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The latest DREAMM build from Aaron Giles is meant to be the final beta before the release of DREAMM 2.0 and the start of world peace. Download away and replay your favorite LucasArts classics all over again for the good of mankind.

Aaron’s apparently made of sterner-than-average stuff, as he hasn’t yet been scared away from the Mojo Forums (we’ll get there), so share your findings with the mad scientist himself in the DREAMM thread if Bernard starts talking like Dr. Fred or The Dig starts acting like a good game or something. And remember, DREAMM is beginning to expand to support a broader LucasArts catalog, so you can give titles like Afterlife, X-Wing, and Dark Forces a whirl on it these days. Don’t bother getting your beloved copy of Indiana Jones and the Fate of Atlantis: The Action Game out of hock just yet, though.

Source: DREAMM

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We’re not at our best when we’re acknowledging deaths two years past, but punctually or not we must give a proper salute to voice actor Doug Boyd, who passed away in 2021. Boyd was a go-to talent for Telltale Games, a relationship that stretched all the way back to the dawn of the studio, when he nailed the role of Smiley Bone in Out from Boneville and The Great Cow Race. Anchoring a game wasn’t beyond his talents either, as he went on to voice Nelson Tethers himself in that gem of a series Puzzle Agent. And when it comes to all the roles he played in the Sam & Max games, they’re almost too numerous to list. Fortunately, as it often does, the Sam & Max Wiki has us covered:

  • Specs
  • Drivers
  • Puppet President
  • Slushie
  • Maimtron 9000 (Beyond Time and Space)
  • Red Elf
  • Documentary Narrator
  • WARP Announcer
  • Train Conductor

Reading that list makes me feel all the more grateful for the work that Skunkape and Bay Area Sound do on the remasters, as the higher sample quality they achieve by going back to the original recordings preserves these wonderful performances.

Boyd’s game voiceover reel (which, in a Small World moment, was put together by fellow Telltale regular Adam Harrington) remains online, and offers a nice encapsulation of his resume:


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You think Musk is a character? You should get a glimpse of what the Mojo workplace is like under the brutal thumb of our Chief Executive Officer. No, really - visuals get the message across in ways that words could never hope to.

There are those who would contend that a cultural mismatch was to some degree inevitable, what with a top-down management style being imposed upon an environment that traditionally thrived under a bottom-up approach that came to be seen as signature, but even still.

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A few hours before Tim had his chest pinned with that aforementioned award over in Las Vegas, IGN took advantage of his vulnerable state by talking with him extensively about all things Double Fine.

One of the other biggest changes for Schafer personally was Double Fine’s acquisition by Xbox, a move that opened a number of new doors for the studio. As Schafer puts it, Double Fine historically tends to make “weird” games that tend to be difficult to find funding for. But with Xbox’s support, he’s not only had the funding, but he’s also had the boon of Xbox Game Pass to put those weird games in front of people who might not have ever tried them at full price.

“Game Pass lets us reach people who maybe would've been too nervous to drop 70 bucks for a physical copy of a thing,” he says. “But they see it and it looks really compelling and they're like, ‘Oh, I'll just download it and play it.’ That's a great place for us to be, so that changes us, and I think it'll lead to us being more like ourselves and more creative…It's allowed me to move forward projects that I had on the back burner, thinking, ‘I would never be able to pitch this to a publisher. It's just too strange-sounding.’ And now we can make those games, so they're going to get weirder, that's all.”

A lot more ground than that is covered, so hear all of what Tim had to say in the final moments of his pre-Hall of Fame life. And savor it, because from now on you’ll only be hearing from him through an elaborate network of limo drivers and bodyguards, what with him being, formally speaking, a Big Shot.

Source: IGN

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The MPAA has awarded Indiana Jones and the Dial of Destiny the traditional PG-13 rating, citing “sequences of violence and action, language and smoking.” Yah, you’re gonna want that TruCoat violence and action. Allegedly, this was only achieved after the filmmakers cut out 40 solid minutes of unflinching sexual activity, Cruising-style, but as a commercial matter The Mouse needs this to reach the widest possible audience. You’re gonna want that widest possible audience.

A movie can only be rated after it has locked picture (unless the studio wants to pay for a resubmission), so the real news here is that this thing is in the birth canal, and there’s no turning back. Next on the horizon should be a proper trailer. That’s probably the one that’s going to give us our first look at Sophia Hapgood, or so elTee’s reliable sources tell me.

Source: Screen-Connections

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It was only a matter of time.

LRG has announced its next money sucker: Zak McKracken. What will $75 get you? Seemingly quite a bit:

Physical Copy of Zak McKracken and the Alien Mindbenders for PC
Original Soundtrack
Zak McKracken and the Alien Mindbenders Collector's Edition Box
Zap'em II Exit Visa Security System Handbook
The National Inquisitor Newspaper
Novelty Nose Glasses
18" x 24" Poster
USB Stick - includes game
Logo Patch
Manual
Hint Book

Get ready to mortgage your house, sell a kidney, and/or get a second job, as sales start this Friday, March 10th. You got 'til April 23rd to cough up the dough. More information here.

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Assuming you’re unemployed, you’ve survived the great voyeuristic chronicle that is Double Fine PsychOdyssey, be it on YouTube or by hauling down hundreds of gigabytes from Archive.org, where it’s been sportingly commended for your offlining needs.

