Background and Walt Disney Computer Software (1988–1994) Video games based on the
Walt Disney Company's properties have been released since
Mickey Mouse for
Nintendo's
Game & Watch in 1981. 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. In 1988,
Walt Disney Computer Software (WDCS), 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, Over the next few years, Disney built a routine of releasing tie-in games shortly after film releases.
Roy Disney was unhappy with the quality of a third-party
Fantasia game he was overseeing and shut down production; 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. 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. The
Living Books became popular and encouraged other developers to follow suit and copy the formula. 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). 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. 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.
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.
The Lion King Animated Storybook became Disney Interactive's second release on the
Macintosh after the
Aladdin Activity Center. Media Station employee Newton Lee became one of the lead software and title engineers for
The Lion King Animated Storybook. 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". A playback
engine was created to provide high quality playback from a CD-ROM of large animations. 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". which allowed production for a ''Disney's Animated Storybook'' game to be between three and six months. 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. Families became especially disgruntled because Disney's technical support team were unavailable. On the morning of December 25, Disney's customer service was flooded with calls. 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". In 1995, a third version of the software, compatible with both Windows and MS-DOS, was released. 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. Lecturer Audrey Ricker felt this would "force businesses to be more publicly responsive to consumers". 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.
The Lion King Animated Storybook was also available in Spanish, French, German and Italian through a special mail-in offer on the English product. 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. In June 1996, Disney announced a Japanese version of
The Lion King Animated Storybook to tap into the country's growing PC home market. 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. and from July 20 onwards a bilingual version of the game was available on the Disney website. 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. A Spanish version of
Winnie the Pooh and Tigger Too Animated Storybook was released in mid-1999. 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. Called
Libro Animado Interactivo, these included
El Rey León (
The Lion King),
Pocahontas,
Winnie Puh y el Árbol De La Miel (
Winnie the Pooh and the Honey Tree),
101 Dálmatas (
101 Dalmatians),
Hercules, and
La Sirenita (
The Little Mermaid). This was the first time Disney made Spanish versions of its edutainment titles, after dubbing films into Spanish and other languages, and one of the first few times any computer software company had made an effort to target the U.S. Hispanic population. 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. A German version of
Mulan Animated Storybook was released in 1998.
Disney Interactive founding (December 1994) 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. 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. The new Disney Interactive division was devoted to developing, publishing, and licensing software for children's entertainment and educational markets.) and Disney Interactive Edutainment (curriculum-based and interactive family software, particularly in the edutainment and education product markets). McBeth was committed to "producers and directors of animated features [being] involved in [the] creative development process for CD-ROMs and video games". ''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". According to writer Rena B. Lewis, the games were "designed for use at home, not school". 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". and Disney's first venture into the storybook realm. Media Station was the main developer of the series
. 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. The series' distribution was handled by
Buena Vista Pictures Distribution. 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". 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. Teren oversaw development of the entire series, and directed Disney's early production of animated storybooks and activity center software. 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. Media Station also created over 300 music and vocal assets, using traditional orchestration and arrangement and digital composition tools. 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. 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.
Kevin Kline,
Demi Moore,
Jason Alexander, and
Tom Hulce reprised their roles in
The Hunchback of Notre Dame Animated Storybook. For
Pocahontas Animated Storybook, the developers hired
Chris Webber and
Irene Bedard. In
The Little Mermaid,
Jodi Benson and
Samuel E. Wright reprised their roles as
Ariel and
Sebastian, respectively. 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.
The Lion King Animated Storybook is narrated by
The Fresh Prince of Bel-Air actor
James Avery, but was either released three days later or postponed to March 1997.
Hercules came out simultaneously with the film's release. 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.
Toy Story made its debut before the film's video version was released. The
Los Angeles Times noted the timing of ''Ariel's Story Studio
coincided with the rerelease of The Little Mermaid
. 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: From December 1994 to February 1995, Disney Interactive hired 50 new employees. 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. 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. 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. The Animated Storybooks
for Pocahontas
, Hunchback
and Hercules'' gave "special thanks" or "in associated with" credits to Animation Services at
Walt Disney Feature Animation. 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". 80 percent of the artwork Pixar created for the game was new. 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. It was founded to create computer games and had its own animators, art department, and engineers. Carolyn Handler Miller wrote the script and text for the game. 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. though
Wired wrote it was released via Disney Interactive.
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". 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 CEO Lawrence Levy and entertainment analyst Harold Vogel described the games as successful. 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. 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." while leaving any future CD-ROM efforts to Disney Interactive due to their marketing and merchandising prowess. 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. while Kerwin was assigned to start
a shortfilm group.
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". 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. Disney also faced financial challenges, with titles that would have cost $1 or 2 million reaching $5–8 million. 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. 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. As a result, Creative Capers, which had also done work for films such as Tom and Jerry: The Movie,
The Pagemaster and Thumbelina'', Creative Capers had provided background art and animation for earlier entries, and took over development for later titles. 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. It was followed by a game called both Mulan Story Studio
and Mulan Animated Storybook''. 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". The game was included in ''Disney's Classic Animated Storybook Collection
and four other games in the series. Chicago Tribune'' reviewed Anastasia and Ariel side by side. 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. In 1998, Disney signed a deal with Apple, which meant
Winnie the Pooh and the Honey Tree would be sold for the iMac. 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. 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. 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, but brought forward to November 1999. In late December, the game was released for GBC and was dual-compatible with Game Boy. 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
. A second volume was also released in 2001, featuring Winnie the Pooh and Tigger Too
, The Lion King
, Ariel
, and Mulan''. 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". == Design ==