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One part of my contribution to the box design was cleaning up the USA map that's seen on the back of the box. The idea was for me to upscale the original game's background, while Steve would just provide a few little icons to represent the different locations in the game, as he wouldn't have time in his schedule to re-paint the whole map. Right away it was clear, that those pesky longitude/latitude lines would never upscale cleanly, so my first step was to paint those out: Easy enough, right? Let's get to upscaling (correcting the non-square-pixel aspect ratio while we're at it)! Eww... well, clearly this wouldn't work, neither with the text overlay nor Sam & Max themselves. Luckily, Steve offered to repaint those overlays as well, so back to the original background, to give Steve some space to work his magic. Recreating the game's ugly banding was actually harder than I expected, but after all it turned out fine. Back to upscaling! Ah, much better. Using a combination of different ESRGAN models allowed me to not only get nice outlines, but also reign in the banding, which I so faithfully re-created. Ah, well. But this was still looking a bit too clean, so it just made sense to add a bit of a brush texture overlay. Yes, that'll do. For the coordinate grid, I just recreated the lines at high resolution. Now comes the real magic, once Steve adds his overlays. It still boggles my mind that so many years later, we are getting brand-new HTR art from Steve Purcell! Steve also added the brushy lines and scribbles along the route... ... and Jake then wrangled it all into a beat-up, folded map, tying it all together for the back of the box. The end.10 points
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In addition to my long-form conversations with ex-LucasArts employees, I sometimes invite them back for a Let's Play session of one of their games. Unlike a standard interview, this serves as a "developer's commentary," and some of them even play the game themselves during the session (for the first time in decades). I figured it's worth having a separate thread for these sessions. David Fox plays Zak McKracken (Part 1) Bret Mogilefsky plays Grim Fandango - Part 1 Bret Mogilefsky plays Grim Fandango - Part 2 Bret Mogilefsky plays Grim Fandango - Part 3 Noah Falstein plays Indiana Jones and the Fate of Atlantis - Part 1 Noah Falstein plays Indiana Jones and the Fate of Atlantis - Part 2 Noah Falstein plays Indiana Jones and the Fate of Atlantis - Part 3 Khris Brown plays Full Throttle David Fox and Matthew Alan Kane play Zak McKracken - Part 2 Indiana Jones and the Infernal Machine with Hal Barwood Indiana Jones and the Infernal Machine with Hal Barwood - Part 2 David Fox & Matthew Alan Kane play Zak McKracken with Say Mistage & Daniel Albu - PART 3 Khris Brown plays Full Throttle with Daniel Albu - PART 210 points
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Happy release day! DREAMM 3.0 is officially finished and released. Downloads for Windows, MacOS, and Linux: https://aarongiles.com/dreamm This version adds support for all remaining DOS-based LucasFilm/LucasArts games (plus some goodies), adds a CRT simulation filter, support for add-on packs, and tons of small changes. Thanks to everyone who tested, reported bugs, and helped track down new versions! I want to especially call out Alex Kaiser for his extensive testing help, John Novak for his CRT shader help, and Daniel Albu for his overall project support. Use this thread to report any issues or questions.10 points
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9 points
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It was both reasons! The highly detailed textures in the original were very heavily based on photographs, basically textures lifted from the CSI games. It added a really satisfying level of busyness to each screen, but when we tried to actually up the resolution and light it, as you guessed, it didn’t work that well. It ended up looking “old” instead of “a cooler version of what you remembered.” So we opted to simplify textures but add more detail to the scenes themselves, and also looked at how hit the road and Steve’s paintings handled “stylized” dirtiness. We also did want the game to be more of a piece with the other two seasons, while still having its own feel. So the overall density of environments and amount of caked on dirt, graffiti, and gunk is still way higher than in the other games. It also has film grain on by default, heavier vignettes in the corners of shots, and is color graded more aggressively into gunky “old film that’s been left out in the sun” tints, especially in the dark areas of shots. And for what it’s worth, the first two seasons were also not direct uplifts of their original styles. With season one we really looked at hit the road and the covers to the comics for inspiration, and wanted that season to feel closer to those than it previously had. So it’s pretty bright, has lots of high contrast spotlights, and is a little more flat. For season two we wanted things to feel a little more like a monster movie, so there is more underlighting coming up from below. We also decided season two would have a lot of two-tone lighting so many scenes are lit above with one color and below with another. For season 3 the goal was basically, try and make it feel like season 3 but more polished, while keeping it stylistically in line with the other two seasons, so the trilogy as a whole feels cohesive even if each individual season has its own mood and details. It’s definitely a more noticeable change with season 3 since it had more of an overt style to begin with than the previous two. (Or maybe more accurately, all 3 seasons had a style but season 3’s managed to actually punch through and be noticed to a greater degree than the other two.)9 points
