Jump to content

Home

Leaderboard

Popular Content

Showing content with the highest reputation since 04/24/22 in all areas

  1. During my lunch break i thought i do some quick sketches on how I think Guybrush might look in Return. Sorry they are pretty rough looking.
    9 points
  2. Hi there, Long time Lurker checking in. Firstly major respect to Laserschwert, thank you for your perseverance and especially thank you for the work on the new Monkey Island posters, it's literally made a dream come true! How can I buy you a beer? The talk about the background maps on S&M made me want to try and use my google-fu and I think I may have found something, at least the publisher, if not the year of the map used. I think it's from a Gousha Interstate Road Atlas. Now I can only see the first couple of pages on an Archive.org version (it's some silly PDF rental thing!?); but looking at the fonts, colours of lettering, the highway number logos etc I'm pretty convinced it's probably the source. WDYT? Crumb
    9 points
  3. I've worked it out:
    9 points
  4. (Putting the CMI art in there made me further realise how good this new art actually is. The details are just so exquisite.)
    9 points
  5. I’m expecting ReMI to not only fail to concretely clarify anything about the deeper lore of MI1&2, but actually make it even more ambiguous, driving fans mad for another 30 years. The mystery and feeling of there being something else there that you can’t quite grasp is such a fundamental part of the original two games’ atmosphere that I think a spiritual sequel to them would be robbing both those and itself if it gave everything up and tried to play the explain game. I will thoroughly enjoy a ReMI that continues to play with those themes in a non-commital manner, rather than trying to make literal sense of them like Curse. Creating ambiguity around what has and hasn’t happened canonically in the series will only enhance this wonderful effect.
    9 points
  6. I posted this sketch before but thought I'd share it here too. I tried to predict what Guybrush would look like based on Rex's previous art. I'm probably way off, but fun to guess.
    8 points
  7. I took some quick photos to show some friends the funny pictures in the manual for the Japanese version of the Sega CD Monkey Island, so I thought I'd share here for anyone who's interested in this kind of thing. Apologies for any poor quality etc.
    8 points
  8. 8 points
  9. TOP NOTCH reply to my tweet about this.
    8 points
  10. By the way, some time ago I made some comparisons between the graphics of the different versions, that some may find amusing. First the three different graphics styles. I don't remember if I used the VGA or FM Towns version for the rightmost column but for these scenes it shouldn't make much of a difference. (The FM Towns version runs at 320x240 pixels rather than 320x200 pixels, though it's mostly just more wasted black space at the bottom of the screen.) The middle column is the TurboGrafx-16 version, showing both EGA and VGA style graphics, as well as the missing tree in the foreground of one scene. Another comparision, this time of one particular scene. The VGA talkie version really... stands out? And finally one where I added the CGA and Macintosh black-and-white modes. I think the CGA mode is auto-generated from the 16-color graphics. I know the black-and-white mode (only available for the 16-color Mac version) is.
    8 points
  11. This is the best I could do
    7 points
  12. In all this excitement I forgot to mention that the plot of ReMI came to me in a dream: So there you have it. Looking forward to playing that.
