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Ron Gilbert has gone on record to say:

Ron Gilbert

Making games in 2022 is a lot harder than making games in 1990.

The quote comes in the context of this being the year 2022 when Ron Gilbert is making a game called Return to Monkey Island, and comparing it to 1990, when Ron Gilbert was also making a game called The Secret of Monkey Island.

But how does Ron Gilbert feel about us reporting on this? To understand this, we must move to an earlier section of his remarks, which originate on Twitter. Revealingly, he says:

Ron Gilbert

You can quote me on this

Not only can we quote Ron Gilbert on this, but we did quote Ron Gilbert on this. Only history will be able to judge whether we should have quoted Ron Gilbert on this, but what history certainly cannot do is claim that we did not have permission to quote Ron Gilbert on this. It's right there in the text, which to be perfectly clear, reads as follows:

Ron Gilbert

You can quote me on this: "Making games in 2022 is a lot harder than making games in 1990."

Now, admittedly it's a little bit ambiguous whether he was only allowing us to quote him on the part about making games being harder in 2022 than in 1990 (i.e. "Making games in 2022 is a lot harder than making games in 1990.") and not the bit about being able to quote him on this, but we've quoted him on both now and it's too late to do anything about it.

Source: Twitter

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You think the previously announced Sam & Max Beyond Time and Space package is the only big boxed Sam & Max themed income-guzzler you're going to be pre-ordering come May 6th? Think again:

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Ron "zo" Gilbert took his website, GrumpyGamer down the other week (I'm not going to find out exactly when, what do you take me for, a journalist?) prompting many in the community to speculate that it was due to a vocal minority of disgruntled 'fans' unhappy with what they've seen of Return to Monkey Island so far and not afraid to swear at the developers about it.

It turns out there might be a nugget of truth to those speculations, because the site is now back with an article called When I Made Another Monkey Island, in reference to that other one. He seems keen to make a few things clear.

For example, he'd like you to know that whatever his idea for MI3 was way back when, it was a nothing. There wasn't enough of a vision in the first place for it to become ruined.

The totality of that idea was "Guybrush chases the demon pirate LeChuck to hell and Stan is there." That's it. That's all it was.

There you have it. The plan for Monkey Island 3, in its entirety.

He goes on to give what I think is a spirited defense of the art style they chose for the game in the context of the history of Monkey Island, expresses disappointment with some of the fan response so far, and finishes with a plea to fans to join them in this ride. I don't think I can entirely do it justice in quotes so you'll just have to read it. I will leave you with one tantalising tidbit about the music, though:

The music Michael, Peter, and Clint are doing is equally amazing. It's not AdLib, Sound Blaster, or even Roland MT-32 music. Its stunning, interactive, and recorded live.

I'm giving you permission to get excited about Return to Monkey Island, people. I know you have it in you. Or as Ron puts it:

Return to Monkey Island is an incredible rollercoaster. Get on and have some fun or stomp out of the amusement park because it's not exactly the rollercoaster you wanted.

Source: GrumpyGamer

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The Unofficial Sam & Max Website, once the go-to hub for Sam & Max news (a role assumed by samandmax.co.uk/ these days) got out of the day-to-day business somewhere around 2008, and you probably didn’t fail to notice its reduction to a static splash screen thereafter. This abandonment was perhaps in part because the staff was too busy making Sam & Max games to cover them, but let’s not trip over ourselves making excuses for those deadbeats.

Well as luck would have it, all these years later, new life has been breathed into the domain. The site has been relaunched and re-envisioned as Sam & Max Headquarters. The idea doesn’t seem so much to be producing content as serving as a flashy jumping-off point for all the online Sam & Max destinations deemed worthwhile through the parochial lens of a Web 2.0 world, though I also got a funny kinda feelin’ that there’s more to come.

Anyway, what’s going on there already is pretty neat-o, so show your support for mouseover hi-jinks and giddy up.

Source: Sam & Max Headquarters

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I know we report on these Prime Gaming inductions with a certain tone of discharging our duties (humor me on the we/our thing), but this time around there’s a little twist. CMI is indeed going to be one of six games being added to the service on May 1st, but apparently that came to pass because certain folks in the organization were really lobbying for it.

How brightly does the love for CMI burn at Amazon? Well, try on for size the fact that Principal Publishing Producer Amir Satvat put together a ten-minute video thesis arguing that the Plunder Island section of the game is “the greatest hour of video game gameplay ever made.” I mean, this is worth watching before you realize how much it’ll torque off Remi!

