interactive electronic publishing

125
Rochester Institute of Technology Rochester Institute of Technology RIT Scholar Works RIT Scholar Works Theses 12-1-1994 Interactive electronic publishing Interactive electronic publishing Jill Timm Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Recommended Citation Timm, Jill, "Interactive electronic publishing" (1994). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected].

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Page 1: Interactive electronic publishing

Rochester Institute of Technology Rochester Institute of Technology

RIT Scholar Works RIT Scholar Works

Theses

12-1-1994

Interactive electronic publishing Interactive electronic publishing

Jill Timm

Follow this and additional works at: https://scholarworks.rit.edu/theses

Recommended Citation Recommended Citation Timm, Jill, "Interactive electronic publishing" (1994). Thesis. Rochester Institute of Technology. Accessed from

This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected].

Page 2: Interactive electronic publishing

Rochester Institute of Technology

A Thesis Submitted to the Faculty of

The College of Imaging Arts and Sciences

in Candidacy for the Degree of

Master of Fine Arts

Interactive Electronic Publishing

byJill Timm

November 1994

Page 3: Interactive electronic publishing

Approvals

Jim Ver Hague _

Date -+1=0--'---4-/'_'-4-9+tf------------

Gordon Goodman _

Frank Romano _

Date ----'--'-II_----'---7-_q_tt _

Mary Ann Begland _

Date .L<o&z-<..::><.--='I!<-:-'J,--------,.7,---+--1_' _

I, Jill Timm , prefer to be contacted eachtime a request for reproduction is made. I can be reached at thefollowing address:

142-4 Meadowbrook NorthNorth Chili, NY 14514716-594-5874

or mail can be forwarded to me via:

1225 Vienna Drive #7Sunnyvale, CA 94089

Page 4: Interactive electronic publishing

Once upon a time some people thought computers would

bring the down-fall of creativity, changing all those who sat

before them into drones and data pushers.

Others took to calling computers successors to creativity,

empowering one and all to become instant designers and

concept developers.

The truth is, that while computers have revolutionized

creativity, they've hardly replaced it. The challenge of harnessingtheir power falls to a new breed of designers who can push,

stretch, and extend their imaginations to elevate the partnership

of creativity and technology to new exciting levels.

Paraphrased quote from an unknown source

Page 5: Interactive electronic publishing

Contents

A Thought 3

Acknowledgements 5

Introduction

Discovery 6

Thesis 7

New Media 9

Research

The First Book 11

The Band Wagon 13

Process

The Search 15

The First Meeting 15

Collecting Resources 17

Design 18

Navigation 20

Production 22

Results 24

SummaryConclusion 30

Appendices

A. Project Outline & Timeline 31

B. Subject List 37

C. Project Flow Chart 40

D. Revised Timeline 42

E. Software & Hardware 45

F. Project Script

Introduction 49

Gold Fever 50

They Dared to Fly 51

The Cremation of Sam McGee 52

G. Project Score 53

Bibliography 54

Page 6: Interactive electronic publishing

Acknowled

There are many people who have influenced and given a

part of themselves to me in my journey of the last two years. I'd

like to acknowledge their assistance and support.

Iwish to thankmy thesis committee: Jim Ver Hague, Gordon

Goodman, and Frank Romano for trying (against my resistance)

to keep me on track. In addition to my committee, I appreciate the

role Bob Keough played in my education.

Much heartfelt appreciation goes to Joel Crockett for always

believing in me.

A big thanks to Del Castillo for unselfishly letting go.

And, of course, I can't forget all my classmates. They are

the greatest.

A very special thanks goes to Fred Dowaliby, who kept me

sane in difficult times, boosted my esteem when it was low, lis

tened to my greatest fears and, most of all, accepts and loves me

exactly as I am.

Page 7: Interactive electronic publishing

Introduction

Discovery

It was in the firstweek ofAugust in 1993 that Imademy thesis

topic decision. I was wearing out my legs in the mammoth

MacWorld show in Boston. The show encompasses 5 huge build

ings across town, each full of exhibits and vendors,with lectures and

demonstrations. All were showing off their latest and greatest prod

ucts and inventions. It was overwhelming-a real information over

load. Lots of neat things. "Oh, yes, that's cool and, yes, that'snice."

But the one area that stood out and made my adrenaline

flow was the multimedia demonstrations. Color, sounds, move

ment, action, excitement! I really got excited about what I saw. It

was like lightning struck. I knew that this was what I wanted to

do. My thesis would be about"multimedia."

"Multimedia"

is a greatly overused, misunderstood, and

abused word. It means many things to many people in many dif

ferent trades. The multimedia I refer to is really the"new"

electron

ic and, mostly, interactive multimedia in the communications and

publishingworld,which electronically combines various visual and

audio forms. Multimedia is comprised of, at this point in time,

graphics, photographs, text, video, music, voice, sound effects, visu

al effects, and animation. The carrier for all this electronic data is the

already outdated floppy disk, the SyQuest disk, and the Magnetic

Optical disk for those in the business and, for the consumer as well

as for everyone else, the explodingworld of CD-ROM.

Page 8: Interactive electronic publishing

The basis for all this is not really new to me. I have already

spent nearly 20 years in the real world doing graphic design and

photography. I've worked with the old multimedia also known as

"multi-image"

that is putting together a number of multiple pro

jector slide shows with music, sound effects, and voice-overs. I

always reached a high pitch of excitement when creating them.

One of the other areas I really enjoy is publication design. I guess

it was not so surprising to find my interest going to the area of

computer graphics that puts together the two areas of traditional

design I enjoy most.

Thesis

My thesis is about creating an interactive electronic multi

media book. It was inspired by From Alice to Ocean, the first widly

publicized consumer book to be published electronically on aCD-

ROM. When I first saw From Alice to Ocean I had two thoughts.

First, "What a great idea, and so beautifullydone."

Second, so

much more could be done. They simply scratched the surface.

From Alice to Ocean is a fascinating story with gorgeous

photography. But it also has unused potential for a greater depth

of material and interactivity. From Alice to Ocean can be viewed in

one sitting of slightlymore than an hour. That's it. You've seen the

whole thing. And for that you paid $60. Of course, you can see it

again.

What I intend to do inmy electronic book (e-book) is to pro

vide interesting tidbits on a non-linear structure that allows the

Page 9: Interactive electronic publishing

viewer to proceed to many levels of information. The greater the

number of paths the user can take, the more personalized, and

hence the more geared to the user the information becomes. This

prototype, when fully implemented, could not be viewed in one

sitting, by any means. I plan to make the levels invisible, allowing

the user to navigate easily to any level of information the user

desires without being aware of or needing to be aware of the level.

There has been a lot of activity in the electronic publishing

arena. The leader in CD-ROM development and exposure is the

world of games. In second place are probably databases. They

have been around for a while in business applications, and many

are available for consumers now. Databases are collections of

information, usually not very exciting to look at. For the consumer,

typical databases include dictionaries, encyclopedias, phone

books, and maps.

There are e-publications that call themselves magazines,

because they come out on a regular basis. These are usually a col

lection of games, fonts, sounds, and sales pitches for commercial

programs. They have a way to go.

Another area of CD-ROM publications that is booming is

children's books/games. Sometimes called books, they are more

like games. There is not much depth, but the interactivity is great,

and appropriate for the children's market.

E-books is an area just starting to blossom, adult book pub

lishing being a late bloomer on the CD-ROM scene. The audience

for my e-book is the adult consumer over 16, but could also

include younger readers.

Page 10: Interactive electronic publishing

My topic came after many other ideas were tossed out.

Mountain Worlds is the title of a book published by National

Geographic.When I saw the book in the store I felt itwould be per

fect for what I wanted to do. The book has 18 different mountain

areas. Iwouldwork on one area, theAlaskanRange, largely because

I've been there, and plenty of resource material is available.

New Media

While it can be said that a paper book is interactive because

the reader turns the pages, that kind of interactivity is really the

required labor needed to read the book. The"interactive"

of the

new media is much different. A high level of interactive inter

change gives the user different degrees of control and allows for

many possible levels of viewing decisions. The new interactivity

enables a product to appear to be customized to the user while it

is the user's freedom of choice (in products properly designed)

that actually makes the user the customizer.

Even more importantly, the"media"

is new, it's electronic,

and that creates many new possibilities. In going from paper to

digitized information on the computer screen, pictures can now

move and type can talk. Books can have music and sound effects.

The unexpected can be arranged. The new e-books are more like

movies with the involvement of more of the user's senses than

paper books demand. But they are even more interesting than

movies because they do not have to be linear. They do not have to

be the same each time they are viewed. A story can have manydif-

Page 11: Interactive electronic publishing

ferent endings. User input can change what is occurring on the

screen. The new media can be a sensory happening under the

influence or control of the user.

Page 12: Interactive electronic publishing

Rese

The First Book

The first truly adult con

sumer electronic bookwas From

Alice to Ocean so, naturally, I

scrutinized it in my research. It

was designed and produced by

Magnum Design, San Francisco~'

fc<_H__^yw.

