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- (c) Copyright 1992 Commodore-Amiga, Inc. All rights reserved.
- The information contained herein is subject to change without notice,
- and is provided "as is" without warranty of any kind, either expressed
- or implied. The entire risk as to the use of this information is
- assumed by the user.
-
-
- CDTV Application Guidelines
-
-
- A CDTV application is not simply an Amiga application running in a
- different box. The CDTV player imposes certain restrictions on an
- application--no menus and large icons, for example, and provides
- certain benefits--large storage capacity and digital audio. The wise
- CDTV developer respects the former and takes advantage of the latter.
-
- The list below gives you, the developer, a quick reference to the do's
- and don'ts of CDTV applications. It contains rules and common sense
- advice. They are broken into two groups, minimum requirements and
- quality standards.
-
- Minimum Requirements - The minimum necessary to be an acceptable CDTV
- application.
-
- Quality Standards - To get into people's homes, you need to do more
- than the minimum. These will help you make the trip.
-
-
- Level 1 Minimum Requirements
-
- 1. No program crashes. The application should not crash, guru or
- otherwise cease to be functional. Test, retest and test again till you
- are sure your application is robust.
-
- 2. No logic or flow errors. The application cannot take a path other
- than the one requested or expected by the user. For example, if the
- user asks for a map, but instead gets a picture of a tree, a logic or
- flow error has occurred.
-
- 3. All images presented should be free of error and look clean. For
- example, a title should not have a garbled picture or a video sequence
- that exhibits solarization, i.e., a color picture that looks like a
- negative.
-
- 4. No low quality images. All still images should be high quality,
- preferably digitized interlaced HAM images. Drawings or animations
- should be detailed and free of major color banding. All still images
- should be overscanned unless a conscious effort is made to provide a
- colored border.
-
- 5. User interface. The program should follow generally accepted CDTV
- interface rules including:
-
- A button for action, B button for backup, arrow keys move in
- direction of arrow.
-
- Single click to select an object.
-
- Use highlighted hitboxes rather than a pointer where possible.
-
- Highlighted hitboxes should be accessible by cursor keys in any
- direction.
-
- If a pointer is used for products with invisible hot boxes or for
- special purposes such as coloring, the pointer should change when
- it is over an invisible hot box and be in a form relevant to the
- application (paint brush, wand, etc.).
-
- Numbered items should allow use of the numeric keypad on the
- controller.
-
- Selectable items should stand out (e.g., 3D buttons) from
- non-selectable items, and they should give audio/visual feedback
- when selected.
-
- Selectable items should give appropriate, consistent, and
- predictable results.
-
- There should be no references to a computer keyboard (e.g., F1 key).
-
- 6. The application should look good on any television. This means you
- should buy a cheap television for testing.
-
- 7. There should be no signs of AmigaDOS. Examples include the AmigaDOS
- cursor, Workbench screen, system requesters, sleep icon, pull down
- menus, flashing title bar, front/back gadgets, or jargon (x memory
- free, loading next module, etc.).
-
- 8. Efforts must be made to reduce perceived boot-up time. The
- titlescreen should appear within five seconds of the appearance of the
- CDTV Interactive Multimedia logo. (See Discis' products) The program
- should show a title screen before doing anything else. It should not
- show CLI, Workbench, or any pointer.
-
- 9. It must have a screen blanker tied to preferences. We recommend the
- screen blanker supplied as part of the OS.
-
- 10. Applications must work under AmigaDOS 1.3 and 2.0 in both NTSC and
- PAL. Programs should be able to successfully pass enforcer and mungwall
- testing.
-
- 11. The program must be designed for use on a PAL or NTSC TV, which
- means care must be taken in regard to all graphic elements (fonts,
- symbols, pictures, animations, video) with respect to size, style,
- color combinations, and contrast. Test your applications on those two
- environments, not just with a monitor and one of the two standards.
- Specific suggestions include:
-
- Fonts should be simple with no thin lines, anti-aliased, easy to
- read on a television and at least 20 point size.
-
- Text should generally be highly contrasted to its background.
-
- Text should have borders or drop shadows to make it more readable.