Source: Forbes

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History tells us that it’s always a mistake to expose staffers Benny and elTee to information of any kind. Naïve to their indefatigably compulsive ways, Dave Grossman had no idea what he was unleashing when he innocently mused in 2014 about an unlisted monochrome graphics mode for Monkey Island 2.

But those familiar with the personalities involved found it all too unsurprising when this ignited a near decade-long saga that even the most confirmed of basement-dwelling obsessives would go on to call, “rather sad.” Unmoved by pleas from concerned friends to walk back from the brink, the two defiantly embarked upon an unsolicited quest to resolve this most unremarkable footnote in SCUMM esoterica that guaranteed no wider interest and could only ever end in anticlimactic frustration – all the qualities that make for a classic article, in other words.

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One of the bummers that goes along with most of the old hosted sites being lost to time is that a number of them were home to valuable interviews. Where possible, we like to try to import such orphaned archival content to that greatest of rescue shelters: Mixnmojo.

Today's rescues are interviews from the late, great iMuse Island. They were all conducted by the site’s able webmaster Luc Gilbertz and come from the period of 2000-2003. Improve your education and relive historical conversations with…

  • Clint Bajakian, fresh off his work on Escape from Monkey Island.
  • Peter McConnell, talking all the things that were relevant in 2003. Hey, remember that incident when he and Michael Land started a software company?
  • Jeff Kliment, the then-manager of the LucasArts Sound Department, with a few welcome intrusions by voice director Darragh O’Farrell.
  • Daniel “Wolk” Strandberg, composer of “Zak 2,” which, unique among Zak McKracken fan sequels, didn’t actually get finished. If that’s a subject that interests you, by the way, there’s no better resource than The Zak McKracken Archive.

This might be a good time to mention that such resurrections are not Easter exclusive, and that any retired webmasters who would like Mojo to keep their legacy content alive (or even to help you relaunch your site altogether) should pick up the phone and dial 1-800-ZAARIN, or for actual results reach out via webmonkey@mixnmojo.com or Twitter.

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Adventure Gamers may have broken the seal, but they're not the only site interested in talking to Ron Gilbert and Dave Grossman about a new Monkey Island. And so, after Mojo made it clear that the game just isn't relevant enough to Willow to work for us, the designers turned to The Verge to divulge more about Return to Monkey Island.

Though the screenshots included are the same crop shared with Adventure Gamers, what you want are those sweet anecdotes. Consider this one involving Dom and weeping:

How did [Armato] react to hearing you wanted him back for the role of Guybrush?

Gilbert: He was pretty stunned. I knew him, but obviously, we never worked together because we didn’t have voice back then.

But I kind of knew him, and I was at about the point that I wanted to loop him into what we were doing. I live in Seattle, and just by chance, he was visiting Seattle that weekend. So I said, “Hey, let’s get together, just have a coffee, and I can tell you about my new game, air quotes.”

We got together, we had coffee, and I think he was very interested in the new game, almost kind of wondering whether maybe he could have a voice part in it. And then I told him that it was the new Monkey Island, and he was just floored. Which is a reaction I get from a lot of people. Before, when we were bringing people on, and we’d talk to them, the minute I mentioned, “I’m making a new Monkey Island….” One person literally started crying. They were so happy that this was happening. So I think Dominic was really floored that we were doing it and extremely happy.

When Dom is happy, we are happy. Well, as happy as we can be while noticing that you aren't yet reading the full interview.

Source: The Verge

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Your old pal and prolific Adventure Gamers contributor Emily Morganti is back to her hard-hitting ways, having snagged Ron Gilbert (and Dave!) for his first proper interrogation following the announcement of Return to Monkey Island. While our attorneys won’t allow us to make an accusation of bribery outright, we’re authorized to pass along the rumor that Cheese Squigglies™ were exchanged.

The interview includes some specifics about how ReMI* came into being, which involved Ron loosening up a bit on the position of ownership, but in the first place having the right connections:

The whole thing came about because I was talking to Nigel [Lowrie] from Devolver. We got together, I think it was at PAX, and we just started talking. He had mentioned that he knew John Drake, that they were friends, and John Drake was in charge of, I think, the licensing at Lucasfilm Games. So he wanted to approach [John] about doing a Monkey Island, and I thought sure, let’s see if anything goes.

Check out the full exclusive for the rest of the good stuff, which includes - oh yeah - the first screenshots.