Illfeuctions. The mover behind the

and by Against All OddsProd-

book was Rick Smolan, the man

Title screen for the From Alice to Ocean e-book as well as thewho shot all the photographs of

,-,, ,

,,

, , , ,"

o r cover of the companion traditional print book.

Robyn Davidson in this story of

her fantastic journey across Australia.

After the animated introduction to From Alice to Ocean, a

"MainMap"

appears revealing that the story is divided into six

parts starting in Alice Springs and heading west towards the

Ocean. Each part is broken into several segments, which can be

accessed from the individual "PartMaps."

At the beginning of each

of the six parts of the story, there is amore detailedmap of that part

of the journey. On each map are picture icons following Robyn's

path to the west. Clicking on any one of these picture icons brings

one to that segment. Before starting the story, one can click on the

arrows under Rick or Robyn's pictures to hear his/her thoughts

about the journey. To begin the story there is a "StartStory"

button.

Page 13: Interactive electronic publishing

The navigation controls palette has a return to the main

map; however, onemust remember to press the shift key to access

the controls. The palette consists of several buttons and amini-

map that indicates the current segment.

Although the story is broken into segments or chapters, it

is a linear story. A second level of information is provided in

"PhotoTips"

and"SideBars."

Rick Smolan relates in "PhotoTips"

how he shot various pictures on the trip. Clicking the camera but

ton when it appears in the story will play a relevant photo tip.

After viewing the photo tip, the story will continue. Throughout

the story,"Sidebars"

provide additional information on various

aspects of the Outback. Clicking on the Coffee Cup buttonwhen it

appears in the story reveals a relevant sidebar.

The strong points in From Alice to Ocean, are:

The exceptional high quality of the photographic images

The clean and highly saturated color

Images that are sharp and high in resolution

Subjects that are well composed and striking

The story of Robyn which is exciting

A good introduction to interactive media

Clean graphic design throughout

The weak points in From Alice to Ocean are:

A lack of control in the user's hands

Insufficient depth in the sidebars and photo tips

A story that takes place in a part of the world unfamiliar

tomost viewers. There could be manymore interesting side

trips and information.

Page 14: Interactive electronic publishing

The need to close the program to adjust computer vol

ume. One must then start again from the beginning.

Very slow response time to button clicks even on a fast

computer. The average viewer probablywould click again.

When the computer catches up to the clicks, the viewer will

be lost or, at least, not where he/she wanted to be. This

leads to user frustration.

The Band Wagon

The Voyager Company produces a line of high quality elec

tronic titles. They have several different types ofmedia from laser

disks to floppies and CD-ROM's. I feel it is important to mention

first the category that I believe will soon disappear, the "The Ex

pandedBook"

line. This is a format that reproduces a book word

for word on electronic media. While it is a step beyond the paper

book because of the computer's search capability, it does notmake

readingmore enjoyable. Reading a large body of text on the screen

is not good for the eyes, is not easy, and is not using the computer

to its best advantage. This kind of book might have applications

in research where word searches and indexes are necessary, but it

is not useful for the consumer. In the book I examined, Jurassic

Park, the limited imageswere one bit, produced in black and white

with no grays. Through the computer it is possible to dog ear

pages, underline, or use paper clips-to do all the things you can do

more easilywith a paper book.What can't easily be done is to curl

up on the couch and read, to take the electronic book to the beach

Page 15: Interactive electronic publishing

ormountains, or tuck it in a coat pocket to read in sparemoments.

It could be argued that all of the above can be done on a laptop

computer, but is not practical or convenient. "The Expanded

Book"

format excludes the whole range of exciting visual and

audio possibilities the technology has unleashed.

On the other hand, Voyager titles that are not the Expanded

Book formatmore truly reflect the capabilities of current technolo

gy. They have produced a number of good titles on CD-ROM's.

Just about the time I began planning this thesis, a flood of

titles by many publishers in various areas of interest came on the

market. Few are really good. One strong publisher is TimeWarner

Interactive. Others are Microsoft and Software Toolworks. About

one in every fifteen titles on the market is reasonably designed

with good content material.

Page 16: Interactive electronic publishing

The Search

The thesis process began by searching for the subject mat

ter for my e-book. I wanted a subject that had strong visual

resources and that fit my personal philosophy. I spent consider

able time looking and finally settled on "MountainWorlds"

inspired by a book published by National Geographic. This pho

tographically rich book covered eighteen mountain areas of the

world with writings about the people, culture and interesting

aspects special to each mountain area.

My project would be a visually rich e-book that gives the

viewer an insight into some of the different mountain areas of the

world, providing a sense of adventure and wonder, and looking

into a number of mountain regions and people with differing

ways of living. This book would provide a look at whatever that

particular area is known for, from mountain climbing, to cheese

making, to just surviving the harsh elements. This e-book would

have photographs, text (minimal, by book standards), movies, and

graphics. It would be non-linear and fun.

The First Meeting

On January 5, 1994, 1 had my first meeting with my thesis

committee advisors. I presented to Jim Ver Hague, Gordon

Goodman, and Frank Romano an outline of my project and a

Page 17: Interactive electronic publishing

projected time line (Appendix A). Realizing that trying to do all

the mountain areas in the book would be impossible in the given

time frame, I narrowed the selected areas down to six that were

different from each other and, which were known to have avail

able resources. The committee members considered the project to

be too ambitious. I responded by agreeing to treat only three

mountain areas which they felt was still too extensive and sug

gested that I focus on only one area in depth. Even though this

was a strong suggestion, I resisted, wanting to show the contrast

among several areas. I also wanted to provide an example ofinter-

connectivity between the areas. Little did I know at that time that

the project I had envisioned in my head was far too grandiose for

the limited time available to me. Neither did I have any idea of the

difficulties I would encounter.

The fact thatmy committeewanted me to focus on only one

area tormented me. I settled on two areas, thinking that was a

good compromise. I spent considerable time collecting resources.

Then I talked to Dr. Fred Dowaliby, a research psychologist, whom

I highly respect. Dr. Dowaliby knows little about computers and

nothing about interactive electronic publishing but, after examin

ingmy proposal and outline, he agreed withmy committee mem

bers that I was trying to do too much. It is better to focus on one

area and do it well. So one area it was The Alaskan Mountain

Range. I chose the Alaskan Range for several reasons. I was there,

and I photographed numerous images while there. Also, it is a

popular subject for the media. There is much useful information

on the area and many visual resources.

Page 18: Interactive electronic publishing

One of the other ideas I presented to the committee was to

produce a support handbook to go with the project. A combina

tion of instructions for the computer beginner and an overall view

of the subject matter for getting around. Being a graphic designer,

I enjoy the print media also. I thought it would be a good experi

ence to produce a print piece omitting all the traditional produc

tion processes I have been doing for years. Once more, the com

mittee members stressed that I was attempting too much. Besides,

they suggested, if my interface design was really good, no one

would need any supportmaterial. I readily agreed. No handbook.

It was a wise decision.

Collecting Resources

The next step I undertook was to collect information and

resources. I scoured libraries and found books, magazines, videos

about Alaska, and even a film about hang gliding from Mt.

McKinley. The resources gave me ideas on the specific topics I

wanted to put into my e-book. Whereas earlier there was a cate

gory called Culture, the story of the Cremation of Sam McGee

posed itself as a possibilitywhen I found the Robert Service poem

with wonderful illustrations by Ted Harrison. Under the catego

ry of History the exciting story of the Alaskan gold rush turned

into Gold Fever.

About this time I developed a subject list (Appendix B) and

a flow chart (Appendix C) to show the placement and connection

among topics. I then approached one of the more difficult things

Page 19: Interactive electronic publishing

for me in this project-a system of navigation and the design of

the buttons.

Design

The basic overall design of Mountain Worlds is clean and

straight forward. The design was created to support and enhance

the content, but not to overpower it. Each segment has a different

story, with a different look and feel that supports the subject mat

ter. Most of the type was produced in Photoshop using the anti

aliased feature. Only very small type, such as the page numbers

was created in Macromedia Director. Most all of the images were

also produced in Photoshop. The paint function in Macromedia

Directorwas used onlywhen anti-aliased images were not needed.

The global and local buttons are one example.

The first segment I created was Vie Cremation ofSam McGee.

The illustrations are very graphic and colorful. I selected a mid

night blue from the art work to use as the background for the type,

and a bright accent color, warm yellow, for the type. The local but

tons are the same yellow. This provides the necessary contrast, as

well as the color unity to tie it all together.

When I first came upon the idea of using an old photo

album to tell the story of the Gold Rush, the thought of old sepia

toned photographs came tomind.Most of the photographs I found

were black and white. I digitized them, then converted them to

duotones in Photoshop. As I created the segment I kept all the other

elements the same gold to brown tones to enhance the old time

feeling. If I were to do this segment over again with my current

Page 20: Interactive electronic publishing

knowledge, I would not have used the 256 system palette, but

would have made a custom palette of the gold to brown colors.

This would have added richness in the colors and smoothness and

clarity in the photographs.

While The Cremation of Sam McGee is bold graphic artwork

and Gold Fever is all photographic, They Dared to Fly needed to have

a different feel, a cold but light and airy feeling. My image resource

was the same video fromwhich the QuickTimemovies weremade.

