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  1. Thanks to a VERY generous collector, more stuff is in the works. Behold:
    10 points
  2. Hi, everybody! I have always found this webpage (and forums) very enjoyable and interesting. The first thing I would like to say is I’m Spanish, so I hope you can forgive my (for sure) numerous errors along my posts. I will try my best to communicate with you. ATMachine, you have brought up a very interesting topic here. Certainly I have found this post very interesting and mysterious. You have a great documentation. It’s incredible how you have brought up some things from almost lost archives or old magazines… But… while your documentation is impressive, your conclusions seem to b
    8 points
  3. This conversation feels like it’s going in circles. The same few people stating the same opinion over and over. No minds are going to change, no new ideas are going to be introduced; I strongly suggest moving on. The long and short of it is we didn’t want the performance in the game anymore, we had the power to change it, and we did. We also changed the old lighting that we didn’t want in the game anymore. We will be making sure the original release remains available for anyone who wants to play it.
    7 points
  4. To be fair, this isn't a case of it being just a product of its time, as it's not being released as it was in 2006. It's a new release brought up to modern standards, so anything that doesn't fit modern sensibilities is fair game to criticize. For example, Leisure Suit Larry in the Land of the Lounge Lizards got (and still does get) a pass for the depiction of the Indian-American clerk selling "lubbers" because it was created in 1987 (and even the first (SCI) remake was released in 1991) so it was a product of it's time. However, when Leisure Suit Larry Reloaded was released in 201
    7 points
  5. Looks like the LRG website still uses my version of the box: The gold around the logo and the Anthology subtitle were supposed to be stamped gold foil.
    5 points
  6. It seems the people who think this is wrong are upset purely with hypothetical situations. Fun fact: Hattie McDaniel was the first black actress to win an Oscar in 1939 for Gone with the Wind. The second black actress to win an Oscar was Whoopi Goldberg... in 1990. People of colour didn't historically get cast in notable roles very often (and still struggle now). Hollywood has a long history of casting white actors to play people of colour. A long history. They'd just put them in dark makeup and that would do. Due to societal pressure they slowly stopped putting people
    5 points
  7. Inclusivity is never a bad thing, for any of those you listed. There are black and brown voice actors who are not being hired for black and brown characters because white voice actors are hired in their place. There are paraplegic actors who are not being hired because able-bodied actors are being hired in their place. Trevor Noah put the situation quite well over the controversy surrounding the original intention for Scarlett Johansson to play a transgender man, before she stepped down so an actual transgender man could play the role. Paraphrasing Mr. Noah, "The issue isn't that
    5 points
  8. Frank Cifaldi just posted THIS on Twitter. The source is apparently Game Player's PC Strategy Guide Vol. 3 No. 6 (Nov/Dec 1990), which is sadly unscanned on the Internet.
    5 points
  9. Tim Schafer just linked to this on Twitter. Its brilliant.
    5 points
  10. Now the origin of Guybrush's design in Curse of Monkey Island seems much more obvious... I know it's not a big find, but it blew my mind.
    5 points
  11. This is going to be great. I think you'll like what this is turning into.
    5 points
  12. The document is done and online. Dig in! Have fun! There are a couple more things in there that were not shown in the anniversary stream. https://gamehistory.org/monkeyisland/
    4 points
  13. Yeah, the box is very close to the design I pitched them. The marble borders were not only my idea, but are still using my design as well, as was the idea to use the MI2 concept art. It looks like Disney requested a few changes (the MI anthology logo in my design stuck to the black/gold aesthetic of their original design, but I guess that strayed too far from current MI logos). But I'd say the whole release is a major improvement.
    4 points
  14. It’s simply respectful to adjust to modern sensibilities. I don’t see what the dangerous slide here is. Do you mean that changes like these could “anger fans”? Well it might, but I think it’s far more important to create art that is more welcoming and respectful to races and cultures who are fed up with, for example, whitewashing. I know what you mean, but keep in mind that "not influencing products from the past" is also political. Everything is political.
    4 points
  15. I asked Frank Cifaldi on Twitter if there was anything else of interest in that magazine scan and he kindly posted the whole article. Of special note (and I believe Laserschwert has seen this already) - the MI1 poster art in this article appears to show an early version of Guybrush's face.
