LeChuck's Revenge
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''Monkey Island 2: LeChuck's Revenge'' is an
adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw ...
developed and published by
LucasArts Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game brand licensing, licensor that is part of Lucasfilm. It was founded in May 1982 by George Lucas as a video game development group alongside his film company; as ...
in 1991. A sequel to 1990's ''
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 Guybr ...
'', it is the second game in the ''
Monkey Island ''Monkey Island'' is a series of adventure games. The first four games in the series were produced and published by LucasArts, earlier known as Lucasfilm Games. The fifth installment of the franchise was developed by Telltale Games in collabor ...
'' series. It was the sixth LucasArts game to use the SCUMM engine, and the first game to use the
iMUSE iMUSE (''Interactive Music Streaming Engine'') is an interactive music system used in a number of LucasArts video games. The idea behind iMUSE is to synchronize music with the visual action in a video game so that the audio continuously matches t ...
sound system. In it, pirate
Guybrush Threepwood Guybrush Ulysses Threepwood is a fictional character who serves as the main protagonist of the ''Monkey Island'' series of computer adventure games by LucasArts. Guybrush is voiced by actor Dominic Armato in the third, fourth, fifth, and sixth ga ...
searches for the legendary treasure of Big Whoop and again faces off against the pirate
LeChuck LeChuck is a fictional character in LucasArts' ''Monkey Island'' series of graphic adventure games. Created by Ron Gilbert, LeChuck was introduced in ''The Secret of Monkey Island'' and is the main antagonist of the series. Gilbert drew on aspe ...
, who is now a
zombie A zombie (Haitian French: , ht, zonbi) is a mythological undead corporeal revenant created through the reanimation of a corpse. Zombies are most commonly found in horror and fantasy genre works. The term comes from Haitian folklore, in whic ...
. The development team for ''Monkey Island 2'' was largely the same as for ''The Secret of Monkey Island''. The project was led by
Ron Gilbert Ron Gilbert (born January 1, 1964) is an American video game designer, video-game designer, video game programmer, programmer, and video game producer, producer. His games are generally focused on interactive story-telling, and he is arguably bes ...
, who was again joined by
Tim Schafer Timothy John Schafer (born July 26, 1967) is an American video game designer. He founded Double Fine Productions in July 2000, after having spent over a decade at LucasArts. Schafer is best known as the designer of critically acclaimed games '' ...
and Dave Grossman. The game was a critical success, but a commercial disappointment. ''Monkey Island 2'' was followed by ''
The Curse of Monkey Island ''The Curse of Monkey Island'' is an adventure game developed and published by LucasArts in 1997. A sequel to 1991's '' Monkey Island 2: LeChuck's Revenge,'' it is the third game in the ''Monkey Island'' series. It follows protagonist Guybrush ...
'' in 1997; the third game in the series had to deal with the predecessor's ambiguous ending and to vaguely explain it. In 2022, a sixth game ''
Return to Monkey Island ''Return to Monkey Island'' is a point-and-click adventure game developed by Terrible Toybox and published by Devolver Digital. The sixth ''Monkey Island'' game, it was released for macOS, Nintendo Switch, and Windows on September 19, 2022, for L ...
'' was released, whose plot begins right after the cliffhanger of ''Monkey Island 2'', but is not a sequel to the latter, and the games following ''Monkey Island 2'' all remain
canonical The adjective canonical is applied in many contexts to mean "according to the canon" the standard, rule or primary source that is accepted as authoritative for the body of knowledge or literature in that context. In mathematics, "canonical example ...
. A "Special Edition"
remake A remake is a film, television series, video game, song or similar form of entertainment that is based upon and retells the story of an earlier production in the same medium—e.g., a "new version of an existing film". A remake tells the same ...
of ''Monkey Island 2'' was released in 2010, following a similar remake of the first game.


Gameplay

''LeChuck's Revenge'' plays like most SCUMM-based
point-and-click Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and cli ...
adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw ...
s. Actions and dialogues are depicted on an Animation Window which covers the top of the screen;
verb A verb () is a word (part of speech) that in syntax generally conveys an action (''bring'', ''read'', ''walk'', ''run'', ''learn''), an occurrence (''happen'', ''become''), or a state of being (''be'', ''exist'', ''stand''). In the usual descri ...
al commands are listed in the lower left-hand corner of the screen, while Inventory items are shown as
icon An icon () is a religious work of art, most commonly a painting, in the cultures of the Eastern Orthodox, Oriental Orthodox, and Catholic churches. They are not simply artworks; "an icon is a sacred image used in religious devotion". The most ...
s on the lower right-hand corner. A Sentence Line is located below the Animation Window and serves in describing the actions of the player. The game was one of the few adventure games that offered the player a choice in levels of puzzle difficulty. In some versions, before starting the game, the player is prompted to choose between regular version and "Monkey 2 Lite", a relatively stripped-down experience that bypasses many puzzles entirely. On the back of the game's packaging it is (jokingly) stated that this mode is intended for video-game reviewers.


Plot

Several months after the events of ''
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 Guybr ...
'',
Guybrush Threepwood Guybrush Ulysses Threepwood is a fictional character who serves as the main protagonist of the ''Monkey Island'' series of computer adventure games by LucasArts. Guybrush is voiced by actor Dominic Armato in the third, fourth, fifth, and sixth ga ...
is on Scabb Island searching for the legendary treasure of "Big Whoop". He is robbed by Largo LeGrande, former first mate of the pirate
LeChuck LeChuck is a fictional character in LucasArts' ''Monkey Island'' series of graphic adventure games. Created by Ron Gilbert, LeChuck was introduced in ''The Secret of Monkey Island'' and is the main antagonist of the series. Gilbert drew on aspe ...
whose ghost Guybrush defeated in the previous game. Largo has imposed an embargo on the island, preventing anyone from leaving. Visiting the International House of Mojo in the island's swamp, Guybrush receives guidance from the Voodoo Lady who assisted him in his prior adventure. Through actions involving laundry and grave robbing, Guybrush collects the necessary materials for her to make a
voodoo doll The term Voodoo doll commonly describes an effigy into which pins are inserted. Such practices are found in various forms in the magical traditions of many cultures around the world. Despite its name, the dolls are not prominent in Haitian Vodo ...
of Largo, which Guybrush uses against him. However, Guybrush makes the mistake of showing Largo LeChuck's still-living beard, which Largo steals and uses to resurrect LeChuck as a
zombie A zombie (Haitian French: , ht, zonbi) is a mythological undead corporeal revenant created through the reanimation of a corpse. Zombies are most commonly found in horror and fantasy genre works. The term comes from Haitian folklore, in whic ...
. From his island fortress, LeChuck swears revenge against Guybrush. The Voodoo Lady reveals that Big Whoop contains the secret to another world which will allow Guybrush to escape LeChuck forever. She gives Guybrush a book which says that the four pirates who discovered the treasure created a map to its location which they divided into four parts. One of the pirates was the grandfather of Guybrush's love interest,
Elaine Marley Elaine Marley (from ''Escape From Monkey Island'' onward called Elaine Marley-Threepwood) is a fictional character in the ''Monkey Island'' series of graphic adventure video games. Created by Ron Gilbert for LucasArts, the character first appears ...
, who has broken up with him. Guybrush charters a ship sailed by Captain Dread, and sets out to find the map pieces. Guybrush's search takes him back and forth between three islands: Scabb, Phatt, and Booty. On Phatt Island he is imprisoned by order of Governor Phatt, who hopes to claim the bounty LeChuck has placed on him, but Guybrush manages to escape. On Booty Island he encounters Stan, a used ship salesman from the prior game who is now selling used coffins. He also reunites with Elaine, who is bitter toward him and says that their relationship was a mistake. Through various quests involving a
Mardi Gras Mardi Gras (, ) refers to events of the Carnival celebration, beginning on or after the Christian feasts of the Epiphany (Three Kings Day) and culminating on the day before Ash Wednesday, which is known as Shrove Tuesday. is French for "Fat ...
party, a spitting competition, a
bloodhound The bloodhound is a large scent hound, originally bred for hunting deer, wild boar and, since the Middle Ages, for tracking people. Believed to be descended from hounds once kept at the Abbey of Saint-Hubert, Belgium, in French it is called, ''l ...
