1938:, he was unable to discern the in-game context for his work on a particular event in the title due to Gilbert's abstract directions. According to Ahern, he "tried asking questions about it, and said, 'Just do this, this, this, and this, laundry list, check it off', and I got real frustrated with that". He then enquired with Schafer and Grossman about the purpose of the character actions that he was tasked to choreograph. Ahern explained that the co-designers proceeded to describe to him the intended effect of the respective scenes, and "I'd say, 'Oh, well, wouldn't it be more fun if I did it this way', and they'd go, 'Yeah, that'd be even better. Go do that'". As a result, Ahern asked Schafer and Grossman to negotiate Gilbert's approval for his proposal, a concern which the two agreed to address.
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Captain Kate into yielding the object–and gradually forwent truistic prospects for the players' progress until the exhaustion of such ideas. Provided that those options were entirely discarded, the team moved to devise an unorthodox new avenue for the resolution of the puzzle: in
Grossman's example, it required players to engender a situation in the title that led to the arrest of Captain Kate in order for the character's belongings to become accessible. The designers' consequent goal was to develop the logic of events within which the intended outcome could eventuate. As outlined by Grossman, those criteria guided for the team's entire work on the development of puzzles for
1564:, the equivoque did not apply culturally to territories beyond the North American market and thus was difficult to translate into the overseas versions of the game. Gilbert later described the result of this misconception as his least accomplished design of a puzzle and apologized to players for its addition to the game. The experience led him to realize that the prospect of his games' distribution beyond the American market would necessitate cultural adaptation of their contextual elements, an aspect Gilbert has attempted to account for in his subsequent works. Gilbert nevertheless stated his belief that he was able to materialize the vast majority of his plans for
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devised an identifiable designation for the system and proceeded to explicate their design to LucasArts personnel, which clarified the issue. McConnell remarked that, although he and Land were confident in the practicability of the iMUSE system during its inception, the composers found the application of its initial version to be very complicated. Bajakian cited major difficulties in ensuring that the encoded sound and music data were compatible with the available variety of sound cards on the computer hardware market. McConnell stated that the technology was required to undergo several iterations across five years from the release of
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sentiments among the title's audiences "from day one". He explained that he purposely engendered the provocative nature of the ending in an attempt to elicit differing public perceptions thereof, a reaction which he believed to be evidence of creative accomplishment. Although
Gilbert said in 2015 that the finale provided "perfect" closure for the game's storyline, he had conceded after his departure from LucasArts that the ending's ambiguousness complicated any plans of a direct continuation. Specifically, he expressed his belief that the development team for the next series installment,
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963:. As a result, the creative personnel were allotted to small groups that worked across a series of planning sessions to establish the sequel's narrative and gameplay features. During development, the artistic staff were situated on a different floor of LucasArts' headquarters building from the location of the designers; the latter were thus required to pay frequent visits to the office of the graphics specialists to review their works-in-progress. Although intended from the very beginning to exceed the scope of its predecessor, Rob Smith estimated that
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a year after the launch of the game, Dave
Grossman described aspects of its presentation with the term "interactive cartoon", in that the title was conducive to "crazy and cartoony" interactive sequences. He cited the example of the game's sequence wherein Largo LaGrande extorted money and valuables from Guybrush Threepwood on the bridge leading to Woodtick, an event which Grossman said to prompt players " the game at that point so they could go back and watch it a few times". Peter Chan said that the artistic direction of
1975:, Steve Purcell was responsible the game's cover artwork. The preparation of the game's packaging involved Collette Michaud, Purcell's then-girlfriend and future wife. Although at the time that the game's branding was devised, the majority of the packaging solutions for planned LucasArts products were conceived by the company's executive officers, Purcell stated that the project leaders for those titles were strongly inclined to promote their own vision for the styling of the games' covers. Purcell specified that for
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participants to spit their saliva across the longest distance, a challenge that he believed to be unique in contrast to those that featured in other adventure games at the time. Artists were also encouraged to submit their opinions in the course of the planning process. Grossman recalled that the staff held the corresponding meetings in a confined working space, and "those sessions often became hilarious enough to be dangerous, with me asthmatically coughing up my own brain from laughing too much".
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background graphics by adding elements that suggested the presence of a foreground visual dimension in the on-screen depiction of settings such as the Bloody Lip Bar, a location which the player character visits in
Woodtick. Citing that same scene, Purcell remarked that he attempted to provide the environmental visuals with humorous imagery, which, with respect to Purcell's example, meant details "like the spitoon with overshot loogies all over the doorframe". He was also inclined to introduce
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mandatory playable situations, reconsidering the solutions to each of the mainline game's puzzles. Gilbert gave this example: if the team discovered a puzzle that required players to obtain a key to a locked in-game doorway after their progress through many in-between events, the team would render the passage readily open to hasten the resolution of that part of the game. To accomplish a "presolved" adaptation of the game in its easy mode, they identified chains of puzzles within the design of
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main musical theme has been removed, purportedly because it displayed credits for the original game, now outdated. Players can opt to switch from the updated version into the original at any time during the game, though an option allows players to retain the voice-overs of the remake. Players can opt to use the original point-and-click control scheme, or can directly control the movements of
Guybrush using a control pad or similar device.
1987:, Purcell painted sketches that displayed his concepts for the cover's presentation to establish the basic design of the artwork. Purcell noted that those pictures were intended to convey general ideas that he wanted to bring to completion, rather than to comprise fully formed illustrations. After Purcell delivered the paintings, LucasArts selected a satisfactory cover archetype and tasked him to "transfer the sketch to the board".
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LucasArts still used the software-based solution to generate the majority of the characters' animations, whose creation the art staff believed to be expedited when realized under a computer interface. Michaud stated that Turner's professional background and humorous sensibilities inspired the individual contributions of his team, "allowing them to open up and have some fun with the animations".
2122:: the members were willing to exchange their duties in writing music for the game's individual locations, and created some of the tracks collaboratively. As with the previous series game, Michael Land coordinated his contributions with Ron Gilbert, who nevertheless was largely disengaged from the music's development. After relating to Land a general request to compose music driven by
1544:. Although Gilbert remarked that the sequel epitomized his accrued experience and practices in attempting to create a comprehensive template of an adventure game, he had also stated that certain puzzles and scenes in the game qualified as redundant in retrospect. Specifically, Gilbert, Schafer and Grossman cited concerns with the puzzle wherein players were meant to use a
1485:. As part of this technique, Gilbert also laid out specific scenarios in the title that featured successions of interactive problems, which were designed in reverse: the premises of the first and intermediary elements were recursively inferred from the rationale of the final logical step. Taken as singular entities, these puzzle sequences were then aligned into
2145:" aesthetic across the individual compositions. The trio thus sought to establish an overriding thematic direction that disassociated the players' perception of the tracks from their attribution to the characters. The composers only broke away from that paradigm when preparing music that pertained to notable members of the game's cast such as the Voodoo Lady.
2126:-inspired percussion, Gilbert refrained from further involvement, as he gave significant credence to Land's professional capabilities. Describing his area of focus, Land remarked that "from the beginning of the game, I wanted the music to sound like what you'd hear coming out of a radio if you were walking down a street on a Caribbean Island".
1340:; whenever a decision would lead to Guybrush's death (such as not escaping LeChuck's deathtrap), Elaine will interject that this contradicts Guybrush being alive in front of her, allowing the player to retry. One of Gilbert's other ideas was that the average challenge level in contemporary adventure games was too low and harmed their
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staff members. However, Rob Smith retroactively indicated that the team maintained a "straightforward" pace of development, in part due to familiarity with SCUMM's nuances grown from their past work. He specifically noted that the SCUMM engine's capabilities allowed them to introduce concepts, dialogues, and interactive scenes within
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accounting for the frequency of the player character's visits to an area in the game and their subsequent actions therein, in response to which the engine would alter the music to suit the circumstances of current gameplay segment and apply sound effects that were appropriate. Flock stated that Land was able to build up
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provided for additions to the game's length and difficulty, and specified edits to its storyline and puzzles. Discussing
Gilbert's response, Hampton noted that he encouraged agency among the development staff over the course of the creative process and thus approved of the testing personnel's considerations.
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game. Derrick, a devoted enthusiast of the series, had sought an opportunity to participate in the franchise since the start of his employment at LucasArts, who at the time were disinterested in adventure game development. This situation led
Derrick to face difficulties in negotiating an approval for
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in a game. He noted that, in past adventure titles, the protagonist's appearance in a location within the game triggered a looping composition with a static structure that was divorced from the player-driven events in the scene. According to Flock, Land and McConnell's system contrasted this trend by
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The game's artists and animators - as well as its composers - collaborated with LucasArts programmers to shape an engaging realization of the game's scenario, stylized to utilize cinematic techniques such as scrolling panoramas of the title's environments and proportional character scaling. Less than
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character
Captain Kate. From this perspective, the team began by setting an in-game objective of stealing an item from the character. They proceeded to identify every realistic solution to the situation–which included the opportunity for the player character to covertly embezzle the item or to coerce
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helped the creative staff members "to focus on being creative rather than worrying about technical mumbo jumbo". Similarly, in 2013 Ron
Gilbert recalled that the underlying functionalities of the SCUMM system enabled the staff to incorporate new ideas into the game's interactive environment directly
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began, according to
Gilbert, was his personal interest in expanding his work in the original game rather than commercially oriented suggestions from Lucasfilm Games' management. Gilbert commented that the game's origin would have been improbable in the latter case, as the company was unable to assess
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Frustrated with the state of music in games at the time, two composers at LucasArts Peter MccConnell and Michal Land created one of the first adaptive music systems, called iMuse. iMuse (Interactive MUsic Streaming Engine) let composers insert branch and loop markers into a sequence that would allow
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s music, whose integration with the title's gameplay he believed to be unsatisfactory. By the time that McConnell was recruited by LucasArts, Land had envisioned an audio sequencing system that could construct a flexible progression of a given soundtrack's compositions in an interactive environment.
