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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 Secret of Monkey Island
Steve Purcell's cover art depicts primary characters Guybrush Threepwood and Elaine Marley, as well as several auxiliary characters.
Developer(s)Lucasfilm Games
A.C.R.O.N.Y.M. Games (special edition)
Publisher(s)
The Software Toolworks (CD)
Director(s)Ron Gilbert
Producer(s)Greg Hammond
Designer(s)
Programmer(s)Aric Wilmunder, Wallace Poulter & Brad P. Taylor (CD-ROM conversion)
Artist(s)Steve Purcell
Mark Ferrari
Mike Ebert
Martin Cameron
Writer(s)
  • Ron Gilbert
  • Dave Grossman
  • Tim Schafer
Composer(s)
SeriesMonkey Island
EngineSCUMM
Platform(s)
Release
October 1990
  • 16-color version
    October 1990 (1990-10)[1]
    256-color version
    December 1990 (1990-12)[2]
    CD-ROM version
    1992[3]
    Special edition
    July 15, 2009
Genre(s)Graphic adventure
Mode(s)Single-player

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.

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.[4] 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.[5] LucasArts released a remake of the original in 2009, which was also well received by the gaming press.

Gameplay edit

The Secret of Monkey Island is a 2D adventure game played from a third-person perspective. Via a point-and-click interface, the player guides protagonist Guybrush Threepwood through the game's world and interacts with the environment by selecting from twelve verb commands (nine in newer versions) such as "talk to" for communicating with characters and "pick up" for collecting items between commands and the world's objects in order to successfully solve puzzles and thus progress in the game.[6] While conversing with other characters, the player may choose between topics for discussion that are listed in a dialog tree; the game is one of the first to incorporate such a system.[7] The in-game action is frequently interrupted by cutscenes.[8] Like other LucasArts adventure games, The Secret of Monkey Island features a design philosophy that makes the player character's death nearly impossible (Guybrush does drown if he stays underwater for more than ten minutes).[9]

Plot edit

A youth named Guybrush Threepwood arrives on Mêlée Island, hoping to become a pirate. He seeks out the island's pirate leaders, who set him three trials: winning a sword duel against Carla, the island's resident swordmaster; finding a buried treasure; and stealing a valuable idol from the governor's mansion.[10] These quests take Guybrush throughout the island, where he hears of stories of the ghost pirate LeChuck, who apparently died in an expedition to the mysterious Monkey Island, an act that was meant to win the love of the governor, Elaine Marley.[10] Guybrush meets several characters of interest, including a local voodoo priestess, Stan the Used Boat Salesman, Carla the Sword Master, a prisoner named Otis, and Meathook, whose hands have been replaced by hooks.

Guybrush encounters Elaine and is smitten, and she soon reciprocates. However, as he completes the tasks set for him, the island is raided by LeChuck and his undead crew, who abduct Elaine and retreat to their secret hideout on Monkey Island.[10] Guybrush buys a ship and hires Carla, Otis, and Meathook as crew before setting sail. On Monkey Island, Guybrush discovers a village of cannibals in a dispute with Herman Toothrot, a castaway marooned there. He settles their quarrel, then recovers a magical "voodoo root" from LeChuck's ship for the cannibals, who provide him with a seltzer bottle of "voodoo root elixir" that can destroy ghosts.[10]

When Guybrush returns to LeChuck's ship with the elixir, he learns that LeChuck has returned to Mêlée Island to marry Elaine at the church. He promptly returns to Mêlée Island and gatecrashes the wedding, only to ruin Elaine's own plan for escape; in the process he loses the elixir.[10] Now confronted with a furious LeChuck, Guybrush is savagely beaten by the ghost pirate in a fight ranging across the island. At the ship emporium, Guybrush finds a bottle of root beer. Substituting it for the lost elixir, he sprays LeChuck, destroying him. Guybrush and Elaine enjoy a romantic moment, watching fireworks caused by LeChuck exploding.[10]

Development edit

Origin and writing edit

Ron Gilbert conceived the idea of a pirate adventure game in 1988, after completing Zak McKracken and the Alien Mindbenders.[11] 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.[12] He pitched it to Lucasfilm Games's staff as a series of short stories.[13] 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.[11] 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.[11][14]

 
Ron Gilbert led the game's development and conceived its plot (2011 photo).

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.[15] 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.[11][16] Writer Orson Scott Card helped them write the insults during a visit to Lucasfilm's headquarters at Skywalker Ranch.[17] 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".[16]

 
 
Tim Schafer (left, 2011 photo) and Dave Grossman (right, 2007 photo) co-wrote the game's plot with Gilbert and supplied programming.

The game's plot, as described by Dave Grossman: "It's a story about this young man who comes to an island in search of his life's dream. He's pursuing his career goals and he discovers love in the process and winds up thinking that was actually more important than what he was doing to begin with. You're laughing, but there's actually something deeper going on as well".[18] When work on the plot began, Gilbert discovered that Schafer's and Grossman's writing styles were too different to form a cohesive whole: Grossman's was "very kind of a dry, sarcastic humor" and Schafer's was "just a little more in your face". In reaction, Gilbert assigned them to different characters and story moments depending on what type of comedy was required.[15] Grossman believed that this benefited the game's writing, as he and Schafer "were all funny in slightly different ways, and it worked well together".[18] Schafer and Grossman wrote most of the dialogue while they were programming the game; as a result, much of it was improvised.[11] Some of the dialogue was based on the designers' personal experiences, such as Guybrush's line "I had a feeling in hell there would be mushrooms", which came from Schafer's own hatred of fungi.[16]

