[HN Gopher] The Curse of Monkey Island
       ___________________________________________________________________
        
       The Curse of Monkey Island
        
       Author : cybersoyuz
       Score  : 145 points
       Date   : 2024-04-19 16:25 UTC (6 hours ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | hiddencost wrote:
       | Probably the single most impactful game I played growing up.
       | 
       | Some really incredible adventure games came out of that era. Loom
       | and Grim Fandango spring to mind.
        
         | thefaux wrote:
         | The concept and feel of Loom were wonderful. I wish it had been
         | longer, but probably my personal favorite of the group.
        
           | wsc981 wrote:
           | On the Mac it was a quite beautiful game. Later on I tried
           | different (Windows / DOS) versions with ScummVM but they're a
           | disappointment. Same with Indiana Jones and the Last Crusade.
           | I am not sure if the Mac versions are playable in ScummVM.
        
         | el_benhameen wrote:
         | Impactful indeed. I remember a lot of games for being fun,
         | having impressive graphics, etc. But the MI series instilled in
         | me a sense of nostalgia and longing for a time and a place that
         | I've never been and that never really existed, and it's a
         | feeling that I still get when I think about the games or hear
         | the music from them.
        
       | leshokunin wrote:
       | Reminder that this game, and all the DOS era titles, are neatly
       | documented and ready to play via eXoDOS 6 or eXoSCUMMVM.
        
         | Gormo wrote:
         | Or just directly available on archive.org.
        
         | billwashere wrote:
         | Never heard of exoscummvm but https://www.scummvm.org/ is the
         | original site. I spent a lot of time playing Monkey Island the
         | ds version of scummvm.
        
         | criddell wrote:
         | I wonder if Curse of Monkey Island would translate well to the
         | iPad?
        
       | YakBizzarro wrote:
       | Just a masterpiece. The graphics and musical are just wonderful
       | and inspiring. Enigms are good and the story solid. Plus I played
       | it when I was young, so it's special to me
        
       | pshc wrote:
       | > It nails that mixture of whimsy, cleverness, and sweetness that
       | has made _The Secret of Monkey Island_ arguably the most beloved
       | point-and-click adventure game of all time.
       | 
       | > During the latter 1990s, when most computers games were still
       | made by and for a fairly homogeneous cohort of young men, too
       | much ludic humor tried to get by on transgression rather than
       | wit; this was a time of in-groups punching -- usually punching
       | _down_ -- on out-groups. I'm happy to say that _The Curse of
       | Monkey Island's_ humor is nothing like that.
       | 
       | Well said. Game has aged beautifully.
        
         | soneca wrote:
         | For such a male-dominated industry creating a game for a
         | largely male audience, it is impressive how well and positively
         | women were portrayed in the MI games.
         | 
         | Elaine in particular is brave, smart, skillful, a leader, but
         | also loving, kind. The character is not flattened to a single
         | characteristic or narrative function. Even when she needs to be
         | saved, when you get there, she already saved herself (in MI 1
         | or 2, I don't remember).
        
           | turbosepp wrote:
           | This is one of the things I really really liked in the
           | original two MIs. The characters ...and especially the
           | relation between tough Elaine and Guybrush ("you're so
           | helpless and cute"). I think they did not get this "right" in
           | the newest part and it's my main problem with it.
        
           | Rinzler89 wrote:
           | _> For such a male-dominated industry creating a game for a
           | largely male audience, it is impressive how well and
           | positively women were portrayed in the MI games. _
           | 
           | Wait a second, why is that surprising? As if to you,
           | something being male dominated must usually mean women being
           | portrayed negatively by men, and if they're not then it's a
           | surprise.
           | 
           | Sorry, but your comment just reeks of sexism by assuming
           | mens' default is to not have a positive portrayal on women.
        
