The Curse of Monkey Island and Maniac Mansion are available to buy again thanks to the licensing staff at the games division of Lucasfilm, Disney, Steam, and GOG.com!
You can pick up Maniac Mansion at Steam and GOG.com, and The Curse of Monkey Island at Steam and GOG.com as well.
If you're still in the mood for classic LucasArts goodness, there's a Monkey Island Promo on GOG.com where the Monkey Island Special Edition and the Monkey Island 2 Special Edition are each 70% off their regular price!
Showing posts with label maniac mansion. Show all posts
Showing posts with label maniac mansion. Show all posts
Thursday, March 22, 2018
Friday, May 13, 2016
My PAX East 2016 Experience - Day 1
It's quite a bit late, but I'm working on my writeup of PAX East 2016. Here's the write up of the first day. The other two days shouldn't be as detailed, but I wanted to post what I've written so far. I'll post the rest of it shortly. I'll also go through my hundreds of pictures from PAX to pick out the best ones to use for the article. Hopefully I'll have it all done by the end of this weekend.
I haven't been to a major gaming show since 2002. That was at Electronic Entertainment Expo, the year of the 20th anniversary of LucasArts. Their 20th Anniversary video was playing on a loop on the big screen in the lobby, and was honestly the highlight of the show
I forgot how crazy these big gaming conventions get. Had I remembered, I still would have volunteered to work at the Double Fine booth, as I loved being able to help people who work at the company that made some of my all-time favorite games. I just would have been more prepared.
The first day, I arrived at nine in the morning, just as the show was opening to the public. The crowd outside the convention was insane. It took me an hour to get through it. I had lost my cellphone, so I brought my iPad and laptop. It was too loud to make a Skype call, and I wasn't sure how to send a text. Luckily, the registration booth was very helpful, and they sent a text to Double Fine's community manager, and half an hour later I was in the convention center with my exhibitor badge in hand. That community manager is James Spafford, who was the founder of The Interneational House of Mojo, and I asked him for permission to write about my experience for the site. It had to be surreal for him to be on the receiving end of requests for Mojo articles.
Double Fine's booth was situated next to Adult Swim's booth, as they will be the publisher of Double Fine's upcoming platformer, Headlander. Spaff told me to look for the Adult Swim banner if I ever couldn't find the booth. I am grateful for that advice, as I ended up using it multiple times throughout the show. Double Fine's space was showing several of their current and upcoming games. They also had a station demonstrating Headlander, as well as one demonstrating Day of the Tentacle Remastered. Three of their published games, under the Double Fine Presents label, were also present, Gnog, Everything, and Gang Beasts. Gang Beasts always had a large group around the game. It was described as "perpetually popular", and, at least for demonstrations at game conventions, it fit that description well. Gang Beasts is up on Steam Early Access now, but the 1.0 release is slated to come out by the end of the year, once the development team finishes online multiplayer support. Once it has reached that stage, Double Fine will publish the game on consoles.
I spent most of the day selling items at the booth from the Double Fine store. The Pinny Arcade Raz and Two Headed Baby pins were quite popular. Quite a few people asked for more Brutal Legend merchandise, and were happy to hear that the Double Fine art team finalized a pin design for a Brutal Legend Pinny Arcade pin, which will be available at the Double Fine booth at next year's PAX.
Towards the end of the first day, I learned that Ron Gilbert and Gary Winnick were showing off Thimbleweed Park as part of the Indie Showcase area. I headed to the booth, and talked to them while I was waiting for my turn to play the PAX demo of the game. I had a hard time keeping myself composed, as I love Maniac Mansion, and I love all of Ron's games. I even have a soft spot for the Humongous Entertainment games, even though, at 12, I was outside of the demographic when the company was founded (that didn't stop me from playing the games though). I also purchased and enjoyed Gary Winnick's Bad Dreams graphic novel so much I tracked down most of his other comic work, including the Venture comic magazine and the short-lived two issue Neomen.
