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Wikipedia

Disney's Animated Storybook

Disney's Animated Storybook (stylized as Disney's Animated StoryBook, and also known as Disney's Story Studio)[1] is a point-and-click adventure interactive storybook video game series based on Walt Disney feature animations and Pixar films that were released throughout the 1990s. They were published by Disney Interactive for personal computers (Microsoft Windows and Apple Macintosh) for children ages four to eight years old.[2] Starting from 1994, most of the entries in the series were developed by Media Station. They have the same plots as their respective films, though abridged due to the limited medium.[3]

Disney's Animated Storybook
Series logo
Genre(s)Point-and-click adventure, interactive storybook
Developer(s)
  • Media Station, Inc. (most entries)
  • Pixar (Disney's Animated Storybook: Toy Story)
  • Creative Capers Entertainment (Ariel's Story Studio [with Media Station], Disney's Animated Storybook: Winnie the Pooh and Tigger Too)
  • Revolution Software (Disney's Story Studio: Mulan for PlayStation)
Publisher(s)
Creator(s)Marc Teren
Platform(s)Windows, Macintosh, PlayStation
First releaseDisney's Animated Storybook: The Lion King
November 1994
Latest releaseDisney's Animated Storybook: Winnie the Pooh and Tigger Too
April 1999

Titles

Title Developer(s) Release date Based on
Disney's Animated Storybook: The Lion King Disney Software (in association with Media Station) November 18, 1994[4][5] The Lion King (1994)
Disney's Animated Storybook: Winnie the Pooh and the Honey Tree Disney Interactive (in association with Media Station) August 28, 1995[5] Winnie the Pooh and the Honey Tree (1966)
Disney's Animated Storybook: Pocahontas Disney Interactive (in association with Animation Services at Walt Disney Feature Animation and Media Station) December 1, 1995[6] Pocahontas (1995)
Disney's Animated Storybook: Toy Story Disney Interactive and Pixar April 24, 1996[7][8] Toy Story (1995)
Disney's Animated Storybook: The Hunchback of Notre Dame Disney Interactive (in association with Media Station with special thanks to Animation Services at Walt Disney Feature Animation) November 11, 1996[6] The Hunchback of Notre Dame (1996)
Disney's Animated Storybook: 101 Dalmatians Disney Interactive (in association with Media Station) March 18, 1997[9] One Hundred and One Dalmatians (1961)
Disney's Animated Storybook: Hercules Disney Interactive (in association with Media Station with special thanks to Animation Services at Walt Disney Feature Animation) July 27, 1997[10] Hercules (1997)
Ariel's Story Studio (a.k.a. Disney's Animated Storybook: The Little Mermaid) Disney Interactive (in association with Media Station) November 25, 1997[11] The Little Mermaid (1989)
Disney's Animated Storybook: Mulan
(a.k.a. Disney's Story Studio: Mulan)
Disney Interactive (in association with Creative Capers Entertainment) (Windows and Macintosh)
Developed by Kids Revolution and published by NewKidCo (PlayStation)
September 14, 1998 (PC)[12]
November 1999 (PlayStation)[13]
Mulan (1998)
Disney's Animated Storybook: Winnie the Pooh and Tigger Too Disney Interactive (in association with Creative Capers Entertainment) April 30, 1999[6][14] Winnie the Pooh and Tigger Too (1974)

Development

Background and Walt Disney Computer Software (1988–1994)

"'The processes that we were using were actually catching the attention of different divisional groups that all said 'Wait a minute.' They all kind of wanted to manage or have a say or control what was happening. And we were so relatively low on the totem pole that it became a bigger deal, that discussion that took place over our heads." Projects became almost impossible to get approved, according to Mullich, as pitch meetings took place in front of management teams, and after six months of continual 'no' replies, Mullich left.

Roger Hector, director of product development for Disney Software from 1989 to 1993, quoted in Polygon.[15]

Video games based on the Walt Disney Company's properties have been released since Mickey Mouse for Nintendo's Game & Watch in 1981.[16] Disney licensed out its properties and established partnerships with developers and publishers such as Nintendo, Sega, Capcom, Square, and Sierra, who used the characters in games. The earliest of these resembled arcade-style "cause and effect" games that featured Disney characters. Later, licensors began to create more sophisticated adventure games that comprised different environments, interaction with characters, unlocking secrets, and overcoming obstacles. Instead of creating new narratives, the developers of these games based them on stories presented in other media; early examples include Winnie the Pooh in the Hundred Acre Wood (1985) and The Black Cauldron (1986). In the latter, designer Al Lowe had access to Disney's original musical score, hand-painted backgrounds, and animation cels, which allowed for more advanced graphics when compared to previous games.[17] In 1988, Walt Disney Computer Software (WDCS),[a] Disney's in-house game development studio, was founded so Disney could enter the software market. Because Disney did not want to handle the menial programming and expensive publishing of games on its own and instead wanted to collect profits from developers,[18] WDSC only licensed properties to external developers. As such, it was placed in the company's Consumer Products arm for licensing agreements.[18]

Over the next few years, Disney built a routine of releasing tie-in games shortly after film releases.[17] They later became more involved in the development process; for example, for the Sega Mega Drive version of Aladdin (1993), Disney animators worked with the game designers.[17][19] Roy Disney was unhappy with the quality of a third-party Fantasia game he was overseeing and shut down production;[18] the greater involvement from Disney's feature animation team led to the games being better received by critics and the public.[20] In 1991, low sales figures coupled with developers charging license fees and Disney shutting down low-quality games during development meant the company was to be turned into a joint partnership with outside software houses.[18] In 1993, Disney chairman Michael Eisner publicly "defied interactive hype by portraying the company as low-tech".[21] Disney executives discussed if they should "shift all game development in-house while tripling the number of people working in the division", or "in six weeks cut the whole team", but a final decision was reserved until 1994.[19]

"A proven brand name does not necessarily translate into big sales. Disney preceded its run of hit titles like Winnie the Pooh Animated Storybook and The Lion King Activity Center with "unfocused attempts" based on traditional Disney characters. Then Disney Interactive began marketing software based on upcoming movies."

Ed Thomas, software buyer at online retailer Cyberian Outpost, quoted in Computer Retail Week[22]

Throughout the 1990s, popular children's stories in print were adapted into digital storybooks that encouraged interactive learning and play on the computer. Broderbund's Living Books series was perhaps the first example, or at least popularized the animated storybook format through games like Just Grandma and Me, and Arthur's Teacher Trouble, which were based on popular children's books from the 1980s by Mercer Mayer and Marc Brown, respectively.[23][24] They combined the authors' illustrations and stories with digital activities and were guided by a narrator—each screen began with a brief animation followed by a narrator describing the action. After the conclusion of each page, the scene became an "interactive mural with hot buttons" the player could click.[23][24] The Living Books became popular and encouraged other developers to follow suit and copy the formula.[23][25] Disney Interactive was one of several interactive divisions of film studios sprouting at the time, including Universal Interactive Studios, Turner Interactive, Fox Interactive, Sony Imagesoft, and Imagination Pilots (MGM).[17]

Series conception (June 1994)

Disney's 1994 animated film The Lion King won multiple awards and garnered financial success.[17] Its merchandise sold well through the Disney Store and Disney's mail order catalog, and their product licensees had an increase in sales.[18] The company began to cross-market the property throughout its Walt Disney Attractions, Buena Vista Television, Buena Vista Home Video, Walt Disney Records, and Disney Theatrical Productions divisions.[26] Disney wanted to "add to the Lion King synergy of book, products, video, theme park units and recording sales" by making an animated storybook available by the 1994 Christmas shopping season.[18] A new product line was announced on June 24, 1994, while The Lion King was being privately screened. The announcement included Disney Software's first two CD-ROM based computer games: The Lion King Animated Storybook and Aladdin Activity Center, the latter of which focused on games and learning activities rather than stories.[27][18] Disney chose Media Station as its third-party developer for the game;[27] due to the announcement, Media Station only had five months of development time.[27] The Lion King Animated Storybook more closely followed the narrative and art style of the film it was based on than Aladdin Activity Center, released November 1994, did to Aladdin.[18][28] For The Lion King Animated Storybook, the written text of the game is excerpted from Disney Publishing Group's The Lion King storybook, which reproduces the film's narrative in a truncated version.[18] Disney spent over $3 million on promotion for the animated storybook game,[18] and released the first version of The Lion King Animated Storybook on November 18, 1994, and its success prompted the company to turn WDCS into a full game developer, renamed Disney Interactive, with a line of animated storybooks to follow entitled Disney's Animated Storybook.[29] The Lion King Animated Storybook was later accompanied by a CD-ROM, The Lion King Activity Center, in 1995, which started a trend that continued throughout the series. Pixar developed both Toy Story Animated Storybook and Toy Story Activity Center simultaneously in 1996, while the Winnie the Pooh in the Honey Tree Animated Storybook would be met with a companion, Winnie the Pooh Activity Center, in 2000.[18][30] The Lion King Animated Storybook became Disney Interactive's second release on the Macintosh after the Aladdin Activity Center.[31]

Media Station employee Newton Lee became one of the lead software and title engineers for The Lion King Animated Storybook.[32] As he recalled in the book Disney Stories: Getting to Digital, "Media Station used a number of 'proprietary strategic software technologies' that made it easier for the developer to create large animation multimedia and the user to play it back, impossible until that time".[33] A playback engine was created to provide high quality playback from a CD-ROM of large animations.[33] WinToon, which Media Station previously developed for Microsoft, aided the projects by "reducing the amount of data actually required for larger animation playback".[34] The software improved performance of playback in Windows by reducing the amount of data that was required", arguing that it was necessary because "unlike other interactive storybook developers who used a palette of 256 colors throughout the entire title, Media Station used 256 colors per screen; this resulted in very large animation files".[33] In 1994, Lee created an object-oriented scripting language similar to Macromedia's ActionScript that allowed developers to create interactivity for animation quickly and easily, and a cross-platform multimedia compiler to allow the software to run on both Mac and Windows.[32] Media Station also used a cross-platform language, Interactive Media File Script, Title Compiler, and Asset Management Systems,[35] which allowed production for a Disney's Animated Storybook game to be between three and six months.[32]

Release of The Lion King storybook (November 1994)

The Lion King Animated Storybook was originally released for Windows in December 1994, with a Mac version following in early 1995.[36] The release of the computer game was affected by bad publicity; many customers found that the game ran poorly, if at all, on their computers; dozens of messages appeared in Disney's public bulletin board on America Online.[37] Families became especially disgruntled because Disney's technical support team were unavailable.[38] On the morning of December 25, Disney's customer service was flooded with calls.[17] Complainants said that when they tried to load the game on their Compaq Presario computers, they received the blue screen of death.[17] Eight employees were added to the Disney's phone-answering staff on December 26, 1994, to take questions from buyers.[18] For weeks they were flooded with complaints about the title, as was Disney's CompuServe address.[18] The company was accused of "killing Christmas" for thousands of children that year.[17]

Disney was mostly silent but sometimes sent private replies to individual addresses.[18] When the company made a statement, it accused Media Station of saying they had finished developing the product before it was fine-tuned; they also blamed customers for having inadequate computers for running the product and not reading the box carefully enough before buying.[18] The Lion King Animated Storybook's minimum requirements include a 486SX MHz, MS-DOS 6.0, Windows 3.1, 4MB of RAM, 10MB of free disk space, a Windows-compatible mouse, a 256-colour SVGA, and an 8 or 16-bit sound and 2xCD ROM drive, all of which were top of the range at the time.[18] The game also relied on Window's new WinG graphics engine and could only work with select video drivers.[17] In late 1994, Compaq released a Presario PC whose video drivers had not been tested with WinG, and due to the rush to market before Christmas 1994, the Animated Storybook was not tested for the computer.[17] Lee asserted that the ultimate blame lay with the rush to market and lack of compatibility testing.[17] Steve Fields, senior vice president of multimedia for Disney Interactive, blamed Disney for "timing the sales of the product so close to Christmas", and attributed its problems to the "high number of sales, more than half of which...made by new computer users who tried to learn how to use computers on Christmas Day with the Lion King animated storybook".[18] He promised future games would be ready before Christmas and not rushed out.[18] Fields said the problem was everywhere but Disney got a disproportionate amount of blame due to the high number of units sold.[18] Phil Corman, vice president of the Interactive Multimedia Association, who in the aftermath created the Parallax Project to develop uniform package labelling and guidelines for developers, said that "[they're] not singling out Disney by any means, but that was just the watershed event."[39] In The Wall Street Journal article "A jungle out there", Rose and Turner argued that "Disney had had final responsibility for quality control of the animated storybook" and that they "apparently did not exercise the responsibility".[18] David Gregory of Media Station asserted that 90 percent of the complaint cases were due to the video driver used;[18] Media Station resolved the video driver card issue within days, and made a second version available for purchase and as a free exchange for the earlier one.[17] The company recalled defective programs, and "many users have supposedly been provided a video driver upgrade by Disney".[18] In a June 1995 press release, the company noted they were providing "technical support, full refunds or product exchanges if the customer is not completely satisfied".[31] By May 1995, families could call Disney Interactive customer support and request a free version 1.1 CD, which incorporated support for 8-bit sound boards.[40] In 1995, a third version of the software, compatible with both Windows and MS-DOS, was released.[17] The Lion King incident led Microsoft to develop DirectX in September 1995.[17]

Despite the game being highly promoted and successful, negative news stories appeared on TV.[41] The game likely worked on the systems Disney programmers used to test the game, but not on the systems used by the general public. It was used as a case study in relation to programmers having "target environment and intended end user" in mind.[42] Lecturer Audrey Ricker felt this would "force businesses to be more publicly responsive to consumers".[18] Entertainment Weekly called it a "humiliating fiasco" where "thousands of frustrated parents swamp[ed] tech-support lines with woeful tales of non-functioning sound cards and video freeze-ups".[43] Ricker asserted the event demonstrated that a piece of software must be thoroughly tested on all supported platforms and system configurations before its release, regardless of what the marketing department has scheduled or what major holidays are coming up.[18] 7th Level contacted Disney about developing a game for Christmas 1995 featuring Timon and Pumbaa in response to the misstep. George D. Grayson, 7th Level's president and chief executive, said "the computer nerd takes particular pleasure in making something work that doesn't work right". The game was Gamebreak! Timon & Pumbaa's Jungle Games, Disney Interactive's first entry into their entertainment-focused Disney Interactive Entertainment division.[44]

The Lion King Animated Storybook was also available in Spanish, French, German and Italian through a special mail-in offer on the English product.[36] In November 1995, six local language versions were released in Europe.[45] In February 1996, following the success of the first three titles in the series, Disney Interactive planned to develop 23 new foreign-language versions of the games.[46] In June 1996, Disney announced a Japanese version of The Lion King Animated Storybook to tap into the country's growing PC home market.[47] Michael Jardine, representative director of Disney Interactive Japan, said that while there were no sales targets, the company would be happy to sell a copy for each of the country's 7.5 million computers.[47] Libro Animado Interactivo: Winnie Puh was released in April 1997,[48] and from July 20 onwards a bilingual version of the game was available on the Disney website.[49] Disney Interactive Japan released 101 Dalmatians Animated Storybook in June 1997, with The Hunchback of Notre Dame Animated Storybook following in late 1997 or early 1998.[50] A Spanish version of Winnie the Pooh and Tigger Too Animated Storybook was released in mid-1999.[51] In July 2001, Disney Interactive officially announced they would be launching Spanish versions of many of its titles in the U.S. and Puerto Rico in an effort to penetrate the Hispanic market; the games would begin sale that November in traditional retail, Hispanic shops, and through Hispanic exclusive distributors.[52][53][54] Called Libro Animado Interactivo, these included El Rey Leon (The Lion King), Pocahontas, Winnie Puh y el Arbol De La Miel (Winnie the Pooh and the Honey Tree), 101 Dalmatas (101 Dalmatians), Hercules, and La Sirenita (The Little Mermaid).[55] This was the first time Disney made Spanish versions of its edutainment titles, after dubbing films into Spanish and other languages,[56] and one of the first few times any computer software company had made an effort to target the U.S. Hispanic population.[57] Disney Interactive president Jan Smith expressed joy with Disney Interactive offering "Hispanic parents and kids the chance to experience interactive entertainment within the context of their own culture." Disney Interactive collaborated with Latin Links. the exclusive sales representative of the company's Spanish-language products within the U.S. and Puerto Rico.[56] Isabel Valdés, head of multicultural marketing firm Santiago Valdés Consulting noted: "This initiative bridges a gap between Hispanic parents and children, who can preserve their native language while experiencing the entertainment value of Disney in a whole new way."[58] A German version of Mulan Animated Storybook was released in 1998.[59]

Disney Interactive founding (December 1994)

"[At Disney Interactive], there was not a deep bench of people who were experienced in interactive storytelling at any level, because all games prior to that, at that point in time, were primarily driven through the minds and eyes of a very small team that was programming and engineering-driven."