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in the creation of the environmental paintings, LucasArts developed a process that involved an amalgam of graphical techniques. Initially, the artists used colored pen markers to draw a rough representation of a scene–an approach originated by Chan–whose details they then augmented and reinforced by
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A further aspect of the development wherein Gilbert sought design input from LucasArts staff members beyond the principal creative team was the planning of the game's ending. He had struggled to conceive a satisfactory finale for the sequel, and postponed the consideration of this problem repeatedly
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that managed the location of objects and characters and simulated character activities. This included FLEM, the code for object states and walking area boundaries, and BILE, a "cel-based animation emulator" that allowed artists to animate individual body parts. The variety of subset programs allowed
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The special edition includes updated graphics, updated high-quality audio engine, new voice-overs, additional content such as concept art, and an in-game hint system. The "lite" mode from the original game ("for game reviewers") has been omitted. Further, the original introductory sequence with the
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it for internally developed titles, which led the engine to perpetuate as a commonplace feature of SCUMM-based adventure games. Flock summarized that Land and McConnell's work was critical to the design of the ambiance in those titles and labeled it as "probably the single most important technology
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that governed the engine's various capabilities. McConnell recalled that LucasArts staff was initially confused as to the classification of the technology, whose subset programs and their associated MIDI track data "took up an entire floppy disk in a five-disk game". In reaction, McConnell and Land
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at the time, in keeping with the company's small-scale distribution of its staff resources. The duties of lead artists were assigned to him and Steve Purcell, designations that Chan said to be perfunctory, as "for us, I think because it was so new, lead artist just meant the guy who was stuck doing
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by incrementally building on the game's simplified model. Instead, they did the inverse: the development staff originally implemented the hard mode as the core template of the game and then restructured this into an abbreviated counterpart. To that end, they gradually reviewed the planned layout of
1381:: the game would adapt the composition and complexity of its playable sections according to a preferred gameplay mode chosen from a prompt at the start of the game. He initially wanted the sequel to offer three escalating grades of difficulty, a feature which was in the originally revealed build of
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s development, Wilson suggested that LucasArts' three-part process proved to be "a mixed blessing": although intended to provide momentum to the overall production, the procedure only simplified the programmers' workload in the first phase, offset by "trade-offs" to the performance of the remaining
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From his island fortress, LeChuck swears revenge against Guybrush. The Voodoo Lady reveals that Big Whoop contains the secret to another world which will allow Guybrush to escape LeChuck forever. She gives Guybrush a book which says that the four pirates who discovered the treasure created a map to
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s head artists, Purcell sought to ensure the overall visual consistency between the game and its predecessor. A series of lengthy planning discussions guided the creation of the game's audiovisuals, which were fashioned to complement the game's plotline. Overall, Rik Haynes estimated the resulting
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scenes navigated by placeholder characters from a number of other then in-development LucasArts games. After this version was delivered LucasArts held an internal "pizza orgy" to commemorate the occasion, during which personnel from the wider company were involved in the initial playtesting of the
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Navigating a mazelike jungle with the help of a talking parrot, Guybrush locates the site where Big Whoop is supposedly buried. He digs until he hits concrete, and uses dynamite to blast through it. Elaine hears the explosion from Booty Island and sets out to investigate, finding Guybrush dangling
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footage. The success of those titles prompted LucasArts to incorporate a scanning-based method into the production of their game's visuals. Reminiscing on that development, Purcell explained the artists' capability to initially model the in-game locations on paper and then to implement the images
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s then current version. James Hampton stated that this document, internally dubbed the "Giant "D" ("D" for "Design") Bug", was collaboratively developed by him and the game's other testers and offered "our ideas and reactions to the earliest builds of the game". Their recommendations particularly
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were created prior to its storyline. Around that time that the project commenced, the vast majority of the plot's details were unestablished. Gilbert's diagrammatic framework of the puzzles supplied the general layout of the game's plot-oriented events, and the team then "made up as we went". He
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Guybrush's search takes him back and forth between three islands: Scabb, Phatt, and Booty. On Phatt Island he is imprisoned by order of Governor Phatt, who hopes to claim the bounty LeChuck has placed on him, but Guybrush manages to escape. On Booty Island he encounters Stan, a used ship salesman
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s series finale - which revealed the events of that show to exist in a dream-like fictional universe - provided the basis for the closing scenes of the game. Gilbert stated the idea for the game's denouement came from his ongoing anxiety over the lack of an appropriate concept in the face of the
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of conditions for player-made progress that were constructed to culminate at a common in-game destination. From that point of convergence, a further diagram of the same type would be established and extended into subsequent, similarly ordered schemes; the reiteration of those patterns formed the
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that depicted the arrangement of the puzzles in the game, or in his words "Puzzle Dependecy Charts". He employed this method to plan divergent structures of the required solutions to the puzzles as models of overarching and situational milestones that players were to advance through in Gilbert's
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whose ghost Guybrush defeated in the previous game. Largo has imposed an embargo on the island, preventing anyone from leaving. Visiting the International House of Mojo in the island's swamp, Guybrush receives guidance from the Voodoo Lady who assisted him in his first adventure. Through actions
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and supplement it with new functionalities in the same timeframe during which the completed iteration of the first remake was crafted. Those additions included the feature that enabled the playback in the game of the background audio commentary by Gilbert, Schafer and Grossman, recorded for the
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In contrast, Ahern retrospectively voiced his discontent with some of the game's animation, which he said was uneven because of the animators' capability to add stylistically disparate graphics assets to the title without immediate supervision. He explained that "there was nobody officially art
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was a more collaborative process. The creation of the game's puzzles involved the game's principal writers and programmers, whose output Rik Haynes described as "funny and bizarre". For example, Schafer was responsible for the game's event that engaged players to win a contest that required the
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games, Gilbert remarked in 2006, meant that both projects occurred continuously, as a singular creative process. As such, the staff carried over into the sequel the majority of their previously unrealized ideas that had been developed for the first game. Gilbert's assessment was later echoed by
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The game was one of the few adventure games that offered the player a choice in levels of puzzle difficulty. In some versions, before starting the game, the player is prompted to choose between regular version and "Monkey 2 Lite", a relatively stripped-down experience that bypasses many puzzles
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for the cover's depictions of Guybrush Threepwood and LeChuck to provide Purcell with a reference point for the light distribution in the artwork. According to Purcell, the cover's visuals were meant to reveal to players lifesized representations of the game's characters and setting, portrayed
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was rated highly for several reasons. The game is considered user friendly as it has a "lite" mode. This allowed beginners to play the game at an easier setting. The overall difficulty of both modes is also considered to be good. The redesign in controls, such as the fewer verbs and graphical
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as an outgrowth of the game's subversive brand of humor, and admitted that the climax was contrary to popular expectations. Gilbert acknowledged that the sequel's conclusion has proven to be controversial among players since its release, and that he had planned the ending to invoke conflicted
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material that had been planned to feature in its predecessor. As with the previous game, Gilbert distributed the writing duties for discrete sections of the game between Schafer and Grossman, and assigned each of them to individual scenes and characters in accordance with the designers' comic
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at all possible phases of the game's development, even directly ahead of its release. According to Smith, the convenience of the team's situation enabled them to conclude work on the sequel within one year from its start. Gilbert asserted that the development staff did not encounter corporate
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images. The second algorithm was primarily employed to produce animations that contained large objects; Michaud explained that the artists found their efforts to be streamlined when such assets were originally depicted on paper and then imported into a suitable form for digital manipulation.
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The background artwork was primarily developed by Chan and partly created by Purcell, who was responsible for locations such as the interior of Wally B. Feed's cabin in Woodtick. Sean Turner also painted the visual designs for certain scenes in the game. Purcell sought to impart depth to the
1821:, LucasArts art department supervisor Collette Michaud suggested that the creation of the game's visuals was representative of the company's then-ongoing push into modernizing its graphics production pipeline. The company allotted a larger number of artists than those of its past projects to
1665:. From the conceptualized story foundation, the team developed the game's characters. Gilbert noted that certain returning characters from the previous game were carried over due to their popularity among the staff, and others, such as the Voodoo Lady, were included to reinforce particular
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LeChuck begs Guybrush to remove his mask, revealing that he is actually Guybrush's creepy brother, Chuckie. Their reunion is interrupted by a workman, who says that "you kids" should not be there. The two brothers, now appearing as children, exit the tunnels together and meet their parents
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s more linear approach. He also noted that the puzzle structure in the sequel was distinguished by its greater reliance on "dialogue puzzles", a term that alluded to nonlinear scenarios of player-driven conversations with the game's characters which featured alternative response options.
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was noted for its use of the iMUSE system. Reviewers noted that for the first time the sound is an integral part of the atmosphere. Graphically, the game was considered an improvement over its predecessor, with reviewers very impressed. It is also noted by critics that the developers of
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on March 10, 2010, with the previous creators of the adventures, Ron Gilbert, Tim Schafer and Dave Grossman, in attendance. The trio of game designers have recorded a commentary track for the Special Edition that can be brought up in many locations, using silhouettes in the fashion of
1274:, a developer of edutainment games for younger audiences. After likewise departing from the former company in 1994, Grossman moved to join Gilbert in his new venture, and Schafer remained at LucasArts as a designer until 2000 when he and several other staff members left to establish
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was given a score of B+ by Gaming Bus; the site stated that there was more music and it was of higher quality, the graphics were improved, there was additional content, and the core game was still intact, though the hints were too helpful and there were some problems with controls.
2050:, or that needs to look more like this'". Ahern was frustrated with this situation, which he believed to be the source of a major stylistic dissonance between the game's individual animated scenes. As a result of this experience, when Ahern was appointed to serve as an animator for
1914:, Ron Gilbert sought to ensure that the movements of the game's characters were rendered in a "simple and cartoony" style, in keeping with the previous game. The team of artists that worked on that aspect of the game was led by Turner, a former employee of Lucasfilm subsidiary
971:. In retrospect, Gilbert recalled the number of personnel that worked on the sequel to be larger than that of his previous game, albeit "small enough that we all talked every day and everyone had a good understanding of the whole game being made". He added that the creation of
1720:. Reminiscing on the game testers' contributions, Gilbert said that they "have a unique perspective on the game and poke not only at the bugs but also the design and the thought process of playing a game" and "are a critical gear in the machinery that makes up making a game".
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to become suitable for widespread use by LucasArts audio programmers. However, he noted that the core engine managed an average delivery of high-end audio performance during its host titles' gameplay, which helped to obscure the system's underlying complexity from the staff.
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game which employed ironic subversion of its own archetypical traits and those of other contemporary computer games. He explained that "every time that you expected a payoff, would do something that was kind of a non-payoff" and that " taste of humor not for everybody".
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s summer 1992 issue. He described the creation of the dual difficulty system to be troublesome for the team, in that they were required to avoid repetition in the two variations and to differentiate the identity of each solution to the gameplay. Falstein concluded that
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the music to change based on the decisions of the player. The iMuse engine was one the first significant contributions to interactive music for video games. Its importance in shaping many of the techniques that you see in video games today cannot be overemphasized.
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believed that the theme of revenge served as a universally resonant narrative premise, and the story was thus based around LeChuck's pursuance of vengeance against Guybrush Threepwood in reprisal for the former's loss in their confrontation in the previous game.
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Land engaged him to collaborate on this concept, and McConnell later commented that "we made a very good design team in realizing and expanding on this vision". According to McConnell, the composers' reference for the iMUSE system was a speculative image of a
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was already decided when he joined its team, which focused his efforts on attempting to mimic existing visual references, although the corporate culture of LucasArts at the time allowed him opportunities to introduce unplanned graphical elements in the game.
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1890:, utilized to eliminate "soft edges". Upon the digitization of those visualizations, LucasArts added further adjustments and effects "not easily achieved with traditional painting methods" to the resulting pictures with proprietary graphics software.
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in the story. Rik Haynes commented that, aside from the conversations with the characters that were added solely to facilitate the title's atmosphere, specific dialogues were written to telegraph suggestions to players for advancing through the game.
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served as a reference point for Gilbert: he intended the sequel to forgo those titles' tendency to kill the protagonist for player mistakes in favor of a more forgiving model. This approach coincided with his earlier concept that had been applied in
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Land, McConnell and Bajakian split the scoring responsibilities between themselves in equal measure, and did not allot the title of lead composer to a specific musician. McConnell likened their collective's working dynamic to that of a professional
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Ensuring the accessibility of the sequel's gameplay to the widest variety of players regardless of their skill was a related concern of the team, as expressed by both Gilbert and Dave Grossman. To this end, Gilbert decided to introduce alternative
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s narrative scope and gameplay elements. Gilbert wanted a more open-ended adventure game than the first game, where one navigates confined isolated areas. Consequently, he decided on exploration of multiple islands as the overarching feature of
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specialists. This staff layout was the result of LucasArts's wider decision to increase the aggregate amount of its planned titles' art resources, mandated by the evolving technological demands of the computer game industry. Specifically, the
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licensed games. Gilbert eventually convinced Lucasfilm Games to commit to the creation of the sequel regardless of its profitability, a decision which Gilbert attributed to the "simpler days" of that period of his involvement with the company.
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tracks via a dedicated sound program that McConnell had written as his first job at the company. The in-game arrangements of the compositions employed recordings of the composers' live performances of the tracks over a MIDI keyboard and a
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Larry Ahern also remarked that Gilbert instructed the animators by providing them with lists describing the game's entities that were required to move in a specific scene. Ahern recalled that, in the initial period of his engagement with
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s cover art has garnered a positive public reception since the game's release, which Purcell stated "makes all the effort worthwhile". Purcell still possesses the original painting of the cover, which is currently placed in his office.
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Interviewed by Rob Smith in 2008, LucasArts then general manager Kelly Flock stated that the iMUSE technology marked the introduction of a novel avenue for the designers to mediate the relationship between the players' actions and the
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were submitted to a group of programmers to be input to the technological framework for the game. The latter task involved the setting of boundaries for the interactive space of a "room", its integration the material with the encoded
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nearing completion of the title's development. He explained that he imagined the resultant rendition of the ending spontaneously, when "one day, literally laying in bed on a Saturday morning, it just kind of hit me how to end".
624:. Gilbert explained that, although the earlier game's team had omitted several of its design decisions to complete it within deadline, "it didn't matter because I could just save the work out and come back to it in the sequel".
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functionalities. Describing the summarized effect of those features when applied in practice, Gilbert commented that "the starts at the beginning and ends at the end of the game, and is just one ever-evolving piece of music".
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Gilbert recalled that the sequel's gameplay segments were arranged around the concept of the game's multiple settings, and he described the result as "a complicated web of puzzles kind of jumbled all around", in contrast to
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with the company's management due to their uncertainty about the financial feasibility of renewing LucasArts' former association with the genre, whose popularity they assumed to be in decline. After the successful release of
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named it the year's best adventure game, praising its "challenging puzzles and wonderful sense of humor, along with a stunning visual presentation". In 1996 the magazine ranked it as the 74th best game of all time. In 1994,
1095:: the marketers put still images of the game's provisional art into the design of the backside of the retail box. Concurrently the company organized the exposure of the game at prospective trade shows and the involvement of
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over a deep hole which he then falls down, winding up in an underground facility. LeChuck arrives, claims that he is Guybrush's brother, and proceeds to torture him using a voodoo doll. In the tunnels, Guybrush discovers an
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Derrick commented the result of this distributed process satisfied his expectations. Prior to the game's release, Gilbert reported to have been pleased with the remake's rendition of the gameplay and technical elements of
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In the second phase of production, output from the initial stage was revised, as the artists and programmers reiterated on and refined their earlier work. The sketch-based monochrome graphics were processed through the
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and Singapore departments. He mentioned that, although this type of delegated work caused certain difficulties in the teams' collaboration, the Singapore division had been previously involved with certain aspects of
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and then excised or modified those sequences' elements. Rather than to substantially reimagine the sequel's story and gameplay for its shorter variant, the designers' focus was merely to determine which sections of
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Wally, who determines that Big Whoop is on Dinky Island. Wally and the map are soon kidnapped by LeChuck. Guybrush infiltrates LeChuck's fortress but is captured, and LeChuck places him and Wally in an elaborate
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franchise and to skilled players who expected a challenging sequel. Similarly, Gilbert later stated his belief of the feature's continued relevance for modern adventure game design, as he perceived a growth of
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the viability of a potential sequel due to its then limited knowledge of the first title's sales performance. The initial uncertainty of the first game's commercial success also encouraged Gilbert to start the
1918:, and was also composed of Michaud, Larry Ahern, Mike McLaughlin and Steve Purcell. Turner's primary responsibility concerned shaping the aesthetics and stylistic direction of the dynamic visuals in the game.
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whose conductor closely observed the enactment of the scored material and could "direct virtuoso musicians to make smooth transitions to any place in the music at any time, in a way that is, well, musical".
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during a video conversation with the Video Games History Foundation. These included early character prototypes, deleted scenes, unused animations and alternative game environments from the first two games.