, a drinking contest, a
glass-bottom boat A glass-bottom boat is a boat with sections of glass, panoramic bottom glass or other suitable transparent material, below the waterline allowing passengers to observe the underwater environment from within the boat. The view through the glass b ...
, a sunken ship's
figurehead In politics, a figurehead is a person who ''de jure'' (in name or by law) appears to hold an important and often supremely powerful title or office, yet ''de facto'' (in reality) exercises little to no actual power. This usually means that they ...
, rigged gambling, a
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, and temporarily resurrecting the dead, Guybrush manages to collect the map pieces. He takes them to diminutive
cartographer Cartography (; from grc, χάρτης , "papyrus, sheet of paper, map"; and , "write") is the study and practice of making and using maps. Combining science, aesthetics and technique, cartography builds on the premise that reality (or an im ...
Wally, who determines that Big Whoop is on Dinky Island. Wally and the map are soon kidnapped by LeChuck. Guybrush infiltrates LeChuck's fortress but is captured, and LeChuck places him and Wally in an elaborate deathtrap. They manage to escape, but Guybrush accidentally sets off an explosion which propels him to Dinky Island. There he encounters
castaway A castaway is a person who is cast adrift or ashore. While the situation usually happens after a shipwreck, some people voluntarily stay behind on a deserted island, either to evade captors or the world in general. A person may also be left a ...
Herman Toothrot, who he previously met on Monkey Island. Navigating a mazelike jungle with the help of a talking parrot, Guybrush locates the site where Big Whoop is supposedly buried. He digs until he hits concrete, and uses dynamite to blast through it. Elaine hears the explosion from Booty Island and sets out to investigate, finding Guybrush dangling over a deep hole which he then falls down, winding up in an underground facility. LeChuck arrives, claims that he is Guybrush's brother, and proceeds to torture him using a voodoo doll. In the tunnels, Guybrush discovers an
E ticket An E ticket (officially an E coupon) was a type of admission ticket used at the Disneyland and Magic Kingdom theme parks before 1982, where it admitted the bearer to the newest, most advanced, or popular rides and attractions. It is now commonl ...
, a
first aid First aid is the first and immediate assistance given to any person with either a minor or serious illness or injury, with care provided to preserve life, prevent the condition from worsening, or to promote recovery. It includes initial in ...
station, a "lost parents" area with the skeletal remains of his parents, and an elevator leading to Mêlée Island, which he previously visited in ''The Secret of Monkey Island''. He manages to create a voodoo doll of LeChuck, and dismembers his foe by tearing its leg off. LeChuck begs Guybrush to remove his mask, revealing that he is actually Guybrush's creepy brother, Chuckie. Their reunion is interrupted by a workman, who says that "you kids" should not be there. The two brothers, now appearing as children, exit the tunnels together and meet their parents above-ground in the "Big Whoop"
amusement park An amusement park is a park that features various attractions, such as rides and games, as well as other events for entertainment purposes. A theme park is a type of amusement park that bases its structures and attractions around a central ...
. Guybrush is confused, and Chuckie's eyes glow with evil energy. Back on Dinky Island, Elaine wonders if LeChuck has cast a spell over Guybrush.


Development


Origin

The idea of a sequel to ''The Secret of Monkey Island'' originated in that project's planning by its director,
Lucasfilm Games Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game licensor that is part of Lucasfilm. It was founded in May 1982 by George Lucas as a video game development group alongside his film company; as part of a large ...
employee
Ron Gilbert Ron Gilbert (born January 1, 1964) is an American video game designer, video-game designer, video game programmer, programmer, and video game producer, producer. His games are generally focused on interactive story-telling, and he is arguably bes ...
. Gilbert envisioned ''The Secret of Monkey Island'' as the first of a trilogy of adventure games, although he hadn't fully developed the overarching narrative direction for the series at the time. The possibility of a second ''Monkey Island'' game was alluded to by Gilbert in a late 1990 interview with in-company newsletter '' The Adventurer'', and he told ''
Retro Gamer ''Retro Gamer'' is a British magazine, published worldwide, covering retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' soon became ...
'' in 2006 that "I knew there was going to be a sequel" before he completed work on ''The Secret of Monkey Island''. He proceeded to conceive ideas specifically for ''Monkey Island 2'' before Lucasfilm Games commenced the publication of the previous game. Gilbert remarked that his opportunity to develop the sequel came in part from the company's contemporary
project management Project management is the process of leading the work of a team to achieve all project goals within the given constraints. This information is usually described in project documentation, created at the beginning of the development process. Th ...
practices which he likened to the narrative setting of ''
Lord of the Flies ''Lord of the Flies'' is a 1954 novel by the Nobel Prize-winning British author William Golding. The plot concerns a group of British boys who are stranded on an uninhabited island and their disastrous attempts to govern themselves. Themes i ...
'', as the staff enjoyed the capability to " unaround and do whatever we wanted". Further inspiration for ''Monkey Island 2'' inception stemmed from Lucasfilm Games staff's enthusiasm for exploring conceptual avenues not applied to ''The Secret of Monkey Island''. Gilbert explained that, although the earlier game's team had been led to omit several of its design decisions from the title to complete it within deadline, "it didn't matter ..because I could just save the work out and come back to it in the sequel". According to Gilbert, ''Monkey Island 2'' began due to his personal interest in expanding his work in the original game rather than due to commercially oriented suggestions from Lucasfilm Games' management. Gilbert commented that the game's origin would have been improbable in the latter case, as the company was unable to assess the viability of a potential sequel due to its then limited knowledge of the first title's sales performance. The initial uncertainty of the first game's commercial success also encouraged Gilbert to start the ''Monkey Island 2'' project without express approval of the wider company. His intention was to deter a scenario wherein Lucasfilm Games' discontent with the market performance of the first game would prompt the company to abandon developing new ''Monkey Island'' titles for ventures with greater consumer appeal such as ''
Star Wars ''Star Wars'' is an American epic film, epic space opera multimedia franchise created by George Lucas, which began with the Star Wars (film), eponymous 1977 film and quickly became a worldwide popular culture, pop-culture Cultural impact of S ...
'' licensed games. Gilbert eventually convinced Lucasfilm Games to commit to the creation of the sequel irrespective of its commercial viability, a decision which Gilbert attributed to the "simpler days" of that period of his involvement with the company. In 1990, around the time that the development of ''Monkey Island 2'' was sanctioned, Lucasfilm Games and other
Lucasfilm Lucasfilm Ltd. LLC is an American film and television production company and a subsidiary of Walt Disney Studios, which is a business segment of The Walt Disney Company. The studio is best known for creating and producing the ''Star Wars'' and ' ...
subsidiaries were reorganized into integrated divisions of the newly formed LucasArts Entertainment Company. ''Monkey Island 2'' thus served as the first adventure title of the Lucasfilm game development branch to be produced under the LucasArts brand name. Development of ''Monkey Island 2: LeChuck's Revenge'' began shortly after ''The Secret of Monkey Islands release in October 1990. As with most of their contemporary releases, LucasArts both developed the sequel and self-published the game's originally issued edition.


Production

''Monkey Island 2'' was one of LucasArts' first games - along with ''
Indiana Jones and the Fate of Atlantis ''Indiana Jones and the Fate of Atlantis'' is a point-and-click adventure game developed and published by LucasArts and originally released on June 1, 1992 for Amiga, DOS and Macintosh. Almost a year later, it was reissued on CD-ROM as an enhance ...