Marc Teren, quoted in Polygon.[15]

As a result of The Lion King Animated Storybook and Aladdin Activity Center being successful, Disney Interactive was founded December 5, 1994, by merging WDCS with the Walt Disney Television and Telecommunications (WDTT) division, to develop and market a range of interactive entertainment based on their properties.[60][61] WDTT chairman Richard Frank expected Disney Interactive to become a $1 billion business within five years, with 20 interactive games and educational titles in 1995, another 40 titles in 1996, and up to 60 in 1997; development for these was to range from more than $100,000 to $1 million.[62][63] The new Disney Interactive division was devoted to developing, publishing, and licensing software for children's entertainment and educational markets.[63] It started with two sub-divisions: Disney Interactive Entertainment (for action-oriented console games in the entertainment arena[64]) and Disney Interactive Edutainment (curriculum-based and interactive family software, particularly in the edutainment and education product markets).[20][65] Disney Interactive Edutainment was Disney Interactive's main product line, under which the Disney's Animated Storybook series fell. All development moved in-house, and the division grew to between 80 and 120 employees from the eight or so the division had three years earlier. The new unit had Steve McBeth as a new president, an increased staff, more interaction with other divisions of the company, and a greater financial commitment from Disney.[20] Its first projects were Pocahontas Animated Storybook and a software title based on Disney's Gargoyles TV show.[63] With the new division, Disney executives were supportive of creative risks, and the studio was generally left unsupervised rather than being under "constant or undue scrutiny".[66] McBeth was committed to "producers and directors of animated features [being] involved in [the] creative development process for CD-ROMs and video games".[63] He noted that "Disney realizes that production is becoming an increasingly multifaceted process" and that "when creating an animated film or home video, the company also must have plans to spin off a variety of software products".[63] The new division moved from solely licensing Disney properties or publishing titles to handling game development and publishing.[18] Although outside contractors like Media Station were still used after the restructure, Rose and Turner asserted in The Washington Post that "they will probably be dropped if the Disney Interactive division becomes the full-service software unit that Disney seemingly intends".[18] While Media Station and other companies continued to help develop the Disney edutainment products, including the Disney's Animated Storybook line, they could not continue a long-term relationship with Disney Interactive as it was now "subject to the whim of Disney".[18]

Disney Interactive planned for the new series of educational video games to feature popular characters and allow players to follow the stories while learning; it named the franchise Disney's Animated Storybook,[24] subtitled "A Story Waiting For You To Make It Happen".[25] Marc Teren, vice president of Disney Interactive's entertainment division, hoped to create games with a "true and fair representation of the original property",[5] while aiming to capitalize on "ancillary products to successful theatrical and home video releases".[67] Children's Business suggested the series came into fruition because in the contemporary entertainment market, it was "customary now for entertainment companies to release CD-ROMs to support a film or TV show".[68] According to writer Rena B. Lewis, the games were "designed for use at home, not school".[69] The animated books were considered a type of entertainment program, one of the three types released by Disney Interactive in addition to their simulation games and discovery programs. While they were advertised as teaching tools because they give no reward to players for doing this like they do for clicking hotspots, "the teaching of reading could be considered secondary in these programs".[18] As edutainment, these games "could be said to teach the process of and rehearse reflexes needed for playing video games".[18]

The film stories were edited to ensure continuity of the original narrative while offering interaction and voice acting was provided. They allowed children to choose what they wanted to do onscreen. The original film scripts were considered from an activity standpoint, with clickable features added to each page so players could affect the story; for example, in The Lion King Animated Storybook, players could turn Pride Rock from green to brown, or collect bugs for Timon to eat. These techniques increased engagement with each screen's events, and helped create connections between the player and characters.[17]

Media Station era (1994–1996)

The Lion King was the first film to be given an "interactive story life"[70] and Disney's first venture into the storybook realm.[71] Media Station was the main developer of the series.[34] While Disney Interactive planned to bring software development in-house to the studio, the business model for the Disney's Animated Storybook series had Disney Interactive outsource the development work to Media Station, while handling the animation and design themselves at their Burbank head office,[60][72] which left Disney in charge of the design, development, and marketing of the series, with Media Station and other companies acting as programming contractors without creative decision making.[70][73] The series' distribution was handled by Buena Vista Pictures Distribution.[60] The developers aimed to have a "true and fair representation of the original property", and had the films' directors and producers working alongside their artists and designers.[17] Disney and Media Station co-designed the titles as a joint venture.[74] Speaking about Media Station's work with other studios, Gregory said, "Working with Disney has given us the chance to work with the greatest content possible, and the challenge of living up to their standards. It's gotten our name in the channels".[74] Media Station handled development for much of the series, as Disney Interactive did not yet have the technical resources to handle it themselves.[32] In May 1996, Disney Interactive acquired Sanctuary Studios, which continued to operate as an independent developer of educational content under Disney.[75] Sanctuary's 35 staff in their local Victoria, British Columbia, office became a small part of Disney Interactive's 300 employees, and handled the programming, sound and graphic design, and art instead of Media Station.[60] Some background art and animation was also outsourced to Creative Capers Entertainment for these titles.[76]

Teren oversaw development of the entire series, and directed Disney's early production of animated storybooks and activity center software.[77][78] Beginning with The Lion King Animated Storybook, instead of reusing artwork from the film and forcing it into the new format, Teren's team "worked hand in hand with the group in feature animation", while the film's directors and producers worked with the games' designers and artists.[5][17] Disney and Media Station created more than 12,000 frames of digital animation together for each game.[34] For The Lion King Animated Storybook, Media Station contributed 7,000 new frames of animation while Disney animators contributed 5,000.[79] Media Station also created over 300 music and vocal assets, using traditional orchestration and arrangement and digital composition tools.[17] Digital music and sound effects were composed, recorded, and edited at Media Station;[34] Gregory wrote the score for The Lion King Animated Storybook.[80]

One of the advantages of creating software while the films were in production was that it allowed the original voice cast to be part of the projects.[81] The voice cast sometimes consisted of actors from the films reprising their roles; for instance, Toy Story Animated Storybook featured Don Rickles as Mr. Potato Head, Annie Potts as Bo Peep, and Jim Varney as Slinky Dog.[82] Kevin Kline, Demi Moore, Jason Alexander, and Tom Hulce reprised their roles in The Hunchback of Notre Dame Animated Storybook.[83][84][85] For Pocahontas Animated Storybook, the developers hired Chris Webber and Irene Bedard.[86] In The Little Mermaid, Jodi Benson and Samuel E. Wright reprised their roles as Ariel and Sebastian, respectively.[87] At other times, different voice actors who sounded like the originals were used, such as Tom Hanks' brother Jim Hanks voicing Woody in the Toy Story game.[88] The Lion King Animated Storybook is narrated by The Fresh Prince of Bel-Air actor James Avery,[36] while Toy Story Animated Storybook is narrated by Cheers actor John Ratzenberger, who played Hamm in the film.[82]

The games were generally created on tight budgets and schedules. Disney found that "planning or making software while movies are filmed helps the product stay true to the film, and makes it cheaper to produce".[81] Disney Interactive planned to develop the software alongside the films' creative teams, and have it released simultaneously with the films,[81] which allowed The Lion King's animated storybook to be developed quickly and released soon after the film.[33] Lee asserted that its "quick release was in part responsible for its success in the marketplace".[33] The company found that software released a bit after the film could also boost sales, noting The Lion King Animated Storybook's strong sales a year after release.[81] The Lion King Animated Storybook was released "an astonishingly short six months after the movie's release, just prior to Christmas".[70] Winnie the Pooh and the Honey Tree Animated Storybook was originally expected to be released in April 1995, but was delayed for several months.[74] While The Hunchback of Notre Dame Animated Storybook was originally scheduled for release in September 1996 (four months after its announcement and three months after the release of the film),[86] it was delayed until November.[6] 101 Dalmatians Animated Storybook was intended to be released in November 1996 to coincide with the release of the live-action remake film's theatrical release,[81][89] but was either released three days later[90] or postponed to March 1997.[9] The San Francisco Chronicle observed that the game's story concludes rapidly, noting that "the disc's developers probably had a deadline to meet".[90] Both the Storybook and Print Studio Hercules games were released out in under a month after the theatrical version;[91] Hercules came out simultaneously with the film's release.[92] The success of previous titles in the series like Toy Story led to The Hercules Action Game, Animated Storybook, and Print Studio being rushed out in October to preempt the Christmas season.[93] Toy Story made its debut before the film's video version was released.[94] The Los Angeles Times noted the timing of Ariel's Story Studio coincided with the rerelease of The Little Mermaid.[95] Winnie The Pooh and Tigger Too Animated Storybook was also "rushed out", according to Birmingham Evening Mail, due to its release schedule being brought forward:[14] it was originally scheduled for February 1999, but was postponed a few months.[96]

From December 1994 to February 1995, Disney Interactive hired 50 new employees.[97] It felt the initial success of the Activity and Storybook games would boost the success of their Disney's Learning Series (starting with Ready to Read with Pooh) and the first game from their creativity line, Disney's Draw & Paint.[98] Due to the success of The Lion King Animated Storybook, Media Station received contracts from other companies such as Hasbro, Mattel, Scholastic, Crayola, IBM, and HarperCollins.[32] The success of the first Activity Center and Animated Storybook titles resulted in other developers attempting to mimic Disney with their own digital storybooks, such as Sound Source Interactive's Babe: A Little Pig Goes a Long Way - Interactive MovieBook and Viacom New Media's The Indian in the Cupboard, both released in 1995.[81] The second title in the series was Winnie the Pooh and the Honey Tree Animated Storybook, which was aimed at a younger audience by using a popular character to introduce young players to the interactive medium through a linear story with interactive elements, following in the footsteps of the first rudimentary interactive children's story, Amanda Goodenough's Inigo Gets Out for the HyperCard, released eight years prior.[99][100] During development of Winnie the Pooh and the Honey Tree Animated Storybook, Media Station suffered low employee morale and several key engineers threatened to quit. With Lee uplifting employee morale, the team was able to finish the project on schedule.[32] By 1996, the Disney Interactive's education division had 125 staff, and was "spending enormous amounts of money to make sure there is a unique experience".[101] The Animated Storybooks for Pocahontas, Hunchback and Hercules gave "special thanks" or "in associated with" credits to Animation Services at Walt Disney Feature Animation.[102][103][104] In 1996, Ricker asserted that "[b]y taking control of its interactive business and competing with Broderbund and other giants in the field, Disney will most likely strengthen its position as one of the five major studios".[18]

Pixar's Interactive Products Group (1996)

Development of Toy Story Animated Storybook was handled by Pixar instead of an outsourced developer. While most of the storybooks feature a traditional animation style, Toy Story uses CGI graphics to simulate the film's visuals.[105] 80 percent of the artwork Pixar created for the game was new.[106]

The Interactive Products Group (also known as the Pixar Interactive Division), a Pixar subsidiary, was founded in 1996. Its staff included 95 of Pixar's 300 and was headed by Pam Kerwin.[107] It was founded to create computer games and had its own animators, art department, and engineers.[30] The group was tasked with creating two products amid intense time constraints to coincide with the VHS release of the Toy Story film: Toy Story Animated Storybook (released April 1996) and Toy Story Activity Center (released October 1996);[30] the division produced them within 16 months.[107] As vice president of the Interactive Products Group from 1996 to 1998, Kerwin spearheaded development of interactive edutainment products based on Pixar's feature film properties.[107] Disney's Animated Storybook: Toy Story was touted as "the first CD-ROM to deliver full screen, motion-picture-quality animation on home computers".[30] Between the two products, the group had created as much original animation as there was in the Toy Story film itself.[30]

Children's interactive product writer and designer[108] Carolyn Handler Miller wrote the script and text for the game.[109] As the team could not get Tom Hanks to narrate, Miller was forced to tell the story from the point of view of another character, settling on the "highly entertaining, sardonic" character Hamm.[109] Hanks was replaced by his brother Jim, while Pat Fraley replaced Tim Allen as Buzz.[30] Miller had to rewrite the story from his perspective—a significant change from the film—creating a writing challenge.[109] The team also struggled to "incorporate meaningful interaction" that would be in the best interests of the game's quality.[109] For instance, in the film some characters are seen playing checkers, so members of the team wanted to add the game as a minigame, but it was eventually decided that the minigame did not advance the narrative or involve the story's characters, instead "stopping everything dead".[109] Instead, Miller designed a minigame with a time limit before Andy and his guests came into the room and made the "alarming discovery" that toys come to life when humans are not around; she said the minigame gave the players a sense of urgency and agency.[109] According to The Guardian, the game was published by Avanquest, a French software house known for releasing antivirus software,[110] though Wired wrote it was released via Disney Interactive.[111] The Seattle Times noted that for Toy Story Animated Storybook, "Faced with home computers' modest processing power, Disney's programmers had to limit the number of objects moving onscreen".[112]

While Steve Jobs was convinced the games would sell 10 million copies, on par with the sales figures of bestselling direct-to-video releases, Kerwin thought the games would not be as financially successful as the film because the gaming market had not reached that scale[30] and the audience for tie-ins was limited.[111] Together Storybook and Activity sold one million copies[30] and contributed to Pixar possessing $150 million by the second quarter of 1996.[113] CEO Lawrence Levy and entertainment analyst Harold Vogel described the games as successful.[113] However, the storybook failed to meet Pixar's expectations,[110] and "overall market for CD-ROM based interactive entertainment [had] not matured as many had hoped and predicted".[114] At the time, Pixar wanted to continue work on the then-made-for-home video Toy Story 2, but the entire studio only had 300 people: around 200 were working on A Bug's Life, and 62 were developing games at the Interactive Products Group.[115][111] Disney became unhappy with the slow progress of Toy Story 2, which was still in development.[116] Pixar needed artists to work on the films, so it borrowed them from the in-house division Interactive Products Group, thinking, "Why are we doing this? Let's just make the movies. That's where our passion is."[110] When Jobs was informed that the games would not meet sales expectations, he shut down the computer games operation and redirected the division's talent and resources to Pixar's main filmmaking division; the staff became the initial core of the Toy Story 2, which about to enter into production after a year of gestation,[30][115][117] while leaving any future CD-ROM efforts to Disney Interactive due to their marketing and merchandising prowess.[118] The dissolution of the division was preempted by the closure of Pixar's television-commercial unit in July 1996 so the team could focus solely on films.[113]

Jobs said that while Pixar staff enjoyed creating the titles, the studio chose to focus talent on films produced under its partnership with Disney, as that was "where [their] greatest opportunities [lay]".[111] The computer games operation dissolved on March 31, 1997, and no further games were made,[30][110][119] while Kerwin was assigned to start a shortfilm group.[30] Their first project, Geri's Game, was released alongside A Bug's Life and started a trend of shorts being paired with films.[120] Robertson Stephens analyst Keith Benjamin felt it "[made] no sense for Pixar to waste their scarce talent on CD-ROMs now that they have a better deal with Disney. They're going to concentrate on films because that's where the real money is".[111] Pixar co-founder Ed Catmull told Variety in 1999, that "[they] did the very best and only did fine financially" on the games, noting that the company spent as much on them as they did on films.[110] When asked in 2012 if Pixar would return to the gaming industry, Brave director Mark Andrews firmly said "no" based on his experience at the Interactive Products Group,[110] while the film's producer, Katherine Sarafian, said, "I don't think we would consider it now because we want to focus on the primary business of filmmaking".[110]

Creative Capers era (1996–1999)

In 1996, Media Station production ceased, and Lee joined Disney Online, where he designed games for Disney's online subscription product.[121] Its last product to be released was Hercules. Throughout 1997, Living Books' sales dropped while costs increased, facing growing competition from Disney Interactive and Microsoft in the animated storybook genre; as a result, its staff was laid off and the group was folded into Broderbund.[122] Disney also faced financial challenges, with titles that would have cost $1 or 2 million reaching $5–8 million.[66] Amidst other financial challenges, the company found that the success of games such as the Toy Story storybook lacked the flow-on in products such as 7th Level's The Hunchback of Notre Dame Topsy Turvy Games.[65] Teren left the company, 25 percent of its staff was laid off, and the studio moved back to a licensing model within the Consumer Products division.[66] At the time, while all console products were licensed, Disney mostly self-published PC titles, and educational games were still developed in-house.[19] Disney Interactive refocused on its core business of providing interactive CD-ROMs for 3- to 12-year-old children[65] and concentrated on leveraging film properties into multimedia products.[65] After Media Station's departure, the later titles in the Animated Storybook series were developed by Creative Capers Entertainment, which entered into an exclusive development deal with Disney in 1996.[123][124] They had previously provided animation work to Media Station's 101 Dalmatians Animated Storybook and offered animation, design, and art services for such Disney Interactive game titles as Gamebreak! Timon & Pumbaa's Jungle Games, Gargoyles, and Mickey Mania; this multi-year deal meant that Disney Interactive also had the rights to any new Creative Capers projects.[125][126] As a result, Creative Capers, which had also done work for films such as Tom and Jerry: The Movie, The Pagemaster and Thumbelina,[125] was in charge of Disney Interactive's animation production and product development.[75]

Throughout the first five months of 1997, Disney held 12 percent of the retail educational software market while The Learning Company held 18 percent; The Wall Street Journal asserted the success of Disney's games such as the 101 Dalmatians storybook had put financial pressure on its rival.[127]

Creative Capers had provided background art and animation for earlier entries, and took over development for later titles.[76] Coming from a film background, the company had to adjust their animation style for the projects as animations in the storybooks were displayed at around ten frames per second, much lower than feature films.[125] Creative Capers president Sue Shakespeare noted that "in games and Animated Storybooks, there's a purpose for every scene and you have to communicate that quickly using half or even a tenth the number of the frames. In Disney's Animated Storybook, the purpose is to deliver the look and feel and the story of the movie with just a tiny percentage of the animation you would have in a film."[125] Shakespeare enforced a rule requiring employees to avoid animating more than a third of the screen at once to prevent the game engine from overextending and causing jerky movement.[125] She also noted the games would be played on computers of varying qualities, and that they had to acknowledge these restrictions during design.[125] The goal was to create feature animation quality, but "at the CD-ROM level".[125] Denver Post noted that as the games were conceived from inside Disney, "developers seem to have unparalleled access to film content while the game moves through development".[128]

