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Showing content with the highest reputation on 11/20/23 in all areas

  1. Oh no no, that's perfectly normal! 🙂 Whenever you do one of the following things: * Looking at the Pollo Diablo painting; * Looking at the recipe book; * (Probably one or two more things I can't remember)... The engine makes what's called heap savegame (a temporary savestate), and then proceeds to change room to our destination (the painting or the recipe book). Whenever we have to go back to where we were before, the engine re-loads the heap savegame. That's a neat trick which avoids moving around SCUMM variables to only show a room which has very few interactions. The caveat here is that the iMUSE state is being saved into the savegame (as it normally should) and then reloaded: this means that the music will restart from the point it was saved before. So TL;DR: that's normal and happens on the original hardware as well.
    4 points
  2. 🎉 It's Sam & Max Hit The Road's 30th anniversary this month! 🎙️ So join me TODAY for the YouTube premiere of my 4-hour conversation with Sam & Max creator, Steve Purcell! 📝 In this conversation, we discuss Sam & Max, the classic LucasArts covers and more! ⏰ Today @ Noon (PT)
    2 points
  3. Updated to a slightly longer version, now including the "searching around" music, followed by the Raider's March B theme, once Indy falls down. https://drive.google.com/file/d/1zwM7HDfSuhbfLCUms06cyegtqke6M8MH/view?usp=sharing And an image to go along with it. Edit: Should I just start a new thread, even if this moves along only slowly?
    1 point
  4. Monkey Island Heardle #425 🔈🟥🟥🟥🟥🟩⬜️ #MonkeyIslandHeardle Never heard this tune in my life Like the others, I couldn't find the correct name for it...
    1 point
  5. I'm not in SCUMM Decompiler mode at the moment, but here's its symbols for FOA as they look at the moment, in SCUMM Decompiler's symbol syntax. Still far from complete, but might have some you're missing. Do note that some (like variables and classes) will be missing, simply because this file inherits from symbol files shared between games (see the top "include" directives) - those define common variables, classes, states, verbs, etc. Also note that some of them may not actually be correct, since the first FOA symbols were gathered when the decompiler didn't have a concept of e.g. room local variables. https://gist.github.com/Jither/7ed7b65fb77acc0f3cd2bd28ec4c5a9f
    1 point
  6. As you may know, the header art for our “Secret History” feature on The Curse of Monkey Island was done by the great @Paco (V), known intergalactically for his unfinished comic adaptation of the first game: Paco’s work was so on-point that it sometimes gets confused for official promotional imagery for Curse, and it has therefore turned up, without attribution, in all sorts of low-effort articles, such as: Curse of Monkey Island is the Only Pirate Game You Should Take Note of This Month (Gamespew, 03/29/18) Escape from Monkey Island hits GOG, gets bundle discount (AltChar, 06/19/18) Monkey Island Creator Debunks Myth About Guybrush's Name (TheGamer, 04/28/22) *Curse of Monkey Island designer reveals reasons for series' art style switch (Eurogamer, 05/05/22) Why Return To Monkey Island’s Art Style Is So Divisive (Screenrant, 07/06/22) All Monkey Island Games, Ranked (TheGamer, 12/28/22) **Steven Spielberg Almost Made This Video Game Movie Adaptation (Collider, 08/19/23) The Curse of Monkey Island System Requirements (Systemreqs) Where will Paco’s work turn up uncredited next? Let us know so we can grow the wall of shame. Sure, this is the definition of throwing stones from a glass house, but you gotta pass the time somehow. *credit added after some shaming from @Kroms **“Image via Lucasfilm Limited,” apparently
    1 point
  7. Here is what I think, based on recent interviews… Ron had this theme park twist idea early on, but it didn't make it into the game, and we ended up with a more 'normal' pirate story, though some remnants of the twist stuck around. While finishing up MI2, Ron didn’t know how to end it. He remembered the weird theme park idea and used it in while leaving it ambiguous, not entirely sure himself what it meant. After leaving Lucasarts, Ron thought of ways to resolve the cliffhanger, with one option being "Guybrush is actually in hell," as he mentioned on his blog. So, the whole lost child in a theme park thing wasn't true anymore; it became more about "Guybrush is in hell." When Ron (and Dave!) finally got back to Monkey Island, they were older and realized the hell idea might not be the best. They decided to circle back to the original theme park idea, keeping what fans loved over the years – the normal pirate story, humor, and ambiguity. Now, players get to choose what it all means. That's what makes the most sense to me.
    1 point
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