'' - to conform to a new, more structured production template the company sought to commit its projects to. This meant that a dedicated
schedule A schedule or a timetable, as a basic time-management tool, consists of a list of times at which possible tasks, events, or actions are intended to take place, or of a sequence of events in the chronological order in which such things are i ...
was set for the development of the sequel, under which process further "rough due-dates" were decided and a fully recruited team was allotted to ''Monkey Island 2''. The principal staff members from the original game reprised their duties for the creation of its sequel. Gilbert reassumed the role of project leader, and ''The Secret of Monkey Island'' co-designers, programmers and writers
Tim Schafer Timothy John Schafer (born July 26, 1967) is an American video game designer. He founded Double Fine Productions in July 2000, after having spent over a decade at LucasArts. Schafer is best known as the designer of critically acclaimed games '' ...
and Dave Grossman also returned to work on ''Monkey Island 2'' in their respective capacities. Grossman briefly disengaged from the game's production when LucasArts requested him to assist '' The Dig''s then-director
Noah Falstein Noah Falstein (born June 1957) is a game designer and producer who has been in the video game industry since 1980, winning "Game of the Year" titles for multiple games such as '' Battlehawks 1942'' and ''Indiana Jones and the Fate of Atlantis''. ...
in the early development of that title. After concluding this assignment, Grossman resumed his work on ''Monkey Island 2'' until its completion. Staff returning from ''The Secret of Monkey Island'' also included lead artist and cover illustrator
Steve Purcell Steven Ross Purcell (born October 1, 1961) is an American cartoonist, animator, game designer and voice actor. He is the creator of the media franchise ''Sam & Max'', for which Purcell received an Eisner Award in 2007. The series has grown to i ...
; animator Sean Turner; composer
Michael Land Michael Z. Land (born 1961) is an American video game composer and musician best known for his scores for various games produced by LucasArts. Biography Early life and career Michael Land was born in the North Shore area north of Boston, Massa ...
; LucasArts
playtest A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, ...
ing supervisor Judith Lucero, who also authored the instruction manual for the game; and game tester James Hampton. At the same time, ''Monkey Island 2'' was supplemented with newly hired personnel such as artists
Peter Chan Peter Ho-sun Chan (born 28 November 1962) is a film director and producer. Early life Chan was born in British Hong Kong to parents China. He and his family moved to Thailand when he was 12, where he grew up amongst the international Chines ...
and Larry Ahern as well as a scripter-programmer.
Shelley Day Shelley M. Day (born April 16, 1957) is a former Video game producer, producer of video games. She began her career in 1985, at Electronic Arts. Day also worked for Accolade (company), Accolade, Taito and LucasArts before founding Humongous Ent ...
, formerly of
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the d ...
, was appointed to produce ''Monkey Island 2'' at LucasArts alongside ''Indiana Jones and the Fate of Atlantis''. Describing the core aspects of ''Monkey Island 2'' development in 2008, '' Rogue Leaders: The Story of LucasArts'' author Rob Smith wrote that the project was sophisticated design-wise and, at the same time, "from a technology standpoint,
he game was not He or HE may refer to: Language * He (pronoun), an English pronoun * He (kana), the romanization of the Japanese kana へ * He (letter), the fifth letter of many Semitic alphabets * He (Cyrillic), a letter of the Cyrillic script called ''He'' ...
particularly complex". ''Monkey Island 2'' was built atop the fifth revision of LucasArts' proprietary SCUMM engine, which was simultaneously used in the production of ''Indiana Jones and the Fate of Atlantis''. The company had gradually modified the technology since its original use in their adventure game ''
Maniac Mansion ''Maniac Mansion'' is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been ensla ...
''. By the time that ''Monkey Island 2'' began production, the company had embedded in the engine a dedicated interpreter for the SCUMM scripting language that was internally dubbed SPUTUM and a number of background programs that managed the location of ''Monkey Island 2'' objects and characters as well as simulated the activities of the latter in the game. This included FLEM, the code for the identification of interactive objects and the movement patterns of the in-game personalities, and BILE, a "cel-based animation emulator" that allowed artists to render motions for individual body parts of the characters. The variety of SCUMM's subset programs allowed the engine to maintain the execution of multiple script functions with regard to a given entity within the game, such as those handling the rendition of that asset's audiovisual data. Whereas the engine had been originally designed as cross-platform, ''Monkey Island 2'' was developed around
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(PC) that used the
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operating system, as with LucasArts' other concurrently produced games.Full transcript
.
Also revised was the
graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inste ...
from ''The Secret of Monkey Island'' which employed verb-based commands as means of player input. To advance the gameplay's accessibility, the ''Monkey Island 2'' team upscaled the size of the
point-and-click Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and cli ...
menu that provided the list of the commands, which was refined by the removal of "turn on" and "turn off" options. Further alterations to ''The Secret of Monkey Island''s version of the interface included an overhaul of the on-screen player inventory, which replaced the items' formerly text-only descriptions with visual icons. In addition, the revised engine offered programmers shortcut commands for the coding of the objects that featured in the game. At the same time, according to Johnny L. Wilson of ''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through ...
'', a member of LucasArts' programming department admitted that even upon the exercise of this technique, they were led to contribute around nine man-months to finalize the object-oriented programming in ''Monkey Island 2''. However, in 1992 Rik Haynes of ''
CU Amiga ''Commodore User'', known to the readers as the abbreviated ''CU'', was one of the oldest British Commodore magazines. With a publishing history spanning over 15 years, it mixed content with technical and video game features. Incorporating ''Vic ...
'' commented that SCUMM's capacity as a
high-level programming language In computer science, a high-level programming language is a programming language with strong Abstraction (computer science), abstraction from the details of the computer. In contrast to low-level programming languages, it may use natural language ...
was helpful to the creative staff members as it allowed them "to focus on being creative rather than worrying about technical mumbo jumbo". Similarly, in 2013 Ron Gilbert recalled that the underlying functionalities of the SCUMM system enabled the staff to incorporate newly conceived ideas into the game's interactive environment directly after they were suggested, which thus introduced an aspect of
iterative design Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. Th ...
in the production. In 2006, Gilbert remarked that the overlap between the development assets for ''The Secret of Monkey Island'' and its sequel meant that both projects occurred continuously, as a singular creative process. As such, the staff carried over into the sequel the majority of their previously unrealized ideas that had been developed for the first game. Gilbert's assessment was later echoed by Grossman, who further noted that ''Monkey Island 2'' underwent a smooth development cycle as a result of its genre's accommodation for games with cost-effective production values. Specifically, he likened a typical adventure title of that period to a
puppet theatre Puppetry is a form of theatre or performance that involves the manipulation of puppets – inanimate objects, often resembling some type of human or animal figure, that are animated or manipulated by a human called a puppeteer. Such a performa ...
performance as opposed to a
cinematic Cinematic describes anything related to ''cinema''. It may refer to: any movie updates, cinema nights, cinematic review Film-related * Cinematic cutscene, a sequence in a video game that is not interactive * Cinematic music, original music writte ...
work with film-like qualities, and believed that the adoption of the former reference point allowed LucasArts to build the sequel's plotline and gameplay without excessive resources. Along with technology-based solutions optimizing the development, the company also decided on a "tight" approach to the distribution of its staff members that were assigned to ''Monkey Island 2''. As a result, the creative personnel were allotted to small groups that worked across a series of planning sessions to establish the sequel's narrative and gameplay features. During development, the artistic staff were situated on a different floor of LucasArts' headquarters building from the location of the designers; the latter were thus required to pay frequent visits to the office of the graphics specialists to review their intermediary contributions. Although intended from its inception to exceed the scope of its predecessor, Rob Smith estimated that ''Monkey Island 2'' ultimately involved around the same number of development staff as ''The Secret of Monkey Island''. In retrospect, Gilbert recalled the number of personnel that worked on the sequel to be larger than that of his previous game, albeit "small enough that we all talked every day and everyone had a good understanding of the whole game being made". He added that the creation of ''Monkey Island 2'' was devoid of disagreements within the team, and that they were able to resolve situational production-related concerns in the ordinary course of the development. Three production phases, known as "passes" within the company, divided ''Monkey Island 2'' development, as with LucasArts' other contemporary adventure games. As part of its streamlining of in-house development practices, LucasArts employed image scanning and
digitization DigitizationTech Target. (2011, April). Definition: digitization. ''WhatIs.com''. Retrieved December 15, 2021, from https://whatis.techtarget.com/definition/digitization is the process of converting information into a Digital data, digital (i ...
methods to generate assets for ''Monkey Island 2''. In the first "pass", artists originally created hand-drawn images of environments that were set to feature in the game, termed "rooms", in the form of pencil sketches. The outline drawings were then processed through a
Sharp Sharp or SHARP may refer to: Acronyms * SHARP (helmet ratings) (Safety Helmet Assessment and Rating Programme), a British motorcycle helmet safety rating scheme * Self Help Addiction Recovery Program, a charitable organisation founded in 199 ...