Digitized still images from segments that were not used as

QuickTime movies were given a watercolor feeling in Photoshop.

This gave a good textural contrast of the still images against the

realism of the QuickTime movies.

The introduction needed to suggest the content of the entire

book. This was done by using a series of straight photographic

images against a photographic background starting and ending

with the book's title page image of rugged peaks. The moving

sequence shows two to three images flashing on the screen at time

with less frequent background changes to suggest the different

areas of the world. At the end of this parade of photographs is the

mainmenuwith a selection of eight mountain regions of theworld.

In the sub-menus, the user has a number of choices in sev

eral categories: culture, history, adventure and nature. Here is the

first suggestion of the different visual styles used in the different

areas. The images in the sub-menus are taken from the story seg

ments, to keep the same look and feel and provide a smooth tran

sition. The layout and type of the sub-menus is consistent through

out. This all works to provide a feeling of continuity.

Page 21: Interactive electronic publishing

Navigation

I thought that developing the navigation system would be

fairly easy, since I had just finished a very successful HyperCard

stack. Serious testing proved the stack to be very clear and it was

very easy to navigate through the three different sections; however,

it was equally clear to me that different modules of this e-book

would need different buttons so I set out to define what buttons

were needed. Itwasn't easy to be non-linear. I didn'twant the user

to have to go up and down the structure to get where he/she

wanted to go. My first attempt had many buttons, too many but

tons, and was too confusing. Also, my initial decision was to use

very graphic buttons about 3^ inch square. But upon seeing them

in place, they were distracting.

After studying many of the good, bad and mediocre com

mercial projects, I found some good ideas. I also recognized a

number of things I wanted to avoid. I needed to simplify. I want

ed the buttons to be almost transparent to the viewer (rather than

shouting). About this time I changed from the idea of a definite

graphic button panel to a small and more subtle translucent panel

for the buttons. I divided all the buttons into two button panels,

one for local or currently needed tools, and one for overall navi

gation. The overall or global button panel would have buttons for

Quit, Help, Contents, Sound. The local button panel would have

next and previous buttons, voice control, show /hide global but

tons, and screen (page) numbers where appropriate.

Page 22: Interactive electronic publishing

Decisions made about the buttons at this time:

Quit doesn't have to be on every card

Any button should be two clicks away

Program needs a volume control

Buttons need not be big and flashy

Possible Buttons:

Quit or Exit

Help or Instructions

Credits programs, books, people, etc

Contents

Chapters

Voice-over control

Volume control

Hot words

Related items

It seemed as though there were too many buttons.

Successful navigation is very important to the success of any pro

ject. The following images illustrate how the final buttons looked.

They were taken from the "Cremation of SamMcGee"

segment.

^ tc#15 t

The left halfof the button panel is reserved for global buttons; the show button will reveal them.

nBmegHu,| sot-me ig..i. Me_, il_,k-Mp| 4 ion5>

The buttons revealed, the hide button will make them disappear. The right side isfor local control. This varies

somewhat in the different segments.

Page 23: Interactive electronic publishing

Production

While I was dealing with the navigation challenge, I was

also hard at work producing the individual modules. This was the

part of the project that was most fun-planning the subject, scan

ning in images, manipulating them in Photoshop, putting all the

images, sounds, and graphics together in Macromedia Director.

Each module was like a mini project in that it was self-contained

and had separate navigation buttons. I allowed each module to

have its own character and feel. The only thing thatwas consistent

with all the modules was the button panel. Being unsure at that

point as to how the navigation would end, I left space for the but

tons that be introduced later.

Once I was really into the production tasks, I realized thatmy

original ideas about the extent of the project were unrealistic. The

timeline had to be revised. In fact, I revised it several times as time

passed. This was helpful in keeping on track. As some tasks were

completed, I could see more clearlywhich steps had to follow. This

is reflected in a more detailed revised timeline (Appendix D).

While I had planned to produce more modules, it turned

out that I could complete only four; the introduction, one culture,

one adventure, and one history. This is merely the tip of the ice

berg of what is possible as I had first planned it.

Most of the production proceeded smoothly. Many of the

problems I had were reflections of my lack of proficiency with

Macromedia Director at that time. As I became more proficient I

had fewer problems.

Page 24: Interactive electronic publishing

One areawhere I could find no helpful resource, and where

I had to spend a lot of time experimenting in was in the making of

QuickTime movies. While it is easy to make a QuickTime movie,

by simply plugging the VCR into the computer and record, itwas

not easy to know which of the different formats, different speeds,

different color ranges, and different compressions to use. The

results varied greatly in visual quality, playback speed, smooth

ness, and in memory required. Both the recording speed and the

playback speed are limited by the computer equipment used. And

there is no way of knowing what that maximum speed is.

I wanted lip sync in the onemovie with a close-up of aman

talking, and smoothness in the shots of the hang glider gliding. I

recorded them on my Quadra 660AV which is designed for such

work thinking I could use moderately high speeds. I did some at

15 fps (frames per second) and some at 20 fps. The software will

allow up to 30 fps. The memory requirement was outrageous, so I

lowered the color depth to 256 since the monitor will be set to 256

colors when the movies play The results were awful with jerky

images and posterized color. The movies were done again at a

slower 10 fps and in thousands of colors because that is the color

depth at which QuickTime was designed to record. The results

were more memory intensive even with compression but with

much better quality. The seven littlemovies I created which totaled

about 9 V3minutes viewing time takes 96.2 MB ofmemory.

Page 25: Interactive electronic publishing

Result

The result of all the research and work was the prototype e-

book Mountain Worlds presented at the Graduate Thesis Show on

April 29th, 1994. It was presented to people with a wide range of

computer experiencefrom those who didn't know what a mouse

was to those who were professors teaching computer courses.

Mountain Worlds had an equally wide range of responses at

the show. Some expected to see things happening in lightning

speed as in video arcade games. They were disappointed. Some

were mesmerized by the content, with the navigation successfully

transparent to them. Several sat though whole segments even

though the busy, noisy environment did not support such atten

tion. A few did not understand the point of an e-book and rushed

on to another exhibitwithout really wanting to understand. A few

teachers of deaf children loved the "The Cremation of Sam

McGee"

segment because thewords of the poemwere shownwith

the voice-over, alongwith atten

tion-holding graphics. Some

were surprised by the quality of

color and images the computer

can show. QuickTime movies in

the "They Dared toFly"

seg

ment were an attention grabber.

Video on a computer screenwas

new to many people. Main title screen to the e-book prototypeMountain Worlds.

Page 26: Interactive electronic publishing

Overall the response

was good. Anything that is new

takes a while for the general

consumer to understand and

embrace.

TheMountain Worlds pro

totype had the following seg

ments completed for the thesis

showing:

1. The animated introduc

tion consisting of a series of pho

tographic images ending in the

main menu screen. This e-book

has chapters on eight different

mountain ranges. The only

activemenu choice at this time is

The Alaskan Range. Clicking on

The Alaskan Range button will

start a short animated introduc

tion to the Alaskan Range end

ing in the Alaskan menu which

has the same four choices as the

other seven chapters have.

Those four choices are:

Culture Menu

HistoryMenu

Adventure Menu

One of the screens of the animated intro ofMountain Worlds

ttili

Main menu screen ofMountain Worlds.

Culture Adventure i.

Menu screen in The Alaskan Range segment

Page 27: Interactive electronic publishing

NatureMenu

Under each of the four cat

egories are four more specific

choices the viewer can make.

The ones that are active in this

prototype are:

"GoldFever"

in the

History menu.

"The Cremation of Sam

McGee"

in the Culture

menu.

"RobertService"

also in

the Culture menu.

"They Dared toFly"

in

the Adventure menu.

2. "GoldFever"

is a fun

glimpse into the colorful past,

starting with wild, heel-kicking

music and an animated photo

graphic introduction. A sam

pling of the work and life in

the gold fields is experienced

through an interactive photo

album with enlarged photo

graphs that come to life with a

voice description.

3. "The Cremation of Sam

Culture submenu with its four choices.

*?*'

k- AMf^m^m0$^$p^t^

History submenu with its four choices.

Nature submenu with its four choices.

Page 28: Interactive electronic publishing

McGee"

is an old folk poem

written by Robert Service in the

wild days of the gold rush. It is

accompanied by colorful illus

trations by Ted Harrison. It tells

the story of two miners travel

ing across the frozen land in the

dead of winter. Interactivity

allows the user to go at his/her

own speed. The poem is divid

ed into "pages", each with a

brief animation and voice-over

plus words to follow along on

the screen.When ready, the user

moves on with a mouse click.

5. Under the choices in the

Adventure menu is the selec

tion "They Dared to Fly", an

amazing story of four young

men who in addition to climb

ing to the top of the world's

tallest mountain, planned to

jump off in hang gliders. This

segment uses the actual footage

shot by ABC Sports. The foot

age was made into "Quick

Time"

movies which aredigi-

Adventure submenu with its four choices.

Title screen for the The Cremation of Sam McGee segment.

