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It’s always useful to remember that a corollary to our getting a fifth Indiana Jones movie is that we’re getting a fifth Indiana Jones score from John Williams. In a new conversation with the maestro, Variety extracted a few quotes on his final Indy score (but not necessarily final film score, as had been previously indicated):

The composer finished recording the score for “Indiana Jones and the Dial of Destiny” on Feb. 10 and, while he suggested last summer that the final Harrison Ford adventure would be the last of his 100-plus film scores, that’s not quite the truth.

“I might have meant that at the moment,” he says with a smile, “but you never want to say no unequivocally. If Steven or another director should come along with something that is so moving that you want to drop the phone and rush to the piano and have it all come out — should that happen, with the appropriate energy needed to do it, I wouldn’t rule out a situation like that.”

Recording for the final “Indiana Jones” film – and three of the previous editions, starting with 1981’s “Raiders of the Lost Ark,” were Oscar-nominated for their music – began last June 28, and has continued off and on since then.

“It’s certainly got to be an hour and a half of music, maybe more,” Williams estimates. “But I’m quite happy with it. There’s a lot of new material. The old material works very well as a touchstone of memory, but I had great fun, and I have a theme that I’ve written for Phoebe Waller-Bridge, the wonderful actress.” She plays Helena Shaw, reportedly Indy’s goddaughter.

Williams introduced her theme last summer at the Hollywood Bowl at the suggestion of director James Mangold. “And I enjoyed doing it last week with the San Francisco Symphony with [violinist] Anne-Sophie Mutter, who I arranged it for, for that concert. And I think I’ll play it in Chicago next month.”

The composer praised the script and performances of both Ford and Waller-Bridge in the film, which opens June 30. “Harrison is wonderful in it. He looks great, he moves beautifully. The best part of it for me is the writing and the interplay of dialogue between Harrison and Phoebe, like the old-style Hepburn-and-Tracy kind of bickering. It’s witty and bright and snappy, like a duet that goes on for two hours.”

The “Indiana Jones” scores, Williams notes, “are unified by Indy’s theme, and the general style of the film, which is in my mind a kind of action-comedy, because you never take the action seriously. It’s certainly a swashbuckling affair from beginning to end, fashioned more like movies of the ’30s and ’40s where the orchestra is racing along with the action, which you wouldn’t do in contemporary films very much.”

He liked working with Mangold, who he described as “ebullient” and “a lovely man. He’s done a very, very expert job on a very difficult kind of film to make.”

I don’t want to spoil anything, but you’re gonna love the “Indy’s Noble End” track!

Source: Variety

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The following tweet from Lucasfilm Magazine (also known as the French Star Wars Fan Club) appeared last week:

The text, translated to English:

Last year, an Indiana Jones video game was proposed... and here are some of the many concepts that were explored by American artist Steve Chorney in collaboration with a Hollywood advertising agency. But alas the project did not see the light of day.

So, was this something that was being considered independently of the MachineGames/Bethesda project? Who knows, but anyway now you have some cool sketches to look at.

Source: Lucasfilm Magazine

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Maniac Mansion getting a big stupid collector’s box set is pretty much the type of event that Mixnmojo stays alive to witness, but it’s a little more of a novelty when the official Lucasfilm web site starts throwing conspicuous love bombs at the first SCUMM game.

With Josh Fairhurst of Limited Run Games on hand, Lucasfilm.com has taken the opportunity to publish a suitably reverent article about Maniac Mansion and the broader collaboration between the two companies that has resulted in all of these hugely expensive exciting box sets.

Though Fairhurst grew up loving titles like Monkey Island, he first encountered Maniac Mansion later in his gaming life. “I love the humor. Maniac Mansion is genuinely funny,” he says. “I didn’t see that in a lot of games in the 2000s. Most were trying to be edgy and cool, but the older Lucasfilm Games titles had genuinely funny characters and situations.”

In a process that feels like digital archaeology, the Limited Run team mines the original data straight from the period game discs and cartridges, making necessary adjustments to create the refined, authentic version playable on modern computers and consoles (or in the case of the NES, a brand-new cartridge that plays on the original console).

Maniac Mansion was available on the Commodore 64, Amiga, and DOS computers, among others” Fairhurst explains. “If you put the screenshots next to each other, they may not seem that wildly different, but there are nuances between each version, and players have emotions tied to specific versions depending on which one they played as a kid. We include back-ups of every possible version so there’s a way to experience each one. These boxes became sort of archive for each game, with every version on a USB drive.”