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First off, a nod to Laserschwert's thread of remasters, the best place to go to peruse these posters. Okay, my personal ranking of the Lucas adventures' cover art. I'm not taking the logos/text into consideration when ranking, and I'm also forgiving any empty spaces in the composition designed to put said logos. 1) Monkey Island 2: LeChuck's Revenge Perfect. Absolutely stunning art. A great composition, wonderful use of light. Dramatic yet with notes of goofiness, matching the game. I spent a lot of money having Laserschwert's no-titles version of this printed on canvas and put in a big old frame so it looks like a lost 19th century painting. 2) Sam & Max Hit the Road Gorgeous. Stands alone as a great Sam & Max piece, and works great as box art as well. It gets in a bunch of the stuff from the game, acting as a kind of trailer to keep the player excited to progress, and there's so much detail in there to gaze at while stuck on a puzzle, without feeling too busy. The only thing I could possibly criticise it for is that it doesn't include a classic Sam & Max rat, but the jackalope makes a fine stand-in. 3) Zak McKracken and the Alien Mindbenders I love the clean, bold cartoon style here. A lovely companion piece to Hit The Road. Great composition and use of colour, lots of lovely detail, and a cheeky evocation of the classic Luke & Leia pose. Better than the game, and I've probably spent more time on it too! 4) Day of the Tentacle This was a surprise to me, because I had assumed I'd be ranking it second. It's from my favourite game of all time, it's iconic, the linework and character art is delicious, it cleverly imitates Chuck Jones cell art by giving a slightly more painterly detailed look to the mansion in the background. The only thing that knocked this down a few places is that it's very simple and I suspect my love for it is more driven by nostalgic association than some of the other covers here. 5) The Curse of Monkey Island A really nice composition, very clean, matches the game well. Good use of colour. Guybrush looks a tiny bit off in the face, somehow? 6) Labyrinth Standing on the shoulders of the movie's artists, of course, but this is still a great fantasy painting and a smart choice to show restraint and simply portray a wide view of the labyrinth with an owl in the foreground rather than overworking it with a bunch of different elements. 7) The Dig The more I look at this, the more I like it. It really nails that Bob Peak 80s family sci-fi mystery movie vibe, which ties in nicely to the Spielberg association. It walks a fine line between mysteriously minimal and bland, but for me it lands on the former. 8 ) Loom Very similar strengths to The Dig, but I'm going to place this below because all the elements feel a bit cramped. 9) The Secret of Monkey Island I love Guybrush here, and obviously Purcell is a great artist, but the overall composition is just too vague for me. I assume it's intentionally evoking old adventure movie posters, but I'm personally just not a big fan of that 'slap all the things on there and call it a day' style. It took seeing Laserschwert's no-titles version for me to realise that there's three quarters of a crossbones in there! 10) Grim Fandango Remastered A lovely piece of art, and far superior to the original cover. It loses a few places due to being a little too busy, and (possibly due to it being all pencils, an admittedly classy and interesting move) feeling more like a limited edition A5 print than cover art. 11) Indiana Jones and the Fate of Atlantis Perfect emulation of the Struzan style. Unfortunately, this means it has that typical Struzan muddled composition. It's better than Struzan's art for Infernal Machine, though! 12) Maniac Mansion I appreciate that it captures the cheapo 80s horror vibe quite well, but that also means that intentional or not it feels a little ugly and cheap to me! 13) Full Throttle While this is a cool image, it seems to be some kind of filter over 3D art. Whether I'm right about that or not, it feels like it is, which is the important thing. (The explosion also feels like a stock image.) It worked as a promotional image, it doesn't work as a piece of art, and that's a real shame when it's the cover for such a beautiful game. It's such a shame that they didn't use the Mignola-esque version of this by Peter Chan that we've seen elsewhere. 14) Full Throttle Remastered This might have overtaken the original, as I prefer the 2D art style, if it weren't for the utter lack of energy and the slightly off anatomy. They also did a reworking of the original as promotional art and it is miles better than both this and the original - an odd choice not to use it. 15) Escape from Monkey Island Some fairly cute bits and pieces of character art in here, but a muddled composition, a weird mish-mash of 2D and 3D, and Guybrush has a queasy Margaret Keane look about him. 16) Day Of The Tentacle Remastered This feels like perfectly adequate fan art achieved mostly by dragging around and tweaking existing assets. A lot of the characters look off-model, the linework is inconsistent, the composition is messy and the posing is odd. This puts the restraint and casual mastery of the original into stark contrast! 