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After fans politely noticed that the first pass had subjective room for improvement, Limited Run Games went back to the drawing board to incorporate a number of tasteful changes to their commemorative Monkey Island anthology set with the guidance of Force ghost Laserschwert. Behold what can happen when an audience is listened to:

That's a major upgrade, with only a small growth in price point. Have your credit card at the ready on Friday, December 4th, when pre-orders will open -- for real this time.

What's that? We're several days behind on this rather significant news story? Only because we credit you with being people of taste who have therefore already been discussing it on the forums. For those who have fallen short of our expectations, why not pretend there's still something to complain about and join in on the discussion now?

Source: Limited Run Games twitter

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With the assignment process of Telltale Inc. circa 2018-2019, their titles were scooped up by many different entities. So, I figured it would be handy to list what is currently known about the fate of their titles.

The rights to Batman: The Telltale Series, Batman: The Enemy Within, Hector: Badge of Carnage, Nelson Tethers: Puzzle Agent, Puzzle Agent 2, and The Wolf Among Us (as well as the publishing rights to RGX Showdown) were acquired by LCG Entertainment with their formation of Telltale 2.0 on August 28, 2019. They later acquired the rights to Tales of Monkey Island on June 26, 2020.

The rights to Telltale's The Walking Dead games were acquired by the creator of The Walking Dead, Skybound. They are now published by Skybound Games, a subsidiary that contracted members of the Telltale staff to finish The Walking Dead: The Final Season from the Telltale 1.0 offices in 2019.

The rights to Tales from the Borderlands were acquired by 2K, the company that holds the rights to the Borderlands franchise.

The rights to the Sam & Max games were acquired by Skunkape Games, a company formed by former Telltale 1.0 staff (and the studio that's currently remastering the games).

These games are currently available to purchase (plus Sam & Max Save the World is available to pre-order in its remastered form. Sam & Max Beyond Time and Space Remastered and Sam & Max: The Devil's Playhouse Remastered will be available once Skunkape remasters those as well).

The rest are not available for purchase (although all are available to redownload if you purchased them from GOG.com, Steam, the Telltale Store, PlayStation Store, Microsoft Store, Nintendo e-Shop, etc.). These remaining games presumably remain in rights limbo. We'll keep you updated as (hopefully) more legacy Telltale games become available to purchase again.

Oh, and the CSI games still belong to Ubisoft, but no one cares about those.

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It’s a joyous time for Sam & Max fans, as the Telltale remaster and This Time It’s Virtual means the characters have two concurrent projects on the way. See, 2020 was worth a damn after all.

In the midst of all this, something called “The Escapist Games Showcase – Fall Edition” is going on this week. What matters to you is that both Sam & Max projects got some promotional time during “Day 1” (yesterday) of the streamed expo, which amounted to some new gameplay footage from This Time It’s Virtual (click here to watch), and more noteworthily a live chat conducted with Dan Connors (representing the remaster) and Mike Levine and Mike Stemmle (representing the virtual reality game) -- all together. You can watch the archived Q&A here.

Points of interest include a playthrough of the first several minutes of remastered Culture Shock (which makes for an excellent showcase of just how much of a jump the presentation has taken, and offers a first listen at Bosco’s new voice, Ogie Banks*), Jake being referred to "the king of Sam & Max content", and Connors/Stemmle intriguingly/depressingly going on a brief tangent about some of the great minigames in Freelance Police that we’ll never get to enjoy. But you'll enjoy the Q&A, guaranteed.

*Also known as camper Chops Sweetwind from Psychonauts!

Source: The Escapist

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Artist/animator extraordinaire Mark Ferrari recently sat down for his own extended video chat, and it would feel like paying insult to pretend that any more of a sales pitch is necessary:


I don't know what's in the air these days that is impelling so many lengthy interviews with LucasArts veterans to be recorded, but please do keep them coming.

Source: Retro Tea Break

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That livestream with Mike Stemmle took place a few hours ago, and you can re-watch it right here at your own convenience. Drag over to 43:09 if you want to skip right to when Mike appears.

Throughout the 80-minute conversation Stemmle gives a lot of great anecdotes and some borderline apologies about Escape from Monkey Island, which is rightly the main topic (it’s celebrating an anniversary too, you know!), but there’s plenty of memories shared about the productions of Sam & Max Hit the Road, Sam & Max: Freelance Police, and the Telltale games Mike worked on. He even talks about some ideas that were pitched at Telltale but never happened, like his Lovecraftian take on Maniac Mansion.

And of course, there’s some pimping of the upcoming Sam & Max VR game, including some new story details. It’s all here, and a must watch.

Source: Twitch

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Apparently this has been on Youtube for a while, but I know I'd never seen it before, so maybe you'll be as blown away as I was:


Source: Youtube

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As something of a supplement to the upcoming livestream which will delve into some unreleased content from the first two Monkey Island games, Verge has published an interview with Frank Cifaldi and Kelsey Lewin of the Video Game History Foundation to discuss their motives behind preserving vintage source code and the reception they got from Lucasfilm when they approached the company about making Monkey Island the vanguard of their efforts. There's also some good stuff about omitted content that underlines the improvisational nature of the early SCUMM games' development:

They also had access to Gilbert’s sketchbook from when he was making the game, which contained the raw ideas that eventually made it into the finished product. “There is a page that just says, ‘booby trap on bridge?’. And I think that’s like, all it ever was,” Cifaldi continues. “Like, the game wasn’t designed enough, but artists need to be working on something. So it’s like, I don’t know, ‘work on a booby-trapped bridge, and maybe we’ll revisit it,’ and they never did.” It’s not a cut puzzle; it doesn’t mean anything other than it was an idea that didn’t quite make it.

The full article is quite good, so do read it.

Source: Verge

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Sure, we're all perfectly excited about that fireside chat at the end of the month. But what does Ron know about Monkey Island, really? Was he there or something?

The fact is, if you want the real scoop, you go to the experts. And that would be Youtuber "onaretrotip", who's put together an 80-minute documentary about the making of The Secret of Monkey Island as part of the 30th anniversary internet love bomb we're in the midst of. Included throughout are quotes from the core team, and I think some of these recorded reflections are new. Let me know if I'm wrong, and I'll see to it that the correct people are fired.


Source: Youtube

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Being cool and popular, we recently received the following email:

Hi Mixnmojo,

My name’s Tim. I worked with George “The Fat Man” Sanger for a long time to release his master recordings from the Humongous Entertainment games he worked on. We worked really hard on the albums, restoring and remixing a lot of lost content, and taking them from raw ADATs to excellent listener-ready spreads. Now they’re finally out.

They sound fantastic, missing the 11025Hz distortion so characteristic of SCUMM games with digital music, and I thought your readers might be interested.

They can be found at thefatmanandteamfat.bandcamp.com

I run the Curator YouTube channel, too, which has some fun Putt-Putt related interviews and other content you might like.

Thanks for the great coverage over the years!

Do I need to draw you a road map? Go download those digitally liberated soundtracks right now!

Source: Bandcamp

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Another 30th anniversary article for the venerated series comes by way of LADbible. An excerpt:

Which is to say: this game is in my blood, a part of what makes me, me. Not just a favourite game, but an experience of my childhood - like a favourite movie, or book, from a lifetime ago - that always, without fail, puts a smile on my face. It still makes me laugh aloud, even when I can see the jokes coming - which the best TV and film can do, too. Not fall-around-the-place hysterics, as I grew out of that. But a chuckle, a titter, just the gentlest guffaw. It's enough to make me not feel my age, for a moment at least - and The Secret of Monkey Island is an experience that'll forever remind me why I love video games so much.

Who among us cannot relate? Click here for the whole piece.

And while I've got you here, let me sneak in this recent blog post by Chuck Jordan reflecting on Habitat. You didn't even see that coming, did ya.

Source: LADbible

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Everyone's favourite adventure game virtual machine (ie. the thing that allows you play classic adventure games on modern computers), ScummVM, is having its 3D-based sister, ResidualVM, merged into it.

What does that mean for you, dear adventure fan? Simply that Grim Fandango, Myst III - Exile, The Longest Journey, Escape from Monkey Island (Remi's favourite!), and an unfinished engine for Revolution's In Cold Blood, are now part of ScummVM.

Hopefully it will still support Grim Fandango Deluxe, because that might be finished one day ;)

Source: ScummVM.org

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Say what you want about Escape from Monkey Island -- it enjoyed an interesting spate of promotional memorabilia. Coasters, bottles off grog...and perhaps most memorably an inflatable monkey doll that was presumably meant to be in the divine image of Timmy the Monkey, a character introduced in EMI as a pet of the Threepwoods. Despite being an instant hit with the fan base, Timmy was somehow excluded from Tales of Monkey Island, which is a bit like writing Tom Hagen out of The Godfather Part III. (Jake was unavailable for comment at the time of this writing.)

The doll’s first appearance, we believe, was at the Escape from Monkey Island Playstation 2 release party, which Mojo attended, taking home plenty of photographic proof. The doll had a tendency to pop up on a few occasions in subsequent years, like in the earliest photographs of the Telltale Games office space, way back in 2004, which kicked up a lot of runaway speculation.

Well, his latest cameo is on eBay, where he can be had right now for $275.00. Not sure what LucasArts vet, or what fan that might have mugged a LucasArts vet, needs the money so badly for, but why not help them out and give Timmy a new home?

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In the aforementioned Wireframe Magazine spread on Monkey Island for the series’ 30th anniversary (buy it here, or click here for a preview), a fairly remarkable tidbit is casually mentioned. In a section on CMI, a screenshot of The Barbery Coast is featured alongside a revamped, HD version of the location with the following text:

Bill Tiller has recently been repainting some of the game's backgrounds in the hope of convincing Disney to release a new HD version of The Curse of Monkey Island for fans to explore.

News image

This glimpse of the hi-def version is definitely appealing and unsurprisingly reminiscent of Tiller’s more recent adventure game work, although I question whether the spirit of Larry Ahern’s art direction really survives the choice to lose those pencil outlines. Like them or not, they are an elemental component of CMI’s look.

But whatever! The point here is that Bill Tiller has been redoing CMI backgrounds, and that’s headline news. I don’t know how successful he will be at getting Disney’s attention, but maybe the fans can help see this project through somehow. Godspeed, in any case.

I should also mention that there is another magazine spread on Monkey Island this month, published by Retro Gamer in their October issue. You’ll want to buy that too, surely.

Source: Wireframe Magazine

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Craig Derrick is undoubtedly the most vocal - if not the only - Monkey Island enthusiast still on Lucasfilm payroll. Around 2008-2011, he was part of a small group at LucasArts (the-so-called "Heritage" team) who were pushing to get legacy revivals and small, original games off the ground. All they managed to convince Scrooge to greenlight in the end were the (highly outsourced) Monkey Island special editions and Lucidity.

This team no doubt intended to keep going, but inevitably the higher-ups got wind that somebody was being paid to think about something other than Star Wars and consequently ordered all of these developers shot [citation needed]. A bullet-ridden Craig managed to crawl out of the mass grave and even more impressively survive the shuttering of LucasArts by the Disney acquisition; today he serves some nebulous executive role at Lucasfilm.

What Craig does over there is anybody's guess, but every now and then he'll say something on Twitter that seems designed to titillate fans of the company's adventure game properties, which he is clearly a champion of. We're grateful he exists, and hopefully our sometimes moody expression of that gratitude can be forgiven when LucasArts' history with this sort of thing is accounted for. The latest:

News image

Considering that Limited Run Games plans to release their Monkey Island boxed set in October, I have a hard time believing this doesn't relate to that. Perhaps Craig is one of the main Lucasfilm folks interfacing with Limited Run Games on this effort, and there are some exciting details (like extras?) forthcoming. We'll just have to wait and see. Might I respectfully suggest the authentic inclusion of the original versions of the first two games, which the special editions nobly fell short of?

Source: Twitter

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As someone whose experience playing Maniac Mansion on the NES (30th anniversary, incidentally!) was a formative one, that game means a lot to me. Consequently I’ve had a lot of inchoate and way-too-personal thoughts over the years about the game’s atmosphere, how promotional imagery managed to capture it, and how Day of the Tentacle opted to recast it. I also find myself struck by the attractively open-ended future this fairly unexamined series has, should anyone care to give it one.

Regrettably, I didn’t bother to actually pull those thoughts together before publishing them in an article, but hopefully the pretty pictures will distract from that. Don’t be a tuna-head; read it, and preferably not on a phone! MojoEx isn't up to it.

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This one was irresistible. It turns out that The Orlando Sentinel does a pretty admirable job of digitizing its archives, as this online version of an editorial from August 16th, 1991 proves.

Here's how it opens:

We're getting letter after letter from readers wanting to know more about the Nintendo Entertainment System's Maniac Mansion ($54.95). To answer everybody's questions about this great (not to mention funny) strategy game, we'll take you on a run-through from the beginning. Remember, this is just one of dozens of possible scenarios. Try it out and use the same kind of strategy to solve the game with other characters.

You'll have to read the article if you want to see their useful hints for yourself. Tough break for the LucasFilm Games hint line.

Anyway, this is awesome. And a reminder that video games were always appallingly expensive. I would point out that the Nintendo version of Maniac Mansion was released in September 1990, so if they were getting "letter after letter" eleven months later, the game must have been big in central Florida -- and particularly so relative to the rest of the country, as the cartridge did not sell well enough to earn a second North American printing.

Source: The Orlando Sentinel

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Because it is apparently compulsive for LucasArts legends to subject themselves to 90-minute interviews over Zoom, David Fox strapped himself into a headset and took his turn for a grilling over broadband. He and the interviewer cover a lot of ground about halcyon LEC, so do check it out when you're done with the Tim one, and just hope that someone will give enough of a damn about you when you are David Fox's age to put you through this:


Fox is apparently the darling of YouTube, as he's sat for quite a number of these over the years, and I doubt we've caught them all. If you find yourself craving more, Youtube is your friend.

Source: EuroEuskal 2020

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I am currently doing a Coding for COVID-19 fundraiser. This is a game making fund drive with funds being raised through the West Elmira Computers Museum, with game development by my company Cydoca Entertainment with support by Double Fine through use of their

intellectual property.

All proceeds go to charity. 90% of proceeds will be split up evenly among Doctors without Borders, Direct Relief, and Action Against Hunger. The remaining 10% will go to the West Elmira Computer Museum.

Three games are currently being developed: a conversion of Host Master and the Conquest of Humor from Flash to Wintermute, A Host Master Carol - a sequel that sees Tim Schafer work with himself in three time periods to make sure he has a game for each time he hosts, and OpenQuest II, a sequel to Michael Sheail's OpenQuest that takes place right where the last one left off. All games will be available for Linux, Mac, and Windows through ScummVM. More games will be added as the charity drive goes on.

To support the fundraiser, visit https://donorbox.org/coding-for-covid/

The West Elmira Computers Museum is a 501 (c)(3) charitable organization, EIN 83-2343976. Your contributions may be tax-deductible.

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For those who don't Twitter:

News image

That's two hours from now, so find a comfy chair.

Source: Twitter

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What could possibly be better than watching Jake and Marius's [and Dom's] Twitch stream yesterday? How about reading us watching it?

It's the third installment in our Excerpts from the Slack series, and it's available here in a global launch for all browser platforms.

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