*Remi has “suggested” that this be the abbreviation Mojo perpetuates for Return to Monkey Island, and we didn’t find his bolt action argument easy to disagree with.

Source: Adventure Gamers

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Authenticated original The Secret of Monkey Island posters are thin on ground these days, and when one turns up in mint condition, it is valuated by Lloyd’s of London at around $18 trillion. This is by way of setting the stage for Dave Grossman’s latest tweet:

Hey, you can’t put a price on a clever arts and crafts project. Well I mean you can, but it’d just be too depressing. Seriously, it should be said that it was Dave’s property to do with what he wanted. I will contend though that the cocktail napkins he made out of the Maya codices were a bit much.

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The eminent Jared Emerson-Johnson's work on the Telltale Sam & Max soundtracks is rightly celebrated, and his opportunity to polish it even further for the Skunkape remasters was justly met with excitement.

But in the final analysis, is something truly of any worth until it's been discussed on public radio? To the relief of millions, it's a question that doesn't need to be confronted, as Jared was invited to be interviewed by WSHU. Listen to it, then head over to Bandcamp to buy the soundtracks eight more times.

Source: WSHU

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Just as they made a point of doing with Sam & Max Save the World, Skunkape has followed up their remaster of Sam & Max Beyond Time a Space with original builds as gratis DLC* and a bountiful archive of legacy bonus and promotional videos. Here, they’ve pretty much done all the legwork for us with these tweets:

*Unless you bought on GOG, in which case you've already got that.

Source: Twitter

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Ronzo is in a saucy mood and decided to tease his legion with confirmation of another reprised character. In fact, the very first character ever seen in a Monkey Island game:

The great Rob Paulsen was in fact the voice of the Melee Island lookout in The Secret of Monkey Island special edition, so it's cool that they're keeping consistency there.

Of course, with all these signs that we're returning to Melee, we're teased with the possibility that we'll get to see what The International House of Mojo looks like, Rex Crowle style. To think, Ron went to all this trouble as an elaborate excuse to supply us with a new logo.

Source: Twitter

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It’s been two days. You’ve all had your fun, and now it’s time to turn to pressing matters.

It’s time to put our feet back on the ground, drop the nonsense, stop forestalling the inevitable and embrace our duty.

It’s time to vote on the best Monkey Island official site.

  • First up you got your basic Curse of Monkey Island official site, all right. Now with this one you get HTML frames, chattering Murrays, and a developer diaries section filled with vintage Dan Pettit anecdotes. An easy choice for those with discerning tastes who also need to stay within a sensible budget.
  • Fancier customers may not be prepared to settle for less than Escape from Monkey Island's official site, a triumph of judicially-appointed UI controls and conservative screen resolution expectations. It is said that if you contemplate its all-encompassing blueness with deep enough concentration, you can actually start to levitate. And, ladies: it's said to be single.
  • And then there’s the newest contender of the pageant, an oven-fresh splash screen for Return to Monkey Island organically sourced and tailor-fit for the modern sensibility. Sleek. Elegant. Purple. These are but a few of the elements lifted shamelessly from Mixnmojo, but we admire anyone with the good sense to steal from the best.

There you have it. To which does your heart belong? Cast your vote in the comments, or declare loudly to Lucasfilm through indifference that they were wrong to revive this series. Whichever expresses your feelings best.

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We're not quite through selflessly promoting "Video Game History Hour" - that would be the podcast of the Video Game History Foundation - which just last week delivered another Mojo-baiting episode by having Noah Falstein as their guest.

Noah's always a great listen, and this is no exception. He also at one point mentions having a "thick stack of design docs" still in his possession, which can only be interpreted as fishing for a bribe. Anyway, treat yourself to recollections from one of the industry's most storied careers, and thank me later.

Source: Video Game History Hour

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The Nintendo version of Maniac Mansion is an odd duck in the best possible way, sporting loads of charm and a number of unique features. Part of its popularity is that it’s the version that many played first, but there’s more going on here, or SEGA CD The Secret of Monkey Island would be held up as some sacred cow (No offense, Dom).

A major distinction of the Nintendo version is its soundtrack. Typical of its time, the original PC version of Maniac Mansion was a relatively silent affair, with its audio consisting of little more than a title theme and the odd ambient sound effect. Wall-to-wall music wasn’t really a thing for the SCUMM games until Monkey Island 2, but it was very much the norm for Nintendo games.