17) Grim Fandango Just a bunch of models slapped on a black background. So lazy! I think it's supposed to be evoking Casablanca et al, but for one thing I personally don't like a lot of those posters and for another they could have at least done a painted version in that style. This is clearly designed purely to shout "it's in 3D, this isn't your grandma's adventure game!" from the shelves. Particularly embarrassing next to the amazing wall mural artwork used on the CD slipcase. 18) Monkey Island 2 Special Edition Blasphemous, but one of the two versions in Laserschwert's thread (the one with the wider LeChuck eyes) is a better piece of art on its own terms than the SOMI:SE one so I'll count that one and put it here. (The other one is dreadful and would go second last.) 19) The Secret of Monkey Island Special Edition An absolute sin. Like a microcosm of the SE itself. 20) Indiana Jones and the Last Crusade The laziest possible option, and just in case it didn't have enough 'cynical corporate synergy' vibes, they put two versions of the IP's logo on it right next to each other! What do you all think? This is all subjective opinion, of course, and I'd be interested to hear how close others' are to mine. How do other related game covers compare (like Lucasarts non-adventures or non-Lucasarts adventures, say)?9 points
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It’s the game Huz has patiently been requesting for literal years: Monkey Island Frantic, now in beta testing. For those not familiar with the concept: Pieces of a screenshot from a Monkey Island game will rapidly appear on the screen. Type in your best guess (or use the auto-complete function) of what location the scene is from in the text field. Click “Guess” to submit your answer. You have unlimited guesses because that’s how gosh darn generous we are! You score on guesses, not time. Taking a few seconds to get a clearer overview will make the game a lot easier. For the beta phase, I'm looking for bugs, and also checking on the difficulty level. Apparently Mojole is too hard for some of you chickens. Anyway, play! I figured out Monkey Island Frantic #1 in 9 seconds using 1 attempt. 😍 https://funzone.mixnmojo.com/Frantic/7 points
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I had never seen this before as I don't have the hint books for neither MI1 or MI2, but MI1 hint book also contains similar maps for Mélêe Island, Monkey Island, Sea Monkey and LeChuck's ship. Depending on the version, they might be blue or red. I found some scans, but the quality is not great. Unboxing of The Secret of Monkey Island that includes a showcase of the hint book with these maps in red. Jump to minute 3:45.7 points
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I finally made the switch to a new virtual instrument library for my brass instruments, especially the lead trumpets, going from the ancient Vienna Fanfare Trumpets to the MUCH better Infinite Brass library. The update in quality in massive - just check out my reworked Opening, with trumpets sounding MILES better than what I had before: Indiana Jones and the Fate of Atlantis (fan soundtrack) by Clint Bajakian, Peter McConnell, Michael Z. Land7 points
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7 points
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7 points
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I've added several versions of Steve Purcell's cover artwork for "Pipe Dream" to the opening post.6 points
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Three more tracks added: Indiana Jones and the Fate of Atlantis (fan soundtrack) by Clint Bajakian, Peter McConnell, Michael Z. LandIndiana Jones and the Fate of Atlantis (fan soundtrack) by Clint Bajakian, Peter McConnell, Michael Z. LandIndiana Jones and the Fate of Atlantis (fan soundtrack) by Clint Bajakian, Peter McConnell, Michael Z. Land6 points
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Just yesterday, this video popped up on my YouTube feed and it now looks like that custom levels can be made for Indiana Jones and the Infernal Machine. The guy who created the level apparently holds the speedrun records for both Infernal Machine and Emperors Tomb. The video showing off the level and also the download for the level with instructions on how to get mods to work on the game https://github.com/Jones3D-The-Infernal-Engine/Mods/tree/main/levels/sed5 points