Sample screen in The Cremation of Sam McGee.

Page 29: Interactive electronic publishing

tized so they can play on the

computer. Quick-Time gives

the viewer a real sense of the

two-week struggle up the

mountain and then at the

summit the feeling of soaring

through the air with the great

est of ease.

The ingredients used to

produce these segments were

text, photographs, photographs

transmuted to illustrative art,

video, still images taken from

video, sound effects, music,

voice, and scanned illustra

tions, as well as scanned real

objects (the album in Gold

Fever). The resulting prototype

takes 150.1 MB ofmemory.

Sample screen in The Cremation of Sam McGee.

Related choices menu after The Cremation of Sam McGee.

Beginning of the interactive section in Gold Fever.

Page 30: Interactive electronic publishing

Sample screen in Gold Fever.

Sample screen ofThey Dared to Fly.

Sample screen ofThey Dared to Fly.

Page 31: Interactive electronic publishing

Summar

Conclusion

In conclusion, I'm pleased with what I have produced, but

am displeased that time did not allow the production of many of

my other ideas. I did not come close to what I had imagined or

planned at the beginning of this undertaking. I know I am capable

but, only in my mind, did I surpass the levels of interactivity of

From Alice to Ocean. Of course, for From Alice to Ocean had many

people working six months with a $1 million budget. I did fairly

well after all, by myself and on a $0 budget!

If I had to do it over again. I would want to be more famil

iar with Lingo, Macromedia Director's scripting language, before

I started. And I'd want much more focused time. Having to focus

on my thesis and the demands of other classes was very difficult

and frustrating.

I truly enjoyed this project and it strengthened my decision

to work in the e-book publishing field.

Page 32: Interactive electronic publishing

Appendice

A. Project Outline & Timeline

Page 33: Interactive electronic publishing

Project Outline & Timeline

Thesis Project

Before modern computers come into being, there was tra

ditional (paper and ink) publishing. Then along came From Alice

to Ocean, the first step in electronic book publishing with simple

interactivity. I plan to develop a prototype for an electronic book

that has multiple levels of both information and interactivity and

that is visually well designed. Multiple levels of interaction and

information allow the user to browse for an overview of the sub

ject or to get detailed information in a non-linear mode, giving

the user complete control. Interactive Electronic Publishing is a

mouthful, so I've coined the term e-book.

Book Topic:

Mountain Worlds

Mountain Worlds is a visually rich e-book that gives

insight into some of the different mountain areas of the world,

providing a sense of adventure and wonder, and a look into dif

ferentmountain regions and at people with differentways of liv

ing. It also provides a look at whatever that particular area is

known for, from mountain climbing to cheese making, to just

surviving the harsh elements. This e-book will have pho

tographs, text (but notmuch, by book standards),movies, graph

ics and perhaps some 3-D imaging.

Page 34: Interactive electronic publishing

Mountain Worlds Outline

A. Introduction

B. ChangingWorlds

*Swiss Alps-Switzerland

Possibilities: Cheese making

Great Smokies-Tennessee and North Carolina

C. Nature Aloft

Mount Kenya-Africa

*Denali-Alaska, animals

Possibilities: Climbing

Monteverde-Costa Rica

D. High Frontiers

*San Juans-Colorado

Possibilities: Gold Rush-History, Narrow gauge

train ride, Telluride Ballon Festival

Mountains ofYunnan-South China

Tatras-Poland and Czechoslovakia

Hindu Kush &Karakorams-Pakistan and Afghanistan

Tian Shan & Pamirs-North China and South Russia

E. Worlds Apart

""Pyrenees & Cantabrians-Spain

Possibilities: Running of the bulls, Basque culture

New Guinea Highlands

High Alps-Morocca

Southern Alps-New Zealand

Possibilities: Hiking

F. Far Reaches

Bolivian Andes-South America

Baffin's Peaks-Canada

*Himalayas-Napal and China

Possibilities: Climbing, life style

Patagonian Andes-South Patagonia

*areas I plan to focus on, which of course might change.

Page 35: Interactive electronic publishing

Thesis Outline

A. Introduction

What brought me to this project.

Audience: Adult-Arm chair explorers, travelers and

adventures- Sierra Club and National Geographic readers.

B. Review of related products/literature

Review of Interactive Electronic products on the market

From Alice to Ocean

Voyager Books

Children books

their functionality

their design

their readability

their interactivity

Review of parallel interactive electronic developments:

magazines

information data bases

games

C. Procedure

What I did, what worked, what didn't work

Planning

outline

diagram structure

information research

design "look andfeel"

gather all resources

test first section for major faults

continue to produce sections

D. Results/Conclusions

What I discovered in the process that I incorporated into

the final product

Testing product on different levels of users

Polishing

Page 36: Interactive electronic publishing

E. Summary

Wrap upG. Biography

Software, Hardware, Resources, Copyright owners

Timeline

Summer '93

Focus in on a thesis project

Research what is on the market (MacWorld-Boston)

September

Select thesis committee

Research market (MacWorld-Toronto)

Write thesis proposal

October

Create timeline

Gather articles and information on CD-ROM, multimedia,

and interface

November

Select project topic

Gather articles and information on CD-ROM, multimedia,

and interface

Create a Hyper stack of book, magazines, and other

resources.

Create another Hyper stack of producers of CD-

ROM & Multimedia producers, key people in the

business, and titles.

December

Prepare thesis outline

Research resources for images and info

January '94

First thesis committee meeting

Solicit additional sources: National Geographic-especially

video and film

Learn Lingo

Page 37: Interactive electronic publishing

Research resources for images and info

Enlarge info hyper stacks

Write the intro of the thesis report

February

Design structure, look and feel

Write the research of the thesis report

Determine the programs to be used in production besides

MM Director, if any.

Second thesis committee meeting-late Feb

March

Test product

Consider a simple readable handbook to go with product

Refine corrections

April

May

Third thesis committee meeting Early April

Set up visual display IF havingone- April 22

The BigShow-April 29th

Finish up the thesis report

Commencement-May

21

Page 38: Interactive electronic publishing

Appendices

B. Subject List

Page 39: Interactive electronic publishing

Subject List

The Alaskan Range

A. HistoryNatives

Athabascan

Legend of Denali

Whites

Russians

Gold miners

National Park

B. Nature

GeographyLocation

Earthquakes

Land formation

Climate

Native Animals

Bear

Caribou

Fox

Wolves

Moose

Bald Eagles

Salmon

Tundra Flora

C. Culture (not much available)

Jack London

White FangCall of the Wild

Robert Service

The Cremation of Sam McGee

D. Adventure

Climbing Mt. McKinleyFirst Ascent

FirstWomen Ascent

Youngest-12Yrs

Page 40: Interactive electronic publishing

Solo Ascent

Yearly ascents

Naming ofMt. McKinley (Pres at the Time)

Hang Gliding from Mt.

Bush Pilots

Dog SleddingWinter /Summer

Page 41: Interactive electronic publishing

Appendi

C. Project Flow Chart

Page 42: Interactive electronic publishing

Mountain Worlds

Flow Chart

Gray areas represent segmentsnot active for this prototype.

OpeningScreen

Title

Bolivian

Andes

The

Swiss Alps

Introduction

Mountain

Worlds

^^"

Mountain "^^Worlds

Menu

ITheGreat

Smokies

The

Karakorams

Himalayas

AlaskaRange"

Intro

PAlaska Range

Menu

i-Patagonian

Andes

Mountains

of Yuman

Adventure .

Menu

Vegetation

Animals

Hang Gliding

Climate

HistoryMenu

Page 43: Interactive electronic publishing

Appendices

D. Revised Timeline

Page 44: Interactive electronic publishing

Revised Timeline

Summer '93

Focus in on a thesis project

Research what is on the market (MacWorld- Boston)

September

Select thesis committee

Research market (MacWorld-Toronto)Write thesis proposal

October

Create timeline

Gather articles and information on CD-ROM, multimedia,

and interface

November

Select project topic

Gather articles and information on CD-ROM, multimedia,

and interface

Create a Hyper stack of book, magazines, and other

resources.

Create another Hyper stack of producers of CD-ROM &

Multimedia producers, key people in the business,and titles.

December

Prepare thesis outline

Research resources for images and info

By the beginning of the Spring quarter I would like to have

a lot of the copy and images research done, have a skeleton struc

ture of the project and have a general look and feel. I plan to have

the intro to the report done and have research section well

advanced. I also plan to have projects from other classes done and

out of the way so Spring quarter I can concentrate on thesis.

March

Week 1 Design main menu interface and navigation.

Week 2 Develop sub-menu interfaces, do a small

section- Sam McGee

Week 3 Test interface, make corrections, do second

section

Week 4 Produce more parts, third section

Week 5 Produce more parts, fourth section

March 30 Third thesis meeting-4:00

Page 45: Interactive electronic publishing

April

Week 1 Should be 2/3 done, do intro

Week 2 Test and feed back, fifth section

Week 3 Test what I've got, make changes, sixth section

Week 4 Make everything look good and function

smoothly

April 29 The Big Show

MayWeekl

Week 2

Week 3

Week 4

Write good draft of research section of thesis

report

Write first draft of procedure

Write first draft of results, rework procedure

draft

Commencement -May 21

Write summary draft, polish research and pro

cedure drafts.