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2054:, he requested LucasArts for the authority to institute uniform design criteria for that title's art team, so as to facilitate a cohesive artistic process. Conversely, Grossman later indicated that
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shows the protagonist Guybrush Threepwood imprisoned on Phatt Island. Below the scene, the game displays the list of the verb commands and items in the player's inventory in a point-and-click menu.
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1229:, had assumed the position of the game's publisher in the relevant territories. The Amiga version was ultimately released in Summer 1992; the development house in charge of the conversion divided
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in the released version of the game. However, previously, after the game's release, Gilbert had stated that he " still trying to figure out how to get everything I want into an adventure game".
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for the PlayStation 3, iPhone, iPod Touch, Microsoft Windows, and Xbox 360 in July 2010. The Mac OS X version has not yet been released, while the iOS version was retired in March 2015.
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medium. Turner utilized two distinct procedures to develop his output: the artwork was alternately built with software tools in DeluxePaint Animation and scanned from sequences of hand-drawn
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project without express approval of the wider company. He wanted to avoid a scenario where Lucasfilm Games' discontent with the first game's sales would prompt the company to forfeit any new
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from the first game who is now selling used coffins. He also reunites with Elaine, who is bitter toward him and says that their relationship was a mistake. Through various quests involving a
1704:" non-playable sequences depicting the player character during travel between the islands in the game's setting on an onscreen map of the overworld, as a pastiche of analogous scenes in the
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reported that the team's co-authorship of the design for the game contributed to the increased complexity of its puzzles, including the emergence of the latter's consecutive successions in
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of Largo, which Guybrush uses against him. However, Guybrush makes the mistake of showing Largo LeChuck's still-living beard, which Largo steals and uses to resurrect LeChuck as an undead
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mechanics, and the programming for the objects within the modeled scene. The emphasis of the first "pass" was to program everything as fast as possible. The first phase produced an early
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sold about 25,000 copies, despite its being released at a time when LucasArts was "really excited if we sold 100,000 copies of a PC graphic adventure". Following the underperformance of
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in December 1991. Gilbert later remarked that LucasArts' choice of the release medium for the game, which was distributed on six floppy disks, led him to excise five planned scenes from
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James Hampton claimed that a meeting was convened to establish the game's climax including LucasArts game testers, in the process of which his suggestion for an ending akin to that of
2391:, but was unable to proceed with this incentive due to scheduling setbacks on the side of an unidentified party. Derrick attributed the implementation of the feature in the remake of
2001:. With respect to the scale of the painting, Purcell decided to "do it big – two by three feet", and he spent a month developing the resultant artwork. Michaud posed in costume as a
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s capability to allow for the instant transition between the game's new and original audiovisuals "really showed the care, love, and respect that LucasArts has for these games".
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in sections of the game with aural manipulations, a concept that the prievous LucasArts products did not incorporate. In commercializing the iMUSE system, LucasArts chose not to
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to be "a little bit dark" intrinsically and simultaneously conducive to comedic writing; earlier he had remarked that he regarded the game as an avenue to realize the unexplored
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The resultant solution allowed the compositions in the game to dynamically alter in response to the playable character's interaction with a specific environment or situation in
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According to Gilbert, contiguous suggestions that addressed the issue of the game's playability came from LucasArts game testers as they reviewed various development builds of
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work with film-like qualities, and believed that the adoption of the former approach allowed LucasArts to build the sequel's plotline and gameplay without excessive resources.
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division. To match the scope and complexity of the original 1991 title, LucasArts was led to leverage a greater amount of development resources for the renewed counterpart of
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the engine to execute multiple script functions for an entity, such as those handling the rendition of its audiovisual data. Though the engine was designed as cross-platform,
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arrangements that adapted to the events throughout the course of the game's story, as well as logical transitions from one track to another, and provided for several other
1080:. On average, the artists spent up to an entire day revising graphics for an in-game scene; by contrast, they required a roughly an hour to create the placeholder visuals.
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1385:. Only two options of gameplay were ultimately implemented, specifically the streamlined and abridged mode, "Monkey Lite", and the mainline complex one, "Monkey Classic".
1138:. As production continued, personnel began to work overtime to bring the game's assets to completion, a trend which would extend to the company's subsequent games such as
1689:. He recalled an instance during development when Judith Lucero and members of her team submitted to him an e-mail that detailed an extensive proposal for an overhaul of
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The third and last phase required LucasArts to "put the absolute finishing touches", as put by Johnny L. Wilson, to the entirety of the previously developed material for
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According to Derrick, the increased workload was mitigated by his colleagues' accumulated experience and access to technological solutions that had been introduced for
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underwent a smooth development cycle because of how cheaply games in its genre could be made. Specifically, he likened a typical adventure title of that period to a
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No, I'm in search of treasure. The biggest treasure of them all. A treasure so valuable and so well hidden, that it haunts the dreams of every pirate on the seas. /
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Along with technological solutions streamlining the development, the company also decided on a "tight" way of distributing its staff members who were assigned to
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pressure during their work on the game, and reported that the sequel's creation provided him with satisfaction, although "perhaps not as much as the first one".
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the fourth best computer game of all time. The editors wrote: "Anyone who claims to have an interest in adventuring cannot afford to be without this". In 1996,
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visual interface had become the graphics standard for high-end personal computers and the latter's hard drive components had dropped in price by the time that
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development, as with LucasArts' other contemporary adventure games. As part of its streamlining of in-house development practices, LucasArts employed image
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s release in October 1990. As with most of their contemporary releases, LucasArts both developed the sequel and self-published the game's original release.
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s production was overseen by Craig Derrick and his team at LucasArts, known internally as "Team 3", which had been responsible for the remake of the first
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He later indicated that the ending was intended to convey a metaphor rather than to be subject to a literal interpretation. Schafer regarded the finale of
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was devoid of disagreements within the team, and that they were able to resolve situational production concerns in the ordinary course of the development.
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The principal staff members from the original game reprised their duties for the creation of its sequel. Gilbert reassumed the role of project leader, and
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remake at the 2010 Game Developers Conference. Derrick had planned to procure the designers' engagement in the creation of a similar commentary track for
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1850:-compatible version of the previous game was rendered in a limited palette of 16 colors, the company's adoption of the VGA format's 256-color scheme for
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Monkey Lite was set to give players a brief overview of the game's basics, as a sample of the content in the full version, as Noah Falstein explained in
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The resultant graphics materials were submitted to LucasArts' marketing department to shape the game's promotion. LucasArts gave to publications such as
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1259:, would prove to be ill-suited to the developing standards of the adventure genre. LucasArts later carried over the revised SCUMM-based interface from
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as the first of a trilogy of adventure games, although without fully developing their overarching narrative direction yet. The possibility of a second
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noted that the games were "relatively minor hit" in the United States, but became blockbusters on the PC and the Amiga throughout Europe. Conversely,
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to fit it in the allotted size limitations. By the month of its initial release, the sequel's launch for the Amiga was delayed to early 1992, and
549:. Guybrush is confused, and Chuckie's eyes glow with evil energy. Back on Dinky Island, Elaine wonders if LeChuck has cast a spell over Guybrush.
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was set for the development of the sequel, under which process further "rough due-dates" were decided and a fully recruited team was allotted to
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station, a "lost parents" area with the skeletal remains of his parents, and an elevator leading to Mêlée Island, which he previously visited in
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The team's design practices were unaffected by the mode division, Gilbert remarked in 2015, as they had decided against developing the basis of
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into four sequential playable sections that were distributed across eleven floppy disks to adapt the game to the platform's memory constraints.
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Staff (August 2009). "Master of Unreality: The life and times of Tim Schafer, from metal to LucasArts and Double Fine—and back to metal...".
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1979:, Gilbert requested a cover illustration resembling that of a classic book. Purcell recalled that his capacity as an artist on the first two
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on the lower right-hand corner. A Sentence Line is located below the Animation Window and serves in describing the actions of the player.
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Peter Chan, for whom the title marked his debut in video game development, remarked that LucasArts productions lacked the position of an
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led them to consider atypical devices for realizing the game's static visuals. Around that time, competing companies Sierra On-Line and
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is on Scabb Island searching for the legendary treasure of "Big Whoop". He is robbed by Largo LaGrande, former first mate of the pirate
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None other. Now I'm trying to charter a ship and look someplace else. When I return, I'll have riches galore, and a whole new story.
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supervisor Judith Lucero, who also authored the instruction manual for the game; and game tester James Hampton. At the same time,
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engine that was co-designed by Land and McConnell. The technology originated from Land's frustration with the implementation of
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An experienced specialist in traditional animation, he wanted his work with 2D digital visuals to exceed the limitations of the
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with which he could build on the sequel's narrative and finish the overarching story arc of his planned adventure game trilogy.
1677:. Rik Haynes reported that Gilbert "was so absorbed by the process, in fact, that he even solved tricky problems in his sleep".
521:. They manage to escape, but Guybrush accidentally sets off an explosion which propels him to Dinky Island. There he encounters
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basis. Gilbert found this practice to exhibit his preference to base his games on broadly defined plans, as opposed to precise
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in their respective capacities. Grossman briefly disengaged from the game's production when LucasArts requested him to assist
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s gameplay. In August 1991, Gilbert described the sequel as the most nonlinear game being produced at LucasArts at the time.
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s team built on Gilbert's own concepts and outlines that had been developed prior to that game's production, the design of
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was to mimic the approach of a player to those challenges from the standpoint of everyday logic. In a 2006 interview with
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s publication, Gilbert was unwilling to develop such a version of the game. His rationale was that the intricacies of the
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Land and McConnell spent nine months on the creation of the iMUSE system's first incarnation, an integrated framework of
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s artwork–along with its music–imparted "a terrific sense of place" and a "tremendously cinematic" ambiance to the game.
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entirely. On the back of the game's packaging it is jokingly stated that this mode is intended for video-game reviewers.
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2101:, both newly hired by LucasArts to work on the game. The game's music was developed on a Macintosh II computer using
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488:, who has broken up with him. Guybrush charters a ship sailed by Captain Dread, and sets out to find the map pieces.
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its location which they divided into four parts. One of the pirates was the grandfather of Guybrush's love interest,
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One of the changes for the Special Edition (bottom) from the original (top) is the updated high-definition graphics.
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was relevant with regard to the game's domestic audience due to the underlying phrase's predominant circulation in
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2491:. According to Schafer, the pressure to develop a more commercially viable game ultimately led to the creation of
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In retrospect, Grossman remarked that the team's starting point in the design of specific interactive problems in
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and gameplay screenshots for press coverage. Also around this time LucasArts completed the packaging solution for
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512:, and temporarily resurrecting the dead, Guybrush manages to collect the map pieces. He takes them to diminutive
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Reconciling the planned puzzles for the game with its narrative was a major point of focus for the designers of
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genre, and it still stands up well against modern adventure game titles. The game holds a rating of 90% on the
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with staff from the company's foreign departments, and assigned the majority of the production duties to its
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and its sequel were later released physically for Xbox 360, PlayStation 3 and PC (exclusively in Europe) as
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games enabled him to readily identify the prospective cover's core visual elements. Continuing a trend from
1780:, "would mention that I had made their life hell". Gilbert nevertheless asserted that the completion of the
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s capacity as a twofold interactive experience served to make the sequel appealing both to newcomers to the
1328:, whose design excluded events leading to the player character's death so as to emphasize the narrative and
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involving laundry collection and grave-robbing, Guybrush collects the necessary materials for her to make a
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606:. Gilbert remarked that his opportunity to develop the sequel came in part from the company's contemporary
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4476:"I am Ron Gilbert, creator of adventure games Thimbleweed Park, Monkey Island, and Maniac Mansion, AMA!"
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5635:"Video Game History Foundation begins new preservation project starting with Monkey Island cut content"
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in the early development of that title. After concluding this assignment, Grossman resumed his work on
2970:""I actually was hunting Ewoks". The Original Lucasfilm Games Team Talk About Life at Skywalker Ranch"
2560:. The game is still considered very high quality with contemporary reviewers scoring the game highly.
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As a result, a number of their concepts were implemented in the finalized game, such as the idea for "
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to open a passageway to a previously restricted location, in an allusion to the English language term
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2382:. He explained that those accrued assets enabled LucasArts to materialize an authentic recreation of
1513:, he gave an overview of the wider planning algorithm in terms of a speculative puzzle that involved
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on the floppy disk medium led to the omission of certain narrative sequences from the final product.
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and later implemented along with the modified environmental visuals into the then current builds of
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commands are listed in the lower left-hand corner of the screen, while Inventory items are shown as
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estimated that the game "is still a long way from completion", and later in August, Amaya Lopez of
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images of environments that were set to feature in the game, termed "rooms", in the form of pencil
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2141:. Instead, he and his colleagues utilized the musical device to convey an invocation of a "pirate
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after that of a puppet show (example pictured above) to help minimize the game's production costs.
