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The secret of monkey island cd version
The secret of monkey island cd version









The middle image is likely a sketch for the unused object village-drum. Based on an older objects definition file that survived, we know that the left image has objects called salt-shaker, pepper-shaker, and giant-spoon.

the secret of monkey island cd version

These objects were located in the z-plane file for the cannibal village room. These newly revealed shorelines, when applied to the composited Monkey Island map, give us the complete image for the first time ever! It appears that the game design at one point allowed Guybrush to row onto the open sea, away from the island (or perhaps the inverse – Guybrush would approach the island from the open sea). The slices of shorelines on the right would be placed over the blank blue image on the left in code, depending on where the player was. This is the art file for an unused room in the game…or rather, nine unused rooms. While there is no art, we do know which rooms connected to which parts of the map, at least at an early point in development: melee-1 connected to Hook Island, melee-2 connected to the circus and the forest, melee-3 connected to the lookout point, and melee-4 connected to the bridge, Stan’s, and the Swordmaster’s house.ĭid you know that the five overhead Monkey Island maps line up into a nearly perfect composite image? The view here is the combined map as it appears in the final game. No art survives for this (assuming it was ever drawn) – the above is the single in-game map split in four for illustration purposes. The mansion is visually reminiscent of the one seen in a prior Gilbert game, Maniac Mansion, and this is likely not coincidental – a surviving unused object definition file has objects called mansion-doormat and mansion-key, suggesting a throwback to that game’s first puzzle.Īccording to clues left behind in the code, Melee Island was originally split into four different screens – much in the same way that Monkey Island is split into five. The reason this one survived at all is because in the final game, the exterior mansion has no z-plane, meaning the artist never overwrote the original version! In this case, characters would be able to walk behind the front of the building’s porch.

the secret of monkey island cd version

An explanation is due here: whenever a room lets characters walk behind areas, that room requires a separate z-plane file to define those areas in white pixels. It is the only animation (in BYLE terms, “chore”) that doesn’t have a name in these files, suggesting perhaps that it was never used in-game.Ī very different concept for the governor’s mansion, which survived only as a “z-plane” file.

the secret of monkey island cd version

As far as anyone remembers, this puzzle was never actually in the playable game, and likely existed only as art.Īnother unused animation – most, if not all, of the sword-fighting costumes in the game have an unused jump, as demonstrated here using BYLE, the Lucasfilm Games costume animation tool. In the final game, the bridge is guarded by a troll, but an early concept for stopping the player here involved a booby trap instead. Some of the art that survived in the Monkey Island vaults might have never been intended for the game at all, some may have been ideas that were abandoned early on, and some are from other game projects entirely!Īn early concept for the bridge puzzle. The artists at Lucasfilm Games in 1990 were, by all accounts, prolific. Special thanks in no particular order to Marius Winter, Aric Wilmunder, Jake Rodkin, and our own Rich Whitehouse for helping make all of this possible.

#THE SECRET OF MONKEY ISLAND CD VERSION CODE#

The following was a combination of art extraction, code restoration, and heavy research.

the secret of monkey island cd version

We also showed quite a bit of cut content, which is what I want to focus on in this post. We even do a live coding demonstration of the game’s famous SCUMM scripting language, and take a look at a few of the development tools used in the making of the game, including FLEM, BYLE, and SPIT (they had a house style…). It gets better!ĭuring the stream, Ron and I go in-depth into where the ideas for the game came from, the development process, the environment at Lucasfilm Games, and more. Important note: The microphone audio starts off too low for the first couple minutes of the video.









The secret of monkey island cd version