Friday, September 22, 2017

The Royal Podcast of Oz: The New Animated Oz

Jay and Angelo Thomas talk about the new animated Oz series: Boomerang's Dorothy and the Wizard of Oz and Amazon's Lost in Oz!

You can listen, download and subscribe at the podcast site, or use the players and links below. The Royal Podcast of Oz is available on iTunes, Stitcher, Player.FM, Google Play Music and other podcast services and aggregators that mirror these.



 Download this episode (right click and save)

Saturday, September 16, 2017

The Royal Podcast of Oz: Lion of Oz discussion

Jay and Sam follow up and supplement their commentary for Lion of Oz with a standard discussion episode.

You can listen, download and subscribe at the podcast site, or use the players and links below. The Royal Podcast of Oz is available on iTunes, Stitcher, Player.FM, Google Play Music and other podcast services and aggregators that mirror these.



Download this episode (right click and save)

Wednesday, September 13, 2017

Windham Classics' The Wizard of Oz

Sometime back, I talked about the first digital Oz game, Adventure in Oz for the TI-99/4A. In that blog, I mentioned I had previously (erroneously) believed Windham Classics' Wizard of Oz game to be the first. But I haven't blogged about that game before.

So let's fix that.

Windham Classics was a series from Spinnaker Software that presented five games based on literary titles. The first couple were platformer games that had a menu of commands to bring up. These were Alice in Wonderland (based on the two Alice books by Lewis Carroll) and Below the Root (based on the Green Sky Trilogy by Zilpha Keatley Snyder, and actually served as a continuation of the story of the books). There was also Swiss Family Robinson, a real-time text adventure featuring many puzzles. The final pair were a couple of elaborate text adventures with graphics and music to enhance the gameplay. These were Treasure Island and The Wizard of Oz.

It's been awhile for some, but I've played and completed all of the games. They were available for several computer systems, including DOS on the IBM PC, the Commodore 64 and the Apple II. I played them through emulators, specifically the Commodore 64 versions.

Loading The Wizard of Oz (and Treasure Island) in the Commodore 64 can be challenging for the novice user. Most emulators let you select the file you need to load ("wind") and enter it automatically. The problem with these games is the long loading time. The emulator CCS64 speeds it up right away and makes the loading time no problem with the default settings. For other emulators, such as Frodo and Vice, you need to ensure the type of drive being emulated is a standard 1541, and that the main drive (Drive 8) is the only one being emulated. You can also select speed up options to help cut down the wait to the Windham Classics loading screen. The game will require you to swap discs, which is possible with emulators, but you might want to make sure you know how to do before settling in to play a game. It's also worth noting that the game does require quotation marks, and on the C64, the equivalent is holding down the shift key and pressing 2.

The DOS version I have played, but the versions online are lacking many of the game's files, so the game can't be completed after you meet the Wizard. The game came on the large floppy discs encased in cardboard, so for someone to get those files, they would not only would need to own that version, they would also need a drive capable of handling those discs. The Apple II version seems to be complete.

My recommendation for which version to play goes to the Commodore 64 version. Not only is it complete, but the graphics are in full color.

The game's story features an expanded version of The Wizard of Oz that can be played through. You play as Dorothy and as you travel around Oz using an interesting parser. In addition to moving by using the commands N, NW, NE, E, W, SE, SW, UP, DOWN, ENTER, EXIT to navigate the game, and the standard "TAKE ITEM" style commands, you can also address characters with commands such as "GLINDA, TALK EVIL WITCH."

The story expansion is several features from The Marvelous Land of Oz. As you head west after meeting the Wizard, you find Mombi's cottage and are joined by Tip when you escape. Along the way to the Witch's castle, you build Jack Pumpkinhead and bring him and the Sawhorse to life. Mombi's attempts to thwart the return of the Scarecrow to the Emerald City in Marvelous Land are now turned into tricks by the Wicked Witch. The Wizard names Jack his successor instead and when you head south, you run into Jinjur and have to head back to the Emerald City and escape by building the Gump. After falling into the Jackdaws' Nest, you have to return to Emerald City once again, this time bringing an army of tin soldiers who chase away Jinjur's army. In addition, the Hammerheads are beaten by putting everyone to sleep with a magic music box and commanding none other than Tiktok to carry your friends over the hill.