After getting my inner fangirl in check, I asked Ron Gilbert if Thimbleweed Park would have multiple endings like Maniac Mansion. He stated that each character would have their own ending. However, unlike Maniac Mansion, you won't have to play through the game again to get each ending. It will be possible to see each ending in a single play-through. I also asked Gary Winnick if he preferred working on comics or games. He stated that which he prefers depends on the situation. Right now, he's working on Thimbleweed Park, which he began right after working on his Bad Dreams graphic novel. So at the moment, he prefers working on games. However, he said that he likes doing both, and once Thimbleweed Park finishes and he goes back to making comics, his answer would probably be different.
I bought a Thimbleweed T-shirt and went over to the play area to watch people playing the Thimbleweed Park demo. There were four people playing, I was fourth in line, and I could hardly wait to try it for myself. From what I could spot while looking on, it had all the humor that we've come to expect from the Lucasfilm Games era, and tons of in-jokes to spot for fans of those games. I took a few pictures of some of the in-jokes in action, and waited patiently for my turn to play the game. Finally, I was able to play the game, and it was worth the wait - not just waiting in line, but it also was worth the wait since the Kickstarter concluded back in December 2014.
This demo starts at the crime scene that has been shown prominently in features about the game, even while the Kickstarter was still live. You can alternate between the two police detectives, and like Maniac Mansion or Zak McKracken, some puzzles require you to give objects to the other character, so that character can combine that object with one that they have in their own inventory. Once the crime scene is cleared, you're taken to a diner where you obtain information about a suspicious clown named Ransome the Clown. The police officers are told the story about this clown, and you are then given control of Ransome as you play the story out in flashback. Ransome's story is quite interesting, as it includes dark magic that reminds me, in a way, of the Voodoo Lady from the Monkey Island games. Once Ransome's backstory is revealed, the player characters once again become the detectives, who have placed Ransome on their suspect list. However, the demo doesn't last much longer, as one of the officers is seemingly ambushed, and the demo ends, leaving the player wanting to experience more of the game. The suspense of the cliffhanger is supplanted with humor, as the ending text is displayed across the screen, bringing back memories of the "Turn Your Computer Off and Go to Sleep" text at the end of Monkey Island.
I leave the play area, and, like everyone who takes the time to play the game, Gary Winnick gives me a Thimbleweed Park mouse pad for trying out the demo. I thank him for the excellent gift, and decide I should head back to help out the Double Fine team at their booth. At this point, there are four people there, and they are in the middle of a change-over in booth staff. They said that they don't need any help at the moment, so I decided to head out to see what kind of food was available at the convention center. I'm actually a big fan of festivals, so when I spotted a festival style set up with festival staples like Italian sausage, pizza, and funnel cakes, I knew I found the place I wanted to eat. I ordered a slice of pepperoni pizza, and got a Mountain Dew Kickstart from a vending machine, as it was about a dollar cheaper than getting a drink at any of the food areas. I then headed back to the Double Fine booth, and went inside the staff tent that was set up beside the booth. I ate my food, and talked with Spaff until the exhibition hall closed at 6:00PM.
I told Spaff that I'd help the entire weekend, and decided to head back to my car. The convention itself didn't end until midnight, but I was quite tired, so I decided that I'd check out what PAX East had to offer outside of the exhibition hall some other night. I had a long walk ahead of me. Since the traffic was intense coming into the convention area, I parked in the middle of downtown Boston. I would not recommend anyone to go this route, as it was several miles away from the convention center and it didn't have a convention discount parking rate. While I paid $15 to park for the other two nights, I ended up paying the maximum rate of $40 my first night there. I also recommend driving around to get a feel of the area before parking, if you park a long distance from the event, as I ended up getting lost and walking around for three hours before I got back to parking garage. The good news though, was that with my car picked up, and the parking fee paid, I could head back out of Boston and get a good night's sleep.