Now we come to the time for post-mortems, victory laps and retrospective quarterbacking. Leading the vanguard is YouTube channel MinnMax, which has logged hours of virtual discussion on the documentary with no end in sight. Their panelists have included members of the 2 Player crew, members of the industry, and Maniac Mansion NES object tagger Tim Schafer.





I mean, there’s no bottom here.

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Ronzo's next game, an RPG we've taken it upon ourselves to code name A Little Something, isn't as far away as we might have guessed:

Are we looking at the first screenshot? And just when can expect to traverse Ron's Hyrule, anyway?

That would be a rather swift turnaround considering Ron shipped a game six months ago. On the other hand, he's been percolating on this one since at least 2018, so maybe I shouldn't be so dubious. The point is, Ron's not done with you, and you're not done with Ron, and we're here to support the addiction.

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The book tie-in to Indiana Jones and the Staff of Kings has been on quite the journey. LucasArts commissioned established Indy novelist Rob MacGregor to write the literary adaptation, which was, naturally, supposed to come out alongside the game.

Somewhere along the way of the game slipping its schedule, getting quasi-cancelled, and finally being published in the form(s) that it was in 2009, the completed companion book fell between the cracks, while legal constraints prevented the author from releasing the work himself in the absence of interest from Lucasfilm and a publisher. There was some plain old weirdness surrounding the whole thing.

The book was quasi-liberated a year or so ago when MacGregor gave a chapter-by-chapter reading in podcast form. Now, finally, the thing can be read in its intended medium. The details come courtesy of “ThrowMeTheWhip” on TheRaider.net forums:

You mean to tell me your copy of Staff of Kings isn’t as beat up as mine? Maybe that’s because this is the first time in 15 years that everyone is able to read this long-lost book! Now available in ePub! (Link Below)

This book was forgotten by the publisher and left to languish for over a decade, until last year when @robmacgregor16 read the book as part of his podcast. Now I’m proud to present it in its original book form for the first time ever, featuring an all new Afterword by the author himself, and brand new back cover artwork by the talented @cg_illus!

The book has been formatted by me to match the classic 90s Indy novels in style.

This is a fan-made preservation. It is FREE for all to read and is NOT FOR SALE now or ever.

I hope you all enjoy!

SUGGESTED READERS:
For iOS: iBooks, Nook
Android: Kindle, Nook

NOTE— proper display cannot be guaranteed for apps other than those I’ve recommended. Kindle on iOS does not support SVG and will not display images correctly.

https://drive.google.com/file/d/1GcS5OqccS9P2ngsSmNHJb1X8IR1z4XQx/view?usp=drivesdk[/

Good grief. But nice that the whole thing had a happy ending, eventually.

Source: The Raven forums

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How about a making-of book for Day of the Tentacle? Well, you’re getting one from video game historian Bob Mackey, via publisher Boss Fight Books. Here’s the spiel:

Six years after helping the Edison family defeat the designs of a malevolent meteor in Maniac Mansion, college student and classic nerd Bernard Bernoulli once again finds himself at the front door of the infamous mansion. With two weird friends, Hoagie and Laverne, Bernard must stop the evil Purple Tentacle from conquering the world—by freezing hamsters, pushing old ladies down the stairs, abusing Swiss bank accounts, and ever so slightly changing some of the most significant moments in American history.

Dave Grossman and Tim Schafer’s 1993 time-trotting point-and-click adventure game Day of the Tentacle brought LucasArts' game design to a new standard of excellence with smart puzzles, hilarious characters, and an animation style that harkened back to classic Warner Bros. cartoons. And somehow, they fit it all on a fat stack of floppy disks!

In this definitive oral history as told by the game’s designers, musicians, and artists, writer Bob Mackey tells the inside story of Day of the Tentacle’s lightning-in-a-bottle production, and reveals how two first-time directors boiled down the lessons of past adventure games into a tight and satisfying experience, how their team grappled with evolving technology to achieve the coveted status of "multimedia" at the dawn of the CD-ROM age, and how a remastered edition brought Tentacle to a new generation of fans.

So there you have it. The book is being Kickstarted now, and it looks like the goal has been comfortably exceeded, so get that space on the bookshelf ready.

Source: Boss Fight Books

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These reminders feel a bit tawdry and perhaps even irresponsible, but the time is upon us. The pre-order window for Limited Run’s multitudinous Return to Monkey Island offerings closes this weekend.

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Good luck?

Source: Limited Run Games

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Next up in Daniel Albu’s mission to interview all SCUMM luminaries one at a time is his installment with David Fox. Noting that Ron and Gary didn’t seem to get one about the Maniac Mansion re-release, Fox mentions that he’d appreciate a holler from Limited Run Games if they should happen to like input on a hypothetical Zak McKracken and the Alien Mindbenders box.

Of course, much more than that is discussed over the nearly two-hour conversation, so set aside the time, as challenging as that might be in a world where twenty-two hour Psychonauts 2 documentaries are a thing, and hear all the stories.

It’s worth noting that David Fox previously sat for an hour with this “Conversations with Curtis” YouTube channel just last year, chatting with the series’ other host, Paul Morgan Stetler, shortly before Return to Monkey Island came out. So if you didn’t get enough with this new one, rest assured that there’s more:

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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.


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.


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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