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  1. DREAMM 2.1 is officially released for Windows, MacOS, and Linux targets (x64 and ARM64). DREAMM is a bespoke emulator for LucasArts titles running on DOS, Windows, and FMTowns platforms. Download it here: aarongiles.com/dreamm/ Link to what's new (also copied below): aarongiles.com/dreamm/docs/v21 What’s New in 2.1? DREAMM 2.1 sports a number of significant upgrades over the original 2.0 release. In short, the major changes are: Greatly enhanced Windows emulation to support new games: Indiana Jones and His Desktop Adventures Mortimer and the Riddles of the Medallion Star Wars: Shadows of the Empire Star Wars: Yoda Stories Outlaws Star Wars: Jedi Knight: Dark Forces II Star Wars: Jedi Knight: Mysteries of the Sith Star Wars: Behind the Magic Star Wars: Episode I Insider’s Guide Indiana Jones and the Infernal Machine Extended support for Windows releases of Star Wars: X-Wing, Star Wars: TIE Fighter, and Afterlife. Added support for Star Wars: Making Magic multimedia CD Added support for running on Linux systems, both Intel and ARM. Added detection of dozens of new game variants. Improved the UI, adding mechanism to verify installed games. Added support for MDS/MDF and CCD/IMG CD image formats. Added a mechanism to turn on portable mode, where all data is kept next to the DREAMM executable. (Re-)added standalone mode if you place DREAMM next to the game files. Added an OPL-based MIDI emulator as a fallback for all platforms. Games can now be installed via the command line. Added limited telemetry to notify me remotely if DREAMM runs into problems.
    11 points
  2. For those who prefer the more classic look I whipped up a more traditional SeMI logo. Do with it what you will
    9 points
  3. Quicker than expected, I've added the new Last Crusade poster to the main post (in 6 different flavors).
    9 points
  4. It's been about a year, and after replaying the game a billion times – yes, I'm that obsessed, ha ha – I wanted to share a thorough review. I hope that's okay – I know I'm just some random member. I apologize in advance for the long post and clumsy English. First of all, I'm an old fan. I've been playing the games since I was a kid in the '90s. I've been waiting for this game forever, and I really wanted Ron Gilbert to make the game he wanted to conclude his trilogy. So, let's start! I'm reviewing it chapter by chapter. PROLOGUE Now, like a lot of people, I was really curious and excited about how they would handle MI2's ending... and I think they did an awesome job. It's simple but, at the same time, eerie, deep, and so strange. The more you think about it, the more you understand how it can be interpreted in different ways. It succeeds in giving an answer while keeping the mystery of it. I've been waiting for so long just to see what was on the right of this amusement park... It's just crazy to think that we can see it now. We're never sure what's real or not, who is who, when it happens. It could be just Guybrush being old and crazy and talking to himself... or a dad sharing his very real adventures to his son. I love that. PART 1 I really like this part. Yes, we already know MΓͺlΓ©e Island from previous games, but it feels fresh, somehow. I love the commentary about Guybrush being old and obsessed with something nobody cares about. There is a deep sense of nostalgia and even melancholy walking in MΓͺlΓ©e town. Sure, the puzzles are on the easy side, but I think it's a good start. It's too bad we can't visit Meathook's cabin. I'm not a big fan of two puzzles, though... First of all, I feel like the cracker mix could have been used to create crackers by adding water to them. This seems like a missed opportunity. Also, the plant for the voodoo spell... It felt a bit random to me. Now, about the mop tree joke... The first time I played the game, it felt out of place. Now, the more I replay the game, the funnier it gets. It's reminiscent of the absurdity of some past jokes, like the chicken with the pulley in the middle. Not related to this part directly, but you can feel how invested Dominic Armato is. Loved that! PART 2 One of my favorite parts. I think the look of LeChuck's ship is beautiful; this is the part where the art style shines for me. The music is incredible, and I love how it evolves depending on where we are on the ship. Sure, again, the puzzles are on the easy side, but I think it's great how we're interacting with this crazy crew. I love all of these characters. Also, an unpopular opinion... I love Jess Harnell's voice, even more than Earl Boen's. I think it's easier for me since I'm French, so I don't know Earl Boen that well. When I played Curse for the first time, I was playing in French, so it wasn't him but Mario Santini. Also, not related to this part in particular, but there are so many funny hidden interactions here and there; it's awesome – I missed most of them during my first playthrough. PART 3 This is my least favorite part... My main issue is that Monkey Island feels small and empty. Now, I heard from interviews that they had to cut a bunch of stuff so that the plot could get going. I have mixed feelings