Speed running Monkey Island
grumpygamer.com
grumpygamer.com
But I wish companies would just release their games' original source code after a while. Monkey Island is almost 30 years old, and people have already reverse-engineered it, so they won't be losing too many sales by releasing it. And for Monkey Island specifically it's not a case of losing the source - the original devs gave a copy of the engine and game source to the Video Game History Foundation[^]. But us outsiders will never get to play with it :(
Also the tasvideos forum is nice to lean about games on though they are not much for point and click games.
I bet that devs in a company like LucasArts these days need to wait for weeks on corporate to give permission to use a alternate email client, just imagine coming up with a proposal to abandon copyright claim on something. It just can't happen, you would have a very hard time even finding one single person inside the company who might actually have the authority and pull to greenlight it.
Also, nobody within the corporation really benefits from the open sourcing. "I hopefully won some goodwill from nostalgic players" is not a thing you can put into your employee evaluation packet.
You rise a good point. After X years releasing the code of many things would benefit the public so much without hurting at all the owners, are there movements about this concept?
So with ScummVM you can study how the original SCUMM virtual machine worked, but to see the original SCUMM scripts before they were compiled we have to rely on the kindness of Ron Gilbert :)
ScummVM in particular started out as an interpreter for SCUMM bytecode, emulating the original interpreter that ships with the games. It's as much as an emulator for those games as WinE is a Windows Emulator - that is, saying so will make some people upset but being upset does not make them right.
Games and game servers are an excellent example of where this is an easy win win situation.
I would contribute to keep legacy things I love working, but generally I'm not allowed to at the moment. But I have contributed in the past by buying the products...
In reality, if releasing code was no work, then at best it would be a neutral/win situation. But that’s not reality either, it is work to release code. So it’s a lose/win situation. They lose and you win. They aren’t going to make the effort you demand, just so they lose. In the real world people want something back for their effort and otherwise they are going to put that effort into something that will get them something in return.
But it is pretty soothing to know that you would certainly contribute, if only it wasn’t so hard. I’m sure the other people that you demand contributions from don’t experience your hardships.
The rest of your argument is resting on the view that not maintaining or releasing legacy code is perfectly ok regardless of the circumstances, not arguing for it.
Your claim that people playing their old games for nostalgia would meaningfully cut into sales of new games is completely unfounded, and frankly absurd. If that's a real issue for you, then your new game probably just isn't as good. By the nature of the pace at which video games improve, newer games inherently appeal more to younger generations.
The idea that releasing code is so much work is mostly due to licencing quirks. If instead your licence was set up specifically to do this, you could even have it happen automatically.
And let me remind you that often the biggest developers are the ones who don't do this, and smaller ones are the ones who do.
As for your veiled insults, let me just say that I'm not sure what you think a "demand" is, but you might want to look it up.
I’m not saying it’s so much work, I’m saying it’s more work than not doing it. Nobody owes you that work, especially not when you offer nothing in return.
What you are doing is qualifying the work someone else has to do as easy and not a big deal, but when you have to do something it’s just too hard. The concerns of others are petty and invalid and you know better, only your concerns are real.
That’s not a nice attitude at all.
My understanding is that this lispy looking language, we will call it scummL, compiles to a stack based virtual machine which is what the game executable would run. scummvm is a third party opensource reverse engineering project to replicate the virtual machine so that games written to it can be played in current execution environments.
Are there any compilers for scummL known to exist in the wild? I found scummC but it is more C-ish in specification.
I don't think there were even any samples of the original scripts online when ScummC was developed so it can be forgiven for not matching the original format :)
I wish I could remember what it was. It was cool for the early 90's, sort of fantasy-horror haunted house kind of game.
I recall finding a bug on a replay of the game, where I accidentally typed a command one room early in the house, and it immediately went to the end game screen. Apparently the bug was that at any time you could basically type something like, "Open the last door" and you would immediately finish the game.
That's got to be the fastest speedrun I've seen, just by virtue that the game intro was a lot shorter than Monkey Island.
Now I'm contemplating buying the set for 6$.
But I definitely owned and played that second Hugo game!
I am going to have to dig into this tonight and see what I come up with.
ETA: It's also possible my memory is totally wrong. Or as well, that it was just some lone dev who barely got his game published. I definitely remember buying it from the bargain bin of crap PC games.
I have been searching more, and my visual memory is pretty good (even for something 30+ years ago). Still have not found a dead ringer. Likely to be a CGA game.
Of course speedrunners will know all the puzzles in advance. Which kinda defeats the purpose of such a game.
I took it as a very interesting and profound discussion about the role of games and fantasy in our lives as adults after playing it from a different perspective as kids. The dialogs during the ending are very well thought and thought-provoking. The role of Elaine in it is special.
I loved the whole game, but the ending brought it to a complete new level for me. It’s probably something that I’ll want to play again a few years from now.
But really, Ron Gilbert always wanted it to be critical and at least a bit deconstructive of all the pirate tropes: Guybrush never gets taken seriously as a pirate, the way in which he pirates is bizarre and unglamorous, and the dialogue follows a sort of knowing "NPC normalizes any choice the PC makes" railroading back into the puzzle gameplay. Gilbert just got more clear about doing that in the sequels, and I think Return is a great capstone to that.
“It’s a game lul” isn’t an ending. It’s an escape from the criticism both inward and outward that would result from a real ending.
I'm not sure if I remember the details correctly, but I think a few months back there was a moist critical speedrun challenge where the game had to be patched using a third party tool in order to prevent crashes.
As long as the rules are clear and everyone is on a level playing field then it's fair.
Just watch the ones you like. Personally I prefer glitchless but then I only ever watched speedruns for Soulbornes which are pretty ... cinematic.
I'm just hating on Monkey Island :)
(its not, but its an annoying rookie fail)