Probably the most controversial change made to the game's story is Glinda at the end revealing that Tip is the lost prince of Oz. He's not a transformed Ozma, just a missing prince. It's a little disappointing given the legacy of the Oz characters. Making Tip a girl would have been a bit more palatable.

For anyone who enjoys retro gaming and Oz, it's worth playing once. However, given the linear style of the game, it's unlikely anyone will be playing it many times unless they want to experience it again.

You can watch a playthrough here.

MyAbandonware.com has downloads for the partial DOS version as well as the Apple II and C64 versions.

The Classic Adventure Solution Archive has a walkthrough if you need help solving the puzzles as well as links to more information about the game.

Below are pictures of the game's packaging from the Computer Game Museum.








Tuesday, September 12, 2017

Adapting "Return to Oz": from Screen to Page (part 3)

Back in June I started making comparisons of some of the tie-in books for Disney's "Return to Oz", adapting the almost-two-hour long movie into shorter children's books and whether they work well or not.
"Return to Oz" is a very good and fine film (despite its problems), but some of the important and smaller aspects of it don't carry well in condensed form.

Here we are going to look at one of its shorter adaptations, the second Little Golden Book: "Escape from the Witch's Castle".
Dorothy's bad hair;  Billina looks hard;  2 sofas yet everyone crams onto one side ... and where are the safety walls to prevent falling off?!

In this book, the second installment of the four part series, Dorothy and Billina and Tik-Tok are looking "through Oz" for Scarecrow, who is missing.  The first change mentioned is that the Emerald City (no word of it being in ruins is mentioned) and where Princess Mombi lives are separate buildings.

When Mombi (who is already wearing the dark haired head from the film) captures Dorothy, Tik-Tok suddenly winds down, so Billina has to attack Mombi to allow Dorothy to escape, but iron bars block the door; and when Mombi threatens to cook Billina, that's when Dorothy kicks Mombi and is captures again, the girl and the hen taken to the tower.
Fortunately, Jack Pumpkinhead is also in the tower with them, who he mistakes Dorothy for his missing mum, before she sets him straight (he's described as a mess, but he doesn't really look that badly separated).  Jack's story of how he came to live with Mombi's Powder of Life gives Dorothy an idea of how to escape.
  "Soon" they get Tik-Tok upsatirs while Dorothy gets Mombi's (non-ruby) key and the Powder - accidentally waking Mombi's head up in the process!  The other heads wails, Dorothy dodges past Mombi's headless body and rejoins her friends in the Tower room who have finished assembling their flying Gump (Tik-Tok did not seem to wind down this time), which Dorothy sprinkles with the Powder and they "lift" off the floor and through the open window.   Each with their own hopes for the future, Dorothy rests as she and her friends soar off into the night sky.

The story itself is not so bad, but it's the illustrations that are lacking.  Part 1 ("Dorothy Returns to Oz") was painted (with oil?), while "Dorothy in the Ornament Rooms" had inked drawings with painted (watercolour?) illustrations and "Dorothy Saves the Emerald City" having soft airbrush paintings ... this book (which does not have "Dorothy" in the title) has pictures that are done in markers and the lines are thick, thicker than any of the other pictures in the other books.
Billina looks hard and too smooth, like a clay figure, instead of a living moving creature, while Tik-Tok looks ... well, it's hard to say.  He doesn't quite look as easily movable like the film, yet some pictures have him look and glance in a way not possible.   In some pictures Dorothy looks fine, but in others she looks more manly (once or twice she looks like Tobey Maguire in a dress; and another time she bares a strong resemblance to Bruce Timm's Superman).  Dorothy's black Kansas shoes have also acquired a strap, making the pair become "mary janes" (and her hair on the cover is just awful!)
.  Jack's pumpkin head is supposed to be round, yet his face looks flat.  
Possibly the worst change, visually, is the construction of the Gump: in the film the two sofas have backing, to prevent the riders from falling off the sides ... but here both sofas are open and have no walls, which was more a choice of showing the characters in illustrations than being practical storywise.  This presents the threat of the characters actually falling off the sides, especially Dorothy rolling over in her sleep!  And despite being brought to life, he doesn't say anything or really have any personality in the last three pages.
 