The game's world and characters were designed primarily by Gilbert. After having read Tim Powers' historical fantasy novel On Stranger Tides, he decided to add paranormal themes to the game's plot. He also cited Powers' book as an influence on the characters, particularly those of Guybrush and LeChuck. Inspiration for the game's ambiance came from Gilbert's favorite childhood amusement park ride, Pirates of the Caribbean.[19][20] Grossman said that Gilbert always wanted "to step off the ride" and "talk to the people who lived in that world".[18] Near the final stages of the design work, Gilbert introduced several characters who were not directly related to the game's story. He considered this to be an important decision, as the player would need those seemingly minor characters in later parts of the game and would receive a chance to "really interact with them".[13]

Creative and technical design edit

 
The developers included a character from Loom (another 1990 Lucasfilm Games title). When approached for conversation, the character encourages the player to purchase Loom.[21]

Gilbert, Schafer and Grossman's primary goal was to create a simpler and more accessible gameplay model than those presented in previous Lucasfilm titles. Gilbert had conceived the main designs and puzzles before production began, which resulted in the bulk of the designers' work to flesh out his ideas.[11] He was frustrated by the adventure games that Sierra On-Line was releasing at the time, and later said that "you died any time you did anything wrong". Gilbert considered such gameplay as "a cheap way out for the designer".[11] He had previously applied his design ideas to the 1987 graphic adventure title Maniac Mansion, but considered he committed a number of mistakes during development, such as dead-end situations that prevented the player from completing the game and poorly implemented triggers for cutscenes. Gilbert aimed to avoid such errors in The Secret of Monkey Island.[22] The team decided to make it impossible for the player character to die, with one notable exception, which focused gameplay primarily on world exploration.[11] The Sierra game-over screen was parodied, when Guybrush falls off a cliff only to be bounced back up by a "rubber tree". Guybrush can also be killed by drowning, though it is an Easter Egg unlikely to be found without conscientious effort.

 
A scene in The Secret of Monkey Island shows the protagonist Guybrush Threepwood standing on the docks of Mêlée Island. Below the scene, the game displays the list of the verb commands and items in the player's inventory in a point-and-click menu.
 
The same scene in the special edition. The verb portion of the screen has been removed as part of a control overhaul, while the background artwork has been made more elaborate to build a much more vibrant environment.

The Secret of Monkey Island was the fifth Lucasfilm Games project powered by the SCUMM engine, originally developed for Maniac Mansion. The company had gradually modified the engine since its creation.[23] For Maniac Mansion, the developers hard coded verb commands in the SCUMM scripting language. These commands become more abstract in subsequent versions of the engine. The developers carried over the practice of referring to individual segments of the gameworld as "rooms", even though the areas in Monkey Island were outdoors.[24] The game uses the same version of the engine used in Indiana Jones and the Last Crusade: The Graphic Adventure, with minor changes. A dialogue tree was added, which facilitated conversation options and the sword-fighting puzzles.[22] The developers removed the "What is" option (an input command that describes an on-screen object to the player) in favor of allowing the player to simply highlight the object with the mouse cursor.[22][25] The game's improved interface became the standard for the company's later titles. The game also introduced logical verb shortcuts, which could be performed with the mouse; for example, clicking on a character defaults to the "talk" action, the most obvious action in the situation.[25] SCUMM's visuals were updated for the game—the original EGA version had a 320x200 pixel resolution rendered in 16 colors.[24][26] According to artist Steve Purcell, that became a major limitation for the art team; due to a low number of "ghastly" colors, they often chose bizarre tones for backgrounds.[26] They chose black and white for Guybrush's outfit for the same reason.[22] The VGA version of the game later corrected these issues by implementing 256-color support, which allowed for more advanced background and character art.[25] Other platform releases removed the infamous "stump joke" from the game, which was a joke in the EGA version in which the player would examine a tree stump in the forest. Guybrush would exclaim that there is an opening to a system of catacombs and attempt to enter, but this would result in a message stating the player needed to insert disc 22, then 36, then 114 in order to continue. The joke resulted in numerous calls to the LucasArts hotline asking about missing discs. As a result, the joke was removed from later editions and is mentioned as a conversation option for the LucasArts Hint Hotline in the sequel.[27]

The game's "pirate reggae" music was composed by Lucasfilm Games' in-house musician Michael Land in MIDI format. It was his first project at the company.[28] The game was originally released for floppy disk in 1990, but a CD-ROM version with a high-quality CD soundtrack followed in 1992.[29] The music has remained popular, and has been remixed by the musicians of OverClocked ReMix and by the game's fans.[30][31]

The Secret of Monkey Island ultimately cost $200,000 to produce, and was developed over nine months.[32]

Special edition edit

LucasArts released a remake with updated audiovisuals titled The Secret of Monkey Island: Special Edition in July 2009 for iPhone, Microsoft Windows, and Xbox 360[33] exclusively via digital distribution.[34] LucasArts confirmed the game's development one month earlier on June 1; rumors appeared several days earlier when the Xbox 360 version of the game received an USK rating.[35] The game was developed by A.C.R.O.N.Y.M. Games. The game was first displayed to the public at the E3 expo in June.[36] The remake features hand-drawn visuals with more detail, a remastered musical score, voice work for characters, and a hint system. The developers included the function to switch between new and original audiovisuals at will.[36][37] The voice actors included Dominic Armato as Guybrush Threepwood and Earl Boen as LeChuck; most had provided voice work in sequels to The Secret of Monkey Island.[21]

