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A release date has been announced for a new book featuring some classic LucasArts locations. Virtual Cities: An Atlas & Exploration of Video Game Cities by Konstantinos Dimopoulos (illustrated by Maria Kallikaki) is a fascinating-looking hardback that takes a detailed look at some of the digital environments that video games have thrown at us over the years, and of course no such book would be complete without a few adventure games. Here's the official word:

Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities.

If this is your kind of thing, check out the full list of featured cities here, or if you want me to do your cherry-picking for you, the adventure games featured are Grim Fandango, Monkey Island 2, Gabriel Knight 1, Beneath a Steel Sky, and Dreamfall Chapters.

The book is released on November 12 2020 and I've pre-ordered my copy, because this is about as close as I'll get to visiting Rubacava. Well, until I'm dead, anyway.

Source: Konstantinos Dimopoulos

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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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The Happy Giant Twitter feed, which I assume is Mike Levine, recently tweeted some concept art for Save and Max: This Time It’s Virtual!, credited to Augie Pagan and Peter Chan. Take a look:

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Say what you want about 2020; at least at some point during it, we now know that Peter Chan was doing sketches for a Sam & Max game. And that’s what I’ll choose to remember about it.

Source: Happy Giant Twitter feed

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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.

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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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It’s looking to be a big month for Monkey Island, which is marking its 30th anniversary. Whatever Limited Run Games has in store with their box set should be unveiled imminently, and a faucet of retrospectives is evidently opening for the occasion as well -- The Guardian published a courtly little piece in celebration, and Wireframe Magazine has a feature devoted to the series in its latest issue.

I would also encourage everyone to keep their eye on Craig Derrick’s Twitter feed. Just today he posted a photo of what looks to be the original acetate layers for the Secret of Monkey Island box:

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More is no doubt to come, and if this was 2003 we’d probably be the best place to keep up with it all.

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Now that the forums are back up, it’s time to loot them for news items. What did you guys think we restored that junkyard for? Thanks to Nacho for falling for the scheme and doing the legwork for us.

The first item comes from Noah Falstein’s Facebook, where he posted some Terryl Whitlatch concept art from his version of The Dig. Artwork from that version of the game remains relatively rare, so it’s always an event when a new piece turns up:

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Drawings by Terryl Whitlatch

Falstein also came across an old design document for a never-made Ron game called The TimeFly. A photograph of the game proposal has been posted to Grumpy Gamer, and you can check it out below. Ron estimates it falls somewhere between Maniac Mansion and The Secret of Monkey Island in the timeline:

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Source: The forums

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Why play their games when you can read about them? Double Fine is turning twenty, and what better way to celebrate than to release a coffee-table book filled with concept art and (presumably) entertaining yarns? 20 Double Fine Years -- Jesus Christ, has it been that long? -- is available for pre-order in the US and the UK for $50 ($65 for the luxury "legend" edition) and will ship during the second quarter of next year. Run and buy.

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David Fox has shared more information on the development of the original Rescue on Fractalus and its aborted sequel on his Twitter account.

Here's some fo what he had to say:

When #RescueOnFractalus launched in 1984, we held a big press conference at the Lucasfilm Ltd C Building Screening Room. We wanted to present only direct footage from the games, so produced this video which starts with 1:20 of VO and SFX only.


Source: David Fox

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After I posted about the Craig Derrick tweet earlier, it was brought to my attention that he's also commented on the often-scuttled efforts of the LucasArts Heritage team. Since those efforts remain largely mysterious to us - all I'm aware of is that Handsome Halibut title that never got announced and an internal Day of the Tentacle special edition - it merits the notice of the front page when new tidbits emerge.

Which brings me to this Twitter thread in which David Fox mentions this:

We were deep in talks with Darrell Rodriguez to create an iPhone version of Rescue on Fractalus with the original team. And then LucasArts was ordered to change direction and focus on Star Wars and he was replaced. Sad.