about this. Sure, I really wanted the plot to move forward at this point, but at the same time... this is Monkey Island. And it's too bad that we didn't get more of it. The writing part is very good, IMO. I particularly like when Guybrush falls... and then suddenly gets better. It's weird, and you can interpret that in many ways, like, did he really fall from that high? Is it Boybrush imagining this in a more dramatic way than it really happened? Elaine acts like it was nothing. Again, it shows that Guybrush is an unreliable narrator in a story where we're not sure what's real or not. PART 4 Phew... This is going to be long. First of all, I was amazed at how big this part was. When I saw the map with all of these islands, I literally said: "Wow!" out loud. This made me think of Monkey Island 2, obviously, and I absolutely loved that. Big islands to visit in any order... This is exactly what I was expecting from a Monkey Island game! Now... To go into details... Melee and LeChuck's ship – I think they were nicely used. There are some puzzles that were foreshadowed in the previous parts, so it feels nice and satisfying. Terror Island – I really like this island. I know a lot of people think it's empty, but I felt like it was part of the joke, like it's threatening everywhere you go, so Guybrush doesn't want to go too far. It's just creepy to be creepy. The maze part is smart, even though I got lost for like an hour because I didn't realize I should use the plaque. I felt like Guybrush could have said something like: "Oh, boy. I'm lost. Maybe I can try something else?" The part with Herman Toothrot was hilarious to me. There were so many hidden interactions... Like you reading the inscriptions on the wall, it's really funny. Scurvy Island and the pirates – Ok, so, I didn't care much for the island. I understand why it's here, it just didn't really seem interesting to me. I thought the seagull puzzle was a bit redundant since we're doing the same thing for the fish contest. I like the scurvy joke, though, and the pirates can be very funny. I like the Stan puzzle, even though I feel like something is missing, but I'm still not sure what. Looking twice at the case to get the license was unnecessarily difficult, in my opinion. Brrr-Muda – I have some real issues with this island. It doesn't feel as complete and fun as the other ones, and I think it's because I don't get why it had to be an ice island. There is one action we can do with an ice sculpture, but it's only for a joke. Besides that, all of these puzzles could have happened on a completely different island. I know I might be nitpicking, but that was frustrating to me. I feel like the environment should be used as a puzzle. That's too bad. Besides that, I think the characters are great, mostly Judge Plank. The queen trials... The fish and joke contests were easy but fun. I'm still not sure how we could know that the fire could be used as a distraction. I actually did it by mistake. So now, talking about two puzzles... Locke Smith's key – I know one island was cut, Cogg Island, and I wonder if it was for this key, because this felt too easy to me. That's a shame. Cogg Island looked awesome. The Chums – Just wanted to say I love this puzzle. I'm actually a (French) fiction writer, and this really felt like a good way to teach storytelling. Ok. So now... I loved the build-up to finding the Secret. Putting the keys in the chest felt rewarding. The part where Guybrush finally opens it was epic. And I love the confrontation with LeChuck. Again, really funny hidden interactions with Guybrush counting to 100. PART 5 So, I guess you figured it out... I'm one of the people who love the ending. I think the discussion with Elaine in the jungle was great, and it really made us think about Guybrush and the player's actions. The puzzles get really hard at this point, mostly the last ones, but I feel like it was totally justified. Now, my theory over the years has always been that Guybrush was lost in an amusement park, and I've been dreaming of him coming out of this door... So, when he did, I was actually really happy. And just being able to visit this last street, now revealed as a park with animatronics... I felt something I still can't really explain, but it was emotional. I think they were smart to do an ending like that, one that resolves everything and nothing at the same time, that gives you time to make you think, and it's really something that's still staying with me as of now. Also, I think the last shot with Guybrush alone on the bench is very meaningful. To summarize, I love this game. I think that, besides some small clumsy design choices, it really does everything that I wanted to see in a third Ron Gilbert (and Dave Grossman) Monkey Island game. It felt nostalgic, melancholic, and personal. I like that the game goes deeper into the themes of what's a story, what's real, what's not, and, finally, who cares as you make the story you want it to be. And, most of all, I think it's smart how the game embraced this feeling of disappointment we would have all felt anyway. So, there you have it, my messy review. Hope it was a bit enjoyable to read, at least.