LucasArts's game producer Craig Derrick and his team conceived the idea of the remake in 2008.[37] After researching the Monkey Island series' history, they decided to make "something fresh and new while staying true to the original", which resulted in the idea of The Secret of Monkey Island's remake.[37] The developers tried to leave much of the original design unchanged. Any changes were intended to achieve the level of immersion desired for the original. To that end, they added details like a pirate ship or pirates talking in the background of scenes. While the team considered the SCUMM interface revolutionary at the time, LucasArts community manager Brooks Brown noted that it is incompatible with an analog stick, which most consoles use. The designers made the cursor contextual to the game objects as the primary interface. Brown had considered updating the reference to advertise Star Wars: The Force Unleashed because Loom was not on the market at the time, but concluded that the game would not be the same if such changes were implemented.[21] Prior to the Special Edition release, however, LucasArts announced that Loom, along with other games from its back catalog, would be made available on Steam.[38] Brown stated that the decision to distribute the game online was because "digital downloads have finally gotten going".[39]

The Special Editions of The Secret of Monkey Island and its sequel were later released physically for Xbox 360, PlayStation 3 and PC (exclusively in Europe) as Monkey Island Special Edition Collection.[40]

Reception edit

The Secret of Monkey Island received positive reviews from critics. According to Gilbert, it "sold well" but was "never a big hit".[51] Grossman later summarized that the game's sales were "north of 100,000, far south of 1 million. Back in those days, a few hundred thousand was a giant smash hit".[52] According to Next Generation, The Secret of Monkey Island was a "relatively minor hit" in the United States, but the game and its sequel became "blockbusters on the PC and the Amiga throughout Europe".[53]

Hartley, Patricia, and Kirk Lesser of Dragon praised the designers' attention to detail, and cited the game's humor as a high point. Although they believed that the game was too expensive, they summarized it as "a highly enjoyable graphic adventure replete with interesting puzzles, a fantastic Roland soundtrack, superb VGA graphics, smooth-scrolling animation, and some of the funniest lines ever seen on your computer screen".[43] Duncan MacDonald of Zero praised the graphics and found the game "quite amusing". His favorite aspect was the fine-tuned difficulty level, which he believed was "just right", ending his review with "at last an adventure game that's enjoyable rather than frustrating".[48] Paul Glancey of Computer and Video Games consider the game superior to Lucasfilm's earlier adventure titles, and wrote that "usually the entertainment you get from an adventure is derived solely from solving puzzles, but the hilarious characters and situations, and the movie-like presentation ... make playing this more like taking part in a comedy film, so it's much more enjoyable". He considered the puzzles to be "brilliantly conceived" and found the game's controls accessible. He summarized it as "utterly enthralling".[42][44]

ACE's Steve Cooke also found the controls convenient, and he praised the game's atmosphere. He wrote that, "in graphics and sound terms ... Monkey Island, along with King's Quest V, is currently at the head of the pack". However, he disliked the designers' running joke of placing "TM" after character and place names, which he thought detracted from the atmosphere. He singled out the game's writing, characters and plot structure as its best elements.[49] Amiga Power's Mark Ramshaw wrote "with The Secret of Monkey Island, the mouse-controlled, graphic-adventure comes of age". He lauded its comedic elements, which he believed were the highlight of the game. The reviewer also praised the control scheme, noting that it allows the player to "more or less forget about the specifics of what [they are] physically doing ... and lose [themselves] in the adventure instead". He noted that the game's plot and visual and aural presentation fit together to create a thick atmosphere, and finished: "Forget all those other milestone adventures (Zork, The Hobbit, Lord of the Rings et al) — for sheer enjoyment and general all-round perfection, The Secret of Monkey Island creams 'em all in style".[44] The game, along with its sequel, was ranked the 19th best game of all time by Amiga Power.[54]

Writing for The One, Paul Presley stated that "Lucasfilm appears to have taken all of the elements that worked in its previous releases and, not only incorporated them into this tale of scurvy swashbuckling, but even improved on them in the process!" Like the other reviewers, he praised its controls. He also lauded its "hilarious storyline, strong characters and ... intriguing setting", but complained about graphical slowdowns.[46] Nick Clarkson of Amiga Computing cited the game's graphics as "flawless", noting that "the characters are superbly animated and the backdrops simply ooze atmosphere". He highly praised its sound effects and music, and believed that its controls "couldn't be simpler".[47] The staff of Amiga Action wrote that the "attention to detail and the finely tuned gameplay cannot be faulted". They called the graphics "stunning throughout", and believed that, when they were combined with the "excellent Caribbean tunes", the result is a game filled with character and atmosphere. They ended by stating that "there is absolutely no excuse for not owning this game".[45] Computer Gaming World said that "Monkey Island offers up LucasArt's famous humor at its best ... For an adventure you'll long remember, raise your cup of grog".[55]

 
The Secret of Monkey Island displayed at The Art of Video Games

The Secret of Monkey Island has featured regularly in lists of "top" games, such as Computer Gaming World's Hall of Fame[56] and IGN's Video Game Hall of Fame.[57] In 1991, PC Format placed The Secret of Monkey Island on its list of the 50 best computer games of all time, calling it "genuinely funny".[58] In 1996, Computer Gaming World ranked it as the 19th best game of all time, writing: "Who could ever forget the insult-driven duel system or the identity of the mysterious Swordmaster?".[59] In 2004, readers of Retro Gamer voted it as the 33rd top retro game.[60] IGN named The Secret of Monkey Island one of the ten best LucasArts adventure games in 2009,[61] and ranked the Xbox Live Arcade version as the 20th best title of all time for that platform in 2010.[62] In 2017, The Secret of Monkey Island ranked 78th in the "Scientifically Proven Best Video Games of All Time", a statistical meta-analysis compiled by Warp Zoned of 44 "top games" lists published between 1995 and 2016.[63]