In addition to the game itself, these limited-edition box sets feature a number of enticing items, including both recreations of original materials and brand-new surprises. In addition to a lenticular pin that portrays a Maniac Mansion hidden moment, the different boxed sets also include their respective soundtracks. “We record them straight from the actual hardware itself,” Fairhurst notes, “so the NES soundtrack comes right from the cartridge. It’s the same with the PC version, though we can also use an emulator. It’s all about accuracy.”

Another included piece is a double-sided poster featuring in-game artwork and a portrait of the Edison family seen originally on the game’s packaging (and painted by iconic artist Steve Purcell). Limited Run was able to offer up this artwork with the help of superfan Jan Hofmesiter who dedicates his time to digitally restoring pieces of Lucasfilm game art. “It speaks to how meaningful these games are to fans,” says Fairhurst. “They’re willing to put in the time to help preserve these materials and celebrate them.”

Every possible version on the USB drive? Jan thanked by his full name, as something other than a footnote, and only slightly mispelled? Maybe they're onto something over there.

Source: Lucasfilm.com

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If you’ve been following along with us on all things Indiana Jones and the Dial of Destiny, you may know that English character actor Toby Jones will be playing Basil, a sidekick to Indy, in the much-touted prologue set in 1944. Conforming to how Indiana Jones teasers usually play out, it all sounds heavy on the eventfulness:

Jones explains that his concerns going into Indiana Jones were that “you work so incrementally and you work beat by beat, moment by moment with special effects. Twenty seconds might take two weeks to film! I thought I’d be bored out of my mind, but I found the whole thing so fascinating. And in the end, I was so relieved that I had done it.”

He also felt pleased that he’d gotten the opportunity to do some of his own stunts, even though he’d thought a stuntman would some of the more trickier ones.

“All I can tell you is that as time wore on with that film, we came to various action-like moments and I’d think, ‘Well, that’ll be a stuntman thing, and a stuntman will come along for that.’ And days would sort of arrive and they’d go, “Toby, do you want to come on set?’ and I’d come on set like, ’Right, I thought they were doing the stunt, the big thing,’ and he’s sort of like, ‘Yeah, so you’ll walk along here,’ and I kept thinking that at some point someone’s going to tap me and go, ‘But we’ll let the stuntman do that and that,’ and it never happened,” he says, eyes widening.

So when you see Jones “walking along” on June 30th, you can rest assured that he did so without fakery. And if that doesn’t justify an IMAX premium, what does, really?

Source: Deadline

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I can’t decide whether this is a PSA or an act of malice, but I’ll point out that the pre-order period for Limited Run’s big boxed Collector’s Edition of Sam & Max Hit the Road closes out with the weekend. A reminder of what that obscenity looks like:

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For the record, Mojo does not encourage anyone to go into debt over boutique computer game re-releases. We’re just doing our jobs here. If you or someone you know has a compulsive collecting problem, help is available and should be pursued.

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Some new quotes from Indiana Jones and the Dial of Destiny director James Mangold have been published by way of The Hollywood Reporter.

Yet as fans already know, the film’s opening sequence is set back in Indy’s glory days. Ford was de-aged using AI technology and the Lucasfilm’s library of footage from his previous work. Mangold says the sequence isn’t just a fun throwback but provides more meaningful context to the character for the rest of the film.

“It reminds the audience of the contrast between a hero in his physical prime and a hero at 70,” Mangold says. “We’re not relying solely on the audience’s memory of the previous films. It reminds everyone what he’s done, what he’s survived, what he’s accomplished. By showing him in his most hearty and then finding him at 70 in New York City, it produces for the audience a kind of wonderful whiplash of how they’re going to have to readjust and retool their brains for this guy. His past is a live memory for the audience, hanging over a man who is now living with anonymity in a world that no longer cares or recognizes the things he felt so deeply about. You’re left with a multilayered perception of his character, both what he was and what he is, and how the world is different between the first 20 minutes of the movie.”

Though there's always something vaguely mannequin-like about the end result to even my aging peepers, the glimpses we've gotten of this VFX effort look like it's going to be the best of its kind so far. Read Mangold's comments in full here.

Source: The Hollywood Reporter

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I mean, it's thirty seconds, so just watch it.

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Source: YouTube

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Do you think there has been a sufficiency of documentary miniseries about Double Fine Productions? Follow up question: How does it feel to be wrong all the time?

2 Player Productions, which probably ought to be considered tenants of the Double Fine offices at this point, are at it again. This time the exalted documentarians bring you a series on the development of Psychonauts 2:

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From the initial Fig pitch through a large acquisition by Microsoft and through a global pandemic, Double Fine PsychOdyssey traces our process in intimate detail. This was a huge project that took over five thousand hours of footage filmed over six years including interviews, meetings both in-person and online, and playtests. Then they weaved it into a bizarre basket of thirty-two episodes (22 hours!) for your viewing pleasure.