I haven't been to a major gaming show since 2002. That was at Electronic Entertainment Expo, the year of the 20th anniversary of LucasArts. Their 20th Anniversary video was playing on a loop on the big screen in the lobby, and was honestly the highlight of the show
I forgot how crazy these big gaming conventions get. Had I remembered, I still would have volunteered to work at the Double Fine booth, as I loved being able to help people who work at the company that made some of my all-time favorite games. I just would have been more prepared.
The first day, I arrived at nine in the morning, just as the show was opening to the public. The crowd outside the convention was insane. It took me an hour to get through it. I had lost my cellphone, so I brought my iPad and laptop. It was too loud to make a Skype call, and I wasn't sure how to send a text. Luckily, the registration booth was very helpful, and they sent a text to Double Fine's community manager, and half an hour later I was in the convention center with my exhibitor badge in hand. That community manager is James Spafford, who was the founder of The Interneational House of Mojo, and I asked him for permission to write about my experience for the site. It had to be surreal for him to be on the receiving end of requests for Mojo articles.
Double Fine's booth was situated next to Adult Swim's booth, as they will be the publisher of Double Fine's upcoming platformer, Headlander. Spaff told me to look for the Adult Swim banner if I ever couldn't find the booth. I am grateful for that advice, as I ended up using it multiple times throughout the show. Double Fine's space was showing several of their current and upcoming games. They also had a station demonstrating Headlander, as well as one demonstrating Day of the Tentacle Remastered. Three of their published games, under the Double Fine Presents label, were also present, Gnog, Everything, and Gang Beasts. Gang Beasts always had a large group around the game. It was described as "perpetually popular", and, at least for demonstrations at game conventions, it fit that description well. Gang Beasts is up on Steam Early Access now, but the 1.0 release is slated to come out by the end of the year, once the development team finishes online multiplayer support. Once it has reached that stage, Double Fine will publish the game on consoles.
I spent most of the day selling items at the booth from the Double Fine store. The Pinny Arcade Raz and Two Headed Baby pins were quite popular. Quite a few people asked for more Brutal Legend merchandise, and were happy to hear that the Double Fine art team finalized a pin design for a Brutal Legend Pinny Arcade pin, which will be available at the Double Fine booth at next year's PAX.
Towards the end of the first day, I learned that Ron Gilbert and Gary Winnick were showing off Thimbleweed Park as part of the Indie Showcase area. I headed to the booth, and talked to them while I was waiting for my turn to play the PAX demo of the game. I had a hard time keeping myself composed, as I love Maniac Mansion, and I love all of Ron's games. I even have a soft spot for the Humongous Entertainment games, even though, at 12, I was outside of the demographic when the company was founded (that didn't stop me from playing the games though). I also purchased and enjoyed Gary Winnick's Bad Dreams graphic novel so much I tracked down most of his other comic work, including the Venture comic magazine and the short-lived two issue Neomen.
After getting my inner fangirl in check, I asked Ron Gilbert if Thimbleweed Park would have multiple endings like Maniac Mansion. He stated that each character would have their own ending. However, unlike Maniac Mansion, you won't have to play through the game again to get each ending. It will be possible to see each ending in a single play-through. I also asked Gary Winnick if he preferred working on comics or games. He stated that which he prefers depends on the situation. Right now, he's working on Thimbleweed Park, which he began right after working on his Bad Dreams graphic novel. So at the moment, he prefers working on games. However, he said that he likes doing both, and once Thimbleweed Park finishes and he goes back to making comics, his answer would probably be different.
