Happy Birthday Monkey Island
grumpygamer.com
grumpygamer.com
Recently, I bought my daughter an old '99 ibook Clamshell on a yard sale. I upgraded the RAM and substituted the hard drive for a CompactFlash card. Most of these games are free downloads these days, so we spend hours playing them. Some of them look a bit aged, but generally they hold up pretty well. The experience is still as captivating as it was back then.
How are you running these on a PowerPC/G3?
I wasn't aware there was a Motorola CPU based version.
As others have said, there goes my weekend. Time to dig out my old G4 laptop, or the PowerBook 520c I seem to have kept for some reason...
Did I say thank you?
Clamshell iBooks are capable of running OSX. Not spectacularly well (they are 366 or 466 MHz machines with limeted RAM), but still.
I didn't know that OSX does not run on the original iBook.
There is also Beneath a Steel Sky which is fantastic and now free. http://wiki.scummvm.org/index.php/Beneath_a_Steel_Sky
I've been looking for years for this! I thought the name of the game was "under a red moon" or something like that but I couldn't remember. There were some shards of memory from a secret moon base and a head in a water cooler, but I just couldn't recall the name, franchise or anything else to put me in the right direction.
AFK right now...
As games go it's a bit hit and miss, but if you already like Tex Murphy, it's a winner.
One that infuriated me was King's Quest, the one that you could type anything you want the character to do. Such a powerful potential, but I took days just to discover the term "pick up", to pick up a book, for example. My basic english didn't know that verb, I tried every variation of get, hold, put in pocket and stuff.
It is not easy, but still fun. It took around (i'm guessing here) 5 or 6 times more time to play it.
I also remember arguing with my sister about who got to play Commander Keen one day, so our mum blindfolded one of us and had the other shout directions.
Thanks for reminding me, I had forgotten how much I enjoyed it at the time.
Good luck figuring that out with a small learner's dictionary.
The worst for me was the part in the sewer, where you had to write "look at shit". I only knew the word's pronunciation. Spent days on the combinations: shed, ched, poop, and so on.
http://mixnmojo.com/news/Double-Fine-Has-The-LucasArts-Singa...
Not legally, just conveniently.
The Dig deserves a place on that list as well.
And Lubuntu PPC with Scummvm.
They used to remind to take backups of your floppies before doing anything else, so I purchased a 5-pack of 1.44 MB floppies to copy the diskettes unto. I will never forget the pain when I realized that I accidentally formatted one of the original diskettes in the process, and I could not install Indiana Jones and the Last Crusade ever.
My imagination ran wild when I looked at the photos of this game in the contained cleverly disguided walk through that was in the format of a story, and I longed to install that game and play it but nobody had it. Luckily I downloaded it later from a local BBS and finally got to play it.
But back on the subject, seeing Monkey Island logo on the screen, with glorious 256-color VGA, the PC Speaker playing the theme music, in the dark cellar where our PC was, was just pure magic. Nothing has ever come close to that moment and will never come, it is one of the few rare memories that I wish I could re-live, to feel the magic of entering that Island and being there again, for the first time.
Monkey Island 2 came close, but the magic of playing my first really graphical adventure had already passed. Oh, I wish to share that feeling with my child in the future :)
"Nobody's ever drawn blood from me and nobody ever will." "You run THAT fast?"
"People fall at my feet when they see me coming!" Even BEFORE they smell your breath?
"I'm not going to take your insolence sitting down!" "Your hemorrhoids are flaring up again eh?"
What a great game, and what a great era for gaming.
[1] http://monkeyisland.wikia.com/wiki/Insult_Sword_Fighting
I wonder if anyone high up in Disney could be persuaded to give Ron Gilbert enough control to make MI3a. Would surely boost their brand and create a community of grateful fans.
If selling the IP is a no-no, maybe there's another way.
> Please don’t suggest I do a Kickstarter to get the money, that’s not possible without Disney first agreeing to sell it and they haven’t done that.
There's no way to force Disney to sell. There's no reason for Ron to do a MI game that he didn't have creative control of, since it still wouldn't be his vision.
There's just no good way to solve the problem at this point.
Anyone know the back-story there?
IIRC, the evil laugh of Le-Chuck and his read eyes were added just before the game shipped against Gilbert (and others) wishes.
Curse and subsequent games completely disregard this and quickly brush it off as another trick of LeChuck. This side of the story telling is then totally absent from the various MI sequels (I don't think there was much involvement from the original team in any of the sequels, Gilbert was briefly consulted for the last episodic game but that's it).
So if Gilbert were to make a new MI game, he would naturally like to take the story where he left it.
