The original team (Dominik Haslinger, Jens Doblies and Sebastien Ronsse) did the majority of the work. It was originally intended to be a much longer game, but it was cancelled. I finished up the ice cavern sequence so that it could be released as a completely playable game as I thought it would be a shame if no one got to play it. Their sourcecode was playable up to the point where you complete the mechanism in the cavern.Here are the changes and fixes that I made to that source code:
- Replaced LucasArts logo with a ScummGen logo.
- Made a few grammar corrections to the original script.
- Created icons for inventory items that lacked them (all instances of the stones and the gas can).
- Programmed an if/then statement regarding the gas can that was referenced but not implemented in the source.
- Fixed the mechanism puzzle to require both objects, as before it was possible to complete it with only one object.
- Added dialog to facilitate the change in the mechanism puzzle.
- Fixed the lighting so that the cavern stays lit when you move to the cavern entrance and back.
- Enabled the usage of the item used to exit the cavern, as referenced but not implemented in the source.
- Changed description of the macguffin as it was originally used as a joke related to the game being unfinished (but kept it humourous to suit the tone of the original).
- Added dialog necessary for the ending sequence.
- Added end screen.
I mean, sure, you've seen everything that's on there, but it's the principle of the thing! An official web site for an official Day of the Tentacle upgrade exists, and damn it you're gonna go, and you're gonna LIKE IT!
STOP CRYING, I AM NOT YELLING!
Oh boy oh boy! Double Fine's released six high-resolution screenshots from Day of the Tentacle: Remastered, which you may recall as the sole remaining justification for this web site. Just look at all this justification, fans!Day of the Tentacle: Remastered (Screenshots)
The following features had been hinted at, but are now confirmed:- Upgraded audio (details are faint)
- Commentary that includes Tim Schafer, Dave Grossman, Larry Ahern, Peter Chan, Peter McConnell and Clint Bajakian.
- Toggle feature to switch back and forth between classic and remastered mode.
- The inclusion of Maniac Mansion as a game-within-a-game will be preserved.
- Maybe more!
The release platforms are PC, Mac, PS4 and Vita. The release window is early 2016. So we'll be around until then.
Is this what Day of the Tentacle: Remastered (note the name change) really looks like:?
Probably. The attendees of Indiecade will find out for sure tomorrow, and the internet seven seconds after. For now, OH MY GOD!
Day of the Tentacle: Remastered, the reason Mojo even bothers paying for the domain and reason Gabez stubbornly refuses to bite down on the cyanide capsule under his molar*, will be improving your lives sometime in the near future. We will do our best to cover the imminent media and information dispersal, though our best isn't usually that impressive.
*Just kidding, he died in agony long ago.
However, Double Fine is giving them away in a contest, so now if you didn't get to attend PAX, you have a chance to win them. It is a beauty contest, modeled after the pet human Beauty contest in the game. Submit a video or pictures and audio to win. Contestants will be judged on best hair, best smile, and best laugh. One winner will win both the purple tentacle and green tentacle posters, signed by Tim Schafer. Runners up will win the green tentacle poster, also signed by Tim.Hurry though, as the contest ends "Monday or therabouts" at the end of the month.
Sources inside Double Fine have revealed that the upcoming Day of the Tentacle: Special Edition will only feature new art assets.
This means that it won't be using any of the Singapore artwork created for the abandoned LucasArts Special Edition, which was rumoured to have been 80% complete at the time of its cancellation (but which Double Fine refuse to acknowledge the existence, or non-existence, of).
The new Special Edition is due out sometime next year, and will feature newly recovered higher quality audio dialogue, a team commentary, higher resolution graphics, and undoubtedly lots of other things that have yet to be revealed.
Double Fine have stated that we will be seeing more of the game before of the end of the year, which hopefully means tomorrow, but probably means December.
Ron collected a few thoughts commemorating this occasion on his blog.
He also can't help but reference Monkey Island 3a, which is unfortunate.
Other than that, it's a good read. Pictures included!
At their PAX booth this year, Double Fine will be selling two Day of the Tentacle: Special Edition posters signed by Tim.
This new Mojo that you guys paid for doesn't seem to be able to let me upload images, so check out the posters on the Double Fine Action News instead
It would be cool if these showed up at the company store some day, but there could be rights issues involved with that. I believe a similar legal snag has held up the release of the Grim Fandango Remastered soundtrack..
You can find them over at the Double Fine forums. We haven't gotten any audio/visual of Day of the Tentacle: Special Edition just yet, but some of these responses - a combination of reflections about the original game and details about the remaster, will whet your appetite and then some. My personal favorites:
Are there uncompressed voice recordings from the original game? Will they be used? - d_Stilgar
Matt: Yes. There are. We found the original DAT tapes from the recording session and we’ve painstakingly gone through and re-edited the sessions to pull out high quality audio for the voice, which is what we will be using for the special edition!