    7 points
  13. That's the big question, isn't it? I haven't even played all versions. TL;DR - The EGA version is the one I find myself returning to. In some scenes, the VGA graphics look quite nice, but there are other scenes where I think something was lost in translation. I like that we have the VGA version, because it's almost as if two teams were given the same screenplay, sets and costumes, and were asked to make a game. I just dislike that it's the only available versions these days, because to me it's not the best one. And now the long, rambly version... Most of the Looms I've managed to track down, I've gotten from eBay. The only version available for purchase nowadays is the VGA talkie one. I got EGA Loom from the LucasArts Classic Adventures collection, and Mac Loom from the LucasArts Mac CD Game Pack and it remains my favorite. It's apparently a lot easier to find the German version, but I don't want that. The English TurboGrafx-16 version used to be reasonably priced, but seems to have gone way up since I got mine. (The Japanese version was cheaper last time I checked. I don't speak Japanese.) Extracting the game from the CD so that ScummVM can play it is also a bit of work. The FM Towns version has always been horrifyingly expensive, so don't ask me how an affordable one suddenly popped up in an auction one day. It didn't include the box (which probably made the more insane collectors turn up their noses), but it did have both the game and audio drama discs, and the instructions/hint books. The only version that's easy to find is the VGA talkie one. The one sold on GOG and Steam is packaged differently than the original CD, but should otherwise be identical. The EGA version is, as far as I know, the only version that has the Overture that plays when using the Roland MT-32 music. But since this is just a black screen with the word "OVERTURE" and the Swan Lake theme playing, you're not missing that much if you don't see it. The original 16 color Mac version is close to the EGA version, but uses a high-resolution font for the text and notes. The music sounds different too. The instruments are digitized, but not very fancy ones. I don't know how well ScummVM handles it, since the Mac emulator I'm using is having trouble with it. It sounds ok to me, though a bit shrill at times. The later 256 color version is a straight port of the VGA talkie version, as far as I know. The FM Towns version is graphically very similar to the VGA talkie version, to the extent that they show the same scenes. I did notice some minor touch-up in one scene, but I don't know which is the original and which is the revised graphics. Scrolling is done pixel-by-pixel instead of eight pixels at a time. But as mentioned, it plays music pretty much non-stop without adding any new songs, which can get a bit annoying. It adds a few sound effects as well, e.g. a splash when Bobbin falling into the water. The notes you hear are often overlaid with sound effects too, making them even harder to make out. The TurboGrafx-16 version is a bit of an odd bird. Some of the graphics look like the EGA version with a bit less dithering, while others look like the VGA version with less colors. In one scene, a tree has been removed from the foreground. Perhaps having an object you could walk behind like that slowed down the graphics too much? Unlike the EGA version sound effect don't always interrupt the music. The music sounds pretty much the same as the first arrangement of each tune from the FM Towns version. However, some noticeable changes is that when the dragon carries you off it plays the same music as during the final confrontation, and in the caves afterwards it plays the Swan Lake theme. Also, the blacksmith music starts playing while you're still on the plateau outside the Forge. It's weird. When playing in an emulator (not ScummVM), the picture is a bit wider than 320 pixels. This causes glitches at the very end of the game, since some graphics are then visibly cropped. The VGA talkie version is... well, it was the first version I played, so I still have a soft spot for it. Most of the text has been modified in some way (usually made shorter, but sometimes longer). Maybe some of it sounded better when read aloud that way, but I don't know. All of the sound, speech and music was mixed together into one long audio track, which put an upper limit on how much they could fit. (I've seen one game that tried to get around this by putting half of the sound in the right channel and half in the left, but Loom did not use that trick.) Almost all of the ambient music is gone. Most of the distinctive close-up portraits are also gone, though a few new close-ups have been added. There is a bit more character animation as well. Some of it is good, while others is straight from the "Milking the Giant Cow" school of acting. Particularly the Elders and bishop Mandible. I don't have the remaining versions, but I understand that they're graphically like the EGA version. So the main difference is the audio. Since ScummVM can now replace the music, it should be fairly easy to make e.g. the EGA version sound like the Amiga version, if that's what you prefer. Though the sound effects will still be different. The palette may be slightly different, too?