    4 points
  16. Good bye, chunky Sam... Still, I'm thrilled for this!
    4 points
  17. I thought this was great! I especially enjoyed his discussion about Sam and Max: Freelance Police - which I admittedly didn't know too much about. Also, I didn't realize that so much of it was done at time of cancellation. Wild. Also, Mike showed up in the chat before he appears on screen (29:45). I really liked the wording of his response to a question about the commercialism theme of EMI and what drove that decision. I'm betting some people missed it because they skipped forward so, see below:
    4 points
  18. I think it's less about having a tool to make adventure games. You are right, there are much easier tools today. But the idea to make a game in an old engine is incredibly thrilling to me. The thought of someone making a brand new SCUMM game that can be played on floppy disks on 30 year old machines sounds wild to me.
    4 points
  19. Frank has made a scan of the official poster (the one Jake has as well). Currently it will most likely be used by Limited Run Games, so we are not sharing it just yet.
    4 points
  20. First and foremost it contains interviews with all the major players... Ron, Tim, Dave, Steve Purcell, Bill Tiller, Dom (at least these are the ones I know about, most likely there's many more). The book is being edited by Jeremy Parish of Retronauts-fame, who also conducted most of the interviews, as far as I know.
    3 points
  21. There is a comment in the source code saying that they were abandoned to save a floppy disk, and expressing some (joking-sounding) hope that they’d appear in a directors cut release.
    3 points
  22. 3 points
  23. Hiring a white actor to do an african-american accent, is the voice acting equivalent of blackface. Also, this is not a US-specific "trend". Using white actors to portray minorities is controversial throughout western Europe, and rightfully so.
    3 points
  24. Why exactly are you assuming that the devs did it to please someone other than themselves? If it's THEIR wish to make this change, because it reflects THEIR political views, what bad place is that exactly?
    3 points
  25. I wouldn’t hold out much hope for those posters. I know that Ben was literally thrown in the dumpster out back when they moved offices, and that was a hand painted original! (It was rescued from the dumpster by programmer Graham McDermott and was up in Telltale’s office until Telltale closed — Graham was an early Telltale employee and wrote their dialog tool — and now I believe it’s in Double Fine’s office!, after being saved from telltales closure and sent there by some ex-Telltalers.) Theres a thread about that Ben, from Tim!
    3 points
  26. This thread is the internet's best work. Also, here are some photos of the LEC lobby from Mojo's 2001 trip: Were all those poster-sized adverts junked, or tucked away in a closet? Imagine: We could be one short bribe to Craig Derrick away from a proper scan of the Herc's Adventures cover.
    3 points
  27. This idea has been floating around my head for a long time, but several things happened this year that made me really want it make it happen. I could finally find some time to sit and read Masters of Doom and I couldn't stop thinking about how cool it would be to read a book the golden years of adventure making at LucasArts, done in the same vein. Then we got not one but two books about that similar period of game making at Sierra: The Sierra Adventure by Shawn Mills Not All Fairy Tales Have Happy Endings, by Ken Williams We've heard a lot
    3 points
  28. Don't worry, I'm not going to do my own advertising So I'll just take the liberty of saying that @LucasFilmGames (on Twitter) is writing a real bible on the subject containing hundreds of interviews, visuals, and so much unreleased material that it's indecent. (On the other hand, no idea of the release date). EDIT : Oh, and I wasn't saying that to discourage anyone, on the contrary. I am in a position to say that as long as there are people writing about LucasArts / LucasFilm, and there is love for these games, it can only be positive !!
    3 points
  29. Well, I for one love the Hit The Road soundtrack! Anyway, not sure if this kind of thing is exactly what was intended for this thread, but here's something I did for Art October:
    3 points
  30. I have seen the source because I helped with the material prep for the event today. That’s how I knew there was no evidence of Spiffy in it when I made that post. I couldn’t talk about it yet because the event wasn’t announced.