color scanner and the resulting digitized graphics were submitted to a group of programmers to be input to the technological framework for the game. The latter task involved the setting of boundaries for the interactive space of a "room", its integration the material with the encoded
algorithms In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing c ...
for the game's
dialogue tree A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games) and role-playing video games. When interacting with a non-player character, the player is given a choice ...
mechanics, and the programming for the objects within the modeled scene. Johnny L. Wilson reported that the emphasis of the first "pass" was " oreverything
o be O, or o, is the fifteenth letter and the fourth vowel letter in the Latin alphabet, used in the modern English alphabet, the alphabets of other western European languages and others worldwide. Its name in English is ''o'' (pronounced ), plu ...
programmed as quickly as possible". The first phase produced an early
build Build may refer to: * Engineering something * Construction * Physical body stature, especially muscle size; usually of the human body * Build (game engine), a 1995 first-person shooter engine * "Build" (song), a 1987 song by The Housemartins * ...
of ''Monkey Island 2'' which featured
monochrome A monochrome or monochromatic image, object or palette is composed of one color (or values of one color). Images using only shades of grey are called grayscale (typically digital) or black-and-white (typically analog). In physics, monochrom ...
scenes navigated by placeholder characters from a number of other then in-development LucasArts games. After this version was delivered LucasArts held an internal "pizza orgy" to commemorate the occasion, during which personnel from the wider company were involved in the initial playtesting of the game and were engaged to offer design input. The early build informed the work of LucasArts'
marketing Marketing is the process of exploring, creating, and delivering value to meet the needs of a target market in terms of goods and services; potentially including selection of a target audience; selection of certain attributes or themes to emph ...
department on the artwork for the packaging materials for ''Monkey Island 2'', in particular that of the
cover Cover or covers may refer to: Packaging * Another name for a lid * Cover (philately), generic term for envelope or package * Album cover, the front of the packaging * Book cover or magazine cover ** Book design ** Back cover copy, part of co ...
. In the second phase of production, output from the initial stage was revised, as the artists and programmers reiterated on and refined their earlier work. The sketch-based monochrome graphics were processed through the
Photoshop Adobe Photoshop is a raster graphics editor developed and published by Adobe Inc. for Windows and macOS. It was originally created in 1988 by Thomas and John Knoll. Since then, the software has become the industry standard not only in raster ...
graphics editing software on a
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computer and thus were reworked into more detailed chromatic images of the game's background scenery. The basic graphics and animations of the game's cast of characters were created with DeluxePaint Animation and later implemented along with the modified environmental visuals into the then current builds of ''Monkey Island 2''. In average, the artists committed up to an entire day to the production of the revised graphics for an in-game scene; by contrast, they required a roughly one-hour timeframe to create the tentative form of the visuals. The resultant graphics materials were submitted to LucasArts' marketing department and served as the basis of their work on the game's promotion. As part of this effort, LucasArts provided publications such as ''Computer Gaming World'' with the then current builds of ''Monkey Island 2'' and screenshots of its gameplay for press coverage. Also around this time LucasArts completed the packaging solution for ''Monkey Island 2'': the marketing personnel incorporated still images of the provisional art assets for the game into the design of the reverse side for the product covering. Concurrently the company organized the exposure of the game at prospective trade shows and the involvement of
focus group A focus group is a group interview involving a small number of demographically similar people or participants who have other common traits/experiences. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are ...
s in the game's development. In June 1991, LucasArts showed ''Monkey Island 2: LeChuck's Revenge'', then temporarily titled ''The Secret of Monkey Island II'', alongside ''Indiana Jones and the Fate of Atlantis'' at the Summer
Consumer Electronics Show CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event typi ...
. That month, Paul Presley of ''
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'' estimated that the game "is still a long way from completion", and later in August, Amaya Lopez of ''
Zero 0 (zero) is a number representing an empty quantity. In place-value notation Positional notation (or place-value notation, or positional numeral system) usually denotes the extension to any base of the Hindu–Arabic numeral system (or ...
'' reported that the sequel was to be released for PCs and the
Amiga Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphi ...
in late 1991. According to Johnny L. Wilson, the third and last phase required LucasArts to "put the absolute finishing touches" to the entirety of the previously developed material for ''Monkey Island 2''. As production continued, personnel began to work overtime to bring the game's assets to completion, a trend which would extend to the company's subsequent games such as ''
Day of the Tentacle ''Day of the Tentacle'', also known as ''Maniac Mansion II: Day of the Tentacle'', is a 1993 graphic adventure game developed and published by LucasArts. It is the sequel to the 1987 game ''Maniac Mansion''. The plot follows Bernard Bernoulli a ...
''. Schafer told ''
Edge Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed by ...
'' in 2009 that at the time, the staff members disregarded the risk of personal strain that came from the adoption of crunch time practices because most of them had shared similar past experiences during the time of their
higher education Higher education is tertiary education leading to award of an academic degree. Higher education, also called post-secondary education, third-level or tertiary education, is an optional final stage of formal learning that occurs after completi ...
, as an outgrowth of the necessity to reside in
dormitories A dormitory (originated from the Latin word ''dormitorium'', often abbreviated to dorm) is a building primarily providing sleeping and residential quarters for large numbers of people such as boarding school, high school, college or university s ...
and study at underground facilities on
campus A campus is traditionally the land on which a college or university and related institutional buildings are situated. Usually a college campus includes libraries, lecture halls, residence halls, student centers or dining halls, and park-like se ...
territory. Summarizing his overview of ''Monkey Island 2''s development, Wilson suggested that LucasArts' decision to realize the process as a threefold pattern proved to be "a mixed blessing": although intended to provide momentum to the overall production, the procedure only simplified the programmers' workload in the first phase, offset by "trade-offs" to the performance of the remaining staff members. However, Rob Smith retroactively indicated that the team maintained a "straightforward" pace of progress during development, in part due to the personnel's accrued familiarity with the nuances of the SCUMM system as a result of their past work. He specifically noted that the SCUMM engine's capabilities allowed them to introduce concepts, dialogues, and interactive scenes within ''Monkey Island 2'' at all possible phases of the game's development, even directly ahead of its release. According to Smith, the convenience of the team's situation enabled them to conclude work on the sequel one year after its production was started. Gilbert asserted that the development staff did not encounter corporate pressure during their work on the game, and reported that the sequel's creation provided him with satisfaction, although "perhaps not as much as the first one". ''Monkey Island 2: LeChuck's Revenge'' was originally released as a
floppy disk A floppy disk or floppy diskette (casually referred to as a floppy, or a diskette) is an obsolescent type of disk storage composed of a thin and flexible disk of a magnetic storage medium in a square or nearly square plastic enclosure lined w ...
-based title for
IBM PC The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the IBM PC model line and the basis for the IBM PC compatible de facto standard. Released on August 12, 1981, it was created by a team ...
s as well as for MS-DOS and
Mac OS Two major famlies of Mac operating systems were developed by Apple Inc. In 1984, Apple debuted the operating system that is now known as the "Classic" Mac OS with its release of the original Macintosh System Software. The system, rebranded "M ...
in December 1991. Gilbert later remarked that LucasArts' choice of the release medium for the game, which was distributed on six floppy disks, led him to excise five planned scenes from ''Monkey Island 2'' to ensure that it was compliant with the allotted size limitations. By the month of its initial release, the sequel's launch for the Amiga was delayed to early 1992, and
U.S. Gold U.S. Gold Limited was a British video game publisher based in Witton, Birmingham, England. The company was founded in 1984 by Anne and Geoff Brown in parallel to their distributor firm, CentreSoft, both of which became part of Woodward Brown Ho ...