    7 points
  14. It’s compelling food for thought. I (very hurriedly) added a bit of colour to further the effect.
    7 points
  15. Just to demonstrate what SCUMM was capable of without any changes to the engine - here's the simplest of LogicDeLuxe's scripts - the one from the alley - reconstructed by me for a glimpse into Actual SCUMM™ Syntax (variable names and script name are obviously lost on compilation, so those are my inventions). I hope Logic will forgive me for giving his secrets away LucasArts/Disney may not for giving away a bit of theirs. script distance-based-lighting min-intensity, max-intensity, multiplier, target-x, target-actor { do { distance = ((actor-x target-actor) - target-x) value = distance * multiplier if (value < min-intensity) { value = min-intensity } if (value > max-intensity) { value = max-intensity } palette intensity value in-slot 208 to 255 break-here } } The lookout scene is made in a similar way - although that one is written to specifically target Guybrush - and reused in the circus and this alley - while this one is more general (hence target-actor), because in this case it's actually targeting Fester Shinetop (i.e., it's called like start-script bak distance-based-lighting 192 255 -1 376 fester ) Lots of this kind of stuff is possible with SCUMM, although it's rare to see a fan actually do it so cleverly and subtly. As other examples, the dialogue system that appeared first in Indy 3 was pretty much written in SCUMM, making use of its capability to define the verbs in script - in other words, dialogue choices were just verbs. Little was added to the engine to actually support it, other than a way to save the default verb setup and restore it when the dialogue was done. elTee also told me something I've never noticed - that the brightness of dark rooms in Fate of Atlantis is slowly increased, as Indy's eyes adjust to it. Also handled by SCUMM, not hardcoded into the engine itself.
    7 points
  16. Working with a rip of the map from the Geographicus site, I've come up with this approximation to the coloring of the map seen on the box and manual.
    6 points
  17. Hey all, I thought it could be fun to post and maybe receive requests for images generated by the amazing Dall-E AI. Here's an example of what it created with a Grim Fandango screenshot from the Land of the Living: This set what instead generated from the input string "An oil painting of a mad scientist, his nurse wife, their disturbed son and the two tentacle family pets: And last but not least some odd-looking variations on Guybrush and Elaine: Hope it is acceptable to open such a thread here, personally I'm so excited about this stuff, feel free to request something LucasArts related if curious about it
    6 points
  18. Has anyone posted this wonderful new interview yet? I love the detailed answers Grossman is giving to the questions. One of my favorite Ron quotes: tbc I never want the series to end so forward thinking design that will leave room for more story and an expanded pool of new creators contributing is something I definitely appreciate. All together I found this interview to be of better quality than other recent efforts and worth the short read. Still no new images but one day we will get that I imagine
    6 points
  19. So I mentioned before that I really wished we could play MI2 with original gfx and remastered music, basically lamenting that it wasn't feasible with the Ultimate Talkie and that I couldn't mess around with the SE's wavebanks in a way that it would work in Classic mode....welll, scratch that, cause I've cracked it! Basically, for those not in the know, the SEs pull music from wavebanks, which are essentially a data structure that stores .wav files and uses a respective cue file to make the music play in game. Both classic mode and SE mode have one (MusicNew.xwb/CuesNew.xsb and MusicOriginal.xwb/CuesOriginal.xsb). I thought that initially you just needed to swap the names around of each file, but that resulted in a totally silent game...boohoo me. I discovered, thanks to Benny's brilliant template for the program responsible for creating wavebanks (XACT), that you could rip the SE music from the game (using Benny's MI Explorer), create a new wavebank, then put the SE music in the ordering that the MusicOriginal.xwb file uses, and with the correct compression and other settings, save a new MusicOriginal.xwb that would overrite the one in the SE and trick it into playing SE music in both modes. Voila! Remastered music over classic graphics. Now in case this has all given you as much of a headache as it has me, I don't mind sharing this new file I've created for those who are curious and don't want to do all this messing. I won't post anything yet in case there are some legal issues with doing so (though I don't believe there is, considering this is pretty much exactly how the CURSED soundtrack of MI1 was put into the SE of that game and you still need to own a copy of the entire MI2:SE for this to work, I'm merely supplying one file) .
