Jump to content

Home

BaronGrackle

Members
  • Posts

    513
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by BaronGrackle

  1. The museum is where Carla's old house was. In the yard is playground equipment, and Guybrush comments he used to love playing on these things.
  2. The Prelude was what shocked me. Watching the end cutscene to MI2 rewritten... seeing Booty Island again, in park form, including the spitting contest grounds... Guybrush appearing and teasing "Boybrush" about changing the endings? The Prelude told me not to trust MI2. I inferred this also meant not to trust MI1, and was encouraged not to trust MI1 when Carla's old house had literal playground equipment Guybrush remembered fondly! I played the entire game AFTER the revelation that the previous games weren't reliable narratives at all. So no, the ending wasn't a shock for me. LAFITTE'S ANCHOR!!
  3. At the very end, after going down and down deeper into The Cave throughout the course of the game, you somehow end up back at the entrance gift shop (similar to going deeper and deeper into the Monkey Head until you arrive at Melee again). The worker on shift gives you a large key to go in the backroom and get items of heart's desire to replace the three items of heart's desire that YOUR team wants. You go through a section you already went through when the game began, only now it's closing time. Death spike pits are disassembled and packed into boxes... spotlights are suddenly here at certain places... the beautiful waterfall is now lava on the verge of cataclysm... the usual closing time stuff. You grab the new items and trade them at gift shop, each team member getting the object their heart desires most. Characters who hold on to this object end up trapped in the Cave and can be seen dead in the next playthrough, while characters who give the object back are able to leave.
  4. I'm replaying The Cave again. It's another story where, at the end, it's closing time at the attraction and time for me to take a literal key and get things ready for shutdown. And also it's never made clear if anything is real or imaginary, how exactly the characters got here, whether they're living or dead, etc... I think Ron has a meta idea in his head that has leaked out in various video game endings recently, and there's nothing wrong with that. Ask me at the right time, and I can see Thimbleweed Park as "life has no meaning but we live it anyway and that's the right thing to do".
  5. So... it really is a time travel story, isn't it? The Dial of Destiny is surely a time machine.
  6. I've said before: I think it's impressive that Curse's first menu is lazy banjo music in a swamp (https://pirates.fandom.com/wiki/Old_Man_in_the_Bayou), and its opening scene is your main character coming up to a battle between a pirate ship and a fort - while literally riding a ride cart. I don't think there was hate for the theme parkness of MI2.
  7. Earlier this year, I thought I was done as a Star Wars fan. Funny how things work.
  8. Ohh, you're adding Hangman too?! 😃 (a-yuck, a-yuck)
  9. Okay, I'll ask. Is there a page that talks about the rules? Or objectives? I just typed in some random LucasArts proper nouns, it said I failed miserably, and that's fine. But what should I be trying to do?
  10. To be fair, the Ship Combat section of CMI is the most arcade-leaning sequence in the entire franchise. I'm pretty sure they were trying to fulfill the plans for ship combat in Mutiny on Monkey Island, but the result is a sequence that leans closer to the Indy 3 sections of fistfighting or flying the biplane. I'm sure they asked themselves if such sections had a place in adventure games by 1997.
  11. So there's no way to have LeChuck's pamphlet completely unchecked, right? It stays blank through Part 3, but starting with Part 4 a lot of them are mandatory? I think filling out the application at the 49th Parallel is always "bear false witness", getting Locke Smith's key is always "commit fraud" (maybe not on casual mode), Herman's key is always "betray trust", Bella Fisher's key is always "destroy the beautiful", the Brrr Muda key is always "destroy the beloved", and then for Part 5 stabbing the statues is always "inflict bodily harm". I thought every Elaine conversation at the start of Part 5 triggered "throw tantrums", but someone on reddit said you can avoid that with the right answers. (I'm not sure what counts as a tantrum; I had previously thought it was triggered when Guybrush yelled at the locked chest in that montage at the end of Part 4.) Does anyone have other insights? Or are we pretty sure these checks are mandatory?
  12. The best Monkey Island tabletop game is The Princess Bride Adventure Book Game, where you play different characters in key scenes of the film, but you're basically playing as the grandfather trying to keep his grandson's interest. If anyone is aware of a more Monkey Island tabletop game, please let me know.
  13. So hey... are there very many of these in RMI? Apart from the Prelude and the endgame's emerging from the alleyway... - Literal playground equipment at the museum, where Carla's house was. - The Mêlée cook's reaction when you get funding for an amusement park. - The Chums seems like those interactive park games, where you find marked areas and/or interact with cast members for clues. - Could the Queen of Brrr Muda be the same sort of game that we equate with "beat the swordmaster" in MI1? Have a lot of people worn that crown? - Could the Terror Island key be a maze event? - The Part 5 sequence beneath the Monkey Head could be a maze or escape room thing. It feels like there's less of the subliminal "neighborhood or amusement park seeping in" than there was in the original games. But maybe that's because the main story is sandwiched between that Prelude and the Ending, so extra references would be too on the nose.
