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Foreword | |
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About the Authors | |
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About the Technical Reviewer | |
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About the Illustrator | |
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Acknowledgments | |
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Introduction | |
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Getting Started | |
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Welcome to Game Maker | |
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Installing the Software | |
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Registration | |
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The Global User Interface | |
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Running a Game | |
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How to Get More Information | |
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What's Next? | |
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Your First Game: Devilishly Easy | |
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Designing the Game: Evil Clutches | |
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Sprites | |
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Objects | |
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The Boss Object | |
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Events and Actions | |
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The Dragon Object | |
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Rooms | |
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Save and Run | |
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Instances and Objects | |
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Demons, Baby Dragons, and Fireballs | |
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The Fireball Object | |
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The Demon Object | |
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Summoning Demons | |
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The Baby Dragon Object | |
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Backgrounds and Sounds | |
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A Background Image | |
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Background Music | |
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Sound Effects | |
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Congratulations | |
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Action Games | |
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More Actions: A Galaxy of Possibilities | |
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Designing the Game: Galactic Mail | |
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Sprites and Sounds | |
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Moons and Asteroids | |
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Flying Around | |
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Winning and Losing | |
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An Explosion | |
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Scores | |
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Levels | |
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Finishing Touches | |
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A Title Screen | |
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Winning the Game | |
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Adding Some Visual Variety | |
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Help Information | |
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Congratulations | |
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Target the Player: It's Fun Being Squished | |
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Designing the Game: Lazarus | |
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An Animated Character | |
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A Test Environment | |
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Falling Boxes | |
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Finishing Touches | |
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No Way Out! | |
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Adding a Goal | |
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Starting a Level | |
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Sounds, Backgrounds, and Help | |
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Levels | |
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Congratulations | |
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Game Design: Interactive Challenges | |
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What Makes a Good Game? | |
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Game Mechanics | |
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Interactive Challenges | |
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Game Genres | |
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Challenges | |
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Difficulty | |
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Goals | |
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Rewards | |
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Subgoals | |
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Interactivity | |
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Choices and Control | |
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Control Overload! | |
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Unfair Punishment | |
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Audio Feedback | |
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Summary | |
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Level Design | |
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Inheriting Events: Mother of Pearl | |
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Designing the Game: Super Rainbow Reef | |
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A Game Framework | |
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The Front-End | |
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The Completion Screen | |
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Bouncing Starfish | |
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Biglegs | |
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Parent Power | |
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Lives | |
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Blocks | |
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Normal Blocks | |
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Solid Blocks | |
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Special Blocks | |
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Polishing the Game | |
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Sound Effects | |
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Saving Games and Quitting | |
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A Slower Start | |
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Creating the Levels | |
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Congratulations | |
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Maze Games: More Cute Things in Peril | |
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Designing the Game: Koalabr8 | |
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The Basic Maze | |
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The Game Framework | |
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A Moving Character | |
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Save the Koala | |
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Creating Hazards | |
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Tiles | |
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Adding Additional Hazards | |
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Locks and Switches | |
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A Detonator | |
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Rocks | |
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Finishing the Game | |
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Congratulations | |
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Game Design: Levels and Features | |
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Selecting Features | |
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Pie in the Sky | |
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Do You Have That in Blue? | |
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Starting an Arms Race | |
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One-Trick Ponies | |
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Emerging with More Than You Expected | |
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Designing Levels | |
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The Game Maker's Apprentice | |
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Learning Curves | |
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Difficulty Curves | |
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Saving the Day | |
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Applying It All | |
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Features | |
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Emerging Springs | |
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Training Missions | |
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Dividing Levels | |
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Summary | |
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Multiplayer Games | |
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Cooperative Games: Flying Planes | |
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Designing the Game: Wingman Sam | |
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Variables and Properties | |
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The Illusion of Motion | |
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Flying Planes | |
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Enemies and Weapons | |
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Dealing with Damage | |
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Time Lines | |
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More Enemies | |
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End Boss | |
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Finishing Touches | |
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Congratulations | |
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Competitive Games: Playing Fair with Tanks | |
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Designing the Game: Tank War | |
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Playing with Tanks | |
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Firing Shells | |
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Secondary Weapons | |
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Views | |
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Congratulations | |
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Game Design: Balance in Multiplayer Games | |
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Competition and Cooperation | |
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Independent Competition | |
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Dependent Competition | |
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Independent Cooperation | |
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Dependent Cooperation | |
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Mix and Match | |
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Balanced Beginnings | |
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Equivalent Characters | |
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Balancing Differences | |
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Balanced Choice | |
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Weighting Choices | |
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Cyclic Relationships | |
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Balanced Computer Opponents | |
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Artificial Stupidity | |
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Summary | |
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Enemies and Intelligence | |
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GML: Become a Programmer | |
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Hello World | |
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Variables | |
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Functions | |
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Conditional Statements | |
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Repeating Things | |
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Arrays | |
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Dealing with Other Instances | |
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Scripts As Functions | |
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Debugging Programs | |
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Congratulations | |
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Clever Computers: Playing Tic-Tac-Toe | |
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Designing the Game: Tic-Tac-Toe | |
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The Playing Field | |
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Let the Computer Play | |
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A Clever Computer Opponent | |
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Adaptive Gameplay | |
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Congratulations | |
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Intelligent Behavior: Animating the Dead | |
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Designing the Game: Pyramid Panic | |
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The Basic Framework | |
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Creating the Maze and the Explorer | |
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Expanding Our Horizons | |
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Reactive Behavior | |
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Time for Treasure! | |
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Movable Blocks | |
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Rule-Based Behavior | |
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Walking Around | |
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Moving Toward the Explorer | |
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Dealing with States | |
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Scarabs | |
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Let There Be Light | |
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Looking to the Future | |
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Final Words | |
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Creating Resources | |
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Artwork: The GIMP | |
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Music: Anvil Studio | |
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Sound Effects: Audacity | |
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The Game Maker Community | |
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Note to Teachers | |
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Good Luck | |
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Bibliography | |
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Index | |