    8 points
  5. I know, AI is a controversial topic, and for many things, I'm really hesitant towards it as well. But when it comes to image restoration, it feels like it's a blessing. Will it bite me in the ass in the long run? Let's hope not! With the help of AI, I was able to reconstruct the Last Crusade box background image (a blurry desert shot, for which I never found the original source) a lot fast and cleaner than before. Furthermore, I've utilized the original promo photo of Ford and Connery, extending it ever so slightly on the right side via AI (the original photo ends pretty much where it does on the original box). Of course, there's still a lot of manual clean-up, masking and color-correction involved, so thankfully this hobby is still giving me something to do. Edit: I've included the sources I've used for the logo, a floppy scan from the LC Action Game (utilizing the same INDY logo as the Adventure Game), and the FM Towns version, for the full logo. Both found on Mobygames (scans by Servo and hoeksmas). The original box scan was provided by TomVDJ years back in this thread. The next step will be adding the marbled paper frame and building several different versions of the poster. Edit: What the hell, here goes. With the tagline rebuilt from scratch (That's "Matrix II Bold" at 45% width, by the way):
    8 points
  6. After finding the CMI ad, I decided to hunt down some more Taiwanese LucasArts adverts and I wasn't disappointed: Bonus:
    6 points
  7. I'm interviewing Steve Purcell this Thursday. If you (or anyone else here) has any questions for him, please DM me on Discord! https://discordapp.com/users/danielalbu
    5 points
  8. Thank you! I love your thoughts as well, especially what you said about LeChuck being Guybrush's alter-ego; this is something I've been thinking about a lot. In a way, LeChuck could represent Guybrush's dark thoughts and his past as an orphan. In MI2, this part of him wins, and he gets lost in the amusement park. In Return, he's old and finally able to face it, and therefore, to leave the amusement park - I love Dominic Armato's theory, stating that Boybrush doesn't really exist, and it's actually just Guybrush talking to his younger self to move on, as he's alone on the bench at the end. Now, I don't know if that was intended by Ron Gilbert and Dave Grossman, but still, I find it fascinating. Also, I forgot to mention how much I love Elaine in this game. She is, for me, the most interesting character in Return. You can interpret what she says and does in so many ways... Like, is she being a supportive wife to her obsessed and a bit immature husband? Is Guybrush changing what happens while telling the story to make it look like their relationship was better at that time? Is it Boybrush projecting himself as his father and seeing his mother as what she is, a mom? This is where I think the game shines the most, in its narration and all the layers behind it.
    5 points
  9. My thoughts on RtMI... I love the game! I've played it around six times since its premiere and I still can't get enough! On the surface level, it's a goofy game about pirates, but underneath, it is also a reflection on the art of storytelling. I adore the whole game, but I especially appreciate the Prelude and the Ending! I'm astounded by how smoothly they explained the ending of MI2 and transitioned to the new story! The framing device is a brilliant solution! I'm very impressed that Ron and Dave actually managed to explain the MI2 cliffhanger with a twist that nobody else had thought of earlier! And I thoroughly enjoy the deliberate ambiguity of the Ending. Guybrush is an unreliable narrator and the Ending makes us question what was real and what was not. I enjoy that Ron and Dave constructed the ending in such a way that leaves room for questions and interpretations! The makers promised to resolve the mysterious ending of MI2 and to reveal the Secret of Monkey Island, and they kept their promise, but they did it in a way that is ambiguous enough to make various interpretations equally plausible! Is Guybrush a flooring inspector with an overactive imagination, lost in his pirate fantasy in a theme park? Or is he really a pirate who told his son a story with a weird ending in order to troll him? It’s all open to debate... For me, the most resounding final statement of Guybrush is that The Secret is like a story that changes with time and the storyteller. The statement perfectly encapsulates the main theme of the game. The Secret might be a t-shirt in a carnival or a giant monkey robot or something else... RtMI strongly reminds me of Tim Burton’s β€œBig Fish” movie. It's a story of a man who tells fantastical tales about his life. His son tries to find out what about his father was real and what was not. it's difficult to separate fantasy from reality... Another movie with a similar theme to RtMI is β€œPrincess Bride”. The film uses a framing story in which an elderly man reads a fantasy story to his young grandson (the grandson sometimes interrupts the story, just like Boybrush does in RtMI). RtMi is also a game about letting go and moving on with one's life. If Guybrush’s tales are indeed fictional (or mostly fictional), it implies that LeChuck was invented by Guybrush as an evil β€œalter ego”, a different side of Guybrush’s personality. Throughout the course of the game, we learn how alike Guybrush and LeChuck really are. LeChuck even has Elaine’s wedding veil in his cabin, which further reinforces the idea that LeChuck is really a different side of Guybrush. Both Guybrush and LeChuck are obsessed with the Secret, they are both trapped in the past, while the world moves forward. However, only Guybrush is able to leave the pirate amusement park with his beloved wife in the end. The animatronic LeChuck is forever trapped there. People complain that there was no final confrontation with LeChuck this time around. However, I think that the fact that Guybrush makes a conscious decision to leave the amusement park fantasy behind and move on with his life is his greatest triumph over LeChuck. Whether Guynrush’s stories are real or not, he is happy with his loved ones in the end – that’s what’s most important. So, yeah, I really love pondering about RtMI, as much as Dee loves to talk about anchors!
