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Показаны сообщения с ярлыком Lucas Arts. Показать все сообщения

вторник, 11 февраля 2014 г.

The Dig


The Dig is a graphical point-and-click adventure game developed by LucasArts and released in 1995 as a CD-ROM for PC and Macintosh computers. Like other LucasArts adventure games, it uses the SCUMM engine, and features full voice-over soundtrack including notable voice actors Robert Patrick and Steven Blum, and a digital orchestral score. The game uses a combination of drawn two-dimensional artwork and limited pre-rendered three-dimensional movies.



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A group of scientists discovers an asteroid that is on its way to a collision with the Earth. Is there any way to prevent the disaster? Boston Low, a NASA veteran, is sent to command a space expedition on the asteroid. Accompanied by the journalist Maggie Robbins and the archaeologist Brink, Boston investigates the asteroid and finds a strange structure that undoubtedly belongs to an alien civilization. During the course of investigations, the team finds itself on a seemingly deserted planet. To their surprise they discover that it is hollow, and that there is evidence of alien technology inside. They try to figure out what it is for... when suddenly it is transformed into a crystal-like spacecraft and they find themselves hurtling through space at warp speed, across the galaxy to the planet of origin. Where are they now, and why were they brought here? And more importantly, how will they ever figure out a way to get back home? Wherever home is now. They find themselves on a planet that was obviously once inhabited by a highly evolved civilization. Yet now it is a hostile world, desolate and abandoned with no sign of anyone anywhere, and none of the artifacts make any logical (human) sense. They know that somehow they're going to have to learn how these aliens thought, and maybe even why they're gone now, in order to be able to understand their technology and get back home. So they split up to increase their chances of finding something helpful. "Dig" is a point-and-click adventure game with a simple one-cursor interface and more complex puzzles than usually encountered in LucasArts' adventures. Despite having a serious story, the game follows in many ways the tradition of LucasArts' humorous adventures. It's also based on a story of Steven Spielberg and was highly anticipated before its release.

Full Throttle


Full Throttle is a computer adventure game developed and published by LucasArts. It was designed by Tim Schafer, who would later go on to design Grim Fandango, Psychonauts and Brütal Legend. The game features voice actors Roy Conrad and Mark Hamill. It was released on April 30, 1995. It is the tenth game to use the SCUMM adventure game engine.



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You are Ben, leader of the Polecats, one of the toughest and meanest biker gangs on the road. You were just having a bit of good clean fun at the Kickstand bar when old man Corley, owner of Corley Motors, dropped by for a bit of reminiscing. Next thing you know, you wake up in a dumpster, someone tells you about an ambush (of your Polecats?) and you got mixed up in the greatest adventure of your lifetime. You must use your wits sometimes, but more often you must use brute strength, have a bad attitude, and resort to plain old-fashioned thievery to solve the problems you encounter. Full Throttle is one of the better known adventure games from LucasArts where you direct a character around a 2-D screen and solve a few puzzles along to the way. It also adds some arcade sequences. There is one place where you ride your motorcycle around and around on an old mine road, beating up other motorcyclists to gain more powerful inventory items with which to beat up yet other motorcyclists. You also participate in a demolition derby (this was the hardest part for me) where you have to steer clear of (or hit, as the case may be) other cars to reach an objective. The puzzles in this game are easier than usual because most of the inventory items get used in the same chapter in which you found them. There's lots of interesting characters (plenty of cliches, but put to good use), and your normal LucasArts SCUMM interface where something happens only when you pick an object to which you can interact. The cartoon-style animation is great and the cutscenes all look nearly TV-quality.

The Curse of Monkey Island


The Curse of Monkey Island is an adventure game developed and published by LucasArts, and the third game in the Monkey Island series. It was released in 1997 and followed the successful games The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge. The game is the twelfth and last LucasArts game to use the SCUMM engine, which was extensively upgraded for its last outing before being replaced by the GrimE engine for the next game in the series, Escape from Monkey Island. The Curse of Monkey Island is the first Monkey Island game to include voice acting, and has a more cartoon-ish graphic style than the earlier games.