In November 1997, Disney Interactive released Ariel's Story Studio, the first in a "Story Studio" product line, where players could follow along with The Little Mermaid's storybook, or write, design and print their own.[129][130] It was followed by a game called both Mulan Story Studio and Mulan Animated Storybook.[12] In 1997, Disney rereleased The Little Mermaid as "counter-programming" to Fox's animated film Anastasia, which was set for release around the same time. The two studios were "scrambling to mine every potential dollar from their investment and make sure neither outdoes the other", so they competed in the video gaming space, with Ariel's Story Studio competing against Anastasia: Adventures with Pooka and Bartok.[131] Joseph Adney, Disney Interactive's marketing director, said, "What we're trying to do is go way beyond the movie by providing for the child to direct it".[131] According to Teacher Librarian, the game was produced by Disney Educational Productions, and was a part of their Disney Edu-Station website.[132][133] The game was included in Disney's Classic Animated Storybook Collection and four other games in the series.[134] Chicago Tribune reviewed Anastasia and Ariel side by side.[135]

Toward the late 1990s, other companies began to follow Disney's storybook series strategy. Sound Source Interactive's An American Tail Animated Moviebook was timed for the rerelease of Universal Studios Home Video's first two Tail films and An American Tail III.[136] In 1998, Disney signed a deal with Apple, which meant Winnie the Pooh and the Honey Tree would be sold for the iMac.[137][138] On November 3, 1999, Business Wire revealed that Mulan was the first title to be released as the result of license agreements between Disney and NewKidCo International.[139] In September 1999, Disney Interactive announced it was launching the three brand names "Disney's Early Learning," "Disney's Creativity" and "Disney's Games" and repricing 14 titles, including Disney's Animated Storybook Mulan from $29.99 to $19.99.[140] In the multiyear multimillion-dollar deal, NewKidCo. was contracted to develop a series of games for the Sony PlayStation, Nintendo N64 and Game Boy Color platforms, with the first to be a port of Mulan Animated Storybook, to be released some time in 2000,[141] but brought forward to November 1999.[142] In late December, the game was released for GBC and was dual-compatible with Game Boy.[143] In 2001, a compilation of three CDs titled Disney's Classic Animated StoryBook Collection was released consisting of Winnie the Pooh and Tigger Too, 101 Dalmatians, and Toy Story.[144] A second volume was also released in 2001, featuring Winnie the Pooh and Tigger Too, The Lion King, Ariel, and Mulan.[145] Graham Hopper, who became executive vice president/general manager of Disney Interactive Studios in 2002, closed down the last of Disney's PC studios that year, explaining, "It wasn't obvious that we could make money, given the continually lower and lower prices of children's PC titles".[19] Animated storybooks continued to be popular until the World Wide Web evolved enough to allow different story experiences to take place on the new interactive medium.[18] In 2011, Disney returned to the animated storybook genre when Disney Publishing Worldwide released a series of apps for Android, the first one being entitled Winnie the Pooh: What's a Bear to Do.[146]

Design

Gameplay

"Children can choose to see the sequences of the plot without any intervention or play the different pages that constitute the computer version of the story. On both sides of the screen, some characters offer additional possibilities or games or explanations of more difficult terms.

Super PC[147]

Players are encouraged to engage with the titles via interactive story-telling, discovery, and skill-building activities intended to provide fun yet educational experiences.[148] The games use a point-and-click interface. The method of going from page to page is often creative and unique to the storybook; for example, in Disney's Animated Storybook: 101 Dalmatians, there are a series of inked feet leading to the exit (a reference to when the dogs roll in soot to evade Cruella De Vil). The games offer abridged retellings of their respective films, with various plot elements of the film changed. Containing in-game narration, the games allow players to read and play along with the story, or just have the narrator read the story to them. When playing along with the story, players can click on various hotspots to trigger animations or sound effects. Additionally, some "pages" of the story feature optional minigames.

Some of the voice cast from the films reprised their roles for the games. In 101 Dalmatians, to appeal to 1990s audiences, technology was updated or added, including computers, video game consoles, larger screen television sets, and passcode-enabled security gates. This game also features a soundtrack of karaoke sing-along songs, which includes five new songs and a new recording of the original film's song "Cruella De Vil".

Ariel's Story Studio also has a "Create Your Own Storybook" feature that allows players to devise their own storybooks and print out the finished product.[149] Mulan contains more gameplay than other titles within the series; players look for scrolls across locations such as Mulan's house, the army camp, Tung Shao Pass, and the Imperial City. After the player finds all five scrolls and gives them to the emperor, they are made an official Imperial Storymaker, and given the ability to create original scrolls—their own animated storybooks.[150] The roleplay within minigames allows players to interact with scenes from the films.[18] In Hercules, the story is narrated in rhyming text, and allowed players to sing along to karaoke versions of songs from the film.[92] The games provide players with art, poetry, and literature to teach sequencing, vocabulary skills, creative writing and auditory discrimination, to sing along with Disney tunes, practice memorization, learn music appreciation, focus on literacy skills such as vocabulary and reading comprehension, and create artwork on desktop publishing software; additionally the series is "designed to enhance supplemental learning in the classroom, and to give young children practice with early childhood motor skills and language arts".[151]

Plot

"The animated story book, emulates an actual book but allows interactivity by the user with various objects on a page. The text can either be read to the user by a recorded voice as the words are highlighted, or read by the user. A click on an interactive 'hot spot' allowing user interface usually produces animation of some kind with accompanying sound.".

The Lion King animated storybook: A case study of aesthetic and economic power[18]

All the games' plots are abridged retellings of the animated films they are based on, with some plot elements changed or removed from their original counterparts.

Disney's Animated Storybook: The Lion King is based on the 1994 film.

Winnie the Pooh and the Honey Tree is based on the 1966 short film of the same name, and the game was the first of two Animated Storybook titles based on films included in 1977's The Many Adventures of Winnie the Pooh.

Pocahontas is based on the 1995 Walt Disney Animation Studios film of the same name, which told a fictionalised account of the relationship between Native American Pocahontas and Englishman John Smith in the midst of the European colonization of the Americas. Like in the film, the animated storybook video game follows Pocahontas and her friends Flit the hummingbird and Meeko the raccoon aim to prevent a war between British settlers and her Native American people. The game is narrated by Grandmother Willow, and features four activities.[152]

Toy Story is based on the 1995 film of the same name. Developed by a computer game development subsidiary of Pixar that existed at the time, it is the only Animated Storybook title to be based on a Pixar (and, by extension, fully computer-animated) film.

The Hunchback of Notre Dame is based on the 1996 Walt Disney Animation Studios film of the same name, featuring the adventure of Quasimodo and his escape from Claude Frollo, and is part of the product line within Disney's The Hunchback of Notre Dame franchise. The game follows the plot of the 1996 Disney film The Hunchback of Notre Dame closely, and features six separate activities that can be played throughout the story, which is narrated by the fictional entertainer Clopin Trouillefou. The game contains the characters featured in Victor Hugo's original novel such as Quasimodo, Esmeralda and Phoebus, as well as characters created specifically for the Disney film such as the gargoyles Hugo, Victor and Laverne.[153]

101 Dalmatians is based on the 1961 film of the same name and its 1996 live-action remake. The game is the only non-Winnie the Pooh-based Animated Storybook title based on a Walt Disney Animation Studios film that was made before the Disney Renaissance.

Hercules is based on the 1997 Walt Disney Animation Studios film of the same name.

Ariel's Story Studio was released as a tie-in to the 1997 re-release of The Little Mermaid.[154] Despite sharing the same style of gameplay and the same primary developer in Media Station, the game has never been released under the Disney's Animated Storybook name, although it is generally considered to be the eighth entry in that series. The game is sometimes known as Disney's Animated Storybook: The Little Mermaid as a result.

Mulan is based on the 1998 film of the same name, and was developed by Media Station and published by Disney Interactive. A PlayStation port entitled Disney's Story Studio: Mulan was developed by Revolution Software (under the name Kids Revolution,[155] and published by NewKidCo on December 20, 1999. This game was targeted toward a young female demographic ages four to nine.[156]

Winnie the Pooh and Tigger Too is based on the 1974 short film of the same name. According to The Washington Times, the game is a loose adaptation of The House at Pooh Corner chapters, "In Which Tigger Is Unbounced" and "In Which It Is Shown That Tiggers Don't Climb Trees".[157]

Release

Promotion

Debra Streicker-Fine, head of the marketing department for Disney Software, worked on the titles' releases.[158] The games had a variety of distribution methods, such as through retail outlets, mass merchants, software and specialty stores, and mail order catalogs.[31][159] In the first year of the series' history, advertising creative for Disney Interactive's Edutainment unit (under which the Animated Storybooks lay) was completed by Kresser Stein Robaire in Santa Monica, but on September 26, 1995, the contract was awarded to Foote, Cone & Belding in San Francisco; their first assignment was the campaign for Pocahontas Animated Storybook.[160] Meanwhile, the media portion of the account remained at Western International Media in Los Angeles.[160]

While Disney was new to the software industry, the company was used to putting large promotional campaigns behind its products. The marketing push behind The Lion King Animated Storybook included being "advertising in computer magazines and on television, sweatshirt and plush toy giveaways at select retailers, a sweepstakes offering a trip to Walt Disney World and a free 'Lion King' mouse pad in every package".[161] Joseph E. Adney III, marketing manager at Walt Disney Computer Software, noted that in their strategy "in-store, we looked for ways to support the retailers, make things more fun and add more value to the experience we are talking about".[161] Disney Interactive presented information on their upcoming titles at the Winter Consumer Electronic Trade Show beginning January 6, 1995, in Las Vegas.[162] Disney often showcased their storybook titles at E3, such as The Hunchback of Notre Dame in 1996 and Mulan in 1998.[163][136] The Lion King Animated Storybook was included in the Sound Blaster Disney bundle, along with The Lion King Print Studio and The Lion King Screen Scenes.[164] Through a partnership with Disney Interactive, the CanBeJam series of PC were exclusively bundled with CD-ROM titles for the Japanese market.[165] In June 1996 it was announced that Apple Mcintosh Performa computers models came with the Apple Magic Collection, which bundled The Lion King Animated Storybook, Aladdin Activity Center, and a sneak peek of the film Toy Story.[166] The Mirror held a Dalmatian Competition in 1997, in which they gave away ten free copies of 101 Dalmatians Animated Storybook to the winners.[167] Winnie the Pooh and the Honey Tree Animated Storybook was demonstrated at the 1995 Consumer Electronics Show (CES) in Meeting Room No. M-6314, South 6 Annex.[168] The game's release was part of a year-long, company-wide celebration of Disney's Winnie the Pooh franchise, which included cross-promotion with Disney Interactive, Disney Licensing, Buena Vista Home Video, Walt Disney Records and Disney Press.[159] Purchases of Toddler, Preschool, or Kindergarten Winnie the Pooh video games resulted in a free copy of Winnie the Pooh and the Honey Tree Animated Storybook.[169] The game was part of a "comprehensive advertising campaign in trade and consumer publications targeting family and home PC audiences".[159] The Sunday Mirror and Nestle offered tickets for a free demo CD of the game; customers had to collect two tickets and pick up the CD from Tesco branches.[170] A playable demo of Hercules was featured in the 1997 Electronic Entertainment Expo.[171] In 1998, a game in the series was included in an iMac software bundle.[172] In 1998, Mega offered five free copies of Mulan Animated Storybook and Mulan's Print Studio each in a promotion.[173] Winnie-the-Pooh & Tigger Too Animated Storybook was released in retail stores on February 23, 1999, the same day as Sing a Song With Pooh Bear.[174] In 1999, a copy of any game in Disney's Learning Series: Winnie the Pooh came with a free copy of Disney's Animated Storybook: Winnie the Pooh and the Honey Tree.[175] The A List conducted a promotion through The Mirror to give away 10 copies of the program.[1][176][177] In 2001, various entries within the series were repackaged with Ariel's Story Studio in Disney's Classic Animated Storybook Collection: Volumes 1 and 2.[134] On March 1, 2002, Disney dropped the price of Winnie the Pooh and Tigger Too Animated Storybook to 9.99 pounds.[178] In October 2004, Disney released Winnie the Pooh and the Honey Tree Animated Storybook on Steam.[179]

Promotion of Toy Story

Disney created a "multimillion-dollar marketing blitz" to promote Toy Story Animated Storybook, which included the "unchartered approach" of airing two 30-second TV spots television advertisement spots in 25 major markets.[180][181] Pixar created new animation specifically for the commercial.[180] While software company executives at the time did not see television ads as commercially viable, for the Animated Storybook series, Disney proceeded as it had strong ties with mass retailers (like Walmart and Target) and mainstream family appeal.[180] The title's launch was supported with "TV, print and direct ads and, on the Web, through a tie-in with Dial for Kids soap".[182] For the launch of Toy Story Animated Storybook, Disney Interactive offered a factory rebate and a website for its Hunt for the Lost Toy crossword puzzle contest,[94] within 22 days, entrants into the contest could win 10,000 free copies of the new title and register for a grand-prize lottery for a free trip to Walt Disney World in Florida.[94][183] In retail stores, Disney set up "elaborate POP displays featuring flashing lights and, in some cases, recorded Woody and Buzz voices activated by a motion sensor".[182] A 30-second trailer for the game was played in 15 million copies of the home video release of The Aristocats,[181] and Disney considered playing them in the Toy Story VHS too.[180] Full-page print ads in computer-specialty, family and general-interest publications began in mid-July, with customers able to purchase a Toy Story backpack for $4.95.[181] Features on the Toy Story Animated Storybook web site included "printout mazes coloring pages, connect-the-dots pages a product preview, screen shots and a printable form for a $5 rebate with the purchase of the Toy Story CD-ROM and two Dial For Kids bath products".[181] From May to June the website received more than 15 million hits, making it one of the top 10 sites on the Internet.[181] Disney sponsored demonstrations of the title in each Computer City's locations.[181] A toll-free telephone number was set up to provide consumer support six days a week for all Disney Interactive products.[181] The campaign continued until the Toy Story film was released on video in sell-through, with Toy Story Activity Center and the Toy Story Animated Storybook being featured in a trailer on the video release.[181] In addition, "[a] cross-promotion with Campbell Soup's Spaghetti-O's" was planned, as well as a cross-promotion with McDonald's to begin in November, at which time, a McDonald's activity book would feature a coupon offering consumers a free CD holder with the purchase of the StoryBook CD-ROM".[181]

Commercial success

Disney takes recognizable characters and movies and turns them into educational discs for kids quicker than you can say, "Jiminy Cricket". The strategy of building discs around big-ticket movies and well-known characters has paid off big.

— George Mannes, Daily News[184]

By February 18, 1995, Disney's Animated Storybook: The Lion King had sold 400,000 copies since its November 1994 release.[5][38] About 30 percent of these units were sold through mass merchants like Wal-Mart, Kmart, Target and Sears.[161] The Lion King became the top selling children's title in 1994 and 1995;[185] in 1994 it was the seventh best-selling CD-ROM after Myst, Doom II, 5 ft. 10 PAK Volume 1, Star Wars: Rebel Assault, The 7th Guest, and Microsoft Encarta.[186] Together, The Lion King and a Winnie the Pooh title grossed between $1 to $2 million in the fourth quarter of 1994.[187] According to PC Data data released in November 1995, The Lion King had the eighth highest retail penetration, being featured in at least three-quarters of 16 major chains.[188] In December 1995, Pocahontas was the tenth best selling CD-ROM software title of any genre.[189] Disney's Animated StoryBook: Pocahontas and Disney's Animated StoryBook: Winnie the Pooh and the Honey Tree were among the top three sellers for the 1995 Christmas season.[190] From January to April 1996, the two games were ranked among the top three titles in the Education category, according to PC Data.[191] By May 1996, the first five titles in the series were some of the best selling children's titles in the United States.[2] On May 13, 1996, PR Newswire reported that in the three weeks since the release of Disney's Animated Storybook: Toy Story, the game sold more than 100,000 copies in retail.[185] The Guardian notes The Toy Story Animated Storybook sold well "in terms of a quasi-educational CD-Rom".[110] In December 1996's education hits list, 101 Dalmatians and Toy Story occupied the first and fourth spots, respectively.[192] Throughout 1996, Toy Story sold more than 500,000 units, generating $15.9 million in U.S. sales.[193][23] In the first five months of 1997, 101 Dalmatians was the best-selling educational title, making $4.4 million in sales.[127] Disney's Animated Storybook: Toy Story was the best selling software title of 1996, selling over 500,000 copies.[194] The 1996 games Toy Story Animated Storybook and Toy Story Activity Center had a combined sales total of around one million units by March 31, 1997.[114] The Hunchback of Notre Dame was among the top-10 selling children's animated CD-ROM titles for 1997.[195] Hercules was the best selling educational title of 1997.[196] Throughout 1997, 101 Dalmatians Animated Storybook generated $7.69 million in sales.[197] In the week of December 13, 1997, Ariel's Story Studio was the third-best selling home education software.[198] According to PC Data, Disney's Animated Storybook: Mulan was the top-selling home education software at 11 software retail chains, representing 47 percent of the U.S. market, for the week of July 25.[199] By October 1998, The Lion King had sold over 1 million units.[80]

Critical reception

In general, later titles were more negative received than earlier titles. The Toy Story title was highlighted with critical acclaim and Ariel's Story Studio was nominated for Computer Edutainment Game of the Year at the first D.I.C.E. Awards, losing to Where in Time Is Carmen Sandiego?[200] The game also received a Best Educational Software award from DiscoverySchool.com.[201] In 1994, Media Station received the 1995 Michigan's Leading Edge Technologies Award for the inventions and applications that the company developed and used in The Lion King, Winnie the Pooh and the Honey Tree, Hunchback, and 101 Dalmatians.[32] Upon its release, The Lion King received "Pick of the Year" by Entertainment Weekly.[17] It also received the most votes for the 1995 Computer Retail Week in the Best Educational Software category, but it was disqualified for being released before January 1.[202] Parents reviewed Winnie the Pooh and the Honey Tree as part of their series entitled The best of 1995: Software.[203]

Gameplay and plot

"It seemed less like a book on CD-ROM and more like a scaled-down version of the movie."