Ron is publicly begging for it (and not even for the first time) because all other avenues have failed. It's easy to predict nothing will change as long as Johnny Depp is alive and working.
Also, further mutual inspiration trivia between the two franchises: Ron's never made it a secret that Monkey Island was also directly inspired by the original Disney Pirates of the Caribbean attraction. (The influence of which can be felt strongly throughout, but which most directly manifests itself in the complicated and controversial MI2 ending.)
Yet I am still asking if there is another way, because in my experience, it's so easy to slap 'impossible' on something. Fell into this trap myself.
HN isn't exactly a community of people who accept conventional wisdom. Wouldn't it be nice if, say, we figured out some way to attack this, connected with the right person to handle it, and take the idea somewhere?
If not for Monkey Island, consider it an exercise in hacking supposed impossibilities.
Anyone got something? What kind of conditions would compel Disney to un-bury the IP and listen to suggestions?
> It's easy to predict nothing will change as long as Johnny Depp is alive and working.
Clearly, Ron Gilbert should try contacting Johnny Depp to get the rights from Disney ;)
Depp seems to be the kind of guy to appreciate the creativity in Monkey Island, and Disney would actually respond to him. Hell, Johnny Depp might even be interested in doing some Guybrush voice acting for the game.
Even if he couldn't get full rights, Disney would be much more likely to acquiesce to the notion of another Monkey Island without a complete stranglehold on creativity.
The Curse of Monkey Island, while being the third game released, was never officially called Monkey Island 3.
That was certainly my hope when I backed it, anyway...
From Wikipedia:
The origin of the name "Guybrush" comes in part from Deluxe Paint,
the tool used by the artists to create the character sprite. Since
the character had no name at this point, the file was simply called
'Guy'.
When the file was saved, Steve Purcell, the artist responsible
for the sprite, added 'brush' to the filename, indicating that it was
the Deluxe Paint "brush file" for the "Guy" sprite. The file name was
then "guybrush.bbm", so the developers eventually just started referring
to this unnamed 'Guy' as "Guybrush".I enjoyed all the adventure games during that time, but then Civilization was released, and I was hooked! Adventure games seemed flat compared to the endless possibilities in Civilization.
http://www.retronauts.com/?p=1147
I remember getting a demo floppy with it on it and being absolutely blown away by it. I had played Sierra games before that, and the artwork and interface made those games look and feel absolutely stone aged in comparison.
The excellent writing was icing on the cake.
I must have played through that short demo a hundred times before getting the retail game for a present. It's kind of amazing how much fun fit into such little disk space.
The original LucasArts games were only occasionally like this. They invited a lot of trial and error (some of it extremely unintuitive; Zak McKracken had some of those), exploring areas you couldn't access yet, and so on. They were difficult, and they never held your hand.
Unfortunately, this dumbed-down form seems like a fairly new trend in games. (Double Fine's The Cave, which looked fantastic, failed partly because it was just too simplistic.) I suppose they are afraid of losing audiences if they are too hard.
Monkey Island 2 was incredibly frustrating at points and for whatever reason (shorter attention spans probably) there is less of a market for that type of game; people are more likely to stop playing after the first bit of difficulty.
I'd still play that old style of game because the more time it takes you to figure the puzzles out the more immersed you get in the game world, but for a lot of people that's not fun.
I think i spent over 6 months of real-world time suspended over the cauldron.
Broken Age is far more bland in comparison. And while I'm not a fan of brain-wrecking puzzles, it could do with a bit more challenge.
When it comes to point-and-click adventures these days I would recommend titles from Wadjet Eye Games. They're more serious overall, but still have that characteristic "adventure game" humor.
edits the css manually so she can actually read this
We do own the Monkey Island brand, but we are of course ready and willing to let go of the three headed monkeys and scary voodoo curses once again. You have our blessings. And curses.
Sincerely, Disney
(oops, looks like we accidentally posted on Hacker News, sorry, won't happen again!)
I'm still playing Monkey Island 20 years after the first time I discovered it on the Amiga.
One really cool thing that both remakes offer is the ability to seamlessly switch between the remake and the original: At any point in the game, press the correct function key (F10 in MI1 and F1 in MI2—not sure why they switched that) and the game morphs between the remake and original without skipping a beat—down to the dialogue, music, etc. It didn't really add anything to gameplay, but it was really cool.
The current course is: You build a game for console & Windoze, then wait 4 years, then maybe port it to iDevice, and probably never to Mac.
That's at least a relative improvement over before, even if it's still not really satisfying for folks that don't have a console or a PC.
https://help.disney.com/articles/en_US/FAQ/About-The-Secret-...
See also: Artificial Scarcity
From that page: "this will allow us to focus on building new and more engaging games" - I'd like to hear them explain that!