    6 points
  20. Ha!, you know I like a challenge, <goes and gets IFOA box & engage googlefu> ...and <15mins later yeah think I've found the Indy Map. I'd says it's "The Coasts and Islands of the Aegean Sea" by Cartographer William Hughes c1867. Engraved by G.E Sherman From the Book "An Atlas of Classical Geography constructed by William Hughes and edited by George Long" Links Previously Sold Item, but not bad scan and one on abebooks by the looks here
    6 points
  21. Clearly, they're bringing a Telltale character back.
    6 points
  22. After my earlier remark I decided to do the worst thing possible and look up the Scumm Bar's "Curse of Monkey Island Fan Reviews" page, containing a bunch of reviews that went up basically right after people got to play Curse for the first time. Unfortuantely my review is in there, a review with which I find no faults absolutely disagree with on almost every point made, when I read it back today. There are a few people complaining that it should have been 256 color pixel art, and blame the excesses of the new high res production and far-too-fancy art style on why the game is ruined (Of course Curse was also 256 colors but they probably just meant the 320x200 part). And a lot of people really upset that Herman Toothrot isn't in the game (the monkeys paw curls and EMI is born), to the point that it almost seems like it was a meme in the community that people picked up on from each other and said "you know, yeah youre right that does suck!" but it's really hard to wind the clock back and tell. I think the truly old Scumm Bar forums are gone. It's really hard to tell the context of this at all without the rest of the discourse that surrounds it - a lot of the reviews look like they're written in response to hate that didn't get recorded as vehemently in reviews. Anyway sorry for what 16 year old me wrote at the time. He's an idiot.
    6 points
  23. The other thing I forgot to respond to on this post is this. And like... maybe I shouldn't try to be Batman. But it's what I was saying before. I often wondered whether I was spending too much time responding to misguided comments on Double Fine's forums. And then I met Tim Schafer one day and was a bit too shy to explain exactly who I was on the forums, and he found out later on and sent me this: And I have to admit I was kind of bowled over, but since then I've always felt like going out of my way to speak up when I have the energy to, because you never know who might be looking and appreciating it from a distance and thinking 'I'm glad someone said it'. I think often times when you're a creator you feel like you can't wade into heated discussions, because of a need to keep a professional distance, so I guess it's nice when there's someone there to say the thing you really wanted to say.
    6 points
  24. I somehow still hope that RMI explores the idea that Hell is under Monkey Island simply because that would mean that PIrate Doom is canon.
    6 points
  25. And I hope Return will have more of these little bits of mystery, and not explain or answer them.
    6 points
  26. I think perhaps just to emphasise some boundaries here, I don't think it's wrong to express opinions about aesthetics. I don't even think it's wrong to release mods which 'fix' aesthetic stuff you don't like. Here's some of my own opinions: I think MI1's original backgrounds are merely okay. I think Guybrush's hair and face in the SE is extremely silly looking. I don't think the game has ever really looked good in 3D. I like CMI's art style a lot, but I think a few things were lost in the translation. Where it becomes toxic is when one becomes so convinced of their take that they start second guessing everything anyone has to say to the contrary, ascribing some sort of sinister external motive. Or trying to justify why only their opinion can be the right one with a bunch of art theory mumbo jumbo. I'm completely happy for people to dislike the art they've seen so far (I quite like it, but I'm not yet COMPLETELY sold), all I ask is that they accept that Ron and the team want this look for the game, and all I suggest -for their own happiness more than anything else- is that they wait until they've had a chance to see the whole thing come to life before making sweeping pronouncements about it.