The first of those THIRTY-TWO episodes (all available now) can be found below, much of it covering the founding of Double Fine and the production of the original Psychonauts, complete with rare home movie footage. It’s pretty unflinching, too, regaling such harrowing tales as the infamous layoff of the original design team and the cancellation by Microsoft.

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This is obviously a comprehensive must-see, but you all knew that going in, having previously seen, possibly even on a $5 Blu-ray, that twelve-hour calling card known as Double Fine Adventure.

Source: YouTube

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That young upstart Tim Schafer is starting to make waves in the industry. How else do you account for the fact that the Academy of Interactive Arts & Sciences will be inducting him into their Hall of Fame at the upcoming DICE Awards? The details are right here, should you find yourself in Vegas two weeks from now.

As a matter of trivia, Tim was very nearly inducted into the Mojo Hall of Fame™, but in the end the votes just weren't there. I'm usually against calling people out by name, but let's just say Thrik's spite over the cat track puzzle has a shocking half-life.

Congratulations, Tim!

Source: AIAS

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The Hollywood Reporter has a lengthy new interview with Harrison Ford, and while you should read the whole thing, it’s the Dial of Destiny segment you want. Find it below the cut:

Keep Reading

Source: The Hollywood Reporter

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Yep, here we go again. Another LRG release: Maniac Mansion. Listen carefully, and you can hear Jason weep with joy.

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Grab a PC collector’s edition ($75) or an NES premium edition ($100). Or both ($175). You’re not using that kidney anyway.

Update: Ron weighs in:

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Touché, Ron. And touché, Marius.

If you’ve struggled to get through the 100 trivia cards in Return to Monkey Island, know that another hill is right ahead of you. 70 new trivia cards have been added to the game, and many of them are, for the lack of a better term, fiendish. And for that, you can blame credit sometimes-Mojo-correspondent Marius, who wrote them all.

When reached for comments, Marius had this to say:

Some really are revealed in a spoken line that you can easily miss. I feel bad for some questions really. You might have to grind to get the answer for “On LeShip, what is something LeChuck berates his crew for?”

Us being us, we feverously slaved updating our online version of the trivia. Does it all work? I do not know because I don’t know the answers to all of the questions! But this is a great time for you to find out.

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Last year we brought some attention to the work of one @ScrungusCrungus, who has apparently devoted their time on Earth to reverse-engineering the Psychonauts source code, and more broadly to the discovery and collation of every fragment of esoterica related to the classic game. Certainly, Mixnmojo should be the very last to judge such an obsession.

The ongoing quest has included the search-and-seizure of rare pre-release media, which means the disreputable archives of certain fan sites and communities active in Double Fine’s earliest days are being plumbed, to the justifiable horror of us all. Mixnmojo, the Idle Thumb forums, and Thrik’s dedicated yet sadly unmaintained fan site Razputin.net (which today redirects you to an Archive.org snapshot) are but a few of the resources that have fallen into the crosshairs of this Robert Caro-esque level of research:

ScrungusCrungus even politely noticed that The Grim Fandango Network (another milestone from Thrik’s executive training days) underwent a rather yawn-inducing theme change, leading to a bonding moment that international relations could stand to benefit from looking to as inspiration.

You can find some of ScrungusCrungus’ most notable findings collected on this blog dedicated to the purpose, but you’ll want to work up some loyalty toward the Twitter account if you want the minute-by-minute updates. And let’s not kid each other: you do.

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The knowledgeable know that before he joined the ranks of his younger buddy George's game studio, Hal Barwood belonged to the same filmmaking cohort as Lucas, befriending him at USC and going on to serve as animator on Lucas's first feature THX 1138.

Hal often worked alongside his writing partner Matthew Robbins, with their credits including such screenplays as The Sugarland Express, MacArthur and an uncredited contribution to Close Encounters of the Third Kind. The crown jewel of their collaboration was the cult classic Dragonslayer, which Robbins himself directed from their script. The film is a highlight of 1980s fantasy, with its uncompromisingly filthy 6th century vision and a dragon which celebrity uber-dorks like Guillermo del Toro and George R.R. Martin consider live action cinema's most iconic.

Being a Paramount/Disney co-production that didn't set the box office on fire, fans haven't held their breath on the film receiving the special treatment it deserves in the arena of home video, but sometimes the wheel turns favorably, and a handsome-looking 4K Blu-ray package freighted with extras is arriving on March 21st. Presuming Paramount didn't get cute and de-grain this earthy masterpiece, we're in for a real treat.

Source: The Digital Bits

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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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