PC Novice[204]

Computer Shopper positively compared the series to Living Books' Arthur's Reading Race and the Living Books title The Berenstain Bears Get in a Fight. saying the activities in Disney's Animated Storybook were "purely entertaining".[205][206] Three of the games were featured in The New York Times Guide to the Best Children's Videos.[207][208] Carol S. Holzberg of Computer Shopper said the games paled in comparison to the films they were based on, but felt they were still "excellent" and "engaging".[209] Chicago Sun-Times thought it was a "perfect digital playmate".[210] FamilyPC's 19 playtesters reviewed the series positively.[211] Discovery Education wrote that the games were "fun and creative", and that it would appeal to children aged three to eight.[201] The Boston Herald said The Little Mermaid's strong point was in its soundtrack and karaoke activity, as opposed to Anastasia's adventure game mechanics.[212] Superkids felt Toy Story had more 'click-and-see-what-happens' objects than any other storybook program they'd seen.[213] Superkids praised Hunchback for "combining beautiful animation with a much sanitized version of a classic story".[214] The Lion King's gameplay and narrative has been negatively compared to those of the Virgin Interactive game tie-in to the film.[18] Chicago Tribune suggested that the 'read' option would be for those who were just learning how to read, while the 'read and play' option could be accessed by those who were more skilled in reading and computers.[215] Maev Kennedy from The Guardian thought that Winnie the Pooh and the Honey Tree was tainted by his belief that Disney's Winnie the Pooh franchise loses the multi-layered nature of A A Milne's original book series, describing the game as "slow, unsophisticated, and dull".[216] AllGame felt that children would stick with their games due to their high replayability, and recommended parents spend their money on the better games in the series.[217]

David Bloom of Daily News said that Mulan was "well-done", and thought the "greater strength of the program" was the inclusion of additional activities and games beyond the storybook, such as a dress-up room for Mulan to try on traditional clothing.[218] The Boston Herald thought the game was a mixture of "absurdly simple tasks" and "practically impossible ones" while finding the dialogue "repetitive" and "irritating".[219] Joseph Szadkowski of The Washington Post's favourite part of the game was the printable and customisable calendar.[220] Another reviewer from that newspaper wrote that the animated storybook video game series was "thoughtfully designed product marred by a few miscalculations that lessen its impact."[221] Tara Hernandez of AllGame praised the PlayStation version of Mulan for its graphics, sound, and characters; the site noted that achieving the title of Imperial Storymaker requires both "imagination and creativity" from the player.[222] IGN deemed it "curious" that Disney broke away from its previous platformer formula for its console games.[13] The Boston Herald reviewer Robin Ray offered a scathing review of Winnie the Pooh and Tigger Too, commenting that the game was "mangled", "dull", humourless, and had "simply bad design".[223] A reviewer from The Washington Post had a similar opinion, describing the game as "completely charmless", and that the "colorful, whimsical prose" of the source material had been translated into "leadenness".[224] Arizona Republic felt the later games lacked interesting gameplay and visuals.[225] The Los Angeles Times criticized Disney for contracting their games to independent studios, deeming the series a "mere imitation of Broderbund's Living Books format".[101] The study Talking Storybook Programs for Students with Learning Disabilities found that "Living Books programs appeared more comprehensible to students than the Disney programs".[226] The Washington Post felt the game offered a "Reader's Digest version of the plot".[227] Chicago Tribune said in regards to Tigger Too, "As cute as the program is, it lacks substance. The games are very basic on all levels and offer no surprises after repeat play".[228] MacUser felt the games contained "repetitive, uninspired content".[229] The Washington Post observed that kids ignored the text and played around with the onscreen hotspots and interactive games.[230]

Education and girl-orientation

The Exceptional Parent recommended the series due to allowed parents to "develop [their] child's interest in words and reading".[231] Daily News appreciated that some of the more difficult words came with their own poems to help players understand their meanings.[232] The Beacon News reported that a three-year-old girl "already knows more about computers than people several times her age" because the game reads to her and lets her interact with the story.[233][234] Daily Record praised Disney's creation of quality software in an untapped market, writing that through this series, the company "manage[d] to home in on a niche market others tend to ignore – the ankle-biters who can work a keyboard and mouse as efficiently as a rattle or a spinning top".[235] A review in The Austin Chronicle praised the inclusion of brain-stimulating puzzles and a thesaurus for "highlighted words in the narration", adding that its appeal to adults was "the true genius of a disk like this".[236] The Washington Post deemed it "a cut above" the standard for educational video games.[237] Rocky Mountain News reviewer Karen Algeo-Krizman felt the games would win over parents due to its educational value.[238] Edutaining Kids wrote that The LIttle Mermaid was the most "educationally valuable" out of the three titles included in the Disney Princess Jewelry Box Collection, along with Disney's Princess Fashion Boutique and Disney Princess Magical Dress-Up.[239] T.J. Deci of AllGame noted that the stories were presented as "colorful" adventures, and that the activities encourage players to acquire "good memory and pattern recognition" skills.[240] Upon the original release of The Lion King, Spanish newspaper Super PC noted the game's limited pedagogical use due to the English subtitles and dialogue, hoping that Buena Vista would release a Spanish version.[73] The New York Times felt the series was entertaining and educational without being didactic, as well as "wholesome and life-affirming".[241] Personal Computer Magazine felt the titles would delight fans of the films, but that parents would not be pleased with their lack of educational content.[242] Austin Chronicle appreciated the highlighted words to help children expand their vocabulary.[243] A pilot study at the University of Arizona, Goldstein (1994) found that "children, allowed to use animated storybooks on their own, never interacted with the reading component at all, only with the animated pictures".[18] Scholastic Early Childhood Today liked the "interactive theaurus" as seen in titles like 101 Dalmatians.[244]

SuperKids thought The Little Mermaid was a crowd-pleaser, and a nice entry in the edutainment category that would appeal to girls.[245] Rocky Mountain News gave the game a "tentative endorsement", and said that it helped to counteract the bias toward boy-oriented video games and offered an opportunity for "computer-savvy girls to cheer".[246] Lynn Voedisch of the Chicago Sun-Times described Pocahontas as a "girl-targeted CD-ROM".[247] The Age felt that Mulan saw a "departure from most of Disney's appeal-to-everyone efforts", and would therefore be of more interest to girls than boys.[248] The Sydney Morning Herald thought the "beautiful storybooks" and "gorgeous grotto" would make Ariel's Story Studio popular with girls.[249] The Chicago Tribune described Hercules as the anti-Pocahontas due to having boy-oriented games and activities.[92]

Audiovisuals

The first full-length Disney animated film to be adapted into an adventure game was The Black Cauldron; it was not until Disney's Animated Storybook that Disney achieved a "stunning visual quality" that was comparable to the theatrical films, according to Disney Stories: Getting to Digital.[79] The Boston Herald thought the games were "beautifully produced", though it did not consider them edutainment.[250] Daily News felt the series offered "terrific"[251] examples of the interactive storybook genre, which read as pages out of a printed children's book.[252] Coming Soon Magazine felt the series "[had] many things to attract young children like animal characters and great artwork".[253] Beth Kljajic from Adventure Learning Club said the games were "very poorly written".[254] Entertainment Weekly said the series offered stripped-down bare-bones retellings.[255] Knight Ridder Tribune said the games' "lush animation" succeeded in "capturing the warm and fuzzy texture" of the source material.[256] The Columbian writer Mike Langberg wrote that the games "faithfully reproduces the story, visual style, voices and music" of the original.[257] A Knight Ridder Tribune article written by John J. Fried and William R. Macklin[258] commented that while Pocahontas was "beautifully rendered", it was "poorer" than Winnie the Pooh and the Honey Tree due to not featuring any songs.[259]Entertainment Weekly commented that Disney's Animated Storybook contained "all the familiar scenes" from the movies they were based on, albeit augmented by entertaining point-and-click activities.[88] When comparing the Hunchback and Dalmatians Storybooks, a writer from the Sun-Sentinel said "the Hunchback's tale is deeper, more lustrously animated and gives kids more to do than Dalmatian".[260] Meanwhile, a reviewer from Technology & Learning described the two games as "appealing" and "beautifully rendered".[261] The Austin Chronicle noted that the style elements of the originals are "vividly woven in".[236] AllGame reviewer Brad Cook commented that the games brought the films they were based on to life.[150] Super PC noted that the game could only work properly with a 16-bit sound card and a graphics card that could handle the .avi files; the newspaper felt it was unreasonable to require a high-end PC for a children's educational game, and noting the wasted space on the CD, thought it would be better to have released a less-quality game that could work with lower-end systems.[73] Mark Manarick praised the games for the cartoon graphics, characters, and sound taken directly from their movies.[262] Working Mother felt games were "absolutely addictive", calling the audiovisuals "fun" and "zany".[263] The Chicago Tribune felt that the "Dalmatians" CD-ROM was very successful "in seamlessly guiding players into and out of each screen" due to their entrances and exits integrated into doorways.[92] The paper felt that in Tigger Too's case "the quality animation and sweetly familiar characters will give the program a lot more mileage among youthful Pooh fans than it otherwise deserves".[228] Video Business favourably compared the series' animations positively to 1996's Puss in Boots: The Animated Storybook.[264] Reviewing Winnie the Pooh and Tigger Too – the last game in the series – The Washington Post criticized its "charmless[ness]" and "leadenness", adding that its "jerky, disjointed narration are confusing to follow because characters move abruptly from scene to scene without much of a connecting theme".[265] In 1997, The Times London deemed 101 Dalmatians as "[j]ust about the best Disney Interactive title to date".[266] Consumer Reports noted that the quality of the series fluctuates between games, praising 101 Dalmatian while finding fault with Hercules' writing and Toy Story's user friendliness.[267] The Seattle Times suggested that "While the content of these products is fairly shallow, Disney sets high standards for the graphics and animation".[23]

Toy Story

Developed at Pixar Studios, who worked on the original rather than a third-party developer, Toy Story was frequently highlighted to have an audio-visual quality separate from other entries in the series. The Times Leader gave particular praise to Toy Story, and felt it was a "major jump in entertainment and new media technology, where we get a glimpse of the magic of bringing a feature film to home computers" due to its dance, glow-in-the-dark, and virtual flashlight sequences.[268] Detroit Free Press highlighted the title's "whiz-bang animation, that 'far surpass much of the stiffer animation of other CD-ROM games for kids'", but felt there was a missed opportunity for "imaginative interaction" was for players to create custom toys from parts like Sid.[269] El Paso Times wrote that Toy Story "delivers almost everything that made the movie special".[270] Entertainment Weekly praised the animation, noting "the sequences...(which so closely mirror those in the film) have an immediate, you-are-there quality", in comparison to other video game adaptions of movies which "present scenes from the original flick in a truncated, non-interactive manner that can be mildly off-putting for both kids and adults".[88] WorldVillage agreed that Toy Story was "a work of art".[271] The Washington Post said the absence of the film's two main stars "does not diminish the enjoyment" of the game.[272] The Buffalo News said the game "captures the spirit and humor of the film".[273] The Record thought the game had "first-rate production values".[274] Popular Magazine felt the visual results were "much the same as the film".[275] Macworld felt the "3-D imaging is superb for a children's edutainment package".[276] PC World felt the game's humor worked for children and adults.[277] In a negative review, The New York Times wrote that the game was like the film except less interesting, less detailed, simplified, and purported to be educational.[278] Andy Pargh from Design News said that it "features the best 3-D graphics and animated sequences I have ever seen on a computer program".[279] The Washington Post wrote the title offered evidence of more medium-appropriate software,[230] that the game was "a groundbreaker that takes so many liberties with the basic 'animated storybook' format", and "threatens to liberate the entertainment megalith from the profitable-but-inane 'storybook' format".[280]

Part of Disney franchises

"Computer-based books, because of their length, cannot include as much information as a film. In the Disney programs, sometimes there are gaps in the story, sometimes the story moves very quickly from one plot episode to another, and sometimes major plot elements are poorly explained."

Enhancing the Reading Skills of Students with Learning Disabilities through Hypermedia-Based Children's Literature[69]

Much of the discourse was around how the games fit into the larger Disney franchises. The Philadelphia Inquirer felt the series "illustrates the dangers of runaway cross-promotion", deeming it Disneymania at its most bland, uninteresting, mundane, stale, and wafer-thin, and accusing it of following the trend rather than setting it.[281] El Paso Times thought the titles' complete names – necessary to tie them into their franchises – came across as awkward.[270] On a positive note, The Post-Crescent felt the games could allow young audiences to remain in the fantasy adventure worlds long after the film credits rolled, calling it a "perfect digital playmate. filled with cartoon sequences and interactive content.[282] Daily News suggested that "both [Ariel's Story Studio and Anastasia: Adventures with Pooka and Bartok] can have lives lasting far longer than the movies will be in theaters".[131] Albuquerque Journal thought that 101 Dalmatians in particular may encourage "nostalgic blast bonding" of children with their parents who remember the 1961 film's original release.[283] Macworld agreed that the "biggest appeal is its connection to the movie".[276] French newspaper Liberation felt the series was "long, verbose, not very playful and ultimately not very interactive".[284]

Detroit Free Press felt that the games would only appeal to fans of their respective film inspirations.[285] Joseph Szadkowski of The Washington Times thought that the video games were a product line extension that served as an example of how Disney was "cram[ming] the movie...down the throats of unsuspecting consumers", although he said the graphics were "amazing".[286] A writer from Entertainment Weekly praised Disney's "slick" series of digital pop-up books.[287] PC Entertainment felt the edutainment games allowed their respective properties to "live on", though that they would only appeal to die-hard fans of the originals.[288] The Chicago Tribune felt the series was a way for Disney to flex its "synergistic marketing muscles".[92] When Toronto Star heard about the series, they were concerned that "they would flood the market with mediocre, repurposed products in a bald attempt to exploit their tremendous treasure trove of highly marketable and much-loved characters".[289]

The Washington Post felt the games were part of "merchandising empire[s] just as a good children's story should [be]".[290] Tekst.no: strukturer og sjangrer i digitale medier acknowledged that Disney had been adapting many of their cartoons into storybooks, describing their efforts as having "varying results".[291] PC Mag expressed surprise that the games, against all odds, were able to match the magic of the properties that preceded them, saying the game never gets tiresome.[292] The Los Angeles Times argued "Disney succeeded in spite of the problems with its games because of the extraordinary popularity of its characters and because the parents who buy the products trust the Disney name--and aren't necessarily looking for leading-edge technology".[101] Toronto Star felt that Disney had "perfected the edutainment CD-ROM formula" with the animated storybooks.[293] Computer Retail Week noted that success followed "virtually any title tied to a Disney movie".[22] Billboard described them as "Releases linked to established franchises-from hit movies to time-tested characters".[89]

Awards

Year Nominee / work Award Result
1997 Disney's Animated Storybook: 101 Dalmatians Best Buy Award Won[294]
1997 Disney's Animated Storybook: 101 Dalmatians P & C Recommendation Award Won[294]
1997 Disney's Animated Storybook: Toy Story Technical Innovation Award: Best After Hours Product Won[295]

See also

Notes

  1. ^ WDCS also used the trade names Disney Software and Buena Vista Software.

