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Personally I think a more direct continuation could have been like: Big Whoop smashing open let whatever crazy magic inside it seep out It's the presence of Big Whoop that interferes with LeChuck's spell to transport Guybrush into another dimension The longer Guybrush and LeChuck stay near the ruins of the chest, the more the Big Whoop magic permeates and the weirder things get (brother, parents, fairground, etc.) Elaine appears in the Big Whoop dimension and helps him remember that he's not a kid The two of them try to escape back to reality but Guybrush is tricked by LeChuck Instead of transporting himself and Elaine out of Big Whoop... he transports LeChuck and himself to where LeChuck wanted to send Guybrush originally... Hell! In Hell LeChuck is lauded for his behaviour on Earth and immediately given a position of power... Unfortunately for Guybrush, all LeChuck wants to do is torture Guybrush for eternity Fortunately for Guybrush there's some sort of technicality with his life and he's not immediately condemned Stan is also there in Hell... having died after Guybrush nailed him in his coffin Stan doesn't care, though -- he's unflappable, he's always looking for another scam to run in order to get some power in Hell Guybrush needs to escape Hell, but when he tries to leave he discovers he can't because he doesn't have a spiritual essence (after LeChuck destroyed it in MI2) The lack of spiritual essence is why they don't know what to do with him in Hell... a bit of good luck Much of the game is spent with Guybrush trying to get his spiritual essence back At some point he meets his own spiritual essence in Hell... But he has to be careful... once he has his essence back he back be tortured for eternity, but without it he can't escape Guybrush finds himself incredibly annoying and unpredictable to deal with (like other characters found Guybrush on earth) Eventually Guybrush does escape and finds himself back on Dinky... Elaine is waiting outside... they reunite. The power of Big Whoop is mostly gone... but there's still odd moments here and there Back in Hell LeChuck is blamed for Guybrush's escape Stan has spent the game scamming everyone in Hell and is locked up next to LeChuck... forcing LeChuck to spend eternity listening to him The end4 points
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4 points
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My memory is little muddy on details but i think i played LeChuck's Revenge first time few years later than it came out.2 points
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It was gradual and kind of beautiful, as an English-speaker playing it blind. 1. First you encounter the Grog Machine. Root beer is kind of memorable (funny?) because it's the only thing that isn't a type of grog, but the grog is clearly Coca-Cola. You are still early in the game and have a lot more time left. It is very unlikely to be your last sitting. 2. You eventually hear about a very, very rare root (or antiroot, sometimes) that can be weaponized to kill ghosts. It's the last one in existence. You are far into the game but still have more puzzles to solve, which might take time. It is probably not your last sitting. 3. The cannibals weaponize your root as a carbonated liquid in a seltzer bottle, and they mention it goes good with ice cream. You are near the end of the game and don't really have puzzles anymore. You are probably going to finish the game in this sitting. 4. Guybrush and Elaine openly call the potion "root beer" when threatening ghosts. Your game is almost over. 5. Guybrush gets his new root beer from that same Grog Machine you looked at probably on the first or second day you played the game. For me? I didn't even start to realize my magic root was going to be ordinary root beer until #3 on that list, and even then my brain was thinking in terms of "this is very rare and magical" and also "this is ordinary soda" simultaneously, somehow. And my brain didn't even remember the Grog Machine version until the very end, when Guybrush landed in it, and my brain completely made the switch to "this is ordinary soda". I think it helps that I hadn't looked at the Grog Machine in literally months, since I was playing straight. And by the time the cannibals made their "root beer" references clear, I was basically at the end.2 points
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Come to think of it: Even the fireworks at the end of SOMI could be an allusion to the fireworks in an amusement park.2 points
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I’d also like to add that I found LeChuck’s face each time he heard Guybrush shouting hilarious.2 points
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Like so much else in the game, it is and it isn't. The reveal of the Melee Facade is decidedly and clearly deliberately a narrative anticlimax, but I agree the last string of puzzles do represent an acceptable final confrontation, even if it isn't The Final Confrontation2 points
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I think I was too young to interpret much else other than what Elaine spelled out. I found it weird that they were brothers. Spell. That Mêlée is reachable through the elevator? Spell. The treasure being a ticket? Spell. And I was disappointed, and was so happy when CMI explained it all away. Only years later did I understand the implications. And MI2 became layer after layer discovered and peeled back my favorite MI game and one of my favourites, period.1 point
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1 point
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There were a couple, including one saying it goes well with some vanilla ice cream -- a root beer float. Not sure how well those translated outside of the US, though.1 point
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Yeah, I figured as much. Since I am going to assemble different versions anyway, I'll have at least one alternative logo size and placement, that barely intersects with Zak or the bread, plus one that covers up the bread like the original.1 point
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Fangames recently came up in another topic and they seemed a good topic to make a ... topic about. I played a few back in the day. I remember in particular having played The Devil's Triangle and M:I2, but my memories of these are quite hazy since it's been perhaps over 10 years since. I was also working on a fangame myself at some point but abandoned it for other projects before I showed it to anybody. And now I spent some time today thinking about that one and what I would do differently if I'd do it today, hypothetically. Most likely I will never do it, but there is a certain itch... Also, there seems to be a list of some of the most relevant MI Fangames on Mojo, which put a smile on my face (https://mixnmojo.com/media/filecategories/Fan-Games), and if I saw that right, despite many of these old creators' pages being offline now, Mojo still seems to have mirrors. Too bad there are no screenshots to find some more easily. That said, I was thinking about maybe revisiting some of them that I might still have somewhere in my old Downloads folder, to make up for not mentioning much more here than just the title of two games I remember. So how about you guys? Any fond memories of some creative fan games?1 point
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That’s a great read on it. I think it is the climax even if they don’t have a face to face fight. The two of them scrambling over a bunch of nonsense lore machinery to try and be the first one to the secret is the correct conflict for this story imo.1 point
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… or even more directly: https://www.disneytouristblog.com/starbucks-disney-world-guide/1 point
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"Can One Brilliant German Designer Put An Impossible Loaf Of French Bread In Front Of A Logo?" Yes. He Can! Looking really crisp! I can't believe how good Purcell's artwork looks through your restauration!! Thanks again and keep up the good work!1 point
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1 point
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So... I need you to imagine a fully decked out Sea Monkey II, with all the skulls. Imagine it crewed by swans. The swams are the guild of weavers. Bobbin, Cygna, Atropos, Lachesis, and Clothos. They sail the ship and shape the world around them by conking the skulls for music notes. These swans on their tiny skull-music boat can do whatever they want. Untwist hurricanes, rend enemy warships, open chests to Secrets... anything. Swan weavers on the Sea Monkey II.1 point
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1 point