So when the Maniac Mansion console port had just about wrapped up its development, the publisher, Jaleco, was wondering aloud where all the music was. Eleventh hour marching orders for a full-bodied soundtrack came down, and project lead David Warhol, something of a game composer himself, brought on three local musicians to split what ended up being a workload of twelve tracks.

To provide an in-game justification for all this music, the seven playable teenagers were given a CD player as a default inventory item, each loaded up with a genre pastiche representing his/her favorite fictional band. Serving not only the requirement for a fuller soundscape but also functioning as a kind of character-building conceit, the end result is surely one of the most varied of all 8-bit soundtracks, and who better to speak about it than the composers themselves? This is where I stop typing and link you to the article.

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I admit that this is almost as much a non-story as Ron’s tired schtick, but if you’re into this Prime Gaming thing you should be aware that Monkey Island 2: Lechuck’s Revenge: Special: E:d:i:t:o:n::: is included on the service as part of this month’s arrivals.

No word yet on when Gametap will have it.

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We're a bit late on this news by some standards. Relative to our Sam & Max VR review, however, we're right on time.

If you're not familiar with Jimmy Maher of The Digital Antiquarian, you probably ought to be. His ambitious goal to chronicle the history of computer entertainment for eleven years running has produced some pretty terrific essays thus far, including many devoted to the antics of ol' George Lucas's interactive division, I forget the name. You can find those Mojo-relevant articles, by the way, rounded up here for your convenience.

His most recent of the LucasArts-centric articles was a probe of The Dig last summer. The Dig is decidedly not the most beloved of the SCUMM games, but it's perhaps the most rewarding to write about, as the neverending turmoil behind its eighty-five year production cycle makes for deathless, compelling, smutty drama. It's like our Bridgerton or something.

Although Maher's article was exceedingly well-researched (look no further than his citation of Mojo as a source to be confident of that), there's just no bottom when plumbing The Dig's calamities, so he teamed up with Frank Cifaldi of The Video Game History Foundation (someone else you ought to know by now) to produce a podcast companion piece. So get some history delivered into your ears.

And one of you get to work on recording the defense argument so we can report on that nine months later too.

Source: Video Game History Hour

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Remember the turn of the century, when getting the SCUMM games to run properly on Windows was a herculean task? The arrival of ScummVM delivered us to conditional salvation, but many reasonably pondered why LucasArts couldn’t provide an official solution by updating the native interpreters themselves.

Well, they did. Or at least, programmer Aaron Giles did, on the studio’s behalf. The problem is that among these sparkly, XP-compatible exe’s, only a few saw the light of day -- gradually, and without much fanfare.

After quietly throwing two of them onto a Europe-exclusive compilation pack in 2002, LucasArts presumably became too busy cancelling Sam & Max sequels to continue with such re-releases despite being armed with ready-to-go updates that had been handed to them on a silver platter. A few more of Aaron’s updated SCUMM launchers made their way to Steam in 2009, which came across as LucasArts burning off the remnants of a long since suspended initiative presumably codenamed What If We Didn’t Suck.

These days, the SCUMM games are sold on digital storefronts bundled with ScummVM, and the native interpreters, original or updated, don’t get reliably circulated with the data files, which puts a heckuva lot of pressure on your rotting floppies to preserve them. We decided to reach out to Aaron Giles to get his opinions on that dilemma and gain insight on what it’s like to be on the receiving end of the surrealistic insult that is updating a studio’s library only for said studio to indifferently put that work in a drawer.

And let’s be honest: it got the dignity of the drawer only because the dumpster was already filled with Ben Throttle standees.

Our thanks to Aaron Giles for his generosity with his time.

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A few years back I penned a dubiously-formatted article that pondered the art style of Maniac Mansion, its sequel and its promotional materials under the fraudulent pretext that I had insight to lend to the exercise of comparing them.

Along the way I made a point of highlighting the cover of Nintendo Power Issue #16, which advertised the game’s NES port in the form of a clay diorama depicting the mansion and some of the characters built very much not to scale. It’s a super-rad piece of work that I was always taken by, and I was bummed that we couldn’t track down the artist for their recollections.

But the web has a way of turning things up, and it appears that last year Comic Art Fans published a little stub about the diorama. It is revealed, unsurprisingly, to have been destroyed after being used for the magazine, but the artist apparently had it in their yard for a while, and some photographs survive which really show off the craft that went into the commission. You can check out the photos at the link. I’ve also thrown them in a gallery because after all, theft is the sincerest form of stealing things.

Source: Comic Art Fans

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