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This is the third game in the Monkey Island series of popular comical computer adventure games released 6 long years after the previous game. It's the twelfth and last game to use the SCUMM engine, which was extensively upgraded for its last outing before being replaced by the GrimE engine for the next game in the series, Escape from Monkey Island. It's the first Monkey Island game to be voiced, and has a graphic style more cartoon-ish than the earlier games. After the vague and surrealistic ending of Monkey Island 2, Guybrush Threepwood is inexplicably found on the sea, after an undefined adventure he had, and his escape from the Big Whoop where he was trapped for an undisclosed period of time. He eventually approaches Plunder Island and and is startled to find that he has drifted right into the middle of a raging ocean battle between the demon pirate LeChuck and Elaine, his lost love! But unfortunately before he can join her, LeChuck captures him and here we go again, off on another "rollicking tale of swashbuckling adventure with dull blade and rapier wit"!

Sam & Max Hit the Road


Sam & Max Hit the Road is a graphic adventure video game released by LucasArts during the company's adventure games era. The game was originally released for MS-DOS in 1993 and for Mac OS in 1995. A 2002 re-release included compatibility with Windows. The game is based on the comic characters of Sam and Max, the "Freelance Police", an anthropomorphic dog and "hyperkinetic rabbity thing". The characters, created by Steve Purcell, originally debuted in a 1987 comic book series. Based on the 1989 Sam & Max comic On the Road, the duo take the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery.



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This classic adventure is one of the best loved games from LucasArts. You play Sam (a Canine Shamus) and Max (a hyperkinetic rabbity thing), the freelance police. Travel all over the US on the trail of a sasquatch named Bruno kidnapped from his place at the Hall of Oddities, and on the way visit locations like The World's Largest Ball of Twine, The World of Fish, and The Mount Rushmore Dinosaur Tarpit. The puzzles involve some of the most twisted humor in a LucasArts adventure game, and the dialogue including a non-sequitur option goes way over the top. Beside puzzles, there are also some action sequences, like Wak-A-Rat. Sam and Max Hit the Road has our heroes setting out on a bizarre manhunt, spanning the entire caricatured US of A. They encounter strange locations, entirely unhelpful clues, a cast of suspicious (possibly dim) characters, and a number of plot twists (one is a number, right?) that complicate their mission. Like previous LucasArts adventures, Hit the Road was based on the SCUMM story system. However, this game had a few notable new features. It was the first LucasArts adventure to feature an cycling verb point-and-click interface, that is, where the player right-clicks to select a different action icon, like "use" or "look at", rather than picking from a list of verbs at the bottom of the screen. Additionally, there were several 3D models integrated into the 2D environment at various spots throughout the game to create some sort of effect, a first for LucasArts. It was released simultaneously on floppy disk and CD-ROM; the CD version had a full voiceover soundtrack.

Indiana Jones and the Fate of Atlantis


Indiana Jones and the Fate of Atlantis is a point-and-click adventure game by LucasArts originally released in 1992. Almost a year later, it was reissued on CD-ROM as an enhanced "talkie" edition with full voice acting and digitized sound effects. In 2009, this version was also released as an unlockable extra of the Wii action game Indiana Jones and the Staff of Kings, and as a digitally distributed Steam title. The seventh game to use the script language SCUMM, Fate of Atlantis has the player explore environments and interact with objects and characters by using commands constructed with predetermined verbs. It features three unique paths to select, influencing story development, gameplay and puzzles.

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Indiana Jones is back! The great archaeologist and adventurer has to solve a grand mystery once again, aided by his trusty whip, his sharp wit, and his courage. A man who calls himself Mr. Smith is interested in a certain ancient statue. When the unsuspecting Indy hands it over to the client, he finds out that Mr. Smith is in fact a colonel in the Nazi army. Why was he so interested in that statue? A girl who had once worked together with Indy, the pretty red-haired (and a bit troublesome) Sophia, tells him the whole thing must have a connection with the legendary lost continent Atlantis. Gathering clues from all over the world, Indy and Sophia embark on their greatest journey. "Fate of Atlantis" is not a movie spin-off, but an independent adventure with a brand new story. The gameplay utilizes LucasArts' famous SCUMM system, with action verbs the player chooses from a menu; the objects that can be interacted with are highlighted. The game contains many puzzles of various kinds (mostly inventory-based) and dialogues with multiple choices. There are also a couple of hand-to-hand fights against the Nazis. The middle part of the game can be played in three "modes": co-operation (Indy and Sophia), adventure (Indy alone), and action (Indy alone, with less puzzles and more action). In each mode there are different locations to visit, different puzzles to solve, and different characters to meet. One of the best adventure games ever made and highly recommended for everyone.

