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The Secret of Monkey IslandOne of the most famous adventure games ever made is The Secret of Monkey Island, created by Ron Gilbert of LucasArts, a recently defunct studio that pioneered the genre. LucasArts’ first adventure game was Labyrinth, although they were then called Lucasfilm games.
When it was first announced that Disney had bought up Lucasfilm, I was very excited about how the two biggest names in film had joined together and what this would mean for their game studios, particularly concerning how well Disney treat their properties, I was hoping that there would be some renewed interest in some of the properties that had now come into their care, such as Monkey Island and Day of the Tentacle. Unfortunately this never came to pass as Disney appear to have decided to go the way of their own game studios and shut them down, so in memoriam, and also because it was already on my list, I decided I would play The Secret of Monkey Island, which I have never played before. I have the remastered Special edition that is available on Steam however, I played through the original mode on it.
It wasn’t until the end of the game when the credits were rolling that I noticed Orson Scott Card had written all of the swordplay insults, which I never knew. The game’s dialogue was written by Tim Schafer and some other people and is the best thing about the game, you can choose the fairly standard dialogue options or can go for some fourth-wall breaking answers or just really sarcastic retorts. My favourite character is Stan the ship merchant, the entire segment of buying the ship was completely pointless and time-consuming, which I found hilarious.
There are lots of in-game jokes and references, for example at the beginning of the game there is a pirate in the bar that starts going off on an advertising reel for a game and there are lots of allusions to LucasArts games. When I got to the end of the game there was one thing that I kept thinking about, waiting for the answer.
Some of the puzzles can be a little unintuitive but the witty dialogue and the beautiful graphics really set this game apart from the types of adventure I usually play. LucasArts teve uma carreira de tres decadas como um desenvolvedor, editor e licenciador de jogos. Portanto, este post cai bem para homenagear essa empresa que com grande nostalgia nos apresentou a jogos que ficarao marcados para a eternidade! O jogo,  em uma  ficcional do Caribe, em uma epoca em que piratas navegaram os mares, e voce acompanha a saga de  Guybrush para se tornar um pirata, e encontrar o tesouro de Monkey Island, e ainda resgatar o Governador Elaine Marley do mal – e ganhar seu coracao. Em Maniac Mansion, jogamos com um  Dave adolescente que deve se aventurar pela  mansao para resgatar sua namorada de um cientista louco.
X-Wing era a nave da alianca rebelde, e as TIE Fighters eram as naves do imperio de STARWARS. Video game information, credits, reviews, box covers, screenshots and more for 168 video game platforms from 1971 to date! The Secret of Monkey Island: Special Edition faithfully re-imagines the internationally-acclaimed classic game (originally released in 1990) for original and new audiences alike. Join Kosta as he plays through some of the most seminal adventure games of all time. You can read all the previous instalments here. Labyrinth was based on the film of the same name and is known for having Douglas Adams contribute to the design of the game. Whether it’s because it is an early title or not I noticed how arbitrarily linked some of your actions have to be to solve certain puzzles and so at times did become a little stuck. There are a lot of NPCs in the game and as you learn how to swordfight there are encounters with people in between screens on the map. It all provides for some interesting banter that can make the game extremely replayable to see how another choice might have affected things. Na quarta-feira, a Disney anunciou que estaria destivando a  LucasArts como um estudio e editora, mudando o foco da empresa para a distribuicao de licencas para conteudo da Lucasfilm.