             | orwin wrote:
             | I do think it is more about wide feedback than 'men can't
             | portray women well'. It's easy to overcorrect or make weak
             | characters (not only women) when you're in a monoculture
             | and your feedback come from the same kind of people. My
             | example is Raymond E. Feist. His characters (especially
             | female, but not only) were really weak before he partnered
             | with Wurts (which, in my opinion, gave birth to their best
             | work), and in all his following books all his characters
             | were way better than in his first works.
        
             | handoflixue wrote:
             | It's not sexist to acknowledge reality, and back in the 90s
             | male-dominated media very much did have a tendency to
             | portray women badly. The further back you go, the worse the
             | problem gets.
             | 
             | In general, society has moved to be less and less tolerant
             | of bigotry over time. Given that, you should expect that
             | older media will be more bigoted than we currently
             | tolerate.
        
           | dylan-m wrote:
           | I adored this in Return to Monkey Island, as well. Elaine and
           | Guybrush just have a ... functional relationship. They love
           | and support each other and they get along well. It's an
           | important part of them as characters, but it's just there,
           | and you don't have to worry, and the plot doesn't revolve
           | around it. I found it refreshing.
        
             | Tarsul wrote:
             | actually, I found their relationship in Return to Monkey
             | Island really weird. In that Elaine forgives basically
             | _everything_ that Guybrush does, even in the last act. It
             | 's (somehow) understandable wrt to the ending itself, but
             | it certainly was out of character wrt the older titles in
             | the series and as such I did not like it.
        
             | 7thaccount wrote:
             | Is that the latest game? I played it on the Switch and it
             | seemed like there was a reference on the island that she's
             | cheating on him or something.
        
               | iosonofuturista wrote:
               | Not cheating, the reference (a tree carving IIRC) would
               | be in the tree before the events of the first game of the
               | series, so before guybrush would have met Elaine. It's
               | understandable that she would have lovers before
               | guybrush, but the implication that one could have been
               | the big bad LeChuck, makes guybrush fume, even if it's
               | just an initial.
        
           | raverbashing wrote:
           | Definitely way better than a guy who was given a name based
           | on a generic file name and type!
        
           | Gormo wrote:
           | The adventure game market wasn't quite so male-dominated,
           | especially where Sierra was concerned, with a large number of
           | female game designers, and multiple influential games with
           | well-developed female protagonists 1-2 years before even the
           | original Monkey Island came out.
        
         | Terr_ wrote:
         | > too much ludic humor tried to get by on transgression rather
         | than wit
         | 
         | I suppose the contemporaneous comparison there would be Leisure
         | Suit Larry? [0]
         | 
         | [0] https://en.wikipedia.org/wiki/Leisure_Suit_Larry
        
         | Gormo wrote:
         | Is that really true, though? I can't think of any significant
         | examples of games from the '80s or '90s that involved "in-
         | groups punching... on out-groups", unless the out-groups in
         | question were space aliens, nazis, fantasy monsters, hostile
         | AIs, or the like.
         | 
         | Monkey Island is an absolute classic, of course, but this
         | particular point feels almost like a retcon of present-day
         | cultural assumptions into a specific context in the past where
         | the objects of this criticism weren't really quite so present.
        
           | cess11 wrote:
           | Duke Nukem and Shadow Warrior would be pretty obvious
           | examples. Someone else mentioned Leisure Suit Larry.
           | 
           | I'd like to mention Samantha Fox Strip Poker as well, though
           | it's a bit more subtle than "punching".
        
         | geopurcell wrote:
         | Virtue signalled.
        
         | redeeman wrote:
         | its almost as if most men are not crazily sexist pigs, that
         | only cares about scantily clad female characters in video
         | games. Its ALMOST as if there is much much to it than that
        
       | soneca wrote:
       | Great article for a great game. I loved every Monkey Island game
       | (maybe just "liked" the 4th). I even loved the ending of this
       | last one, that was, again, controversial.
        
       | manbash wrote:
       | What a great game. The "mega monkey" difficulty had me attempting
       | every possible combination with my inventory items.
        
