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  1. Just a little heads up: The UK magazine Retro Gamer interviewed me for their latest issue, so be sure to check it out!
    11 points
  2. Thanks to the AMAZING contribution by @kiddomanteca we now have a high quality scan of the MI2 poster from "The One" magazine. This is by far the highest quality version we have of the artwork (brush strokes and canvas texture included), and after cleaning it up, I'll try to use some AI trickery to add the missing parts to this scan to create a textless version of it as well. Behold this incredible beauty:
    9 points
  3. It's done! I've added three versions of the "Secret of Monkey Island" artwork to the project, each one in three different color versions (Regular, SEGA CD, FM Towns). Eventually I'm going to add versions with the marbled border as well, but this'll have to do for now. HUGE thanks to Jake, who helped me to bring this project full-circle at last. MI1 and MI2 were the first posters I worked on, from which the LucasArts Posters project eventually was born. And now we finally have both artworks at amazing quality. So this is a major milestone!
    8 points
  4. As mentioned earlier, my wife is playing through Curse of Monkey Island and thoroughly enjoying it. She has just lost the Blood Island "map" to Captain Rottingham and encountered the second-biggest time waster on the sea, the dreaded rhythmic shanty. She is now about to embark on insult swordfighting, against random pirate captains and then finally against Captain Rottingham himself. I was shocked to see that within the manual that comes with the game there is no space to track insults -- not even a Notes section on the last page. Just as well, within the official strategy guide there is no space to track your insults and retorts -- but are plainly written out (but shockingly not easily found within the guide). So I decided to whip up the following. These are essentially a first draft and also why I was hoping to get a larger quality version of Haggis in a separate thread here. Special thanks to: @Laserschwert for the upscaled and enhanced background art for CMI. Clearly I used the Game Options/Save background screens here. I wanted it to fit in with Guybrush's diary journal aesthetic as seen in the opening cutscene (seen here). Mojo Game Database - Curse concept art. The SCUMM Bar - Curse Insults list. Legend OF MI - Curse Insults list. Curse of Monkey Island - Official Strategy Guide Insults list. Ordinary Pirates - Empty page - For the CMI player who has never played before. Ordinary Pirates - All insults and retorts. Captain Rottingham - Empty page - For the CMI player who has never played before. Captain Rottingham - Half page - For the CMI player who has all of the retorts. Captain Rottingham - All advanced insults and retorts. I'll continue to play around with the design, adding in accent marks, and matching the shade of sketches to match across the pages (skeletons are maybe closer to what I want than the darker Barbary Coast pirates). If anyone wants the PSD file, I can make that available, specifically if someone wants to make language variations. Just looking for some opinions.
    7 points
  5. Call me late to the party, but finding that this forum was revived made me decide to play through a Lucasarts game that wasn't Star Wars. Classic Star Wars games were basically my reason for being on this forum years ago, but I wanted to switch it up. I played the remake of The Secret of Monkey Island on my Xbox One and... WOW! I couldn't put it down. I haven't played a point-and-click style game in ages, but now I want more. I enjoyed that I was able to play the modern one and the original-style game at the same time... which was funny because I felt the old school one was easier to control. I'm sure these are things you guys have heard before but I just really wanted to share! Knowing that I went all these years not knowing who Guybrush Threepwood is makes me feel like I've been missing out. I knew this game would become special to me when the game explained that great swordsmen have to have witty retorts to win. While another playthrough is definitely in order, I can't wait to pick up LeChuck's Revenge. Then, who knows... so many classic games to choose from!
    7 points
  6. Thanks to Jake, I finally got a chance to scan the official Monkey Island poster: Now there's a lot of cleaning up to do. Plus this is merely a starting point for creating a much better expanded and textless artwork.
    6 points
  7. Figured I'd run an update set of photos since I finally unboxed my games. Also, fellow forum visitor created awesome custom Special edition MI en Tales boxes. Also, Defenders of Dynatron.
    6 points
  8. Force aspect ratio correction will stretch 320x200 games to 320x240 so you get the right aspect ratio, but since 240 isn't divisible by 200 you end up with some of the original pixels being twice the height of the others. It looks a bit uneven. The pixels of 320x200 games were 1.2 times as tall as wide, or 1.2:1. They weren't square. Ideally, these games should be run at 1600x1200. 1600 / 320 = 5 and 1200 / 200 = 6 so each original pixel would be scaled up to be 5 pixels wide and 6 pixels tall. Since 6 / 5 = 1.2, they would then keep their original shape. In ScummVM, OpenGL can do this because it performs aspect ratio correction and rescaling in one pass. The problem is that the GUI doesn't allow you to specify a resolution directly. You have to resize the window manually and hope it hits on the right resolution. DOSBox lets you set the resolution directly in its config file.