Special edition edit

Like the original release, The Secret of Monkey Island: Special Edition received positive reviews from critics. Sean Ely of GamePro praised its updated audio, and said that the new graphics "blow the old clunker visuals ... out of the water". He cited its script, humor, plot, puzzles and balanced difficulty level as high points, and finished, "The Secret of Monkey Island: Special Edition is impressive, hilarious and downright worth your money".[69] Daemon Hatfield of IGN wrote: "Almost 20 years after its release, [The Secret of Monkey Island] remains a blast to play". He called the new graphics "slick, if a little generic", and noted that the "original graphics have a certain charm to them that the fancy pants new visuals just don't", but he enjoyed the redone music, the new hint function, and the added sound effects and voice acting. He summarized it as "one of the best times you'll ever have pointing and clicking", and noted that "few games are this funny".[71] Justin Calvert of GameSpot noted that "the Special Edition looks much better and is the only way to play if you want to hear ... what characters are saying, whereas the original game's interface is less clunky". However, he wrote that "the voice work is such a great addition to the game that it's difficult to go back to the original edition". He praised its humor, writing, puzzles and characters, and he believed that it had aged well.[70] Eurogamer's Dan Whitehead wrote: "Purists like me will almost certainly find something to grumble about over the span of the game, but the overall impact of the redesign is undeniably for the better". He preferred the original game's Guybrush design, and believed that the new control system was "rather less intuitive" than the old one. He finished by stating that "few games can stand the test of time with such confidence".[68]

Legacy edit

The Secret of Monkey Island spawned five sequels. The first, Monkey Island 2: LeChuck's Revenge, was released in 1991 and focuses on LeChuck's return.[72] Six years later, LucasArts released The Curse of Monkey Island, which features a new visual design.[73] In 2000, the company released Escape from Monkey Island, which uses the GrimE engine of Grim Fandango to produce 3D graphics.[74] The next title, Tales of Monkey Island released in 2009, is a series of five episodic chapters.[75] The most recent title, Return to Monkey Island, was released in 2022 and revisits several locations and characters from the first game.

Elements of the game have appeared elsewhere in popular culture. The original version was selected as one of five for the exhibition The Art of Video Games in the Smithsonian American Art Museum in 2011.[76] A fictive drink recipe in the game for grog was mistakenly reported as real in 2009 by Argentinian news channel C5N, which urged teenagers against consuming the dangerous "Grog XD" drink.[77] In Tales of Monkey Island, Guybrush refers to this news story while pushing the Grog XD button on a Grog machine.[78]

In a celebration of the game's 30th anniversary, Ron Gilbert shared secrets from its original source code during a video conversation with the Video Games History Foundation. These included early character prototypes, unused animations and alternative game environments.[79]

On July 20, 2023 game studio Rare LTD released an update for their game Sea of Thieves where players could visit Melee Island and interact with characters of the Monkey Island game series in a new adventure bridging the stories of both worlds.

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  76. ^ . Smithsonian American Art Museum. 2011. Archived from the original on August 6, 2011. Retrieved July 31, 2011. Five games will be available for visitors to play for a few minutes, to gain some feel for the interactivity— Pac-Man, Super Mario Bros., The Secret of Monkey Island, Myst, and World of Warcraft.
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External links edit

  • The Secret of Monkey Island at MobyGames
  • RetroAhoy: The Secret of Monkey Island: A 73-minute documentary with two parts: the history of text and graphic adventures leading to The Secret of Monkey Island, and on The Secret of Monkey Island itself.
  • The Secrets Of Monkey Island’s Source Code from the Video Game History Foundation
  • Review in PC World