A empresa teve uma historia marcante, primeiro na criacao de algumas dos mais memoraveis jgos de aventura  e por publicar e produzir diversos jogos relacionados a serie StarWars. E frequentemente considerado como um dos mais bem sucedidos jogos de aventura, combinando uma historia criativa, o dialogo hilariante, e personagens memoraveis??, como Guybrush Threepwood e seu inimigo, o pirata LeChuck.
O jogo tambem foi refeito em 2009 para consoles e tablets, a nova versao contou com arte atualizada e dublagem.
O jogo foi a primeira incursao da LucasArts em jogos Point-and-click, e exigiu o desenvolvimento de um motor para executa-lo. O jogo foi concebido  por Ron Gilbert, que aparentemente usou o layout do Rancho Skywalker como inspiracao para a instalacao da casa.
The game is brought into the modern era with an all new re-imagined contemporary art style, a re-mastered musical score, full voiceover, and an in-depth hint system to help players through the gamea€™s side-splitting puzzles.
You learn how Guybrush and Elane meet for the first time and get yourself into great adventures in a graphic who fits into the time. In this respect LucasArts have helped to give the games industry a boost in credibility amongst a wider audience by involving staple sci-fi names. Fortunately this version has a hint button that I used a couple of times when I had no idea what I was meant to do, UN-fortunately it was pretty useless, often giving me irrelevant location specific advice.
In fact, I half expected there to be some sort of thing I had ruined or glitched out when playing this, but it’s an incredibly solid game. Purists will also delight in the ability to seamlessly switch between the updated hand-drawn re-imagining and the original classic version.The game's twisty plot leads our naive hero on a hilarious, swash-buckling search for the fabled secret of Monkey Island.
I wonder if this version has had to be altered much to fix things that could have caused issues in the original release? At the time artists and animators at Lucasfilm Games used a program called Deluxe Paint or DPaint to create all in-game art pixel by pixel. Inspired by the same Disneyland ride, 1990’s The Secret of Monkey Island is an adventure game from Lucasfilm Games where a young adventurer aspiring to become a pirate embarks on a mission to save the governor from a fierce and not-so-nice pirate. DPaint was one of those programs that saved files using its own proprietary extension, for example ‘filename.brush’.
So while Ron and the team were still trying to come up with a name for their hero, Steve Purcell suggested they just take the temporary filename for the character art and use that. Outside of tone, with one being fairly serious and the other a straight-up comedy, these two properties sound strikingly similar.
The filename was guy.brush and although completely generic in its intended context, it quickly became the iconic first name for The Secret of Monkey Island’s hero. To the point where common sense would link them as adaptations of the same source material. Many of the puzzles are illogic, most of them just plain.The graphics are too simple, with static backgrounds and bad animations.
But when that source material is a theme park ride, the similarities air more on the side of coincidence. Few theme park rides have story arcs involving heroes, villains, love interests, and character development. Ron Gilbert in particular was not a fan of the text parser system being used by other adventure games at the time. He felt that learning which words and phrases worked within the context of a specific scenario was almost a separate game in and of itself and more in line with the genre’s late-‘70s text-only roots.


A time where the only interface available was a keyboard, and the only display a monitor that lived purely in the world of green text. In the case of Maniac Mansion, which launched on the Commodore 64 in 1987, it began with one of those Atari 2600-style one button joysticks and not a mouse.
Mainly because computer mice were still an unknown entity in the mid-80s and the term itself mostly brought up images of tiny bespectacled rodents sneaking into study rooms late at night to read up on anti-feline tactics. That’s not to say story was completely absent from early games, but the line between a text adventure like Zork and the pill-popping frenzy of Pac-Man is pretty huge. As a teenager Ron Gilbert would express these two passions by spending time with friends making films on a Super-8 camera and then later, coding up games on the early home computer his parents bought. The love of a good story and the innate sense of wonder, escapism, and adventure came from viewing Star Wars for the first time in theatres.
The love for computer games, and the freedom they can give players to make their own choices and decisions came from a more unlikely source, a Texas Instruments Calculator. Please don't kill us." So in the case of gaining access to the North Star Horizon computer his parents bought, Ron Gilbert’s slave army of Oompa Loompas would end up being just one guy spending countless hours creating and recreating games based on his own memorisation of their mechanics, maps, and so forth.
This led to versions of classic games like Donkey Kong, Asteroids, and Space Invaders, tweaked and changed based on his own ideas.
He would even go one step further and take ads for Atari 2600 games and then create his own versions of what he thought they would look and play like.
A little like how the BFG was able to create new dreams based on existing ones he’d caught.
At the time of its release and thanks in part to its affordability, the Commodore 64 felt like a machine with limitless potential.
And it wasn’t long before Ron Gilbert was expanding the C64’s BASIC language interpreter with his own library of graphics and sound tools. It even led to his first job as a programmer, albeit a short lived one as the company soon found itself in financial trouble.
Even so, this brief employment would serve as a calling, so Ron Gilbert began looking for work.
And just like that, he got his dream job of working at the house that Star Wars built - and to a much lesser extent, Caravan of Courage: An Ewok Adventure.
After working on Commodore 64 ports of existing titles, he was given the opportunity to make his own game, and working alongside co-creator Gary Winnick and scripter David Fox the end result was Maniac Mansion. A game in which he was able to combine his two passions of telling a story and creating compelling gameplay. In games like Maniac Mansion and early Sierra titles, giving a character a hefty paragraph or two of dialogue meant that you either had to spread it across multiple screens or put it in one giant text bubble.
As time progressed and dialogue and character interaction became integral to what was considered an adventure game, computer graphics and screen resolution got to a point where dialogue trees and text responses could be presented in more visually appealing and constructive ways.
In Monkey Island this equates to coloured text appearing above characters as they speak, emphasising the importance of conversation. Although that may sound like a pretty simple and unremarkable feature to have, for The Secret of Monkey Island this advancement came at the perfect time.




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