Anyway, when poking around to see if any reviewers noted this issue, I came across the following bit of trivia. Adventure Gamers wrote a retrospective review for the game in 2002, noting: "However good the game is, it must be said that it is far too short .... Two days of gameplay is simply not enough for a modern adventure game. The length also affects the depth of gameplay." Eurogamer wrote a retrospective review for the game in 2010, noting: "It's an enormous game, with huge numbers of scenes, each packed with gags." Kind of funny how those intervening eight years totally changed the perspective on adventure game size!
(Candidly, I'm not sure what giant adventure games Adventure Gamer had in mind.)
We're working our way through Curse of Monkey Island. Definitely inferior to the predecessors in design, though the graphics, voice acting, etc. are all very fine. A few things that jump out: a very small percentage of puzzles have self-evident justifications (e.g., of the variety where you see a guard dog, and then know you need to distract the guard dog, and work backwards from there). Instead, most puzzles rely on either (1) the player simply assuming that because there's an item, it should be taken, because there's a breakable wall, it should be broken, etc., or (2) expository dialogue from some NPC giving you a zany explanation of what needs to be done. The organic flow of MI2 is simply gone. Most of the puzzles are "backwards puzzles" (at least for me), especially when playing with a kid who doesn't want to wade through Roxor-accursed dialogue trees.
Anyway, when poking around to see if any reviewers noted this issue, I came across the following bit of trivia. Adventure Gamers wrote a retrospective review for the game in 2002, noting: "However good the game is, it must be said that it is far too short .... Two days of gameplay is simply not enough for a modern adventure game. The length also affects the depth of gameplay." Eurogamer wrote a retrospective review for the game in 2010, noting: "It's an enormous game, with huge numbers of scenes, each packed with gags." Kind of funny how those intervening eight years totally changed the perspective on adventure game size!
(Candidly, I'm not sure what giant adventure games Adventure Gamer had in mind.)
I'd say original DOS version. Use plain old DOSBOX or ScummVM. Also use Munt or something equivalent for that sweet sweet Roland music.Which version is the best way to play "Secret of Monkey Island"? DOS? Amiga? Special Edition? or else?
Which version is the best way to play "Secret of Monkey Island"? DOS? Amiga? Special Edition? or else?
I'd say original DOS version. Use plain old DOSBOX or ScummVM. Also use Munt or something equivalent for that sweet sweet Roland music.Which version is the best way to play "Secret of Monkey Island"? DOS? Amiga? Special Edition? or else?
Yes but it's a treat to play MI1 and 2 with voiceovers.
So what I recommend heartily is this : http://www.gratissaugen.de/ultimatetalkies/
Integrating the SE speech to the originals !
The music and VA of the SE are nice, but they’re also the sort of thing you’ll appreciate more if you’ve played the game as intended in its original form. The graphical “enhancements” on the other hand are
In the German version (may be true for other translated languages as well) they cut a whole scene out, namely the song on the ship "A Pirate I was meant to be":Curse of Monkey Island is so big data-wise that they had to skip a cutscene at the very end and leave it off the disc. You'll notice it when you get there.
In the German version (may be true for other translated languages as well) they cut a whole scene out, namely the song on the ship "A Pirate I was meant to be":Curse of Monkey Island is so big data-wise that they had to skip a cutscene at the very end and leave it off the disc. You'll notice it when you get there.
https://www.youtube.com/watch?v=1-9my0tsutw
The stated reasion was, that it would be too much work to translate.