I bought a Thimbleweed T-shirt and went over to the play area to watch people playing the Thimbleweed Park demo. There were four people playing, I was fourth in line, and I could hardly wait to try it for myself. From what I could spot while looking on, it had all the humor that we've come to expect from the Lucasfilm Games era, and tons of in-jokes to spot for fans of those games. I took a few pictures of some of the in-jokes in action, and waited patiently for my turn to play the game. Finally, I was able to play the game, and it was worth the wait - not just waiting in line, but it also was worth the wait since the Kickstarter concluded back in December 2014.
This demo starts at the crime scene that has been shown prominently in features about the game, even while the Kickstarter was still live. You can alternate between the two police detectives, and like Maniac Mansion or Zak McKracken, some puzzles require you to give objects to the other character, so that character can combine that object with one that they have in their own inventory. Once the crime scene is cleared, you're taken to a diner where you obtain information about a suspicious clown named Ransome the Clown. The police officers are told the story about this clown, and you are then given control of Ransome as you play the story out in flashback. Ransome's story is quite interesting, as it includes dark magic that reminds me, in a way, of the Voodoo Lady from the Monkey Island games. Once Ransome's backstory is revealed, the player characters once again become the detectives, who have placed Ransome on their suspect list. However, the demo doesn't last much longer, as one of the officers is seemingly ambushed, and the demo ends, leaving the player wanting to experience more of the game. The suspense of the cliffhanger is supplanted with humor, as the ending text is displayed across the screen, bringing back memories of the "Turn Your Computer Off and Go to Sleep" text at the end of Monkey Island.
I leave the play area, and, like everyone who takes the time to play the game, Gary Winnick gives me a Thimbleweed Park mouse pad for trying out the demo. I thank him for the excellent gift, and decide I should head back to help out the Double Fine team at their booth. At this point, there are four people there, and they are in the middle of a change-over in booth staff. They said that they don't need any help at the moment, so I decided to head out to see what kind of food was available at the convention center. I'm actually a big fan of festivals, so when I spotted a festival style set up with festival staples like Italian sausage, pizza, and funnel cakes, I knew I found the place I wanted to eat. I ordered a slice of pepperoni pizza, and got a Mountain Dew Kickstart from a vending machine, as it was about a dollar cheaper than getting a drink at any of the food areas. I then headed back to the Double Fine booth, and went inside the staff tent that was set up beside the booth. I ate my food, and talked with Spaff until the exhibition hall closed at 6:00PM.
I told Spaff that I'd help the entire weekend, and decided to head back to my car. The convention itself didn't end until midnight, but I was quite tired, so I decided that I'd check out what PAX East had to offer outside of the exhibition hall some other night. I had a long walk ahead of me. Since the traffic was intense coming into the convention area, I parked in the middle of downtown Boston. I would not recommend anyone to go this route, as it was several miles away from the convention center and it didn't have a convention discount parking rate. While I paid $15 to park for the other two nights, I ended up paying the maximum rate of $40 my first night there. I also recommend driving around to get a feel of the area before parking, if you park a long distance from the event, as I ended up getting lost and walking around for three hours before I got back to parking garage. The good news though, was that with my car picked up, and the parking fee paid, I could head back out of Boston and get a good night's sleep.
Labels:
conventions,
double fine,
everything,
gang beasts,
gnog,
headlander,
maniac mansion,
pax,
thimbleweed park,
video games
Tuesday, April 19, 2016
Double Fine Will Be at PAX East this weekend