    3 points
  31. I guess one of the bigger things I did (literally) was using some machine learning models (via ESRGAN) to upscale all the CoMI backgrounds to 4x their size. All backgrounds can be found HERE, while I've posted several comparisons to the originals HERE. This is more of a proof of concept, because currently there's no way to use these inside the game (via ScummVM), plus all the sprites would need to be upscaled as well, which would be an enormous task on its own. Maybe I'll combine these with an offspring of the poster thread, in case someone wants to hang Co
    3 points
  32. They have already updated the page to include the last version with yellow/orange logo. It also includes a logo on the top that wasn’t there before. Looks way better now that we can see a more detailed version.
    2 points
  33. The restored cutscenes of the cannibals using the Monkey Head is quite nice! https://youtu.be/DLnx2thglFQ
    2 points
  34. This one is fantastic too!
    2 points
  35. I won't be sharing any artwork from the release until after pre-orders have closed on it. But come February 2021, I'll fire away And thanks for noticing what I went for with my design. I basically wanted to introduce a new border pattern that fit the existing boxes, but still felt new. While the marble pattern in this state is in fact an original design by me, it's heavily based on this pattern I found and used for my first mockup: https://munroandkerr.co.uk/products/blue-04-marbled-paper-coolie-lampshade Also the dark-blue/gold of the pattern and the
    2 points
  36. Well isn't this charming...
    2 points
  37. 2 points
  38. Sorry, my previous post probably wasn't clear. Season1 always was only released on Windows (and I also still have my copy of that too), I'm just hoping that if the other two get made they don't forget about the Mac version too.
    2 points
  39. Is it? I think it will take the industry to a very segregational place and that's not a good thing. The whole point of acting, specially voice acting, is that one can pretend to be someone else, fictional or not. And in regards to voice acting, how one look is even less of a factor. I don't know what criteria casting directors have when they choose one actor over another. It might be personal preference, it might be pure discrimination against a certain factor or trait, it might be perception of financial return, it myght be all of these or none of them. But it's dangerous and sets a bad prece
    2 points
  40. More specifically, it's on the side of the game box, so was probably redrawn for that, and just recycled for the standee design.
    2 points
  41. That’s wishful thinking! The CMI sprites were almost definitely drawn in pencil and scanned in to photoshop and colored. That means they were technically drawn at “infinite resolution” since they were drawn by hand, but not really drawn to be seen at cardboard standee size. That single animation frame was probably redrawn just to be put on a standee.
    2 points
  42. From an old interview Mojo conducted with Mark Ferrari: It immediately sprung to mind when this alternate angle was shared, but Ferrari seems to be describing yet a third background related to this location.
    2 points
  43. That perspective also gives us a great view of the back of the lookout's head, which got a makeover with a more orderly bald spot in the VGA version. In the scan it looks like the lookout's sprite is a bit different, too - the edges of his coat appear to be dark blue rather than gray.
    2 points
  44. I dig this screen a lot! Copy pasting my thoughts from Twitter. I love this alternate shot and am intrigued how it feels cutting to it after the title screen, as it’s a direct reverse shot instead of a „zoom in“. Plus the setting sun appears in the following room, the dock. The whole sense of space must‘ve felt very different. Also the gate framing the screen is really cool. Bummer that room isn't in the source files, I would've loved to plug that back into the game.
    2 points
  45. There are several layout designs for this art in the FT Remastered concept art gallery. It seems this was going to be the cover art at one point, with a vertical orientation and a folding flap on the front like The DIG's US box. But then it got replaced with a 3D rendering of the same design, and a box with a horizontal layout but no flap.
    2 points
  46. Gosh. Imagine TOMI getting the same treatment!
    2 points
  47. I am very sorry to inform you, that I have added the artworks to the Monkey Island Special Editions to the thread.
    2 points
  48. It was incredible...! Plus I managed to get two questions asked at the end, too
    2 points
  49. Mojo's interview with Gary Winnick is another-timer in my book. It was until now missing not only its images but some of its actual content as well.
    2 points
  50. To be perfectly honest, I'm not sure this book is particularly interesting for you or for the veterans of MixNMojo. You already know everything about everything there is to know about the series, adn the interviews that I have had may not have taught me much either. On the other hand, it was an opportunity to chat with all the LucasFilm / LucasArts alumni, and to write to try to find this atmosphere and ask myself this question : Why do we remember Monkey Island ? Regarding the translation of the book, I do not despair of convincing my editor to translate it into English. Th
    2 points
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