secret, monkey, island, 1990, point, click, graphic, adventure, game, developed, published, lucasfilm, games, takes, place, fictional, version, caribbean, during, piracy, player, assumes, role, guybrush, threepwood, young, dreams, becoming, pirate, explores, f. 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 Secret of Monkey IslandSteve Purcell s cover art depicts primary characters Guybrush Threepwood and Elaine Marley as well as several auxiliary characters Developer s Lucasfilm GamesA C R O N Y M Games special edition Publisher s NA Lucasfilm GamesEU U S GoldThe Software Toolworks CD Director s Ron GilbertProducer s Greg HammondDesigner s Ron GilbertDave GrossmanTim SchaferProgrammer s Aric Wilmunder Wallace Poulter amp Brad P Taylor CD ROM conversion Artist s Steve PurcellMark FerrariMike EbertMartin CameronWriter s Ron GilbertDave GrossmanTim SchaferComposer s Michael LandPatrick MundySeriesMonkey IslandEngineSCUMMPlatform s AmigaAtari STFM TownsClassic Mac OSMS DOSSega CDiOSMicrosoft WindowsOS XPlayStation 3Xbox 360ReleaseOctober 1990 16 color versionOctober 1990 1990 10 1 256 color versionDecember 1990 1990 12 2 CD ROM version1992 3 Special editionJuly 15 2009Genre s Graphic adventureMode s Single player 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 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 4 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 5 LucasArts released a remake of the original in 2009 which was also well received by the gaming press Contents 1 Gameplay 2 Plot 3 Development 3 1 Origin and writing 3 2 Creative and technical design 3 3 Special edition 4 Reception 4 1 Special edition 5 Legacy 6 References 7 External linksGameplay editThe Secret of Monkey Island is a 2D adventure game played from a third person perspective Via a point and click interface the player guides protagonist Guybrush Threepwood through the game s world and interacts with the environment by selecting from twelve verb commands nine in newer versions such as talk to for communicating with characters and pick up for collecting items between commands and the world s objects in order to successfully solve puzzles and thus progress in the game 6 While conversing with other characters the player may choose between topics for discussion that are listed in a dialog tree the game is one of the first to incorporate such a system 7 The in game action is frequently interrupted by cutscenes 8 Like other LucasArts adventure games The Secret of Monkey Island features a design philosophy that makes the player character s death nearly impossible Guybrush does drown if he stays underwater for more than ten minutes 9 Plot editSee also Monkey Island series Setting A youth named Guybrush Threepwood arrives on Melee Island hoping to become a pirate He seeks out the island s pirate leaders who set him three trials winning a sword duel against Carla the island s resident swordmaster finding a buried treasure and stealing a valuable idol from the governor s mansion 10 These quests take Guybrush throughout the island where he hears of stories of the ghost pirate LeChuck who apparently died in an expedition to the mysterious Monkey Island an act that was meant to win the love of the governor Elaine Marley 10 Guybrush meets several characters of interest including a local voodoo priestess Stan the Used Boat Salesman Carla the Sword Master a prisoner named Otis and Meathook whose hands have been replaced by hooks Guybrush encounters Elaine and is smitten and she soon reciprocates However as he completes the tasks set for him the island is raided by LeChuck and his undead crew who abduct Elaine and retreat to their secret hideout on Monkey Island 10 Guybrush buys a ship and hires Carla Otis and Meathook as crew before setting sail On Monkey Island Guybrush discovers a village of cannibals in a dispute with Herman Toothrot a castaway marooned there He settles their quarrel then recovers a magical voodoo root from LeChuck s ship for the cannibals who provide him with a seltzer bottle of voodoo root elixir that can destroy ghosts 10 When Guybrush returns to LeChuck s ship with the elixir he learns that LeChuck has returned to Melee Island to marry Elaine at the church He promptly returns to Melee Island and gatecrashes the wedding only to ruin Elaine s own plan for escape in the process he loses the elixir 10 Now confronted with a furious LeChuck Guybrush is savagely beaten by the ghost pirate in a fight ranging across the island At the ship emporium Guybrush finds a bottle of root beer Substituting it for the lost elixir he sprays LeChuck destroying him Guybrush and Elaine enjoy a romantic moment watching fireworks caused by LeChuck exploding 10 Development editOrigin and writing edit Ron Gilbert conceived the idea of a pirate adventure game in 1988 after completing Zak McKracken and the Alien Mindbenders 11 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 12 He pitched it to Lucasfilm Games s staff as a series of short stories 13 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 11 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 11 14 nbsp Ron Gilbert led the game s development and conceived its plot 2011 photo 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 15 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 11 16 Writer Orson Scott Card helped them write the insults during a visit to Lucasfilm s headquarters at Skywalker Ranch 17 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 16 nbsp nbsp Tim Schafer left 2011 photo and Dave Grossman right 2007 photo co wrote the game s plot with Gilbert and supplied programming The game s plot as described by Dave Grossman It s a story about this young man who comes to an island in search of his life s dream He s pursuing his career goals and he discovers love in the process and winds up thinking that was actually more important than what he was doing to begin with You re laughing but there s actually something deeper going on as well 18 When work on the plot began Gilbert discovered that Schafer s and Grossman s writing styles were too different to form a cohesive whole Grossman s was very kind of a dry sarcastic humor and Schafer s was just a little more in your face In reaction Gilbert assigned them to different characters and story moments depending on what type of comedy was required 15 Grossman believed that this benefited the game s writing as he and Schafer were all funny in slightly different ways and it worked well together 18 Schafer and Grossman wrote most of the dialogue while they were programming the game as a result much of it was improvised 11 Some of the dialogue was based on the designers personal experiences such as Guybrush s line I had a feeling in hell there would be mushrooms which came from Schafer s own hatred of fungi 16 The game s world and characters were designed primarily by Gilbert After having read Tim Powers historical fantasy novel On Stranger Tides he decided to add paranormal themes to the game s plot He also cited Powers book as an influence on the characters