They'll also be selling merchandise at the show, including the Raz and Two Headed Baby Pinny Arcade pins, and a new special edition game bundle box. The bundle contains 10 games, with 10 game cards drawn Jon Magram and Melissa King. The game cards can be seen below (click to see them in a larger size).

I'll also be volunteering at the Double Fine booth at PAX East this weekend, so if you're at the show, come by and say hello. :)
Tuesday, March 22, 2016
Day of the Tentacle Remastered Is Available Now

Monday, March 14, 2016
ScummVM 1.8.0 Is Out Now

- Amazon: Guardians of Eden
- Beavis and Butthead in Virtual Stupidity
- Broken Sword 2.5: The Return of the Templars
- Labyrinth of Time
- Rex Nebular and the Cosmic Gender Bender
- Sfinx
- The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo
- The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel
- Zork: Grand Inquisitor
- Zork Nemesis: The Forbidden Lands
There's a whole lot more new with this release, as it's been a long time coming, so head over to the ScummVM site and give it a spin.
Saturday, March 12, 2016
Day of the Devs Lounge Coming to the GDC

There will be a Day of the Devs lounge that, according to the GDC event schedule, will be held every day of the convention (from Monday March 14 to Friday March 18) from 10AM to 5PM PST.
- Below by Capy Games
- David OReilly Game 2 by David OReilly
- Headlander from Double Fine Productions
- Day of the Tentacle Remastered by Double Fine Productions
- SUPERHYPERCUBE by Kokoromi
- Return of the Obra Dinn by Lucas Pope
- Dreams by Media Molecule
- Bound from Plastic
- Hob by Runic Games
- ARENA GODS by Supertype
- Manifold Garden by William Chyr
- Severed by DrinkBox Studios
- Line Wobbler by Robin Baumgarten
- Rez Infinite by Monstars + Resonair
Saturday, December 5, 2015
Day of the Tentacle Remastered Trailer
You can view it embedded above, or directly here.
Tuesday, October 27, 2015
Day of the Tentacle Remastered Screenshots

This remastered version will also include high quality audio taken from the original recording sessions, the ability to use a new verb coin or a high definition verb bar in the remastered version, the ability to switch back and forth from the original and high definition versions, and commentary from the creators, including both Dave Grossman and Tim Schafer.
Day of the Devs 2015 Showing DOTT SE

Other games on display at the event will include ABZÛ, ADR1FT, Badblood, Below, Botolo, Burly Men at Sea, Death's Gambit, Donut County, Fantastic Contraption, Gang Beasts, Gnog, Hyper Light Drifter, Night in the Woods, Outer Wilds, Overland, Oxenfree, Pit People, Rising Thunder, Scale, Secret Legend, Sound Self, Spy Party, Tacoma, Thumper, Tilt Brush, Wattam, What Remains of Edith Finch, and Witchmarsh.
It will be held on November 7th from 3PM to 9PM PST at the Midway in San Francisco, and once again admission is free. RSVP for the event at their Facebook events page.
Monday, May 4, 2015
The Evolution of Adventure Games Part V: Early Mouse Control
As adventures in the west continued to evolve beyond their text adventure roots, developers were looking towards new ways to let the player interact with their games.
Mouse-controlled adventure games would become the standard after the release of these games, and continue to be the standard to this day. The adventure games that followed these evolved the presentation, but the method of input has largely stayed the same. Even today's direct-controlled adventure games often have optional mouse controls as well, or a combination of mouse and keyboard controls.
![]() ![]() | As the mouse was gaining popularity, Sierra began to include optional mouse support in their adventure games. Sierra began porting adventure games created with their AGI (Adventure Game Interpreter) engine to the Amiga in 1986. The Amiga version of this engine allowed for optional mouse control of the player character. This functionality has been extended by some fan created AGI interpreters, such as NAGI and ScummVM. The fan interpreters allow mouse control of characters in most AGI games, as in Sierra's Amiga AGI interpreter, even those that did not originally include that function. When Sierra switched to the more capable SCI (Sierra's Creative Interpreter) engine in 1988, the optional ability to control the playable character with a mouse was present on all platforms. The text parser was originally hidden from view until the player began typing, but as time went on, the SCI engine was improved, the text parser was removed, and games were controlled completely by the mouse. All of the 2D adventures by Sierra from the time SCI was introduced used a variant of that engine. |
Mouse-controlled adventure games would become the standard after the release of these games, and continue to be the standard to this day. The adventure games that followed these evolved the presentation, but the method of input has largely stayed the same. Even today's direct-controlled adventure games often have optional mouse controls as well, or a combination of mouse and keyboard controls.
| Back to Part IV | Part VI Coming Soon |
Labels:
agi,
deja vu,
enchanted scepters,
icom,
king's quest,
lucasarts,
maniac mansion,
nagi,
sci,
scumm,
scummvm,
sierra,
silicon beach,
video games
Saturday, December 6, 2014
Day of the Tentacle Special Edition Announced