    6 points
  27. I’ve heard they’re making Loom 2 and 3 back to back! (Source)
    6 points
  28. For me personally, the biggest bummer about the militant wing of the online fandom is the grumpiness they would occasionally make me feel toward Ron himself. For something like twenty years now, every time Ron would allude to his hypothetical return to Monkey Island, it would ignite all over again this collective expression of desperation and entitlement from the usual corners. The supportive reactions could be alarming. And it grew tiresome to see it happen over and over again, since it was such a dependable cause-and-effect. Ron says "Monkey Island"; the volunteer troops assemble. And so whenever Ron would make an innuendo, or hint at how he'd continue his story if given the chance, or express his interest in buying the IP from Disney, I'd say to myself, "Would you please stop kicking the beehive?" Because whatever Ron's intentions were, people would get riled up anew at everything he said. But in retrospect it was unfair to hold Ron even indirectly responsible for the behavior of his most irrational devotees. In a way, I was probably being too optimistic, because I was in effect trusting that the mob needed any help from its messiah to whip itself up into a frenzy. That he's had to resort to locking down his blog goes to show that the mosh pit will swap from carrying you to trampling you on a dime. While I don't want to overdramatize it, I do think what happened to Chuck Jordan's relationship with the series is instructive. He's talked more than once about how Monkey Island was the reason he switched majors in college and pursued a career in the games industry. A total fanboy, who winds up landing a job at LucasArts and somehow working on the third game in the series. Straight-up Cinderella story stuff. But in the years after that, it seems the bloom came off the rose for him, and, reading between the lines, I infer that his constant exposure to the "But you know that wasn't a real Monkey Island game" drumbeat played a non-zero role in that. And the irony is, it's probably the very same people that have made Ron lower the portcullis now. That uncompromising mentality victimizes everybody in the end, because it's really just a kind of fanaticism laundered as something else. It could style itself as "pro-Ron" only because until now Ron's Monkey Island comeback had the convenience of being an abstraction. Now that it's going to be an actual thing and thus revealed to be, you know, a mere video game, the church is going to have to subtly shift its dogma. First the holy grail was whatever game Ron wanted to make, and when that one turns out not to cure leprosy after all, the object is going to be recast as the one he would have made. The fantasy never has to end so long as you keep reengineering the game such that you can never actually make the touchdown.
    6 points
  29. It’s clear we’ve been fed very little when very very hungry. People commenting on the lighting choices of one image, or the presence or absence of grit in brush strokes when you zoom in. It’s not bad stuff to talk about, but I’m really really excited for when the full meal arrives. Even if the effect in aggregate isn’t to everyone’s taste, there will be so many more (and much more interesting) things to talk about.
    6 points
  30. Hi all, if you've seen my posts in the Return to Monkey Island topic, you'll know that I've managed to figure out a possible way to replace the MT32 recordings of MI2SE with the remastered tracks in order to play them in classic mode. @Scummbuddy recommended that I create a new topic for some discussion on this. UPDATE: I've fixed all the issues that were listed below with a lot of editing and adding loop markers into the encoding of each file manually. While I'm at it I figured I'd build an SFXOriginal.xwb with the remastered sound effects too, so when that's done I'll upload everything to my Google Drive and post a link. Here is my own modified version of @Bennyboy's XACT template for repacking the music. It already has the newly built MusicOriginal.xwb file that you need to replace the one in the game's datafiles. I would love it if people could test it out because I have run into some issues and was hoping that others on this forum who are a bit more technically minded might be able to figure out how to fix them: So far, the tracks and transitions seem to play in the right locations, but there are a number of locations where the track doesn't loop to the right spot: Island hopping screen on Dread's ship Stan's Rapp Scallion To make it easier for everyone I've also attached a save file where you can test those spots I mentioned above. savegame.001
    5 points
  31. Appropos of Return using the old logo instead of what the SEs and Tales went for, I decided to make matching ones for those games.
    5 points
  32. Seeing as this is Japan, they might have just changed it for cultural reasons. The Japanese have always viewed themselves as a homogeneous country, with very little ethnic diversity. It's not true, but most of the immigrants in Japan are Asian, so the myth has always permeated. Because of that, some of the immigrants from other Asian countries still do pretend to be completely Japanese to avoid bullying. There's a xenophobic atmosphere, especially for African-descended people, where they actually face fear similar to Western nations prior to the mid to end of the 20th century. A lot of Japanese people there actually think that they are lesser, or even dirty because of the color of their skin. In addition, there has always been a view that ivory white skin is a goal to achieve, especially for women. So, even now, you have a huge market for skin bleach and you still can see women cover up on beaches because they don't want to get a tan. This too is improving somewhat, but the Japanese media and culture in general still enforce the toxic notion that only the women with an ivory complexion are desirable. It's getting better this century, as the first Japanese and African-American-descended woman won a beauty contest for the first time in 2015. Although, she still faces discrimination where even though she was born in Japan and speaks Japanese fluently with a Kansai accent, she still has to deal with reporters asking her what she feels about the Japanese, as though she isn't Japanese herself.