Page 46: Interactive electronic publishing

Appendices

v:j:::::::;:::;:::;:::::::;:::;:v:::;:::

E. Software & Hardware

Page 47: Interactive electronic publishing

Software

Macromedia Director 3.1.1 & 3.1.3 by Macromedia, Inc.

Macromedia Director is an interactive, multimedia presentation

and animation authoring software.

SoundEdit Pro 1.0.4 by Macromedia, Inc. Allows recording

of sounds, music and voice, also used to crop, join and alter

sounds.

Photoshop 2.5 by Adobe Systems, Inc. The photo modifica

tion program in which images were corrected, cropped, changed,

and type was set and the graphics created.

Fusion Recorder by Video Fusion. This program came with

theMacintoshQuadra 660AV computer, it allows direct digitizing

from a video tape or laser disk, just plug it in and roll.

Exposure Pro 1.0.2 by Baseline Publishing. A program that

allows snapshots of images on the computer to be"photographed"

for further changes and uses.

ScreenPlay 1.2 by SuperMac Technology. A video viewing

program allows for cropping and compression.

Quick Time by Apple Inc. The architecture that allows digi

tal video to play on a computer.

Page 48: Interactive electronic publishing

Hardware

Computers

Macintosh IIFX 20/130

Macintosh Quadra 660AV CD- ROM 24/250

AppleMacintosh Quadra 800 CD-ROM 30/500

14"

&16"

Apple monitors

Storage Device

SyQuest drive and disks

Input Devices

Microtek flatbed scanner

Nikon slide scanner

Video cassette recorder

Tape cassette player

Page 49: Interactive electronic publishing

Appendice

F. Project Script

Page 50: Interactive electronic publishing

Introduction Script

Page 51: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Score Script 01

go marker (0)

Score Script 02

pause

go to frame 2

Score Script 04

pause

Score Script 06

puppetSprite 4, true

if rollover (4) then

go frame"his"

else

go frame"amm"

end if

puppetsprite 4, false

Page 52: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Score Script 07

puppetsprite 5, true

puppetSprite 6, true

puppetsprite 4, true

puppetsprite 3, true

if rollover(3) then

go to frame"Cui"

else

go to frame"AMm"

if rollover(4) then

go to frame"His"

else

go to frame"AMm"

if rollover(5) then

go to frame"Adv"

else

go to frame"AMm"

if rollover(6) then

go to frame"Nat"

else

go to frame"AMm"

end if

end if

end if

end if

puppetsprite 5, false

puppetsprite 6, false

puppetsprite 3, false

puppetsprite 4, false

Page 53: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Score Script 08~~ "

puppetsprite 12, true

if rollover (12) then

go marker (0)else

go to frame"wm"

end if

puppetsprite 12, false

Score Script 09

puppetsprite 6, true

if rollover (6) then

go frame"nat"

else

go frame"amm"

end if

puppetsprite 6, false

Score Script OA

puppetsprite 5, true

if rollover (5) then

go frame"Adv"

else

go frame"amm"

end if

puppetsprite 5, false

Page 54: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Score Script OE

puppetsprite 4, true

puppetsprite 5, true

puppetsprite 6, true

puppetsprite 7, true

puppetsprite 8, true

puppetsprite 9, true

puppetsprite 10, true

puppetsprite 1 1, true

if rollover(4) then

go to frame"A"

else

go marker (0)

if rollover(5) then

go to frame"k"

else

go marker (0)

if rollover(6) then

go to frame"y"

else

go marker (0)

if rollover(7) then

go to frame"p"

else

go marker (0)

if rollover(8) then

go to frame"h"

else

go marker (0)

if rollover(9) then

go to frame"s"

else

go marker (0)

if rollover(IO) then

go to frame"gs"

else

Page 55: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

go marker (0)if rollover(1 1) then

go to frame"ba"

else

go to frame"wM"

end if

end if

end if

end if

end if

end if

end if

end if

puppetsprite 4, false

puppetsprite 5, false

puppetsprite 6, false

puppetsprite 7, false

puppetsprite 8, false

puppetsprite 9, false

puppetsprite 10, false

puppetsprite 1 1,false

Score Script OF

puppetsprite 12, true

if rollover (12) then

go to frame"a"

else

go to frame"wm"

end if

puppetsprite 12, false

Page 56: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Score Script 1 0

~~

puppetsprite 3, true

if rollover (3) then

go to frame"cui"

else

go to frame"amm"

end if

puppetsprite 3, false

Movie Script

on startMovie

set the ink of sprite 1 9 to 8

set the ColorDepth to 8

set the soundLevel to 5

--puppetsprite 1 9, true

end startMovie

Cast Script A13 : show

on mouseUp

puppetsprite 19, true

set the castnum of sprite 19 to A14

set the ink of sprite 1 9 to 8

updatestage

end mouseUp

Page 57: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Cast Script A14 : buttonss

on mouseUp

if (the mouseH > 20 and the mouseH < 53) then --quit

set the castnum of sprite 1 9 to Al 3

set the ink of sprite 1 9 to 8

go to frame 1

else

if (the mouseH > 75 and the mouseH < 1 10) then --hide

set the castnum of sprite 1 9 to Al 3

updatestage

else

if (the mouseH > 1 1 0 and the mouseH < 1 45) then --help

play frame"help"

else

if (the mouseH > 1 50 and the mouseH < 21 0) then -volu

set the castnum of sprite 1 9 to A33

else

if (the mouseH > 220 and the mouseH < 300) then -World Menu

go to frame"WM"

else

if (the mouseH > 310 and the mouseH < 385) then -Alaska

Menu

go to frame"AM"

end if

end if

end if

end if

end if

end if

end mouseUp

Cast Script A24 : Nature

on mouseUp

go to frame"Nature"

end mouseUp

Page 58: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Cast Script A25 : Culture

on mouseUp

go to frame"culture"

end mouseUp

Cast Script A26

on mouseUp

go to frame 2

end mouseUp

Cast Script A28 : return

on mouseUp

play done

end mouseUp

Page 59: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Cast Script A33 :

on mouseUp

if (the mouseH > 20 and the mouseH < 53) then -quit

go to frame 1

set the castnum of sprite 19 to A13

set the ink of sprite 1 9 to 8

else if (the mouseH > 75 and the mouseH < 1 10) then -hide

set the castnum of sprite 19 to A13

updatestage

else if (the mouseH > 1 1 0 and the mouseH < 1 45) then -help

play frame"help"

else if (the mouseH > 150 and the mouseH < 170) then -low

set the soundlevel to 2

set the volume of sound 1 to 75

set the volume of sound 2 to 75

set the castnum of sprite 19 to A14

else if (the mouseH > 170 and the mouseH < 190) then -med

set the soundlevel to 4

-set the volume of sound 1 to 1 50

-set the volume of sound 2 to 1 50

set the castnum of sprite 19 to A14

else if (the mouseH > 190 and the mouseH < 210) then -high

set the soundlevel to 7

-set the volume of sound 1 to 225

-set the volume of sound 2 to 225

set the castnum of sprite 19 to A14

else if (the mouseH > 220 and the mouseH < 300) then World Menu

go to frame"WM"

else if (the mouseH > 310 and the mouseH < 385) then -Alaska Menu

go to frame"AM"

end if

end mouseUp

Page 60: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Cast Script A35 :

on mouseUp

end mouseUp

Cast Script A37 : cui but 3

on mouseUp

If soundBusy (1) then

sound stop 1

end if

play movie "RSMenu"

end mouseUp

Cast Script A41 : Adventure

on mouseUp

go to frame"adventure"

end mouseUp

Cast Script A42 :

on mouseUp

go to frame"history"

end mouseUp

Page 61: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Cast Script A47 : HG

on mouseUp

If soundBusy (1) then

sound stop 1

end if

play movie "They Dared ToFly"

end mouseUp

Cast Script A51 :

on mouseUp

If soundBusy (1) then

sound stop 1

end if

play Movie "GoldFever"

end mouseUp

Cast Script A52

on mouseUp

go to frame"AM"

end mouseUp

Cast Script A63 : N5 eagles x

on mouseUp

end mouseUp

Cast Script A76 : culture

on mouseUp

go to frame"Culture"

end mouseUp

Page 62: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Cast Script A77 : History