    6 points
  9. I've also added two three pieces of Purcell's cover concept art to the thread:
    6 points
  10. I've added the new version of the "LeChuck's Revenge" artwork (based on @kiddomanteca's amazing scans) to the thread, replacing all the other versions (which are still available on the GoogleDrive though). The bump in quality is massive. Just check out these comparisons of the new scan with my old v1 and v2 versions: For painting out the logos and extending the edges, I again resorted to training my own AI model, which in turn tried to apply the style and detail of the new scan to my (textless) v2. I then used this to paint out all the unwanted parts, keeping as much of the new scan as possible.
    6 points
  11. On a side note, I've acquired a bunch of new scans from more "exotic" releases of MI1, which would potentially allow me to extend my current MI1 poster a bit on all sides. I haven't done more than this little inventory check though:
    6 points
  12. I hate to double reply, but I just finished the game about 20 minutes ago. What an incredible game from beginning to end. I absolutely loved the ending — I imagine it was a major point of discussion. I feel like this is a game you can continue to analyze and never get to the bottom of it. Thanks for not spoiling the return of my man Stan. Glad to see he was still out hustling. I just gotta say that I am so happy that I decided to play these games. Consider me a fan!
    6 points
  13. YES, WELCOME NAIVE HUMAN!* * This is a reference to a game you have yet to play, but that I think you'll enjoy.
    6 points
  14. I've added the rear box artwork of MI2 to the main post:
    6 points
  15. I've released new versions of 4 programs: Double Fine Explorer adds support for the .isb files in Psychonauts so it can play all music/speech/sfx and fixes some minor issues with the main .pkg bundle. See the readme for more information. Telltale Music Extractor, Telltale Speech Extractor and Telltale Explorer now all support The Walking Dead Definitive Series and the wonderful Sam & Max Save the World remaster. Download links on the software page.
    6 points
  16. Back on topic: I completed episode 6 yesterday on Switch, and I loved playing this game again! I remember when I first played season one, it was with a bad taste in my mouth. It felt to me like a Sam and Max ‘light’ after the cancellation of the big budget LucasArts sequel. Back in those days, it wasn’t the Sam and Max I wanted, so my focus lay with the different voices, the repeating characters, the returning locations, and not with all the positive things it offers. I completed it once and never touched it again. Now, after so many years, after the moarning period, I must say I do have eye for the positives. The writing is hilarious, I don’t laugh aloud much when I enjoy my media alone, but this made me chuckle multiple times. The plots are really great too, delightfully zany and with very little consideration for reality, just like I like my Sam and Max to be! The remaster has been handled with much love and care, and it really shows. The game has never looked or sounded better. And while I don’t agree with every choice of the developers, it’s very obvious that it’s a labour of love, and that makes me very forgiving. Thank you, Skunkape, for making me give this game a second chance and reigniting my love for this zany duo!
    6 points
  17. Rum, years ago I wondered about the same, and believe I know where you are coming from. I really hope I don’t come off rude with my post, but have to ask: Are you really sure you want to dive back into this topic, and are you really, really sure you want to do it with that question? The thing is that this question has been (and still is) asked a million times, and there is no quick answer to this that will satisfy. I know I had the same thought in the past, and it took many years for me to understand it. I’m trying to educate myself with reading articles, listening to podcasts and talk to people who know more about this, and I still only scratch the surface. My quick answer would be that the case of the Bosco recasting is not racial discrimination, since reverse racism doesn't exist. And I am certain that this statement, standing on it's own, will ruffle a lot of feathers, but that’s because you have to know a ton of background infos and facts that support this claim. And I think asking a video game forum to deliver these is a lot to ask. Also, it has been explained a million times online, so I would ask you to do a bit of googlin’ to find out yourself. Again, I am happy that you are curious about the topic and want to learn from it, but kindly ask you to do a bit more self education and research. Because you have to understand that, to many people, these questions are extremely exhausting. Too often it feels like having to explain and discuss the rules of soccer before every single match.
