Jump to content

Home

Jake

Members
  • Posts

    2608
  • Joined

  • Last visited

  • Days Won

    85

Everything posted by Jake

  1. Wow those are incredible. I mean, they are bad! But in a fun way. It’s rare to see games get the “bizarre off-model international movie poster” treatment, but its here in spades.
  2. I think it was Hit the Road I was thinking of that was made on/for general midi as opposed to a Roland thing. Zaarin, whose name I can never remember on this forum, would know better than me. (@s-island) And my Mac music memories were MI2 and FOA.
  3. I’ll always have a fondness for the scratchy and weird Mac instrument library the early LucasArts games had because that’s what I grew up with, but at this point my favorite is the MT-32 version. It’s the only version of Monkey Island 2 you can actually turn up the volume for and it sounds better and better. (Also, I thought by the DOTT or Hit the Road era they had moved on to composing for SoundBlaster/Adlib cards? My memory was that MT-32 was the baseline in the early days but eventually they moved off it. Maybe not?)
  4. I love how long these interviews are for how much information they contain, and for how much the personality of the interview subject is allowed to come through by spending so much time with them, but I still think I’d prefer to read them than watch them (maybe on this very website?? just saying!). I like reading! I like that the types of multitasking I can do when reading makes reading the focus but I can have music on, or quickly drop in and out of it to talk to someone else in the room. Watching a video interview either demands my full attention or at least demands the use of my ears - it’s fully occupied time that I have to play/pause. I know that I’d personally get more enjoyment out of these if i could read them at my own pace, but I also love that they are conducted as realtime video interviews and will forever be preserved with the subjects own voices as a feature. I know this is a goofy argument to make I think it’s pretty subjective, different types of people like to consume media in different ways.
  5. It sucks that they didn’t do a memoir for the back of the box. Literally all the others did it
  6. 👕 I beat #MojoleXtremer #696 and all I got was this stupid t-shirt. 4/6 🖤🖤🖤🖤🖤💛 💛💛🖤💚💛🖤 🖤💛💚💛💛💚 💚💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
  7. This time it’s virtual has shipped to most people as I understand it. Hit the Road is held up though as I am designing it and have been record-breaking slow at finalizing deliverables.
  8. Eep ook ack! I failed at #Mojole #684. 🖤🖤🖤💛🖤🖤 💛🖤💛🖤💚💚 💛💚🖤🖤🖤🖤 🖤💚💚🖤🖤🖤 🖤💚💚🖤🖤💚 💚💚💚🖤🖤💚 https://funzone.mixnmojo.com/Mojole/
  9. It’d be worth it for a specific type of nostalgia because so many people played the game with that sound chip, and it’s the sound they associate with 90s PC gaming (I am one of those people). Hearing this sounds like coming across a “lost” version of the score, it’s really cool. (That said, it’s worth pedantically pointing out that the composers composed on, optimized it for an MT-32. Or at least I’m 99% sure that’s the case. So this wouldn’t actually be a “lost restoration,” more of a “what if?” situation.) I’d love to hear more!
  10. I wonder if it’s a process test thing? To my eyes the top one looks fully painted, the bottom one looks like markers or water colors. Maybe the bottom one gives a good not approximation of the top one, but was quicker to produce? The other reason might be, it’s not a crop but is a stretch - the top and bottom of the compositions are the same but one is taller. Maybe the original painting was done at “square pixel” aspect ratio and the second one was done at the true 320x200 full screen 5:4 tall pixel aspect ratio? Those are my two theories at least 😛
  11. That’s cool! Wish the PDF had been exported at higher res. Wish the real print was one was available digitally somewhere.
  12. I really like the machinegames Wolfenstein games, they are good at making pulpy action adventures where you beat up a bunch of ridiculous nazis who are up to absurd genre-influenced shenanigans. Seems like a good fit. I love a first person single player campaign too so I’m looking forward to that. It’d be cool to see an Indy game in the exact mold of Uncharted or Tomb Raider but I’m also glad that they’re trying to differentiate themselves from that.
  13. Is it somehow related to this https://en.m.wikipedia.org/wiki/Great-circle_navigation
  14. Yeah, I noticed and appreciated it . The SCUMM version has some embellishments with extra angles and swoops added in places, probably in part to make it read more dynamically as a pixel art font, but is definitely Lithos-inspired.
  15. Love to see they used Lithos for the title of the Fate of Atlantis comic. Thats clearly the typeface that inspired the MI2/FOA-era SCUMM font used in the credit sequences.
  16. I’ve always enjoyed how vibrant your rendition of the MI2 box is, but that is definitely looking closer to the original.
  17. yep it keeps hypnotizing her and is why she’s holding the audience hostage I think (I should know this) edit: oh I see there is what looks like an earlier version of the bear in some shots. Is that what you mean? The final game has the blue one seen in some images here.
  18. It seems like Ron had some scenes and moments and a vibe that existed concretely in his head for the third game, and beyond that not much else other than the confidence that chasing those ideas would result in a good game. My guess is that’s how he started on the previous two and it’d worked out well. Not everyone works by plotting out all the details of their world in advance, and basically no one works by figuring out a bunch of symbolism and “what it all means” before putting pen to paper* - interpreting a work is usually a fan or critic’s job - so it seems very likely that nobody knew the answers to these things until the next game was made. *I’m aware that people like Tolkien and Lucas seem to work this way, and their process is legendary among nerds like us, so people who are into nerdy things think that their worldbuilding-and-symbolism-first approach is a normal way to tell a story, but at least historically it’s actually highly irregular!
×
×
  • Create New...