       | sentrysapper wrote:
       | I loved this game growing up, but never got around to finishing
       | it. I've been going back and playing point & click adventures
       | like Grim Fandango and Broke Age. IMO that genre didn't age well.
       | So many interactions are counterintuitive and I inevitably feel
       | like I have to read a guide in order to proceed with the
       | narrative.
        
         | doublerabbit wrote:
         | You had to have the patience.
         | 
         | My older brother loved the Myst series, DoTT, Sam & Max and as
         | a younger brother who used to sit and watch him play games, I
         | got bored. His way of shoving me out the room because I would
         | then hear him play GTA and not be allowed back in...
         | 
         | It's the same with any of those games. Day of the Tentacle, Sam
         | & Max. -- You need that logical and forward thinking mindset
         | and an attention span greater than 3 seconds. It's an niche
         | genre and not for everyone and now it's a genre that's lost
         | with time just because how the world is nowadays. Who has four
         | hours to point and click around a realm?
         | 
         | I meanwhile just wanted to frag folk and jump around a CTF map
         | on Quake 3.
        
           | Rinzler89 wrote:
           | _> You need that logical and forward thinking mindset and an
           | attention span greater than 3 seconds_
           | 
           | Not only that but you do need a lot of free time as well. As
           | a kid I had the patience and time to push through point and
           | click games, now as an adult with responsibilities I don't.
           | If I only have 30 minutes per day to spend on gaming it's
           | gonna be too short to invest in those kinds of games but just
           | enough time for a few rounds of Q3 arena or such.
        
           | jerf wrote:
           | On the plus side, in the modern era, you can easily find a
           | walkthrough to help you through whatever. Though many are not
           | well-structured to avoid spoilers when you drop into the
           | middle of them.
           | 
           | I don't do a ton of adventure gaming, but I have gone through
           | most of the episodic Sam & Max games. I estimate about 1
           | walkthrough consult per 2 games overall, and about a 50/50
           | split between "oh crap I should have gotten that myself" and
           | "oh, I was never going to get that" results (with the
           | occasional "oh I was right and I just didn't click on the
           | right thing or notice the tiny little widget" that _really_
           | makes me glad I just looked).
           | 
           | Day of the Tentacle was probably the largest game I've done
           | with 0 consults, though I was probably stuck enough to
           | justify it a couple of times. One of the heights of the
           | genre, there.
        
             | giobox wrote:
             | Day of the Tentacle is also one of the few point and clicks
             | I've finished from beginning to end without consulting a
             | walkthrough. This is actually one reason that I personally
             | prefer it to COMI, the puzzles in DOTT generally are
             | sensible/logical for the most part, especially by genre
             | standards.
             | 
             | The absolute worst puzzle for me remains the infamous
             | Broken Sword/Circle of Blood Irish goat scene:
             | 
             | > https://en.wikipedia.org/wiki/The_Goat_Puzzle
        
         | solardev wrote:
         | Even back then, excessive "pixel hunting" was a frequent
         | complaint of the genre. You basically just had to click around
         | randomly and try different inventory item permutations by trial
         | and error until something happens.
         | 
         | On the other hand, modern Games like Baldur's Gate 3, while not
         | really an adventure game, gives you so many different ways of
         | solving each puzzle or encounter. It's never pre scripted to
         | only one solution, but you can really use your imagination.
         | 
         | Relevant tropes:
         | 
         | https://tvtropes.org/pmwiki/pmwiki.php/Main/PixelHunt
         | 
         | https://tvtropes.org/pmwiki/pmwiki.php/Main/MoonLogicPuzzle
        
           | Agingcoder wrote:
           | I was a huge adventure game fan back in the 90s, and I also
           | completed BG3 a few months ago ( it took me a solid 6 months
           | to finish the game ). Quite frankly, I truly think there are
           | no puzzles whatsoever in bg3. Very very very occasionally you
           | need object X to satisfy character Y, but that's about it. I
           | think this is partly due to the game changing directions
           | based on what you do ( so you can't get stuck and therefore
           | there's no puzzle solving !) , but I never had the same
           | feeling I had with monkey island, fate of Atlantis etc.
        
