While the game was originally called Kewala's Typing Adventure, Typequick identified that the product sales were below expectations so hired a design agency and conducted market research which discovered the original packaging looked "too gamey". ![]() 'Kewala' was registered as a trademark on January 3, 1997, for a "computer software used for keyboard training, and instruction manual therefore, sold together as a unit". While the product was at the higher end of the pricing scale, Typequick assessed that retailers like Harvey Norman would funnel in-store promotion toward the product as it was good quality, locally supported (by a manufacturer-distributor with in-depth knowledge of the product), and could offer the retailer a higher profit margin. ![]() It was written in the Borland C++ integrated development environment and includes 64 background scenes, 2500 animated images, and 20 talking characters. Kewala's Typing Adventure was designed for 11 to 25 year olds. The Australian Financial Review reported in 1990 that the United States Department of Defense had bought 1600 copies of the original title, while the company would win the 1992 CODiE Award for Best Special Needs Program for another title, Talking TypeQuick for the Blind. Founded by Noel McIntosh in 1982, the company had sold $25 million worth of typing programs, with over half its gross profits from overseas sales, by 1997. Prior to this game's release, Sydney-based software company Typequick had been a successful Australian software company for 15 years its software was widely used across Australian universities, TAFEs and schools and was the biggest selling typing program in Japan. According to Typequick, the game helps children with dyslexia and other special needs overcome writing difficulties. The game emphasizes the importance of posture and finger positioning for typing. The CD-ROM came with a hardcover binder with details of each typing lesson for teachers. The game begins with a tutorial on where to place fingers, and then with nonsense words like "assa" and "saas", with players soon progressing to complete sentences. The game records the player's progress and typing speed and will return them to the next lesson upon re-entering. The game features a 10 to 15-hour interactive adventure about a true blue (authentically Australian) koala named Kewala as he treks through Australia on an emu, then surfs with whales to the magical Kingdom of Eaz, as the player masters their typing skills. Additionally, the game has received various awards including the Software Product of the Year in the Social/Life skills category at Japan's 1997 SOFTIC Award ceremony. Consistent praise was given to how the game's educational qualities were masked behind a highly entertaining adventure, as well as the rare showcase of local Australian landmarks. The game has received a positive reception from critics. The game sees the player follow the true blue (authentically Australian) koala protagonist Kewala on an adventure through Australian landscapes to the magical Kingdom of Eaz, learning how to type through tutorials on where to place fingers and touch-typing practice through sentences that advance Kewala's movements. The game was renamed Typequick for Students in 1997 and, by 2002, was called Success With Typing for Students. It was developed by Sydney-based software company Typequick, and localised by Japan Data Pacific for the Japanese market. Kewala's Typing Adventure is a 1996 Australian educational typing-themed video game, featuring a koala protagonist named Kewala. Cover art of 1997 Typequick for Students re-release
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