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Further reading

disney, animated, storybook, stylized, disney, animated, storybook, also, known, disney, story, studio, point, click, adventure, interactive, storybook, video, game, series, based, walt, disney, feature, animations, pixar, films, that, were, released, througho. Disney s Animated Storybook stylized as Disney s Animated StoryBook and also known as Disney s Story Studio 1 is a point and click adventure interactive storybook video game series based on Walt Disney feature animations and Pixar films that were released throughout the 1990s They were published by Disney Interactive for personal computers Microsoft Windows and Apple Macintosh for children ages four to eight years old 2 Starting from 1994 most of the entries in the series were developed by Media Station They have the same plots as their respective films though abridged due to the limited medium 3 Disney s Animated StorybookSeries logoGenre s Point and click adventure interactive storybookDeveloper s Media Station Inc most entries Pixar Disney s Animated Storybook Toy Story Creative Capers Entertainment Ariel s Story Studio with Media Station Disney s Animated Storybook Winnie the Pooh and Tigger Too Revolution Software Disney s Story Studio Mulan for PlayStation Publisher s Disney InteractiveNewKidCo Mulan PS1 NTSC SCEE Mulan PS1 PAL Creator s Marc TerenPlatform s Windows Macintosh PlayStationFirst releaseDisney s Animated Storybook The Lion KingNovember 1994Latest releaseDisney s Animated Storybook Winnie the Pooh and Tigger TooApril 1999 Contents 1 Titles 2 Development 2 1 Background and Walt Disney Computer Software 1988 1994 2 2 Series conception June 1994 2 3 Release of The Lion King storybook November 1994 2 4 Disney Interactive founding December 1994 2 5 Media Station era 1994 1996 2 6 Pixar s Interactive Products Group 1996 2 7 Creative Capers era 1996 1999 3 Design 3 1 Gameplay 3 2 Plot 4 Release 4 1 Promotion 4 1 1 Promotion of Toy Story 4 2 Commercial success 5 Critical reception 5 1 Gameplay and plot 5 2 Education and girl orientation 5 3 Audiovisuals 5 3 1 Toy Story 5 4 Part of Disney franchises 6 Awards 7 See also 8 Notes 9 References 10 Further readingTitles EditTitle Developer s Release date Based onDisney s Animated Storybook The Lion King Disney Software in association with Media Station November 18 1994 4 5 The Lion King 1994 Disney s Animated Storybook Winnie the Pooh and the Honey Tree Disney Interactive in association with Media Station August 28 1995 5 Winnie the Pooh and the Honey Tree 1966 Disney s Animated Storybook Pocahontas Disney Interactive in association with Animation Services at Walt Disney Feature Animation and Media Station December 1 1995 6 Pocahontas 1995 Disney s Animated Storybook Toy Story Disney Interactive and Pixar April 24 1996 7 8 Toy Story 1995 Disney s Animated Storybook The Hunchback of Notre Dame Disney Interactive in association with Media Station with special thanks to Animation Services at Walt Disney Feature Animation November 11 1996 6 The Hunchback of Notre Dame 1996 Disney s Animated Storybook 101 Dalmatians Disney Interactive in association with Media Station March 18 1997 9 One Hundred and One Dalmatians 1961 Disney s Animated Storybook Hercules Disney Interactive in association with Media Station with special thanks to Animation Services at Walt Disney Feature Animation July 27 1997 10 Hercules 1997 Ariel s Story Studio a k a Disney s Animated Storybook The Little Mermaid Disney Interactive in association with Media Station November 25 1997 11 The Little Mermaid 1989 Disney s Animated Storybook Mulan a k a Disney s Story Studio Mulan Disney Interactive in association with Creative Capers Entertainment Windows and Macintosh Developed by Kids Revolution and published by NewKidCo PlayStation September 14 1998 PC 12 November 1999 PlayStation 13 Mulan 1998 Disney s Animated Storybook Winnie the Pooh and Tigger Too Disney Interactive in association with Creative Capers Entertainment April 30 1999 6 14 Winnie the Pooh and Tigger Too 1974 Development EditBackground and Walt Disney Computer Software 1988 1994 Edit The processes that we were using were actually catching the attention of different divisional groups that all said Wait a minute They all kind of wanted to manage or have a say or control what was happening And we were so relatively low on the totem pole that it became a bigger deal that discussion that took place over our heads Projects became almost impossible to get approved according to Mullich as pitch meetings took place in front of management teams and after six months of continual no replies Mullich left Roger Hector director of product development for Disney Software from 1989 to 1993 quoted in Polygon 15 Video games based on the Walt Disney Company s properties have been released since Mickey Mouse for Nintendo s Game amp Watch in 1981 16 Disney licensed out its properties and established partnerships with developers and publishers such as Nintendo Sega Capcom Square and Sierra who used the characters in games The earliest of these resembled arcade style cause and effect games that featured Disney characters Later licensors began to create more sophisticated adventure games that comprised different environments interaction with characters unlocking secrets and overcoming obstacles Instead of creating new narratives the developers of these games based them on stories presented in other media early examples include Winnie the Pooh in the Hundred Acre Wood 1985 and The Black Cauldron 1986 In the latter designer Al Lowe had access to Disney s original musical score hand painted backgrounds and animation cels which allowed for more advanced graphics when compared to previous games 17 In 1988 Walt Disney Computer Software WDCS a Disney s in house game development studio was founded so Disney could enter the software market Because Disney did not want to handle the menial programming and expensive publishing of games on its own and instead wanted to collect profits from developers 18 WDSC only licensed properties to external developers As such it was placed in the company s Consumer Products arm for licensing agreements 18 Over the next few years Disney built a routine of releasing tie in games shortly after film releases 17 They later became more involved in the development process for example for the Sega Mega Drive version of Aladdin 1993 Disney animators worked with the game designers 17 19 Roy Disney was unhappy with the quality of a third party Fantasia game he was overseeing and shut down production 18 the greater involvement from Disney s feature animation team led to the games being better received by critics and the public 20 In 1991 low sales figures coupled with developers charging license fees and Disney shutting down low quality games during development meant the company was to be turned into a joint partnership with outside software houses 18 In 1993 Disney chairman Michael Eisner publicly defied interactive hype by portraying the company as low tech 21 Disney executives discussed if they should shift all game development in house while tripling the number of people working in the division or in six weeks cut the whole team but a final decision was reserved until 1994 19 A proven brand name does not necessarily translate into big sales Disney preceded its run of hit titles like Winnie the Pooh Animated Storybook and The Lion King Activity Center with unfocused attempts based on traditional Disney characters Then Disney Interactive began marketing software based on upcoming movies Ed Thomas software buyer at online retailer Cyberian Outpost quoted in Computer Retail Week 22 Throughout the 1990s popular children s stories in print were adapted into digital storybooks that encouraged interactive learning and play on the computer Broderbund s Living Books series was perhaps the first example or at least popularized the animated storybook format through games like Just Grandma and Me and Arthur s Teacher Trouble which were based on popular children s books from the 1980s by Mercer Mayer and Marc Brown respectively 23 24 They combined the authors illustrations and stories with digital activities and were guided by a narrator each screen began with a brief animation followed by a narrator describing the action After the conclusion of each page the scene became an interactive mural with hot buttons the player could click 23 24 The Living Books became popular and encouraged other developers to follow suit and copy the formula 23 25 Disney Interactive was one of several interactive divisions of film studios sprouting at the time including Universal Interactive Studios Turner Interactive Fox Interactive Sony Imagesoft and Imagination Pilots MGM 17 Series conception June 1994 Edit Disney s 1994 animated film The Lion King won multiple awards and garnered financial success 17 Its merchandise sold well through the Disney Store and Disney s mail order catalog and their product licensees had an increase in sales 18 The company began to cross market the property throughout its Walt Disney Attractions Buena Vista Television Buena Vista Home Video Walt Disney Records and Disney Theatrical Productions divisions 26 Disney wanted to add to the Lion King synergy of book products video theme park units and recording sales by making an animated storybook available by the 1994 Christmas shopping season 18 A new product line was announced on June 24 1994 while The Lion King was being privately screened The announcement included Disney Software s first two CD ROM based computer games The Lion King Animated Storybook and Aladdin Activity Center the latter of which focused on games and learning activities rather than stories 27 18 Disney chose Media Station as its third party developer for the game 27 due to the announcement Media Station only had five months of development time 27 The Lion King Animated Storybook more closely followed the narrative and art style of the film it was based on than Aladdin Activity Center released November 1994 did to Aladdin 18 28 For The Lion King Animated Storybook the written text of the game is excerpted from Disney Publishing Group s The Lion King storybook which reproduces the film s narrative in a truncated version 18 Disney spent over 3 million on promotion for the animated storybook game 18 and released the first version of The Lion King Animated Storybook on November 18 1994 and its success prompted the company to turn WDCS into a full game developer renamed Disney Interactive with a line of animated storybooks to follow entitled Disney s Animated Storybook 29 The Lion King Animated Storybook was later accompanied by a CD ROM The Lion King Activity Center in 1995 which started a trend that continued throughout the series Pixar developed both Toy Story Animated Storybook and Toy Story Activity Center simultaneously in 1996 while the Winnie the Pooh in the Honey Tree Animated Storybook would be met with a companion Winnie the Pooh Activity Center in 2000 18 30 The Lion King Animated Storybook became Disney Interactive s second release on the Macintosh after the Aladdin Activity Center 31 Media Station employee Newton Lee became one of the lead software and title engineers for The Lion King Animated Storybook 32 As he recalled in the book Disney Stories Getting to Digital Media Station used a number of proprietary strategic software technologies that made it easier for the developer to create large animation multimedia and the user to play it back impossible until that time 33 A playback engine was created to provide high quality playback from a CD ROM of large animations 33 WinToon which Media Station previously developed for Microsoft aided the projects by reducing the amount of data actually required for larger animation playback 34 The software improved performance of playback in Windows by reducing the amount of data that was required arguing that it was necessary because unlike other interactive storybook developers who used a palette of 256 colors throughout the entire title Media Station used 256 colors per screen this resulted in very large animation files 33 In 1994 Lee created an object oriented scripting language similar to Macromedia s ActionScript that allowed developers to create interactivity for animation quickly and easily and a cross platform multimedia compiler to allow the software to run on both Mac and Windows 32 Media Station also used a cross platform language Interactive Media File Script Title Compiler and Asset Management Systems 35 which allowed production for a Disney s Animated Storybook game to be between three and six months 32 Release of The Lion King storybook November 1994 Edit The Lion King Animated Storybook was originally released for Windows in December 1994 with a Mac version following in early 1995 36 The release of the computer game was affected by bad publicity many customers found that the game ran poorly if at all on their computers dozens of messages appeared in Disney s public bulletin board on America Online 37 Families became especially disgruntled because Disney s technical support team were unavailable 38 On the morning of December 25 Disney s customer service was flooded with calls 17 Complainants said that when they tried to load the game on their Compaq Presario computers they received the blue screen of death 17 Eight employees were added to the Disney s phone answering staff on December 26 1994 to take questions from buyers 18 For weeks they were flooded with complaints about the title as was Disney s CompuServe address 18 The company was accused of killing Christmas for thousands of children that year 17 Disney was mostly silent but sometimes sent private replies to individual addresses 18 When the company made a statement it accused Media Station of saying they had finished developing the product before it was fine tuned they also blamed customers for having inadequate computers for running the product and not reading the box carefully enough before buying 18 The Lion King Animated Storybook s minimum requirements include a 486SX MHz MS DOS 6 0 Windows 3 1 4MB of RAM 10MB of free disk space a Windows compatible mouse a 256 colour SVGA and an 8 or 16 bit sound and 2xCD ROM drive all of which were top of the range at the time 18 The game also relied on Window s new WinG graphics engine and could only work with select video drivers 17 In late 1994 Compaq released a Presario PC whose video drivers had not been tested with WinG and due to the rush to market before Christmas 1994 the Animated Storybook was not tested for the computer 17 Lee asserted that the ultimate blame lay with the rush to market and lack of compatibility testing 17 Steve Fields senior vice president of multimedia for Disney Interactive blamed Disney for timing the sales of the product so close to Christmas and attributed its problems to the high number of sales more than half of which made by new computer users who tried to learn how to use computers on Christmas Day with the Lion King animated storybook 18 He promised future games would be ready before Christmas and not rushed out 18 Fields said the problem was everywhere but Disney got a disproportionate amount of blame due to the high number of units sold 18 Phil Corman vice president of the Interactive Multimedia Association who in the aftermath created the Parallax Project to develop uniform package labelling and guidelines for developers said that they re not singling out Disney by any means but that was just the watershed event 39 In The Wall Street Journal article A jungle out there Rose and Turner argued that Disney had had final responsibility for quality control of the animated storybook and that they apparently did not exercise the responsibility 18 David Gregory of Media Station asserted that 90 percent of the complaint cases were due to the video driver used 18 Media Station resolved the video driver card issue within days and made a second version available for purchase and as a free exchange for the earlier one 17 The company recalled defective programs and many users have supposedly been provided a video driver upgrade by Disney 18 In a June 1995 press release the company noted they were providing technical support full refunds or product exchanges if the customer is not completely satisfied 31 By May 1995 families could call Disney Interactive customer support and request a free version 1 1 CD which incorporated support for 8 bit sound boards 40 In 1995 a third version of the software compatible with both Windows and MS DOS was released 17 The Lion King incident led Microsoft to develop DirectX in September 1995 17 Despite the game being highly promoted and successful negative news stories appeared on TV 41 The game likely worked on the systems Disney programmers used to test the game but not on the systems used by the general public It was used as a case study in relation to programmers having target environment and intended end user in mind 42 Lecturer Audrey Ricker felt this would force businesses to be more publicly responsive to consumers 18 Entertainment Weekly called it a humiliating fiasco where thousands of frustrated parents swamp ed tech support lines with woeful tales of non functioning sound cards and video freeze ups 43 Ricker asserted the event demonstrated that a piece of software must be thoroughly tested on all supported platforms and system configurations before its release regardless of what the marketing department has scheduled or what major holidays are coming up 18 7th Level contacted Disney about developing a game for Christmas 1995 featuring Timon and Pumbaa in response to the misstep George D Grayson 7th Level s president and chief executive said the computer nerd takes particular pleasure in making something work that doesn t work right The game was Gamebreak Timon amp Pumbaa s Jungle Games Disney Interactive s first entry into their entertainment focused Disney Interactive Entertainment division 44 The Lion King Animated Storybook was also available in Spanish French German and Italian through a special mail in offer on the English product 36 In November 1995 six local language versions were released in Europe 45 In February 1996 following the success of the first three titles in the series Disney Interactive planned to develop 23 new foreign language versions of the games 46 In June 1996 Disney announced a Japanese version of The Lion King Animated Storybook to tap into the country s growing PC home market 47 Michael Jardine representative director of Disney Interactive Japan said that while there were no sales targets the company would be happy to sell a copy for each of the country s 7 5 million computers 47 Libro Animado Interactivo Winnie Puh was released in April 1997 48 and from July 20 onwards a bilingual version of the game was available on the Disney website 49 Disney Interactive Japan released 101 Dalmatians Animated Storybook in June 1997 with The Hunchback of Notre Dame Animated Storybook following in late 1997 or early 1998 50 A Spanish version of Winnie the Pooh and Tigger Too Animated Storybook was released in mid 1999 51 In July 2001 Disney Interactive officially announced they would be launching Spanish versions of many of its titles in the U S and Puerto Rico in an effort to penetrate the Hispanic market the games would begin sale that November in traditional retail Hispanic shops and through Hispanic exclusive distributors 52 53 54 Called Libro Animado Interactivo these included El Rey Leon The Lion King Pocahontas Winnie Puh y el Arbol De La Miel Winnie the Pooh and the Honey Tree 101 Dalmatas 101 Dalmatians Hercules and La Sirenita The Little Mermaid 55 This was the first time Disney made Spanish versions of its edutainment titles after dubbing films into Spanish and other languages 56 and one of the first few times any computer software company had made an effort to target the U S Hispanic population 57 Disney Interactive president Jan Smith expressed joy with Disney Interactive offering Hispanic parents and kids the chance to experience interactive entertainment within the context of their own culture Disney Interactive collaborated with Latin Links the exclusive sales representative of the company s Spanish language products within the U S and Puerto Rico 56 Isabel Valdes head of multicultural marketing firm Santiago Valdes Consulting noted This initiative bridges a gap between Hispanic parents and children who can preserve their native language while experiencing the entertainment value of Disney in a whole new way 58 A German version of Mulan Animated Storybook was released in 1998 59 Disney Interactive founding December 1994 Edit At Disney Interactive there was not a deep bench of people who were experienced in interactive storytelling at any level because all games prior to that at that point in time were primarily driven through the minds and eyes of a very small team that was programming and engineering driven Marc Teren quoted in Polygon 15 As a result of The Lion King Animated Storybook and Aladdin Activity Center being successful Disney Interactive was founded December 5 1994 by merging WDCS with the Walt Disney Television and Telecommunications WDTT division to develop and market a range of interactive entertainment based on their properties 60 61 WDTT chairman Richard Frank expected Disney Interactive to become a 1 billion business within five years with 20 interactive games and educational titles in 1995 another 40 titles in 1996 and up to 60 in 1997 development for these was to range from more than 100 000 to 1 million 62 63 The new Disney Interactive division was devoted to developing publishing and licensing software for children s entertainment and educational markets 63 It started with two sub divisions Disney Interactive Entertainment for action oriented console games in the entertainment arena 64 and Disney Interactive Edutainment curriculum based and interactive family software particularly in the edutainment and education product markets 20 65 Disney Interactive Edutainment was Disney Interactive s main product line under which the Disney s Animated Storybook series fell All development moved in house and the division grew to between 80 and 120 employees from the eight or so the division had three years earlier The new unit had Steve McBeth as a new president an increased staff more interaction with other divisions of the company and a greater financial commitment from Disney 20 Its first projects were Pocahontas Animated Storybook and a software title based on Disney s Gargoyles TV show 63 With the new division Disney executives were supportive of creative risks and the studio was generally left unsupervised rather than being under constant or undue scrutiny 66 McBeth was committed to producers and directors of animated features being involved in the creative development