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The Secret of Monkey Island
[[Image:The artwork for The Secret of Monkey Island|250px]]
Release Date {{{date}}}
System Most IBM PC Compatibles
Engine SCUMM

The Secret of Monkey Island is an adventure game developed by Lucasfilm Games. The game spawned a number of sequels, collectively known as the Monkey Island series. Released in 1990, The Secret of Monkey Island is the fifth game to use the SCUMM engine. It made a name for LucasArts as an adventure game development studio.

The game, memorable for its witty humor, was primarily designed by Ron Gilbert, with Tim Schafer and Dave Grossman. The trio would also helm the development of the game's sequel Monkey Island 2: LeChuck's Revenge.

Story[]

The game introduces Guybrush Threepwood, a youth who desires to become a pirate. At the beginning of the game, he washes up on the Caribbean island of Mêlée.

Guybrush meets the Pirate Leaders who set him three challenges to prove himself a pirate: defeat Carla the island's swordmaster in insult swordfighting, steal a statue from the Governor's mansion, and find buried treasure. Along the way he meets several interesting characters, including Stan the used boat salesman, Meathook (a fellow with hooks on both hands), a prisoner named Otis, the three men of low moral fiber and, most significantly, the gorgeous Governor Elaine Marley.

The ghost pirate LeChuck, however, has been in love with Elaine since his living days. While Guybrush is busy, LeChuck's ghost crew abduct her, taking her to Monkey Island. Guybrush gathers a crew (Carla, Meathook, and Otis), buys a boat, and sets out to find the mysterious island and free Elaine.

When Guybrush finally reaches Monkey Island, he explores it and discovers a band of cannibals and a strange hermit named Herman Toothrot. After he helps the cannibals recover a lost voodoo ingredient, they provide him with a recipe that can destroy ghosts. However, when Guybrush goes after LeChuck, one of his crew tells him that LeChuck went to Mêlée Island to marry Elaine.

Guybrush returns to Mêlée and goes to the church to prevent the wedding. When he arrives at the church wedding, he realises that Elaine had her own plan to escape. LeChuck starts beating Guybrush; until the arrival at the ship emporium, where he sprays LeChuck with root beer (the cannibals having previously mentioned that the magic ghost fighting elixir, which is made from a voodoo root, goes well with vanilla ice cream). With LeChuck defeated, Guybrush and Elaine enjoy a romantic moment, watching fireworks.

Development and production[]

The Secret of Monkey Island was a project led by Ron Gilbert, designed by Gilbert, Tim Schafer and Dave Grossman. Gilbert originally intended to work on the title in 1988, after his work on Maniac Mansion, but the project was put on hold for the production of Indiana Jones and the Last Crusade: The Graphic Adventure.

The game was conceived by Gilbert's interest in pirates. In interviews conducted at the time of the game's release, Gilbert stated the Pirates of the Caribbean theme park ride at Disneyland inspired him to create an explorable world populated by swashbuckling pirates.[1] Later, Gilbert confessed that the true inspiration came from Tim Powers' book On Stranger Tides.[2] After writing an initial story draft and planning an approved budget and schedule, programming began. Schafer and Grossman both programmed the game as well as wrote about two thirds of the game's dialogue.[1]

The team took three months programming a rough, working version of the game, while simultaneously writing and planning. After testing this early version, various tweaks were made, such as removing sections of gameplay and adding new characters or puzzles. Emphasis was put on making the game enjoyable and accessible to all players. The player character cannot die (except if the player encounters a certain easter egg) or trigger a game over and no puzzle ever becomes impossible to solve at any point. Certain objectives are non-linear; for example, Guybrush must defeat a swordmaster, steal a statue, and find buried treasure at the beginning of the game. These three tasks may be accomplished in any order. This was done to allow the player to pursue another puzzle should one become too difficult to solve.

Art for the game was created by Steve Purcell and Mark Ferrari.[1] The game's soundtrack was primarily composed by Michael Land in MIDI format. Another notable contributor was Orson Scott Card, acclaimed author of "Ender's Game", who wrote the insults for the "insult swordfighting" section.[3]

Release[]

The game was originally released on floppy disk in 1990 for Atari ST, Macintosh and PC systems (using EGA graphics)[4]; it is also the first adventure game to use character scaling that showed Guybrush shrinking or enlarging according to his position on screen.[5]

Several months later, the PC version was re-released with VGA graphics;[6] the Amiga version, released shortly after this,[7] used the PC EGA version's 16-color character graphics along with the PC VGA version's room backgrounds (reduced to 32 unique colors per room).

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). The interface of the original version uses 12 verbs from which the player can select to perform actions, including ones that are rarely and optionally used in the game such as "Turn on" and "Turn off". In the CD version, the interface is changed to use only 9 verbs. In the fall of 1992, the CD-ROM version was ported to the FM Towns.

The release included a Sega CD version. The Sega CD version was noted for having an odd password feature that did not seem to save the various items the character had acquired in the game, but always saved the items needed. The Sega CD version also suffered from long load times, due to the single-speed CD-ROM drive of the system. The fact that the Sega CD could only display 64 on-screen colors at once (compared to the then standard 256 colors on screen of a computer) gave the Sega CD version a slightly washed-out look. The low commercial success of the game on that system prompted LucasArts to cancel plans to release Indiana Jones and the Fate of Atlantis and Monkey Island 2 for the Sega CD. The Monkey Island series would not appear as a console release again until the fourth game in the series, Escape from Monkey Island in 2000.

