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ThunderPeel2001

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ThunderPeel2001 last won the day on September 7

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    Last Crusade Game Guide Dude
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    London, UK

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    https://indyguide.mixnmojo.com
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  1. Why doesn't Bill just get together with Larry Ahern and Jonathan Ackley? A reunion of the great minds behind Curse?
  2. I'd love a version of MI2 that looked like these original sketches!
  3. Ah, I see what you mean. So it was blue originally and then someone tie-dyed it with bleach? That said, I feel it would have damaged the prints... so maybe it IS an original. Being tye-dyed certainly seems more fitting to the game's themes!
  4. The first one was just a colour test. The second one was the finished thing. Purcell explains on his blog: https://spudvisionblog.blogspot.com/2009/06/cartographers-cabin.html A transparent PNG of this would be... *chef's kiss*
  5. What do you mean by this? I reckon it tie-dyedness is exactly on point for this game Or do you mean something else about it?
  6. It does depend on the game, I think. When I play Red Dead Redemption II, it's pretty damn cinematic and immersive and doesn't require much in terms of imagination from me But I do agree that gameplay beats graphics. A great story is a great story. A text adventure could be a gripping if it's well written. You don't need AAA money to tell a wonderful story or feel immersed. Dave Gilbert is still doing wonderful stuff with that old fashioned, pixelated toolbox of his. Back to the main conversation: My point about cinematic nature of adventure games was that it helped offset the slowness in return for that "cinematic" experience. The way the character walked and animated was a treat. Most sprites in old games were tiny and inexpressive (think Mario). The cut-scenes, the backgrounds, the music. But also: DIALOGUE. There were actually characters in these games. And a story. Other games of the time didn't have them: They were racing games, side-scrolling shooters, platform games. Graphic adventures stood out It all helped elevate the slow/stop-start gameplay experience by rewarding you with things you didn't get from other games. Now the market is flooded with characters and cut-scenes and dialogue and story (even if they're mostly done badly)... It's probably harder to find a game that doesn't have them!
  7. If you ask me, Schafer nailed the big problem with PnC adventures: When you're stuck on a puzzle, everything stops. With other (more popular) game genres, you never "stop". There's always something more to do, or to try again and get better at. Also, another selling point has become diminished by triple A titles: Once upon a time SOMI and its ilk were considered "cinematic". Now adventure games are some of the least cinematic games you're going to play.
  8. Pfft. Wasn't paying full attention. Lol. It's been a while! 👕 I beat #MojoleXtremiest #894 and all I got was this stupid t-shirt. 2/6 💚💚💚💚💚💚🖤 💚💚💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
  9. Any Poker Night fans out there? 😎 Just me?
  10. Nice! Amazing you got to ask him. However... the image you show is the EGA version. Iain McCaig drew the VGA portraits, not the EGA ones. See the Mojo article https://mixnmojo.com/features/sitefeatures/Revealed-Iain-McCaig-the-man-behind-the-Monkey-Island-VGA-portraits
  11. Amazing we're getting all these incredible stories. Thanks for your work Daniel! There's always more questions. I wonder if you'll ever get more details. (like who wrote "LOOM SUCKS" and it would be amazing to see photos of the original LucasArts alumni that Iain McCaig clearly (albeit loosely) based his MI1 VGA portraits on (Guybrush is clearly a self-portrait, for example and Elaine was Avril Harrison, etc. etc)).
  12. Maybe Hal himself isn't the one to ask, but I always wondered who wrote the text in Phatt City Library about MI2: > Hal Barwood on Monkey 2 - A Critical Review: "Less is more, guys! You can't polish a turd." Congrats on getting him to do a Let's Play! Quite the scoop!
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