    5 points
  33. Here's something that many of you may not have realised: Monkey Island has always been explicitly set in a multiverse. 'Prime' Guybrush often meets and interacts with alternate universe versions of himself. Here are a just a few instances:
    5 points
  34. As a quick test I took the 1977 map (which had the best quality at Archive.org), cleaned it up and color-matched it to the back of the game's manual: We should get an even better results as soon as we can work with uncompressed high-resolution scans.
    5 points
  35. I love being reminded that “fan” is short for “fanatic.”
    5 points
  36. Seeing as we’re really getting into the weeds here, the colour of his jacket is another continuity error.
    5 points
  37. Both DOTT and Return seem to be drawing from mid-century animation, which definitely includes Chuck Jones cartoons (or more specifically Maurice Noble’s style including background designs), but also UPA cartoons like Mr Magoo on the way more stylized end and Disney cartoons like Sleeping Beauty which is also stylized but more ornate, and 101 Dalmatians on the more naturalistic end. Here’s a mess of stuff from that era of animation:
    5 points
  38. I haven't forgotten the context. I know what you are saying, but what is the issue? Like, where is the harm in looking for/believing in "more than just funny joke"? I love doing exactly that, even if all the facts above point against it.
    5 points
  39. I'm pretty sure the Secret of Monkey Island is the title of the game, which was chosen because it sounds like a classic pirate adventure. When characters ask about it, it's a bit of fourth wall breaking with the trademark symbol and all, like the characters themselves saw the title screen. The developers were a bunch of irreverent dweeby programmers improvising jokes for eachother. Despite that, they stumbled upon a wonderfully evocative atmosphere, and managed to thread the needle into a sort of sarcastic mystique.
    5 points
  40. Okay, I'll admit it. I only pretended to misremember that interview as an intricate way of prompting Jake to share more behind-the-scenes stories.
    5 points
  41. Yep, agreed. I think it’s fine to straight up hate something and wish it was something else, and to have strong opinions about what it should be. Its an opinion, a reaction one has, so it goes. But it’s just so rude to do that to Ron’s face while he’s still making the game. And its insufferably, delusionally entitled to take it farther and start rationalizing why Ron’s decisions don’t align with one’s own through basically conspiratorial thinking (“Disney made him do it” etc). I’m glad Ron turned off comments and came out with a response like this, but am sad he had to. I’m actually glad for almost the whole post - I think him clearing the air to this degree would have probably been necessary or healthy regardless of any fan reaction. And, him finally saying what his original starting point for MI3 was going to be, shows that he was truly in control of this new game to the point that he was able to move past that idea like one naturally does when making something; he’s not still clinging to it like it’s the uncompromised version he didn’t get to make or something. But I wish it hadn’t had to have the part about the fan comments at the very end, that bit is sad.
    5 points
  42. That Purcell quote is great and really interesting. To me, especially coupled with todays Grumpy Gamer blog post, it’s one more reminder that these things aren’t made from some grand master plan, but are really the result of the people making them at the time they are made.
    5 points
  43. So grumpygamer.com is back up but with comments removed...good idea. Ron has also written a new post titled "When I Made Another Monkey Island" which has basically confirmed that he really didn't have much of an idea of where the game was going to go until he made it. He also made it abundantly clear that when he made that post in 2013, it was not, as he put it, "commandments handed down and etched in stone on a giant tablet". I hope that now people can put their complaints to rest, wait for the game and just enjoy the ride. This is going to be something special and unpredictable, and that's exciting.