"

on mouseUp

go to frame"History"

end mouseUp

Cast Script A78 : Adventure

on mouseUp

go to frame"Adventure"

end mouseUp

Cast Script A81 : Nature

on mouseDown

set the ink of sprite 6 to 2

end mouseDown

on mouseUp

go to frame"Nature"

set the ink of sprite 6 to 1

end mouseUp

Cast Script A82 : C

on mouseUp

go to frame"culture"

end mouseUp

Cast Script A83 : History

on mouseUp

go to frame"History"

end mouseUp

Page 63: Interactive electronic publishing

Alaska Intro Sun, May 8, 1994

Cast Script A84 : Nature

on mouseDown

set the ink of sprite 6 to 2

end mouseDown

on mouseUp

go to frame"Nature"

set the ink of sprite 6 to 1

end mouseUp

Cast Script A85 : Adventure

on mouseUp

go to frame"Adventure"

end mouseUp

Cast Script B31

on mouseUp

end mouseUp

Cast Script B47 : Alaska

on mouseUp

go to frame"Ar"

end mouseUp

Cast Script B55 : Alaska

on mouseUp

go to frame"Alas"

end mouseUp

Page 64: Interactive electronic publishing

Alaska IntroSun, May 8, 1994

Cast Script B58

on mouseUp

If soundBusy (1) then

sound stop 1

end if

play movie "SamMcGee"

end mouseUp

Page 65: Interactive electronic publishing

Gold Fever Script

Page 66: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Score Script 01

pause

Score Script 05

puppetsound 0

pause

Movie Script

on startmovie

puppetsprite 1 9, true

-puppetsprite 21, true

set the castnum of sprite 19 to C28

end startmovie

Cast Script A1 1 : gold fever 8

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Cast Script A14 : gold fever 1 1

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Page 67: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script A15 : gold fever 12

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Cast Script A16 : gold fever 13

on mouseUp

zoombox 3,6,2

go marker (0)+4

end mouseUp

Cast Script A18 : gold fever 2

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Cast Script A21 : gold fever 3

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Cast Script A22 : gold fever 4

on mouseUp

zoombox 2,6,2

go marker(0)+1

end mouseUp

Page 68: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script A23 : gold fever 5

on mouseUp

zoombox 2,6,2

go marker(0)+1

end mouseUp

Cast Script A25 : gold fever 7

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Cast Script A32 :

on mouseUp

zoombox 3,6,2

go marker (0)+3

end mouseUp

Cast Script A33 : prev

on mouseUp

-puppetSound

"Click2"

puppettransition 01,2,10,

go marker (-1)end mouseUp

Cast Script A34 : next

on mouseUp

-puppetSound

"Click2"

puppettransition 02,2,10,

go marker (1)

end mouseUp

Page 69: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script A35 :

on mouseUp

zoombox 4,6,2

go marker (0)+4

end mouseUp

Cast Script A87

on mouseUp

zoombox 4,6,2

go marker (0)+2

end mouseUp

Cast Script B13 :

on mouseUp

zoombox 3,6,2

go marker (0)+1

end mouseUp

Cast Script B14:

on mouseUp

zoombox 5,6,2

go marker (0)+3

end mouseUp

Cast Script B15 :

on mouseUp

zoombox 4,6,2

go marker (0)+3

end mouseUp

Page 70: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script B16:

on mouseUp

zoombox 3,6,2

go marker (0)+4

end mouseUp

Cast Script B1 7

on mouseUp

zoombox 3,6,2

go marker (0)+2

end mouseUp

Cast Script B21 : 1 boat leave ex-1

on mouseUp

zoombox 6,5,2

go marker (0)end mouseUp

Cast Script B22 : 1 go start-3

on mouseUp

zoombox 6,4,2

go marker (0)

end mouseUp

Cast Script B23 : 3 go boat-2

on mouseUp

zoombox 6,3,2

go marker(O)

end mouseUp

Page 71: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script B27 :

on mouseUp

zoombox 3,6,2

go marker(0)+2

end mouseUp

Cast Script B31 : start

on mouseup

-puppetSound"Click2"

go frame 1

set the ink of sprite 1 6 to 1

end mouseup

Cast Script B32 : 1 chilkot-6

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script B33 : 1 climb rock-5a

on mouseUp

zoombox 6,4,2

go marker (0)

end mouseUp

Cast Script B34

on mouseUp

zoombox 4,6,2

go marker (0)+3

end mouseUp

Page 72: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script B35 : 4 go summit-8

~~

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script B36 : 4 go wind boats-9

on mouseUp

zoombox 6,4,2

go marker (0)end mouseUp

Cast Script B37 : 3 go boat build-10

on mouseUp

zoombox 6,4,2

go marker(O)

end mouseUp

Cast Script B38 : 1 go boats-1 1

on mouseUp

zoombox 6,2,2

go marker(O)

end mouseUp

Cast Script B41 : 4 going dock-4

on mouseUp

zoombox 6,2,2

go marker (0)end mouseUp

Page 73: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script B42 : 4 go camp dogs-5b

on mouseUp

zoombox 6,2,2

go marker (0)end mouseUp

Cast Script B43 :

on mouseUp

zoombox 4, 6, 2

go marker (0)+3

end mouseUp

Cast Script B47 :

on mouseUp

zoombox 5,6,2

go marker (0)+2

end mouseUp

Cast Script B54 : 1 mine dredge

on mouseUp

zoombox 6,5,2

go marker (0)

end mouseUp

Cast Script B55 : 1 mine inside

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Page 74: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script B56 : 1 miner

on mouseUp

zoombox 6,4,2

go marker (0)end mouseUp

Cast Script B57 : 1 panning

on mouseUp

zoombox 6,5,2

go marker (0)end mouseUp

Cast Script B58 : 2 mine er

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script B61 : 4 mine boy women

on mouseUp

zoombox 6,4,2

go marker (0)

end mouseUp

Cast Script B62 : 4 mine cabin

on mouseUp

zoombox 6,2,2

go marker(O)

end mouseUp

Page 75: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script B63

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Cast Script B64 : 4 nime sluice

on mouseUp

zoombox 6,2,2

go marker (0)end mouseUp

Cast Script B65 : 4 nime sluice 3

on mouseUp

zoombox 6,4,2

go marker (0)

end mouseUp

Cast Script B66 : 4 nime sluice2

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script B67 : jr-4 mine boy women 2

on mouseUp

zoombox 4,6,2

go marker (0)+3

end mouseUp

Page 76: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script B68 :

on mouseUp

zoombox 5,6,2

go marker (0)+2

end mouseUp

Cast Script B71

on mouseUp

zoombox 2,6,2

go marker (0)+1

end mouseUp

Cast Script B72 :

on mouseUp

zoombox 4,6,2

go marker (0)+3

end mouseUp

Cast Script B73 : contents 1

on mouseUp

puppettransition 02,2,10,

go marker (1)

end mouseUp

Cast Script B74 : contents 1

on mouseUp

puppettransition 02, 2, 10

go marker (6)

end mouseUp

Page 77: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script B75 : contents 2

on mouseUp

puppettransition 02,2,10,go marker (9)

end mouseUp

Cast Script B76 : 1 c player

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script B77 : 4 go down-7 in

on mouseUp

zoombox 6,5,2

go marker (0)

end mouseUp

Cast Script B78 : 3 go sled-15

on mouseUp

zoombox 6,4,2

go marker(O)

end mouseUp

Cast Script B81 : 4 go boats-12

on mouseUp

zoombox 6,5,2

go marker(O)

end mouseUp

Page 78: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script B82 : 4 go dog team-14

on mouseUp

zoombox 6,2,2

go marker(O)

end mouseUp

Cast Script B83 : 1 steamer-16

on mouseUp

zoombox 6,3,2

go marker(O)

end mouseUp

Cast Script B84 : 4 yukon boats-13

on mouseUp

zoombox 6,3,2

go marker(O)

end mouseUp

Cast Script C12 : 1 dance hall

on mouseUp

zoombox 6,2,2

go marker (0)end mouseUp

Cast Script C13 : 1 life school

on mouseUp

zoombox 6,4,2

go marker (0)end mouseUp

Page 79: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C14 : 1 life store out

on mouseUp

zoombox 6,2,2

go marker (0)end mouseUp

Cast Script C15 : 2 new town

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script C18:

on mouseUp

-puppetsound

"Click2"

go to frame"1"

end mouseUp

Page 80: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C21 :

on mouseUp

if (the mouseH > 20 and the mouseH < 53) then -quit

go to frame 1 of movie "AlaskaIntro"

set the castnum of sprite 19 to C28

set the ink of sprite 1 9 to 1

else if (the mouseH > 75 and the mouseH < 1 1 0) then -hide

set the castnum of sprite 19 to C28

updatestage

else if (the mouseH > 1 10 and the mouseH < 145) then -help

play frame"help"

else if (the mouseH > 1 50 and the mouseH < 1 70) then -low

set the soundlevel to 2

set the volume of sound 1 to 75

set the volume of sound 2 to 75

set the castnum of sprite 19 to C22

updatestage

else if (the mouseH > 1 70 and the mouseH < 1 90) then -med

set the soundlevel to 4

set the volume of sound 1 to 1 50

set the volume of sound 2 to 1 50

set the castnum of sprite 19 to C22

updatestage

else if (the mouseH > 190 and the mouseH < 210) then -high

set the soundlevel to 7

set the volume of sound 1 to 225

set the volume of sound 2 to 225

set the castnum of sprite 1 9 to C22

updatestage

else if (the mouseH > 220 and the mouseH < 300) then -World Menu

go to frame"WM"

of movie "AlaskaIntro"

else if (the mouseH > 310 and the mouseH < 385) then -Alaska Menu

go to frame"AM"

of movie "AlaskaIntro"

