Notes about monkey island

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.

March 4, 2012 permalink

The Secret Font of Monkey Island

A fan-made port of the pixel font built into the adventure game classics The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge. As a bonus, a separate version is available that is properly kerned and hinted. (double bonus: opening the .ttf file in Font Book reveals that the demonstration string for the font reads “You fight like a dairy farmer!”)

A post combining Lucasfilm Games and typography? Immediate reblog!

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.

April 7, 2010 permalink

On the Longevity of Sam & Max

Yeah, it’s great. A lot of that is the fans that have kept it alive. When people discovered it, they would be such rabid fans of it they would feel like they were the ones that got it. It was a little too obscure for their friends, maybe, but they were the ones that were getting it. A thing about the old comics I always heard was that people would lend them to their friends and never get them back. It was always this process where you’d be trying to turn someone onto it, which I thought was great. So there was a long stretch where I didn’t do anything with Sam & Max and there were fan sites that were keeping them active, so I attribute that [to the fact] they’re still around.

The Onion A.V. Club catches up with and gets a good interview from my favorite cartoonist Steve Purcell to ask him about Monkey Island, Sinistar, and the new season of Telltale’s adaptation of his creation.

Fun fact: one of the first websites I created way back in 1994 was a Sam & Max fan site with a handful of scans from the comics and related ephemera, so I guess I was one of those fans!

September 27, 2009 permalink

A Meditation on Sierra AGI vs. Lucasfilm Games

From a short essay by elTee on Mixnmojo considering “The Secret of Monkey Island” as a satire of and rebuke to Sierra’s adventure games, a major shift in the genre that would signal the end of the (strangely death-obsessed) Quest series:

Did any of you ever play Police Quest? It was an interesting game because it actually expected you to act like a real police officer. I didn’t realise that cops had to perform a 360-degree vehicle check every morning (duh) and so when I drove away, I got a flat tyre outside of the station. If that were LucasFilm Games’ The Secret of The Death Angel, I’d probably be able to get out of the car and change the tyre, but not so in Police Quest with its grimly predictable ‘game over’. But in a weird way, it was more annoying when I finally managed to get that first day at work under my belt and it was time to get changed and head home. There’s a locker room, and I realise I have no idea which one of the lockers is mine – and then I further realise that the game isn’t going to help me out because of the logic that… the character knows which locker it is.

The Secret of Monkey Island throws that kind of crap out from the opening line. Guybrush doesn’t know shit, and that puts him and us on a level playing field. It’s subtle and incredibly liberating.

Very true. You could learn a lot about storytelling and game writing, good and bad, by studying the early adventure games.

Pagination