             | solardev wrote:
             | Maybe they're not strictly "puzzles" in the traditional
             | LucasArts or Myst sense, but maybe more like "problems".
             | That is, you have a lot of agency as a player in
             | determining the outcome of your quests, companions, world
             | events, etc., and you're not tied into any one way of
             | achieving those. Given a quest, it's never just "gather X,
             | put them together in Y fashion, then use them to Z".
             | There's almost always a way to talk your way to a different
             | solution, or use violence, or subterfuge, or a spell, or
             | shapeshifting, or jumping/flying over the location, etc.
             | 
             | I wasn't arguing that BG3 is a puzzle/adventure game (sorry
             | if that was unclear), but that it doesn't suffer from that
             | "only one esoteric and preposterous solution" that 90s-era
             | adventure games often had (looking at you, Sierra
             | Entertainment especially, with puzzles like needing to
             | stick a banana into a jetpack to stop a killer robot: https
             | ://spacequest.fandom.com/wiki/W-D40#Game_Involvement... and
             | that was the only way to proceed).
             | 
             | By contrast, in BG3 you can beat the game in many different
             | ways, leading to completely different outcomes (and
             | playtimes). I did a physics-based playthrough that mostly
             | just shoved and threw people around and off cliffs, with no
             | idea who they were or what they wanted from me, but the
             | game gave me the freedom to do that. It's also possible to
             | do a mostly peaceful playthrough with a lot of talking
             | (yawn).
             | 
             | The Owlbear cave is a good example (no spoilers... but
             | there's a lot of different outcomes for the mother and
             | child owlbear, depending on your party makeup and actions
             | etc.)
             | 
             | Games these days are a lot better at giving you different
             | ways to solve a situation (or the entire game), not just
             | following a strictly linear puzzle/narrative/questline.
             | It's like the opposite of the "Moon Logic Puzzle" trope.
        
               | Agingcoder wrote:
               | Ah ! I had indeed misunderstood you, thanks a lot for the
               | clarification.
               | 
               | We definitely agree. I thoroughly enjoyed bg3, and
               | remember feeling no resistance because things would play
               | out the way I wanted them to happen.
               | 
               | Apart from the occasional fighting parts, I've wondered
               | quite a bit about what makes bg3 a challenge - and I
               | still don't have the answer, probably because there's
               | little to no challenge in bg3. I've decided though that
               | the game is not about the technical challenge ( or any
               | challenge for that matter ) but about the fact that you
               | can freely bend the story to your wishes , and do things
               | the way you want, and the problems you solve are the ones
               | that, to some extent, you choose to create / address -
               | what you call 'problems' and I agree with you.
               | 
               | This makes the game structurally different from COMI (
               | which is about solving puzzles so about meeting some kind
               | of challenge ), but neither more nor less enjoyable-
               | they're just different games.
        
       | guy4261 wrote:
       | > In more practical terms, however, it steered the burgeoning
       | Monkey Island franchise straight into a cul de sac with no
       | obvious escape.
       | 
       | Without getting into (almost any specific) spoilers of the last
       | 10 seconds of the game... this claim is completely untrue. The
       | hint at a sequel is right there in the open, as the ending
       | implies LeChuck is still at large.
        
         | COGlory wrote:
         | #2, not #3
        
           | mrob wrote:
           | At the end of MI2, "Chuckie" looks at the screen and his eyes
           | flash, implying he's still really LeChuck. Additionally,
           | there's scene of Elaine speculating about a voodoo curse. Ron
           | Gilbert never "sequel-proofed" the game; the route that MI3
           | takes was deliberately left open.
        