    5 points
  10. 5 points
  11. I am guessing (sadly) that Apple’s understanding of an emulator is as simple as β€˜thing that sits between game and player to make it work on system’. Technicalities aside, ScummVM has that in common with any emulator, and so whatever drove Apple to decide against emulators I imagine would still apply. I can see a world in which a game and ScummVM are bundled together as an app and sold, similar to what is done on Steam except perhaps a bit more locked down so you can’t run other games on it. That’d need a publisher though, so unless that’s what this recent Zoom Platform shilling is all about, probably brings us back to Disney.
    5 points
  12. DREAMM 2.1b20(!) is out: https://aarongiles.com/dreamm/beta New in 2.1b20 ============= * Fixed Behind the Magic for non-Windows systems * Added Star Wars: Episode I Insider's Guide * Added support for many new international versions of games
    5 points
  13. Hi @Laserschwert, EDIT: @Laserschwert Just added a new scan version of Front and Back because I saw the first versions were cropped Here you can find my scans of the Secret Weapons of the Luftwaffe box https://drive.google.com/drive/folders/1pZb6H0fD7wQMKbK_ddVKB-XCWXFp5kcb?usp=sharing I have included * Front part of the box * Back part of the box * Back part of the manual so the background pattern can be easily cleaned and expanded I guess * Wheel I can do other scans today if you want since I'm at work with good quality copy printer. I have quickly compared the poster you posted few days ago and my box and I think it's pretty much the same except for the colors. Mine are a bit "greener" than the poster you have. (which, for me, feels bluer) Let me know what you think !
    4 points
  14. Hello, I dont know if it's even allowed to post this here but I'm selling this genuine stained glass window made during my trainings. If you want to have a look: https://www.ebay.fr/itm/225788228977 Thank you my old pirates.
    4 points
  15. As many of you will be aware, we at Mixnmojo have been helping Aaron Giles track down some of the obscure international releases of the LucasArts games to ensure that they're supported in his brilliant DREAMM emulator. This has been somewhat tricky because some of the LucasArts adventure games have been released in countries as far flung and diverse as Israel, China, South Africa and Brunei, and while in most cases these were released with localised boxes and/or manuals, the games themselves have remained in English. So, as far as DREAMM is concerned, there's no difference between the English release of Escape From Monkey Island and the South African release, because the resource files are identical. However, some lucky countries received these games in a fully localised form, be it either translated texts, or a fully voiced re-dubbed talkie version. These ones of course have different resource files to the English versions, and DREAMM can now identify and run effectively all of them. This is a remarkable achievement and I salute and thank Aaron Giles for taking the time to make sure that these relatively obscure versions of the game work as originally intended. Now, the reason I'm posting this is to share the master list of versions we've compiled, and to request that if you know of any translated versions of games that aren't on the list, to please let us know about them (and wherever possible, to send a copy of the game files to Aaron so that he can check them out and add them to DREAMM's list of recognised titles). I'm not particularly interested in English releases in foreign countries (the list of these is incomplete because DREAMM will always be able to recognise the English versions of the resource files, so it simply isn't a pressing issue), but if you live in say Bulgaria and happen to know that a local distributor did sell eg. Monkey Island 1 with a Bulgarian manual, please feel free to share this in the comments. Also, if anyone happens to have a copy of the Japanese DOS/V version of Indiana Jones and the Fate of Atlantis with the Japanese game text, please share a copy with Aaron as we've been unable to find this particular game anywhere outside of extremely expensive Japanese auctions! As a separate project I'm collecting scans of boxes, disks and manuals of any international versions for the Mojo games database, so if you happen to have any images of obscure versions please share them in this thread (assuming you're happy for Mojo to make use of the images in future). I'll share some images and scans of the more interesting versions I've found in replies to this comment. For now, here's a chart documenting what we've found, and thanks in advance for any contributions you can make to this! (Upated 11-Sep-23 with Israeli releases courtesy of Daniel Albu; 12-Sep-23 to correct Fate of Atlantis errors courtesy of Laserschwert). (The below was a separate post, but the forum merged them.) So, as promised here are a few interesting versions I've come across in the last few days: China / Taiwan Soft-World releases Korean Dongseo Game Channel releases (I love these long boxes!) Hebrew MechKat releases: By necessity these images have been acquired from around the web, so if I've used a photo that belongs to you here and you'd like it removed, please let me know.
