Escape from Monkey Island Download Scummvm Android Monkey Island 2 Lechuck's Revenge (Floppy DOS VGA) Game
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[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Lucasarts and the Design of Successful Adventure Games
LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island by Cameron Warren 5056794 for STS 145 Winter 2003 March 18, 2003 2 The history of computer adventure gaming is a long one, dating back to the first visits of Will Crowther to the Mammoth Caves back in the 1960s and 1970s (Jerz). How then did a wannabe pirate with a preposterous name manage to hijack the original computer game genre, starring in some of the most memorable adventures ever to grace the personal computer? Is it the yearning of game players to participate in swashbuckling adventures? The allure of life as a pirate? A craving to be on the high seas? Strangely enough, the Monkey Island series of games by LucasArts satisfies none of these desires; it manages to keep the attention of gamers through an admirable mix of humorous dialogue and inventive puzzles. The strength of this formula has allowed the Monkey Island series, along with the other varied adventure game offerings from LucasArts, to remain a viable alternative in a computer game marketplace increasingly filled with big- budget first-person shooters and real-time strategy games. Indeed, the LucasArts adventure games are the last stronghold of adventure gaming in America. What has allowed LucasArts to create games that continue to be successful in a genre that has floundered so much in recent years? The solution to this problem is found through examining the history of Monkey Island. LucasArts’ secret to success is the combination of tradition and evolution. With each successive title, Monkey Island has made significant strides in technology, while at the same time staying true to a basic gameplay formula. -
Greetingsfromgreetingsfrom INSTRUCTION MANUAL INSTRUCTION INSTRUCTION MANUAL INSTRUCTION TRAVELGUIDE TRAVELGUIDE and and the Land of the Dead
Grim Fand. UK Man 19/4/01 4:46 pm Page 1 Greetingsfrom ™ The Land of the Dead TRAVEL GUIDE And INSTRUCTION MANUAL Grim Fand. UK Man 19/4/01 4:46 pm Page 2 1 GRIM FANDANGO Meet Manny. He’s suave. He’s debonaire. He’s dead. And... he’s your travel agent. Are you ready for your big journey? Grim Fand. UK Man 19/4/01 4:46 pm Page 2 GRIM FANDANGO 2 3 GRIM FANDANGO ™ Travel Itinerary WELCOME TO THE LAND OF THE DEAD ...................................5 Conversation ...................................................16 EXCITING TRAVEL PACKAGES AVAI LABLE .................................6 Saving and Loading Games ...................................16 MEET YOUR TRAVEL COMPANIONS .......................................8 Main Menu ......................................................17 STARTI NG TH E GAME ...................................................10 Options Screen .................................................18 Installation .....................................................10 Advanced 3D Hardware Settings .............................18 If You Have Trouble Installing................................11 QUITTING.............................................................19 RUNNING THE GAME ...................................................12 KEYBOARD CONTROLS .................................................20 The Launcher.....................................................12 JOYSTICK AND GAMEPAD CONTROLS ....................................22 PLAYING THE GAME ....................................................12 WALKTHROUGH OF -
Días De Tentáculos
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games. -
Ben There, Dan That! / Time Gentlemen, Please!
