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Broderbund Software, Inc. (stylized as Brøderbund) was an American maker of video games, educational software, and productivity tools.Broderbund is best known for the 8-bit video game hits Choplifter, Lode Runner, Karateka, and Prince of Persia (all of which originated on the Apple II), as well as The Print Shop—originally for printing signs and banners on dot matrix printers—and the Myst ...
Broderbund was a large American software developer and publisher most active in the 1980s and the 1990s. Though most of their products were video games , they also published a number of home productivity software titles.
Arcade Game Construction Kit is a 1988 game creation system for making action video games. [1] [2] It was developed by Mike Livesay and published by Broderbund for the Commodore 64 on four floppy disks. The program uses a joystick-driven menu system and includes six pre-made games to learn from and play.
The Arcade Machine is a game creation system written by Chris Jochumson and Doug Carlston for the Apple II and published by Broderbund in 1982. [1] Louis Ewens ported it to Atari 8-bit computers. [1] Broderbund ran a contest from January–June 1984 where the best user-created game was awarded a prize of $1,500 in hardware and software. [2]
Red Orb Entertainment was a publishing division created by the Broderbund software company to market its video game titles, distinguishing them from its library of edutainment titles, which it marketed to schools.
While Baker knew nothing about games, he figured its creation might make networks more open to a TV show down the track. The team pitched KOALA LUMPUR: MYSTIC MARSUPIAL to Broderbund, who greenlit the project. [2] During the game's production, Colossal Pictures filed for bankruptcy, which made it difficult and stressful to complete the project. [2]
Zoombinis was a series of educational puzzle computer games that were originally developed by TERC and published by Broderbund.In 1998, Broderbund was purchased by The Learning Company, (formerly SoftKey) who took responsibility for developing and publishing the series in 2001.
The game's design was limited by the small memory footprint of video game consoles and by the slow speed of CD-ROM drives. The game was created on Apple Macintosh computers and ran on the HyperCard software stack, though ports to other platforms subsequently required the creation of a new engine. Myst was a critical and commercial success ...