Aric Wilmunder Aaron Giles Brad P Taylor. BOOTMAKER PROGRAM Paul LeFevre
INSANE ANIMATION SYSTEM Vince Lee Matthew Russell iMUSE MUSIC SYSTEM Michael Land Michael McMahon Peter McConnell QUALITY ASSURANCE LEAD TESTER Chris Purvis TESTERS Ryan Kaufman Rachael Bristol Dan Pettit Theresa O'Connor Matthew Azeveda Scott Douglas Reed Derleth Jo "Captain Tripps" Ashburn LEAD COMPATIBILITY TESTING Doyle Gilstrap
COMPATIBILITY TESTING
Jim Davison Paul Purdy QA MANAGER Mark Cartwright
QA SUPERVISOR
Dan Connors
QA ARCHIVIST
Wendy Kaplan
MARKETING PRODUCT MARKETING MANAGER Tom Byron PUBLIC RELATIONS MANAGER Sue Seserman PUBLIC RELATIONS SPECIALIST Tom Sarris INTERNET MARKETING SPECIALIST Jason Deadrich PACKAGE DESIGN Soo Hoo Design MANUAL DESIGN Shepard Associates PRODUCTION PRODUCTION MANAGER Camela Boswell PRODUCTION COORDINATOR Susan Upshaw PRODUCT SUPPORT P R O D U C T S U P P OR T MANAGER Mara Kaehn HINT LINE SUPERVISOR Tabitha Tosti PRODUCT SUPPORT LEADS Anne Barson
Tony Burquez lan Campbell Amy Coffman Dave Harris Troy Molander HINT LINE REPS Bob McGehee Thomas Scott Kellie Walker TECH REPS Stacey Ackerman Dino Ago Brian Carlson Jonathon Jackson Julian Kwasneski Manny Martinez Melinda Miller Janice Romano Lynn Selk Erik Shumaker CORRESPONDENCE Beverly Brennan Jay Geraci DOCUMENTATION Brian Bonet LUCASARTS ENTERTAINMENT COMPANY PRESIDENT Jack Sorensen DIRECTOR OF SALES AND MARKETING Mary Bihr
DIRECTOR OF TECHNOLOGY Douglas Scott Kay ART DEPARTMENT DIRECTOR Collette Michaud ART DEPARTMENT OPERATIONS SUPERVISOR Laurie Blavin DIRECTOR OF PRODUCTION Steve Dauterman GENER AL COUNSEL Bob Roden HUMAN RESOURCES Holly Green NATIONAL SALES MANAGER Meredith Cahill MANUFACTURING & DISTRIBUTION Jason Horstman MANAGER , INTERNATIONAL Lisa Star INTERNATIONAL PRODUCTION MANAGER Cindy Leung CONTROLLER Tom McCarthy VOICE DEPARTMENT MANAGER Tamlynn Barra
41116.260.AU
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Clifford turns his attention from reading and thinking activities to the sound of music in Clifford: The Big Red Dog -- Musical Memory Games. Birdwell Island's radio tower has been silenced by a big storm and now the big red dog and his friends must fix it by focusing on memory, logic and early math skills in 19 activities. Activities are geared toward specific learning skills such as following directions, problem solving, rhythm and creativity, listening and memory, logic and reasoning, matching sounds, pattern recognition, counting, addition, subtraction, and more.
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