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1648:- which provided the stylistic inspiration for the first game - as well as numerous nods to the
1493:, wherein the solution of the initial unit in the configuration segued into unrelated branching
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LucasArts sought to commit its projects to a new, more structured production template, to which
437:. Actions and dialogues are depicted on an Animation Window which covers the top of the screen;
716:, the staff of LucasArts (formerly Lucasfilm Games) relocated from their original workplace at
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In a celebration of the series 30th anniversary, Ron Gilbert shared secrets from its original
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2017:
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was released in 2010, following a similar remake of the first game. In 2022, Gilbert released
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overlaid on the graphics. Craig Derrick announced on a new interface that was in the vein of
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game and were engaged to offer design input. The early build informed the work of LucasArts'
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5000:"'Monkey Island 2: SE' Features Commentary From Ron Gilbert, Tim Schafer, and Dave Grossman"
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had released several titles whose graphics were generated from scanned images and digitized
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Al Bustani, Hareth; Dimopoulos, Konstantinos; Jones, Darran (October 2020). "The Legacy of
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was already occupied with another project. To compensate, LucasArts augmented the team for
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in 2009, Derrick was able to readily convince LucasArts to pursue the idea for a remake of
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Staff (July–August 1991). "Court Herald – Tidings of New Adventures From Hither and Yon".
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1809:(2008 photograph) was responsible for several principal facets of the graphics design for
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command list menu and removed the "turn on" and "turn off" options. They also updated the
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in 2009 that at the time, the staff members disregarded the risk of personal strain from
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Daniel of Amiga Computing (February 1992). "Monkey Island 2: LeChuck's Revenge Review".
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Among references to non-interactive media in the game, LucasArts added a tribute to the
1606:(right, 2007 photograph) co-wrote the game's plot with Gilbert and supplied programming.
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Michaud, Collette (Fall 1991). "The Evolution of Lucasfilm Games: The Art Department".
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By this time that this decision was sanctioned, the majority of staff from the team of
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visual elements in the background artwork, although one of those elements, a "50's era
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graphics assets to comprise around 6.4 million pixels of on-screen visual information.
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meant that "we had all the colors we needed". As the only returning staff member among
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1314:
1072:. The basic graphics and animations of the game's cast of characters were created with
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616:, as the staff was free to " around and do whatever we wanted". Further motivation for
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1902:" that was planned to feature in the Bloody Lip Bar, was omitted from the final game.
541:. He creates a voodoo doll of LeChuck, and dismembers his foe by tearing its leg off.
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875:-based commands as player inputs. For increased accessibility, the team enlarged the
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Amiga Power staff (February 1992). "Preview of Monkey Island 2: LeChuck's Revenge".
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its exploitation to competing companies, and instead appropriated the technology by
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Haynes reported that the art team's concern with enhancing the graphical quality of
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during the game's production. As such, by the time that LucasArts moved to finalize
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should not be taken literally. It's a metaphor. Or is it simile? I confuse the two"
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1991:
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of the objects within the game. At the same time, according to Johnny L. Wilson of
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game was alluded to by Gilbert in a late 1990 interview with in-company newsletter
336:, who searches for the legendary treasure of Big Whoop and faces the zombie pirate
191:
4132:
1755:, Gilbert's concern with the development of the sequel's conclusion was renewed.
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in 2006 that "I knew there was going to be a sequel" before he completed work on
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such as its difficulty and puzzle structure, and conceived the game's storyline.
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was a failure and that they should make something else. He speculated that the
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from the team that were included in the area via the element of an interactive
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was composed by Michael Land in conjunction with his former college housemate
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aggregate framework of puzzles in Gilbert's projects at LucasArts, including
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3766:"The SCUMM Diary: Stories behind one of the greatest game engines ever made"
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subsidiaries were reorganized into integrated divisions of the newly formed
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was a critical success, but a commercial disappointment. It was followed by
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called it the most eagerly awaited game of 1992. According to Ron Gilbert,
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computer, being reworked into more detailed chromatic images of the game's
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sensibilities. Several months after the game's release, Schafer described
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practices because most of them had shared similar past experiences during
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Al Bustani, Hareth (December 2018). "In the Chair with Peter McConnell".
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Morganti, Emily (May 2013). "10 Things You Didn't Know About LucasArts".
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inventory were rated well as increasing the game's ease of use. Music in
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stemmed from Lucasfilm Games staff's desire to explore unused ideas from
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Buttonless: Incredible iPhone and iPad Games and the Stories Behind Them
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2006:
without the graphical limitations of the title's underlying technology.
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and thus was able to coordinate an efficient approach to those issues.
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1742:(2010 photograph), served as a source of inspiration for the ending of
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Three production phases, known as "passes" within the company, divided
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Wilson, Johnny L. (October 1991). "Behind the Screens at Lucasfilm".
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Wild, Kim (August 2006). "Developer Lookback: LucasArts (Part Two)".
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ranked the game 29th on their "Top 100 Games of All Time". In 2011,
1332:
aspects. In the game, this is realized by the story being told as a
1270:
That year, Gilbert left LucasArts alongside Shelley Day to co-found
5438:
CU Amiga staff (January 1995). "Monkey Island 2 Rerelease Review".
5416:
Rand, Paul; Boone, Tim (February 1992). "Monkey Island II Review".
3000:
2069:
1548:
entity that they had captured earlier in the game as an improvised
967:
ultimately involved around the same number of development staff as
6245:
6235:
6230:
3349:
2239:
2157:
2078:
2068:
1995:
1945:
1800:
1727:
1445:, and admitted that he would struggle to direct a similar work to
1355:
1189:
1128:
926:
840:
427:
410:
370:
366:
239:
223:
5038:
2467:
reported that both games "sold very poorly on release". Designer
1886:
applying paint. Thereby they finalized the overlaid drawing with
1712:
location with a multitude of references to the game's events and
1708:
films. Also carried over from the proposal was the conceit for a
1240:
releases of adventure games had become widespread by the time of
886:
The revised engine offered programmers shortcut commands for the
640:
titles in favor of ventures with greater consumer appeal such as
5681:
4427:
4088:
3953:
3747:
2596:
relatively smooth, but also noted that installing the game on a
2106:
872:
438:
6313:
5863:
5685:
3853:
2479:, Schafer recalled that the management came and told them that
1846:
most of the art". Purcell mentioned that, whereas the mainline
1291:
According to Ron Gilbert and Tim Schafer, their chief idea for
5004:
4452:
4358:
hands-on and Ron Gilbert interview – adventure like it's 1987"
2538:
received consistently high reviews for all versions, 95% from
1831:
864:
operating system, as with LucasArts' other games at the time.
259:
4889:
Writing Interactive Music for Video Games: A Composer's Guide
3343:
Tichacek, Petr (August 2010). "Retro Sektor – The Making of…
2554:
as a budget game, the reviews remained high getting 91% from
1971:
Aside from his immediate role in the graphics production for
1472:
Gilbert maintained the management of the design: he used the
1433:
could be easily revised so as to retain satisfactory overall
1412:
who appreciated gameplay avenues suited for their decreasing
939:
The overlap between the development assets for the first two
1127:
reported that the sequel was to be released for PCs and the
804:
was supplemented with newly hired personnel such as artists
2046:
directing and coming in and saying, 'No, that character's
1825:, who were divided into two groups: background artists and
847:
for the scripting language (internally dubbed SPUTUM), and
734:
was one of the company' first games to conform, along with
2395:
to the distribution of its development between LucasArts'
2280:
The remake was announced by LucasArts during their annual
1099:
in the game's development. In June 1991, LucasArts showed
3828:
DOUBLE FINE GAME CLUB: Monkey Island 2: LeChuck's Revenge
2077:(2010 photograph) was critical to the development of the
525:
Herman Toothrot, who he previously met on Monkey Island.
5090:"Hilarious Creator Commentary Jazzes Up Monkey Island 2"
1990:
The finished template image for the game's cover was an
883:, which replaced the text-only descriptions with icons.
670:
produced under the LucasArts brand name. Development of
4819:
Composer Peter McConnell on Communicating Cartooniness"
1476:
software on a Macintosh computer to generate schematic
610:
practices which he likened to the narrative setting of
566:
came about during its planning by the game's director,
4505:
creators stick to their roots with new adventure game"
4032:"Gamespot.com Presents: An interview with Ron Gilbert"
1255:
rate than that of contemporary high-end PCs' internal
2678:. LucasArts Entertainment Company LLC. Archived from
2455:
were still kicking our ass completely!" A writer for
2300:
s and a return of the original voice cast, including
915:
after suggestion, which thus introduced an aspect of
5060:"Creator Commentary Comes To Monkey Island 2 Remake"
4940:"Monkey Island Special Edition Collection Announced"
6397:
6348:
6259:
6223:
6122:
6090:
6065:
6040:
5989:
5936:
5897:
5795:
5774:
5721:
2188:. The iMUSE technology enabled the game to feature
307:
295:
277:
229:
217:
205:
185:
167:
139:
117:
107:
95:
83:
50:
38:
24:
4965:"Monkey Island 2 Special Edition Hits this Summer"
4290:Monkey Island 2 Special Edition: LeChuck's Revenge
3612:. Infotainment World Inc. pp. 200, 204, 207.
1449:in the face of formalized development procedures.
1002:. In the first "pass", artists originally created
835:uses the fifth revision of LucasArts' proprietary
808:and Larry Ahern as well as a scripter-programmer.
598:. He proceeded to conceive ideas specifically for
5181:Success Could Mean More Adventure From LucasArts"
4448:"The Past, Present and Future of Adventure Games"
3503:
3501:
3499:
3497:
3495:
3493:
3491:
3489:
3487:
650:In 1990, around the time that the development of
4025:
4023:
3912:: CS1 maint: bot: original URL status unknown (
3485:
3483:
3481:
3479:
3477:
3475:
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3471:
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3068:
3066:
3064:
3062:
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3058:
3056:
3054:
3052:
3050:
3048:
3046:
3044:
1556:. Grossman explained that, whereas the intended
1158:, as an outgrowth of the necessity to reside in
1010:. The outline drawings were processed through a
788:also included lead artist and cover illustrator
5661:"Review: Monkey Island 1 and 2 Special Edition"
3574:
3572:
3570:
3568:
3566:
3564:
3562:
3390:
3388:
3367:Scott, Ryan; Molloy, Sean (October 2007). "The
3226:
3224:
3222:
3042:
3040:
3038:
3036:
3034:
3032:
3030:
3028:
3026:
3024:
2564:is often considered one of the greatest in the
2256:of the sequel with updated audiovisuals titled
1784:project marked his discovery of a hypothetical
1612:As with the game's predecessor, the puzzles in
900:to finalize the object-oriented programming in
4532:
4530:
4528:
4526:
4524:
4391:"Ron Gilbert's Words of Wisdom to Tim Schafer"
4220:
4218:
4216:
4214:
4053:
4051:
3969:
3967:
3965:
3963:
3450:Staff (May 2013). "The Art of Steve Purcell".
3362:
3360:
3254:
3252:
3204:
3202:
3200:
3198:
3196:
3194:
3192:
3190:
3188:
3186:
3184:
3182:
3180:
3178:
3176:
3102:
3100:
2632:the eighth-best adventure game ever released.
2312:in his final performance as LeChuck, and even
6325:
5875:
5697:
5126:
5124:
5122:
5120:
5118:
5116:
4860:
4858:
4499:Dimopoulos, Konstantinos (December 2, 2014).
4058:Staff (December 1991). "Coming Attractions".
3894:. Archived from the original on July 29, 2021
3821:
3819:
3817:
3815:
3813:
3759:
3757:
3581:"Arcade Attack Podcast – March (2 of 4) 2018"
3445:
3443:
3174:
3172:
3170:
3168:
3166:
3164:
3162:
3160:
3158:
3156:
2875:
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2792:
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2784:
2782:
2780:
2778:
2776:
2774:
1364:(2013 photograph) supervised design areas of
8:
5433:
5431:
5299:Staff (August 2009). "Master of Unreality".
5294:
5292:
4856:
4854:
4852:
4850:
4848:
4846:
4844:
4842:
4840:
4838:
3738:Secret of Monkey Island 2: LeChuck's Revenge
3441:
3439:
3437:
3435:
3433:
3431:
3429:
3427:
3425:
3423:
3286:
3284:
2772:
2770:
2768:
2766:
2764:
2762:
2760:
2758:
2756:
2754:
2550:for the PC version. When Kixx XL rereleased
2402:The Secret of Monkey Island: Special Edition
2389:The Secret of Monkey Island: Special Edition
2380:The Secret of Monkey Island: Special Edition
2361:The Secret of Monkey Island: Special Edition
2350:The Secret of Monkey Island: Special Edition
931:The designers fashioned the presentation of
602:before Lucasfilm Games set about publishing
5493:"Monkey Island 2: LeChuck's Revenge review"
5349:"Monkey Island 2: LeChuck's Revenge for PC"
4808:
4806:
4804:
4802:
4800:
4798:
4796:
4319:
4317:
4315:
4313:
4311:
4170:
4168:
4166:
4164:
4162:
4160:
4158:
4156:
4154:
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3877:
3875:
3873:
3871:
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3731:
3729:
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3719:
3717:
3715:
3713:
3711:
3709:
2991:
2989:
2987:
2695:
2693:
2691:
2689:
784:until its completion. Staff returning from
6608:Video games developed in the United States
6332:
6318:
6310:
5882:
5868:
5860:
5704:
5690:
5682:
5387:
5385:
5383:
5381:
5379:
4676:
4674:
4672:
4670:
4281:
4279:
4277:
4275:
4273:
4228:(Spring 1992). "The Kitchen Sink Factor".
4001:
3999:
3997:
3995:
3791:
3789:
3787:
3785:
3707:
3705:
3703:
3701:
3699:
3697:
3695:
3693:
3691:
3689:
3596:
3594:
2933:
2931:
2929:
2927:
2925:
2508:
2156:served as the first LucasArts game to use
654:was sanctioned, Lucasfilm Games and other
30:
21:
5343:
5341:
5170:
5168:
5166:
5164:
5162:
5160:
5158:
4993:
4991:
4739:
4737:
4735:
4708:
4706:
4668:
4666:
4664:
4662:
4660:
4658:
4656:
4654:
4652:
4650:
3601:Ashburn, Jo (March 1995). "The Making of
3533:
3531:
3529:
3527:
3525:
3338:
3336:
3235:Guide to Tim Schafer & Double Fine".