-
- Don't use pure colors (R, G, B values should be less than or equal
- to 13 out of a range of 0--15) because they bleed on television
- sets.
-
- Be careful of the colors used as some colors show up very
- differently on NTSC versus PAL. For example, deep red in NTSC
- comes out pale pink in PAL. The only way to find this out is to
- test on both systems.
-
- Avoid stark contrasts when using thin horizontal lines since this
- will not look good in an interlaced medium (TV), and avoid single
- pixel horizontal lines entirely.
-
- Do not base instructions solely on color, i.e., don't state ``Pick
- the orange button'' since TV sets will be adjusted differently.
- This could also be a problem for colorblind users.
-
- There should be no more than nine selectable (by cursor or by
- pointer) items on a screen unless the individual items are
- recognizable because they are part of a set (i.e., alphabet,
- numbers, states). Nine items fit well with the font size required
- for television.
-
- 12. Products must not substitute repetitiveness for depth by reusing
- the same elements in different places. If a product is perceptually
- redundant, it is boring. For example, using a passage from Beethoven's
- Piano Concerto No. 5 as an example of his music, and as an example of
- how a piano sounds, and as an example of a piano concerto is a lack of
- depth.
-
- 13. Eliminate all spelling and grammatical errors; people will not want
- to use a product, especially an education product, if they cannot trust
- something elementary like its spelling. Run your text through a spell
- checker and a grammar checker. Some of these titles are available in UK
- English or American English only, and these are acceptable, at least
- for the initial shipment.
-
- 14. Programs should reboot when the disc is removed unless the program
- disc needs to be removed for the product to be usable (CD-Remix). The
- program should reboot when the eject button is pushed, and the reboot
- should occur even if the disk is being accessed or Amiga audio is
- playing.
-
- 15. Sound quality should match the application requirement. Use Amiga
- sounds for audio feedback; CD-DA for game background, dramatic intro
- music and other sections designed to evoke an emotional response. All
- sounds should be clear and free from hiss or other extraneous problems.
- Speech must be ungarbled and unclipped and digitized at a reasonable
- level or be CD-DA.
-
- 16. Volume levels of speech, music, and sound effects should be uniform
- throughout the product. All audio must come through both channels
- unless there is a compelling reason to do otherwise. Note that
- compelling does not mean being unwilling to take the time to code so
- that the sound comes through both channels nor does it mean that your
- authoring system only works with one channel. Compelling does mean
- trying to add depth to the sound by having one person come through the
- right channel and another through the left channel.
-
- 17. Interruptability. All titles need to be interruptable at any time,
- including title and credit screens, introduction, during accesses, or
- animations.
-
- 18. Products must use preferences for language selections. Unless the
- language chosen in preferences is unavailable, the user should not
- normally see language selection screens.
-
- 19. All programs that can save to a floppy must be able to format a
- disk.
-
- 20. All programs should test for joystick/mouse mode. If the
- controller is not in the proper mode, it should ask the user to change
- modes.
-
- 21. Programs should disable keys that are not functional in the
- product. Typically this means disabling the audio keys for CD control.
-
- 22. Controller responsiveness. The product should not queue up button
- presses, it should react and give feedback immediately, and any cursor
- or highlight should move quickly enough for that specific application.
- In many cases, if a pointer is used it should include an accelerator
- feature. If a user feels compelled to repeat an operation because
- there is no response, the application is at fault.
-
- 23. The products should not have any dead time, i.e., time when nothing
- is occurring. Accesses should first give audio and visual feedback
- that a selection has been made, then have a transition of some sort,
- then begin the load during the transition. The transition interlude can
- consist of music, color cycling, a voice over, a fade to a colored
- screen, or in some way distract the user. A sleep or load symbol is
- generally insufficient to improve the perception.
-
- 24. Test that your product works properly with a trackball and a mouse.
-
- 25. They should also not be adversely affected by the presence of video
- peripherals such as genlocks.
-
-
- Reference Titles
-
- The reason someone purchases or uses a reference title is for the
- information contained within. A reference application should not have
- any of the following:
-
- 26. Inaccurate reference data. Imagine you're a student doing a
- homework assignment, using the CDTV title as a reference work. Your
- teacher gives you an ``F'' because your facts are wrong.