It brings a warm feeling to know that there were folks at LEC at the time who even considered such a tribute to the studio's very first game. And based on Craig Derrick's reply, it wasn't the only cool project to get the axe when Darrell Rodriguez stepped down:

Many amazing projects, partnerships, and plans left when he did. I’m glad the remasters found a home after 2013, but there was some cool stuff coming — including the original 1313.

This is intriguing stuff. Not intriguing enough for me to actually start reading Twitter (so do keep referring such findings to us as you spot them) but it certainly sheds some light on what a lot of us assumed about the Rodriguez years: that a slate of projects acknowledging the studio's legacy was attempted, before the powers that be did what they do best. Sort of the Simon Jeffery era in turbo? Maybe what Derrick is up to these days represents an attempt to get this type of agenda cooking again. We send only the best voodoo his way if so.

Source: Twitter

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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:

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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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We previously reported on Bill Tiller's involvement in a crowdfunded board game called The Shivers, which has seen unreasonable success.

Well, the folks behind the project have just added three new members to their team, and guess what two of them have in common?

  • Larry Ahern Larry is a former LucasArts adventure game designer/writer/artist currently working in the California theme park industry. He is part of the creative vision behind such beloved titles as Day of the Tentacle, Full Throttle, and The Curse of Monkey Island. For The Shivers, he'll be writing some of the episodes included in the Core game, bringing his unique blend of cleverness and humor to our pop-up adventure!
  • Jared Sorensen Considered to be one of the founding fathers of indie roleplaying, Jared started publishing tabletop RPGs back in the '90s (he's also another LucasArts alumni) . In 2003, he created Action Castle, the first-ever Parsely game that brings the intrigue of '80s-style text based adventures onto tabletops around the world. For The Shivers, Jared will be overseeing and editing all of our 16 initial episodes to ensure they flow logically and intuitively with minimal continuity problems.

It's only a matter of time before Tim Schafer closes up shop and follows everyone else to this pot of gold.

Source: Kickstarter

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Info for the new Sam & Max VR game keeps streaming forth, and samandmax.co.uk has been keeping on top of it. While Mojo falters in timeliness, it makes up for it by excelling at leeching off others.

First, some clarification on the game's team team. The studio publishing the game, HappyGiant, is the one founded by LucasArts veteran Mike Levine, who you may know from his work with Larry Ahern on Insecticide, while Sam & Max Hit the Road is among the many credits from his LucasArts days. Also integrally involved is Mike Stemmle, whose Sam & Max bonafides hardly need to be listed. Peter Chan is another of the apparently numerous Hit the Road alum involved, and Steve Purcell is naturally consulting.

Since the initial announcement, an extended trailer was released by IGN, some screenshots and story details came to light, and gameplay footage narrated by Levine and Stemmle appeared during something called a "Gamescon" Twitch stream yesterday.



For your convenience, we've got the screenshots safely stolen in our own galleries. Note the appearance of Sam and Max's office landing as a location, which we haven't seen since Hit the Road, but which we would have seen in Freelance Police.

In fact, what I'm finding most interesting about this game so far is how its depiction of the office/street is a balanced tribute to both the LucasArts and Telltale incarnations. The street environment seems extremely indebted to the Freelance Police version, while the hoodless DeSoto, the voice actors and certain specifics in the office (like the television) are straight out of the Telltale games.

Anywho, keep tabs on Mojo as we keep tabs on samandmax.co.uk's ongoing coverage of Sam & Max: This Time It's Virtual!.

Source: samandmax.co.uk

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It’s been a while since we’ve heard concrete rumblings about any new Sam & Max games, so this one came as a bit of a surprise…


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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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If you were a person of good taste, you'd already know this from reading our forums, but if for whatever reason you're not...

Terrible Toybox are looking for an art director, and as you will see in the description, the studio is working on an "unannounced 2D pixel art adventure game." That's pretty much it. But Ronzo and Winnick and new adventure game are words you want to hear together.

