Notes about adventure games

October 11, 2020 permalink

Monkey Island 2 — Talkie Prototype!

I love when people dig up new dirt on my favorite things from 30-ish years ago, in this case a playable prototype of a never-developed “talkie” version of LucasArt’s The Secret of Monkey Island 2: LeChuck’s Revenge. The folks at the venerable MixNMojo site have a good writeup, including a detailed archeology on the differences and new sound resources discovered, along with information and images of LucasArt’s internal debugging tool called Windex (which ran on a second monitor in Hercules monochrome graphics mode!). Neat.

May 26, 2012 permalink

Brian Moriarty Listen

Game designer Brian Moriarty delivered quite a talk at the 1997 Game Developers Conference, touching on everything from interaction design, emergent play, community-created art, creativity, self expression, and even an unexpected but interesting tangent about 101 Dalmatians. In hindsight, many of subjects he talks about would become evident over the next decade, from the Sims to Etsy to Minecraft to social networking. From Listen! The Potential of Shared Hallucinations:

Before we can learn, before we can grow, we have to be prepared to listen.

What does it mean, to listen?

The word is commonly understood to mean “attentive hearing.”

It has its etymological origin in the archaic verb, list.

“List!” they used to say. “Ssh! List! The wild boar is outside!”

But the verb “list” also means to tilt something to one side.

When a sea vessel leans to starboard or port, it is said to be listing.

So how did the word “list” turn into the verb “listen?”

Because when we try to hear something, we sometimes cock our heads in the direction of the sound.

So to listen means more than to hear attentively.

The word also implies a change of inclination.

A new slant.

To listen is to put ourselves into a receptive attitude.

A position to be re-aligned.

Also worth reading (the talk is also available for watching as a video in the GDC Vault) if you fondly remember the days of Hypercard, MUDs, and when text adventures reigned supreme on AOL, or if you like crazy 1990s Photoshop anaglyphs…

September 24, 2011 permalink

Lucasarts Adventurer

OMG OMG, some kind soul is posting good-quality, full-page scans of all of the old LucasFilm Games / LucasArts Adventurer magazines! Created at the company’s artistic height, these gems were half retail catalog, half inside scoop trivia treasure trove, decked out with never-to-be-seen-again Steve Purcell art (including single-page Sam & Max comics parodying the major Lucas game release featured that issue). They now sell for an arm and a leg on eBay.

I used to have every one of these, but they all vanished to whatever corner of the landfill my triangular Day of the Tentacle box and Dial-A-Pirate wheels ended up in…

(Via MixNMojo)

October 16, 2010 permalink

Monkey Island Boxing

Know who assembled the retail boxes and whatnots for the original Secret of Monkey Island launch (including putting together the Dial-A-Pirate™ codewheels, as seen above)? The actual developers! I believe that’s Hal Barwood in the red glasses, and maybe that’s Dave Grossman on the left? If you have positive ID’s on anyone in the photo, let me know! The GameCola blog scored these photos of launch assembly from Tim Schafer’s Facebook page, including this good bit of trivia:

In one of these boxes, the developers slipped a five-dollar bill, signed by the whole team. It hasn’t been seen since.

The game industry’s definitely a bit different these days.

Pagination