2904:Fish, Eliot (January 2005). "The Vault –
1963:s staff of the works (pictured above) of
5663:. Gaming Bus. 2011-09-19. Archived from
4605:from the original on September 13, 2012.
3374:Games for Windows: The Official Magazine
3334:
3332:
3330:
3328:
3326:
3324:
3322:
3320:
3318:
3316:
3126:
3124:
2271:Monkey Island Special Edition Collection
2081:interactive music engine, introduced in
365:was the sixth LucasArts game to use the
5920:Zak McKracken and the Alien Mindbenders
5322:"Geniuses at Play; Write the Lightning"
4593:"Man of Adventure: Ron Gilbert Profile"
4591:Matulef, Jeffrey (September 11, 2012).
4412:
4410:
4408:
4370:from the original on February 18, 2017.
4304:from the original on November 28, 2015.
4266:from the original on December 23, 2018.
3396:"Video Game History Month: Tim Schafer"
3353:(in Czech) (194). Burda Praha: 103–104.
3309:from the original on February 14, 2011.
3017:from the original on September 4, 2015.
2963:
2961:
2959:
2662:
2487:series' reputation grew as a result of
1878:digitally lent them "a greater range".
1162:and study at underground facilities on
5966:Indiana Jones and the Fate of Atlantis
5411:
5409:
5407:
5405:
5222:
5211:
5193:from the original on November 9, 2020.
4539:Day of the Tentacle – Maniac Mansion 2
4435:from the original on January 26, 2013.
4079:Staff (August 1991). "Lucasfilm Kills
3905:
3659:from the original on February 8, 2013.
3231:Gordon, Jonathan (January 2021). "The
2899:
2897:
2803:Series with Special Guest Ron Gilbert"
2670:
2668:
2666:
1109:Indiana Jones and the Fate of Atlantis
822:Indiana Jones and the Fate of Atlantis
755:co-designers, programmers and writers
737:Indiana Jones and the Fate of Atlantis
6593:Video games scored by Peter McConnell
6268:Rogue Leaders: The Story of LucasArts
6099:Zak McKracken: Between Time and Space
4341:from the original on August 14, 2014.
3796:"Hall of Fame: Guybrush Threepwood".
3076:Rogue Leaders: The Story of LucasArts
2676:"Part Two: The Classics, 1990 – 1994"
1313:Competing games in the genre such as
910:commented that SCUMM's capacity as a
7:
6603:Video games set on fictional islands
6583:Video games scored by Clint Bajakian
4352:Jenkins, David (February 17, 2017).
4131:Krueger, Pamela (October 31, 1998).
3802:. The Ultimate Retro Companion (3).
3764:Staff; Bevan, Mike (July 12, 2013).
3587:from the original on March 16, 2018.
2799:"Retronauts Vol. IV Episode 45: The
2513:
2445:and its predecessor "sold well, but
2105:and reformulated into PC-compatible
1225:, LucasArts' product distributor in
332:in 1991. Players control the pirate
6598:Video games set in the 17th century
5518:"CGW Salutes The Games of the Year"
4831:from the original on March 8, 2016.
4789:from the original on March 1, 2010.
4728:from the original on June 20, 2009.
4699:from the original on March 9, 2016.
4488:from the original on July 29, 2021.
4460:from the original on March 3, 2015.
4145:from the original on July 28, 2021.
4044:from the original on June 20, 2000.
3976:Monkey Island II: LeChuck's Revenge
3778:from the original on March 9, 2015.
3682:from the original on July 28, 2021.
3672:"Humongous, Hulabee founder jailed"
3277:from the original on March 9, 2016.
2850:from the original on June 10, 2011.
2813:from the original on July 28, 2021.
2702:Monkey Island 2: LeChuck's Revenge
2504:
2160:(iMUSE), the company's proprietary
1658:franchises, and an allusion to the
1263:into the CD-ROM updated version of
457:Several months after the events of
6588:Video games scored by Michael Land
6367:Monkey Island 2: LeChuck's Revenge
6049:Indiana Jones and the Iron Phoenix
5959:Monkey Island 2: LeChuck's Revenge
5927:Indiana Jones and the Last Crusade
5737:Monkey Island 2: LeChuck's Revenge
5603:"Top 100 All-Time Adventure Games"
5252:from the original on July 9, 2017.
4886:Sweet, Michael (October 2, 2014).
4759:from the original on July 8, 2011.
4566:Monkey Island 2: LeChuck's Revenge
4446:Andreadis, Kosta (March 2, 2015).
4205:Monkey Island 2: LeChuck's Revenge
3886:Monkey Island 2: LeChuck's Revenge
3579:Wallett, Adrian (March 12, 2018).
3408:from the original on March 1, 2014
3345:Monkey Island 2: LeChuck's Revenge
3135:Monkey Island 2: LeChuck's Revenge
2980:from the original on July 8, 2014.
2968:Rignall, Jaz (December 26, 2015).
2727:Monkey Island 2: LeChuck's Revenge
2592:made using the Amiga version's 11
2580:Monkey Island 2: LeChuck's Revenge
2433:Monkey Island 2: LeChuck's Revenge
2158:Interactive Music Streaming Engine
2154:Monkey Island 2: LeChuck's Revenge
2091:Monkey Island 2: LeChuck's Revenge
2083:Monkey Island 2: LeChuck's Revenge
1952:Monkey Island 2: LeChuck's Revenge
1811:Monkey Island 2: LeChuck's Revenge
1203:Monkey Island 2: LeChuck's Revenge
1196:Monkey Island 2: LeChuck's Revenge
1101:Monkey Island 2: LeChuck's Revenge
714:Monkey Island 2: LeChuck's Revenge
672:Monkey Island 2: LeChuck's Revenge
321:Monkey Island 2: LeChuck's Revenge
25:Monkey Island 2: LeChuck's Revenge
14:
5809:Star Wars: The Force Unleashed II
5615:from the original on June 4, 2012
4517:from the original on May 2, 2015.
4102:Kalata, Kurt (December 5, 2008).
3555:from the original on May 3, 2021.
3131:Kalata, Kurt (December 8, 2009).
2729:(DOS). Level/area: Scabb Island.
1881:After experimenting with various
1838:was growing close to completion.
1336:by Guybrush to his love interest
944:Grossman, who further noted that
904:. However, in 1992 Rik Haynes of
792:; animator Sean Turner; composer
712:In 1990, prior to the release of
496:party, a spitting competition, a
6430:Double Fine Happy Action Theater
5844:
5843:
5528:from the original on 2 July 2014
5305:. No. 204. United Kingdom:
3073:Smith, Rob (November 26, 2008).
2700:Lucero, Judith (December 1991).
2544:for the Amiga version, 96% from
2414:Monkey Island 2: Special Edition
2365:Monkey Island 2: Special Edition
2333:Monkey Island 2: Special Edition
2320:was also confirmed as Dread and
2258:Monkey Island 2: Special Edition
1589:
1580:
1267:, released in 1992 for IBM PCs.
1194:LucasArts’ choice to distribute
1014:color scanner and the resulting
843:. The company added a dedicated
702:
693:
545:above-ground in the "Big Whoop"
369:engine and the first to use the
6543:Point-and-click adventure games
6056:Sam & Max: Freelance Police
5549:148: 150 Best Games of All Time
5499:from the original on 2007-06-02
5473:from the original on 2007-06-13
5365:from the original on 2009-03-06
5131:Rigney, Ryan (April 19, 2016).
5102:from the original on 2010-06-25
5070:from the original on 2010-05-29
4977:from the original on 2010-03-14
3892:The International House of Mojo
3884:"LucasArts' Secret History #6:
3882:Capel, Chris (August 4, 2008).
3670:Rose, Alan (December 6, 2005).
3215:. No. 87. pp. 32, 34.
1064:graphics editing software on a
998:methods to generate assets for
912:high-level programming language
740:. This meant that a dedicated
660:LucasArts Entertainment Company
349:(1990), development was led by
6503:Fiction about Louisiana Voodoo
5601:AG Staff (December 30, 2011).
5563:Top 50 PC Games of All Time".
5524:. November 1992. p. 110.
5495:. Adventureclassicgaming.com.
5491:Linkola, Joonas (1997-11-06).
5265:"ECTS: Lucas Monkeying Around"
5240:Skylar, John (June 22, 2014).
4963:Crecente, Brian (2010-03-10).
3931:(7). Digital Expressions: 5–6.
2797:Mackey, Bob (August 3, 2015).
2375:than for the previous remake.
1817:Shortly before the release of
1620:In 2014, Gilbert acknowledged
1115:. That month, Paul Presley of
1105:The Secret of Monkey Island II
1044:department on the artwork for
1:
6613:Video games with commentaries
5569:. No. 5. pp. 43–56.
4813:Mackey, Bob (March 8, 2016).
4681:Mackey, Bob (March 8, 2016).
3974:Lopez, Amaya (August 1991). "
3835:. May 4, 2013. Archived from
3259:Mackey, Bob (June 25, 2018).
2938:Owen, Steve (January 1999). "
1910:For the animated graphics in
1344:, and he thus sought to make
668:adventure game by the company
5816:Poker Night at the Inventory
5263:Staff (September 11, 1996).
5242:"Interview with Ron Gilbert"
5175:Fahey, Mike (May 27, 2010).
5088:Mastrapa, Gus (2010-06-23).
4106:Secret of Monkey Island, The
3942:Presley, Paul (June 1991). "
3633:Ryan, James (July 2, 1998).
2288:Mystery Science Theater 3000
1916:Industrial Light & Magic
1732:Ron Gilbert's favorite film
1602:(left, 2016 photograph) and
1169:Summarizing his overview of
1052:, in particular that of the
952:performance as opposed to a
720:(left) to offices in nearby
6360:The Secret of Monkey Island
5952:The Secret of Monkey Island
5730:The Secret of Monkey Island
5581:"Top 100 Games of All Time"
5457:Howson, Greg (2005-07-06).
4894:Addison-Wesley Professional
4537:Brown, Khris (Fall 1992). "
3944:The Secret of Monkey Island
3859:September 27, 2013, at the
3371:Interview: Dave Grossman".
3291:Chris Remo (July 6, 2009).
2906:The Secret of Monkey Island
2345:The Secret of Monkey Island
2266:The Secret of Monkey Island
2250:The Secret of Monkey Island
2166:The Secret of Monkey Island
2129:Although the soundtrack of
1985:The Secret of Monkey Island
1528:The Secret of Monkey Island
1459:The Secret of Monkey Island
1326:The Secret of Monkey Island
1297:The Secret of Monkey Island
1265:The Secret of Monkey Island
1205:was originally released on
969:The Secret of Monkey Island
816:, was appointed to produce
786:The Secret of Monkey Island
753:The Secret of Monkey Island
676:The Secret of Monkey Island
622:The Secret of Monkey Island
596:The Secret of Monkey Island
576:The Secret of Monkey Island
564:The Secret of Monkey Island
539:The Secret of Monkey Island
460:The Secret of Monkey Island
346:The Secret of Monkey Island
328:developed and published by
6644:
6618:Xbox 360 Live Arcade games
6012:The Curse of Monkey Island
5980:Sam & Max Hit the Road
5744:The Curse of Monkey Island
4998:Clark, Matt (2010-06-16).
4562:Turi, Tim (July 8, 2010).
4417:Staff (January 25, 2013).
4329:"Puzzle Dependency Charts"
3736:Haynes, Rik (June 1992). "
3635:"PROFILE; On the Job With
2942:Interview - Ron Gilbert".
2294:The Curse of Monkey Island
2282:Game Developers Conference
1778:The Curse of Monkey Island
1213:as well as for MS-DOS and
1103:, then temporarily titled
382:The Curse of Monkey Island
6578:Video games about zombies
6573:Video games about pirates
6558:Single-player video games
6538:PlayStation Network games
6031:Escape from Monkey Island
5891:LucasArts adventure games
5839:
5751:Escape from Monkey Island
5559:Staff (April 1994). "The
2517:
2514:
2343:his proposal to recreate
1251:medium, such as a slower
1113:Consumer Electronics Show
763:also returned to work on
29:
16:1991 adventure video game
6340:Video games designed by
5422:Computer and Video Games
4286:Staff (April 23, 2010).
3888:– Developer Reflections"
3293:"Back in the Water: The
2826:"The Secret of Creating
2547:Computer and Video Games
2435:was highly anticipated;
2263:The Special Editions of
1644:Pirates of the Caribbean
1489:representations akin to
869:graphical user interface
562:The idea of a sequel to
500:, a drinking contest, a
6553:ScummVM-supported games
6488:Cancelled Sega CD games
6282:Humongous Entertainment
6081:Return to Monkey Island
5765:Return to Monkey Island
4922:"Disney Guest Services"
4399:Double Fine Productions
3609:Official Player's Guide
3083:. pp. 51, 53, 65.
2252:, LucasArts released a
2097:and high school friend
1272:Humongous Entertainment
1046:the packaging materials
820:at LucasArts alongside
392:Return to Monkey Island
6298:The LucasArts Archives
6074:Tales of Monkey Island
5758:Tales of Monkey Island
5221:Cite journal requires
4718:"Cartographer's Cabin"
4474:(September 26, 2017).