    5 points
  44. Yep, no Kate and no spitting contest. IIRC, the map pieces go as follows: Rapp Scallion: Woodsmith just lets you take the nails without needing to saw off the peg leg; lock Stan in the coffin and take the crypt key; open the crypt and each coffin already has the pirate names on them so no Famous Pirate Quotations needed. The map is just lying in the coffin so no Ash 2 Life necessary, therefore no Rapp Scallion resurrection sequence. Captain Marley: The map doesn't fly away after Elaine throws it out the window, you can just pick it up. Therefore, no cliffside, so no fisherman, so no treehouse, so no bone dance. Young Lindy: Buy it outright from the antique shop. No Mad Monkey, no Kate, no spitting contest. Rum Rogers: No monkey wrench puzzle, the waterfall is already shut off. Rum Rogers is gone so no drinking contest, you can push any brick and go down to the skeleton and grap the map piece. I don't think you have to enter the library once in Lite mode.
    5 points
  45. New version in the works: Better colors, higher detail. I've simply gotten better at cleaning these up over the years, so it could do with an update.
    5 points
  46. My old account seems to be hard to reach, so... Just to add some nerdy details to elTee's explanation, and some things I noticed when I looked at it again. SCUMM has a wait-for-message command (Ron explains it a bit in the Video Game History Foundation video). It causes the script to wait until dialogue is done displaying before continuing. There are two things Elaine can say at that point (won't spoil the other one, just in case), and in the case of the "spell" line, there's no wait-for-message immediately after her dialogue. That's intentional: In PC VGA mode, the line is followed by a fade-out to black (fade all colors to black) over 25 frames, and then we have the wait-for-message call. Meaning it will fade out while she's talking. In EGA mode, the screen immediately cuts to black, with the wait-for-message coming before that cut (otherwise, we might not see the text at all). And then there's the Amiga graphics mode. Which does exactly the same as the EGA mode - it cuts straight to black - but with wait-for-message after the cut. Meaning the script will tell the engine to display the line, and immediately change all colors to black - in the same frame. Which doesn't give Elaine much time to finish talking (none at all). The thing I realized when looking again is that - like most fades in SCUMM - the low 16 colors in the palette aren't faded. Those are colors used for (among other things) dialogue lines (they're mostly the typical EGA palette). Meaning Elaine's dialogue line will stay on screen all the way through the fade. The Amiga version actually does the same - it cuts all 256 colors to black except the low 16 colors - but the Amiga version doesn't use those colors for the text (or anything at all, actually). So that won't help either. It then looks like they tried to fix it by changing two colors back to full color intensity - probably the colors used for the text (but haven't looked further to be sure about that - may also be two colors used later). If it's intended for letting her text show, the problem with that is that that color change command comes after wait-for-message. So Elaine will be done talking before the two colors come back. So: 1. Elaine says the line 2. Colors 16-255 are changed to black 3. Wait for Elaine to be done talking 4. Colors 46-47 are changed to full color again ETA: Looked at colors 46-47 in the palette, and sure enough, they're dark gray and magenta = the color of Elaine's dialogue. So seems point 4 likely really was an attempt at a fix.
    5 points
  47. Changing the subject, slightly... Something I always used to think was really cool was how the theme to MI2 was really done in a different style to the first game. The sound of the original theme was really 'classic' of course, and it feels like since MI2 all the versions of the theme have really followed that template, albeit with some tweaks to the arrangement, but it always disappointed me that we never really heard a version of the theme that really had a very different feel to it. It was even more disappointing that EMI's theme was basically just CMI's and that (mainly because of technical constraints), the Tales version ended up sounding so limp compared with the previous versions. So my question is, are you hoping for a theme in a new style? A couple of weeks ago I made a version imagining how I might do a MI theme in a different feel to 1 and 2, and came up with this. Yeah, I know, shameless self promotion but this question has genuinely been on my mind so much that I made a Monkey Island Theme Remix for the first time in 30 years.
    5 points
  48. To be fair the fanbase was always a bit like this thanks to all the different iterations to MI we've had. We're an opinionated bunch and that's fine, what I never understood is why it is so hard for some people to view MI as a series that just likes to adapt different art styles. Yeah I have my favorites too and I wouldn't complain if those styles returned but overall I'm just excited for the new things Return will bring, art style included. I'd even play an FMV based MI game, throw rocks at me.
    5 points
×
×
  • Create New...