, LucasArts' product distributor in
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, had assumed the position of the game's publisher in the relevant territories. The Amiga version was ultimately released in Summer 1992; the development house in charge of the conversion divided ''Monkey Island 2'' into four sequential playable sections that were distributed across eleven floppy disks to adapt the game to the platform's memory constraints. Although
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both comput ...
releases of adventure games had become widespread by the time of ''Monkey Island 2''s publication, Gilbert was unwilling to consider the idea to develop a modified version of the sequel for release on that format. His rationale was that the intricacies of the
compact disc The compact disc (CD) is a Digital media, digital optical disc data storage format that was co-developed by Philips and Sony to store and play digital audio recordings. In August 1982, the first compact disc was manufactured. It was then rele ...
medium, such as a slower
data transfer Data transmission and data reception or, more broadly, data communication or digital communications is the transfer and reception of data in the form of a digital bitstream or a digitized analog signal transmitted over a point-to-point or ...
rate than that of contemporary high-end PCs' internal
hard drive A hard disk drive (HDD), hard disk, hard drive, or fixed disk is an electro-mechanical data storage device that stores and retrieves digital data using magnetic storage with one or more rigid rapidly rotating platters coated with magnet ...
s, would prove to be ill-suited to the developing standards of the adventure genre. LucasArts later carried over the revised SCUMM-based interface from ''Monkey Island 2'' into the CD-ROM updated version of ''The Secret of Monkey Island'', released in 1992 for IBM PCs. That year, Gilbert left LucasArts alongside Shelley Day to co-found
Humongous Entertainment Humongous Entertainment, Inc. was an American video game developer based in Bothell, Washington. Founded in 1992, the company is best known for developing multiple edutainment franchises, most prominently ''Putt-Putt (series), Putt-Putt'', ''Fred ...
, a developer of edutainment games that were intended for younger audiences. After similarly departing from the former company in 1994, Grossman moved to join Gilbert in his new venture, and Schafer remained at LucasArts as a designer until 2000 when he and several other staff members left to establish
Double Fine Double Fine Productions, Inc. is an American first-party video game developer of Xbox Game Studios based in San Francisco, California. Founded in July 2000 by Tim Schafer shortly after his departure from LucasArts, Double Fine's first two game ...
.


Design and writing

According to Ron Gilbert and Tim Schafer, their overriding idea for ''Monkey Island 2'' was to build an expansion of ''The Secret of Monkey Island''s narrative scope and gameplay elements. With regard to the latter, Gilbert wanted the sequel to represent a more open-ended adventure game than that the previous title, which involved navigation of confined insular spaces. Consequently, he decided on exploration of multiple islands as the overarching feature of ''Monkey Island 2''s gameplay. In August 1991, Gilbert described the then currently-developed sequel as the most nonlinear game that was under production at LucasArts during that period. Competing games in the genre such as
Sierra On-Line Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, ...
's ''
King's Quest IV ''King's Quest IV: The Perils of Rosella'' is a graphic adventure game developed and released by Sierra On-Line for the MS-DOS, Amiga, Apple II, Apple IIGS, and Atari ST computers in 1988. The player takes on the role of Princess Rosella, daughte ...
'' served as a reference point for Gilbert: he intended the sequel to forgo those titles' tendency to render the protagonist dead upon the recognition of player-made mistakes in favor of a model that did not provide for this exacting element. This approach coincided with his earlier concept that had been applied in ''The Secret of Monkey Island'', whose design was exclusive of events that prompted the player character's death so as to promote an emphasis on the title's narrative and
puzzle-solving A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzl ...
aspects. In the game, this is realized by Guybrush telling the story to his love interest
Elaine Marley Elaine Marley (from ''Escape From Monkey Island'' onward called Elaine Marley-Threepwood) is a fictional character in the ''Monkey Island'' series of graphic adventure video games. Created by Ron Gilbert for LucasArts, the character first appears ...
as a flashback; whenever a decision would lead to Guybrush's death (such as not escaping LeChuck's deathtrap), Elaine will interject that this can't have happened since Guybrush is alive telling her the story, allowing the player to retry. One of Gilbert's other ideas was that the average level of challenge in contemporary adventure games was insufficient and derogatory for their
play value Play value is the essential value of a toy or game for play. The term is frequently employed in the field of child development and playwork for the assessment of toys, games, equipment and spaces. When they are fun and engaging, playthings and spa ...
, and he thus sought to introduce an increased overall degree of difficulty to ''Monkey Island 2''. An adjacent concern of the team, as expressed by both Gilbert and Dave Grossman, was to ensure the accessibility of the sequel's gameplay to the widest variety of players regardless of their ability to progress in the game. To this end, Gilbert decided to introduce the concept of alternative levels of difficulty in ''Monkey Island 2'', under which premise the title would adapt the composition as well as the complexity of its specific playable sections according to the player's choice of a preferred gameplay mode from a prompt at the start of the game. He initially wanted the sequel to provide players with a selection of three escalating grades of gameplay difficulty, a feature which was incorporated into the originally unveiled build of ''Monkey Island 2''. The resultant game featured only two options of gameplay, specifically the streamlined and abridged incarnation of ''Monkey Island 2'' dubbed "Monkey Lite", and the mainline, complex iteration of the title that was termed "Monkey Classic". Writing in the summer 1992 issue of ''The Adventurer'', Noah Falstein explained that the former rendition of ''Monkey Island 2'' was set to give players a cursory overview of the game's basics, as an invocation of the content offering within the full-fledged version of the game. He described the creation of the dual difficulty system to be a demanding endeavor for the team, in that they were required to preclude repetition in the design of its two variations and to differentiate the identity of each solution to the gameplay. Falstein concluded that ''Monkey Island 2''s capacity as a twofold interactive experience served to make the sequel appealing both to audiences who newly encountered the ''Monkey Island'' franchise and to skilled players who expected a testing new series entry. Similarly, Gilbert later stated his belief of the feature's continued relevance for modern adventure game design, as he perceived a growth of casually oriented audiences among present-day players who appreciated gameplay avenues that accounted for those people's currently decreasing
free time Free time, traditionally usually called ''leisure time'' or ''leisure'', refers to the time when one is not working. It may also refer to: *Free time (music) Free time is a type of musical anti-meter free from musical time and time signature. It ...
. In 2015, Gilbert remarked that the team's design practices proved to be unaffected by the addition of the difficulty level
dichotomy A dichotomy is a partition of a whole (or a set) into two parts (subsets). In other words, this couple of parts must be * jointly exhaustive: everything must belong to one part or the other, and * mutually exclusive: nothing can belong simulta ...
, as they had opted to eschew the opportunity to develop the baseline
archetype The concept of an archetype (; ) appears in areas relating to behavior, historical psychology, and literary analysis. An archetype can be any of the following: # a statement, pattern of behavior, prototype, "first" form, or a main model that ot ...
of ''Monkey Island 2'' by incrementally building on the game's simplified model. Instead, an
inverse Inverse or invert may refer to: Science and mathematics * Inverse (logic), a type of conditional sentence which is an immediate inference made from another conditional sentence * Additive inverse (negation), the inverse of a number that, when ad ...
method was adopted: the development staff originally implemented the challenging version of ''Monkey Island 2'' as the core template of the game and then reformulated their initial output into an abbreviated counterpart. To that end, they conducted a gradual review of the planned layout of mandatory player-driven situations in ''Monkey Island 2'', under which process the solutions to each of the mainline game's puzzles were reconsidered. Gilbert gave the example that, in response to discovering a puzzle that qualified players to obtain a key to a locked in-game doorway after their progress through numerous interim events, the team would render the passage readily open to expedite the resolution of that part of the game. To accomplish a "presolved" adaptation of the game in its lower-difficulty iteration, they identified compound progressions of puzzles within the design of ''Monkey Island 2'' and then excised or modified those sequences' elements to condense the respective segments of the title. Rather than to substantially reimagine the sequel's story and gameplay for its compressed variation, the designers' point of focus was merely to determine certain sections of ''Monkey Island 2'' that were conducive to revisions so as to retain a satisfactory degree of momentum for the overall play experience. Gilbert recalled that the game's underlying technology allowed LucasArts to alter and adjust elements of the title on an
impromptu An impromptu (, , loosely meaning "offhand") is a free-form musical composition with the character of an ''ex tempore'' improvisation as if prompted by the spirit of the moment, usually for a solo instrument, such as piano. According to ''Allgeme ...