4395:Double Fine Adventure!
2324:as additional voices.
2245:
2232:that was developed ".
2086:
1994:by Purcell drawn on a
1968:
1814:
1747:
1369:
1199:
936:
722:San Rafael, California
666:thus became the first
420:
157:James Alexander Dollar
5522:Computer Gaming World
5031:"Monkey Island 2: SE"
4423:Erfinder Ron Gilbert"
4254:"Friday Questions #2"
3839:on September 27, 2013
3212:Computer Gaming World
2999:(September 1, 2015).
2606:Computer Gaming World
2243:
2072:
2013:as reminiscent of an
1949:
1804:
1731:
1359:
1193:
1087:the latest builds of
1085:Computer Gaming World
1074:DeluxePaint Animation
930:
893:Computer Gaming World
867:Also revised was the
574:. Gilbert envisioned
508:, rigged gambling, a
414:
6493:Classic Mac OS games
5590:(44): 77. July 1996.
5334:on October 24, 2007.
5141:. pp. 146–147.
4401:. February 24, 2012.
4252:(January 12, 2018).
4120:on January 14, 2018.
4085:The One for ST Games
3149:on January 11, 2018.
2412:, and remarked that
1950:The cover image for
1457:Whereas the work of
1352:Two difficulty modes
828:Engine and interface
674:began shortly after
6533:PlayStation 3 games
6528:Monkey Island games
6374:Day of the Tentacle
5973:Day of the Tentacle
5782:Guybrush Threepwood
4817:Day of the Tentacle
4685:Day of the Tentacle
4683:"Behind the Art of
4580:on August 25, 2019.
4327:(August 10, 2014).
4113:Hardcore Gaming 101
3263:Day of the Tentacle
3142:Hardcore Gaming 101
2952:. pp. 160–163.
2824:Staff (Fall 1990).
2511:
2052:Day of the Tentacle
1474:MicroPlanner X-Pert
1141:Day of the Tentacle
919:in the production.
849:background programs
465:Guybrush Threepwood
334:Guybrush Threepwood
6568:Video game sequels
6041:Cancelled projects
5639:Rock Paper Shotgun
5246:Night Dive Studios
4926:support.disney.com
3804:Imagine Publishing
3652:The New York Times
3458:Imagine Publishing
3265:: An Oral History"
3115:Imagine Publishing
2888:Imagine Publishing
2509:
2246:
2087:
1969:
1815:
1748:
1370:
1287:Overall principles
1282:Design and writing
1200:
1186:Release and format
1070:background scenery
1016:digitized graphics
937:
858:IBM PC compatibles
856:was developed for
608:project management
504:, a sunken ship's
421:
161:Michael McLaughlin
6460:
6459:
6307:
6306:
5857:
5856:
5641:. 16 October 2020
5459:"Point and click"
5440:CU Amiga Magazine
5309:. pp. 82–87.
5307:Future Publishing
4873:Future Publishing
4773:(March 2, 2011).
4747:(March 2, 2011).
4716:(June 16, 2009).
4187:Future Publishing
4083:Adventure Game".
4066:Future Publishing
4016:. pp. 82–87.
4014:Future Publishing
3986:Dennis Publishing
3583:. Arcade Attack.
3243:Future Publishing
3090:978-0-8118-6184-7
2682:on June 23, 2006.
2570:review aggregator
2532:
2531:
2194:sound engineering
2190:progressive music
2103:Digital Performer
2018:book illustration
1923:computer graphics
1562:the United States
1375:difficulty levels
1348:tougher overall.
1295:was to expand on
871:, which employed
613:Lord of the Flies
502:glass-bottom boat
424:LeChuck's Revenge
317:
316:
302:Graphic adventure
6635:
6473:1991 video games
6334:
6327:
6320:
6311:
6113:Thimbleweed Park
5884:
5877:
5870:
5861:
5847:
5846:
5706:
5699:
5692:
5683:
5676:
5675:
5673:
5672:
5657:
5651:
5650:
5648:
5646:
5631:
5625:
5624:
5622:
5620:
5608:Adventure Gamers
5598:
5592:
5591:
5585:
5577:
5571:
5570:
5556:
5550:
5544:
5538:
5537:
5535:
5533:
5514:
5508:
5507:
5505:
5504:
5488:
5482:
5481:
5479:
5478:
5454:
5448:
5447:
5435:
5426:
5425:
5413:
5400:
5399:
5389:
5374:
5373:
5371:
5370:
5345:
5336:
5335:
5330:. Archived from
5317:
5311:
5310:
5296:
5287:
5286:
5284:
5282:
5273:. Archived from
5260:
5254:
5253:
5237:
5231:
5230:
5224:
5219:
5217:
5209:
5201:
5195:
5194:
5172:
5153:
5152:
5128:
5111:
5110:
5108:
5107:
5085:
5079:
5078:
5076:
5075:
5056:
5050:
5049:
5047:
5046:
5037:. Archived from
5027:
5021:
5020:
5018:
5017:
5008:. Archived from
4995:
4986:
4985:
4983:
4982:
4960:
4954:
4953:
4951:
4950:
4944:TrueAchievements
4936:
4930:
4929:
4918:
4912:
4911:
4883:
4877:
4876:
4862:
4833:
4832:
4810:
4791:
4790:
4779:Memory For Sale"
4767:
4761:
4760:
4749:"The Bloody Lip"
4741:
4730:
4729:
4710:
4701:
4700:
4678:
4645:
4644:
4638:
4636:
4619:(May 29, 2009).
4613:
4607:
4606:
4588:
4582:
4581:
4576:. Archived from
4559:
4553:
4552:
4534:
4519:
4518:
4496:
4490:
4489:
4468:
4462:
4461:
4443:
4437:
4436:
4414:
4403:
4402:
4378:
4372:
4371:
4356:Thimbleweed Park
4349:
4343:
4342:
4321:
4306:
4305:
4283:
4268:
4267:
4246:
4240:
4239:
4222:
4209:
4208:
4197:
4191:
4190:
4172:
4147:
4146:
4128:
4122:
4121:
4116:. Archived from
4099:
4093:
4092:
4076:
4070:
4069:
4055:
4046:
4045:
4030:DeMaria, Rusel.
4027:
4018:
4017:
4012:. No. 204.
4003:
3990:
3989:
3971:
3958:
3957:
3939:
3933:
3932:
3929:Enchanted Realms
3924:
3918:
3917:
3911:
3903:
3901:
3899:
3879:
3864:
3852:
3846:
3844:
3823:
3808:
3807:
3806:: 188–189. 2010.
3793:
3780:
3779:
3761:
3752:
3751:
3733:
3684:
3683:
3667:
3661:
3660:
3630:
3624:
3623:
3598:
3589:
3588:
3576:
3557:
3556:
3535:
3520:
3519:
3505:
3462:
3461:
3447:
3418:
3417:
3415:
3413:
3404:. May 12, 2011.
3392:
3383:
3382:
3364:
3355:
3354:
3340:
3311:
3310:
3288:
3279:
3278:
3256:
3247:
3246:
3228:
3217:
3216:
3206:
3151:
3150:
3145:. Archived from
3128:
3119:
3118:
3104:
3095:
3094:
3070:
3019:
3018:
3001:"Happy Birthday
2993:
2982:
2981:
2965:
2954:
2953:
2935:
2920:
2919:
2916:Future Australia
2901:
2892:
2891:
2877:
2852:
2851:
2821:
2815:
2814:
2794:
2749:
2748:
2740:Bart & Fink:
2719:
2713:
2712:
2697:
2684:
2683:
2672:
2626:Adventure Gamers
2600:is recommended.
2512:
2418:
2337:
2299:
2216:background music
2170:
2060:
2026:
1962:
1860:
1766:
1695:
1593:
1584:
1532:
1463:
1443:design documents
1402:
1394:
1309:
1301:
1246:
1175:
1156:higher education
989:
917:iterative design
881:player inventory
776:s then-director
775:
706:
697:
680:
426:plays like most
395:, set after the
282:Original version
236:Original version
163:Collette Michaud
73:
64:
34:
22:
6643:
6642:
6638:
6637:
6636:
6634:
6633:
6632:
6563:U.S. Gold games
6518:LucasArts games
6478:Adventure games
6463:
6462:
6461:
6456:
6393:
6344:
6338:
6308:
6303:
6255:
6219:
6210:Michael Stemmle
6190:Peter McConnell
6130:Jonathan Ackley
6118:
6086:
6061:
6036:
5985:
5932:
5893:
5888:
5858:
5853:
5835:
5791:
5770:
5717:
5710:
5680:
5679:
5670:
5668:
5659:
5658:
5654:
5644:
5642:
5633:
5632:
5628:
5618:
5616:
5600:
5599:
5595:
5583:
5579:
5578:
5574:
5558:
5557:
5553:
5545:
5541:
5531:
5529:
5516:
5515:
5511:
5502:
5500:
5490:
5489:
5485:
5476:
5474:
5456:
5455:
5451:
5437:
5436:
5429:
5415:
5414:
5403:
5395:Amiga Computing
5391:
5390:
5377:
5368:
5366:
5359:CBS Interactive
5347:
5346:
5339:
5319:
5318:
5314:
5298:
5297:
5290:
5280:
5278:
5277:on June 6, 1997
5270:Next Generation
5262:
5261:
5257:
5239:
5238:
5234:
5220:
5210:
5203:
5202:
5198:
5174:
5173:
5156:
5149:
5130:
5129:
5114:
5105:
5103:
5087:
5086:
5082:
5073:
5071:
5058:
5057:
5053:
5044:
5042:
5029:
5028:
5024:
5015:
5013:
4997:
4996:
4989:
4980:
4978:
4962:
4961:
4957:
4948:
4946:
4938:
4937:
4933:
4920:
4919:
4915:
4904:
4885:
4884:
4880:
4864:
4863:
4836:
4812:
4811:
4794:
4769:
4768:
4764:
4743:
4742:
4733:
4712:
4711:
4704:
4680:
4679:
4648:
4634:
4632:
4623:Monkey Island 2
4621:"The ending to
4615:
4614:
4610:
4590:
4589:
4585:
4561:
4560:
4556:
4536:
4535:
4522:
4498:
4497:
4493:
4470:
4469:
4465:
4445:
4444:
4440:
4419:"Interview mit
4416:
4415:
4406:
4389:
4386:Wayback Machine
4379:
4375:
4351:
4350:
4346:
4323:
4322:
4309:
4285:
4284:
4271:
4248:
4247:
4243:
4224:
4223:
4212:
4201:Lucasfilm Games
4199:
4198:
4194:
4174:
4173:
4150:
4130:
4129:
4125:
4101:
4100:
4096:
4078:
4077:
4073:
4057:
4056:
4049:
4029:
4028:
4021:
4005:
4004:
3993:
3973:
3972:
3961:
3941:
3940:
3936:
3926:
3925:
3921:
3904:
3897:
3895:
3881:
3880:
3867:
3861:Wayback Machine
3854:Full transcript
3842:
3840:
3825:
3824:
3811:
3795:
3794:
3783:
3763:
3762:
3755:
3735:
3734:
3687:
3669:
3668:
3664:
3632:
3631:
3627:
3620:
3600:
3599:
3592:
3578:
3577:
3560:
3543:"Judith Lucero"
3541:(May 2, 2021).
3537:
3536:
3523:
3507:
3506:
3465:
3449:
3448:
3421:
3411:
3409:
3394:
3393:
3386:
3366:
3365:
3358:
3342:
3341:
3314:
3290:
3289:
3282:
3258:
3257:
3250:
3230:
3229:
3220:
3208:
3207:
3154:
3130:
3129:
3122:
3106:
3105:
3098:
3091:
3081:Chronicle Books
3072:
3071:
3022:
2995:
2994:
2985:
2967:
2966:
2957:
2948:. No. 65.
2937:
2936:
2923:
2903:
2902:
2895:
2879:
2878:
2855:
2844:Lucasfilm Games
2823:
2822:
2818:
2796:
2795:
2752:
2723:Lucasfilm Games
2721:
2720:
2716:
2711:. pp. 3–5.