    4 points
  16. Generally, I'm really happy with this soundtrack. Here are my detailed thoughts: First, I need to thank the people releasing fan rips and fan medleys of the game. They did a tremendous work. And they are absolute complete with *everything* from the game. Even if we got an OST now, I will definitely keep these in my iTunes library as well. πŸ˜‰ But I always love getting something official as well! The sound quality is excellent, and it *does* contain all major Islands and tunes, just not all iterations. For example, in the park music, I really missed the toilet iteration, which I always found quite cool with the e-guitar sound. (Hmm… the repetition of 3x2 measures from 1:40 - 1:55 in "In the park" are new, and were not like that in the game, were they? Interesting to do such a little special effect for the OST πŸ˜‰ ) They also left away a lot of iterations on MΓͺlee Island. But I must admit that it didn't disturb me too much. I actually find them rather close to each other. The full MΓͺlee medley can get a little long sometimes. I miss some cut scene music though (like the betrayal scene on Monkey Island, where the OST only contains the part at the end where Guybrush meets Elaine). I don't necessarily agree with BillyCheers that many transitions in the OST would be sloppy. Maybe I don't hear that as precisely as you do. The only one that I've come across as not 100% prefect (but still 95%) would be 2:14 in "Elaine and Scurvy Island". However, I find it really interesting what they choose to put in their longer medleys, and also the order. For example, it's quite interesting that they've decided to split the LeShip music in two tracks. ("LeShip Stowaway" and "LeShip at arms".) Both tracks actually contain some places from le Ship (e.g. the underwater part and Flambee have been put in the 2nd track), and both contain some cutscene stuff ass well (Stowaway containing the spilled soup, "at arms" containing the sword fight with LeChuck). Interesting take, to do it like this. I also like the "Per Spelmann" medley. First, it's nice to use the actual name of the traditional song, instead of calling it "Brrr Muda tavern". And I love how they also integrated the rather strange iterations in the different contest rooms, but no too long. Musically, they are very interesting, but a little hard to digest. That's why I like how they're only played for a short moment, and that they went back to the main theme at the end of the track. Also, I like that we get a proper ending for some of the titles that I only knew as loops so far (e.g. "Custom Ships", "Per Spelman", "Brrr Muda suite"…). For some others, they've also chosen the classic fadeout though (e.g. "Barebones"). Finally, I loved that they've indicated the precise composer creditis for each track. We already knew since the great GDC conference (https://www.gdcvault.com/play/1029371/Thirty-Years-Later-Scoring-Return) in rough that Land did MΓͺlΓ©e, Bajakin did LeShip and McConnell did Brrr Muda and Terror Island. But it was fun to also learn for some of the smaller pieces who did what. I always tried to guess when playing the game. Sometimes I was right (I supposed Bajakian did Barebones, because the guitars and choir-sound reminded me a bit of Outlaws), sometimes I was wrong (I would have attributed the funny Survy Ship music rather to McConnell than to Land). So it's nice to finally learn the truth πŸ˜‰ And then: whenever soundtracks of my favorite game music are released, I'll always buy them. Even if it would have been 100% identical to the fan productions, I always want to encourage publishers that releasing good soundtracks is always a good idea πŸ˜‰ And as jannar85 posted in the news comments: What if Disney would release other Monkey Island soundtracks as well? Imagine they would find high quality recordings in their archives of the digital live instrument recordings for Curse and Escape, *without* being premixed with the ambient game sound! That would be a dream! Unfortunately, I doubt this will ever happen… Even if LucasArts/Lucasfilm did quite a good job at archiving old stuff, as we learned from Tim Schafer when he did the remaster Day of the Tentacle, we don't know if the original, "pure" music still exists. And I guess it would be quite a job to properly remaster it all for an OST. And well, I guess Disney would even get the idea to go there at all. Return was quite a new game now, and Terrible Toybox is still alive and kicking. And the soundtrack was probably mastered in the context of the collectors' editions. So I guess that was different. But still, let's enjoy what we've got πŸ˜‰
    4 points
  17. πŸŽ™οΈ Join me TODAY for the YouTube premiere of my conversation with former LucasArts employee and Hollywood writer, Hal Barwood! πŸ“ In this conversation, we discussed Indiana Jones and the Fate of Atlantis, Indiana Jones and the Infernal Machine, Rebel Assault II, The Dig and more... ⏰ Today @ Noon (PT)