particularly those of Guybrush and LeChuck Inspiration for the game s ambiance came from Gilbert s favorite childhood amusement park ride Pirates of the Caribbean 19 20 Grossman said that Gilbert always wanted to step off the ride and talk to the people who lived in that world 18 Near the final stages of the design work Gilbert introduced several characters who were not directly related to the game s story He considered this to be an important decision as the player would need those seemingly minor characters in later parts of the game and would receive a chance to really interact with them 13 Creative and technical design edit nbsp The developers included a character from Loom another 1990 Lucasfilm Games title When approached for conversation the character encourages the player to purchase Loom 21 Gilbert Schafer and Grossman s primary goal was to create a simpler and more accessible gameplay model than those presented in previous Lucasfilm titles Gilbert had conceived the main designs and puzzles before production began which resulted in the bulk of the designers work to flesh out his ideas 11 He was frustrated by the adventure games that Sierra On Line was releasing at the time and later said that you died any time you did anything wrong Gilbert considered such gameplay as a cheap way out for the designer 11 He had previously applied his design ideas to the 1987 graphic adventure title Maniac Mansion but considered he committed a number of mistakes during development such as dead end situations that prevented the player from completing the game and poorly implemented triggers for cutscenes Gilbert aimed to avoid such errors in The Secret of Monkey Island 22 The team decided to make it impossible for the player character to die with one notable exception which focused gameplay primarily on world exploration 11 The Sierra game over screen was parodied when Guybrush falls off a cliff only to be bounced back up by a rubber tree Guybrush can also be killed by drowning though it is an Easter Egg unlikely to be found without conscientious effort nbsp A scene in The Secret of Monkey Island shows the protagonist Guybrush Threepwood standing on the docks of Melee Island Below the scene the game displays the list of the verb commands and items in the player s inventory in a point and click menu nbsp The same scene in the special edition The verb portion of the screen has been removed as part of a control overhaul while the background artwork has been made more elaborate to build a much more vibrant environment The Secret of Monkey Island was the fifth Lucasfilm Games project powered by the SCUMM engine originally developed for Maniac Mansion The company had gradually modified the engine since its creation 23 For Maniac Mansion the developers hard coded verb commands in the SCUMM scripting language These commands become more abstract in subsequent versions of the engine The developers carried over the practice of referring to individual segments of the gameworld as rooms even though the areas in Monkey Island were outdoors 24 The game uses the same version of the engine used in Indiana Jones and the Last Crusade The Graphic Adventure with minor changes A dialogue tree was added which facilitated conversation options and the sword fighting puzzles 22 The developers removed the What is option an input command that describes an on screen object to the player in favor of allowing the player to simply highlight the object with the mouse cursor 22 25 The game s improved interface became the standard for the company s later titles The game also introduced logical verb shortcuts which could be performed with the mouse for example clicking on a character defaults to the talk action the most obvious action in the situation 25 SCUMM s visuals were updated for the game the original EGA version had a 320x200 pixel resolution rendered in 16 colors 24 26 According to artist Steve Purcell that became a major limitation for the art team due to a low number of ghastly colors they often chose bizarre tones for backgrounds 26 They chose black and white for Guybrush s outfit for the same reason 22 The VGA version of the game later corrected these issues by implementing 256 color support which allowed for more advanced background and character art 25 Other platform releases removed the infamous stump joke from the game which was a joke in the EGA version in which the player would examine a tree stump in the forest Guybrush would exclaim that there is an opening to a system of catacombs and attempt to enter but this would result in a message stating the player needed to insert disc 22 then 36 then 114 in order to continue The joke resulted in numerous calls to the LucasArts hotline asking about missing discs As a result the joke was removed from later editions and is mentioned as a conversation option for the LucasArts Hint Hotline in the sequel 27 The game s pirate reggae music was composed by Lucasfilm Games in house musician Michael Land in MIDI format It was his first project at the company 28 The game was originally released for floppy disk in 1990 but a CD ROM version with a high quality CD soundtrack followed in 1992 29 The music has remained popular and has been remixed by the musicians of OverClocked ReMix and by the game s fans 30 31 The Secret of Monkey Island ultimately cost 200 000 to produce and was developed over nine months 32 Special edition edit LucasArts released a remake with updated audiovisuals titled The Secret of Monkey Island Special Edition in July 2009 for iPhone Microsoft Windows and Xbox 360 33 exclusively via digital distribution 34 LucasArts confirmed the game s development one month earlier on June 1 rumors appeared several days earlier when the Xbox 360 version of the game received an USK rating 35 The game was developed by A C R O N Y M Games The game was first displayed to the public at the E3 expo in June 36 The remake features hand drawn visuals with more detail a remastered musical score voice work for characters and a hint system The developers included the function to switch between new and original audiovisuals at will 36 37 The voice actors included Dominic Armato as Guybrush Threepwood and Earl Boen as LeChuck most had provided voice work in sequels to The Secret of Monkey Island 21 LucasArts s game producer Craig Derrick and his team conceived the idea of the remake in 2008 37 After researching the Monkey Island series history they decided to make something fresh and new while staying true to the original which resulted in the idea of The Secret of Monkey Island s remake 37 The developers tried to leave much of the original design unchanged Any changes were intended to achieve the level of immersion desired for the original To that end they added details like a pirate ship or pirates talking in the background of scenes While the team considered the SCUMM interface revolutionary at the time LucasArts community manager Brooks Brown noted that it is incompatible with an analog stick which most consoles use The designers made the cursor