  14. I haven't played the games, but I've watched most of the King's Quest ones... and I'd argue that they're "sending up fairy tale tropes" a lot of the time. Defeat a dragon with a bucket of water (twist on ordinary dragon slaying). Get by a troll by bringing a goat (because Three Billy Goats Gruff is a story). Follow the witch to her cottage and push her in the pot (because Hansel and Gretel is a story). Guess the little man's name, and it's NOT Rumplestiltskin but a word puzzle based on Rumplestiltskin (that we probably can't pronounce). I'm not as well versed on the sequels, but I know KQ3 lets you steal porridge from the Three Bears' house again and again, as they take walks again and again, because Goldilocks is a story. These stories are dark fantasy comedies (apparent from the funny death scenes, even) that strongly reference fairy tales. So when you play/watch a King's Quest game, you often find yourself thinking, "Oh, this is the thing from that other famous story, but they changed it in a funny way!"
  15. I actually just post here, the Thimbleweed Park forums, the Monkey Island subreddit, and a few comments on youtube and twitter. But I do READ the adventuregamers and steam forum threads for Monkey Island, so I probably am referencing something you also read (or wrote).
  16. Well, I have heard MI1 compared to the parody film Airplane! before. I do kind of see your point, but... Out of all the pirate and adventure stories that Secret pulls from ... What do The Three Trials of piracy parody? What does the circus and cannon-firing sequence parody? What do the references to past tourism parody (Meathook, Swordmaster, the Monkey Head)? Buying a ship from Stan comes from an actual used car salesman... is this an adventure/pirate trope that gets parodied? What about using a voodoo spell to reach a mystery island instead of conventionally sailing there? What about the hell caverns of faces, hands, and mushrooms, and the bad guy's ghost ship anchored in lava? And using this criteria, can we call King's Quest a parody game? Defeating a dragon with a bucket of water, and all that?
  17. It was gradual and kind of beautiful, as an English-speaker playing it blind. 1. First you encounter the Grog Machine. Root beer is kind of memorable (funny?) because it's the only thing that isn't a type of grog, but the grog is clearly Coca-Cola. You are still early in the game and have a lot more time left. It is very unlikely to be your last sitting. 2. You eventually hear about a very, very rare root (or antiroot, sometimes) that can be weaponized to kill ghosts. It's the last one in existence. You are far into the game but still have more puzzles to solve, which might take time. It is probably not your last sitting. 3. The cannibals weaponize your root as a carbonated liquid in a seltzer bottle, and they mention it goes good with ice cream. You are near the end of the game and don't really have puzzles anymore. You are probably going to finish the game in this sitting. 4. Guybrush and Elaine openly call the potion "root beer" when threatening ghosts. Your game is almost over. 5. Guybrush gets his new root beer from that same Grog Machine you looked at probably on the first or second day you played the game. For me? I didn't even start to realize my magic root was going to be ordinary root beer until #3 on that list, and even then my brain was thinking in terms of "this is very rare and magical" and also "this is ordinary soda" simultaneously, somehow. And my brain didn't even remember the Grog Machine version until the very end, when Guybrush landed in it, and my brain completely made the switch to "this is ordinary soda". I think it helps that I hadn't looked at the Grog Machine in literally months, since I was playing straight. And by the time the cannibals made their "root beer" references clear, I was basically at the end.
  18. You know, a little while ago I went on Reddit and said Part 5 of this game was the endgame battle between Guybrush and LeChuck. As soon as Guybrush screams that he's coming, and LeChuck hears the echoes and responds by pulling levers, the two of them are in DIRECT COMMUNICATION and having a mental battle (or, puzzle battle) against each other. I said this was the climactic battle, and Guybrush won when he solved the pirate wheel and cornered LeChuck. . . . But then Ron Gilbert did the Cressup interview. No, there was no final battle between Guybrush and LeChuck. And apparently it was very important that there was no final battle. So reddit and the steam forums can keep talking about the game ending before the climax, and I can't answer them because Ron said they were right. EDIT: I guess it's just more "I don't want to believe"! 🤪
  19. "So I notice you dunked the man in the dunking booth, you won this prize at the Guess Your Weight game, and you rode three different rollercoasters." "Well, you know what they say about omelettes and eggs." "I haven't seen the omelette yet. Just the eggs."
  20. Oh yeah. I'm already reminiscing about shooting the skeleton's truck while "Flagpole Sitta" plays. EDIT: No wait, that was his MI2 game...
  21. Eh, I'm just saying... Ron and Dave gave us a very definitive plaque describing Ron's original vision of the game in 1989, and they marked this as the original Secret. Other than that? They gave 10 different endings and aren't telling us which one they like best, specifically so canon won't form around it.
  22. That kid, what's his name? Did Guybrush and Elaine name their son "Boybrush"? If you want him, you've got to turn out the lights and return to reality (also known as: live forever Beneath the Monkey Head).
  23. Nice! I'd recommend trying the ending where you go straight back the alleyway without even getting the key, and get the post-credit with Guybrush and Elaine sailing together. You can treat it as a Monkey Island 3a that starts immediately after MI2 and before MI3. MI6 references to later MI games would be voodoo fortunetelling timey wimey. Guybrush and Elaine sailing together would be the only part that technically happens after MI5.
  24. I kind of wonder if the trap on Monkey Island with the "convenient" shovel was a purposed reference.
×
×
  • Create New...