When you look at this book on its own and without the full context of the film, this short story makes absolutely no mention of the real threat to Oz, its people or its capital, the missing monarch or the usurpers and how and where the good characters need to go or what to do.  It is not mentioned HOW Mombi has the beautiful heads or why.  Just that she is "a terrible witch" who collects the heads of beautiful young ladies.  Her own ugly head is never shown (but it is mentioned in that certain scene).  Nor is the exact number of beautiful heads recounted.  And, again, Mombi seems to have no connection to the disappearance of Scarecrow and nowhere is the Nome King mentioned.  Also, no lunch-pail, or Wheelers, or even the "ghost in the mirror/palace".

While the other three Little Golden Books do end with a somewhat happy note of hope, this one doesn't seem as strong.

This book may be the weakest of the set, but it is not the worst adaptation of the movie ...

Sunday, September 03, 2017

A Chapter Closes

A long, long time ago, an Oz fan had a dream of creating a website. After finding free hosting, he tinkered around with HTML and built a small but original content-rich website and titled it "Dorothy and Ozma Productions." The website offered capsule reviews of Oz films, an original biography of L. Frank Baum, e-texts of the Oz books (including the first e-texts of Dot and Tot of Merryland and Queer Vistors from the Marvelous Land of Oz) and original content for free downloads, as well as old digital Oz games for systems no longer made that would have to be emulated to be played. (With a copyright disclaimer, of course.)

The website went through a few iterations, eventually being retitled "The Royal Website of Oz" and getting its own actual domain. Thanks to a generous friend, it was hosted for free and a forum was added when the International Wizard of Oz Club decided to close their forums. An ambitious wiki project was started.

However, the fan who had started the website found other ways to express his love of creating and sharing Oz content. He had begun blogging, which spun off into a podcast and even a series of videos. He even began writing Oz stories and even published a full-length Oz book and attending a regular Oz convention. So progress on maintaining and expanding the website eventually ground to a halt.

If you haven't guessed, of course, I'm talking about my own story here.

About two months ago, the Royal Website of Oz went offline. I still have the domain, but the server is no longer active. My generous friend who had hosted the site has yet to reply as to what happened, but all I can assume is that the free ride the website had is no longer open. The forum is gone, the wiki has some pages archived through Internet Archive, and an older version of the website is still online. A later version of it is also available through Internet Archive as well.

While it's a little sad that this has happened, it's not as if all is lost. I still have that content I had, and I believe I can use the blog to bring some of the best of it back. I had even begun a secondary blog titled The Royal Library of Oz, which managed to present e-texts as blog entries.

If you want an Oz forum, there's a Wizard of Oz subreddit that could use more members.

Why am I not looking to get my own host and revive the site? Well, with writing Oz stories (and now other non-Oz stories) and running a podcast, this blog, helping with "Oz and Ends" for The Baum Bugle and now chairing Oz Con International 2018, I don't feel the drive to pursue such a venture.

So, one chapter closes as others open and continue. See you in Oz, folks.

Saturday, August 12, 2017

Playing Adventure in Oz

A few weeks ago, I blogged about the first Oz computer game, Adventure in Oz for the TI-9/94a. Since then, I've played it a few more times and have some hints... If you want them.

Find the yellow brick road or red brick road. Both lead to the Emerald City. It is also on these roads that you find the Scarecrow, Tin Woodman and Lion.

Your companions help out, which typically breaks down into preventing you from wasting a turn. The Tin Woodman will cut down trees to cross ravines and fight the Fighting Trees. The Lion will scare off other animals from attacking you. I have yet to find if the Scarecrow helps with anything.

Ozma's palace vanishes as soon as you are done there. You must go directly west of the location I marked on the map below to find her.

The backwards road is very simple: just travel west if you want to go east, go east if you want to go west, go north if you want to go south, and go south if you want to go north. Be careful that you don't get complacent repeatedly tapping keys.

While there are no onscreen instructions telling you which direction the roads are in, sticking to the yellow brick road in Munchkin or Winkie Countries actually lead you to the characters the Wizard wants you to find.

To cross a river, travel north or south and head back to the river to see if a little man pops up to ferry you across. This will likely take multiple tries.

If you come across a lake or mountain range, go another direction.

The following map has been compiled from multiple playthroughs of the game. Each X is the location of the important sites of the game: the Wizard's Palace, Ozma's Palace in the North, the castle of the Wicked Witch of the West, Glinda's Palace in the South, and the Woggle-Bug's home in the East. These are the locations, but there are many obstacles between the Emerald City and them.