basis. Gilbert found this practice to exhibit his preference to base his games on broadly defined plans, as opposed to precise
design document A software design description (a.k.a. software design document or SDD; just design document; also Software Design Specification) is a representation of a software design that is to be used for recording design information, addressing various des ...
s, and admitted that he would struggle to direct a similar work to ''Monkey Island 2'' in the face of formalized development procedures. Whereas the work of ''The Secret of Monkey Island''s team built on Gilbert's own concepts and outlines that had been developed prior to that game's production, the design of ''Monkey Island 2'' was a more collaborative process. The creation of the game's puzzles involved the game's principal writers and programmers, whose output Rik Haynes described as "funny and bizarre". For example, Schafer was responsible for the game's event that engaged players to win a contest that required the participants to spit their saliva across the longest distance, a challenge that he believed to be unique in contrast to those that featured in other adventure games at the time. Artists were also encouraged to submit their opinions in the course of the planning process. Grossman recalled that the staff held the corresponding meetings in a confined working space, and "those sessions often became hilarious enough to be dangerous, with me asthmatically coughing up my own brain from laughing too much". Gilbert maintained the management of the design: he used the MicroPlanner X-Pert software on a Macintosh computer to generate schematic
diagram A diagram is a symbolic representation of information using visualization techniques. Diagrams have been used since prehistoric times on walls of caves, but became more prevalent during the Enlightenment. Sometimes, the technique uses a three- ...
s that depicted the arrangement of the puzzles in the game, or in his words "Puzzle Dependecy Charts". He employed this method to plan divergent structures of the required solutions to the puzzles as models of overarching and situational milestones that players were to advance through in Gilbert's games such as ''Monkey Island 2''. As part of this technique, Gilbert also laid out specific scenarios in the title that featured successions of interactive problems, which were designed in reverse: the premises of the first and intermediary elements were recursively inferred from the rationale of the final logical step. Taken as singular entities, these puzzle sequences were then aligned into
nonlinear In mathematics and science, a nonlinear system is a system in which the change of the output is not proportional to the change of the input. Nonlinear problems are of interest to engineers, biologists, physicists, mathematicians, and many other ...
representations akin to
flowcharts A flowchart is a type of diagram that represents a workflow or process. A flowchart can also be defined as a diagrammatic representation of an algorithm, a step-by-step approach to solving a task. The flowchart shows the steps as boxes of va ...
, wherein the solution of the initial unit in the configuration segued into unrelated branching
correlation In statistics, correlation or dependence is any statistical relationship, whether causal or not, between two random variables or bivariate data. Although in the broadest sense, "correlation" may indicate any type of association, in statistics ...
s of conditions for player-made progress that were constructed to culminate at a common in-game destination. From that point of convergence, a further diagram of the same type would be established and extended into subsequent, similarly ordered schemes; the reiteration of those patterns formed the aggregate framework of puzzles in Gilbert's projects at LucasArts, including ''Monkey Island 2''. In retrospect, Grossman remarked that the team's starting point in the design of specific interactive problems in ''Monkey Island 2'' was to mimic the approach of a player to those challenges from the standpoint of everyday logic. In a 2006 interview with ''Retro Gamer'', he gave an overview of the wider planning algorithm in terms of a speculative puzzle that involved ''Monkey Island 2'' character Captain Kate. From this perspective, the team began by setting an in-game objective of stealing an item from the character. They proceeded to identify every realistic solution to the situation–which included the opportunity for the player character to covertly embezzle the item or to coerce Captain Kate into yielding the object–and gradually forwent truistic prospects for the players' progress until the exhaustion of such ideas. Provided that those options were entirely discarded, the team moved to devise an unorthodox new avenue for the resolution of the puzzle: in Grossman's example, it required players to engender a situation in the title that led to the arrest of Captain Kate in order for the character's belongings to become accessible. The designers' consequent goal was to develop the logic of events within which the intended outcome could eventuate. As outlined by Grossman, those criteria guided for the team's entire work on the development of puzzles for ''Monkey Island 2''. Gilbert recalled that the sequel's gameplay segments were arranged around the concept of the game's multiple settings, and he described the result as "a complicated web of puzzles ..
hat A hat is a head covering which is worn for various reasons, including protection against weather conditions, ceremonial reasons such as university graduation, religious reasons, safety, or as a fashion accessory. Hats which incorporate mecha ...
kind of jumbled all around", in contrast to ''The Secret of Monkey Island''s more linear approach. He also noted that the puzzle structure in the sequel was distinguished by its greater reliance on "dialogue puzzles", a term that alluded to nonlinear scenarios of player-driven conversations with the game's characters which featured alternative response options. ''Retro Gamer'' reported that the team's co-authorship of the design for the game contributed to the increased complexity of its puzzles, including the emergence of the latter's consecutive successions in ''Monkey Island 2''. Although Gilbert remarked that the sequel epitomized his accrued experience and practices in attempting to create a comprehensive template of an adventure game, he had also stated that certain puzzles and scenes in the game qualified as redundant in retrospect. Specifically, Gilbert, Schafer and Grossman cited concerns with the puzzle wherein players were meant to use a
simian The simians, anthropoids, or higher primates are an infraorder (Simiiformes ) of primates containing all animals traditionally called monkeys and apes. More precisely, they consist of the parvorders New World monkeys (Platyrrhini) and Catarrhi ...
entity that they had captured earlier in the game as an improvised
wrench A wrench or spanner is a tool used to provide grip and mechanical advantage in applying torque to turn objects—usually rotary fasteners, such as nuts and bolts—or keep them from turning. In the UK, Ireland, Australia, and New Zealan ...
to open a passageway to a previously restricted location, in an allusion to the English language term
monkey wrench The monkey wrench is a type of adjustable wrench, a 19th century American refinement of 18th-century English coach wrenches. It was widely used in the 19th and early 20th century. It is of interest as an antique among tool collectors and is st ...
. Grossman explained that, whereas the intended
wordplay Word play or wordplay (also: play-on-words) is a literary technique and a form of wit in which words used become the main subject of the work, primarily for the purpose of intended effect or amusement. Examples of word play include puns, phone ...
was relevant with regard to the game's domestic audience due to the underlying phrase's predominant circulation in
the United States The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country primarily located in North America. It consists of 50 states, a federal district, five major unincorporated territorie ...
, the equivoque did not apply culturally to territories beyond the North American market and thus was difficult to translate into the overseas versions of the game. Gilbert later described the result of this misconception as his least accomplished design of a puzzle and apologized to players for its addition to the game. The experience led him to realize that the prospect of his games' distribution beyond the American market would necessitate cultural adaptation of their contextual elements, an aspect Gilbert has attempted to account for in his subsequent works. Gilbert nevertheless stated his belief that he was able to materialize the vast majority of his plans for ''Monkey Island 2'' in the released version of the game. However, previously, after the game's release, Gilbert had stated that he " asstill trying to figure out how to get everything I want into an adventure game". As with the game's predecessor, the puzzles in ''Monkey Island 2'' were created prior to its storyline. Around that time that the project commenced, the vast majority of the plot's details were unestablished. Gilbert's diagrammatic framework of the puzzles supplied the general layout of the game's plot-oriented events, and the team then "made
he storyline He or HE may refer to: Language * He (pronoun), an English pronoun * He (kana), the romanization of the Japanese kana へ * He (letter), the fifth letter of many Semitic alphabets * He (Cyrillic), a letter of the Cyrillic script called ''He'' in ...
up as we went". He believed that the theme of revenge served as a universally resonant narrative premise, and the story was thus based around LeChuck's pursuance of vengeance against Guybrush Threepwood in reprisal for the former's loss in their confrontation in the previous game. In 2014, Gilbert acknowledged ''Monkey Island 2'' to be "a little bit dark" intrinsically and simultaneously conducive to comedic writing; earlier he had remarked that he regarded the game as an avenue to realize the unexplored
humorous Humour (Commonwealth English) or humor (American English) is the tendency of experiences to provoke laughter and provide amusement. The term derives from the humoral medicine of the ancient Greeks, which taught that the balance of fluids in t ...
