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ATMachine

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  1. So I just extracted the original-MI2 background drawings from the SE, and made an interesting discovery in the process. One of the early backgrounds, an unused nighttime version of the kitchen in Elaine's mansion, bears the label "Marley's Kitchen - Crooked Is." An unusual name. But, all of the daytime Booty Island backgrounds are clearly labeled Booty Island. So, it appears that early on in the process of designing MI2, Booty Island was known as Crooked Island, and it was always nighttime there, like on Scabb, or Melee Island from MI1. Then the island was switched to daytime and renamed from Crooked to Booty. Incidentally, a few other alternate nighttime backgrounds from Crooked Island are shown in the SE art gallery, including the antique shop interior, the mansion guardhouse, and the interior of Stan's Used Coffins (the latter of which survived long enough to be seen in the old MI2 rolling demo). Oh, and it's REALLY fascinating to see other rooms that got cut from the game. Of which more later.
  2. A couple of other people on the Telltale forums noticed a few other legality-based changes: Originally Guybrush said "I feel pretty, oh so pretty" when looking at himself (wearing the dress) in the mirror in Elaine's bedroom. This is a copyrighted song, and has thus been replaced by a remark where he admires his new-grown beard. Also, when Guybrush inhales helium in the underground tunnels, originally he might sing a section from "Stayin' Alive." This likewise has been removed, and in its place he sings "There's a Monkey In My Pocket" from CMI.
  3. The "catalog" is most likely a Sears catalog. For years Sears published a lavish semiannual catalog in the US, and its pages were often used as impromptu toilet paper by people who'd run out while reading the catalog on the john. I guess Guybrush doesn't want to use glossy paper to wipe up. The "cheese grater/sword sheath" is an object in the antique shop that looks so unusual that Guybrush can't even tell what it does. It's always been hard to make out just what it looks like, though, thanks to the low resolution. It's much clearer in the original concept art (as can be seen in the SE art gallery). "Inspected by 27" is a reference to the sort of stickers that come on hats and other articles of clothing, usually mass-produced items, when you first buy them. They're stuck on the hats as part of the production/quality-control process, and you remove them before wearing. Oh, yeah, you were right: I was wrong about the dialogue on the pier, and about the fountain pen/wreath. I can't get EVERYTHING right, can I?
  4. Look at their length, then listen to them; these two pieces are actually the exact same music file, just with two different filenames. You can play the credits (both original and SE versions) from the main game menu. So I think one of the files plays over the menu screen, while the other plays during the credits when you view them from the menu. I did notice that the intro music restarted itself when I started viewing the SE credits, which is probably because of the use of two different files.
  5. Haha, yes. Manny really gets around, doesn't he?
  6. When you look at it, even in Classic mode, Guybrush will still say "Nice costume," the same way he reacts to the Purple Tentacle costume in the SE. The original line about him wanting to pick up "the latest comic book by Steve Purcell" has been wiped from existence.
  7. I DID notice that some dialogue was changed. Mostly it was the LucasArts Legal lawyer types removing direct name references to product brands that were somehow okay in the original. In one case though, it was simply an attack of political correctness. For instance, Guybrush originally asked the antique store owner "Do you take Visa?" Now he says "Do you take credit?" Sadly for grammatical sense, the response is left unchanged: "Yeah, like you have one." Also, near the end of the game, when LeChuck shows up in the tunnels, and says that he has a "surprise" for Guybrush, one dialogue option was changed. It was originally "I don't suppose it's a Nintendo game..." but now "Nintendo" has been changed to "LucasArts." Plus, in the end cutscene at the amusement park, Guybrush's mother originally warned him to beware "murderers and white slavers." "White slavers" must be too un-PC of a phrase for Lucas executives, as it's been changed to "ne'er-do-wells." I also saw that the LucasArts Hint Line phone number has been updated to its modern counterpart, too. Edit: Actually, it's the same. I was thinking of a different LucasArts phone number, the one listed in MI1 when you try to "order Hint Book" after Guybrush drowns. All these changes are to the game text strings, so they're sadly present in the Classic mode as well. As well, there was always some dialogue missing in the CD version of MI2, when Guybrush gives the Phatt Island fisherman the fish from Elaine's kitchen: originally Guybrush pretended to catch the fish before handing it over, even making noises to that effect. Since the Special Edition is based on the CD version of the game, it's missing here too. On a MUCH brighter note, the concept art gallery is amazing. As far as stuff I haven't seen before: There are several drawings surviving from the early design of Booty Island (since it was originally supposed to be at night), plus a few other backgrounds that were intended to be in the game but cut. These include a voodoo altar within LeChuck's fortress, and a MUCH more elaborate version of the underground metal tunnels linking Rum Rogers' house to Phatt Island proper. One small thing that amused me was that Chester, the Hint Line worker, is male in the Special Edition, but female in Classic mode (and is thus voiced differently in each version).