Excited? Go to the forums and giddy your heart out there!

Source: Rum Rogers on the forums

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We reported on a Firewatch movie back in 2016, and now it seems things are gaining traction.

Snoot Entertainment and Campo Santo are joining forces this time around to produce a movie, nay, piece of cinema, centered around the 2.5-million-copies-sold game. Jake Rodkin and Sean Vanaman – no introductions needed – will receive production credits.

Meanwhile, the rest of Mojo staff is still doing Mojo, because we’re not sell-outs and not at all questioning certain life choices.

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Remember video game magazines, which you could have and hold? Me neither. But they apparently still exist, and the October 2020 issue of Edge, available now, contains a lovely spread about Psychonauts 2, printed upon tactile pages:

Psychonauts 2 features on the cover of Edge this month, and strangely enough, its premise couldn’t feel more of the moment. We were the very first media to go hands-on with a psychedelic new level, and we’re bringing you all the exclusive details on how Raz’s next adventure is coming along.

We’ve also gone inside the minds of the team at Double Fine – including art director Lisette Titre-Montgomery and Double Fine co-founder Tim Schafer – to figure out what makes a good Psychonauts level tick. A very large Google Doc, set up by Schafer 15 years ago, is one part of it. But elsewhere there’s talk of multiple script passes, algebra, prog-rock jam sessions – even a little bit of Uncharted. And, of course, novelty. The inside of everybody’s head is different, after all.

Naturally, then, we had to bring you something unusual for our Psychonauts 2 cover. The result is a very special glow-in-the-dark treatment that’s positively mesmerising to behold. Draw the curtains, turn off the lights, and take a look for yourself.

You heard them -- take a look:

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Source: GamesRadar+

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Over on their Youtube channel, PC Gamer is running a video series called “Reinstall”, which seems to consist of capsule retrospectives for selected games. LucasArts’ two 1995 graphic adventure releases, Full Throttle and The Dig, made the cut; enjoy their episodes below.



Source: PC Gamer

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We’re really bringing out the big guns today!

Twelve years ago, Jason bought a poster -- a Maniac Mansion one specifically. Fast-forward to 2020, and he finally got it framed, a momentous occasion. And who are we to deny you from reading such a tale of excitement and intrigue? We give to you: Jason Frames His Maniac Mansion Poster: A Gripping Account .

Conversely, taking twelve years to frame a poster seems indicative of how we procrastinate about anything and everything around here, but either way... Read!

Oh, and want to show off your framed LEC posters to the world? There's a forum thread for that.

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The "top-down" shoot-em-up Zombies Ate My Neighbors was a favorite of the 16-bit era and not even the sole classic to come out of LucasArts in 1993. It is also, seemingly, among the most sequelizable games ever made.

Despite this, its potential as a series has been weirdly explored. It did get one official sequel, Ghoul Patrol, but that apparently began as an unrelated game only to be redecorated as a Zombies follow-up at the eleventh hour. A spiritual successor, Herc's Adventures was made by key members of the Zombies team but is technically not part of the brand, even if the branding is all that's missing.

Two obscure successors always seemed to be a rather limp legacy for a game that is still so fondly remembered, and apparently there are some developers that agree. Enter Demons Ate My Neighbors! by Tuned-Out Games and HumaNature Studios. Says Nintendo Enthusiast:

The premise of the game is a cursed VHS tape has turned Fairweather Valley into “a den of horrors,” ruining April and Joey’s relaxing summer. Now it’s up to them to use squirt guns filled with holy water to save everyone, while also battling creatures inspired by classic horror films.

If the title and premise don't convince you that this title is explicitly intended as an unambiguous tribute to Zombies Ate My Neighbors, the screenshot in the full write-up will. Look for Demons Ate My Neighbors! on Nintendo Switch and PC sometime in 2021, preferably with a Player 2 on hand.

Source: Nintendo Enthusiast

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