       | asicsarecool wrote:
       | The greatest adventure game of all time. Larry Ahern is a genius
        
       | forrestthewoods wrote:
       | Such an underrated game. I wish they would remaster it in high
       | res. The art style is stunning and holds up.
       | 
       | And let's not forget it introduced Murray the Skull to the world!
        
       | wkat4242 wrote:
       | I was always a, huge fan of this one. It's my favourite in the
       | series.
       | 
       | Monkey Island 1 was also good. But 2 was too complicated and the
       | puzzles too contrived. And it was soooo slow on Amiga. But 3,
       | wow. I love the art style, the way the characters are drawn, the
       | jokes etc. The goodsoup family. It was a really great game.
       | 
       | In contrast, 4 was really ugly with its primitive 3D graphics,
       | stupid Starbucks jokes etc.
        
         | 77pt77 wrote:
         | > And it was soooo slow on Amiga
         | 
         | Wasn't that the one with 10 floppy disks or something?
        
         | zizee wrote:
         | Monkey wrench anyone?
        
       | thaumasiotes wrote:
       | > The danger of increased resolution and color count was always
       | that the finished results could veer into a sort of photo-
       | realism, losing the ramshackle charm that had always been such a
       | big part of Monkey Island's appeal.
       | 
       | This is a weird perspective; _The Secret of Monkey Island_
       | already uses photorealistic graphics. _Curse_ is much cartoonier.
        
       | doublerabbit wrote:
       | This song, and that you could choose the lyrics. Ingenious.
       | 
       | https://www.youtube.com/watch?v=_XUtvLzUSB0
        
       | runeb wrote:
       | An excellent write up on this great game! One particularly
       | striking element of Curse to me is the soundtrack. Michael Lands
       | compositions for the series is absolutely perfect in this high
       | fidelity form. The familiar themes from the earlier games take on
       | a whole new dimension and the music has its own narrative which
       | perfectly complements the visuals and gameplay. A masterpiece in
       | its own right. I still find myself loading it up on YouTube and
       | playing it in the background while working or doing house chores.
        
       | FpUser wrote:
       | Music from The Secret of Monkey Island is in my favorites
        
       | jl6 wrote:
       | A great retrospective.
       | 
       | I have nothing but praise for this game. It's a standout example
       | of how great art transcends its medium. Despite the technical
       | limitations of the mid-90s, it's still a beautifully drawn,
       | beautifully scored joyful experience.
       | 
       |  _A Pirate I Was Meant To Be_ is on our family playlist for long
       | car journeys with the kids.
       | 
       | Also, I'm not sure if this can ever be proven, but I'm convinced
       | the chain of influence from _Pirates of the Caribbean: The Ride_
       | to _Pirates of the Caribbean: The Movie_ goes at least partly via
       | Monkey Island.
        
         | egypturnash wrote:
         | Tim Powers' pirate fantasy book _On Stranger Tides_ is a very
         | important link in this chain. Gilbert 's said it was a major
         | influence, and the first _Pirates_ movie had a lot of _Tides '_
         | vibes. _Pirates 4_ was a straight-up adaptation of the book.
         | 
         | https://en.wikipedia.org/wiki/On_Stranger_Tides#Influence_on...
        
       | Tarsul wrote:
       | I replayed 3 and 4 a few years ago. And I have to say that the
       | jokes in 4 were better. Who is with me? ;)
        
       | nidnogg wrote:
       | I dunno, I recently came off of a couple of Monkey Island 1 - 2
       | playthroughs and after starting this one, I couldn't help but
       | feel that it was very laborious to talk to a few NPCs - some
       | conversations would last way longer than I remember. It's funny
       | because this is what I treasured the most about the previous
       | games.
       | 
       | I ended up shelving it for the time being. Maybe it takes off
       | after a while? Could always give another shot.
        
       | legitster wrote:
       | I'm really surprised a Monkey Island movie hasn't been made yet.
       | 
       | Yes, the Pirates of the Caribbean movie originally started as a
       | Monkey Island screenplay. But that franchise is basically dead
       | now, and with the popularity of sassy, fourth-wall breaking
       | sendup movies I think it would do gangbusters.
       | 
       | The lore and the humor and the characters are already there -
       | it's a shame they are locked to this increasingly small audience
       | of people who have patience for point and click adventure games.
        