    4 points
  18. Concept artist Adam Brockbank shared some illustrations he did for Spielberg's unproduced version of Indy 5.
    4 points
  19. I like this read a lot and agree. I even think at times throughout the games, LeChuck becomes a force of nature that even Guybrush's imagination can't control and is truly horrified of him. Like in real life, sometimes our negative thoughts and feelings go rouge and we can't control them as much as we think or would like. MI2 in a way is Guybrush's imagination and negative feelings going rouge with LeChuck hunting him, his world gradually falling apart as he notices more about reality (as warned by the Voodoo Lady in the first game) and he feels lost and lonely again because the world that he went to escape into and avoid those emotions is now turning on him. That nightmare with his parents I feel is indicative of how Guybrush felt as a child, they left him and he now feels alone again. MI2 in some ways was Guybrush at his lowest in the entire series, which makes Return all the more heartwarming when you see him with a family, finally happy and content. I also think LeChuck knowing Guybrush grew up in an orphanage was also a somewhat subtle hint that LeChuck is a force and villain that embodies these negative feelings of Guybrush. It's no wonder he is his worst enemy, he represents his worst emotions.
    3 points
  20. They were close to ITLaP Day. The third and final installment of The Legend of Monkey Island will arrive on 28th September.
    3 points
  21. Monkey Island Heardle #358 πŸ”‰πŸŸ₯🟩⬜️⬜️⬜️⬜️ #MonkeyIslandHeardle I second guessed myself. If I'd have followed my instincts it would have been guessed in 1. Sounds like people want more music from other Monkey Island games, bugs fixed and feedback if you get the right game. Definitely doable. I will literally rewrite it from a scratch for this. If I do, I'll probably support multiple heardles, so I'll do a general LucasArts one with music from the other games as well. I'll post here when I have a beta test available!
    3 points
  22. Monkey Island Heardle #357 πŸ”‰πŸŸ₯πŸŸ₯🟩⬜️⬜️⬜️ #MonkeyIslandHeardle This just seems cruel. Monkey Island Heardle #357 πŸ”‰πŸŸ₯πŸŸ₯🟩⬜️⬜️⬜️ #MonkeyIslandHeardle This just seems cruel. So at some point we'll be finished with this season. I'm tempted to rebuild the entire site to fix the bugs, if I do, should the next season include more LucasArts adventure games? What games and what new features would you like to see?
    3 points
  23. OK, let me help you out a bit with regards to the Israeli releases. It's true that Loom EGA is the only LucasArts game that has been fully translated. But many of the games in the list got a localized box with the game itself being the original English version. The games are: Escape from Monkey Island, Grim Fandango, Curse of Monkey Island, Sam & Max Hit The Road, Day of the Tentacle, Monkey Island 2, Indiana Jones and the Fate of Atlantis. I'll try to find photos of each one of these boxes and I'll share them below. Sam & Max Hit The Road:
    3 points
  24. How can anything to do with Apple be fruitless
    3 points
  25. I can't remember if I've said this or just thought it, but Heardle Ultimate Edition should include music from Tales and Return as well, balanced out by some Amiga and PC speaker tracks to increase the odds of getting it in one. Some Atari ST tracks too, if you really want to make us suffer. I want to know how much of the classic game music can be identified by a single PC speaker note.
    3 points
  26. Great job Aaron, and congrats for this new release!
    3 points
  27. Thank you for your reply! Your observation is very interesting! We don't know for sure if the whole "dancing skeletons / Guybrush being an orphan" plot was made up by Boybrush and Chuckie. We know that the "parents" whom we met in MI2 are just some random couple. but does that mean that the whole plot of Guybrush being an orphan was completely invented by Boybrush and Chuckie too? it's all not clear and very open to speculation... If Guybrush really is an orphan, it would make perfect sense that his evil alter ego (LeChuck) knows about it... All three of Ron Gilbert's Monkey Island games actually feel like a trilogy (similar to Star Wars)! MI2 is like Empire Strike's Back, and RtMI is akin to Return of the Jedi. Guybrush finally overcame his enemy, left behind his evil alter ego if you will, and found peace and happiness,..
