The Secret of Monkey Island (DOS) - Let's Play 1001 Games - Episode 681
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Secret of Monkey Island
from https://en.wikipedia.org/wiki/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 fictional 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.
The game was conceived in 1988 by Lucasfilm employee Ron Gilbert, who designed it with Tim Schafer and Dave Grossman. Gilbert's frustrations with contemporary adventure titles led him to make the player character's death almost impossible, which meant that gameplay focused on exploration. The atmosphere was based on that of the Pirates of the Caribbean theme park ride. The Secret of Monkey Island was the fifth game built with the SCUMM engine, which was heavily modified to include a more user-friendly interface.
The early releases of the game came with copy protection. A cardboard wheel, named "Dial-a-Pirate", was provided, and the player had to match the pirate shown on-screen with that of the wheel.[4]
Critics praised The Secret of Monkey Island for its humor, audiovisuals, and gameplay. Several publications list it among the greatest video games of all time.[5] The game spawned a number of sequels, collectively known as the Monkey Island series. Gilbert, Schafer and Grossman also led the development of the sequel Monkey Island 2: LeChuck's Revenge.[6] LucasArts released a remake of the original in 2009, which was also well received by the gaming press.
Ron Gilbert conceived the idea of a pirate adventure game in 1988, after completing Zak McKracken and the Alien Mindbenders.[12] He first wrote story ideas about pirates while spending the weekend at a friend's house. Gilbert experimented with introductory paragraphs to find a satisfactory idea. His initial story featured unnamed villains that would eventually become LeChuck and Elaine; Guybrush was absent at this point.[13] He pitched it to Lucasfilm Games's staff as a series of short stories.[14] Gilbert's idea was warmly received, but production was postponed because Lucasfilm Games assigned its designers, including Gilbert, to Indiana Jones and the Last Crusade: The Graphic Adventure.[12] Development of The Last Crusade was finished in 1989, which allowed Gilbert to begin production of The Secret of Monkey Island, then known internally under the working title Mutiny on Monkey Island.[12][15]
Gilbert soon realised that it would be difficult to design the game by himself; he decided to join forces with Tim Schafer and Dave Grossman, both of whom he hired for Lucasfilm.[16] The game's insult sword fighting mechanics were influenced by swashbuckling movies starring Errol Flynn, which Gilbert, Schafer and Grossman often watched for inspiration. They noticed that pirates in those films often taunted their opponents instead of attacking them, which gave the designers the idea to base the game's duels on insults rather than combat.[12][17] Writer Orson Scott Card helped them write the insults during a visit to Lucasfilm's headquarters at Skywalker Ranch.[18] Many of Gilbert's original gameplay ideas were abandoned during the production process, although he stated that "most of that stuff was left out for a reason".[17]