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Steve ended up doing a bunch of work on this release in addition to his and Laserschwert's collab on the back of the box map. Here's a look at a few pieces of it, using photos he posted to the Sam & Max Funhouse Facebook page as visual aids: He did the cover to the Conroy Bumpus Live from Bumpusville "EP" (really just a mini CD that could fit in the case file envelope). I wonder how long it's been since Steve last drew Conroy Bumpus?! The CD contains the same redbook audio tracks that were found on the original CD-ROM edition of the game in the 90s, with the track order changed slightly so "King of the Creatures" is first. The box includes a real version of the fake "official Hit The Road totally unrelated board game,", which actually started its life as a double page spread in the On The Road comic (which is also included in this edition as a miniature reprint of the original book!). We thought it would be cool to do the board game as an actual board game, instead of an art print or postcard or something, but that meant it would need pieces! After kicking around a few ideas, Steve proposed doing a collection of fake vintage bottle caps, representative of the heroes of the game. It was perfect for the "crap found between the cracks of the car seat on a long road trip" vibe we wanted for the collectors edition, and Limited Run was into the idea and found someone who could print them up for us. It also meant Steve ended up doing portraits of Trixie and Bruno! The game board is dice based, so we did a die stolen from the Savage Jungle Inn, lettering and palm tree logos on the 1 side, and the "savage jungle" logo from the sign outside printed between the pips on the 2 side. (not pictured) Also in the case file evelope is a piece of the World's Largest Ball of Twine! The idea here was this is a cheesy little chotchkie you could pick up on a spindle rack by the cash register in the spinning restuaurant, or in the museum. It seemed like the sort of cheesy tourist trap souvenir you'd be able to get there. Limited Run agreed to cut a zillion little pieces of twine so we were good to go. Steve did the retro illustration of the Ball and restaurant. There's a bunch of other crazy stuff buried the deeper you dig, like these scribbly storyboards of an early idea for the game's opening: I don't want to spoil all the contents, though, as I know there are people out there who ordered it and still haven't received it.5 points
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OK, because of popular-ish demand: Screenshots from MI1/MI2 should not show the verb/inventory lines anymore. Chicken mode: Reduces the interval to 1s (from 1/10s). Speedrunner accolade: After the CEO sat me down and gave an inspirational lesson on his gameplay philosophies, I implemented a special accolade for those who finish the game in fewer than seven (7) seconds. (Not in chicken mode, mind you.) Added a "Give Up" button. A few performance improvements. … and I think that's it. https://funzone.mixnmojo.com/Frantic/5 points
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Aight, so we had one or two spam posts slide through our spam filter, likely because we forgot to renew our forum license. Whoops! It has been taken care of, and we’ve also put in a (temporary) admin-approval step for new accounts. Also, the end-of-year polls have concluded – the exciting results will be revealed soon.5 points
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My thought on this has always been: don't create a game that includes references to popular games, instead create a game that other games will reference in the future.5 points
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And we have posted the only review you need to read. https://mixnmojo.com/features/reviews/Sam-and-Max-The-Devils-Playhouse-Remastered-Reviewed5 points
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Thank you so much for your extensive work on this huge project. The whole retro scene owes you a debt of gratitude. Years after fixing some officially, you've come back out of nowhere to bring all these LucasArts titles to a playable state on new machines. It's really striking and incredible.5 points
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HERE THE LINK enjoy https://www.dropbox.com/scl/fo/21es4x68z9scfhatbh50q/h?rlkey=ohnlap1e2s3e530jlo4tzmv4u&e=2&dl=05 points
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There is very little new music this time around. Season 3 was well covered. But Jared went through and updated the samples on almost every track, and did a new mix and mastering process on all of it, so things sound way better. We also got the usual session saxophonist to come in and add a little bit of live coverage to some key moments that were previously pure synth.5 points
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This article from Mojo contains tons of interesting details about Return, for those who haven’t seen it yet: https://mixnmojo.com/features/sitefeatures/ICYMI-Return-to-Monkey-Island Thanks 😉 BTW, there‘s also a funny joke that only occurs in the easy version. I’ve discovered it in a YouTube let’s play (but unfortunately don't find the video anymore):5 points
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The game is working its way through console cert as we speak. More info including release date coming soon.5 points
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If you start in the center and move the camera towards both ends at the same time, it's a banana split 🤷♂️4 points
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The Secret The Secret of Why It's Called Monkey Island is gonna keep us busy for the next 30 years.4 points
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Resurrecting this thread to talk about another possibility the theme park reveal opens up. What if Guybrush didn't just go to one theme park, but Stan decided to franchise? For all we know, we could have been playing around in lots of pirate theme parks from multiple countries across the series. That would also conveniently explain how we destroyed the Monkey head in Escape and it's back in Return; different monkey heads from different parks. Of course that's just if you want an explanation beyond the unreliable narrator. Just something fun that popped into my head today.4 points
