The Underground Railroad is an educational game that lets you explore the inner workings of how slaves escaped from south to northern freedom in the decade before the civil war. A great tool for school teachers, this game would allow you to change perspectives from slave, to railroad operators like Harriet Tubman, to owners of safe-houses' used as stations, or even the plantation owners trying to prevent it all. Meticulously plan the liberation, but be prepared to pay the consequences if you get caught.
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
As many as eight people can play simultaneously, working together or against each other, allowing for a complete educational experience.
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
As many as eight people can play simultaneously, working together or against each other, allowing for a complete educational experience. The Underground Railroad uses digitized images, quicktime movies, and authentic sounds and music to produce an environment that draws the player in.
With precise historical accuracy of events and environment, this game takes on the dual role of being fun and educational. The Underground Railroad is designed for use on either a multimedia Macintosh or Windows computer. Versions for cart systems will come later. This product is expected to appeal to children, parents, and especially educators frustrated with the limitations of teaching from a textbook.
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
The camera then zooms in on one of the slaves, whose eyes are surveying his surroundings. As the slave nears the end of the cotton row, he quietly jumps the fence, and is hurried through the adjoining forest by two shadowed figures. He then emerges from the forest and is taken to a horse and buggy. He then gets his first look at the person who helped him, Harriet Tubman. She says only "go now, we have people who will take care of you from here". The camera follows the buggy (over the shoulder of the satisfied Harriet Tubman), as it heads out and disappears over a hill. The title of the game then appears where the carriage disappeared.
2. Sound
The singing of the slaves slowly gets louder and louder, and evens
out at a medium level and continues through the scene.
3. Music
A pressure inducing bass sound should start to rise as the slave who
is about to escape begins to look around. It should continue to build,
stronger and stronger, until he decides to jump the fence at which time
it is at its loudest. All the time, the singing of the other slaves remains
constant.
2. Sound.
The sound of the slaves singing slowly fades away as they get farther
and farther through the forest. The sound of their feet (the slaves feet
are bare) as they pound through the undergrowth is very strong.
3. Music:
The Pressured music from the last scene continues, at a more hurried
pace, as if to push them faster.
2. Sound:
The sound of the horse on the carriage, and the short dialogue from
Harriet herself.
3. Music:
The hurried pressure music slowly tails off, and is gradually replaced
by music that gives the impression of victory, with a sense of continuation
in the music's tone as the title appears.
2. As the music increases, so does the size of the title, which
starts as a tiny dot growing with the music until it is full-sized, in
the middle of the screen.
2. Sound:
The looped theme music remains (this should be a very long loop), yet
at a lowered level, and the sound of the animals moving the names around
is heard.
3. Animation:
Activity of nature is all around the screen, with squirrels scurrying,
crows landing on the title, and snakes slithering through the grass. The
name credits are dragged out by the animals (ie. A bird could fly in with
a name in his hand, and fly away with it when done), and then dragged back
in as another animal brings out the next name.
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
1. Graphics:
The key word to remember with this screen is functionality. The buttons
should be clear, simple, and easy to use, without unnecessary distractors.
2. Feedback Sound:
A simple mouse click noise is sufficient when clicking on the various
characters.
3. Menu Items and Choices:
In a solo game, there is only one control type, one difficulty level,
and one character. In multiple player games, each character can select
a control type and difficulty level. Of the characters, the slave, conductor,
and safe-house owner are using the underground railroad to free slaves,
while the slave-owners and federal marshals are trying to prevent them
from escaping and re-capturing them.
SELECT CHARACTER OPTIONS | ||
Character | Control | Skill Level |
Slave* | Mouse* | Easy |
Slave-Owner | Keyboard | Medium* |
Federal Marshal | Computer | Difficult |
Safe-House Owner | Joystick | Really Nasty |
Conductor |
* Indicates Default Setting
a) Definition of terms used on this screen
B. Continue Saved Game Screen:
A list of previous saved games is available for selection. An parenthetical number ie. (3) next to the game shows if it was a multiple player game and how many players were playing.
C. Learn about the Railroad Screen:
Historical information is given in such a manor that it ties with decisions made in the game. This includes screen snapshots as well. This option is also available during the game.
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
1. Graphics:
The graphics in the game should be computer generated environments
in general, with photo realistic environments authentically replicated
is key many more essential parts of the game.
i. The date, day of the week, and time.
ii. The characters health status.
This will fluctuate, with sleep and the consumption of food improving
this. If the characters becomes sick, medicine will also help this.
iii. A bar across the bottom for inventory. The current object selected will be normal in sized, which indicates it is ready to be used, with the rest of the objects smaller and faded out.
iv. A small area that indicates what the characters current goal is (this will change often), as well as the characters name. There is no score, as there is only one goal: to make it to freedom (or in the case of the marshal and slave-owner, to prevent this). The character will have a series of goals to lead him/her to freedom. As each of these is completed, a new goal is added. Double clicking on the goal box will bring up a list of what has been accomplished, as well as the current goal.
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
INVENTORY ITEMS | |||||
Clothing | Money | Weapons | Writing Tools | Food | Special Objects |
Pants | Gold Pieces | Shovel | Fountain Pen | Corn | Letter from Harriet |
Shirt | Silver Pieces | Musket | Paper | Water | Citizenship Papers |
Boots | Currency | Rifle | Bread | Newspaper | |
Coat | Whip | Treated Meat | [create these as needed] | ||
Shoes | Ax | Fruit |
OTHER OBJECTS | |
Buildings | People |
Plantation Mansions | Hariett Tubman |
Slave Living Quarters | Multiple Versions of Player Characters |
Safe-Houses | Police |
Village and City Buildings | Townspeople |
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
Also, the individual cut-scenes have not been teased out. They still need to be scripted and storyboarded. The various settings that the action will take place in should be based on the research that is done. Re-creations of historical buildings would allow for students in a class to take field trips to the actual existing buildings, adding yet another element of authenticity to the game.
Finally, there is allot that is not covered in these specifications. Any suggestions or comments for change or improvement are welcomed.
I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary
SLAVE ACT PASSED!
In order to deter slaves from escaping and free citizens from aiding in escape attempts, legislation was passed in Congress by southern congressmen. These laws stipulated that it was illegal for any citizen to assist an escaped slave.
Furthermore, the legislation, which was entitled The Fugitive Slave Act (1850) demanded that if an escaped slave was sighted, he or she should be apprehended and turned in to the authorities for deportation back to the "rightful" owner down south. It was thought that the Fugitive Slave Act would diminish the incentive for slaves to attempt escape. The rationale behind this was the slaves' realization that even if they managed to escape from their plantation, they could still be caught and returned by any citizen in the United States. In fact, the Fugitive Slave Act was so severe that at the behest of Senator Henry Clay, it was legislated that any United States Marshall who refused to return a runaway slave would pay a hefty penalty of $1,000.
More historical information: