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Jenn Sandercock, who produced Return to Monkey Island, not to mention Thimbleweed Park before that, will be attending this year's Game Developers Conference in March to give a talk about the production processes that led to the game being recognized among Mixnmojo's most preferred of September 2022:

It's unclear if the presumptive recording to come out of this is something GDC is going to share with the public free of charge - there's a bit of inconsistency in the way they handle that - but it costs nothing to hope.

Source: GDC

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The fearless correspondents at Pixel Refresh decided the time had come at last to puncture the veil of the sordid, rock’n roll world of LucasArts poster restorations by chatting it up with Jan Hofmeister (the unlikely handle of your friend Laserschwert), who requires no introduction here. Put aside an hour you don’t have and listen to what goes into his masterpieces of masterpiece-conservation:

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Next up is the ongoing “Conversation with Curtis” series hosted by Daniel Albu, who previously brought you interviews with such luminaries as Brad Taylor and Aaron Giles. This time his subject is ScummVM’s project leader Eugene Sandulenko (again, you better know him by the name on his birth certificate: sev), and they dive deep into the twenty-year history and ever-expanding future of a project that some of us would still call miraculous. You can even hear the official ScummVM perspective on DREAMM if you scrub over to 1:16:28.

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Incidentally, Remi decided to climb off the tanning bed long enough to do something useful, and the forum now has a catch-all thread for these increasingly frequent hour-plus long interviews.

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No need to get fancy with this one; I’ll just reprint what Aaron posted over on the forums:

It's been a long time coming, but I'm finally ready to open up broader testing of DREAMM 2.0.

Grab the latest beta here: https://aarongiles.com/dreamm/beta/

This release supports both Windows and MacOS (Catalina+), and both x86 and ARM64 architectures.

Compared to 1.0, this release adds:

  • Support for GRiME games (Grim Fandango, Escape from Monkey Island)
  • Support for Afterlife and several mid-90s Star Wars games: Dark Forces, Rebel Assault I/II, X-Wing, and TIE Fighter
  • Support for Windows releases of SCUMM games (including my own ports plus DIG95)
  • A new frontend and in-game UI (accessible via Alt+M)
  • Better support for GOG releases and special installers
  • Faster x86 emulation core
  • Improved VGA emulation, including SVGA
  • Basic joystick support

Feel free to report issues in this thread, or directly to me at dreamm@aarongiles.com

I mean, you heard him. Get to work, and do your part to ensure that Hugo the perfume salesman will forever spritz his way across the computer monitors of future generations.

Source: The forums

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In his coverage for Limited Run’s upcoming Return to Monkey Island physical release(s), Remi noted the unusual offering of an “upgrade kit,” in which you get an expanded and corrected version of the Anthology box (with the game logos in the correct order, in addition to appending ReMI’s position) along with a smattering of additional trinkets.

Well, Limited Run is workshopping an altogether new comedy sketch with the so-called “Gold Key Bundle.” See, the other quirk of these releases that you may remember was that each of the four individual editions (one per platform), plus the upgrade kit, would respectively include replicas of each of the five keys Guybrush collects in the game’s second half, in a predatory play for the OCD fan who's gotta catch 'em all. A visual reminder of how all that shakes out (note the bottom left of each picture):

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For those who have lost their goddamned minds and would actually pursue that, the distributor is helpfully offering a comprehensive bundle of all the above for an even $419.99.

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What kind of diseased mind even conceives of this stuff? Anyhoodle: buy away. Bankruptcy ain’t nothing but a number.

Source: Limited Run Games

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Variety is reporting that Earl Boen, who memorably provided the voice of the villainous ghost pirate LeChuck in the Monkey Island series up through Tales of Monkey Island, has passed away at the age of 81.

Though his voice work was particularly prolific, the veteran actor was well known for his appearances as Dr. Peter Silberman in the first three Terminator movies among countless roles across film and television. Though Boen had been retired since even before Tales, it was said that his enthusiasm for performing as LeChuck led him to nevertheless reprise the character for that project and the Monkey Island special editions that were produced around the same time. His contributions as Guybrush's arch-nemesis will endure. R.I.P.

Source: Variety

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Clearly inspired by our own interview, online publication Time Extension decided to get in on the CMI 25th anniversary action in the final moments of 2022, running a retrospective with project leaders Jonathan Ackley and Larry Ahern eight seconds ahead of the New Year. A taste:

Fans claimed that Curse would use SCUMM 3D, taking Monkey Island away from its 2D roots. Ackley says two "brilliant and grumpy programmers" – Chris Purvis and Chuck Jordan – decided to troll the internet back, adding the 'Enable 3D acceleration option to the menu screen for "super-special 3D SCUMM environments." But clicking it only presented messages ranging from "We were only kidding" to "You can click that all you want, it won't do anything."

Ackley confesses he feels a little bad about this joke, however. "After the game came out, the support team received a letter from some poor gentleman had tried swapping out several video cards to get SCUMM 3D to work – and ended up bricking his computer," he says with a smile.

Listen. They did a fine feature. We did a fine feature. Who’s to say, really, who did the better job?

Source: Time Extension

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It’s always good to hear from Bill, so it was probably an easy decision by The Retro Hour Podcast to host him for an hour long chat.

Bill shares some pretty good war stories from The Dig, his surreal experience of getting personal approval from George Lucas to shoot live action footage for Star Wars: Rebel Assault, and of course his experiences on The Curse of Monkey Island. The conversation doesn’t get a chance to cover the Autumn Moon games in depth (might I suggest a follow-up?), but the designer/artist does confirm that he regained the rights to A Vampyre Story 2 several years back, and drops the bombshell that he is actively at work on a demo for the long-halted game to pitch out to publishers. In addition, he promises that the original game will return to Steam in a matter of months, retooled so that it will actually run on your computer.

You can listen for yourself here. The interview begins around the 40 minute mark.

Source: The Retro Hour Podcast

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Let’s be clear about this: there’s the EGA version of Loom, and then there are the imitation versions. Unfortunately, the initial and definitive release has been out of legal circulation for a lifetime; what you’ll find representing this classic on Steam, GOG and wherever else is the “VGA Talkie” version, which Brian Moriarty himself has gently called “an abomination” for its revisionism and myriad of compromises.

Limited Run’s Monkey Island Anthology from a few years back offers some hopeful precedent for the inclusion of archival builds, as the USB stick in that package came loaded with a bunch of legacy versions of the game (original .exe’s included, which is crucial in a world where DREAMM exists). The idea of the upcoming Loom box following that lead was hoped aloud for on the forums, leading local poster restoration pundit – and by now routine collaborator on these LucasArts Limited Run releases - Laserschwert to confirm that the EGA build will be included. Justice.

Honestly though, can’t they just put all these old SCUMM builds on an FTP server at this point? I mean, what are even talking about here. Cripes.

Source: The forums

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As noted on the forums, a feature-length interview with Aaron Giles is now streaming on YouTube. The chat covers Aaron’s prolific history in the dark sciences of porting and emulation, and you’ll get to hear some of his stories directly from the horse’s mouth. His LucasArts tenure is of course highlighted, with DREAMM getting discussed at length in the second half. Though the games are not supported yet, he also relates adventures in expanding his emulator to run the two GrimE titles, and he even namechecks some non-adventures in the LucasArts catalog he’d like to tackle.

More important, you finally know that Aaron’s last name is pronounced with a soft G, so you no longer have to worry about making an ass of yourself if you ever bump into him at your local Delchamps.

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Source: Conversations with Curtis

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We’ve possibly become a bit entitled, having been delivered superb Sam & Max remasters two Decembers in a row. The third and final – and, let’s face it, best – season from the Telltale archives is obviously requiring a bit more elbow grease, but Skunkape has offered official assurances today that it’s most definitely on its way:

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Just as Mojo was ready to embrace the sweet release of death, it’s condemned to afforded another welcome lifeline.

Source: Youtube

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Maniac Mansion and Zak McKracken and the Alien Mindbenders have been irreversibly tied together ever since that can of chainsaw gasoline was found on Mars, but a new fan game is taking it to a whole other level. Below is the spiel for Zak the Maniac - An Interactive Music Video:

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Zak McKracken finds himself exploring the haunted mansion of the Edison family. Something has gone seriously wrong -- and if ghostly hauntings weren't bad enough, a band is using the dungeon as their rehearsal space.

This game is released as an "interactive music video" for Error 47's cover/mash-up of the Zak McKracken and Maniac Mansion theme tunes. The song is included in the download.

You can download the game and the cover tune that suggested it right here.

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Source: Error 47

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If you've read our big 25th anniversary interview with the Curse of Monkey Island project leaders (and if you haven't, there's still time to do so fashionably), you're well aware of the legend of Bear Pig -- a classic example of programmer art that Jonathan Ackley cooked up to occupy "room zero" to the satisfaction of SCUMM's inviolate laws.

But just as everyone sees a different statue in the marble, BearPig represents different themes to different interpreters. In his latest blog post, CMI programmer/writer Chuck Jordan casts BearPig as his inspiration for some brief reflections on the concept of art that is "good enough." Read it, and lament Ron's delinquency in reprising the series' most indelible character.

Source: Spectre Collie

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Did you enjoy Mixnmojo's cautious preview of Full Throttle: Hell on Wheels from our E3 2003 coverage, but wish you could have been there in person? Well, some footage from that very booth has made it into the wild, so now you can do the next best thing. As an added bonus, you get celebrity developers Malena Annable and Dan Connors hanging around the sides of the frame for some reason:

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The uploader is the same archeologist who brought you leaked cutscene footage from the rarely-lamented game this past summer. I'm not entirely sure I understand where this was sourced from, although he attempts to contextualize it in his video description.