Day of the Tentacle


Day of the Tentacle, also known as Maniac Mansion II: Day of the Tentacle, is a 1993 graphic adventure game developed and published by LucasArts. It is the sequel to the 1987 game Maniac Mansion. The game's plot follows Bernard Bernoulli and his friends Hoagie and Laverne as they attempt to stop the evil Purple Tentacle—a sentient, disembodied tentacle—from taking over the world. The player takes control of the three and solves puzzles while using time travel to explore different periods of history.



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This beloved adventure is the sequel to LucasArts' Maniac Mansion, and is widely considered one of the best adventures ever made. It's an insane, surreal adventure with a long and complex story and beautiful and gunny comic graphics. The Purple Tentacle, one of crazy Dr. Fred's creations, drinks contaminated water from Dr. Fred's Sludge'o'matic, mutates into an insane genius and grows arms, and now he's plotting to take over the world. In an effort to stop him, Dr. Fred sends the three insane friends, Bernard, Hoggie and Lavern back in time to yesterday, in order for them to turn off the Sludge'o'matic and stop the sludge from spilling into the river. Naturally, the cheap doctor uses a fake diamond over a real one in his time machine, which blows up sending Hoggie 200 years into the past and Lavern 200 years into the future. With the help of a few items you can pass through time with the use of the Chronojohn. Bernard, with the assistance of budding rock star Green Tentacle, has to find a non-imitation diamond in order to make the time machine functional once more, and Hoagie and Laverne both have to get back to their time machines and connect them to a power source, in order to team up again and finally defeat Purple Tentacle. The game uses the three time streams effectively, with several puzzles depending on actions in one era affecting the other eras. The player can switch between any one of the three playable characters at any time. The three protagonists can also share inventory items amongst themselves (at least, those items that can be stowed in a toilet), a feature that plays into many of the game's puzzles. It includes the entire original Maniac Mansion as a game-within-a-game which can be played simply by using Weird Ed's computer.

Monkey Island 2: LeChuck's Revenge


Monkey Island 2: LeChuck's Revenge is an adventure game developed and published by LucasArts in 1991. It was the second game of the Monkey Island series, following The Secret of Monkey Island, and the sixth LucasArts game to use the SCUMM engine. It was the first game to use the iMUSE sound system.



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This is a sequel to Secret of Monkey Island. Guybrush Threepwood is back again, and this time around is searching for the mysterious treasure called (drum roll, please) Big Whoop. Already having defeated LeChuck and becoming a pirate, he assumes it'll be smooth sailing on his new voyage. He only has a few things standing in his way--namely he's stuck on a strange island run by pirates, has no boat, no map to the treasure, and recently lost all of his material possessions to LeChuck's former right-hand man, Largo LaGrande. Not to mention the fact that Largo has stopped all pirates from setting sail. The evil ghost pirate LeChuck hasn't left the stage also. His subordinates are trying to bring him back from the dead one more time. Guybrush must also win back Elaine's love as their relationship hasn't gone well. The game utilizes the same command-based SCUMM interface and branching dialogue system that were used in its predecessor. The game features hand-painted graphics, many new locations, and plenty of challenging puzzles to solve.MI2 is considered by many fans and critics to be among the best of LucasArts' adventure games. Despite its popularity, its ambiguous and surrealistic ending drew criticism. It was also the first adventure game that in the beginning offered 2 levels of puzzle difficulty. The easy level had some puzzles and minor plot elements trimmed. In 2010, a special edition was released featuring high-definition graphics, a re-mastered musical score, full voiceover, and an in-depth hint system.