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4 points
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I figured out Monkey Island Frantic #15 in 24 seconds after 1 attempt. 😍 https://funzone.mixnmojo.com/Frantic/4 points
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I think I found(and bought) an original Zak shirt. Comparing the shirt branding with photos of the official one, it looks right. The only difference is that it looks like this shirt has been modified at some point, unless there were some bleach dyed shirts out there. Thankfully, I don't think it's completely ruined, though I don't think I'll ever wear it.4 points
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Walmaker1987 on the LucasArts Adventure Fans discord (the 1987th of his name) has been putting Psychonauts into Day of the Tentacle: (Amended to rudely copy-and-paste from Discord, rather than rudely hotlinking from Discord which stopped working after a couple of days! I should have seen that coming, and kinda did.) Which is pretty Raz. Er, rad. HOLD ON. That's the same guy as "somebody on Tumblr"! What are the chances? Pretty high I guess, because @EricMahler's post must have reminded me of the Psychonauts stuff without me realising. Oh well! It's good stuff.4 points
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A Shtick to the Past will remain there, though Ron's pivoting to another game that supposedly releases in only a few months.4 points
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That’s the equivalent of installing nearly 800 copies of Fate of Atlantis.4 points
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I don't think the failure of Dial had to do with the quality of the movie or the marketing (though I certainly question the expense of a Rolling Stones song as the calling card for the trailers and TV spots). As a movie property at least, Indy just doesn't have a lot of currency among people beneath a certain age, and Skull already Hoover'd up the "long-anticipated revival of a legacy franchise" money. Skull was impervious to word of mouth -- the last memory of the series was the beloved Last Crusade, so everybody wanted to see it for themselves to form their own opinion. In addition, the idea of Spielberg/Lucas/Ford joining forces again still kind of meant something as a marketing hook in 2008, even to younger audiences. Dial was in just the opposite position. In some respects, I suspect Dial was left to settle Skull's check. Besides which, Disney/Lucasfilm did practically nothing to keep the property active since Skull's release, whereas by contrast they've been outright overprinting Star Wars, with oodles of movies and TV shows. Left unexploited, Indy firmly became Dad Movie material, and there was no multi-generational Top Gun: Maverick situation in the wings because Skull already got to fire that bolt. Combine that with all the weird, manufactured internet narratives that began before the movie even started shooting, a box office era that has proven time and time again to be merciless to movies that skew older (and the demographic data showed that Dial did), and a COVID-inflated budget, and you have all kinds of fine reasons for this to have failed before you even consider the movie itself. I'm not suggesting creative moves weren't made that might have turned audiences off, but an audience has to see a movie before they can hate it. I for one am pleased that Disney made this financial mistake, because I think, arguments over quality aside, it finishes the series on a much more appropriate note than Skull did. Future marathons are going to be a lot more satisfying now. Disney's balance sheet is somebody else's problem.4 points
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i make an effort to get through it every 4 or so years. last year (my third attempt) was easily my most successful one. i suspect I got through 40% of the game. in the past, i'd bounce at the first RTS segment. still can't finish it though. I like everything about it conceptually. playing it is a whole other issue.4 points
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4 points
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Recently, there was a Kickstarter campaign that promised the "lost script" of Indiana Jones and the Iron Phoenix as a stretch goal. The problem is, there is no such script. That's why I got project lead Aric Wilmunder to give us all the true story behind the cancelled Indiana Jones and the Iron Phoenix game! Today @ Noon (PT)4 points