You can find the game and how to play it in the blog I linked to. Happy Adventure in Oz!

Jack Snow celebrated

A little over six years ago, I finished writing about the Oz works of Jack Snow and mentioned that is grave is unmarked. I also quoted a criticism of the Snow family that suggested they were ashamed of him and left his grave unmarked. Two and a half years after that, the post was updated with new information that suggested perhaps the family was poor and couldn't help Jack at all.

And now, it seems, that is being rectified at last.

Michael Gessel of the International Wizard of Oz Club shared this news that Jack Snow will be honored with a headstone Tuesday, August 15, during a ceremony celebrating his life and work in radio, speculative fiction, and yes, Oz.

A representative of Snow's family, James C. Oda, is involved as well as Gessel, and both will be speaking at the ceremony.

While the past remains unchanged, going forward, it is good to know that people want to remember and celebrate Jack Snow, with a memorial honoring one of the Royal Historians at last.

Monday, August 07, 2017

Jay binged Lost in Oz Season 1


It feels like forever ago when the pilot episode of Amazon's original series Lost in Oz (unconnected to any other project to anything that's used that name ever), and then sometime back, they added the next two episodes alongside it to create Lost in Oz: Extended Adventure. Now, Amazon has a complete first season of 13 episodes, 22-23 minutes in length.

After finding a magic journal, a modern-day girl named Dorothy and her dog Toto are taken in their house to the modern land of Oz. The original story of The Wonderful Wizard of Oz happened, but that Dorothy is the great-grandmother of this Dorothy. I don't think the later Oz books by Baum happened in this continuity. There's characters based on the characters from the other books, like an inventor named Tinker, a painter named Smith, a giant Munchkin boy named Ojo whose aspirations go beyond his father's farm, a cowardly lion, a young witch named West, a rag doll named Patches, and a wicked witch named Langwidere (no headswapping, but she is able to make herself look like other people). Ozma and the Wizard don't get mentioned at all. Magic in this Oz is a science based around certain elements, and there's not a ban on it as kids are seen learning it in school. In addition to this, there's the subplot that Dorothy's mother has some idea of what's going on.

The thirteen episode series revolves around a story arc that includes Dorothy wanting to get home as Langwidere tries to take over Oz in a rather interesting manner. (A bit more than "Steal all the magic, take over Oz.") Each episode has a neat mini-arc in its 22-23 minute runtime.

The plots are largely original, using concepts from the books as plot devices rather than plot models (Glinda's lie-detecting pearl that briefly appears in The Marvelous Land of Oz becomes a major item of interest and is called "the Pearl of Pingaree"). The overall story arc is concluded by the end of the final episode, although there is a hook for continuing adventures. (See, Emerald City? That's how you do it.) Animation is excellent, the story is pretty good and enjoyable enough to keep you watching. Those looking for a purist adaptation of the Oz series or a continuation will not find it here, though.

Highly recommended for kids and Oz fans who enjoy different takes on the material.

Thursday, August 03, 2017

Ozbusters! Shirley Temple and MGM's Wizard of Oz

One regular piece of trivia about MGM's film adaptation of The Wizard of Oz is that Shirley Temple was considered for the role of Dorothy. It's been reported many ways, some saying that Judy Garland was who the studio went with because they couldn't get Shirley Temple. Yet, there are people out there who say the story is entirely false and that the role was always intended for Judy Garland.

What is the answer? Did MGM want Shirley Temple? Or was Judy Garland the first choice?

I believe the answer is more likely both.

What we're missing here is context of who we're talking about when we say "MGM." There are many, many people involved in making a movie and running a movie studio.

The Wizard of Oz was the dream project of producer Mervyn LeRoy, who was the driving force behind the movie. And it seems that he was the one who envisioned it to launch Judy Garland to stardom.

However, MGM was owned by a big theater chain called Loews' (this is part of how Hollywood worked back then), and noting the estimated big cost of the movie, they asked LeRoy to look into loaning Shirley Temple from 20th Century Fox.

The general public loved Shirley Temple, who had starred in a long series of films from Fox. Pint sized and her face framed in little golden curls, Shirley had talent in singing little songs, dancing, remembering her lines and generally looking cute. Even then-Oz historian Ruth Plumly Thompson had expressed interest in Temple playing Dorothy, saying that if such a project happened, promoting the books with Temple would be easy.