Response[]

Critical reaction[]

Template:Expand The game received a mainly positive reaction from the press. Amiga Power magazine described it as "the first truly accessible adventure" and awarded it 90% while Computer + Video Game described the PC version as "utterly enthralling" and awarded it 94%.[8][9]

It is the favorite game of many celebrities and industry experts, including Steven Spielberg and Elijah Wood.
A Speech Modification is being worked on by game fans[10] which is described as the "Best project ever." by Ron Gilbert, the creator of the game[11].

In-jokes[]

LucasArts[]

File:LOOM advert in Monkey Island.png

A character from Loom advertising the game.

The game contains a few references to the LucasArts game Loom. The SCUMM Bar contains a character from LOOM, Cobb, wearing a pirate hat and a button reading "Ask me about LOOM". If Guybrush tries to hold a normal conversation with him, the only thing he says is "Aye". If asked about LOOM, he launches into an enthusiastic sales pitch for the game. The game also includes a seagull from LOOM as well as several references, including the opening scene for the game. Having been launched out of a cannon, one of Guybrush's dialogue options is "I'm Bobbin, are you my mother?", a reference to LOOM's protagonist Bobbin Threadbare. The joke is used again in The Curse of Monkey Island where Guybrush talks to a man sitting in a bar, who slumps on the table. It ends up being a skeleton who looks like Manny from Grim Fandango who is wearing a button saying "Ask me about Grim Fandango".

The game also pokes fun at the gaming conventions of game over. Though it is usually not possible to die in The Secret of Monkey Island, Guybrush can at a point in the game fall off a tall mountain. This prompts a dialog box proclaiming, "Oh, no! You've really screwed up this time! Guess you'll have to start over! Hope you saved the game!" and offering the choices "Restore, Restart, or Quit". This is similar to the death scenes of rival company Sierra Entertainment's adventure games of the time; seconds later, however, Guybrush bounces back into view and lands safely on the path. He offers the concise explanation, "Rubber tree.", and the game continues as normal.

However, it is actually possible to die in the first chapter. At one point Guybrush becomes trapped underwater. He is famously able to hold his breath for ten minutes, but after that time he drowns. In CMI, if the player keeps telling Guybrush to go into the ocean, he eventually agrees to do so. Once underwater, he walks into this scene.

Stump joke[]

One infamous joke, which many players assumed was a technical error, involved a stump in a forest.[12] When examining the stump, Guybrush proclaims that a hole in it leads to a maze of caverns. If Guybrush tries to climb down into the stump, the game prompts the player to successively insert "disk #22," "disk #47", and "disk #114", though the game was distributed on four or eight floppy disks. After the "Disk 114" prompt, Guybrush states, "Oh well. I guess I'll just have to skip that part of the game."

The endgame credits also have an entry for "art and animation for disk #22." Many people did not get the joke, and LucasArts tech support received quite a large number of calls for help with the missing disk.Template:Fact The joke was removed from the CD version of the game, resulting with Guybrush simply saying that he will not fit in if he crawls into the stump. It was, however, mentioned in the sequel: Guybrush can call the LucasArts hint line from a phone and ask, "Who thought up that dumb stump joke?", to which the annoyed operator answers, "I'm tired of hearing about that damn stump. Do you have any idea how many calls I get a DAY about that?"

In CMI, Guybrush briefly sticks his head into an opening found at the backside wall in the Goodsoup family crypt, which leads to the very same tree stump rendered in VGA-style graphics, including the original GUI (the SCUMM Engine), and the original music from the Melee Island forest, while Guybrush is displayed in the cartoon style of CMI.[13] He is then quickly forced to escape back through the hole as he spots a horde of "stunningly rendered rabid jaguars" off-screen.

The stump joke is also revisited in the game Grim Fandango where Manny Calavera will repeat the line of "Wow! It's a tunnel that opens onto a system of catacombs!", which is what Guybrush says when he examines the stump. In Tim Schafer's Psychonauts examining a hollow stump causes a similar reply, only this time it really does lead to a system of catacombs.[14]

References[]

  1. 1.0 1.1 1.2 Template:Cite news
  2. Template:Cite web
  3. Template:Cite web
  4. A UK magazine reviewed the then recently released PC EGA version in its November 1990 issue (Template:Citation).
  5. Template:Cite press release
  6. A UK magazine reviewed the new, PC VGA version in July 1991 (Template:Citation).
  7. The Amiga and ST versions were released (in the UK) in January of 1991 (Template:Citation).
  8. Template:Cite news
  9. Template:Cite news
  10. http://speechproject.mixnmojo.com
  11. http://speechproject.mixnmojo.com/2008/last-of-the-year/#comment-214
  12. http://www.mixnmojo.com/galleries/gallery.php?gallery=242&image=2593
  13. http://www.mixnmojo.com/galleries/gallery.php?gallery=244&image=2679
  14. http://v2.razputin.net/index.html@page=psychonauts%252Freferences%252Floadingscreen.html#mainarea

External links[]

Template:Monkey Island series Template:LucasArts adventure games Template:LucasArts game engines

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