process for CD ROMs and video games 63 He noted that Disney realizes that production is becoming an increasingly multifaceted process and that when creating an animated film or home video the company also must have plans to spin off a variety of software products 63 The new division moved from solely licensing Disney properties or publishing titles to handling game development and publishing 18 Although outside contractors like Media Station were still used after the restructure Rose and Turner asserted in The Washington Post that they will probably be dropped if the Disney Interactive division becomes the full service software unit that Disney seemingly intends 18 While Media Station and other companies continued to help develop the Disney edutainment products including the Disney s Animated Storybook line they could not continue a long term relationship with Disney Interactive as it was now subject to the whim of Disney 18 Disney Interactive planned for the new series of educational video games to feature popular characters and allow players to follow the stories while learning it named the franchise Disney s Animated Storybook 24 subtitled A Story Waiting For You To Make It Happen 25 Marc Teren vice president of Disney Interactive s entertainment division hoped to create games with a true and fair representation of the original property 5 while aiming to capitalize on ancillary products to successful theatrical and home video releases 67 Children s Business suggested the series came into fruition because in the contemporary entertainment market it was customary now for entertainment companies to release CD ROMs to support a film or TV show 68 According to writer Rena B Lewis the games were designed for use at home not school 69 The animated books were considered a type of entertainment program one of the three types released by Disney Interactive in addition to their simulation games and discovery programs While they were advertised as teaching tools because they give no reward to players for doing this like they do for clicking hotspots the teaching of reading could be considered secondary in these programs 18 As edutainment these games could be said to teach the process of and rehearse reflexes needed for playing video games 18 The film stories were edited to ensure continuity of the original narrative while offering interaction and voice acting was provided They allowed children to choose what they wanted to do onscreen The original film scripts were considered from an activity standpoint with clickable features added to each page so players could affect the story for example in The Lion King Animated Storybook players could turn Pride Rock from green to brown or collect bugs for Timon to eat These techniques increased engagement with each screen s events and helped create connections between the player and characters 17 Media Station era 1994 1996 Edit The Lion King was the first film to be given an interactive story life 70 and Disney s first venture into the storybook realm 71 Media Station was the main developer of the series 34 While Disney Interactive planned to bring software development in house to the studio the business model for the Disney s Animated Storybook series had Disney Interactive outsource the development work to Media Station while handling the animation and design themselves at their Burbank head office 60 72 which left Disney in charge of the design development and marketing of the series with Media Station and other companies acting as programming contractors without creative decision making 70 73 The series distribution was handled by Buena Vista Pictures Distribution 60 The developers aimed to have a true and fair representation of the original property and had the films directors and producers working alongside their artists and designers 17 Disney and Media Station co designed the titles as a joint venture 74 Speaking about Media Station s work with other studios Gregory said Working with Disney has given us the chance to work with the greatest content possible and the challenge of living up to their standards It s gotten our name in the channels 74 Media Station handled development for much of the series as Disney Interactive did not yet have the technical resources to handle it themselves 32 In May 1996 Disney Interactive acquired Sanctuary Studios which continued to operate as an independent developer of educational content under Disney 75 Sanctuary s 35 staff in their local Victoria British Columbia office became a small part of Disney Interactive s 300 employees and handled the programming sound and graphic design and art instead of Media Station 60 Some background art and animation was also outsourced to Creative Capers Entertainment for these titles 76 Teren oversaw development of the entire series and directed Disney s early production of animated storybooks and activity center software 77 78 Beginning with The Lion King Animated Storybook instead of reusing artwork from the film and forcing it into the new format Teren s team worked hand in hand with the group in feature animation while the film s directors and producers worked with the games designers and artists 5 17 Disney and Media Station created more than 12 000 frames of digital animation together for each game 34 For The Lion King Animated Storybook Media Station contributed 7 000 new frames of animation while Disney animators contributed 5 000 79 Media Station also created over 300 music and vocal assets using traditional orchestration and arrangement and digital composition tools 17 Digital music and sound effects were composed recorded and edited at Media Station 34 Gregory wrote the score for The Lion King Animated Storybook 80 One of the advantages of creating software while the films were in production was that it allowed the original voice cast to be part of the projects 81 The voice cast sometimes consisted of actors from the films reprising their roles for instance Toy Story Animated Storybook featured Don Rickles as Mr Potato Head Annie Potts as Bo Peep and Jim Varney as Slinky Dog 82 Kevin Kline Demi Moore Jason Alexander and Tom Hulce reprised their roles in The Hunchback of Notre Dame Animated Storybook 83 84 85 For Pocahontas Animated Storybook the developers hired Chris Webber and Irene Bedard 86 In The Little Mermaid Jodi Benson and Samuel E Wright reprised their roles as Ariel and Sebastian respectively 87 At other times different voice actors who sounded like the originals were used such as Tom Hanks brother Jim Hanks voicing Woody in the Toy Story game 88 The Lion King Animated Storybook is narrated by The Fresh Prince of Bel Air actor James Avery 36 while Toy Story Animated Storybook is narrated by Cheers actor John Ratzenberger who played Hamm in the film 82 The games were generally created on tight budgets and schedules Disney found that planning or making software while movies are filmed helps the product stay true to the film and makes it cheaper to produce 81 Disney Interactive planned to develop the software alongside the films creative teams and have it released simultaneously with the films 81 which allowed The Lion King s animated storybook to be developed quickly and released soon after the film 33 Lee asserted that its quick release was in part responsible for its success in the marketplace 33 The company found that software released a bit after the film could also boost sales noting The Lion King Animated Storybook s strong sales a year after release 81 The Lion King Animated Storybook was released an astonishingly short six months after the movie s release just prior to Christmas 70 Winnie the Pooh and the Honey Tree Animated Storybook was originally expected to be released in April 1995 but was delayed for several months 74 While The Hunchback of Notre Dame Animated Storybook was originally scheduled for release in September 1996 four months after its announcement and three months after the release of the film 86 it was delayed until November 6 101 Dalmatians Animated Storybook was intended to be released in November 1996 to coincide with the release of the live action remake film s theatrical release 81 89 but was either released three days later 90 or postponed to March 1997 9 The San Francisco Chronicle observed that the game s story concludes rapidly noting that the disc s developers probably had a deadline to meet 90 Both the Storybook and Print Studio Hercules games were released out in under a month after the theatrical version 91 Hercules came out simultaneously with the film s release 92 The success of previous titles in the series like Toy Story led to The Hercules Action Game Animated Storybook and Print Studio being rushed out in October to preempt the Christmas season 93 Toy Story made its debut before the film s video version was released 94 The Los Angeles Times noted the timing of Ariel s Story Studio coincided with the rerelease of The Little Mermaid 95 Winnie The Pooh and Tigger Too Animated Storybook was also rushed out according to Birmingham Evening Mail due to its release schedule being brought forward 14 it was originally scheduled for February 1999 but was postponed a few months 96 From December 1994 to February 1995 Disney Interactive hired 50 new employees 97 It felt the initial success of the Activity and Storybook games would boost the success of their Disney s Learning Series starting with Ready to Read with Pooh and the first game from their creativity line Disney s Draw amp Paint 98 Due to the success of The Lion King Animated Storybook Media Station received contracts from other companies such as Hasbro Mattel Scholastic Crayola IBM and HarperCollins 32 The success of the first Activity Center and Animated Storybook titles resulted in other developers attempting to mimic Disney with their own digital storybooks such as Sound Source Interactive s Babe A Little Pig Goes a Long Way Interactive MovieBook and Viacom New Media s The Indian in the Cupboard both released in 1995 81 The second title in the series was Winnie the Pooh and the Honey Tree Animated Storybook which was aimed at a younger audience by using a popular character to introduce young players to the interactive medium through a linear story with interactive elements following in the footsteps of the first rudimentary interactive children s story Amanda Goodenough s Inigo Gets Out for the HyperCard released eight years prior 99 100 During development of Winnie the Pooh and the Honey Tree Animated Storybook Media Station suffered low employee morale and several key engineers threatened to quit With Lee uplifting employee morale the team was able to finish the project on schedule 32 By 1996 the Disney Interactive s education division had 125 staff and was spending enormous amounts of money to make sure there is a unique experience 101 The Animated Storybooks for Pocahontas Hunchback and Hercules gave special thanks or in associated with credits to Animation Services at Walt Disney Feature Animation 102 103 104 In 1996 Ricker asserted that b y taking control of its interactive business and competing with Broderbund and other giants in the field Disney will most likely strengthen its position as one of the five major studios 18 Pixar s Interactive Products Group 1996 Edit Development of Toy Story Animated Storybook was handled by Pixar instead of an outsourced developer While most of the storybooks feature a traditional animation style Toy Story uses CGI graphics to simulate the film s visuals 105 80 percent of the artwork Pixar created for the game was new 106 The Interactive Products Group also known as the Pixar Interactive Division a Pixar subsidiary was founded in 1996 Its staff included 95 of Pixar s 300 and was headed by Pam Kerwin 107 It was founded to create computer games and had its own animators art department and engineers 30 The group was tasked with creating two products amid intense time constraints to coincide with the VHS release of the Toy Story film Toy Story Animated Storybook released April 1996 and Toy Story Activity Center released October 1996 30 the division produced them within 16 months 107 As vice president of the Interactive Products Group from 1996 to 1998 Kerwin spearheaded development of interactive edutainment products based on Pixar s feature film properties 107 Disney s Animated Storybook Toy Story was touted as the first CD ROM to deliver full screen motion picture quality animation on home computers 30 Between the two products the group had created as much original animation as there was in the Toy Story film itself 30 Children s interactive product writer and designer 108 Carolyn Handler Miller wrote the script and text for the game 109 As the team could not get Tom Hanks to narrate Miller was forced to tell the story from the point of view of another character settling on the highly entertaining sardonic character Hamm 109 Hanks was replaced by his brother Jim while Pat Fraley replaced Tim Allen as Buzz 30 Miller had to rewrite the story from his perspective a significant change from the film creating a writing challenge 109 The team also struggled to incorporate meaningful interaction that would be in the best interests of the game s quality 109 For instance in the film some characters are seen playing checkers so members of the team wanted to add the game as a minigame but it was eventually decided that the minigame did not advance the narrative or involve the story s characters instead stopping everything dead 109 Instead Miller designed a minigame with a time limit before Andy and his guests came into the room and made the alarming discovery that toys come to life when humans are not around she said the minigame gave the players a sense of urgency and agency 109 According to The Guardian the game was published by Avanquest a French software house known for releasing antivirus software 110 though Wired wrote it was released via Disney Interactive 111 The Seattle Times noted that for Toy Story Animated Storybook Faced with home computers modest processing power Disney s programmers had to limit the number of objects moving onscreen 112 While Steve Jobs was convinced the games would sell 10 million copies on par with the sales figures of bestselling direct to video releases Kerwin thought the games would not be as financially successful as the film because the gaming market had not reached that scale 30 and the audience for tie ins was limited 111 Together Storybook and Activity sold one million copies 30 and contributed to Pixar possessing 150 million by the second quarter of 1996 113 CEO Lawrence Levy and entertainment analyst Harold Vogel described the games as successful 113 However the storybook failed to meet Pixar s expectations 110 and overall market for CD ROM based interactive entertainment had not matured as many had hoped and predicted 114 At the time Pixar wanted to continue work on the then made for home video Toy Story 2 but the entire studio only had 300 people around 200 were working on A Bug s Life and 62 were developing games at the Interactive Products Group 115 111 Disney became unhappy with the slow progress of Toy Story 2 which was still in development 116 Pixar needed artists to work on the films so it borrowed them from the in house division Interactive Products Group thinking Why are we doing this Let s just make the movies That s where our passion is 110 When Jobs was informed that the games would not meet sales expectations he shut down the computer games operation and redirected the division s talent and resources to Pixar s main filmmaking division the staff became the initial core of the Toy Story 2 which about to enter into production after a year of gestation 30 115 117 while leaving any future CD ROM efforts to Disney Interactive due to their marketing and merchandising prowess 118 The dissolution of the division was preempted by the closure of Pixar s television commercial unit in July 1996 so the team could focus solely on films 113 Jobs said that while Pixar staff enjoyed creating the titles the studio chose to focus talent on films produced under its partnership with Disney as that was where their greatest opportunities lay 111 The computer games operation dissolved on March 31 1997 and no further games were made 30 110 119 while Kerwin was assigned to start a shortfilm group 30 Their first project Geri s Game was released alongside A Bug s Life and started a trend of shorts being paired with films 120 Robertson Stephens analyst Keith Benjamin felt it made no sense for Pixar to waste their scarce talent on CD ROMs now that they have a better deal with Disney They re going to concentrate on films because that s where the real money is 111 Pixar co founder Ed Catmull told Variety in 1999 that they did the very best and only did fine financially on the games noting that the company spent as much on them as they did on films 110 When asked in 2012 if Pixar would return to the gaming industry Brave director Mark Andrews firmly said no based on his experience at the Interactive Products Group 110 while the film s producer Katherine Sarafian said I don t think we would consider it now because we want to focus on the primary business of filmmaking 110 Creative Capers era 1996 1999 Edit In 1996 Media Station production ceased and Lee joined Disney Online where he designed games for Disney s online subscription product 121 Its last product to be released was Hercules Throughout 1997 Living Books sales dropped while costs increased facing growing competition from Disney Interactive and Microsoft in the animated storybook genre as a result its staff was laid off and the group was folded into Broderbund 122 Disney also faced financial challenges with titles that would have cost 1 or 2 million reaching 5 8 million 66 Amidst other financial challenges the company found that the success of games such as the Toy Story storybook lacked the flow on in products such as 7th Level s The Hunchback of Notre Dame Topsy Turvy Games 65 Teren left the company 25 percent of its staff was laid off and the studio moved back to a licensing model within the Consumer Products division 66 At the time while all console products were licensed Disney mostly self published PC titles and educational games were still developed in house 19 Disney Interactive refocused on its core business of providing interactive CD ROMs for 3 to 12 year old children 65 and concentrated on leveraging film properties into multimedia products 65 After Media Station s departure the later titles in the Animated Storybook series were developed by Creative Capers Entertainment which entered into an exclusive development deal with Disney in 1996 123 124 They had previously provided animation work to Media Station s 101 Dalmatians Animated Storybook and offered animation design and art services for such Disney Interactive game titles as Gamebreak Timon amp Pumbaa s Jungle Games Gargoyles and Mickey Mania this multi year deal meant that Disney Interactive also had the rights to any new Creative Capers projects 125 126 As a result Creative Capers which had also done work for films such as Tom and Jerry The Movie The Pagemaster and Thumbelina 125 was in charge of Disney Interactive s animation production and product development 75 Throughout the first five months of 1997 Disney held 12 percent of the retail educational software market while The Learning Company held 18 percent The Wall Street Journal asserted the success of Disney s games such as the 101 Dalmatians storybook had put financial pressure on its rival 127 Creative Capers had provided background art and animation for earlier entries and took over development for later titles 76 Coming from a film background the company had to adjust their animation style for the projects as animations in the storybooks were displayed at around ten frames per second much lower than feature films 125 Creative Capers president Sue Shakespeare noted that in games and Animated Storybooks there s a purpose for every scene and you have to communicate that quickly using half or even a tenth the number of the frames In Disney s Animated Storybook the purpose is to deliver the look and feel and the story of the movie with just a tiny percentage of the animation you would have in a film 125 Shakespeare enforced a rule requiring employees to avoid animating more than a third of the screen at once to prevent the game engine from overextending and causing jerky movement 125 She also noted the games would be played on computers of varying qualities and that they had to acknowledge these restrictions during design 125 The goal was to create feature animation quality but at the CD ROM level 125 Denver Post noted that as the games were conceived from inside Disney developers seem to have unparalleled access to film content while the game moves through development 128 In November 1997 Disney Interactive released Ariel s Story Studio the first in a Story Studio product line where players could follow along with The Little Mermaid s storybook or write design and print their own 129 130 It was followed by a game called both Mulan Story Studio and Mulan Animated Storybook 12 In 1997 Disney rereleased The Little Mermaid as counter programming to Fox s animated film Anastasia which was set for release around the same time The two studios were scrambling to mine every potential dollar from their investment and make sure neither outdoes the other so they competed in the video gaming space with Ariel s Story Studio competing against Anastasia Adventures with Pooka and Bartok 131 Joseph Adney Disney Interactive s marketing director said What we re trying to do is go way beyond the movie by providing for the child to direct it 131 According to Teacher Librarian the game was produced by Disney Educational Productions and was a part of their Disney Edu Station website 132 133 The game was included in Disney s Classic Animated Storybook Collection and four other games in the series 134 Chicago Tribune reviewed Anastasia and Ariel side by side 135 Toward the late 1990s other companies began to follow Disney s storybook series strategy Sound Source Interactive s An American Tail Animated Moviebook was timed for the rerelease of Universal Studios Home Video s first two Tail films and An American Tail III 136 In 1998 Disney signed a deal with Apple which meant Winnie the Pooh and the Honey Tree would be sold for the iMac 137 138 On November 3 1999 Business Wire revealed that Mulan was the first title to be released as the result of license agreements between Disney and NewKidCo International 139 In September 1999 Disney Interactive announced it was launching the three brand names Disney s Early Learning Disney s Creativity and Disney s Games and repricing 14 titles including Disney s Animated Storybook Mulan from 29 99 to 19 99 140 In the multiyear multimillion dollar deal NewKidCo was contracted to develop a series