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Only Father Torque knows what he means by that last statement, but maybe we somehow haven't heard the last of Full Throttle II. For now, enjoy the latest discovery -- ideally with a slice street pizza.

Thanks to forumgoer Radogol for bringing this to our attention.
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If you don’t keep at least semi-regular track of the LucasArts posters thread, you’re missing out. Just over the last few months, Laserschwert has gifted to the world dazzling new versions of Peter Chan’s Day of the Tentacle Star Wars parody, Zak McKracken’s cover art, and, in a direct valentine to mine own heart, some marriage-threateningly seductive Maniac Mansion alternatives. Freshly endowed with some superior Outlaws source material, he’s promising to bring that one to similar heights in the future as well.

It’s all there for the taking in the internet’s finest forum thread. Sleep on it at your own peril.

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Meteor Mess 3D, the 3D fan remake of Maniac Mansion that began development in 2008, was released just three weeks ago. In other words, it still needed less gestation time than an Indiana Jones sequel.

The phrase “labor of love” gets thrown around a lot, but I think a number of recipients of it would be well within their rights to feel embarrassment in the face of this victory, which Gabez’s coverage can surely only claim some responsibility for. Investing this long toward bringing a fan game to its finish isn’t merely dedication – it’s downright hardheaded. So celebrate the occasion by grabbing your very own download of the game, and be inspired by Mojo’s solidarity in updating its gallery – yes, we had one! – with more representative screenshots.

Amberfish Arts: There’s hope for you yet.

Source: Meteor Mess 3D

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As with any work of art, this spot speaks for itself:

Source: Twitter

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Chris Baker, who worked as a studio publicist for LucasArts in the mid-2000s, shared an interesting memory with Craig Derrick on Twitter today...

It’s a shame. The game would have been a beautiful fit on that handheld. Alas, in 2006 LucasArts had other priorities, such as Thrillville and hating you. But hey, with Return to Monkey Island being a bona fide instant classic and all, we live in a more optimistic time where no-brainer ports are concerned.

Source: Twitter

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Man, a fella could get used to reporting on Monkey Island articles at Lucasfilm.com. As part of its “Defining Moments” series, the official Lucasfilm web presence has gone and blogged about The SCUMM Bar, and I say good on ‘em.

Among other ruminations on the iconic Monkey Island location, the author makes an interesting attempt to tie in The SCUMM Bar with the theories of Joseph Campbell, whose concept of the monomyth was famously an influence on George Lucas’s approach to stories:

The SCUMM Bar has similarities with other Lucasfilm stories as well. In Star Wars: A New Hope, Obi-Wan Kenobi introduces Luke Skywalker to the settlement of Mos Eisley, describing the spaceport as a “wretched hive of scum and villainy.” The dusty cantina they visit lives up to the Jedi’s blunt description. At an early stage in the journey depicted in Willow, the small but courageous Willow Ufgood carries the baby Elora Danan into a foreboding tavern full of human-sized Daikini. He finds no one caring enough to help him, and some are even openly hostile. And of course, we can all remember more than one instance when Indiana Jones wanders into a local watering hole.

All of these moments are examples of “crossing the threshold,” a phrase coined by mythologist Joseph Campbell (a friend and important influence on George Lucas) in his discussion of the mythical hero’s journey. Campbell illuminated how this story structure is common to ancient myths and legends from around the world. This crossing from the familiar safety of one’s home into the strange and dangerous wider world marks the start of an adventure.

Speaking of Willow – and go ahead and take in the effing BALLERINA-LIKE GRACE of my masterful segues here – we have Joanne Whalley dishing to Entertainment Weekly on her return as Sorsha in the upcoming sequel series. And did we mention Christian Slater is in it? House of the Dragon and Lord of the Rings are putting forth a strong face, but we know they’re quivering on the inside.

Mixnmojo: Proving the theory that if you stubbornly stick around for enough decades, Lucasfilm will eventually grow bored enough to once again acknowledge the stuff you actually care about.

Source: Lucasfim.com

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One of those names that seems to always be in the credits, Brad Taylor has had a crucial role on just about every SCUMM game from The Secret of Monkey Island onward, both at LucasArts and Humongous. Alongside Aric Wilmunder and SCUMM's originator Ron Gilbert, he was a key figure in the maintenance and maturation of the celebrated story system over its long years of service, all while preserving its critical separation of complexity from the designers, writers and artists so that their focus could stay on the creative aspects of the games.

So when Arcade Attack publishes a 100-minute conversation with the guy, it amounts to something close to self-care that you watch it:

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Source: Arcade Attack

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Perversely, there appears to be an institutional expectation that there should be reviews of Return to Monkey Island beyond our own. But hey, we’re easy, we can play along. So check out our roundup of today’s many reviews beneath this rockin’ Nintendo launch trailer:

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