    2 points
  28. Eep ook ack! I failed at #Mojole #551. πŸ’›πŸ–€πŸ’šπŸ’›πŸ–€πŸ–€ πŸ’›πŸ’›πŸ’šπŸ–€πŸ–€πŸ’› πŸ–€πŸ’šπŸ’šπŸ’›πŸ’›πŸ’› πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ Around guess #4 I was expecting to get the answer. But not giving up, I continued were I left off, trying another first letter each time: πŸ‘• I beat #MojoleXtreme #551 and all I got was this stupid t-shirt. 6/6 πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ–€πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ My reaction to all this
    2 points
  29. Tried to find out some further info about Curse and found this cool advert:
    2 points
  30. Being from Argentina, we always got the Spanish releases, I have many of those. I also managed to get a copy of CMI from Brazil. Will post some photos later
    2 points
  31. Thanks for the offer! I already have a few scans for SWOTL, but none of them are really clean. If you manage to make a good quality scan, I'll happily take it. My current best quality version of the artwork is the one featured on The Adventure cover, which I've already started cleaning up, but the box might provide some more detail for some parts: And the logo is pretty much done as well: "Their Finest Hour" is more problematic, as the quality of the art on the boxes is really bad. I got a photo of the original painting hanging at Larry Holland's place, but he stopped replying to my mails, so I guess he's not interested in supporting the poster project. The logo is done, though (with high-res assets - minus the Swastika):
    2 points
  32. Did anyone else notice that the map seen on the table next to Kate Capsize as you begin your Legend of MI Quest, is a slight remake (rip) of a World Of Monkey Island map of the MI islands, from 2002? I can't seem to find the artist but I assumed it was a Paco Vink piece but I could be wrong. Am I way off here?
    2 points
  33. As elTee said, Fate of Atlantis Japanese is the big remaining missing one but there's also some games for which there are ripped copies but not disk images. (Ripped refers to a copy of the files from when the game has been installed). Disk images are much better for preservation and its easier to tell if they've been modified. If you have any of these games or know someone who does please let us or Aaron know. Do you have any of these? Disk images wanted for: Curse of MI PC Korean LastCrusade PC Ega French v1.3 (CD version) LastCrusade PC Ega Spanish v1.4 [1990-04-20] 6x360kFloppy (There's a v1.4b version of this from 1990-05-09 but there are already disk images of that) Loom PC Ega Hebrew 6x360kFloppy Lucasarts Adventure Pack (a Japanese compilation that included Fate of Atlantis, Indy Desktop Adventures and TheDig) ManiacMansion PC Enhanced French v1.0 1x720kFloppy MI1 PC Ega French 4x720kFloppy MI1 PC Ega French 8x360kFloppy MI1 PC Ega German 4x720kFloppy MI1 PC Vga French v1.0 [SPUTM v5.0.16] 8x720kFloppy MI1 PC Vga French v1.0 [SPUTM v5.0.18] 4x1.4MFloppy SamAndMax PC Spanish v1.2 7x1.4MFloppy Zak PC Enhanced French 3x360kFloppy Zak PC Enhanced Italian 2x720kFloppy Zak PC Enhanced Spanish 3x360kFloppy
    2 points
  34. Monkey Island Heardle #352 πŸ”‡πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯ #MonkeyIslandHeardle
    2 points
  35. I have made a new vector version of it in PDF if you want ! Enjoy ! https://drive.google.com/file/d/1ALusH2S2OGmNfBvzwv7iigVMqxQkSfst/view?usp=sharing
    2 points
  36. Glad I took some time to cram yesterday's Mojole inbetween getting home and having to leave again. The result was too bad to post, but it did make today's a lot easier! πŸ‘• I beat #MojoleXtreme #533 and all I got was this stupid t-shirt. 1/6 πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ BOOM, I'm a genius (don't read the Heardle thread)
    2 points
  37. πŸ‘• I beat #MojoleXtreme #533 and all I got was this stupid t-shirt. 1/6 πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ But I got it in one this time 😁
    2 points
  38. Finally finished Part 2! Some spoiler-ish thoughts below: I still think the "checkpoint" save system is a garbage way of playing a tall tale, pretty much making it very difficult to play the game casually as I'm forced to do at this time of life! Every time I load the game, I need to sail into that stupid portal and watch the LeChuck scene again. Wish there was an option to just pick up directly where I left off and bypass all of that. (Plus, I lost all of my swordfighting progress after finishing the treasure trial first and then closing, which irked me!) But yeah, on the other hand... I *really* cannot stress how GOOD the music is in these games. They absolutely nailed the "Deep In The Caribbean" atmosphere that CMI/EMI had. As good as the other games' soundtracks were (the SE's, Tales, Return) I don't think they quite had the atmosphere and instrumentation down the way those other two games did, and they don't quite invoke the same "piratey, caribbean, tropical" feeling as those soundtracks, but this game brought it all back. Of the main series canon, Curse probably has the strongest atmosphere, but even then, I think SeMI (if that's really what we're calling it!) has topped it. I don't think I've ever been as enriched in Melee Island's visuals as I have here. Everything from the ambient sound effects, the fog, the birds, it really feels like a living, breathing world where the other games, even at their height, still felt like you were playing a game. I'm just gonna say it. This is the real MI1 Special Edition. 😎 Really hope they get the chance to do this with MI2's storyline down the line as well. It's difficult to gauge at this point if this tall tale is finding an audience or not, and if the typical SoT player / MI player really does cross over as much as they're hoping.