of games for the Sony PlayStation Nintendo N64 and Game Boy Color platforms with the first to be a port of Mulan Animated Storybook to be released some time in 2000 141 but brought forward to November 1999 142 In late December the game was released for GBC and was dual compatible with Game Boy 143 In 2001 a compilation of three CDs titled Disney s Classic Animated StoryBook Collection was released consisting of Winnie the Pooh and Tigger Too 101 Dalmatians and Toy Story 144 A second volume was also released in 2001 featuring Winnie the Pooh and Tigger Too The Lion King Ariel and Mulan 145 Graham Hopper who became executive vice president general manager of Disney Interactive Studios in 2002 closed down the last of Disney s PC studios that year explaining It wasn t obvious that we could make money given the continually lower and lower prices of children s PC titles 19 Animated storybooks continued to be popular until the World Wide Web evolved enough to allow different story experiences to take place on the new interactive medium 18 In 2011 Disney returned to the animated storybook genre when Disney Publishing Worldwide released a series of apps for Android the first one being entitled Winnie the Pooh What s a Bear to Do 146 Design EditGameplay Edit Children can choose to see the sequences of the plot without any intervention or play the different pages that constitute the computer version of the story On both sides of the screen some characters offer additional possibilities or games or explanations of more difficult terms Super PC 147 Players are encouraged to engage with the titles via interactive story telling discovery and skill building activities intended to provide fun yet educational experiences 148 The games use a point and click interface The method of going from page to page is often creative and unique to the storybook for example in Disney s Animated Storybook 101 Dalmatians there are a series of inked feet leading to the exit a reference to when the dogs roll in soot to evade Cruella De Vil The games offer abridged retellings of their respective films with various plot elements of the film changed Containing in game narration the games allow players to read and play along with the story or just have the narrator read the story to them When playing along with the story players can click on various hotspots to trigger animations or sound effects Additionally some pages of the story feature optional minigames Some of the voice cast from the films reprised their roles for the games In 101 Dalmatians to appeal to 1990s audiences technology was updated or added including computers video game consoles larger screen television sets and passcode enabled security gates This game also features a soundtrack of karaoke sing along songs which includes five new songs and a new recording of the original film s song Cruella De Vil Ariel s Story Studio also has a Create Your Own Storybook feature that allows players to devise their own storybooks and print out the finished product 149 Mulan contains more gameplay than other titles within the series players look for scrolls across locations such as Mulan s house the army camp Tung Shao Pass and the Imperial City After the player finds all five scrolls and gives them to the emperor they are made an official Imperial Storymaker and given the ability to create original scrolls their own animated storybooks 150 The roleplay within minigames allows players to interact with scenes from the films 18 In Hercules the story is narrated in rhyming text and allowed players to sing along to karaoke versions of songs from the film 92 The games provide players with art poetry and literature to teach sequencing vocabulary skills creative writing and auditory discrimination to sing along with Disney tunes practice memorization learn music appreciation focus on literacy skills such as vocabulary and reading comprehension and create artwork on desktop publishing software additionally the series is designed to enhance supplemental learning in the classroom and to give young children practice with early childhood motor skills and language arts 151 Plot Edit The animated story book emulates an actual book but allows interactivity by the user with various objects on a page The text can either be read to the user by a recorded voice as the words are highlighted or read by the user A click on an interactive hot spot allowing user interface usually produces animation of some kind with accompanying sound The Lion King animated storybook A case study of aesthetic and economic power 18 All the games plots are abridged retellings of the animated films they are based on with some plot elements changed or removed from their original counterparts Disney s Animated Storybook The Lion King is based on the 1994 film Winnie the Pooh and the Honey Tree is based on the 1966 short film of the same name and the game was the first of two Animated Storybook titles based on films included in 1977 s The Many Adventures of Winnie the Pooh Pocahontas is based on the 1995 Walt Disney Animation Studios film of the same name which told a fictionalised account of the relationship between Native American Pocahontas and Englishman John Smith in the midst of the European colonization of the Americas Like in the film the animated storybook video game follows Pocahontas and her friends Flit the hummingbird and Meeko the raccoon aim to prevent a war between British settlers and her Native American people The game is narrated by Grandmother Willow and features four activities 152 Toy Story is based on the 1995 film of the same name Developed by a computer game development subsidiary of Pixar that existed at the time it is the only Animated Storybook title to be based on a Pixar and by extension fully computer animated film The Hunchback of Notre Dame is based on the 1996 Walt Disney Animation Studios film of the same name featuring the adventure of Quasimodo and his escape from Claude Frollo and is part of the product line within Disney s The Hunchback of Notre Dame franchise The game follows the plot of the 1996 Disney film The Hunchback of Notre Dame closely and features six separate activities that can be played throughout the story which is narrated by the fictional entertainer Clopin Trouillefou The game contains the characters featured in Victor Hugo s original novel such as Quasimodo Esmeralda and Phoebus as well as characters created specifically for the Disney film such as the gargoyles Hugo Victor and Laverne 153 101 Dalmatians is based on the 1961 film of the same name and its 1996 live action remake The game is the only non Winnie the Pooh based Animated Storybook title based on a Walt Disney Animation Studios film that was made before the Disney Renaissance Hercules is based on the 1997 Walt Disney Animation Studios film of the same name Ariel s Story Studio was released as a tie in to the 1997 re release of The Little Mermaid 154 Despite sharing the same style of gameplay and the same primary developer in Media Station the game has never been released under the Disney s Animated Storybook name although it is generally considered to be the eighth entry in that series The game is sometimes known as Disney s Animated Storybook The Little Mermaid as a result Mulan is based on the 1998 film of the same name and was developed by Media Station and published by Disney Interactive A PlayStation port entitled Disney s Story Studio Mulan was developed by Revolution Software under the name Kids Revolution 155 and published by NewKidCo on December 20 1999 This game was targeted toward a young female demographic ages four to nine 156 Winnie the Pooh and Tigger Too is based on the 1974 short film of the same name According to The Washington Times the game is a loose adaptation of The House at Pooh Corner chapters In Which Tigger Is Unbounced and In Which It Is Shown That Tiggers Don t Climb Trees 157 Release EditPromotion Edit Debra Streicker Fine head of the marketing department for Disney Software worked on the titles releases 158 The games had a variety of distribution methods such as through retail outlets mass merchants software and specialty stores and mail order catalogs 31 159 In the first year of the series history advertising creative for Disney Interactive s Edutainment unit under which the Animated Storybooks lay was completed by Kresser Stein Robaire in Santa Monica but on September 26 1995 the contract was awarded to Foote Cone amp Belding in San Francisco their first assignment was the campaign for Pocahontas Animated Storybook 160 Meanwhile the media portion of the account remained at Western International Media in Los Angeles 160 While Disney was new to the software industry the company was used to putting large promotional campaigns behind its products The marketing push behind The Lion King Animated Storybook included being advertising in computer magazines and on television sweatshirt and plush toy giveaways at select retailers a sweepstakes offering a trip to Walt Disney World and a free Lion King mouse pad in every package 161 Joseph E Adney III marketing manager at Walt Disney Computer Software noted that in their strategy in store we looked for ways to support the retailers make things more fun and add more value to the experience we are talking about 161 Disney Interactive presented information on their upcoming titles at the Winter Consumer Electronic Trade Show beginning January 6 1995 in Las Vegas 162 Disney often showcased their storybook titles at E3 such as The Hunchback of Notre Dame in 1996 and Mulan in 1998 163 136 The Lion King Animated Storybook was included in the Sound Blaster Disney bundle along with The Lion King Print Studio and The Lion King Screen Scenes 164 Through a partnership with Disney Interactive the CanBeJam series of PC were exclusively bundled with CD ROM titles for the Japanese market 165 In June 1996 it was announced that Apple Mcintosh Performa computers models came with the Apple Magic Collection which bundled The Lion King Animated Storybook Aladdin Activity Center and a sneak peek of the film Toy Story 166 The Mirror held a Dalmatian Competition in 1997 in which they gave away ten free copies of 101 Dalmatians Animated Storybook to the winners 167 Winnie the Pooh and the Honey Tree Animated Storybook was demonstrated at the 1995 Consumer Electronics Show CES in Meeting Room No M 6314 South 6 Annex 168 The game s release was part of a year long company wide celebration of Disney s Winnie the Pooh franchise which included cross promotion with Disney Interactive Disney Licensing Buena Vista Home Video Walt Disney Records and Disney Press 159 Purchases of Toddler Preschool or Kindergarten Winnie the Pooh video games resulted in a free copy of Winnie the Pooh and the Honey Tree Animated Storybook 169 The game was part of a comprehensive advertising campaign in trade and consumer publications targeting family and home PC audiences 159 The Sunday Mirror and Nestle offered tickets for a free demo CD of the game customers had to collect two tickets and pick up the CD from Tesco branches 170 A playable demo of Hercules was featured in the 1997 Electronic Entertainment Expo 171 In 1998 a game in the series was included in an iMac software bundle 172 In 1998 Mega offered five free copies of Mulan Animated Storybook and Mulan s Print Studio each in a promotion 173 Winnie the Pooh amp Tigger Too Animated Storybook was released in retail stores on February 23 1999 the same day as Sing a Song With Pooh Bear 174 In 1999 a copy of any game in Disney s Learning Series Winnie the Pooh came with a free copy of Disney s Animated Storybook Winnie the Pooh and the Honey Tree 175 The A List conducted a promotion through The Mirror to give away 10 copies of the program 1 176 177 In 2001 various entries within the series were repackaged with Ariel s Story Studio in Disney s Classic Animated Storybook Collection Volumes 1 and 2 134 On March 1 2002 Disney dropped the price of Winnie the Pooh and Tigger Too Animated Storybook to 9 99 pounds 178 In October 2004 Disney released Winnie the Pooh and the Honey Tree Animated Storybook on Steam 179 Promotion of Toy Story Edit Disney created a multimillion dollar marketing blitz to promote Toy Story Animated Storybook which included the unchartered approach of airing two 30 second TV spots television advertisement spots in 25 major markets 180 181 Pixar created new animation specifically for the commercial 180 While software company executives at the time did not see television ads as commercially viable for the Animated Storybook series Disney proceeded as it had strong ties with mass retailers like Walmart and Target and mainstream family appeal 180 The title s launch was supported with TV print and direct ads and on the Web through a tie in with Dial for Kids soap 182 For the launch of Toy Story Animated Storybook Disney Interactive offered a factory rebate and a website for its Hunt for the Lost Toy crossword puzzle contest 94 within 22 days entrants into the contest could win 10 000 free copies of the new title and register for a grand prize lottery for a free trip to Walt Disney World in Florida 94 183 In retail stores Disney set up elaborate POP displays featuring flashing lights and in some cases recorded Woody and Buzz voices activated by a motion sensor 182 A 30 second trailer for the game was played in 15 million copies of the home video release of The Aristocats 181 and Disney considered playing them in the Toy Story VHS too 180 Full page print ads in computer specialty family and general interest publications began in mid July with customers able to purchase a Toy Story backpack for 4 95 181 Features on the Toy Story Animated Storybook web site included printout mazes coloring pages connect the dots pages a product preview screen shots and a printable form for a 5 rebate with the purchase of the Toy Story CD ROM and two Dial For Kids bath products 181 From May to June the website received more than 15 million hits making it one of the top 10 sites on the Internet 181 Disney sponsored demonstrations of the title in each Computer City s locations 181 A toll free telephone number was set up to provide consumer support six days a week for all Disney Interactive products 181 The campaign continued until the Toy Story film was released on video in sell through with Toy Story Activity Center and the Toy Story Animated Storybook being featured in a trailer on the video release 181 In addition a cross promotion with Campbell Soup s Spaghetti O s was planned as well as a cross promotion with McDonald s to begin in November at which time a McDonald s activity book would feature a coupon offering consumers a free CD holder with the purchase of the StoryBook CD ROM 181 Commercial success Edit Disney takes recognizable characters and movies and turns them into educational discs for kids quicker than you can say Jiminy Cricket The strategy of building discs around big ticket movies and well known characters has paid off big George Mannes Daily News 184 By February 18 1995 Disney s Animated Storybook The Lion King had sold 400 000 copies since its November 1994 release 5 38 About 30 percent of these units were sold through mass merchants like Wal Mart Kmart Target and Sears 161 The Lion King became the top selling children s title in 1994 and 1995 185 in 1994 it was the seventh best selling CD ROM after Myst Doom II 5 ft 10 PAK Volume 1 Star Wars Rebel Assault The 7th Guest and Microsoft Encarta 186 Together The Lion King and a Winnie the Pooh title grossed between 1 to 2 million in the fourth quarter of 1994 187 According to PC Data data released in November 1995 The Lion King had the eighth highest retail penetration being featured in at least three quarters of 16 major chains 188 In December 1995 Pocahontas was the tenth best selling CD ROM software title of any genre 189 Disney s Animated StoryBook Pocahontas and Disney s Animated StoryBook Winnie the Pooh and the Honey Tree were among the top three sellers for the 1995 Christmas season 190 From January to April 1996 the two games were ranked among the top three titles in the Education category according to PC Data 191 By May 1996 the first five titles in the series were some of the best selling children s titles in the United States 2 On May 13 1996 PR Newswire reported that in the three weeks since the release of Disney s Animated Storybook Toy Story the game sold more than 100 000 copies in retail 185 The Guardian notes The Toy Story Animated Storybook sold well in terms of a quasi educational CD Rom 110 In December 1996 s education hits list 101 Dalmatians and Toy Story occupied the first and fourth spots respectively 192 Throughout 1996 Toy Story sold more than 500 000 units generating 15 9 million in U S sales 193 23 In the first five months of 1997 101 Dalmatians was the best selling educational title making 4 4 million in sales 127 Disney s Animated Storybook Toy Story was the best selling software title of 1996 selling over 500 000 copies 194 The 1996 games Toy Story Animated Storybook and Toy Story Activity Center had a combined sales total of around one million units by March 31 1997 114 The Hunchback of Notre Dame was among the top 10 selling children s animated CD ROM titles for 1997 195 Hercules was the best selling educational title of 1997 196 Throughout 1997 101 Dalmatians Animated Storybook generated 7 69 million in sales 197 In the week of December 13 1997 Ariel s Story Studio was the third best selling home education software 198 According to PC Data Disney s Animated Storybook Mulan was the top selling home education software at 11 software retail chains representing 47 percent of the U S market for the week of July 25 199 By October 1998 The Lion King had sold over 1 million units 80 Critical reception EditIn general later titles were more negative received than earlier titles The Toy Story title was highlighted with critical acclaim and Ariel s Story Studio was nominated for Computer Edutainment Game of the Year at the first D I C E Awards losing to Where in Time Is Carmen Sandiego 200 The game also received a Best Educational Software award from DiscoverySchool com 201 In 1994 Media Station received the 1995 Michigan s Leading Edge Technologies Award for the inventions and applications that the company developed and used in The Lion King Winnie the Pooh and the Honey Tree Hunchback and 101 Dalmatians 32 Upon its release The Lion King received Pick of the Year by Entertainment Weekly 17 It also received the most votes for the 1995 Computer Retail Week in the Best Educational Software category but it was disqualified for being released before January 1 202 Parents reviewed Winnie the Pooh and the Honey Tree as part of their series entitled The best of 1995 Software 203 Gameplay and plot Edit It seemed less like a book on CD ROM and more like a scaled down version of the movie PC Novice 204 Computer Shopper positively compared the series to Living Books Arthur s Reading Race and the Living Books title The Berenstain Bears Get in a Fight saying the activities in Disney s Animated Storybook were purely entertaining 205 206 Three of the games were featured in The New York Times Guide to the Best Children s Videos 207 208 Carol S Holzberg of Computer Shopper said the games paled in comparison to the films they were based on but felt they were still excellent and engaging 209 Chicago Sun Times thought it was a perfect digital playmate 210 FamilyPC s 19 playtesters reviewed the series positively 211 Discovery Education wrote that the games were fun and creative and that it would appeal to children aged three to eight 201 The Boston Herald said The Little Mermaid s strong point was in its soundtrack and karaoke activity as opposed to Anastasia s adventure game mechanics 212 Superkids felt Toy Story had more click and see what happens objects than any other storybook program they d seen 213 Superkids praised Hunchback for combining beautiful animation with a much sanitized version of a classic story 214 The Lion King s gameplay and narrative has been negatively compared to those of the Virgin Interactive game tie in to the film 18 Chicago Tribune suggested that the read option would be for those who were just learning how to read while the read and play option could be accessed by those who were more skilled in reading and computers 215 Maev Kennedy from The Guardian thought that Winnie the Pooh and the Honey Tree was tainted by his belief that Disney s Winnie the Pooh franchise loses the multi layered nature of A A Milne s original book series describing the game as slow unsophisticated and dull 216 AllGame felt that children would stick with their games due to their high replayability and recommended parents spend their money on the better games in the series 217 David Bloom of Daily News said that Mulan was well done and thought the greater strength of the program was the inclusion of additional activities and games beyond the storybook such as a dress up room for Mulan to try on traditional clothing 218 The Boston Herald thought the game was a mixture of absurdly simple tasks and practically impossible ones while finding the dialogue repetitive and irritating 219 Joseph Szadkowski of The Washington Post s favourite part of the game was the printable and customisable calendar 220 Another reviewer from that newspaper wrote that the animated storybook video game series was thoughtfully designed product marred by a few miscalculations that lessen its impact 221 Tara Hernandez of AllGame praised the PlayStation version of Mulan for its graphics sound and characters the site noted that achieving the title of Imperial Storymaker requires both imagination and creativity from the player 222 IGN deemed it curious that Disney broke away from its previous platformer formula for its console games 13 The Boston Herald reviewer Robin Ray offered a scathing review of Winnie the Pooh and Tigger Too commenting that the game was mangled dull humourless and had simply bad design 223 A reviewer from The Washington Post had a similar opinion describing the game as completely charmless and that the colorful whimsical prose of the source material had been translated into leadenness 224 Arizona Republic felt the later games lacked interesting gameplay and visuals 225 The Los Angeles Times criticized Disney for contracting their games to independent studios deeming the series a mere imitation of Broderbund s Living Books format 101 The study Talking Storybook Programs for Students with Learning Disabilities found that Living Books programs appeared more comprehensible to students than the Disney programs 226 The Washington Post felt the game offered a Reader s Digest version of the plot 227 Chicago Tribune said in regards to Tigger Too As cute as the program is it lacks substance The games are very basic on all levels and offer no surprises after repeat