Any cool discoveries (that you can talk about) this time [regarding interesting things found in the game’s data files]? Maybe Grossman nonchalantly revealing the Secret of Monkey Island somewhere? Remnants of lost puzzles? - Alfred J
Matt: We did find out one interesting thing actually, about Ben!
Spaff: Oh yeah! Whilst reading through Tim’s DOTT notebooks I spotted reference to one ‘Ruben Throttle’ - Was this Ben Throttle’s full name? I asked Tim and he confirmed it was. That’s a fun fact in and of itself, but it gets better. in 2001 or so my friend Jake and I asked Tim if Hoagie was Ben’s brother, and he said something along the lines of “how did you know that!?”. When I asked him about the Ruben Throttle thing, Tim brought up his relationship with Hoagie again and said “their mom named them both after sandwiches”. So there you go!
Eddie Riggs is clearly related to them somehow too, but maybe as a cousin or something seeing as he doesn’t have a sandwich name? Unless Eddie Riggs is a stage name, hmmmm.
I don't know about related, but Hoagie definitely namedrops "my friend Eddie" at some point...I think when looking at the horse in hallway? Oh, and I'm jazzed to hear they uncovered the original recordings. It was possibly my biggest concern, because that MONSTER.SOU file doesn't leave a lot of breathing room.
Now stop consuming everything Buzzfeed-style and go read all of the team's responses. Spaff spent a lot of time on it. >:
With the Day of the Tentacle: Special Edition just around the corner, it might be time for you to familiarize yourself with the commonly held American history myths that DOTT makes reference to.
With this in mind, Johnny "ThunderPeel2001" Walker has stepped in, and created a helpful Day of the Tentacle History Lesson for non-Americans to help you appreciate the American folklore and jokes (and puzzles) in the game.
Get reading now (although don't necessarily use what you learn in a history exam -- Tim Schafer and Dave Grossman weren't big on historical accuracy!)
Campo Santo proves that it's good for more than making absurdly promising games; it's also positioning itself as Mojo's replacement by recently siphoning Full Throttle reflections out of Tim Schafer. Those memories combined with perspectives from folks you might recognize make for an insightful retrospective on the game and its impact on Schafer's career thereafter.
Acknowledgement is also made of Tim's good fortune to see both of the game's unsanctioned sequels die on the vine, quelled threats that nonetheless motivated his departure:
One day, deep into production on Grim Fandango, Schafer noticed that the project leads on the third Monkey Island game were at work on a new project, and asked somebody what they were up to. “Someone said, ‘Oh, I think they’re working on a Full Throttle sequel. And I was like, ‘They’re wh-wh-what? Nobody told me about that!” I went and asked them, and they were like, ‘Yeah, yeah, yeah, man!’ ‘And no one even asked me?” ‘Um, I don’t know… yeah…’
“I was upset about that. I was horrified. I felt so personally attached to that game; those are my characters. The idea that someone else could make a sequel to it… I was so horrified that I didn’t own it.” It was one of the reasons Schafer would leave LucasArts after making Grim Fandango. “It was fair,” he acknowledges, “I mean, they did pay me for the time. I’m not saying they stole it from me.
An employee of Aspyr, the company responsible for the ports of the game, stated on the Steam forums that they are working with GOG and Disney to try to get these changes on GOG.com as well, and that they should know more after Gamescom.
Sad news today as we learn that character actor Irwin Keyes has passed away at the age of 63. Check IMDB for a list of the actor's many credits, the most famous probably being his roles as bodyguard Hugo Mojelewski on "The Jeffersons" as well as the inhaler-dependent assassin Wheezy Joe in the Coen Brothers’ Intolerable Cruelty.
Here at Mojo though, he will always be remembered as the voice of Bruno the Bigfoot, whose rescue is the primary concern of the 1993 classic adventure game Sam & Max Hit the Road.
Can anybody explain to me what Disney Infinity is? I did my due diligence and skimmed the Wikipedia page, but I can't make heads or tails of it. I'm just too old.
But the reason I'd like to know is that there's this Polygon interview with some vaguely-titled muckety–mucks of Lucasfilm and Disney Interactive where they say, well, this:
I asked Ada Duan, vice president of business and franchise management at Lucasfilm, what other properties the studio might be considering for Disney Infinity.
"Are you thinking about Howard the Duck?" she said to laughter from Disney Interactive studio vice president and general manager John Blackburn and Disney Interactive vice president of production John Vignocchi. "In terms of Star Wars content, there's definitely more Star Wars coming out. What these guys have been saying is that Disney Infinity is a platform for all the IP across the company, Star Wars being part of that. You'll see more. As more movies and TV shows come out and there's evaluation of what we can support, I think Infinity is going to support all the IP across the company. As Lucas comes out with more IP and more Star Wars."