As it turned out, Temple was a fan of the books, and photos of Temple in her home revealed the Oz books on her shelf. She claimed in her autobiography Child Star that when her mother said that she should play Dorothy, Temple said she'd rather meet Dorothy. (I feel the same, Shirley.)

However, LeRoy had a specific version of Oz in mind. Previous versions of The Wizard of Oz on stage and film had reduced Dorothy from a lead character to a side character, giving more presence to the Scarecrow and Tin Woodman. It would be easy to see Shirley Temple fitting the bill of a sweet little girl from Kansas who is whisked away to a magical world where she joins with a number of unusual friends played by comedy heavies who would basically take over the movie.

But that was not LeRoy's vision. His Oz would return Dorothy to a focal character. Yes, there would still be big talent as Dorothy's friends, but they wouldn't crowd Dorothy out of the focus of the film. For that, he'd need his Dorothy to be a strong actress who would wow the audience with her talent. And this was not what Shirley Temple would offer. Imagine Shirley Temple singing "Over the Rainbow." It'd be cute, but not the strong ballad the movie would need to open with.

Roger Edens, who worked with Judy on her singing during her MGM years, went to 20th Century Fox to hear Shirley Temple sing in person. He reported back that Temple didn't have the range they wanted for their musical Wizard of Oz, and so MGM kept Judy in the role, Loew's seemingly content that LeRoy and his crew knew what they were doing.

Fox would report that Shirley had lost the role of Dorothy, while Temple's mother was angry that a Fox producer claimed they had the Oz rights when MGM had purchased them from Samuel Goldwyn.

There's some interesting after notes here. Getting Shirley Temple would have involved Fox loaning her to MGM. While they didn't loan her, they did loan Jack Haley to MGM, who took over as the Tin Man when Buddy Ebsen was hospitalized.

As a response to The Wizard of Oz, Fox had Shirley Temple lead a film version of Maurice Maeterlinck's The Blue Bird, a play that opened on Broadway in 1910 and like Oz also had silent film adaptations. (Personal recommendation: the 1918 film.) Featuring a cast of unusual characters and children in lead roles, the play had two children seek the Blue Bird of Happiness through a series of strange lands before realizing the Blue Bird was at home all along. The moral was very reminiscent of that of MGM's Wizard of Oz.

Fox's Blue Bird was a flop, and so was Shirley Temple's next film Young People. Her parents bought out her contract, and she was signed on at MGM, where they intended for her to star in projects with Judy Garland and Mickey Rooney, but it didn't work out and she only did one film with the studio. It seems Oz screenwriter Noel Langley worked out a treatment for an Oz sequel and it was floated that they'd have Temple as the lead, but it never got further than that.

Temple would do a series of unimpressive films with other studios before leaving film. She eventually began the Shirley Temple's Storybook television show in 1958, with the show turning into The Shirley Temple Show with regular color shows (the first season had color and black and white episodes), the premiere episode being The Land of Oz, featuring Temple herself as Princess Ozma and Tip.

Well, in Shirley's own words, “Sometimes the gods know best.”

Sunday, July 30, 2017

Adventure in Oz

Last week if you'd asked me "What was the first Oz video or computer game?" I would have said the Windham Classics Wizard of Oz. But I happened to be looking through the Classic Adventure Solution Archive yesterday, and I randomly decided to search "Oz."

As one does.

And I happened to find an entry called "Adventure in Oz." To be honest, I wondered if it was a mis-listing of my own text adventure "My Adventure in Oz." But it was something different, a game from 1983, predating the Windham Classics game by a year.

So, knowing there's a huge subculture of emulating old computer games online, I hit Google to see if I could find more information on this game, or even, find how to download and play the game myself. By the time I went to bed, I found a blog entry from someone who had managed to emulate and play the game and three different downloads of the game, plus finding it in another format and finding an emulator to run it.

The platform for the game was the TI-99/4A, a short-lived early computer from Texas Instruments. How was the game packaged?