At the PlayStation Experience, Sony announced this news, and also that Grim Fandango Remastered would be releasing on January 27, 2015, and Broken Age will be coming to PS4 and Vita after Act II releases on Steam. The Double Fine Presents title, Gang Beasts, will also be coming to PlayStation 4 next year.
Labels:
broken age,
double fine,
grim fandango,
maniac mansion,
sony
Sunday, November 23, 2014
The Evolution of Adventure Games Part IV: Keypad Control
While Japan's adventures were evolving away from text parsers to menus, adventures in the west were doing something quite similar.
These types of adventures went out of popularity by the end of the 1980's, but as with all forms of entertainment, there are still a small group of people who still make games in these styles. The menu based text adventure gameplay is used in some mobile ports of text adventure engines. There is also a group of fans that still make games using tools that have reverse engineered Sierra's AGI engine so that they can create games using that engine themselves.
These types of adventures went out of popularity by the end of the 1980's, but as with all forms of entertainment, there are still a small group of people who still make games in these styles. The menu based text adventure gameplay is used in some mobile ports of text adventure engines. There is also a group of fans that still make games using tools that have reverse engineered Sierra's AGI engine so that they can create games using that engine themselves.
| Back to Part III | On To Part V |
Labels:
agi,
dragon's keep,
king's quest,
labyrinth,
lucasarts,
maniac mansion,
scumm,
scummvm,
sierra
Tuesday, October 28, 2014
They're Here! LucasArts Games Are Now On GOG.com

That's right, the SCUMM games are actually using ScummVM! The lawyers who used to work for Lucas legal probably nearly had a heart attack when they read this news. Around two dozen more LucasArts games will be released for the service soon.
Monday, October 27, 2014
It's True! LucasArts Games Are Coming to GOG.com

Update: The news release has been pulled from the site, as it was never intended to be revealed so early. The news will be made once the countdown timer on the GOG.com site reaches zero.
The new publisher on GOG.com has been officially revealed to be LucasArts. GOG.com has made a deal with Disney to release about 30 LucasArts games on the service. These first six games will be made available starting tomorrow:
Star Wars™: X-Wing Special Edition - digital distribution debut, on GOG.com!
Star Wars™: TIE Fighter Special Edition - digital distribution debut, on GOG.com!
Sam & Max Hit the Road - digital distribution debut, on GOG.com!
The Secret of Monkey Island™: Special Edition
Indiana Jones® and the Fate of Atlantis™
Star Wars®: Knights of the Old Republic
Sunday, October 26, 2014
Rumor Mill: LucasArts Games Coming To GOG.com?

There might be some weight to the rumor that the publisher is LucasArts this time, as a GOG.com user has reportedly found three countdown images on the GOG.com website that use well known LucasArts fonts. Of course, if it does end up being LucasArts, it's uncertain if any games that aren't already released digitally will be released on GOG.com, as the three franchises represented (Indiana Jones, Star Wars, and Monkey Island) already have games available digitally on Steam. But, at least this time signs do seem to point towards DRM-free versions of LucasArts games finally being available soon.
Thursday, October 2, 2014
Day of the Tentacle Mega Review