end if

end mouseUp

Page 81: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script C22 : buttons

on mouseUp

puppetsprite 19, true

if (the mouseH > 20 and the mouseH < 53) then -quit

set the castnum of sprite 19 to C28

set the ink of sprite 1 9 to 1

go to frame 1 of movie "AlaskaIntro"

else if (the mouseH > 75 and the mouseH < 1 1 0) then -hide

set the castnum of sprite 1 9 to C28

updatestage

else if (the mouseH > 1 10 and the mouseH < 145) then -help

play frame"help"

else if (the mouseH > 1 50 and the mouseH < 21 0) then -volu

set the castnum of sprite 19 to C21

updatestage

else if (the mouseH > 220 and the mouseH < 300) then -World Menu

go to frame"WM"

of movie "AlaskaIntro"

else if (the mouseH > 310 and the mouseH < 385) then -Alaska Menu

go to frame"AM"

of movie "AlaskaIntro"

end if

end mouseUp

Cast Script C23 : on

on mouseUp

puppetsprite 21, true

set the castnum of sprite 21 to C24

put 1 into soundbut

updatestage

end mouseUp

Page 82: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C24 : off

on mouseUp

puppetsprite 21, true

set the castnum of sprite 21 to C23

put 0 into soundbut

updatestage

end mouseUp

Cast Script C25 : 3 man dog

on mouseUp

zoombox 6,2,2

go marker (0)end mouseUp

Cast Script C26 : mm

on mouseUp

puppetSound"Click2"

go Frame"Content"

puppetsound 0

end mouseUp

Cast Script C27 : 4 life laundry

on mouseUp

zoombox 6,4,2

go marker (0)

end mouseUp

Page 83: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C28 : show

on mouseUp

puppetsprite 19, true

set the castnum of sprite 19 to C22

set the ink of sprite 1 9 to 8

updatestage

end mouseUp

Cast Script C31 : 4 life magnet

on mouseUp

zoombox 6,5,2

go marker (0)end mouseUp

Cast Script C33 : 4 life washing

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script C34 :

on mouseUp

--puppetsound "whita"

-small to bigzoombox 5,6,2

go marker (0) +1

end mouseUp

Page 84: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C35 :

on mouseUp

zoombox 3,6,2

go marker (0)+2

end mouseUp

Cast Script C36 :

on mouseUp

zoombox 4,6,2

go marker (0)+3

end mouseUp

Cast Script C37 :

on mouseUp

zoombox 3,6,2

go marker(0)+3

end mouseUp

Cast Script C38

on mouseUp

zoombox 5,6,2

go marker(0)+4

end mouseUp

Cast Script C41

on mouseUp

zoombox 4,6,2

go marker(0)+2

end mouseUp

Page 85: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C42~

on mouseUp

zoombox 3,6,2

go marker(0)+3

end mouseUp

Cast Script C43 :

on mouseUp

zoombox 4,6,2

go marker (0) +2

end mouseUp

Cast Script C44 :

on mouseUp

zoombox 5,6,2

go marker (0)+2

end mouseUp

Cast Script C45 : 4 town 2

on mouseUp

zoombox 6,4,2

go marker (0)

end mouseUp

Cast Script C46 : 4 town soapy

on mouseUp

zoombox 6,4,2

go marker (0)

end mouseUp

Page 86: Interactive electronic publishing

Gold Fever Tue, May 1 0, 1 994

Cast Script C47

on mouseUp

zoombox 3,6,2

go marker (0)+1

end mouseUp

Cast Script C48

on mouseUp

zoombox 4,6,2

go marker (0)+2

end mouseUp

Cast Script C51 :

on mouseUp

zoombox 3,6,2

go marker (0)+2

end mouseUp

Cast Script C52

on mouseUp

zoombox 5,6,2

go marker (0)+4

end mouseUp

Cast Script C53

on mouseUp

zoombox 4,6,2

go marker (0)+3

end mouseUp

Page 87: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C54 : 4 town dog team

on mouseUp

zoombox 6,3,2

go marker (0)end mouseUp

Cast Script C55 :

on mouseUp

zoombox 5,6,2

go marker (0)+4

end mouseUp

Cast Script C56 :

on mouseUp

zoombox 3,6,2

go marker (0)+2

end mouseUp

Cast Script C61 : 2 life card play

on mouseUp

zoombox 6,5,2

go marker (0)

end mouseUp

Cast Script C62 : 4 town Earp

on mouseUp

zoombox 6,2,2

go marker (0)

end mouseUp

Page 88: Interactive electronic publishing

Gold Fever Tue, May 10, 1994

Cast Script C63 : 1 town 5

on mouseUp

zoombox 6,5,2

go marker (0)end mouseUp

Cast Script C64 :

on mouseUp

-puppetsound

"Click2"

go frame"6"

end mouseUp

Cast Script C65 :

on mouseUp

-puppetsound

"Click2"

go to frame"9"

end mouseUp

Cast Script D18 : return

on mouseUp

play done

end mouseUp

Page 89: Interactive electronic publishing

They Dared to Fly Script

Page 90: Interactive electronic publishing

They Dared To Fly Fri, Apr 29, 1 994

Score Script 02

pause

Movie Script

on startmovie

if the colorQD = true then set the colordepth to 8

-preloadCast

set the soundlevel to 5

end startmovie

Cast Script A1 2 :show

on mouseUp

puppetsprite 19, true

set the castnum of sprite 19 to B26

set the ink of sprite 1 9 to 8

updatestage

end mouseUp

Cast Script A1 8 :go

on mouseUp

continue

end mouseUp

Page 91: Interactive electronic publishing

They Dared To Fly Fri, Apr 29, 1 994

Cast Script B24 :

on mouseUp

if (the mouseH > 20 and the mouseH < 53) then -quit

go to frame 1 of movie "AlaskaIntro"

set the castnum of sprite 1 9 to Al 2

set the ink of sprite 1 9 to 1

else if (the mouseH > 75 and the mouseH < 1 1 0) then -hide

set the castnum of sprite 1 9 to Al 2

updatestage

else if (the mouseH > 1 1 0 and the mouseH < 1 45) then -help

play frame"help"

else if (the mouseH > 1 50 and the mouseH < 1 70) then -low

set the soundlevel to 2

set the volume of sound 1 to 75

set the volume of sound 2 to 75

set the castnum of sprite 19 to B26

updateStage

else if (the mouseH > 1 70 and the mouseH < 1 90) then -med

set the soundlevel to 4

set the volume of sound 1 to 1 50

set the volume of sound 2 to 1 50

set the castnum of sprite 1 9 to B26

updateStage

else if (the mouseH > 1 90 and the mouseH < 210) then -high

set the soundlevel to 7

set the volume of sound 1 to 225

set the volume of sound 2 to 225

set the castnum of sprite 19 to B26

updateStage

else if (the mouseH > 220 and the mouseH < 300) then -World Menu

go to frame"WM"

of movie "AlaskaIntro"

else if (the mouseH > 310 and the mouseH < 385) then -Alaska Menu

go to frame"AM"

of movie "AlaskaIntro"

end if

end mouseUp

Page 92: Interactive electronic publishing

They Dared To Fly Fri, Apr 29, 1 994

Cast Script B25 :

on mouseUp

puppetsprite 23, true

set the castnum of sprite 23 to B28

if the pauseState = TRUE then

continue

end if

end mouseUp

Cast Script B26 :

on mouseUp

if (the mouseH > 20 and the mouseH < 53) then -quit

go to frame 1 of movie "AlaskaIntro"

set the castnum of sprite 19 to A12

set the ink of sprite 1 9 to 1

else if (the mouseH > 75 and the mouseH < 1 1 0) then -hide

set the castnum of sprite 1 9 to Al 2

updatestage

else if (the mouseH > 1 10 and the mouseH < 145) then -help

play frame"help"

else if (the mouseH > 150 and the mouseH < 210) then -vol

set the castnum of sprite 1 9 to B24

updatestage

else if (the mouseH > 220 and the mouseH < 300) then -World Menu

go to frame"WM"

of movie "AlaskaIntro"

else if (the mouseH > 310 and the mouseH < 385) then -Alaska Menu

go to frame"AM"

of movie "AlaskaIntro"

end if

end mouseUp

Cast Script B27 : return

on mouseUp

play done

end mouseUp

Page 93: Interactive electronic publishing

They Dared To Fly Fri, Apr 29, 1 994

Cast Script B28 :

on mouseUp

puppetsprite 23, true

set the castnum of sprite 23 to B25

updatestage

pause

end mouseUp

Cast Script B31 :

on mouseUp

go to frame 1 of movie "alaskaIntro"

end mouseUp

Page 94: Interactive electronic publishing

The Cremation of Sam McGee Script

Page 95: Interactive electronic publishing

Sam McGee Tue, May 1 0, 1 994

Score Script 01~~ ~~ " ~

pause

Score Script 02

pause

Movie Script

on startmovie

global soundbut

puppetsprite 19, true

puppetsprite 22, true

-put 1 into soundbut

-set the volume of sound 2 to 200

set the castnum of sprite 1 9 to B72

end startmovie

Cast Script A37 : bot widows light In

on mouseUp

end mouseUp

Cast Script A52 : prev

on mouseUp

puppetsound"click2"