    6 points
  18. Update: I mentioned on the ScummVM bug tracker that I would prefer it if ScummVM emulated the original, possibly buggy Mac font spacing in Indy 3, and eriktorbjorn very graciously agreed to see if it could be done as an option. That sort of incredible generosity reminds me that ScummVM is indeed a labor of love. My hat is off to him.
    5 points
  19. The restoration is coming along nicely: I was a little scared about painting out the logo, but besides using some great sources for the palm trees (unlike 13-or-so years ago, when I didn't have much to work with), I just went and repainted most of the sky. After all, it's just splotches of color, which can be conveniently sampled from inbetween the letters. Adding the appropriate amount of texture on top of it, it works quite well. However, I think I'll still include a logo-less version with a cloud overlay, like in my old versions. The bottom half of the artwork is still missing a bit of material to remove stickers and logos, but I have a few sources that I have yet to train AI models on.
    5 points
  20. I took a grab of the existing version for comparison: New scan: Let me know if I've messed up and this is unrepresentative somehow, Laser. But wow, even with any shortcomings of the scan/photo/repro techniques used, still a huge amount of extra detail!
    5 points
  21. Here we go: So, this was basically a crowd-funded project a friend of mine and me did with a few collectors (only 30 boxes got produced). I did all the designs and layouts, aside from the map (which was drawn by the wonderful Cristina Urdiales, which I then digitally "aged" for the print). Also, the great CanvasQuest helped me to get the enamel pin produced, and you'll soon find it in his store as well. All the other artworks used are obviously not mine, but sourced from all over the Special Editions.
    5 points
  22. Maniac Mansion anthology including VHS of the TV series wedged in between. Make everyone suffer Dr Fred’s pain in DOTT when he regrets making the series.
    5 points
  23. Hi people! Today, I've just come to the astonishing realization that Mojo had discussion forums again. My first thought, as you can imagine, was ignoring this newborn awareness and getting back to work. But something was off afterwards, like when you eat cheese without wine, you know? Or when you clean up the sink in the bathroom and leave the shower walls dirty. It's not right. So anyway, I had a change of heart at the last minute and took it upon myself to actually register instead. I've been lurking around the Mojo network since around 1982, I love all kinds of retro classics including those delightful LucasArts graphic adventures, I hunt down YouTube for obscure and rare interviews with fine folks such as Tim Schafer, Ron Gilbert and David Fox and put them on a loop when I go to bed. Let's see, what else? Oh, my dog's name is Chuck the plant. No, it's not. Just kidding! Thanks for reading this wall of text and see you around this wonderful place!
    5 points
  24. Some of you might have already seen this on Twitter or some Discord, but I guess this is the right place to post this as well. As a Christmas present to myself I bought a great set of virtual jazz instruments, ProjectSAM's Swing! and Swing More!, which I've eyed for a while for one specific purpose: Using them to finally create a remastered version of the Sam & Max Hit the Road soundtrack by Clint Bajakian, Peter McConnell and Michael Land, so here we go: This is the slowly growing playlist on Soundcloud, and once it's finished, I'll provide download links to the complete soundtrack.
    5 points
  25. Ahoy there!! Long time visitor of the site, but first time user of the forums. I would like to share some music covers that I did recently. As you can imagine from my profile's pic, it is from the great music of "Monkey Island 2". I am happy to join you all fans and share some stuff. I'll be BACK!!
    5 points
  26. I finally started going through my piles of LucasArts stuff, starting with collecting all my game boxes together, and I have far more LEC games than I thought I did. It still pales compared to most collections but I’m happy! (Wish I had MI1 and FOA though...) I have a bunch of boxes of ephemera to go through too, most of which I collected on a couple visits to LucasArts in the early 00s we did for Mojo. Once I go through these I’ll try and make an organized post! There’s a bunch of Telltale stuff in boxes and drawers all around too, but that’s its own undertaking.
    5 points
  27. My pleasure! I always thought that artwork would be lost to time, as I've only ever seen it used on the back of the box, covered with text and screenshots and on those tiny auction photos. So finding out that it was used on the Korean manual, got me thrilled to find somebody who could scan it for me. And when I finally found someone AND it turned out that the art was also used on the Taiwanese manual AND that someone was able to scan both for me, I was beyond excited.