Ben There, Dan That! / Time Gentlemen, Please! Even though Sierra and LucasArts gave up on adventure games around the turn of the century, there are still those who hold on to the belief that the genre is very much alive. But without the continuation of games like Monkey Island, Space Quest and Simon the Sorcerer, what we have are, mostly, legions of humorless entries with depressingly dry CG backgrounds, plus the occasional cartoonish adventure that tries to be funny but fails spectacularly. Former adventure creators still make some great work, of course. Tim Schaefer, of Grim Fandango, spent a long time working on Psychonauts and Brütal Legend, both of which were hilarious despite not being adventure games, while Telltale, formed with some of the other LucasArts staff, comes close to the glory days of the genre. But it‟s not quite the same. So it was more or less out of nowhere that a tiny group of Brits called Zombie Cow Studios brought out two of the funniest adventures since... well, since ever, perhaps. Ben There, Dan That! and its sequel, Time Gentlemen Please!, are both low budget hits made with Adventure Game Studio and have a graphical style most consistent with elementary school notebook doodles, but succeed tremendously because they‟re so brilliantly written. One could call it “The British version of South Park!” and that wouldn‟t entirely be wrong, but that‟s a glib summation of it. While both creations have uber low-fi visuals, subversive plotting, and more than just a bit of toilet humor, Zombie Cow‟s games replace South Park's libertarian cynicism with a self aware affection for adventure games, LucasArts in particular. -
The Revolutionary Technology Behind Monkey Island and Grim Fandango
The revolutionary Technology behind ‘Monkey Island’ and ‘Grim Fandango’ Oliver Franzke p1xelcoder About Oliver 1990 1991 1993 1995 1998 2009 2010 2016 2017 2015 SCUMM GrimE Powered by SCUMM™ 1987 1988 1989 1990 1990 1991 1992 1993 1993 1995 1995 1997 More games made with SCUMM SCUMM Way ahead of its time Room script 1 Script 2 Object script 2 Object script 1 Cut-scene script 1 Script 1 Script 4 SCUMM Script 3 Room script 2 SPUTM Data Example script – Maniac Mansion script clock-tick { do { clock-state = not clock-state object living-room-clock state clock-state play-sound clock-tick break-here 60 } } Source: http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC Example script – Maniac Mansion cut-scene { ... actor nurse-edna in-room edna-bedroom at 60,20 camera-follow nurse-edna actor nurse-edna walk-to 30,20 wait-for-actor nurse-edna say-line nurse-edna "WHATS'S YOUR POINT ED!!!" wait-for-talking nurse-edna ... } Source: http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC Example script – Maniac Mansion (cont.) onFrame() { … if(getLoc(nurse-edna) == (30,20)) { if(waiting_for_line) { if(doneTalking(nurse-edna)) { cut-scene { … ... } actor nurse-edna in-room edna-bedroom at 60,20 } camera-follow nurse-edna else { actor nurse-edna walk-to 30,20 sayLine(nurse-edna, wait-for-actor nurse-edna "WHATS'S YOUR POINT ED!!!“) say-line nurse-edna "WHATS'S YOUR POINT ED!!!" waiting_for_line = True wait-for-talking nurse-edna } ... … } } … } Become a Scummlet http://www.wilmunder.com/Arics_World/Games.html Cooperative multi-tasking -
Lucasarts-98Catalog
01-092 PRICE $39.95 PLATFORM Windows 95 CD-ROM CATEGORY Meet Manny Calavera-suave, debonair Grophic Advenlure; Single-play travel agent in the Land of the Dead. AVAILABILITY Lately some of his customers have been Now getting bilked out of the "eternal rest" promised in the color brochures. What's a working stiff to do? Plunge headlong into an engrossing film-noir adventure of corruption and deceit, sprinkled with a huge dose of wry humor and amazing 3D graphics. Once you fall for Manny's ITEM# charms, you may never stop playing. 