-
- 27. Missing information. If a menu, icon or other reference indicates
- that information relating to the subject matter is available, the
- information should be accessible from that point. In other words, if
- something is selectable, it must present the data associated with it.
-
- 28. An inability to accept keyboard input, print, or save to disk even
- though most people will not be able to take advantage of these features
- at the moment.
-
-
- Recreation Titles
-
- 29. A title must be playable to completion. No user or program error
- should prohibit the game from continuing. If you make a stupid move and
- get eaten by a dragon and the game ends, you have played to completion.
- If you make an incorrect move and the game freezes up or prohibits the
- continuation of play, it is a not move that shouldn't have been made,
- it is a bug.
-
- 30. A multiple player option should be in every recreational product.
- Where it makes sense (certain sports and arcade games), two-player
- simultaneous play is a requirement (e.g., hockey and football).
-
- 31. Simulations must attempt to match the real world in as much detail
- as possible, including the standard rules of play in sports games.
-
-
-
- Level 2 Quality: The Next Standard
-
- In addition to the requirements of the Level One, products need to be
- compelling enough to compete successfully in the marketplace.
-
- 32. All titles must have an important and distinguishing value over
- doing the product on magnetic media, or by book, or by cassette.
- Products should have greater detail, more choices, more ``sizzle'', be
- easier to use, or be faster to perform a function. Ports from another
- platform--including the Amiga--must be enhanced (music, speech,
- additional video, more choices, etc.). An example of an excellent port
- is SimCity which added digital audio and rewrote the user interface to
- take advantage of the numeric keypad on the IR controller.
-
- 33. Timely response is important.
-
- On a multitasking operating system, the time that elapses from when
- a selection is made till the activity begins should be no more
- than three seconds. This is part perception (i.e., start showing a
- graphic change while still loading), part disk organization (to
- speed access times), and part programming (sometimes things can be
- cached or optimized). (Asterix appears to have achieved this goal,
- so it is therefore possible.) To reiterate, first audio/visual
- feedback, then some type of transition interlude which lasts no
- longer than three seconds, then the desired result.
-
- For very long searches that cannot be done in a short period of
- time, inform the user of the progress of the search. Options
- include putting up a screen and start listing ``hits'' or showing a
- ``gas gauge'' depicting the progress of a search.
-
- 34. Multimedia elements should be comparable to video or cartoons
- viewed on TV. These elements (animations, speech, music, sounds,
- video) should be streamed from disk so that they can be more in-depth
- and longer in duration. The animations should normally be 3
- dimensional and change focus (i.e., background, perspective), not
- limited to a static background screen.
-
- 35. Educational titles and adventure type recreational products need to
- have a depth of interactivity options. For instance, if a character is
- walking down a street, the user should be able to go down alleyways,
- into buildings, etc. Each screen or in each section should have
- more than one (and more than two!) things that can be done. These
- options should include non-linear choices, i.e., being able to jump
- around. Linear choices are really no choices at all because you must
- follow a prescribed path.
-
- 36. Educational titles should have some type of testing function to
- allow you to examine your progress in a section. The Bookmark feature
- should be used if appropriate (e.g., game scores, place in a book,
- tests, etc.).
-
- 37. Reference titles should allow numbers and spaces to be input for
- searches. All reference titles should support searches on keywords in
- body or title, and not be just an alphabetized index of options
- (similar to the index of a book). They should also have the Bookmark
- feature using Non-Volatile RAM (NVR) to save search criteria and
- possibly the resultant elements.
-
- 38. Recreational titles should use continuous streamed animations and
- CD audio for background. They should be able to save game states and
- high scores using NVR.
-
- 39. Possible suggestions:
-
- Online help
-
- Templates to fit on top of the IR controller to simplify the
- buttons for complex products (i.e., flight simulator).
-
- Optionally viewable demo commercials of other products.
-
- Hardware add-ons (a la Nintendo).
-
- Supply a formatted disk (or at least a disk label) if the product
- can use a floppy.
-
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