go marker (0)

end mouseUp

Page 96: Interactive electronic publishing

Sam McGee Tue, May 1 0, 1 994

Cast Script A54 : next

on mouseUp

puppetsound 0

puppetsound"Click2"

go marker (1)

end mouseUp

Cast Script A56 : next

on mouseUp

go marker (1)end mouseUp

Cast Script A57 : prev

on mouseUp

go marker (-1)end mouseUp

Cast Script B23 : 2A sun darkw/type in

on mouseUp

end mouseUp

Cast Script B24

on mouseUp

end mouseUp

Page 97: Interactive electronic publishing

Sam McGee Tue, May 1 0, 1 994

Cast Script B67 : To RS menu

on mouseUp

puppettransition 23

go to movie "RSMenu"

end mouseUp

Cast Script B72 : show

on mouseUp

puppetsprite 19, true

set the castnum of sprite 1 9 to B78

set the ink of sprite 1 9 to 8

updatestage

end mouseUp

Cast Script B74 : on

on mouseUp

puppetsprite 22, true

set the castnum of sprite 22 to B75

-put 1 into soundbut

updatestage

end mouseUp

Cast Script B75 : off

on mouseUp

puppetsprite 22, true

set the castnum of sprite 22 to B74

-put 0 into soundbut

updatestage

end mouseUp

Page 98: Interactive electronic publishing

Sam McGee Tue, May 10, 1994

Cast Script B78 : buttons

on mouseUp

puppetsprite 19, true

if (the mouseH > 20 and the mouseH < 53) then -quit

set the castnum of sprite 1 9 to B72

set the ink of sprite 1 9 to 1

go to frame 1 of movie "AlaskaIntro"

else if (the mouseH > 75 and the mouseH < 1 1 0) then -hide

set the castnum of sprite 1 9 to B72

updatestage

else if (the mouseH > 1 10 and the mouseH < 145) then

play frame"help"

else if (the mouseH > 1 50 and the mouseH < 210) then

set the castnum of sprite 1 9 to B81

updatestage

else if (the mouseH > 220 and the mouseH < 300) then

go to frame"WM"

of movie "AlaskaIntro"

else if (the mouseH > 310 and the mouseH < 385) then

go to frame"AM"

of movie "AlaskaIntro"

end if

end mouseUp

-help

-volu

World Menu

-Alaska Menu

Page 99: Interactive electronic publishing

Sam McGee Tue, May 10, 1994

Cast Script B81 :

on mouseUp

puppetsprite 1 9, true

if (the mouseH > 20 and the mouseH < 53) then -quit

quit

set the castnum of sprite 1 9 to B72

set the ink of sprite 1 9 to 1

else if (the mouseH > 75 and the mouseH < 1 1 0) then -hide

set the castnum of sprite 1 9 to B72

updatestage

else if (the mouseH > 1 1 0 and the mouseH < 1 45) then -help

play frame"help"

else if (the mouseH > 1 50 and the mouseH < 1 70) then -low

set the soundlevel to 2

set the volume of sound 1 to 75

set the volume of sound 2 to 75

set the castnum of sprite 1 9 to B78

updatestage

else if (the mouseH > 1 70 and the mouseH < 1 90) then -med

set the soundlevel to 4

set the volume of sound 1 to 1 50

set the volume of sound 2 to 1 50

set the castnum of sprite 1 9 to B78

updatestage

else if (the mouseH > 190 and the mouseH < 210) then -high

set the soundlevel to 7

set the volume of sound 1 to 225

set the volume of sound 2 to 225

set the castnum of sprite 1 9 to B78

updatestage

else if (the mouseH > 220 and the mouseH < 300) then -World Menu

go to frame"WM"

of movie "AlaskanIntro"

else if (the mouseH > 310 and the mouseH < 385) then -Alaska Menu

go to frame"AM"

of movie "AlaskanIntro"

end if

end mouseUp

Page 100: Interactive electronic publishing

Sam McGee Tue, May 10, 1994

Cast Script C26 : return

on mouseUp

play done

end mouseUp

Page 101: Interactive electronic publishing

RS Menu Wed, Apr 27, 1994

Score Script 01

pause

Score Script 03

if the castnum of sprite 21 = A44 then

puppetsprite "RS1"

end if

Score Script 04

if the castnum of sprite 21 = A44 then

puppetsprite"RS2"

end if

Score Script 05

if the castnum of sprite 21 = A44 then

puppetsprite"SMI"

end if

Score Script 06

if the castnum of sprite 21 = A44 then

puppetsprite"SM2"

end if

Page 102: Interactive electronic publishing

RS Menu Wed, Apr 27, 1994

Movie Script

on startmovie

puppetsprite 19, true

puppetsprite 21, true

Global soundBut

put 0 into soundBut

end startmovie

Cast Script A1 1 : show

on mouseUp

puppetsprite 19, true

puppetsprite 20, true

set the castnum of sprite 19 to A42

set the ink of sprite 1 9 to 8

updatestage

end mouseUp

Cast Script A1 2 : prev

on mouseUp

go marker (-1)

end mouseUp

Cast Script A1 4 : next

on mouseUp

go marker (1)

end mouseUp

Cast Script A16 : next end

on mouseUp

go frame"M"

end mouseUp

Page 103: Interactive electronic publishing

RSMenuWed, Apr 27, 1994

Cast Script A1 8 :

on mouseDown

set the ink of sprite 6 to 0

updateStage

end mouseDown

on mouseUp

go marker (3)set the ink of sprite 6 to 5

updateStage

end mouseUp

Cast Script A22 :

on mouseDown

set the ink of sprite 7 to 0

updateStage

end mouseDown

on mouseUp

play movie "GoldFever"

set the ink of sprite 7 to 5

updateStage

end mouseUp

Cast Script A27 : RS

on mouseDown

set the ink of sprite 5 to 0

updateStage

end mouseDown

on mouseUp

go marker (1)

set the ink of sprite 5 to 5

updateStage

end mouseUp

Page 104: Interactive electronic publishing

RS Menu Wed, Apr 27, 1994

Cast Script A32 : menu

on mouseUp

go to"M"

end mouseUp

Cast Script A42 : buttons

on mouseUp

puppetsprite 19, true

if (the mouseH > 20 and the mouseH < 53) then -quit

set the castnum of sprite 19 to Al 1

set the ink of sprite 1 9 to 1

go frame 1 of movie "alaskanintro"

else if (the mouseH > 75 and the mouseH < 110) then -hide

set the castnum of sprite 1 9 to All

updatestage

else if (the mouseH > 1 10 and the mouseH < 145) then

play frame"help"

else if (the mouseH > 150 and the mouseH < 210) then

set the castnum of sprite 1 9 to A43

updatestage

else if (the mouseH > 220 and the mouseH < 300) then

go to frame"WM"

of movie "alaskanintro"

else if (the mouseH > 310 and the mouseH < 385) then

go to frame"AM"

of movie "alaskanintro"

end if

end mouseUp

-help

-volu

World Menu

-Alaska Menu

Page 105: Interactive electronic publishing

RSMenu Wed, Apr 27, 1994

Cast Script A43 :

on mouseUp

puppetsprite 19, true

if (the mouseH > 20 and the mouseH < 53) then -quit

go to frame 1

set the castnum of sprite 1 9 to Al 1

set the ink of sprite 1 9 to 1

else if (the mouseH > 75 and the mouseH < 1 10) then -hide

set the castnum of sprite 1 9 to Al 1

updatestage

else if (the mouseH > 1 10 and the mouseH < 145) then -help

play frame"help"

else if (the mouseH > 1 50 and the mouseH < 170) then -low

set the soundlevel to 2

set the volume of sound 1 to 75

set the volume of sound 2 to 75

set the castnum of sprite 1 9 to A42

updatestage

else if (the mouseH > 170 and the mouseH < 190) then -med

set the soundlevel to 4

set the volume of sound 1 to 1 50

set the volume of sound 2 to 1 50

set the castnum of sprite 19 to A42

updatestage

else if (the mouseH > 190 and the mouseH < 210) then -high

set the soundlevel to 7

set the volume of sound 1 to 225

set the volume of sound 2 to 225

set the castnum of sprite 1 9 to A42

updatestage

else if (the mouseH > 220 and the mouseH < 300) then -World Menu

go to frame"WM"

else if (the mouseH > 310 and the mouseH < 385) then -Alaska Menu

go to frame"AM"

end if

end mouseUp

Page 106: Interactive electronic publishing

RSMenu Wed, Apr 27, 1994

Cast Script A44 : on

on mouseUp

puppetsprite 21, true

set the castnum of sprite 21 to A45

put 1 into soundbut

updatestage

end mouseUp

Cast Script A45 : off

on mouseUp

puppetsprite 21, true

set the castnum of sprite 21 to A44

put 0 into soundbut

updatestage

end mouseUp

Page 107: Interactive electronic publishing

Append ill

G. Project Score

Page 108: Interactive electronic publishing

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