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#MONKEY ISLAND SWORD MASTER FREE#
If I was going to do Insult Sword Fighting in a future game, I’d make it more free form allowing the player to be clever and construct their own sentences.ĭuring the early stages of the Monkey Island design, we would watch old Errol Flynn era pirate movies. There is a point where you say « I get it », but your still forced to go though the motions again and again. While Insult Sword Fighting is one of the first things people think of when they hear Monkey Island, I thought it seemed little tedious (but fun) as I played though it again. It seems obvious to me: a period ends a sentence. Most people know you can hit the period key to skip a single line of dialog, but I’m surprised when I run into people that don’t know why I chose the period key. It’s called Game Play! It would be hard to make an adventure game today where players were forced to hunt for small objects. The very small « hot spot » areas are very annoying today but they were accepted back then they were even considered a good thing. Someone please turn off the lights, and I’ll start the projector. If the answer contain interesting information or fuels a good story, I’ll add it to this list. If anyone has specific questions about Monkey Island 1 or 2, feel free to ask them in the comments or send them to me. My life is forever intertwined with this game and some of these are more reflective than anything else.Ĥ) It’s been almost 20 years. The original original version used 16 colors and the inventory was text only.Ĥ) These are only « some-what » in order.ģ) You may disagree with me on some of these, and that’s perfectly OK.
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Much like the experience of watching the Maniac Mansion Speed Run, it bought back a lot of memories and little tid-bits of facts, so I started keeping notes and in celebration of all things Monkey Island, I thought I’d share them.ġ) Some of this I’ve written about before, so I apologize if I’m wasting your time.Ģ) I was playing the VGA version that was released after the original EGA version. It’s probably been 15 years since I sat down and really played it. I know this will come as a shock to many of you, but I don’t spend my evenings playing through Monkey Island. Might be a good time to start hording canned goods.Ībout a year and a little more ago, as I began designing the uber-awesome DeathSpank at Hothead Games, I played all the way through The Secret of Monkey Island to refresh myself on the puzzles and dialog. Ron Gilbert, Dave Grossman and Tim Schafer all have games coming out. This next year is going to be very interesting. It’s strange and humbling to see something you created 20 years ago take on a life of it’s own. I am very exited for both of these games. I had the great pleasure of spending a few days with Dave Grossman, Mike Stemmle and the rest of the TellTale crew getting my head into Guybrush Threepwood again. The second secret is that TellTale is doing an episodic version of Monkey Island.
#MONKEY ISLAND SWORD MASTER HOW TO#
Hopefully this will open up the pure pleasure that is Monkey Island to a whole new generation of gamer that knows only how to use a console controller. Several months ago I was invited to LucasArts to get a sneak preview. The first is the re-release of The Secret of Monkey Island. Over the past few months, I’ve been the vessel for a couple of very exciting secrets and it’s been really hard to not give someone the nudge-nudge-wink-wink-don’t-tell-anyone, but I couldn’t. I’m so good at it people actually send me death threats. Le 1 Juin 2009 par Ron Gilbert (Original Concept, Design, Programming, Interpreter / Development System, Writing / Dialogue / Story)ġ9 ans après la sortie du jeu The Secret of Monkey Island