Day of The Tentacle was the sequel to the first point and click adventure game by LucasArts, Maniac Mansion. It differed significantly in tone and style from its predecessor, only sharing a few main characters between the games. This is not a fault for this game, however, as its excellent game design has made it a classic in its own right.
Day of the Tentacle takes place several years after the teenagers broke into the Edison mansion in the first game. One of the characters from the previous game, Bernard, is now living with his room mates, a roadie named Hoagie, and a medical student named Laverne. Bernard soon finds himself having to go back to the mansion with his new friends in order to stop a mutated purple tentacle from taking over the world. To do so, Dr. Edison sends them through time to stop the tentacle's plan before he starts it, however things don't go as planned, and the trio find themselves stuck in different time periods.
That's where the brilliance of the game design comes in. Like the first game, objects can be shared between the three characters. Here, this is facilitated by sending them through the time machine (or via the character's icon in the verb menu, to save time and ease the process). Additionally, because the game takes place hundreds of years apart in the same mansion, it is sometimes necessary to manipulate an object in the past to have it change in the future. This leads to some very clever, and humorous, puzzles.
The humor here is vastly different from the original Maniac Mansion, opting for a Saturday Morning cartoon style instead of the pastiche of B-movies, but it works well. The art style has been changed to reflect this, going for a Chuck Jones style in the art and animation, and, as in a Chuck Jones cartoon, much of the humor comes from the animation of the characters. The music style also differs to fit the change in styles, going for a zany circus style instrumentation. The game's characters are also as wacky as their environments, with voice overs suitable to their personalities. The game's sound effects are also memorable, also going for a cartoon sound, and fitting in perfectly.
Day of the Tentacle was a radical change from its predecessor, going from a rock-fueled pastiche of B-movie horror films to a Chuck Jones inspired send up of Saturday morning cartoons with a circus inspired soundtrack. The radical shift in atmosphere between the first and second game in the Maniac Mansion series actually works, however, as the mad professor's machinations are well suited for either style. This game doesn't have the multiple characters to choose from or the multiple endings of the original, but the characters and story presented here works quite well. Additionally, it also benefits from the lack of dead ends and deaths that were present in its predecessor. This game is considered a classic today, and it is well deserving of its title. It has a whimsical art style, and has music and sound effects that help set the mood perfectly. The CD version is the version to get, as the voice over work is excellent. Day of the Tentacle also has a funny, memorable story, and some of the best puzzles of the classic era. If you haven't played this game, you really owe it to yourself to track down a copy and give it a go.
Update: 6/25/18: There is one more option available since I first wrote this review. There is now a Remastered edition by Double Fine. I'd recommend this version, as the high definition art is respectful to the original art, it has speech with less compression than the original, it has options to switch between enabling the verb menu, having the classic or new music, and having the classic or new sound effects. The original version is also available to be enabled at any time, so even purists will find value in the Remastered edition.





4½ out of 5
| Maniac Mansion Review |
Monday, September 30, 2013
LucasArts Was Making a Day of the Tentacle Special Edition

One of the projects revealed was a high definition remake of Day of the Tentacle, which was being developed by LucasArts Singapore. Apparently, it was never officially greenlit, but the staff who were interviewed about it's existence estimated it at about 80% completed.
Saturday, June 29, 2013
Rumor Mill: Night Dive Might Digitally Publish LucasArts Games

In this case, it seems they are trying to free the LucasArts adventure games from the Disney Vault, since they posted a teaser on their Facebook page that they are "Heading to Corley Motors!" (complete with a shot of Ben Throttle on his Corley motorcycle). After posting shout-outs to more LucasArts adventure games, such as Sam & Max Hit the Road on their twitter page, they were asked by twitter user BJ Wanlund to clarify the meaning of their LucasArts teases. Night Dive Studios responded by saying "We're hoping for it as much as everyone else, that's all we can say at the moment!"
So it seems like more classic LucasArts adventure games might come out on digital distribution sites some day after all. Or, they might not. We'll just have to wait and see how this situation develops.
Saturday, June 15, 2013
ScummVM Through Your Browser With HTML5

On the ScummVM for HTML website, you can play demos of Maniac Mansion, Loom, The Secret of Monkey Island, Indiana Jones and the Last Crusade, Indiana Jones and the Fate of Atlantis, Day of the Tentacle, and Sam & Max Hit the Road directly in your browser.
Labels:
indiana jones,
loom,
lucasarts,
maniac mansion,
monkey island,
open source,
sam and max,
scummvm,
video games
Sunday, November 4, 2012
Disney Purchases LucasArts

The word is still out on what this means for the licensing of LucasArts properties, however. Disney CEO Robert Iger has stated an intent to license the LucasArts properties out on consoles. "We'll look opportunistically at console, most likely in licensing rather than publishing, but we think that given the nature of these characters and how well known they are, and the storytelling, that they lend themselves quite nicely, as they've already demonstrated to the other platforms." He was referring to the Lucasfilm licenses rather than the original LucasArts intellectual property, but it's possible companies like Telltale might now be able to work up a dialog with studio heads in terms of licensing their adventure properties.
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