118 lines
7.1 KiB
Plaintext
118 lines
7.1 KiB
Plaintext
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THE SECRET OF MONKEY ISLAND
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THE SECRET OF MONKEY ISLAND, an animated adventure from Lucasfilm Games, is one
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of the best graphic adventure games I've ever played. Instead of feeling
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relieved after solving it (as often happens with adventure games), I was
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genuinely sorry that the game had to end! Aside from the excellent sights and
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sounds, the designer did a truly outstanding job in making the adventure an
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extremely enjoyable gaming experience. (This review is based on the IBM-PC
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version.)
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The story is about pirates -- not the ones who steal commercial software, but
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those who make you walk the plank if you look at them cross-eyed. You are
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Guybrush Threepwood (what a name), a young lad on Melee Island (tm) who has
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always dreamed of being a fireman, er, make that a pirate. You learn that to
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join this prestigious organization, you have to pass three trials, which are
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actually three mini-quests. Just when you are ready to finally become a pirate,
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the dreaded ghost pirate leader, LeChuck (what a name) from Monkey Island (tm)
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drops by for a visit. He kidnapped the governess whom you have met and fallen in
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love with (at first sight, no less). Undaunted, you purchase a ship from Stan
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(the used-ship salesman), round up a few scums of the earth for a crew, and set
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sail to Monkey Island (tm) to find LeChuck and save your beloved damsel in
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distress.
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The game employs a parserless interface. Except for certain command keys, no
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typing is needed. Joystick and mouse are supported for selecting commands. I
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used the mouse exclusively. and game play was smooth as silk. There is an
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onscreen list of 12 verbs/commands that control all the actions you need to play
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the game. Your inventory is also displayed onscreen at all times. When you move
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the cursor onto an object of interest, the name of the object is displayed to
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let you know that further interaction is possible. This is similar to FUTURE
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WARS and the MANHUNTER series. All the relevant objects in this game are well
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illustrated and easily recognized. There is no need to worry about that one
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off-color pixel at the corner of the screen. When you talk to someone, you
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select from a set of dialogs, as in NEUROMANCER. The dialogs at a given
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situation can change, depending on the progress that you make. Choosing the
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right dialog is not required to solve the puzzles. Indeed, you will want to try
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to select as many different dialogs as possible, to see the many humorous
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responses.
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With only 12 commands available and predetermined dialogs, you might think the
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game must not be much of a challenge. Well, pardon me here while I slap you
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silly. I can think of only one word to describe the puzzles: _delicious_. Let me
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elaborate: First of all, you do not _die_ in this game! At least, I could not
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find a way to get killed. If not for such mundane activities as as sleeping and
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working (I could have given up eating), I'd never have to use any of the nine
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save-game slots.
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When you want to go somewhere, just click at the destination and Threepwood
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will get there. He is smart enough to navigate around obstacles, and knows
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better than to fall over cliffs, ledges, and so on. In fact, you cannot make him
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jump off a cliff even if you want to. There is no arcade sequence in the game,
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although there are two puzzles that require a fairly rapid click of the mouse.
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The design of the game is such that, while there are many locations to visit,
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mapping is really not necessary. (Well, you may think it is, at some point in
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the game, but trust me on this one.)
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A lot of the puzzles are non-linear; the three trials I mentioned earlier can
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be tackled in any order. In fact, you may choose to pursue all three at the same
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time. The puzzles themselves are not too complicated, but they are always
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logical and never too obvious. The clues (both visual and verbal) are fair,
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subtle, and well placed. The puzzles do seem to become a bit easier once you get
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to LeChuck's hideout. But by then, you'll feel that you deserve a break.
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Overall, I'd rate the game difficulty to be medium, but on the easy side. As a
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comparison, I think the puzzles are better than those in FUTURE WARS and
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CIRCUIT'S EDGE, two other parserless adventure games.
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I must not neglect to mention the humor in this game. It is everywhere! From
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the expected "Star Wars" joke ("You came in that ship? You are braver than you
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look!"), to the totally off-the-wall way to defeat the swordmaster, you will be
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chuckling to yourself the whole time. And I simply burst out in uncontrollable
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laughter when I accidentally and unexpectedly destroyed my ship.
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The current version of SECRET supports VGA (16 colors), EGA, MCGA, CGA, and
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Tandy graphics modes. An upgradable 256-color VGA version will be available as
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of December, 1990. The graphics are breathtaking. and the character animations
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have to be seen to be believed. When I had to deal with Stan (the used-ship
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salesman) and his plaid (!) overcoat, fast talking, and arm-waving mannerisms,
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it convinced me to hang on to my old car for a few more decades. The realism of
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the dancing ghosts (realism? dancing ghosts??) can easily rival the disco scene
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in CODENAME: ICEMAN. The game employs horizontal scrolling whenever appropriate,
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to provide continuity. The Scumm bar (what a name) where the pirates hang out is
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three screens wide, and the graphics scroll as you move further inside the bar.
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The scrolling is smoothly done, by and large, but does become jerky
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occasionally. Another unusual feature is that characters' sizes vary with
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distance. Threepwood becomes smaller as you move him further away, enhancing the
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3-D perspective. I definitely want to see the 256-color version when it becomes
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available.
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The program supports AdLib and Soundblaster sound cards. (There is also an
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option for Gameblaster sounds.) Various theme music pieces accompany you on
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almost every occasion. There are very few scenes with complete silence. The
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music is wonderful and appropriate, instead of obtrusive and repetitive. Not
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once did I want to turn the music off while playing the game. There are also
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some sound effects scattered here and there, but it is the music that deserves
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your attention.
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SECRET is hard-disk installable, and copy protection is handled via a code
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wheel. I found the code wheel a bit difficult to use, but it is necessary only
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at the beginning of each boot cycle. The game contains nine save slots. Saving
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and restoring a game can be done at any time during play. You'll need 640K of
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RAM. The EGA version is available in either 5-1/4" (low density) or 3-1/2"
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format. You can exchange for either format for free _if_ you send in your
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original set. There is an upgrade coupon that allows you to purchase the VGA
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256-color version for $15. Apparently, it will only be available in 5-1/4" high
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density or 3-1/2" formats.
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I guess by now you probably have the impression that I really like THE SECRET
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OF MONKEY ISLAND. My recommendations are: Buy it, play it, and savor it. I know
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you won't regret it.
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THE SECRET OF MONKEY ISLAND is published and distributed by Lucasfilm and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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