18-013 GRIM FANDANGO STRATEGY GUIDE The official handbook of tips, tricks ORDER INFORMATION and inside moves for power-players Grim Fandango #01-092 ········· . ...... $39.95 and beginners. Grim Fandango Official Strategy Guide #18-013 .......... .........$19.95 Or 24 hours a day www.lucasarts.com i Cata log Minimum WIN.95 RAM Minimum Recommended Game Title Page# Operating System Compatible Required Processor Processor Afterlife - PC p.22 MS.DOS 6.0 Ye• 8M8 486DX2/66 486DX2/66 Afterlife - MAC p.22 Moc OS 7.1 8M8 68040 33 mhz Power PC l.i r"C:'t.~ba·i ·ciaiii<i ·~ · Pi: .. · · .. .. .... j;:2s ·· .............. · "i:iS:oofaii .. No 64ok ~~~(1 : ~ ..... ' .. :::: :::: :~~:~ :::: .. Balii'I~~--~ ' (:°t\~mpion~ ·:.: PSx p. 13 ·· · · · · · · ..... · .. ·. ··. ·· · · ·. ·· .. ·· · ·. .................. .. 28i;/16' ............. 28i;/1'6 Ci~s~·i~ · Adv·~~t~;~~ · :: · pc ·· .......... · ··p-.24 · MS.COS 3.0 No 640k Dari<. F;;;c;;;· ~ PC: ·· · · · · · .. ·· · · · · · · · · .. ·· · · .;.i1 MS.DOS 5.0 Ye• 8MB .. ·:ia6ox/:i3 "is6ox/:i3 · Dark Farces - MAC p.21 Moc0571 8MB 68040 68040 33 mhz Dark Forces - PSX p.13 ... .. ................ Day·.; f ih&.r& .~ia~·1 ;; ·::·lie· ·p:24" MS.DOS 5.0 No 4MB 286 386/33 Day of the Tentacle - MAC p.24 Moc OS 7.1 8MB 68040 68040 . -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
The Illusion of Control in Grim Fandango and Virtual Spaces
City University of New York (CUNY) CUNY Academic Works School of Arts & Sciences Theses Hunter College Summer 8-10-2017 “On soulless feet we cross the floor...” The Illusion of Control in Grim Fandango and Virtual Spaces Christina Cicchetti CUNY Hunter College How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/hc_sas_etds/219 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] “On soulless feet we cross the floor...” The Illusion of Control in Grim Fandango and Virtual Spaces By Christina Cicchetti Submitted in partial fulfillment of the requirements for the degree of Master of Arts in Literature, Language, and Theory Hunter College, The City University of New York 2017 Thesis Sponsor: 8/14/17 Jeff Allred _______________ ___________________________________ Date Signature Professor Jeff Allred 8/14/17 Amy Robbins _______________ ___________________________________ Date Signature of Second Reader Professor Amy Robbins Compared to the messy, organic landscape of the material world, games provide their players with reliable satisfaction through their clear goals, black-and-white rules, and informative feedback. Cognitive scientist Marvin Minsky argues that “Our connection to the real world is very thin, and our connection with the artificial world is going to be more intimate and satisfying than anything that’s come before” (Minsky). Minsky suggests that the deliberate construction of games satisfies a longing for control that is not satiated by the material world. Gaming, like literature, uses the mechanics of its medium to tell stories. -
Download the Grim Fandango Novel by Charles Frederick
2nd Edition, June 2008 Grim Fandango is copyrighted by LucasArts Entertainment Company LLC. Portions of this novelization are original to the author. More than likely the game’s copyright covers those as well although it’s unlikely anyone would ever care to debate the point. 1 Grim Fandango enter Dying Everything began when I died. Life doesn’t count. I fouled that up good but death gave me a second chance I never expected, so this is where I’m beginning: Judgment Day. I got one hell of a shock after I died. When the reaper handling my case brought me in, he told me that I had to remain in the Land of the Dead indefinitely. Since I hadn’t expected there to even be a Land of the Dead, I needed an explanation for what was happening and why. But I didn’t get one, not really. Not one that made much sense at first. He told me that I had a debt to work off, a moral debt. I asked him what that meant. “Mr. Calavera…” the reaper began. “Call me Manny,” I said. The reaper didn’t smile, of course, not with an inflexible bone face; but I sensed, somehow, that he would have been smiling if he could. “Manny,” he said. “With a record like yours, you won’t be allowed to continue on to the Ninth Underworld for some time. You’re debt will have to paid off.” I noticed he hadn’t really answered the question. “Suppose I walk or hitch a lift? Forget the train or bus or whatever.” “Manny, listen to me: do not try to leave town. -