       | Agingcoder wrote:
       | I love that game, along with Fate of Atlantis and Day of the
       | Tentacle - but this has to be my favorite one.
       | 
       | For some reason I never quite understood, it wasn't that well
       | received when it came out. My stance on this one hasn't changed
       | in 27 years and I firmly believe it is the pinnacle of the genre
       | : incredible art, hilarious, crazy but somehow logical puzzles,
       | great music, and above all extraordinarily well written. Very
       | very few games had me laugh in front of my computer. And don't
       | forget the brilliant voice acting.
       | 
       | I've just bought the latest title in the series but haven't
       | played it yet - I somehow fear it won't be able to match COMI. I
       | will also be introducing my kids to this incredible work of art -
       | they will never hear about this from their friends at school, and
       | I feel this is typically the kind of thing I can and probably
       | should share as a parent.
       | 
       | Lucas folks, thanks for making this game.
        
         | probably_wrong wrote:
         | I think the reason CoMI wasn't well received was a combination
         | of adventure games being on the way out (so not a great sale
         | for casual gamers) and Ron Gilbert not being involved in it (so
         | not a great pitch for fans either). But I have to agree that
         | some of my favorite Monkey Island jokes came from this game,
         | and I appreciate their attempt at "straightening" the ending of
         | MI2.
         | 
         | As for the latest MI... it is my hot take that I would have
         | been better off not playing it. It's competently made and has
         | some good innovations for the point-and-click genre, but not
         | even the characters seem like they want to be there. Then
         | again, it has good ratings so other opinions exist.
        
       | atombender wrote:
       | As someone who grew up with these games, I played through and
       | liked MI3 when it came out it, but the graphics style always felt
       | off to me.
       | 
       | The exaggerated art style didn't mesh with that of the first two
       | games. The art style of the first two is of course whimsical, but
       | it's within the realm of photorealism. MI3, however, leans
       | heavily into the Chuck Jones style of cartoons, with huge heads
       | and spindly bodies, against super-exaggerated backgrounds where
       | not a single straight corner can be seen.
       | 
       | It's not just that Guybrush looks completely different in MI3 --
       | he's certainly not a tall, lanky fellow in MI1-2 (though in the
       | "remastered" versions LucasArts retconned his look) -- he feels
       | like an entirely new and different character. The world also
       | feels like a different universe entirely. It's a different
       | island, sure, but it just doesn't feel like the dark and
       | atmospheric environment of the first two games.
       | 
       | There's overall a weird lack of continuity here, and the heritage
       | of Day of the Tentacle is apparent. DotT is of course about as
       | Chunk Jones-y as you can get, with a huge dab of the wacky art
       | style of Ren & Stimpy and Animaniacs. MI3 feels designed by
       | people who wanted to do their own thing.
       | 
       | What's _really_ weird and off-putting is the art style of MI6. I
       | don 't know what they were thinking. I guess they didn't think
       | Guybrush was thin enough in the previous iterations?
        
         | wzdd wrote:
         | Going full wacky-pirate-adventure and changing the graphical
         | style is arguably better, though, than trying more closely to
         | imitate Gilbert and inevitably coming up short.
        
           | atombender wrote:
           | MI1-2 were already plenty wacky, though.
           | 
           | Claiming a sequel that aligned more with the look and feel of
           | the original couldn't have worked is neither here nor there,
           | because it was never attempted, and so it can't be dismissed
           | as the wrong way to go.
        
       | astlouis44 wrote:
       | And not to mention that you can play a demo of it in your
       | browser, thanks to this WebAssembly port!
       | 
       | https://news.ycombinator.com/item?id=40092627
       | 
       | https://personal-1094.web.app/scummvm.html
        
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