    2 points
  39. Just trying to enjoy some pizza during my lunch break and... wait, what is that? Oh, that's right. We forgot to fix the USA flag at the end of Day of the Tentacle. This is the timeline we live in.
    2 points
  40. I have spent… a lot of time listening to this game’s music.
    2 points
  41. This second trip to Melee is what I have planned for the weekend. Can't wait!
    2 points
  42. Wot no views on the second instalment of The Legend of Monkey Island?? Completed it m8. Thought it was great! Exploring Melee Island was really nice - they've struck just the right balance between it being big enough to explore without being overwhelming. The way they've squeezed the Melee forest "maze" into quite a small area is clever! And some spoilery bits...
    2 points
  43. DREAMM 2.1b21 is out. Barring any serious showstoppers, this will be the last beta of this cycle. https://aarongiles.com/dreamm/beta New in 2.1b21 ============= * Fixed crash with an invalid cursor in Jedi Knight GOG version * Fixed handling of diacriticals in .CUE filenames by assuming code page 1252 * Added lightly-tested support for .CCD images
    2 points
  44. Monkey Island Heardle #343 πŸ”ˆπŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯🟩 #MonkeyIslandHeardle It sounded so incredibly familiar, but I nearly hurt myself trying to remember where the hell it plays...
    2 points
  45. New trailer for Episode 2! In particular, a sneak peek at some of the returning characters. Loved that pirate leaders line! https://www.instagram.com/reel/Cwh99jsq1nP/?igshid=MzRlODBiNWFlZA== There was also an earlier posts that confirms Carla (she shares a voice actress with the Voodoo Lady, so it was probably a safe bet that she’d appear, but it’s cool to see it confirmed!) https://www.instagram.com/p/Cwh5B-0NKkp/?igshid=MzRlODBiNWFlZA==
    2 points
  46. 'Star Wars - Outlaws' sounds like the Lucas-franchise crossover I've been waiting for! 'Grim Fandango - Afterlife' would come to mind, or 'Indiana Jones - Secret weapons of the Luftwaffe'!
    2 points
  47. Bill Tiller just shared a sneak peek of Vampyre Story 2 on Instagram. https://www.instagram.com/p/Cwf_7sDv8gS/
    2 points
  48. I rebuilt the logo using the main poster. It's slightly different from the ones floating around the web, so now it matches the one in the actual ad. It looks like they painted out some of the coordinate grid from the map (probably to not clash with the text overlay). I might do that eventually.
    2 points
  49. LucasArts Indiana Jones Posters Indiana Jones and the Last Crusade (1992) Created by Noah Falstein, David Fox, Ron Gilbert Main box artwork (Original artwork by ?) (Thanks to TomVDJ for the box scan.) Indiana Jones and the Fate of Atlantis (1992) Created by Hal Barwood, Noah Falstein Main box artwork (Original artwork by William Eaken) (Thanks to the CGW Museum for providing me with the clean artwork!) Map artwork (Scanned from An Atlas of Classical Geography) (Thanks to Crumb for finding the source of this map, and to everybody who helped buying it!) Indiana Jones and the Infernal Machine (1999) Created by Hal Barwood Main box artwork (Original artwork by Drew Struzan) Promotional artwork (Original artwork by Drew Struzan) Indiana Jones and the Emperor's Tomb (2003) Created by Douglas Hare, Brad Santos Main box artwork (Original artwork by Drew Struzan) Indiana Jones and the Staff of Kings (2009) Created by Matt Turnbull, Michael Waite Main box artwork (Original artwork by PicturePlane Imaging) Nintendo Power magazine cover (Original artwork by PicturePlane Imaging)
    2 points
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