08 Indiana Jones and the Fate of Atlantis Klassiker Der
Klassiker der Spielegeschichte 08 Indiana Jones and the fate of atlantis 09. Dezember 2010 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] Lucas Arts Adventures Monkey Island 3, 1997 Grim Fandango, 1998 Monkey Island 4, 2000 Indiana Jones and the Day of the Tentacle, 1993 Loom, 1991 Fate of Atlantis, 1992 Sam & Max, 1993 The Dig, 1995 Full Throttle, 1995 Labyrinth, 1986 Maniac Mansion, 1986 Zak McKracken, 1988 Indiana Jones and the Monkey Island 1, 1990 Monkey Island 2, 1991 Last Crusade, 1989 Adventure-Filmadaptionen der 80er Sierra Hi Res #6 : The Adventure International: The Adventure International: Datasoft: The Neverending Lucasfil Games; Activison: Dark Crystal, 1983 Adventures of Buckaroo Gremlins, 1985 Story, 1985 Labyrinth, 1986 Banzai: Across the Eighth Dimension, 1984 Adventure-Filmadaptionen der 90er IBM: Jungle Book 1996 Sales Cure: Lawnmover Man, Capstone: Wayne‘s World, 1993 IBM: Jungle Book, 1996 1993 Psygnosis: Die Stadt der Westwood: Blade Interplay: Casper, 1996 Activision: Muppet verlorenen Kinder, 1997 Runner, 1997 Treasure Island, 1996 Indiana Jones Franchise Last Crusade (1989) Raiders of the Lost Ark (1982) Temple of Doom (arcade) (1985) · Revenge of the Ancients (1987) · Temple of Doom (NES) (1988) Last Crusade (1989) Last Crusade (1991) The Pinball Adventure (1993) Greatest Adventures (1994) Fate of Atlantis (1992) Young Indiana Jones (1992) Desktop Adventures (1996) Infernal Machine (1999) Emperor's Tomb (2003) Lego Indiana Jones: The Original Adventures (2008) -
Diffusione Delle Avventure Grafiche E Degli Story Games Ai Primi Di Luglio 2018
Diffusione delle avventure grafiche e degli story games ai primi di luglio 2018 A seguito di una collaborazione tra più programmatori, è stato possibile, tra la fine di giugno e l'inizio del luglio 2018, estrarre il numero di giocatori attivi per titolo su Steam, basandosi sugli achievement ottenuti. Dopo il 4 luglio, Steam ha reso le cifre approssimative, segando le gambe di questo metodo. Nel frattempo tuttavia la lista è stata pubblicata qui: https://bit.ly/2u3prGU. Ho deciso di elaborare quattro classifiche, riguardanti il numero di giocatori attivi sulle avventure classiche basate su enigmi, sulle contemporanee avventure “narrative” e sui titoli pubblicati dalla Double Fine, più una megaclassifica che fondesse le prime due. Sventuratamente, questo nuovo metodo di rilevazione, pure più affidabile del vecchio di Steam Spy, si basa sugli achievement, perciò tutti i giochi che non li supportano non compaiono in lista. Ci sono illustri assenti come le avventure LucasArts non rifatte, le avventure Telltale fino al 2011 o la Special Edition del primo Monkey. NOTE IMPORTANTI Usare questi numeri per dedurre il successo economico del gioco, dell'editore e/o dello sviluppatore sarebbe un grave errore. Ecco quattro ragioni. In primis, tanti titoli di queste liste sono multipiattaforma: Steam non registra le versioni console o mobile, sempre più perseguite dagli editori (per non parlare delle copie PC vendute su altri canali come GOG). In secondo luogo, l'algoritmo non tiene conto del prezzo di vendita. Più il gioco è vecchio, più è probabile che venga venduto a meno o finisca in saldo, fino al 90%. Per questa ragione trovate indicate le date di pubblicazione: se volete confrontare le performance di due prodotti, vi consiglio di dividere le singole cifre per gli anni di permanenza sullo store: il confronto non sarà ancora affidabile al 100%, ma sarà un po' più equo.