material that had been planned to feature in its predecessor. As with the previous game, Gilbert distributed the writing duties for discrete sections of the game between Schafer and Grossman, and assigned each of them to individual scenes and characters in accordance with the designers' comic sensibilities. Several months after the game's release, Schafer described ''Monkey Island 2'' as a
parodic A parody, also known as a spoof, a satire, a send-up, a take-off, a lampoon, a play on (something), or a caricature, is a creative work designed to imitate, comment on, and/or mock its subject by means of satiric or ironic imitation. Often its subj ...
game which employed ironic subversion of its own archetypical traits and those of other contemporary computer games. He explained that "every time that you expected a payoff,
he game He or HE may refer to: Language * He (pronoun), an English pronoun * He (kana), the romanization of the Japanese kana へ * He (letter), the fifth letter of many Semitic alphabets * He (Cyrillic), a letter of the Cyrillic script called ''He'' in ...
would do something that was kind of a non-payoff" and that "
he game's He or HE may refer to: Language * He (pronoun), an English pronoun * He (kana), the romanization of the Japanese kana へ * He (letter), the fifth letter of many Semitic alphabets * He (Cyrillic), a letter of the Cyrillic script called ''He'' ...
taste of humor asnot for everybody". Among references to non-interactive media in the game, LucasArts added a tribute to the ''Pirates of the Caribbean'' attraction - which provided the stylistic inspiration for the first game - as well as numerous nods to the ''
Indiana Jones ''Indiana Jones'' is an American media franchise based on the adventures of Dr. Henry Walton "Indiana" Jones, Jr., a fictional professor of archaeology, that began in 1981 with the film '' Raiders of the Lost Ark''. In 1984, a prequel, '' Th ...
'' and ''Star Wars'' franchises, and an allusion to the ''James Bond'' films. From the conceptualized story foundation, the team developed the game's characters. Gilbert noted that certain returning characters from the previous game were carried over due to their popularity among the staff, and others, such as the Voodoo Lady, were included to reinforce particular motifs in the story. Rik Haynes commented that, aside from the conversations with the characters that were added solely to facilitate the title's atmosphere, specific dialogues were written to telegraph suggestions to players for advancing through the game. Reconciling the planned puzzles for the game with its narrative was a major point of focus for the designers of ''Monkey Island 2''. Rik Haynes reported that Gilbert "was so absorbed by the process, in fact, that he even solved tricky problems in his sleep". According to Gilbert, contiguous suggestions that addressed the issue of the game's playability came from LucasArts game testers as they reviewed various development builds of ''Monkey Island 2''. He recalled an instance during development when Judith Lucero and members of her team submitted to him an e-mail that detailed an extensive proposal for an overhaul of ''Monkey Island 2s then current version. James Hampton stated that this document, internally dubbed the "Giant "D" ("D" for "Design") Bug", was collaboratively developed by him and the game's other testers and offered "our ideas and reactions to the earliest builds of the game". Their recommendations particularly provided for additions to the game's length and difficulty, and specified edits to its storyline and puzzles. Discussing Gilbert's response, Hampton noted that he encouraged agency among the development staff over the course of the creative process and thus approved of the testing personnel's considerations. As a result, a number of their concepts were implemented in the finalized game, such as the idea for "
screwball A screwball is a baseball and fastpitch softball pitch that is thrown so as to break in the opposite direction of a slider or curveball. Depending on the pitcher's arm angle, the ball may also have a sinking action. The pitch is sometimes known a ...
" non-playable sequences depicting the player character during travel between the islands in the game's setting on an onscreen map of the overworld, as a pastiche of analogous scenes in the ''Indiana Jones'' films. Also carried over from the proposal was the conceit for a
library A library is a collection of materials, books or media that are accessible for use and not just for display purposes. A library provides physical (hard copies) or digital access (soft copies) materials, and may be a physical location or a vir ...
location with a multitude of references to the game's events and
easter eggs Easter eggs, also called Paschal eggs, are eggs that are decorated for the Christian feast of Easter, which celebrates the resurrection of Jesus. As such, Easter eggs are common during the season of Eastertide (Easter season). The oldest tra ...
from the team that were included in the area via the element of an interactive
card catalog A library catalog (or library catalogue in British English) is a register of all bibliographic items found in a library or group of libraries, such as a network of libraries at several locations. A catalog for a group of libraries is also c ...
. Reminiscing on the game testers' contributions, Gilbert said that they "have a unique perspective on the game and poke not only at the bugs but also the design and the thought process of playing a game" and "are a critical gear in the machinery that makes up making a game". A further aspect of the development wherein Gilbert sought design input from LucasArts staff members beyond the principal creative team was the planning of the game's ending. He had struggled to conceive a satisfactory finale for the sequel, and postponed the consideration of this problem repeatedly during the game's production. As such, by the time that LucasArts moved to finalize ''Monkey Island 2'', Gilbert's concern with the development of the sequel's conclusion was renewed. James Hampton claimed that a meeting was convened to establish the game's climax including LucasArts game testers, in the process of which his suggestion for an ending akin to that of ''
St. Elsewhere ''St. Elsewhere'' was an American medical drama television series created by Joshua Brand and John Falsey, that originally ran on NBC from October 26, 1982, to May 25, 1988. The series stars Ed Flanders, Norman Lloyd, and William Daniels as ...
''s series finale - which revealed the events of that show to exist in a dream-like fictional universe - provided the basis for the closing scenes of the game. Gilbert stated the idea for the game's denouement came from his ongoing anxiety over the lack of an appropriate concept in the face of the nearing completion of the title's development. He explained that he imagined the resultant rendition of the ending spontaneously, when "one day, literally laying in bed on a Saturday morning, it just kind of hit me ..how he game hadto end". He later indicated that the ending was intended to convey a metaphor rather than to be subject to a literal interpretation. Schafer regarded the finale of ''Monkey Island 2'' as an outgrowth of the game's subversive brand of humor, and admitted that the climax was contrary to popular expectations. Gilbert acknowledged that the sequel's conclusion has proven to be controversial among players since its release, and that he had planned the ending to invoke conflicted sentiments among the title's audiences "from day one". He explained that he purposely engendered the provocative nature of the ending in an attempt to elicit differing public perceptions thereof, a reaction which he believed to be evidence of creative accomplishment. Although Gilbert said in 2015 that the finale provided "perfect" closure for the game's storyline, he had conceded after his departure from LucasArts that the ending's ambiguousness complicated any plans of a direct continuation. Specifically, he expressed his belief that the development team for the next series installment, ''The Curse of Monkey Island'', "would mention that I had made their life hell". Gilbert nevertheless asserted that the completion of the ''Monkey Island 2'' project marked his discovery of a hypothetical
plot device A plot device or plot mechanism is any narrative technique, technique in a narrative used to move the Plot (narrative), plot forward. A clichéd plot device may annoy the reader and a contrived or arbitrary device may confuse the reader, causing ...
with which he could build on the sequel's narrative and finish the overarching story arc of his planned adventure game trilogy.


Artistic design

Shortly before the release of ''Monkey Island 2'', LucasArts art department supervisor Collette Michaud offered the perspective that the creation of the game's visuals was representative of the company's then-ongoing push into modernizing its graphics production pipeline. The company allotted a larger number of artists than those of its past projects to ''Monkey Island 2'', who were divided into two groups: background artists and
animation Animation is a method by which image, still figures are manipulated to appear as Motion picture, moving images. In traditional animation, images are drawn or painted by hand on transparent cel, celluloid sheets to be photographed and exhibited ...
specialists. This staff layout was the result of LucasArts's wider decision to increase the aggregate amount of its planned titles' art resources, mandated by the evolving technological demands of the computer game industry. Specifically, the
VGA Video Graphics Array (VGA) is a video display controller and accompanying de facto graphics standard, first introduced with the IBM PS/2 line of computers in 1987, which became ubiquitous in the PC industry within three years. The term can now ...
visual interface had become the graphics standard for high-end personal computers and the latter's hard drive components had dropped in price by the time that ''Monkey Island 2'' was growing close to completion. Peter Chan, for whom the title marked his debut in video game development, remarked that LucasArts productions lacked the position of an
art director Art director is the title for a variety of similar job functions in theater, advertising, marketing, publishing, fashion, film industry, film and television, the Internet, and video games. It is the charge of a sole art director to supervise and ...