Blackburn added that Disney Infinity's studios are always pitching ideas to Duan, who job is to look after the interactive division of Lucasfilm and work with gaming partners on all Star Wars and Lucasfilm properties.
It was Duan, Blackburn pointed out, that helped get Tim Schafer and his team at Double Fine Productions the ability to work on Day of the Tentacle.
And even those old adventure games aren't off the table, Vignocchi said.
"I'll be like, please, can we do Secret of Monkey Island?" he said. "And she'll say, ‘Can we talk about how relevant this is? There are so many other things we could do.'"
Duan acknowledged that, for now, the company is "looking forward."
Christian Adam has found a solution to allow the people who have graphics hardware below the requirements of Grim Fandango Remastered to play the game in classic mode.Massive Chalice went out of early access and received it's full release, and Iron Brigade has had Game for Windows Live replaced with Steamworks, fixing matchmaking. The latter was possible thanks to the fact that Double Fine has regained the rights to Iron Brigade from Microsoft.
At E3, it was revealed that ex-Mojoer and former Telltale developer extraordinaire, Jake Rodkin's company Campo Santo will have the console debut of their first game Firewatch on PS4. It is also going to be released on PC, Mac, and Linux. No release date has been set, but Campo Santo is aiming for release by the end of 2015.Telltale is making a three episode miniseries that will be DLC for The Walking Dead: Season Two called The Walking Dead: Michonne, set during the period of the comics when Michonne is absent from the group. They also finally showed a little bit of what their Minecraft: Story Mode will look like.
Lucasfilm is working on a fully interactive 3D virtual Star Wars world, via their ILM experience lab.Humongous Entertainment games are starting to make their way to GOG.com. The Pajama Sam series made its way to the service earlier this month.
The co-creator of Maniac Mansion and Thimbleweed Park, Gary Winnick, had his best selling comic, Bad Dreams, released in trade paperback format on the 17th of June.While we're on the subject of Thimbleweed Park, be sure to check out the Thimbleweed Park development blog, as lots of good inside information about the development process of that game is being posted regularly.
From the gameplay footage that looks like pre-rendered cut scenes, Star Wars fans will FINALLY get what they've been asking for since 1983 - the chance to play The Battle of Hoth!
The embedded youtube clip below only works for three people, so for the other four of you, here's a direct link to the trailer.
Nice. After releasing LucasArts games in batches up until now, GOG has abruptly put out a single game today, but it's a good 'un: Afterlife, Mike Stemmle's satirical, overly-complicated but very much underrated take on SimCity that assigns you the task of managing Heaven and Hell for the denizens of a planet called The Planet.
Missed out on the game back in 1996 like some sort of uncultured hick? You need only fork over $5.99 to join the prestigious group of folks who have played Afterlife. Don't forget to type "SAMNMAX" (caps necessary) three times for the lagomorph's obligatory cameo.
Our very own curator of all things cut and changed from LucasArts and Sierra games, ATMachine, has captured three of the images from the video and corrected the aspect ratio (as the images in the presentation were cropped, meaning the original rooms must have been even wider). He has presented them to you in the most authentic manner possible.
These images are from lost rooms in Crystalgard. They include an alternate shot of the outside of Crystalgard, the hall of mirrors with the Chromax Conundrum, and the infamous lost room with the three sandglasses.
The still unique and haunting Loom was a welcome addition to yesterday's GOG.com LucasArts drop, but it poses a problem for purists: the version offered - the only version commercially available - is the VGA Talkie version.
This is a fine version of the game and no doubt for some definitive. For others, the original version, with its incredibly inventive EGA graphics by Mark Ferrari, complete script (the voiced version was re-written for disc space restraints) and gorgeous character close-ups is at least as worthy of preservation.
And the game's creator, Brian Moriarty, took to Twitter to count himself among them:
- To experience LOOM as it was actually developed in 1989/90, obtain the original EGA .LFL data (78 files, 2,151,598 bytes total).
- Use SCUMMVM graphics mode 3X, render mode EGA, AR correct ON, fullscreen OFF. Audio: AdLib, all defaults. Remarkably authentic.
- Again: Please buy a commerical release to properly renumerate the publisher/distributor! Sales make a remaster/sequels more likely.
So buy Loom, then play the version of it you want.
Also, this is a good time to mention that the version of Zak McKracken that got released yesterday is the excellent FM-Towns version. No word yet from David Fox on whether he tacitly supports obtaining the older versions after purchase, but my nearest available authority, Remi, feels that "it's probably fine."
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