contextual to the game objects as the primary interface Brown had considered updating the reference to advertise Star Wars The Force Unleashed because Loom was not on the market at the time but concluded that the game would not be the same if such changes were implemented 21 Prior to the Special Edition release however LucasArts announced that Loom along with other games from its back catalog would be made available on Steam 38 Brown stated that the decision to distribute the game online was because digital downloads have finally gotten going 39 The Special Editions of The Secret of Monkey Island and its sequel were later released physically for Xbox 360 PlayStation 3 and PC exclusively in Europe as Monkey Island Special Edition Collection 40 Reception editReceptionAggregate scoreAggregatorScoreGameRankingsPC 81 41 Review scoresPublicationScoreComputer and Video Games94 42 Dragon nbsp nbsp nbsp nbsp nbsp 43 Amiga Power90 44 Amiga Action90 45 The One92 46 Amiga Computing90 47 Zero84 48 ACE922 Amiga 918 Atari ST 915 IBM PC 49 Mega91 50 The Secret of Monkey Island received positive reviews from critics According to Gilbert it sold well but was never a big hit 51 Grossman later summarized that the game s sales were north of 100 000 far south of 1 million Back in those days a few hundred thousand was a giant smash hit 52 According to Next Generation The Secret of Monkey Island was a relatively minor hit in the United States but the game and its sequel became blockbusters on the PC and the Amiga throughout Europe 53 Hartley Patricia and Kirk Lesser of Dragon praised the designers attention to detail and cited the game s humor as a high point Although they believed that the game was too expensive they summarized it as a highly enjoyable graphic adventure replete with interesting puzzles a fantastic Roland soundtrack superb VGA graphics smooth scrolling animation and some of the funniest lines ever seen on your computer screen 43 Duncan MacDonald of Zero praised the graphics and found the game quite amusing His favorite aspect was the fine tuned difficulty level which he believed was just right ending his review with at last an adventure game that s enjoyable rather than frustrating 48 Paul Glancey of Computer and Video Games consider the game superior to Lucasfilm s earlier adventure titles and wrote that usually the entertainment you get from an adventure is derived solely from solving puzzles but the hilarious characters and situations and the movie like presentation make playing this more like taking part in a comedy film so it s much more enjoyable He considered the puzzles to be brilliantly conceived and found the game s controls accessible He summarized it as utterly enthralling 42 44 ACE s Steve Cooke also found the controls convenient and he praised the game s atmosphere He wrote that in graphics and sound terms Monkey Island along with King s Quest V is currently at the head of the pack However he disliked the designers running joke of placing TM after character and place names which he thought detracted from the atmosphere He singled out the game s writing characters and plot structure as its best elements 49 Amiga Power s Mark Ramshaw wrote with The Secret of Monkey Island the mouse controlled graphic adventure comes of age He lauded its comedic elements which he believed were the highlight of the game The reviewer also praised the control scheme noting that it allows the player to more or less forget about the specifics of what they are physically doing and lose themselves in the adventure instead He noted that the game s plot and visual and aural presentation fit together to create a thick atmosphere and finished Forget all those other milestone adventures Zork The Hobbit Lord of the Rings et al for sheer enjoyment and general all round perfection The Secret of Monkey Island creams em all in style 44 The game along with its sequel was ranked the 19th best game of all time by Amiga Power 54 Writing for The One Paul Presley stated that Lucasfilm appears to have taken all of the elements that worked in its previous releases and not only incorporated them into this tale of scurvy swashbuckling but even improved on them in the process Like the other reviewers he praised its controls He also lauded its hilarious storyline strong characters and intriguing setting but complained about graphical slowdowns 46 Nick Clarkson of Amiga Computing cited the game s graphics as flawless noting that the characters are superbly animated and the backdrops simply ooze atmosphere He highly praised its sound effects and music and believed that its controls couldn t be simpler 47 The staff of Amiga Action wrote that the attention to detail and the finely tuned gameplay cannot be faulted They called the graphics stunning throughout and believed that when they were combined with the excellent Caribbean tunes the result is a game filled with character and atmosphere They ended by stating that there is absolutely no excuse for not owning this game 45 Computer Gaming World said that Monkey Island offers up LucasArt s famous humor at its best For an adventure you ll long remember raise your cup of grog 55 nbsp The Secret of Monkey Island displayed at The Art of Video Games The Secret of Monkey Island has featured regularly in lists of top games such as Computer Gaming World s Hall of Fame 56 and IGN s Video Game Hall of Fame 57 In 1991 PC Format placed The Secret of Monkey Island on its list of the 50 best computer games of all time calling it genuinely funny 58 In 1996 Computer Gaming World ranked it as the 19th best game of all time writing Who could ever forget the insult driven duel system or the identity of the mysterious Swordmaster 59 In 2004 readers of Retro Gamer voted it as the 33rd top retro game 60 IGN named The Secret of Monkey Island one of the ten best LucasArts adventure games in 2009 61 and ranked the Xbox Live Arcade version as the 20th best title of all time for that platform in 2010 62 In 2017 The Secret of Monkey Island ranked 78th in the Scientifically Proven Best Video Games of All Time a statistical meta analysis compiled by Warp Zoned of 44 top games lists published between 1995 and 2016 63 Special edition edit ReceptionAggregate scoresAggregatorScoreGameRankingsiOS 87 64 MetacriticPC 86 100 65 X360 88 100 66 PS3 87 100 67 Review scoresPublicationScoreEurogamer9 out of 10 68 GamePro4 out of 5 69 GameSpot8 out of 10 70 IGN8 7 out of 10 71 Like the original release The Secret of Monkey Island Special Edition received positive reviews from critics Sean Ely of GamePro praised its updated audio and said that the new graphics blow the old clunker visuals out of the water He cited its script humor plot puzzles and balanced difficulty level as high points and finished The Secret of Monkey Island Special Edition is impressive hilarious and downright worth your money 69 Daemon Hatfield of IGN wrote Almost 20 years after its release The Secret of Monkey Island remains a blast to play He called the new graphics slick if a little generic and noted that the