

Nowadays, of course, if you get stuck on an old game, you just look online for the solution-no need for helplines or hint books. Related, on Waypoint: Monkey Island Director Ron Gilbert Talks 'Thimbleweed Park' He was invincible-unless you really wanted to put his claim of being able to hold his breath for ten minutes to the test.Īnd if you do, at least the game has a laugh with you-the commands change from "open" and "close" to things like "bloat" and "decompose." And also: "Order hint book." This could mean a degree of using the most wildly random collectibles in the weirdest situations until something stuck, but there's always a surreal logic underpinning the game-and once that clicks, it's there for life.Īnd Guybrush couldn't be murdered by a ghost pirate, fall off a cliff edge to his doom, or collapse having been poisoned by a dodgier-than-usual batch of grog. You could easily pursue dead ends, leaving you with no way of advancing proceedings, or in the case of Maniac Mansion see your characters completely obliterated. LucasArts' own Maniac Mansion and Zak McKracken and the Alien Mindbenders were guilty of this. Its makers did the unthinkable for video games at the time: they made the game virtually impossible to lose at.Īdventure games prior to Monkey Island could leave their player stranded or, worse, kill them off entirely. As such, it was easy to make progress, quickly-and as a result, the player forms a greater connection with Guybrush than they ever had with previous LucasArts games' protagonists.īut it's not the (albeit brilliant) humor of Monkey Island that makes it special amongst adventure games, nor its simplified interface or star-in-the-making pirate wannabe. All 'The Secret of Monkey Island: Special Edition' screenshots courtesy of LucasArts/Disney Interactive.Ī frequently laugh-out-loud pirate adventure featuring the ostensibly hapless Guybrush Threepwood in the main role, Monkey Island refined the SCUMM engine to make what was already an accessible system even more user friendly.