This isn't box art. It's cover art. "Same thing," some classic gamers might say, but wrong. This is a book. Instead of putting the games on disks, tapes or cartridges for sale, the code for the game was printed in the book and those wanting to play it had to enter it manually before they could. Well, you don't risk getting a corrupted file. Just have to make sure you do it right and not get a typo. The fun thing is, the book is available for free online viewing at Archive.org. This means that if you REALLY want to play it old school, you can type in all twelve pages of code into an emulator and create the files you'd need to play the game. Luckily for me, it was already done and available in three different places.

"Adventures in Oz" requires a number of expansions to play. In the emulator Win994a, I had to go to preferences, turn on the memory expansion option, turn it to the 16Bit Fast addressing, and the speech synthesizer. Furthermore, you have to load the TI Extended Basic cartridge, which the emulator comes supplied with an emulated version of. After loading the disk and the cartridge images into the emulator, it's time to get started. You press a key to begin the emulator, select the number for the Extended Basic prompt, and then enter the command—in all caps—RUN "DSK1.OZ" and press enter.

Alternately, you could enter RUN "DSK1.RAINBOW" and hear a computer system from 1983 synthesize "Over the Rainbow" in one minute...




Anyway, on to the actual game.


The game features fairly decent graphics by 1983 computer game standards, a few synthesized bars of "Off To See The Wizard," as well as some sound effects and the above mentioned version of "Over the Rainbow."

Pressing any key launches the opening text/cinematic that identifies the player as taking the role of Dorothy and gets the idea across that you're carried in your house by tornado to the Land of Oz.

You start randomly in a location in Oz, and yes, all you do is press keys, each location giving you some sort of message. If you're trying to play, pro-tip, keep the caps lock key on as entering commands in lower case does nothing.

What exactly does the Map key do?

It brings up a book-based map of Oz, which shows your location with an X, so it's possible to get an idea of where you are. Steve Davis (no relation, as far as I know) says it's based on the International Wizard of Oz Club's map, which is why the Munchkins are on the right side of the screen, rather than a design matching Baum's Tik-Tok of Oz endpaper map. Yes, the in-game screens are colored to match the region of Oz you're in.

So, the concept of the game is that you go to the Emerald City to meet the Wizard, who promises to send you back if you complete one of four tasks he gives you: get the Woggle-Bug's magic powder, Glinda's ruby slippers, Ozma's magic belt, or the Wicked Witch's Golden Cap. After receiving your orders, you must head out into that section of Oz to find the item you're looking for and return to the Emerald City.

Matching the tone of Oz and pre-dating The Secret of Monkey Island, this is a game where you can't lose and can't die, so you're free to explore Oz as you wish, but the game asks you to play in as few turns as possible. Going to a blocked off area (bodies of water or the Deadly Desert) results in no progress and a turn wasted. Checking the map also uses a turn.

I completed my first game in 88 turns, where I was tasked to get the Golden Cap from the Wicked Witch. I headed west from Emerald City, crossed a river and finally found the Wicked Witch.
I was using the first version of the game that I'd found for this one, which the other guy's blog entry said had typographical errors, so I assume those graphic glitches are a result of that. (Also, "Muncchkin.")

I was a little stuck for what to do here until a little cinematic started. I watched in surprise as a mass of black pixels representing Toto moved across the screen and a yellow patch appeared under the Witch, who disappeared into it.

With that done, it was back tracking to the Emerald City, and the game was complete. With a full round of "Over The Rainbow," I was back at the command prompt.

So, surprisingly, this old game actually has replay value with a varying quest and over 700 locations, probably at least half of them I didn't see on this play-through. Also, the game can be completed in a rather short time.

It's also a concept I'd like to see in a new Oz video game, exploring the Land of Oz with varying quests and puzzles. With the leaps and bounds computer and video games have come in the last 34 years, it could be quite an interesting game.

I stopped my writing to do another playthrough with a different disk image I found. This time I was tasked to get the Woggle-Bug's magic powder (Powder of Life or... ???), ran into a couple "Wishway" locations that can randomly teleport you anywhere in Oz, and a road that takes you in the reverse direction that you want to go in. Also, there was a skywriting witch cinematic in the Emerald City, although if anything comes of this, I don't know. So, the game uses the Land of Oz from Baum's books with music and touches from the MGM film, and also some elements from Ruth Plumly Thompson's books.

If you want to play this game, here's the disk I just played on my Google Drive. If you use Win994a, put it in the "Disks" subfolder in the programs' installation folder.

Now to finish, here's some additional screenshots.