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New beta for today. https://aarongiles.com/dreamm/beta New in 3.0b14: Major internal change in the way files are accessed; everything should work as before, but definitely report any oddness OutputDebugString and DebugBreak now wired up to DREAMM's debugger for Windows games Added keyboard configuration option, plus initial support for keyboard layouts in Windows (DOS still to come) Added "quiet" mode installation; hold shift when dragging or when clicking the first install button Added support for the Min'n'Mojo Monkey Island 2 Talkie demo Added support for English Rebel Assault II Level 4 Demo, made it the basis for other languages Added support for Indiana Jones and the Infernal Machine preview (including installer) Added support for Jedi Knight Demo installer EXE Added support for CD images embedded in ZIP files (note that they are fully decompressed to RAM!) Fixed Grim Fandango 1.0 releases; this required a major rework and exposes multiple discs for you to swap NOTE: You will need to re-install any existing Grim Fandango installations! Fixed bug where menu selections would be stuck moving up in Grim Fandango Fixed keyboard behavior in Outlaws when typing names (though still glitchy in some versions due to OG bugs) Fixed popping sounds in some Windows games (Shadows of the Empire) Fixed incorrect mouse tracking in Loom CD in EGA mode Fixed bug in game detection logic when counting files that don't require 100% CRC matches Fixed bug where initial stack pointer for .COM programs was wrong and could trash memory Fixed incorrect alpha blending of UI text when a background is present Fixed bug where sound fonts with uppercase .SF2 extensions were not being recognized4 points
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This is 9 years old but I don't recall ever seeing it before? A very interesting interpretation.4 points
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4 points
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New beta is up: https://aarongiles.com/dreamm/beta New in 3.0b10: * Some major internal re-working happened for Windows; be on the lookout for regressions - Rewrote NE binary loader to support self-loading modules - DLL entry procedures now called at TaskInit; DLL exit procedures now called as well - Process exit cleans up more thoroughly, freeing loaded modules more aggressively - Files are now meticulously tracked for sharing and access across all processes - Improved fidelity of Global/Local memory allocation handling - Rewrote message thunking between 16-bit/ANSI/Unicode; should be quite complete now - Fixed message sending between 16-bit and 32-bit processes - Faked up a PROGMAN DDE server so installers can "register" new entries * Added support for Outlaws 1.1 and 2.0 updaters, including Handful of Missions CD * Added support for online Mysteries of the Sith installer * Added support for online Escape from Monkey Island installers (they work but produce an error at the end) * Added Pipe Dream installation support from Windows Entertainment Pack 2 or Best of WEP sources * Added TIE Fighter French * Added Escape from Monkey Island Chinese (Traditional and Simplified) * Added Indy Desktop Chinese (Simplified) - but no Chinese font supported yet * Added Yoda Stories Japanese - but no Japanese font supported yet * Added SWSE Japanese installer - it installs an English version, but no Japanese font supported yet * Fixed bug where MIDI would only play one time in SWSE4 points
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So my daughter is old enough to have and love a Ravensburger Tiptoi. Of course I was curious if you can hack it, and of course you can. So I thought, would it be possible to do some kind of point and click adventure game? And of course it is, and somebody already did! Naturally, the person is German 😉 Enjoy the second most obscure Monkey Island 3 fan port I've ever seen4 points
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I figured out Monkey Island Frantic #91 in 43 seconds after 2 tries. 💖 https://funzone.mixnmojo.com/Frantic/3 points
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I've added yet another track, The Kiss, heard when Indy frees Sophia from the prison cell in Atlantis and the two get smoochie: Indiana Jones and the Fate of Atlantis (fan soundtrack) by Clint Bajakian, Peter McConnell, Michael Z. Land3 points
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I think you're right. Pure marketing talk. Hmm... Maybe I'll send an email to Lucasfilm once a month too, so I can say I'm regularly involved with Lucas and Spielberg. "Hey guys, playing Fate of Atlantis again. Here's a picture of me playing the game. Still waiting for your reply. Love."3 points
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The stopping certainly hurts more casual audiences, who are in the market in this quantity now because of the low barrier of entry. Back in the day of adventure games though, the personality, mindset and circumstance it took to enjoy a PnC was not far from that needed to bother with the machine that plays them in the first place. Both required patience, curiosity, frustration tolerance and time. Not to mention games were expensive and to have a game that you got stuck on and were able to continue to play in your head while the PC was off, was awesome. Console players and phone players entered the market without needing these things, so the games they enjoy reflect that. PnCs in their classic form cater to a very specific audience who is as small now as it was back then. The market around that audience grew an absurd amount. It's good that a lot more people can find entertainment in video games today. But it makes a lot of sense that these people wouldn't have the same taste as the pioneers in that market, or they would have been there from the start.3 points
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My drawing and painting community forum chose a vampire theme this month. That's not my jam. I don't know any vampires. None whatsoe... oh wait. Still waiting for the Devil's Playhouse Remastered! ❤️3 points