    5 points
  28. Hi guys! As some of you who have me on Twitter know I have started a Twitch Channel where I have done playthroughs of Maniac Mansion Deluxe and Zak McKracken FM-Towns so far. I'm proud to say I have also launched my own Youtube Channel where you can currently see my MMD playthrough in digestible chunks, soon the Zak playthrough will be up as well. In addition to the streams I am planning to do a series of specials dedicated to the individual titles focusing on differences between versions, development factiods, etc. I also hope to reach out to our communities experts in the individual titles to see what they would want to see in such a retrospective and whether or not they would like to collaborate First up will be Maniac Mansion. I'm taking my time with the specials because I want them to be something built by the community. I dunno maybe I'm getting ahead of myself but I'm super excited to make my love letters to these wonderful games. even if noone watches I know it's going to be a lot of fun to put these together
    5 points
  29. Just for the hell of it I started messing with cleaning up the MI2 hint guide maps (all linked below). The most interesting one to me is the map of the Dinky tunnels, which features an additional room. It amuses me that Guybrush was a literal foot away from falling into a room full of unobtainable wealth. For the rest of the maps: Scabb Booty Phatt
    5 points
  30. Ok, very messy photos and I'm really still unboxing everything that was up in the attic of my parents place all these years. Some other stuff still in boxes and unfortunately lost some things in my last move.
    5 points
  31. And combined with the fact that only about 10 lines out of 12000 were changed, it shows how out of proportion the reactions have been.
    5 points
  32. Thank you @Laserschwert for your work! That SW/DOTT poster will fit nicely in my home office! I can't wait to see what's coming next!
    5 points
  33. I mean who could be capable of not loving this . . .
    5 points
  34. Remaster of the second season drops December 8th. Check out Skunkape's official announcement with web presence, trailer and screenshots: https://mixnmojo.com/news/Another-year-another-Sam-and-Max-remaster-from-Skunkape
    4 points
  35. Yes, I'm going to make a bunch of different versions, including that one.
    4 points
  36. I was previously blind, but now I am able to see that this is popping!
    4 points
  37. Obviously there's only so much you can say about these. Getting there: It's weird to see so much more on the sides when you've gotten used to the cropped art over the years.
    4 points
  38. Unceremoniously pushed back again, to 2022. I prefer to think @Laserschwertfound a subatomic flaw in the box art and halted productuon by heaving his body into the gears.
    4 points
  39. This is a volunteer project, and as such, developers are allowed to work on whatever they feel most fun working with, all of this with its advantages and disadvantages of the thing. Also, LucasArts games are currently being worked on more than you would expect: there has been a SMUSH font rewrite last year which makes it pixel perfect, there have been lots and lots of fixes in the walk code for every single major SCUMM version (from v2 to v8), v7-8 font drawing routine is currently in the process of being overhauled with a version which makes it pixel perfect and which correctly wraps text, COMI sprite decoding routine saw a major bug being fixed, and don't even get me started on iMUSE... I do understand the frustration in seeing that developers apparently neglect or forget old bugs, I really do: I was one of those But: 1) it's simply not true that they are not working on SCUMM games anymore, it's just that every major developer is working on at least two engines at once, so (being an after work activity) they might just not always have time to deal with them; 2) if you are upset about a certain bug, maybe an ancient one which nobody seems to care about anymore, do what I did: learn how to do it, and do it yourself, because if you really are the only one who cares, nobody else is going to do it for you! I'm serious, not being sarcastic, insulting, or anything! It can be a good learning experience and rewarding for sure. Also, about this: I can see how from the outside the attitude might seem a little cold but rest assured, that is how pull requests usually work, after all they are just requests for code review for a new patch. Of course most of the comments are going to be request for fixing syntax, memory leaks, and whatnot, but that is to be expected: the project has to maintain a very high code quality since the application is actually used to ship games on Steam/GOG nowadays.
    4 points
  40. Some people have recently been trying to run Curse of Monkey Island natively rather than through ScummVM. I wrote programs to help with this years ago but haven't updated them since ScummVM became more capable. Here for when I forget this in a week for posterity is a quick guide to getting CMI working in Windows 10: Install the game using my installer The game will work fine in windowed mode but will just crash in fullscreen so... Get DGVoodoo2 In the zip extract the dlls in the \ms\x86\ folder to your CMI folder The game will then run fine in fullscreen. If you want to change the aspect ratio and scaling extract dgVoodooCpl.exe to the CMI folder and run it. For those who don't want to go digging for their original cds, archive.org has ISO images for CMI. Why is this necessary? CMI has a 16 bit installer, so it wont work in 64 bit versions of Windows. Hence my installer. CMI normally needs the cd's inserted to play - my installer and launcher fixes that. In Windows 10 CMI refuses to work in fullscreen no matter what compatibility settings I try. DGVoodoo2 converts the old graphics API's to their modern equivalent and this lets CMI work fullscreen.
