
- #PUTT PUTT JOINS THE PARADE ONLINE FULL#
- #PUTT PUTT JOINS THE PARADE ONLINE CODE#
- #PUTT PUTT JOINS THE PARADE ONLINE SERIES#
And like any good mother with the imagination, she also created her own stories. Like any good mother, she used to read her kid a bedtime stories. Now, it's time for us to talk about Shelley Day, a producer of the first two Monkey Island games. And yet, Ron was there, making games and his SCUMM was still with him. Which even led to a lawsuit that ended up preventing Ron's new games to be published by Electronic Arts. Naturally, LucasArts was not OK with that. Naturally, when Ron Gilbert left LucasArts to establish Humongous Entertainment, he just took SCUMM with him to use it in his future projects. And as the result, it ended up being used in all of those LucasArts' masterpieces I've mentioned above.
#PUTT PUTT JOINS THE PARADE ONLINE CODE#
The tool was very useful and not only allowed developers to create the locations, items and dialogues without actually writing any code manually, but also heavily simplified the process of porting games to multiple systems. let's just say that even if you're too young to remember all that, you sure heard of SCUMM. Originally, it was a tool to ease Maniac Mansion's development process, but. Not only he created Maniac Mansion and Monkey Island, he also created legendary Script Creation Utility for Maniac Mansion. A man who made an enormous contribution to the industry. Which brings us back to Humongous Entertainment. Only yesterday you had nothing but plain text and now? Now you were able to participate in an interactive animated movie. It's pretty hard to explain nowadays, but just think about it.
#PUTT PUTT JOINS THE PARADE ONLINE FULL#
Games like Maniac Mansion, Indiana Jones and the Last Crusade / Fate of Atlantis, LOOM, Monkey Island, Day of the Tentacle and eventually Sam & Max, Full Throttle and The DIG? Those were more than just games.
#PUTT PUTT JOINS THE PARADE ONLINE SERIES#
While Sierra On-Line was still considered by many as the king of the genre thanks to their legendary series like Space Quest, LucasArts turned graphic adventures into. And that's where LucasArts joined the fun. And after that? After that the adventure games went all-graphics. We were still using keyboard and yet, or characters were actually moving through the world and doing things. The original 1984 version of King's Quest is a nice example of such games. Didn't last long, though, because yes, Sierra On-Line didn't stop there and very soon graphics started to take over the text.įirst, we've got ourselves games, in which there was still text-based input, while visuals offered us not just a series of static images, but a fully interactive graphics. Holmes in Sherlock ( 1984), traveling into another world by car in Nine Princes in Amber ( 1985). Seeing Middle-earth with our own eyes in The Hobbit ( 1982), participating in a real investigation with Mr. Doesn't sound like a big deal and yet, it changed everything. Technically, it was still a text-based game, except this time? This time we've got ourselves vector-based graphical illustrations. Things changed in 1980, when Sierra On-Line's Roberta Williams and her husband Ken (an absolutely iconic duo that deserves their own statue) released the game called Mystery House. The games just described you the current situation and you were supposed to make choices by inputting one of the allowed commands through your keyboard. Originally, such games were all about text. Seriously, they didn't even start with Star Wars games until early 90s, while in 80s, they were all about graphic adventures.Īnd yes, there were times when the adventure games didn't even have graphics. Both Ron Gilbert and Shelley Day are former LucasArts employees and back in the days, LucasArts wasn't about Star Wars. While for the rest of us, let me explain.

Those of us who grew up in 80s sure know what I mean. Why? Well, the reason for that can be explained in only two names - Ron Gilbert and Shelley Day. And yet, even when I became a teen, I just kept playing those games. And naturally, I didn't get any younger since then, while target audience of Humongous Entertainment's games was always preschoolers. See, at the moment Humongous Entertainment was founded and released their first game in 1992, I was already ten years old. ~ Tom Robbins, Still Life with WoodpeckerĪh, Humongous Entertainment. “It's never too late to have a happy childhood.”