The Secret of Monkey Island

The Secret of Monkey Island is a 1990 point-and-click graphic adventure game developed and published by Lucasfilm Games. It takes place in a fantastic version of the Caribbean during the age of piracy. The player assumes the role of Guybrush Threepwood, a young man who dreams of becoming a pirate and explores fictional islands while solving puzzles

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Deep in the Carribean lies Melee Island, ruled by the beautiful governor Elaine Marley. The cruel pirate LeChuck is deeply in love with her - so deeply that he refuses to accept his own death! As a ghost, he dwells with his undead crew somewhere near the mysterious Monkey Island. You are Guybrush Threepwood, a young man whose only wish is to become a real pirate. At the Scumm Bar you meet three pirates who tell you'll have to complete three difficult tasks in order to be worthy of this title. This is a classic adventure game that utilizes the command verb-based SCUMM interface first introduced in Maniac Mansion. This is a 2D (with occasional animated cut-scenes), 3rd person, point & click game, with subtitles (no voice). The original music by Michael Land is absolutely 'Caribbean Isle' perfect, the kind you find yourself humming for days. And the puzzles are challenging and wonderfully bizarre: involving everything from deadly piranha poodles to the deadly chemicals in your breakfast cereal. It is the first LucasArts' adventure game in which it is impossible to get irrevocably stuck or to die. The branching dialogue system allows you to talk to characters in different ways without fearing a wrong choice. There are plenty of inventory-based puzzles to solve, and even "insult swordfighting" to participate in, where Guybrush has to prove his wit is as sharp as his sword! It is the first adventure game to use character scaling that showed Guybrush shrink or enlarge according to his position on screen. The demo version is unique and has Guybrush Threepwood finding himself in the harbor town of Melee Island but trapped from leaving it: a troll blocks the exit and won't let Guybrush pass until he knows the magic phrase. To solve the game the player has to explore the (shortened) town and solve a few basic puzzles which are partly not present in the full version of the game. He also needs to chat with several persons known from the game which all have new dialogue, e.g. the voodoo lady talks about some features of the commercial version and Guybrush constantly cracks jokes about this being a demo. Originally released with EGA graphics, several months later the PC version was re-released with VGA graphics. In June 1992, a CD-ROM version of the game was released, featuring vastly improved music as well as graphical verb and inventory icons (as seen in Monkey Island 2). In 1997, an updated version was include in the compilation cd Monkey Island Madness. There was updated redbook audio music soundtrack for the first Monkey Island game, and the interface was updated to look like Monkey Island 2. IN 2009, a special edition was released with all-new artwork presented in 1080i resolution, full voiceovers, re-recorded and remastered music, a new game interface and a dynamic hint system.

Passport to Adventure

Tree games of LucasArts in one pack: Loom, Monkey island and Indiana Jones 

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Loom

Loom is a graphical adventure game originally released in 1990. It was both developed and published by Lucasfilm Games (later called LucasArts) and was the fourth game to use the SCUMM adventure game engine. The project was led by Brian Moriarty, a former Infocom employee and author of the classic text adventures Wishbringer (1985), Trinity (1986) and Beyond Zork (1987).



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Loom is a strange and beautiful adventure game. The hero is Bobbin Threadbare, a weaver. In the world of Loom, everyone belongs to a guild. Apart from the weavers, there are sheperds, blacksmiths, glass makers. Although you do not know why, you are outcast from the guild and blamed for the lack of prosperity in recent times. After the Council of Elders is attacked and the Elders are turned into swans, you as Bobbin must set forth on a journey to find the swans and try to restore order to the Guild of Weavers. When Bobbin embarks on his quest, he has no inventory (very unusual in an adventure game), he will solve problems not with items, but with "drafts", spells consisting of four notes of music. These drafts can be written down in the beautiful Book of Patterns that is present even in later jewelcase editions. Loom also features three difficultly levels, and differentiates them by changing the way the interface works: Standard features the distaff at the bottom of the screen but notes aren't written, whereas Expert doesn't have the distaff and you have to replay the spells by hearing alone. Loom first came out 1989 on floppies with EGA graphics and a 30-minute audio prologue on tape. 1991 saw a new DOS CD version with VGA graphics and CD music. Thanks to the SCUMMVM engine, it can now be played on a wide variety of platforms.