    4 points
  41. Ooh, listen to Mr "I've got a PS5" over here. I wish Psychonauts 2 was coming out for the car radio on my Rolls Royce Phantom, you don't hear me going on about it.
    4 points
  42. Hi have the Monkey Island 2 Poster from U.S. Gold. If I can help, let me know the best options to scan it. I'm a begginer in here.
    4 points
  43. If their animator request is to be taken literally, they’re using Spine, which is not a pixel art tool but is used for a hybrid of 2D animation and tween-style deformation of illustrations. It’s used by Size Five games (the latest Ben & Dan game for example) and can produce output similar to the animation in Broken Age. I’ll be clear here that I’ve never used Spine and don’t know all the contexts in which it’s used, but it’s definitely a general purpose 2D animation tool.
    4 points
  44. You haven't truly solved an adventure game puzzle until you've used everything with everything, exhausted every line of dialogue, used everything with everything again (just in case), then finally realised there's an entire room you haven't walked into yet which contains all the answers to your problem.
    4 points
  45. Ha, that was quick! I'm guessing you used a guide? (Which is understandable given how frustrating some of the puzzles in MI2 are -- spit contest, monkey as a wrench, etc.) If you're going to move onto Curse of Monkey Island next you'll have yourself a lovely time, as the puzzles are more rounded, the interface is more polished, it's just an all round great experience. Arguably LucasArts's best... or damned close to. One tip: Unlike MI2, I would recommend playing the lower difficulty first and then moving on to "Mega Monkey" mode afterwards. Why? Simply because unlike MI2 you the lower difficulty is basically "normal" mode, not "easy" mode: You don't miss any story or locations, and there's a bunch of great puzzles that are worth playing through. It's basically a normal LucasArts adventure game with great puzzles (you shouldn't really need a guide, or least need one less). Then when you complete it you get the additional bonus of playing it again with more difficult puzzles (presuming you enjoyed it the first time). Two games for the price of one! Of course maybe you fancy exploring another world next: Day of the Tentacle, Full Throttle and Grim Fandango are all excellent choices (and I'd probably recommend them in that order, simply because they get more technically impressive as they continue).
    4 points
  46. A few more things in the works:
    4 points
  47. For a while, I'd been doing a decompilation project for Sierra's SCI games. Now I've decided to do a similar project for the SCUMM games. I've got a repository up which currently includes the Maniac Mansion v1 demo and the Fate of Atlantis CD Demo. It looks as though the demos are stripped-down versions of the full games, as a significant amount of scripts are left over.
    4 points
  48. A fan recreated a promo for Culture Shock from back in 2006, using footage from the remaster. Hats off for dedication.
    4 points
  49. From Skunkape's lovely write-up: When I read that paragraph, I was wondering why this seemed vaguely familiar. Then it hit me. Back in the summer/fall 2006, when every last pixel of every bit of media Telltale was putting out was being put under a microscope, this huge render of Bosco's Inconvenience was among the assets shared with the press: Notice how the magazine here is "Playbunny," rather than "Hot Bunny" as it is in the published game. As I recall, someone noticed the discrepancy at the time, and I think it was guessed - maybe even explained by Telltale? - that the "Playbunny" gag was a little too close to the target of the parody for legal comfort, so they had to change the texture of the magazine before shipping. If it was an eleventh hour change, it might explain why they simply cut Max's line (in 101, anyway) instead of re-recording it. It's sick that I remember that. Magazine parodies apparently stress out lawyers in a general sense. A similar change had to be made to an inventory item in Escape from Monkey Island. Quoth Mike Stemmle, from The Mojo: And now for me to spend some time outdoors.
    4 points
  50. Yes thank you @Lagomorph01, let's stay on topic. I don't think any of us are in the mood for a manufactured argument that tries to suggest recasting a small role in a video game is equivalent to slavery and institutional racism. You'd have to be an idiot or a stooge to even suggest it.
    4 points
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