play 228 MacUser felt the games contained repetitive uninspired content 229 The Washington Post observed that kids ignored the text and played around with the onscreen hotspots and interactive games 230 Education and girl orientation Edit The Exceptional Parent recommended the series due to allowed parents to develop their child s interest in words and reading 231 Daily News appreciated that some of the more difficult words came with their own poems to help players understand their meanings 232 The Beacon News reported that a three year old girl already knows more about computers than people several times her age because the game reads to her and lets her interact with the story 233 234 Daily Record praised Disney s creation of quality software in an untapped market writing that through this series the company manage d to home in on a niche market others tend to ignore the ankle biters who can work a keyboard and mouse as efficiently as a rattle or a spinning top 235 A review in The Austin Chronicle praised the inclusion of brain stimulating puzzles and a thesaurus for highlighted words in the narration adding that its appeal to adults was the true genius of a disk like this 236 The Washington Post deemed it a cut above the standard for educational video games 237 Rocky Mountain News reviewer Karen Algeo Krizman felt the games would win over parents due to its educational value 238 Edutaining Kids wrote that The LIttle Mermaid was the most educationally valuable out of the three titles included in the Disney Princess Jewelry Box Collection along with Disney s Princess Fashion Boutique and Disney Princess Magical Dress Up 239 T J Deci of AllGame noted that the stories were presented as colorful adventures and that the activities encourage players to acquire good memory and pattern recognition skills 240 Upon the original release of The Lion King Spanish newspaper Super PC noted the game s limited pedagogical use due to the English subtitles and dialogue hoping that Buena Vista would release a Spanish version 73 The New York Times felt the series was entertaining and educational without being didactic as well as wholesome and life affirming 241 Personal Computer Magazine felt the titles would delight fans of the films but that parents would not be pleased with their lack of educational content 242 Austin Chronicle appreciated the highlighted words to help children expand their vocabulary 243 A pilot study at the University of Arizona Goldstein 1994 found that children allowed to use animated storybooks on their own never interacted with the reading component at all only with the animated pictures 18 Scholastic Early Childhood Today liked the interactive theaurus as seen in titles like 101 Dalmatians 244 SuperKids thought The Little Mermaid was a crowd pleaser and a nice entry in the edutainment category that would appeal to girls 245 Rocky Mountain News gave the game a tentative endorsement and said that it helped to counteract the bias toward boy oriented video games and offered an opportunity for computer savvy girls to cheer 246 Lynn Voedisch of the Chicago Sun Times described Pocahontas as a girl targeted CD ROM 247 The Age felt that Mulan saw a departure from most of Disney s appeal to everyone efforts and would therefore be of more interest to girls than boys 248 The Sydney Morning Herald thought the beautiful storybooks and gorgeous grotto would make Ariel s Story Studio popular with girls 249 The Chicago Tribune described Hercules as the anti Pocahontas due to having boy oriented games and activities 92 Audiovisuals Edit The first full length Disney animated film to be adapted into an adventure game was The Black Cauldron it was not until Disney s Animated Storybook that Disney achieved a stunning visual quality that was comparable to the theatrical films according to Disney Stories Getting to Digital 79 The Boston Herald thought the games were beautifully produced though it did not consider them edutainment 250 Daily News felt the series offered terrific 251 examples of the interactive storybook genre which read as pages out of a printed children s book 252 Coming Soon Magazine felt the series had many things to attract young children like animal characters and great artwork 253 Beth Kljajic from Adventure Learning Club said the games were very poorly written 254 Entertainment Weekly said the series offered stripped down bare bones retellings 255 Knight Ridder Tribune said the games lush animation succeeded in capturing the warm and fuzzy texture of the source material 256 The Columbian writer Mike Langberg wrote that the games faithfully reproduces the story visual style voices and music of the original 257 A Knight Ridder Tribune article written by John J Fried and William R Macklin 258 commented that while Pocahontas was beautifully rendered it was poorer than Winnie the Pooh and the Honey Tree due to not featuring any songs 259 Entertainment Weekly commented that Disney s Animated Storybook contained all the familiar scenes from the movies they were based on albeit augmented by entertaining point and click activities 88 When comparing the Hunchback and Dalmatians Storybooks a writer from the Sun Sentinel said the Hunchback s tale is deeper more lustrously animated and gives kids more to do than Dalmatian 260 Meanwhile a reviewer from Technology amp Learning described the two games as appealing and beautifully rendered 261 The Austin Chronicle noted that the style elements of the originals are vividly woven in 236 AllGame reviewer Brad Cook commented that the games brought the films they were based on to life 150 Super PC noted that the game could only work properly with a 16 bit sound card and a graphics card that could handle the avi files the newspaper felt it was unreasonable to require a high end PC for a children s educational game and noting the wasted space on the CD thought it would be better to have released a less quality game that could work with lower end systems 73 Mark Manarick praised the games for the cartoon graphics characters and sound taken directly from their movies 262 Working Mother felt games were absolutely addictive calling the audiovisuals fun and zany 263 The Chicago Tribune felt that the Dalmatians CD ROM was very successful in seamlessly guiding players into and out of each screen due to their entrances and exits integrated into doorways 92 The paper felt that in Tigger Too s case the quality animation and sweetly familiar characters will give the program a lot more mileage among youthful Pooh fans than it otherwise deserves 228 Video Business favourably compared the series animations positively to 1996 s Puss in Boots The Animated Storybook 264 Reviewing Winnie the Pooh and Tigger Too the last game in the series The Washington Post criticized its charmless ness and leadenness adding that its jerky disjointed narration are confusing to follow because characters move abruptly from scene to scene without much of a connecting theme 265 In 1997 The Times London deemed 101 Dalmatians as j ust about the best Disney Interactive title to date 266 Consumer Reports noted that the quality of the series fluctuates between games praising 101 Dalmatian while finding fault with Hercules writing and Toy Story s user friendliness 267 The Seattle Times suggested that While the content of these products is fairly shallow Disney sets high standards for the graphics and animation 23 Toy Story Edit Developed at Pixar Studios who worked on the original rather than a third party developer Toy Story was frequently highlighted to have an audio visual quality separate from other entries in the series The Times Leader gave particular praise to Toy Story and felt it was a major jump in entertainment and new media technology where we get a glimpse of the magic of bringing a feature film to home computers due to its dance glow in the dark and virtual flashlight sequences 268 Detroit Free Press highlighted the title s whiz bang animation that far surpass much of the stiffer animation of other CD ROM games for kids but felt there was a missed opportunity for imaginative interaction was for players to create custom toys from parts like Sid 269 El Paso Times wrote that Toy Story delivers almost everything that made the movie special 270 Entertainment Weekly praised the animation noting the sequences which so closely mirror those in the film have an immediate you are there quality in comparison to other video game adaptions of movies which present scenes from the original flick in a truncated non interactive manner that can be mildly off putting for both kids and adults 88 WorldVillage agreed that Toy Story was a work of art 271 The Washington Post said the absence of the film s two main stars does not diminish the enjoyment of the game 272 The Buffalo News said the game captures the spirit and humor of the film 273 The Record thought the game had first rate production values 274 Popular Magazine felt the visual results were much the same as the film 275 Macworld felt the 3 D imaging is superb for a children s edutainment package 276 PC World felt the game s humor worked for children and adults 277 In a negative review The New York Times wrote that the game was like the film except less interesting less detailed simplified and purported to be educational 278 Andy Pargh from Design News said that it features the best 3 D graphics and animated sequences I have ever seen on a computer program 279 The Washington Post wrote the title offered evidence of more medium appropriate software 230 that the game was a groundbreaker that takes so many liberties with the basic animated storybook format and threatens to liberate the entertainment megalith from the profitable but inane storybook format 280 Part of Disney franchises Edit Computer based books because of their length cannot include as much information as a film In the Disney programs sometimes there are gaps in the story sometimes the story moves very quickly from one plot episode to another and sometimes major plot elements are poorly explained Enhancing the Reading Skills of Students with Learning Disabilities through Hypermedia Based Children s Literature 69 Much of the discourse was around how the games fit into the larger Disney franchises The Philadelphia Inquirer felt the series illustrates the dangers of runaway cross promotion deeming it Disneymania at its most bland uninteresting mundane stale and wafer thin and accusing it of following the trend rather than setting it 281 El Paso Times thought the titles complete names necessary to tie them into their franchises came across as awkward 270 On a positive note The Post Crescent felt the games could allow young audiences to remain in the fantasy adventure worlds long after the film credits rolled calling it a perfect digital playmate filled with cartoon sequences and interactive content 282 Daily News suggested that both Ariel s Story Studio and Anastasia Adventures with Pooka and Bartok can have lives lasting far longer than the movies will be in theaters 131 Albuquerque Journal thought that 101 Dalmatians in particular may encourage nostalgic blast bonding of children with their parents who remember the 1961 film s original release 283 Macworld agreed that the biggest appeal is its connection to the movie 276 French newspaper Liberation felt the series was long verbose not very playful and ultimately not very interactive 284 Detroit Free Press felt that the games would only appeal to fans of their respective film inspirations 285 Joseph Szadkowski of The Washington Times thought that the video games were a product line extension that served as an example of how Disney was cram ming the movie down the throats of unsuspecting consumers although he said the graphics were amazing 286 A writer from Entertainment Weekly praised Disney s slick series of digital pop up books 287 PC Entertainment felt the edutainment games allowed their respective properties to live on though that they would only appeal to die hard fans of the originals 288 The Chicago Tribune felt the series was a way for Disney to flex its synergistic marketing muscles 92 When Toronto Star heard about the series they were concerned that they would flood the market with mediocre repurposed products in a bald attempt to exploit their tremendous treasure trove of highly marketable and much loved characters 289 The Washington Post felt the games were part of merchandising empire s just as a good children s story should be 290 Tekst no strukturer og sjangrer i digitale medier acknowledged that Disney had been adapting many of their cartoons into storybooks describing their efforts as having varying results 291 PC Mag expressed surprise that the games against all odds were able to match the magic of the properties that preceded them saying the game never gets tiresome 292 The Los Angeles Times argued Disney succeeded in spite of the problems with its games because of the extraordinary popularity of its characters and because the parents who buy the products trust the Disney name and aren t necessarily looking for leading edge technology 101 Toronto Star felt that Disney had perfected the edutainment CD ROM formula with the animated storybooks 293 Computer Retail Week noted that success followed virtually any title tied to a Disney movie 22 Billboard described them as Releases linked to established franchises from hit movies to time tested characters 89 Awards EditThis list is incomplete you can help by adding missing items February 2021 Year Nominee work Award Result1997 Disney s Animated Storybook 101 Dalmatians Best Buy Award Won 294 1997 Disney s Animated Storybook 101 Dalmatians P amp C Recommendation Award Won 294 1997 Disney s Animated Storybook Toy Story Technical Innovation Award Best After Hours Product Won 295 See also EditLiving Books Magic Tales Disney s Activity Center Playtoons The Kidstory SeriesNotes Edit WDCS also used the trade names Disney Software and Buena Vista Software References Edit a b Mega Mirror Win A Trip To Pooh s Party Three honeytastic weekends at Disneyland Paris to give away The Mirror 7 August 1999 a b Tedesco Richard 20 May 1996 Disney Interactive gets Sanctuary Broadcasting amp Cable Vol 126 no 22 p 66 ProQuest 225354832 Archived from the original on 2016 10 08 Media Working Mother July August 1996 Working Mother a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Hackbarth Steven 1996 The Educational Technology Handbook A Comprehensive Guide Process and Products for Learning Educational Technology p 319 ISBN 978 0 87778 292 6 a b c d e EnterActive Games Studios Expand Into Multimedia And Game Companies Draw On Hollywood Talent To Meet Consumers Great Expectations Billboard Nielsen Business Media February 18 1995 p 69 a b c d Spool J M 1999 Web site usability A designer s guide Morgan Kaufmann p 62 ISBN 978 1 55860 569 5 Disney s Toy Story 1996 05 20 Archived from the original on 2016 10 08 Retrieved 2016 09 12 Brown Ivy 13 November 1996 The Man Behind the Computer Mouse Los Angeles Times a b Disney Walt 2000 Disney s Animated Storybook 101 Dalmatians A Story Waiting for You to Make It Happen ISBN 978 1 57350 069 2 CYBERSCENE WorldPlay lets the games begin 1997 06 27 Archived from the original on 2016 10 08 Children s Favorite Disney Characters Bring Magic to Computer Screens This Holiday Season Free Online Library Thefreelibrary com Retrieved 2016 09 17 a b Cook Brad 2010 10 03 Disney s Mulan Animated StoryBook Overview allgame Archived from the original on 2010 02 05 Retrieved 2013 05 16 a b Disney s Story Studio Mulan PlayStation IGN Archived from the original on 2014 11 08 Retrieved 2016 09 17 a b Win hi tech Winnie the Pooh games Birmingham Evening Mail April 17 1999 Archived from the original on October 8 2016 Retrieved 2016 09 17 a b Clark Willie 18 August 2016 Disney s many many attempts at figuring out the game industry Polygon Lee Newton Madej Krystina 26 April 2012 Disney Stories Getting to Digital Springer Science amp Business Media ISBN 9781461421016 via Google Books a b c d e f g h i j k l m n o p q r s Billboard Nielsen Business Media Inc 1995 02 18 p 69 disney activity center interactive studios a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai Ricker Audrey 1996 The Lion King animated storybook A case study of aesthetic and economic power Critical Arts 10 41 59 doi 10 1080 02560049685310041 a b c d Clark Willie 2016 08 18 Disney s many many attempts at figuring out the game industry Polygon Retrieved 2019 01 06 a b c Turner Richard 5 December 1994 Walt Disney Will Announce Its Plans To Produce and Market Video Games The Wall Street Journal p A9A ProQuest 398434533 Turner Richard 5 December 1994 Disney to Unveil Aggressive Plans At Software Unit The Wall Street Journal p 3 ProQuest 308146987 a b Ricadela Aaron 20 April 1998 Brands Demanded By Kid Title Buyers Computer Retail Week Vol 8 no 206 Gale A20517392 a b c d e Business amp Technology Tech Reviews Disney Makes It Look Good But Don t Expect Too More Seattle Times Newspaper Community seattletimes 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Answer 1996 04 28 Archived from the original on 2018 11 19 Retrieved 2018 12 27 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help The Age from Melbourne Victoria on September 10 1998 Page 77 Newspapers com Retrieved 2019 01 01 The Sydney Morning Herald from Sydney New South Wales on December 13 1997 Page 194 Newspapers com Retrieved 2019 01 01 Kid tech 1997 06 22 Archived from the original on 2016 10 08 Retrieved 2016 09 12 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help WHAT TO FEED YOUR GAME MACHINES KEEP ON PLAYING WITH NEW SOFTWARE L A LIFE video recording review 1999 02 20 Archived from the original on 2016 10 08 Retrieved 2016 09 12 Daily News from New York New York on December 1 1996 298 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 Animated Storybook The Lion King PC Review Coming Soon Magazine Csoon com Archived from the 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fun games gifts of software will please computer users Originated from Knight Ridder Newspapers 1995 12 18 Archived from the original on 2018 11 18 Retrieved 2018 12 27 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Disney s Animated Storybook Sun Sentinel Articles sun sentinel com 1997 05 18 Archived from the original on 2013 11 13 Retrieved 2013 05 16 Disney s Animated Storybooks 101 Dalmations and The Hunchback of Notre Dame Technology amp Learning Vol 18 no 4 1997 p 42 ProQuest 212092988 Kanarick Mark Disney s Story Studio Mulan Allgame com Archived from the original on 2014 11 14 Working Mother Working Mother Media June 1998 Hulse Ed 22 March 1999 Puss in Boots The Animated Storybook Video Business Vol 19 no 12 p 14 ProQuest 223921764 Chang Elizabeth 19 March 1999 DISNEY S WINNIE THE POOH AND TIGGER TOO ANIMATED The Washington Post p 74 ProQuest 1707829334 Hatley Ray 28 May 1997 Quick way to kill bugs Software The Times Gale A59800793 Software for kids That s edutainment Consumer Reports Vol 62 no 11 November 1997 pp 43 48 ProQuest 217486008 The Times Leader from Wilkes Barre Pennsylvania on May 16 1996 35 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 Detroit Free Press from Detroit Michigan on May 26 1996 Page 47 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 a b El Paso Times from El Paso Texas on May 19 1996 49 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 Disney s Animated StoryBook Toy Story Worldvillage com 2005 03 09 Archived from the original on 2013 12 03 Retrieved 2013 05 16 Disney s Toy Story 1996 05 20 Archived from the original on 2016 10 08 Retrieved 2016 09 22 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help WOODY AND BUZZ GO ON AN ADVENTURE 1996 05 09 Archived from the original on 2016 10 08 Retrieved 2018 12 27 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help FROM DICK AND JANE TO BUZZ LIGHTYEAR 1996 10 21 Archived from the original on 2016 10 08 Retrieved 2018 12 27 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Popular Science Bonnier Corporation 1 July 1996 via Google Books a b Minnick Dave Minnick Robin September 1996 Toy Story Animated StoryBook Macworld Vol 13 no 9 p 94 ProQuest 199234091 Furger Roberta July 1996 Buzz and Woody Take 2 PC World Vol 14 no 7 Gale A18415074 Manes Stephen 7 May 1996 PERSONAL COMPUTERS Second Acts in Multimedia Life May Disappoint The New York Times ProQuest 109594521 Pargh Andy 23 September 1996 Multimedia software helps beat rainy day blues Design News Vol 51 no 18 p 218 ProQuest 437553889 Oldenburg Don Stoltz Craig 31 July 1996 Beyond the Basics The Washington Post The Philadelphia Inquirer from Philadelphia Pennsylvania on December 26 1996 Page 91 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 The Post Crescent from Appleton Wisconsin on December 12 1996 37 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 Albany Democrat Herald from Albany Oregon on December 13 1996 37 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 Jeux Disney propose des declinaisons interactives de ses films plus ou moins reussies Quand le Roi Lion dort le genie d Aladdin rigole Liberation fr in French 1996 03 08 Retrieved 2019 01 13 Detroit Free Press from Detroit Michigan on September 25 1997 Page 72 Newspapers com Archived from the original on 2018 12 27 Retrieved 2018 12 27 Smell of Money 1996 06 01 Archived from the original on 2016 10 08 Retrieved 2018 12 27 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Gary Eng Walk 1997 07 18 Disney s Animated Storybook Hercules Review EW com Archived from the original on 2013 11 13 Retrieved 2013 05 16 PC Entertainment 28 Apr 1996 Internet Archive 1 April 1996 Retrieved 18 January 2019 Write Robert 23 November 1995 Nothing goofy about new Disney discs Toronto Star p G 4 ProQuest 437352627 Disney s Toy Story by Szadkowski Joseph The Washington Times Washington DC May 20 1996 dead link Schwebs Ture Otnes Hildegunn 2001 A Story Waiting For You To Make It Happen Tekst no strukturer og sjangrer i digitale medier Tekst no structures and genres in digital media in Norwegian Landslaget for norskundervisning p 201 ISBN 978 82 02 19673 8 Ziff Davis 1998 10 06 PC Mag Ziff Davis Inc Wright Robert 10 September 1998 Using your PC to print it yourself Toronto Star p 1 ProQuest 437816335 a b What the Papers Say 101 Dalmatians disney co uk Archived from the original on 25 June 1997 What the Papers Say Toy Story disney co uk Archived from the original on 25 June 1997 Further reading EditMain page Mulan main page Toy Story main page Ariel main page Winnie the Pooh and the Honey Tree main page Hercules main page 101 Dalmatians main page Hunchback main page Portals Disney 1990s Video games Animation Retrieved from https en wikipedia org w index php title Disney 27s Animated Storybook amp oldid 1120211313, wikipedia, wiki, book, books, library,

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