Indiana Jones and the Last Crusade

Indiana Jones & The Last Crusade: The Graphic Adventure is a popular graphic adventure game (similar to Maniac Mansion or The Secret of Monkey Island) released by LucasArts for DOS, Amiga, Atari ST and Macintosh systems in 1989. The player controls Dr. Jones as he interacts with various characters and visits areas from the film in order to find the secret of the Holy Grail. The game was re-released twice – first with 256 colour graphics and a full digital soundtrack, and later with 256 colour graphics, minor bugfixes and the original version's MIDI soundtrack. Of all the software adaptions of the film, this one is the most popular with both gamers and critics alike.


It is 1938 and adventurer Indiana Jones is joined by his father on this quest, preventing Adolf Hitler from capturing the Holy Grail. He will have to deal with Nazi guards, the Luftwaffe and enemy spies as he tries to stop the tyrannical Nazi leader. This graphic adventure uses the same SCUMM gameplay system as the previous Maniac Mansion. Most of the screen is used for a visual rendition of the current scene. At the bottom of the screen are words, which can be clicked on using the mouse to activate their functions. For example, objects can be picked up, used, pushed or pulled, and turned on and off. Most locations are from the movie, but some further scenes are added. In keeping with Indiana's action-man persona, the game also features pure action scenes. Unlike most Lucasfilm adventures, you can die. Two PC versions of the game were released, one with 16 color EGA graphics, and one with 256 color VGA graphics.

Zak McKracken and the Alien Mindbenders

Zak McKracken and the Alien Mindbenders is a graphical adventure game, originally released in October 1988,[1] published by LucasArts (known at the time as Lucasfilm Games). It was the second game to use the SCUMM engine, after Maniac Mansion. The project was led by David Fox and was co-designed and co-programmed by Matthew Alan Kane. 



Zak McKracken is a tabloid reporter (and not a very good one at that). Based upon a psychadelic dream, Zak one day realizes that something is wrong - Space Aliens are dumbifying the general public through the telephone system. Zak must stop this, but he can't do it alone. After finding a magic crystal (or some sort of crystal), Zak manages to get the help of Anthropologist, Annie, and her friends, Melissa and Leslie. Between the four characters (all of which you control), you can destroy the dumbifying devices and save the earth. Not too bad for a tabloid reporter. It was the second game to use the SCUMM engine, after Maniac Mansion. There was also an enhanced version released using improved 320x200 (instead of 160x200) 16-color graphics and similar sound.

    Maniac Mansion

    Maniac Mansion is a 1987 graphic adventure game developed and published by Lucasfilm Games. Initially released for the Commodore 64 and Apple II, it was Lucasfilm's foray into video game publishing. The game follows teenager Dave Miller as he ventures into a mansion and attempts to rescue his girlfriend from an evil mad scientist, whose family has been controlled by a sentient meteor that crashed near the mansion 20 years earlier. The player uses a point-and-click interface to guide Dave and two of his friends through the mansion while avoiding its dangerous inhabitants and solving puzzles. 



    Maniac Mansion has become known among video game players and programmers for its highly-acclaimed gameplay and its introduction of new ideas into gaming, including multiple possible endings, multiple user-selectable characters with significantly different abilities, and critical clues contained in numerous cut scenes. At the start of the game, the hero, Dave Miller, finds that his girlfriend, Sandy Pantz, has been abducted by Dr. Fred Edison, and sets out to save her, with two of his friends. The player could select the friends from a group of six, and the game would play somewhat differently depending on which friends were selected. The game was a parody of the horror B-movie genre, featuring a secret lab, leftover tentacles, and an evil mastermind. Unlike most adventure games, Maniac Mansion had several possible playable characters. The player controls Dave and two other characters, chosen from six additional characters, each of whom has their own distinct skills and quirks. It was notable for its multiple possible endings, depending on which characters the player used (and which ones survived) and what those characters did. It was the first game to use the SCUMM engine. In 1989, an enhanced version of Maniac Mansion with higher resolution EGA graphics for the PC was released. It also spawned a very popular sequel called Day Of The Tentacle and was even an animated tv series than ran for several years.