  8. Also, "guybrush.bbm" is an 8-character filename, which was the maximum allowable length of DOS filenames in ye olde days.
  9. In point of fact, .bbm IS the DPaint PC version filename extension for brush files--I think it stands for "Brush Bitmap". So "brush" is actually part of the file extension as it's pronounced, not as spelled. Thus, you get "guybrush.bbm". BBM is distinct from .lbm, which is the extension for background files. These two formats were pretty standard in the LEC days of yore. (The early version art I have from The Dig, for instance, is all encoded in .lbm and .bbm formats.)
  10. IIRC Purcell worked chiefly on the MI1 character animations, and on the closeups of the characters' faces (that is, the 16-color original closeups). Ferrari was primarily a background artist. Note too that it was Purcell who named Guybrush with his infamous "guybrush.bbm" witticism--as he was the one working on the character sprites. A similar division of artistic labor seems to have prevailed on Loom: Ferrari did the backgrounds, while Purcell was called in for the most complex animations, like Bishop Mandible being torn apart (sorry, "Unmade").
  11. Which makes a lot of sense, considering that Mark Ferrari did the original 16-color backgrounds for both MI1 and Loom. And yeah, I'd definitely say that the shift from Deluxe Paint to scanned paintings had a lot to do with the art style of MI1 vs. MI2. It's a pretty big jump from "320x200 pixel art with a palette of 16 colors" to "full-color marker drawing scanned in and then reduced in size."
  12. Heh, it is wonkier than I remembered, I suppose. Perhaps a more valid statement would be to say that the geography of MI1 is very linear. That is, Guybrush rarely has to travel in any path that's not basically a straight line in some direction, which the camera angles and background layouts facilitate. This helps lend a sense of "reality" to the perspective in mind of the the player. Monkey 2 definitely has more complicated backgrounds, on which Guybrush's walk-paths frequently resembles a series of parabolas or wave functions. Think of Woodtick, where Guybrush's sprite undulates in size as he walks down the "street," or the rambling, winding path leading to Governor Phatt's house. This increases the sense, however subconscious, of "cartooniness" in the backgrounds. (Wow, that was pretentious, wasn't it? ) But I don't want this to become an argument, so I'll just say that this is of course an extremely subjective analysis, and you could probably poke a million holes in every argument I make.
  13. Yeah, MI1 does look rather more "realistic" than MI2. The camera angles are much more static and composed, and the landscape, buildings, etc. are all very properly aligned in perspective. Whereas in MI2, there's definitely more "wonkiness" and "cartooniness" to the settings, in that they don't QUITE always match up to realistic viewing angles. I don't know how to describe it, really. This may be partially a product of how the games were made: the MI1 backgrounds were created in 16 colors on a computer, using the program Deluxe Paint. Whereas the MI2 backgrounds were largely created on paper using color markers. The artists got much more freedom out of the technology change, and it really shows. Plus, the character closeups in MI1, which help set the "realistic" feel, were made significantly more realistic-looking in the upgraded 256-color VGA re-release. In fact they're almost akin to period-era portraits. But the original 16-color version of the game had character closeups that were much looser, almost cartoony even. So that definitely changes the mood of the game somewhat.
  14. If you can, get a hold of the Japanese FM-Towns release of Loom, in addition to the PC CD version. It's a bit hard to track down, but it pops up on eBay from time to time. It's not a native PC game, but you can play it easily with ScummVM. The game itself comes in both English and Japanese, so there's no language barrier. The FM-Towns version is a 256-color VGA CD version, like the PC CD, although some of the art is slightly different. However, it's very different content-wise from the Loom PC CD. For starters, it has all the original dialogue and cutscenes from the original floppy disk version intact; the PC CD release rewrote and abridged the dialogue/cutscenes, so as to fit all the voice recordings on one CD audio track. Also, it includes all the character closeups from the 16-color floppy version (but in VGA!), which the PC CD omits because the static portrait heads looked funny when given real voices. Plus the Loom FM-Towns port includes CD-quality audio tracks of all the Tchaikovsky Swan Lake music that was in the floppy version. The PC CD, on the other hand, only plays music during cutscenes, so most of the game is silent. Of course, there's no voice acting in this version, but it's very much made up for by all the other features I just listed. They're definitely different experiences, but complementary. I'd say neither one of them is really a "superior" version of Loom.
  15. I believe it was cut because Ben's dream/hallucination/vision-quest was actually going to be triggered by him ingesting peyote, and the LEC bigwigs feared they would be seen as condoning drug use. Cue the Mojo LSD jokes in 5... 4... 3... 2... 1...