2699:
2698:
2687:
2674:
2673:
2664:
2659:
2650:Special Edition
2646:
2644:Special Edition
2630:Monkey Island 2
2618:Monkey Island 2
2590:Monkey Island 2
2585:Monkey Island 2
2566:point-and-click
2562:Monkey Island 2
2552:Monkey Island 2
2541:Amiga Computing
2536:Monkey Island 2
2533:
2510:Aggregate score
2507:
2503:
2489:software piracy
2477:Monkey Island 2
2473:Monkey Island 2
2458:Next Generation
2443:Monkey Island 2
2430:
2425:
2416:
2410:Monkey Island 2
2393:Monkey Island 2
2384:Monkey Island 2
2373:Monkey Island 2
2354:Monkey Island 2
2335:
2330:
2297:
2238:
2236:Special edition
2207:Monkey Island 2
2186:Monkey Island 2
2168:
2151:
2131:Monkey Island 2
2112:music sequencer
2095:Peter McConnell
2075:Peter McConnell
2067:
2058:
2056:Monkey Island 2
2039:Monkey Island 2
2034:
2024:
2022:Monkey Island 2
1977:Monkey Island 2
1973:Monkey Island 2
1960:
1944:
1936:Monkey Island 2
1912:Monkey Island 2
1908:
1888:colored pencils
1867:Monkey Island 2
1858:
1856:Monkey Island 2
1852:Monkey Island 2
1836:Monkey Island 2
1823:Monkey Island 2
1819:Monkey Island 2
1799:
1794:
1782:Monkey Island 2
1773:Monkey Island 2
1764:
1753:Monkey Island 2
1744:Monkey Island 2
1735:Blazing Saddles
1726:
1693:
1691:Monkey Island 2
1687:Monkey Island 2
1683:
1675:Monkey Island 2
1631:Monkey Island 2
1622:Monkey Island 2
1614:Monkey Island 2
1610:
1609:
1608:
1607:
1596:
1595:
1594:
1586:
1585:
1574:
1566:Monkey Island 2
1542:Monkey Island 2
1530:
1520:Monkey Island 2
1515:Monkey Island 2
1507:Monkey Island 2
1500:Monkey Island 2
1483:Monkey Island 2
1466:Monkey Island 2
1461:
1455:
1447:Monkey Island 2
1431:Monkey Island 2
1426:Monkey Island 2
1421:Monkey Island 2
1400:
1398:Monkey Island 2
1392:
1383:Monkey Island 2
1379:Monkey Island 2
1366:Monkey Island 2
1354:
1346:Monkey Island 2
1320:King's Quest IV
1307:
1305:Monkey Island 2
1299:
1293:Monkey Island 2
1289:
1284:
1261:Monkey Island 2
1244:
1242:Monkey Island 2
1231:Monkey Island 2
1219:Monkey Island 2
1188:
1179:Monkey Island 2
1173:
1171:Monkey Island 2
1144:. Schafer told
1136:Monkey Island 2
1093:Monkey Island 2
1089:Monkey Island 2
1078:Monkey Island 2
1050:Monkey Island 2
1035:which featured
1033:Monkey Island 2
1023:for the game's
1000:Monkey Island 2
987:
985:Monkey Island 2
981:
973:Monkey Island 2
965:Monkey Island 2
961:Monkey Island 2
946:Monkey Island 2
933:Monkey Island 2
925:
902:Monkey Island 2
877:point-and-click
854:Monkey Island 2
833:Monkey Island 2
830:
818:Monkey Island 2
814:Electronic Arts
802:Monkey Island 2
782:Monkey Island 2
773:
765:Monkey Island 2
746:Monkey Island 2
732:Monkey Island 2
728:
727:
726:
725:
718:Skywalker Ranch
709:
708:
707:
699:
698:
687:
678:
664:Monkey Island 2
652:Monkey Island 2
634:Monkey Island 2
629:Monkey Island 2
618:Monkey Island 2
600:Monkey Island 2
568:Lucasfilm Games
560:
555:
510:library catalog
455:
435:adventure games
432:point-and-click
417:Monkey Island 2
409:
401:Monkey Island 2
377:Monkey Island 2
373:sound system.
363:Monkey Island 2
290:
288:Special edition
286:
284:
258:
256:Special edition
254:
238:
198:
196:Peter McConnell
194:
180:
178:
176:
174:
162:
160:
158:
156:
154:
152:
148:
134:
132:
130:
126:
79:
68:
59:
20:
19:1991 video game
17:
12:
11:
5:
6641:
6639:
6631:
6630:
6625:
6623:Xbox 360 games
6620:
6615:
6610:
6605:
6600:
6595:
6590:
6585:
6580:
6575:
6570:
6565:
6560:
6555:
6550:
6545:
6540:
6535:
6530:
6525:
6520:
6515:
6510:
6508:FM Towns games
6505:
6500:
6495:
6490:
6485:
6480:
6475:
6465:
6464:
6458:
6457:
6455:
6454:
6447:
6440:
6433:
6426:
6419:
6412:
6404:
6402:
6395:
6394:
6392:
6391:
6384:
6377:
6370:
6363:
6355:
6353:
6346:
6345:
6339:
6337:
6336:
6329:
6322:
6314:
6305:
6304:
6302:
6301:
6294:
6289:
6287:Telltale Games
6284:
6279:
6275:Maniac Mansion
6271:
6263:
6261:
6257:
6256:
6254:
6253:
6248:
6243:
6238:
6233:
6227:
6225:
6221:
6220:
6218:
6217:
6212:
6207:
6202:
6197:
6195:Brian Moriarty
6192:
6187:
6182:
6177:
6172:
6167:
6162:
6157:
6152:
6147:
6142:
6140:Clint Bajakian
6137:
6132:
6126:
6124:
6120:
6119:
6117:
6116:
6109:
6102:
6094:
6092:
6088:
6087:
6085:
6084:
6077:
6069:
6067:
6066:Licensed games
6063:
6062:
6060:
6059:
6052:
6044:
6042:
6038:
6037:
6035:
6034:
6027:
6015:
6008:
6001:
5993:
5991:
5987:
5986:
5984:
5983:
5976:
5969:
5962:
5955:
5948:
5940:
5938:
5934:
5933:
5931:
5930:
5923:
5916:
5913:Maniac Mansion
5909:
5901:
5899:
5895:
5894:
5889:
5887:
5886:
5879:
5872:
5864:
5855:
5854:
5852:
5851:
5840:
5837:
5836:
5834:
5833:
5830:Sea of Thieves
5826:
5819:
5812:
5805:
5799:
5797:
5793:
5792:
5790:
5789:
5784:
5778:
5776:
5772:
5771:
5769:
5768:
5761:
5754:
5747:
5740:
5733:
5725:
5723:
5719:
5718:
5711:
5709:
5708:
5701:
5694:
5686:
5678:
5677:
5652:
5626:
5593:
5572:
5551:
5539:
5509:
5483:
5449:
5427:
5401:
5375:
5337:
5312:
5288:
5255:
5232:
5223:|journal=
5196:
5154:
5147:
5112:
5080:
5066:. 2010-04-26.
5051:
5022:
4987:
4955:
4931:
4913:
4903:978-0321961587
4902:
4896:. p. 99.
4878:
4834:
4792:
4771:Purcell, Steve
4762:
4745:Purcell, Steve
4731:
4714:Purcell, Steve
4702:
4646:
4608:
4583:
4554:
4544:The Adventurer
4520:
4503:Maniac Mansion
4491:
4463:
4438:
4404:
4373:
4344:
4307:
4269:
4241:
4231:The Adventurer
4226:Falstein, Noah
4210:
4192:
4148:
4133:"It Takes Two"
4123:
4094:
4071:
4047:
4019:
3991:
3959:
3934:
3919:
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3607:Full Throttle
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3511:The Adventurer
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2835:The Adventurer
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2738:You mean... /
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2306:Alexandra Boyd
2302:Dominic Armato
2237:
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2162:adaptive music
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2099:Clint Bajakian
2089:The score for
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1797:New technology
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1570:
1481:games such as
1454:
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1390:The Adventurer
1353:
1350:
1330:puzzle-solving
1315:Sierra On-Line
1288:
1285:
1283:
1280:
1187:
1184:
1131:in late 1991.
1111:at the Summer
980:
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950:puppet theatre
924:
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812:, formerly of
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585:The Adventurer
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6451:Psychonauts 2
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6416:Brütal Legend
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6388:Grim Fandango
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6200:Steve Purcell
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6180:Dave Grossman
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6091:Related games
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5714:Monkey Island
5707:
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5688:
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5684:
5667:on 2011-09-27
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5179:Monkey Island
5171:
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5148:9781439895856
5144:
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5113:
5101:
5097:
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5084:
5081:
5069:
5065:
5061:
5055:
5052:
5041:on 2010-03-15
5040:
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5023:
5012:on 2012-03-24
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4573:Game Informer
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4431:(in German).
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4421:Monkey-Island
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3603:Full Throttle
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2742:Big Whoop? /
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2494:Full Throttle
2490:
2486:
2485:Monkey Island
2482:
2478:
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2453:
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2447:Sierra Online
2444:
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2397:San Francisco
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2340:Monkey Island
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2304:as Guybrush,
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2174:pit orchestra
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2032:Art direction
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2019:
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2012:
2009:Described by
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1981:Monkey Island
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1896:anachronistic
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1807:Steve Purcell
1803:
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1792:Visual design
1791:
1789:
1787:
1783:
1779:
1774:
1769:
1763:
1762:
1761:St. Elsewhere
1756:
1754:
1745:
1741:
1737:
1736:
1730:
1723:
1721:
1719:
1715:
1711:
1707:
1706:Indiana Jones
1703:
1698:
1692:
1688:
1680:
1678:
1676:
1671:
1668:
1664:
1662:
1657:
1653:
1652:
1651:Indiana Jones
1647:
1645:
1639:
1636:
1632:
1627:
1623:
1618:
1615:
1605:
1604:Dave Grossman
1601:
1592:
1583:
1571:
1569:
1567:
1563:
1559:
1555:
1554:monkey wrench
1551:
1547:
1543:
1539:
1535:
1529:
1523:
1521:
1516:
1512:
1508:
1503:
1501:
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1479:
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1450:
1448:
1444:
1440:
1436:
1432:
1427:
1422:
1417:
1415:
1411:
1410:casual gamers
1406:
1405:Monkey Island
1399:
1391:
1386:
1384:
1380:
1376:
1367:
1363:
1358:
1351:
1349:
1347:
1343:
1339:
1338:Elaine Marley
1335:
1331:
1327:
1322:
1321:
1316:
1311:
1306:
1298:
1294:
1286:
1281:
1279:
1277:
1273:
1268:
1266:
1262:
1258:
1254:
1253:data transfer
1250:
1243:
1239:
1234:
1232:
1228:
1224:
1220:
1216:
1212:
1208:
1204:
1197:
1192:
1185:
1183:
1180:
1172:
1167:
1165:
1161:
1157:
1153:
1149:
1148:
1143:
1142:
1137:
1132:
1130:
1126:
1125:
1120:
1119:
1114:
1110:
1106:
1102:
1098:
1094:
1090:
1086:
1081:
1079:
1075:
1071:
1067:
1063:
1057:
1055:
1051:
1047:
1043:
1038:
1034:
1030:
1026:
1025:dialogue tree
1022:
1017:
1013:
1009:
1005:
1001:
997:
993:
986:
978:
976:
974:
970:
966:
962:
957:
955:
951:
947:
942:
941:Monkey Island
934:
929:
922:
920:
918:
913:
909:
908:
903:
899:
895:
894:
889:
884:
882:
878:
874:
870:
865:
863:
859:
855:
850:
846:
842:
838:
834:
827:
825:
823:
819:
815:
811:
807:
803:
799:
795:
791:
790:Steve Purcell
787:
783:
779:
778:Noah Falstein
772:
771:
766:
762:
761:Dave Grossman
758:
754:
749:
747:
743:
739:
738:
733:
723:
719:
715:
705:
696:
684:
682:
677:
673:
669:
665:
661:
657:
653:
648:
645:
644:
639:
638:Monkey Island
635:
630:
625:
623:
619:
615:
614:
609:
605:
601:
597:
593:
592:
587:
586:
581:
580:Monkey Island
577:
573:
569:
565:
557:
552:
550:
548:
542:
540:
536:
532:
526:
524:
520:
515:
511:
507:
503:
499:
495:
489:
487:
486:Elaine Marley
481:
479:
475:
470:
466:
462:
461:
452:
450:
446:
444:
440:
436:
433:
429:
425:
418:
413:
406:
404:
402:
398:
394:
393:
388:
384:
383:
378:
374:
372:
368:
364:
360:
359:Dave Grossman
356:
352:
348:
347:
341:
339:
335:
331:
327:
323:
322:
313:
312:Single-player
310:
306:
303:
300:
298:
294:
289:
285:December 1991
283:
280:
276:
273:
269:
268:PlayStation 3
265:
261:
257:
253:
249:
245:
241:
237:
234:
232:
228:
225:
222:
220:
216:
213:
212:
211:Monkey Island
208:
204:
201:
197:
193:
190:
188:
184:
175:Dave Grossman
173:Tami Borowick
172:
170:
166:
151:
147:
146:Steve Purcell
144:
142:
138:
135:Tami Borowick
129:
128:Dave Grossman
125:
122:
120:
119:Programmer(s)
116:
112:
110:
106:
103:
100:
98:
94:
91:
88:
86:
82:
76:
71:
67:
62:
58:
57:
55:
53:
49:
46:
43:
41:
37:
33:
28:
23:
6449:
6442:
6437:Kinect Party
6435:
6428:
6421:
6414:
6407:
6386:
6379:
6372:
6366:
6365:
6358:
6296:
6274:
6266:
6215:Gary Winnick
6185:Michael Land
6111:
6104:
6097:
6079:
6072:
6054:
6047:
6029:
6017:
6010:
6003:
5996:
5978:
5971:
5964:
5958:
5957:
5950:
5943:
5925:
5918:
5911:
5904:
5828:
5821:
5814:
5807:
5763:
5756:
5749:
5742:
5736:
5735:
5728:
5712:
5669:. Retrieved
5665:the original
5655:
5643:. Retrieved
5638:
5629:
5617:. Retrieved
5606:
5596:
5587:
5575:
5564:
5560:
5554:
5546:
5542:
5530:. Retrieved
5521:
5512:
5501:. Retrieved
5486:
5475:. Retrieved
5467:The Guardian
5462:
5452:
5439:
5417:
5393:
5367:. Retrieved
5354:GameRankings
5352:
5332:the original
5325:
5315:
5300:
5279:. Retrieved
5275:the original
5268:
5258:
5235:
5214:cite journal
5199:
5184:
5178:
5133:
5104:. Retrieved
5093:
5083:
5072:. Retrieved
5063:
5054:
5043:. Retrieved
5039:the original
5035:Grumpy Gamer
5025:
5014:. Retrieved
5010:the original
5003:
4979:. Retrieved
4968:
4958:
4947:. Retrieved
4943:
4934:
4925:
4916:
4907:
4888:
4881:
4866:
4822:
4816:
4782:
4776:
4765:
4752:
4721:
4690:
4684:
4639:– via
4633:. Retrieved
4622:
4617:Gilbert, Ron
4611:
4596:
4586:
4578:the original
4571:
4565:
4557:
4542:
4538:
4508:
4502:
4494:
4479:
4472:Gilbert, Ron
4466:
4451:
4441:
4426:
4420:
4394:
4382:Ghostarchive
4380:Archived at
4376:
4361:
4355:
4347:
4334:Grumpy Gamer
4332:
4325:Gilbert, Ron
4295:
4289:
4259:Grumpy Gamer
4257:
4250:Gilbert, Ron
4244:
4229:
4204:
4195:
4180:
4176:
4138:Fast Company
4136:
4126:
4118:the original
4111:
4105:
4097:
4084:
4080:
4074:
4061:Amiga Format
4059:
4035:
4007:
3979:
3975:
3947:
3943:
3937:
3928:
3922:
3896:. Retrieved
3885:
3847:– via
3841:. Retrieved
3837:the original
3827:
3797:
3769:
3741:
3737:
3665:
3650:
3644:
3640:
3636:
3628:
3610:
3606:
3602:
3548:Grumpy Gamer
3546:
3539:Gilbert, Ron
3509:
3451:
3412:February 13,
3410:. Retrieved
3399:
3372:
3368:
3348:
3344:
3300:
3294:
3268:
3262:
3236:
3232:
3210:
3147:the original
3140:
3134:
3108:
3074:
3010:Grumpy Gamer
3008:
3002:
2997:Gilbert, Ron
2943:
2939:
2911:PC PowerPlay
2909:
2905:
2881:
2839:
2833:
2827:
2819:
2800:
2743:
2739:
2735:
2731:
2730:
2726:
2717:
2705:
2701:
2680:the original
2649:
2647:
2634:
2629:
2617:
2611:
2604:
2602:
2594:floppy disks
2589:
2584:
2579:
2578:
2574:GameRankings
2561:
2555:
2551:
2545:
2539:
2535:
2534:
2524:GameRankings
2492:
2484:
2480:
2476:
2472:
2462:
2456:
2452:King's Quest
2450:
2442:
2436:
2432:
2431:
2413:
2409:
2406:
2401:
2392:
2388:
2383:
2379:
2377:
2372:
2364:
2360:
2358:
2353:
2349:
2344:
2339:
2332:
2331:
2292:
2286:
2279:
2275:
2270:
2264:
2262:
2257:
2249:
2247:
2212:
2206:
2199:
2185:
2183:
2165:
2153:
2152:
2130:
2128:
2116:
2090:
2088:
2082:
2055:
2051:
2044:
2038:
2035:
2021:
2010:
2008:
1992:oil painting
1989:
1984:
1980:
1976:
1972:
1970:
1955:
1951:
1935:
1932:
1920:
1911:
1909:
1892:
1880:
1866:
1864:
1855:
1851:
1843:art director
1840:
1835:
1822:
1818:
1816:
1810:
1805:Lead artist
1781:
1777:
1772:
1770:
1759:
1757:
1752:
1749:
1743:
1733:
1718:card catalog
1705:
1699:
1690:
1686:
1684:
1674:
1672:
1660:
1655:
1649:
1643:
1640:
1630:
1621:
1619:
1613:
1611:
1565:
1541:
1537:
1536:
1527:
1524:
1519:
1514:
1510:
1506:
1504:
1499:
1495:correlations
1482:
1471:
1465:
1458:
1456:
1446:
1430:
1425:
1420:
1418:
1404:
1397:
1389:
1387:
1382:
1378:
1371:
1365:
1345:
1325:
1318:
1312:
1304:
1296:
1292:
1290:
1269:
1264:
1260:
1249:compact disc
1241:
1235:
1230:
1218:
1207:floppy disks
1202:
1201:
1195:
1178:
1170:
1168:
1145:
1139:
1135:
1133:
1122:
1116:
1108:
1107:, alongside
1104:
1100:
1097:focus groups
1092:
1088:
1084:
1082:
1077:
1066:Macintosh II
1058:
1049:
1032:
999:
996:digitization
984:
982:
979:Three phases
972:
968:
964:
960:
958:
945:
940:
938:
932:
905:
901:
891:
885:
866:
853:
832:
831:
821:
817:
801:
796:; LucasArts
794:Michael Land
785:
781:
768:
764:
752:
750:
745:
735:
731:
729:
713:
675:
671:
663:
651:
649:
641:
637:
633:
628:
626:
621:
617:
611:
603:
599:
595:
589:
583:
579:
575:
563:
561:
543:
538:
527:
514:cartographer
490:
482:
458:
456:
447:
423:
422:
416:
400:
390:
380:
376:
375:
362:
344:
342:
320:
319:
318:
287:
281:
255:
235:
209:
192:Michael Land
177:Bret Barrett
133:Bret Barrett
52:Publisher(s)
40:Developer(s)
6548:SCUMM games
6523:MacOS games
6483:Amiga games
6409:Psychonauts
6400:Double Fine
6342:Tim Schafer
6292:Double Fine
6205:Tim Schafer
6175:Ron Gilbert
6160:Shelley Day
6145:Hal Barwood
6135:Larry Ahern
5990:1995 - 2000
5937:1990 - 1994
5898:1985 - 1989
5803:Ron Gilbert
5722:Video games
5645:14 December
5588:GamesMaster
5566:PC Gamer UK
5206:Amiga Power
4868:Retro Gamer
4182:Retro Gamer
3833:Double Fine
3641:Freddi Fish
3453:Retro Gamer
3238:Retro Gamer
3233:Retro Gamer
3110:Retro Gamer
2945:PC Gamer UK
2883:Retro Gamer
2637:source code
2622:GamesMaster
2613:PC Gamer UK
2469:Tim Schafer
2438:Amiga Power
2328:Development
2318:Phil LaMarr
2308:as Elaine,
2139:film scores
2011:Retro Gamer
1957:Retro Gamer
1875:live-action
1786:plot device
1714:easter eggs
1681:Playtesting
1600:Tim Schafer
1538:Retro Gamer
1511:Retro Gamer
1362:Ron Gilbert
1276:Double Fine
1257:hard drives
1166:territory.
1160:dormitories
1152:crunch time
845:interpreter
837:game engine
810:Shelley Day
798:playtesting
757:Tim Schafer
627:The reason
591:Retro Gamer
572:Ron Gilbert
553:Development
474:voodoo doll
415:A scene in
397:cliffhanger
385:in 1997. A
355:Tim Schafer
351:Ron Gilbert
291:7 July 2010
231:Platform(s)
187:Composer(s)
181:Ron Gilbert
179:Tim Schafer
159:Ken Macklin
155:Larry Ahern
153:Sean Turner
131:Ron Gilbert
124:Tim Schafer
113:Ron Gilbert
109:Designer(s)
102:Shelley Day
97:Producer(s)
90:Ron Gilbert
85:Director(s)
6467:Categories
6444:Broken Age
6224:Technology
6155:Sean Clark
6150:Peter Chan
6106:Broken Age
5775:Characters
5671:2011-09-19
5503:2007-06-16
5477:2007-06-16
5463:Games Blog
5369:2009-03-08
5106:2010-06-23
5074:2010-05-21
5064:Kotaku.com
5045:2010-03-22
5016:2010-06-16
4981:2010-03-11
4949:2023-07-22
4783:Spudvision
4753:Spudvision
4722:Spudvision
4501:"Q&A:
3645:Pajama Sam
3379:Ziff Davis
3297:Interview"
2950:Future plc
2807:Retronauts
2657:References
2598:hard drive
2515:Aggregator
2471:said that
2316:as Wally.
2135:leitmotifs
2015:N.C. Wyeth
1965:N.C. Wyeth
1740:Mel Brooks
1661:James Bond
1646:attraction
1491:flowcharts
1342:play value
1037:monochrome
1021:algorithms
1004:hand-drawn
898:man-months
806:Peter Chan
685:Production
519:death-trap
506:figurehead
498:bloodhound
494:Mardi Gras
150:Peter Chan
6513:IOS games
6498:DOS games
6351:LucasArts
6277:TV series
6170:David Fox
5906:Labyrinth
5139:CRC Press
4598:Eurogamer
4549:LucasArts
4510:Gamasutra
4236:LucasArts
3831:(Video).
3771:Gamasutra
3637:Putt-Putt
3516:LucasArts
3302:Gamasutra
2744:Guybrush:
2732:Guybrush:
2709:LucasArts
2506:Reception
2423:Reception
2369:Singapore
2314:Neil Ross
2310:Earl Boen
2229:patenting
2073:Composer
2048:off-model
1954:reminded
1906:Animation
1883:art media
1827:animation
1702:screwball
1656:Star Wars
1487:nonlinear
1439:impromptu
1414:free time
1360:Director
1334:flashback
1236:Although
1223:U.S. Gold
1062:Photoshop
1042:marketing
954:cinematic
923:Logistics
860:with the
656:Lucasfilm
643:Star Wars
570:employee
535:first aid
330:LucasArts
169:Writer(s)
141:Artist(s)
75:U.S. Gold
65:LucasArts
45:LucasArts
5849:Category
5619:April 7,
5613:Archived
5561:PC Gamer
5526:Archived
5497:Archived
5471:Archived
5444:CU Amiga
5363:Archived
5281:April 7,
5250:Archived
5191:Archived
5100:Archived
5068:Archived
4975:Archived
4875:: 89–93.
4829:Archived
4787:Archived
4757:Archived
4726:Archived
4697:Archived
4635:July 29,
4603:Archived
4515:Archived
4486:Archived
4458:Archived
4433:Archived
4384:and the
4368:Archived
4339:Archived
4302:Archived
4297:GameSpot
4292:Q&A"
4264:Archived
4203:(1991).
4189:: 18–31.
4143:Archived
4068:: 56–57.
4042:Archived
4037:GameSpot
3956:: 57–59.
3908:cite web
3898:July 29,
3857:Archived
3843:July 28,
3776:Archived
3750:: 46–49.
3743:CU Amiga
3680:Archived
3676:Engadget
3657:Archived
3585:Archived
3553:Archived
3460:: 30–31.
3406:Archived
3401:GameSpot
3381:: 30–32.
3307:Archived
3275:Archived
3245:: 46–53.
3117:: 34–35.
3015:Archived
2978:Archived
2940:PC Gamer
2918:: 94–97.
2890:: 20–25.
2848:Archived
2811:Archived
2725:(1991).
2603:In 1992
2557:CU Amiga
2322:Tom Kane
2248:As with
2221:suspense
1626:humorous
1558:wordplay
1478:diagrams
1008:sketches
992:scanning
907:CU Amiga
742:schedule
724:(right).
531:E ticket
523:castaway
407:Gameplay
297:Genre(s)
272:Xbox 360
244:FM Towns
6260:Related
6251:ScummVM
6005:The Dig
5796:Related
5420:(123).
5327:Playboy
5320:Staff.
4871:(189).
4824:USgamer
4692:USgamer
4641:Twitter
4568:Review"
4185:(212).
3949:The One
3799:GamesTM
3456:(116).
3270:USgamer
3241:(216).
3113:(116).
2974:USgamer
2914:(108).
2501:Reviews
2225:license
2178:musical
2124:Calypso
1900:jukebox
1871:Dynamix
1710:library
1635:parodic
1453:Puzzles
1211:IBM PCs
1118:The One
770:The Dig
469:LeChuck
430:-based
338:LeChuck
308:Mode(s)
278:Release
264:Windows
6241:INSANE
6123:People
5532:4 July
5442:(79).
5186:Kotaku
5145:
4970:Kotaku
4900:
4777:Monkey
4551:: 2–3.
4481:Reddit
4207:(DOS).
4087:(35).
4064:(29).
3984:(22).
3952:(33).
3849:Twitch
3746:(28).
3616:
3518:: 2–3.
3377:(11).
3087:
2886:(28).
2704:Manual
2628:named
2616:named
2481:Monkey
2254:remake
2143:reggae
1999:canvas
1724:Ending
1667:motifs
1550:wrench
1546:simian
1435:pacing
1238:CD-ROM
1227:Europe
1215:Mac OS
1164:campus
988:'s
888:coding
862:MS-DOS
604:Secret
558:Origin
478:zombie
439:verbal
387:remake
324:is an
252:MS-DOS
248:Mac OS
219:Engine
206:Series
6246:SCUMM
6236:iMuse
6231:GrimE
6024:music
5584:(PDF)
5398:(51).
5095:Wired
4629:Tweet
4547:(5).
4363:Metro
4234:(4).
4091:: 20.
3988:: 58.
3514:(3).
3350:LEVEL
2842:(1).
2736:Fink:
2572:site
2518:Score
2428:Sales
2417:'
2336:'
2298:'
2176:in a
2169:'
2149:iMUSE
2079:iMUSE
2065:Music
2059:'
2025:'
2003:model
1996:linen
1961:'
1942:Cover
1859:'
1765:'
1694:'
1663:films
1633:as a
1572:Story
1531:'
1462:'
1401:'
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