original graphics have a certain charm to them that the fancy pants new visuals just don t but he enjoyed the redone music the new hint function and the added sound effects and voice acting He summarized it as one of the best times you ll ever have pointing and clicking and noted that few games are this funny 71 Justin Calvert of GameSpot noted that the Special Edition looks much better and is the only way to play if you want to hear what characters are saying whereas the original game s interface is less clunky However he wrote that the voice work is such a great addition to the game that it s difficult to go back to the original edition He praised its humor writing puzzles and characters and he believed that it had aged well 70 Eurogamer s Dan Whitehead wrote Purists like me will almost certainly find something to grumble about over the span of the game but the overall impact of the redesign is undeniably for the better He preferred the original game s Guybrush design and believed that the new control system was rather less intuitive than the old one He finished by stating that few games can stand the test of time with such confidence 68 Legacy editSee also Monkey Island The Secret of Monkey Island spawned five sequels The first Monkey Island 2 LeChuck s Revenge was released in 1991 and focuses on LeChuck s return 72 Six years later LucasArts released The Curse of Monkey Island which features a new visual design 73 In 2000 the company released Escape from Monkey Island which uses the GrimE engine of Grim Fandango to produce 3D graphics 74 The next title Tales of Monkey Island released in 2009 is a series of five episodic chapters 75 The most recent title Return to Monkey Island was released in 2022 and revisits several locations and characters from the first game Elements of the game have appeared elsewhere in popular culture The original version was selected as one of five for the exhibition The Art of Video Games in the Smithsonian American Art Museum in 2011 76 A fictive drink recipe in the game for grog was mistakenly reported as real in 2009 by Argentinian news channel C5N which urged teenagers against consuming the dangerous Grog XD drink 77 In Tales of Monkey Island Guybrush refers to this news story while pushing the Grog XD button on a Grog machine 78 In a celebration of the game s 30th anniversary Ron Gilbert shared secrets from its original source code during a video conversation with the Video Games History Foundation These included early character prototypes unused animations and alternative game environments 79 On July 20 2023 game studio Rare LTD released an update for their game Sea of Thieves where players could visit Melee Island and interact with characters of the Monkey Island game series in a new adventure bridging the stories of both worlds References edit 20th Anniversary LucasArts Entertainment Company LLC Archived from the original on June 23 2006 via Internet 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Computing 38 62 63 a b MacDonald Duncan November 1990 The Secret of Monkey Island Zero 13 58 a b Cooke Steve July 1991 The Secret of Monkey Island ACE 46 76 77 Mega review issue 6 page 33 March 1993 Gilbert Ron September 2 2015 Happy Birthday Monkey Island Grumpy Gamer Archived from the original on September 4 2015 Retrieved September 4 2015 Winegarner Beth May 23 2012 The Adventures of a Videogame Rebel Tim Schafer at Double Fine SF Weekly Archived from the original on July 9 2017 Staff September 11 1996 ECTS Lucas Monkeying Around Next Generation Archived from the original on June 6 1997 Amiga Power magazine issue 64 Future Publishing August 1996 Invasion Of The Data Stashers Computer Gaming World April 1994 pp 20 42 CGW s Hall of Fame 1UP com IGN Videogame Hall Of Fame The Secret of Monkey Island IGN 2007 Archived from the original on April 27 2009 Retrieved December 21 2011 Staff October 1991 The 50 best games EVER PC Format 1 109 111 150 Best Games of All Time Computer Gaming 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The Secret of Monkey Island Special Edition for PlayStation 3 Reviews Metacritic CBS Interactive Retrieved November 3 2018 a b Whitehead Dan July 15 2009 Secret of Monkey Island Special Edition Review Eurogamer Archived from the original on September 9 2011 Retrieved December 15 2011 a b Ely Sean July 21 2009 PC XBLA Review The Secret of Monkey Island Special Edition GamePro Archived from the original on September 22 2010 a b Calvert Justin April 23 2010 The Secret of Monkey Island Special Edition Review GameSpot Archived from the original on August 4 2012 Retrieved December 15 2011 a b Hatfield Daemon July 14 2009 The Secret of Monkey Island Special Edition Review IGN Archived from the original on December 8 2011 Retrieved December 13 2011 Fletcher JC November 18 2010 Ron Gilbert digs up treasure in the form of Monkey Island 2 bug reports Joystiq Archived from the original on October 24 2012 Retrieved November 24 2011 Shiver Me Timbers LeChuck s Back and He s Deader Than Ever in LucasArts Swashbuckling Monkey Island Series Sequel The Curse of Monkey Island Salty Humor Exotic Locales and Ghost Pirates Galore Highlight Latest Chapter of Award Winning High Sea Adventure Business Wire Press release September 9 1996 Archived from the original on March 11 2016 Retrieved November 24 2011 Dulin Ron November 9 2000 Escape from Monkey Island Review Page 2 GameSpot Archived from the original on June 24 2013 Retrieved November 24 2011 O Connor Alice June 1 2009 Tales of Monkey Island Announced Secret of Monkey Island to Be Revamped Shacknews Archived from the original on May 31 2012 Retrieved November 24 2011 Exhibitions The Art of Video Games Smithsonian American Art Museum 2011 Archived from the original on August 6 2011 Retrieved July 31 2011 Five games will be available for visitors to play for a few minutes to gain some feel for the interactivity Pac Man Super Mario Bros The Secret of Monkey Island Myst and World of Warcraft Good Owen August 30 2009 Argentine TV Warns World of Monkey Island s Grog Recipe fail Kotaku Archived from the original on February 11 2010 Retrieved April 11 2010 Telltale Games December 2009 Tales of Monkey Island Rise of the Pirate God PC Guybrush Grog XD This must be that new high energy grog that all the kids are drinking these days It s sold out Which is fine by me the kerosene and battery acid tend to keep me up at night Lucasarts Ron Gilbert discusses Secret of Monkey Island source code shacknews com November 24 2020 Retrieved December 10 2020 External links editThe Secret of Monkey Island at MobyGames RetroAhoy The Secret of Monkey Island A 73 minute documentary with two parts the history of text and graphic adventures leading to The Secret of Monkey Island and on The Secret of Monkey Island itself The Secrets Of Monkey Island s Source Code from the Video Game History Foundation Review in PC World Portals nbsp 1990s nbsp Speculative fiction nbsp Video games Retrieved from https en wikipedia org w index php title 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