  16. As noted above, "Plank of Love" was in fact intended for the end credits of CMI, so this would indeed be perfect for a Special Edition. Unlike the missing cutscene in Part VI, I don't think the vocals were ever actually recorded, though. At least, that's what Dominic Armato says. It does seem like the CMI team meant to include a number of deliberate homages to Sierra's King's Quest VI. An ending-credits love song was one. Plus, the Part IV intro scene, where the Sea Cucumber sails into the sunset before being shipwrecked in a nighttime storm, is a reference to a similar shipwreck scene in the intro of KQ6. The shot of the Sea Cucumber sailing toward the setting sun is in fact modeled on a particular shot in that analogous KQ6 scene, right down to the camera angle. CMI also was done in a big-budget Disney-esque animation style, much like Sierra used in King's Quest VII. I guess Ackley/Ahern et al wanted to signal that Monkey Island was now LucasArts' big-budget franchise to rival Sierra's King's Quest series. Too bad that was basically the peak of the adventure game era...
  17. IIRC, the credits backgrounds are hard-coded into the opening cutscene! The actual credits text is superimposed over the video feed, but the backgrounds, music, etc play as part of the introduction video file. Thus, you CAN'T skip the credits without skipping the entire intro movie.
  18. Here's the section from the CMI Strategy Guide which shows off storyboards for the scene in question. Basically what happened was: LeChuck, accompanied by his skeleton guards, is about to put Elaine on his Rollercoaster of Death, which would culminate in her being transformed into his undead demon bride. Suddenly Guybrush shows up, now free of the voodoo curse he was under in Part V, and calls out to Elaine. This distracts LeChuck long enough for Elaine to grab his sword and start swordfighting the skeletons who are guarding her. But as Elaine forces the skeletons back, their retreat knocks Guybrush into a rollercoaster car. The car, with Guybrush in it, sets off on its journey toward the maw of Big Whoop. But Elaine, thinking quickly, shoots the lever that controls the ride, and diverts Guybrush's car onto a different loop of track, so it travels endlessly through a series of dioramas. I believe the audio for this scene was recorded, but the animation was never completed. The Elaine vs. Skeletons swordfighting animations in particular proved quite tricky. It eventually came down to a choice between including this scene or the shipwreck scene at the beginning of Part IV, and the team chose to focus on that one. So the events of this missing scene were briefly summarized in a couple of dialogue lines, recorded later in pick-up sessions, that LeChuck speaks in the final game.
  19. For those who are interested, here's a link to an image comparison showing how LEC changed the Voodoo Priest in response to fan complaints. (The left side shows the original sprite, the right side shows the new version.) I'm going to rather extreme lengths here to hide spoilers, since so many people want to savor as much surprise as possible. Also, here's a link to a screenshot showing the MI2:SE inventory screen. Pontification about the items shown therein is below, again in spoiler tags.
  20. I would pay money to see the cutscene that was originally supposed to play at the start of CMI Part VI. Fully animated and voiced, it would be pretty awesome. However, I'll believe in a new Special Edition only when I see it. I don't fully trust the new management people in charge at LucasArts quite yet.
  21. It may be. I personally don't remember the line, but then I grew up playing first the Mac and then the PC version. Of course, I do think it was always in the game data files, and for some reason it's played instead of just being skipped in the SE.
  22. Haha, that's the New York Post, the US answer to Britain's The Sun. It's nothing more than typical jingoistic tabloid pablum.
  23. I can't remember much else off the top of my head. I do know that originally Cobb's pitch for Loom in the Scumm Bar was much longer, but I don't think that it's fully displayed in any version of the game, even the SE. Although, speaking of the "10 o'clock" clock on Melee Island: In the disk version of MI1, when Guybrush looks at the clock, he'll repeat the same first dialogue line over and over again, until you leave the room and re-enter. Only then will he change the line he speaks (and you still have to leave and come back again to get the third, final line). In the CD version he'll progress from line to line just by looking at the clock repeatedly--no exiting and re-entry required. Also, Laser, I highly doubt any of the unused MI2 backgrounds made it back into the SE this time. As I've noted earlier, there aren't many that could be added without really changing the design of the game: most are alternate versions of background images, or remnants of ultimately scrapped cutscenes/puzzles.
  24. Most of those MI1 lines were in the original script, I think, just not actually printed by the game for some reason. The additional Lemonhead dialogue actually did show up in the disk version but was omitted in the CD release--one reason why I've never really taken to that version. I wouldn't be surprised if it's exactly as you've said when it comes to the monkey wrench puzzle, though. Quite frankly I can forgive them; it's really not that well-designed of a puzzle, as even Dave Grossman will admit.
  25. For those who are interested, GamersHell has an HD version of the MI2:SE E3 cinematic trailer (this time with the audio properly in sync, thank goodness) available for download. Made by Blur Studio, Dom says. They need to do more work on MI, as what they've done here is absolutely stunning. As many people before me have noted. Also, IGN has a rather closer-up view of one of the rejected Peter Chan MI2 backgrounds featured in the art gallery. I've mentioned this particular drawing before, but now you can see it zoomed in at greater detail.
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