at the time, in keeping with the company's small-scale distribution of its staff resources. The duties of lead artists were assigned to him and Steve Purcell, designations that Chan said to be perfunctory, as "for us, I think because it was so new, lead artist just meant the guy who was stuck doing most of the art". Purcell mentioned that, whereas the mainline EGA-compatible version of the previous game was rendered in a limited palette of 16 colors, the company's adoption of the VGA format's 256-color scheme for ''Monkey Island 2'' meant that "we had all the colors we needed". As the only returning staff member among ''Monkey Island 2''s head artists, Purcell sought to ensure the overall visual consistency between the game and its predecessor. A series of lengthy planning discussions guided the creation of the game's audiovisuals, which were fashioned to complement the game's plotline. Overall, Rik Haynes estimated the resulting graphics assets to comprise around 6.4 million pixels of on-screen visual information. Haynes reported that the art team's concern with enhancing the graphical quality of ''Monkey Island 2'' led them to consider atypical devices for realizing the game's static visuals. Around that time, competing companies Sierra On-Line and
Dynamix Dynamix, Inc. was an American developer of video games from 1984 to 2001, best known for the flight simulator ''Red Baron'', the puzzle game '' The Incredible Machine'', the '' Front Page Sports'' series, ''Betrayal at Krondor,'' and the online ...
had released several titles whose graphics were generated from scanned images and digitized
live-action Live action (or live-action) is a form of cinematography or videography that uses photography instead of animation. Some works combine live-action with animation to create a live-action animated film. Live-action is used to define film, video ga ...
footage. The success of those titles prompted LucasArts to incorporate a scanning-based method into the production of their game's visuals. Reminiscing on that development, Purcell explained the artists' capability to initially model the in-game locations on paper and then to implement the images digitally lent them "a greater range". After experimenting with various art media in the creation of the environmental paintings, LucasArts developed a process that involved an amalgam of graphical techniques. Initially, the artists used colored pen markers to draw a rough representation of a scene–an approach originated by Chan–whose details they then augmented and reinforced by applying paint. Thereby they finalized the overlaid drawing with
colored pencil A colored pencil (American English), coloured pencil (Commonwealth English), pencil crayon, or coloured/colouring lead (Canadian English, Newfoundland English) is an art medium constructed of a narrow, pigmented core encased in a wooden cylindric ...
s, utilized to eliminate "soft edges". Upon the digitization of those visualizations, LucasArts added further adjustments and effects "not easily achieved with traditional painting methods" to the resulting pictures with proprietary graphics software. The background artwork was primarily developed by Chan and partly created by Purcell, who was responsible for locations such as the interior of Wally B. Feed's cabin in Woodtick. Sean Turner also painted the visual designs for certain scenes in the game. Purcell sought to impart depth to the background graphics by adding elements that suggested the presence of a foreground visual dimension in the on-screen depiction of settings such as the Bloody Lip Bar, a location which the player character visits in Woodtick. Citing that same scene, Purcell remarked that he attempted to provide the environmental visuals with humorous imagery, which, with respect to Purcell's example, meant details "like the spitoon with overshot loogies all over the doorframe". He was also inclined to introduce
anachronistic An anachronism (from the Greek , 'against' and , 'time') is a chronological inconsistency in some arrangement, especially a juxtaposition of people, events, objects, language terms and customs from different time periods. The most common type ...
visual elements in the background artwork, although one of those elements, a "50's era
jukebox A jukebox is a partially automated music-playing device, usually a coin-operated machine, that will play a patron's selection from self-contained media. The classic jukebox has buttons, with letters and numbers on them, which are used to selec ...
" that was planned to feature in the Bloody Lip Bar, was omitted from the final game. For the animated graphics in ''Monkey Island 2'', Ron Gilbert sought to ensure that the movements of the game's characters were rendered in a "simple and cartoony" style, in keeping with the previous game. The team of artists that worked on that aspect of the game was led by Turner, a former employee of Lucasfilm subsidiary
Industrial Light & Magic Industrial Light & Magic (ILM) is an American motion picture visual effects company that was founded on May 26, 1975 by George Lucas. It is a division of the film production company Lucasfilm, which Lucas founded, and was created when he began pro ...
, and was also composed of Michaud, Larry Ahern, Mike McLaughlin and Steve Purcell. Turner's primary responsibility concerned shaping the aesthetics and stylistic direction of the dynamic visuals in the game. An experienced specialist in traditional animation, he wanted his work with 2D digital visuals to exceed the limitations of the
computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great de ...
medium. Turner utilized two distinct procedures to develop his output: the artwork was alternately built with software tools in DeluxePaint Animation and scanned from sequences of hand-drawn
cel A cel, short for celluloid, is a transparent sheet on which objects are drawn or painted for traditional, hand-drawn animation. Actual celluloid (consisting of cellulose nitrate and camphor) was used during the first half of the 20th century, but ...
images. The second algorithm was primarily employed to produce animations that contained large objects; Michaud explained that the artists found their efforts to be streamlined when such assets were originally depicted on paper and then imported into a suitable form for digital manipulation. LucasArts still used the software-based solution to generate the majority of the characters' animations, whose creation the art staff believed to be expedited when realized under a computer interface. Michaud stated that Turner's professional background and humorous sensibilities inspired the individual contributions of his team, "allowing them to open up and have some fun with the animations". Larry Ahern also remarked that Gilbert instructed the animators by providing them with lists describing the game's entities that were required to move in a specific scene. Ahern recalled that, in the initial period of his engagement with ''Monkey Island 2'', he was unable to discern the in-game context for his work on a particular event in the title due to Gilbert's abstract directions. According to Ahern, he "tried asking questions about it, and
ilbert Ilbert is a surname. Notable people with the surname include: * Courtenay Ilbert (1841–1924), British lawyer and civil servant * Courtenay Adrian Ilbert Courtenay Adrian Ilbert (1888–1956), was a British civil engineer interested in horol ...
said, 'Just do this, this, this, and this, laundry list, check it off', and I got real frustrated with that". He then enquired with Schafer and Grossman about the purpose of the character actions that he was tasked to choreograph. Ahern explained that the co-designers proceeded to describe to him the intended effect of the respective scenes, and "I'd say, 'Oh, well, wouldn't it be more fun if I did it this way', and they'd go, 'Yeah, that'd be even better. Go do that'". As a result, Ahern asked Schafer and Grossman to negotiate Gilbert's approval for his proposal, a concern which the two agreed to address. Aside from his immediate role in the graphics production for ''Monkey Island 2'', Steve Purcell was responsible the game's cover artwork. The preparation of the game's packaging involved Collette Michaud, Purcell's then-girlfriend and future wife. Although at the time that the game's branding was devised, the majority of the packaging solutions for planned LucasArts products were conceived by the company's executive officers, Purcell stated that the project leaders for those titles were strongly inclined to promote their own vision for the styling of the games' covers. Purcell specified that for ''Monkey Island 2'', Gilbert requested a cover illustration resembling that of a classic book. Purcell recalled that his capacity as an artist on the first two ''Monkey Island'' games enabled him to readily identify the prospective cover's core visual elements. Continuing a trend from ''The Secret of Monkey Island'', Purcell painted sketches that displayed his concepts for the cover's presentation to establish the basic design of the artwork. Purcell noted that those pictures were intended to convey general ideas that he wanted to bring to completion, rather than to comprise fully formed illustrations. After Purcell delivered the paintings, LucasArts selected a satisfactory cover archetype and tasked him to "transfer the sketch to the board". The finished template image for the game's cover was an
oil painting Oil painting is the process of painting with pigments with a medium of drying oil as the binder. It has been the most common technique for artistic painting on wood panel or canvas for several centuries, spreading from Europe to the rest of ...
by Purcell drawn on a
linen Linen () is a textile made from the fibers of the flax plant. Linen is very strong, absorbent, and dries faster than cotton. Because of these properties, linen is comfortable to wear in hot weather and is valued for use in garments. It also ...
canvas Canvas is an extremely durable plain-woven fabric used for making sails, tents, marquees, backpacks, shelters, as a support for oil painting and for other items for which sturdiness is required, as well as in such fashion objects as handbags ...
. With respect to the scale of the painting, Purcell decided to "do it big – two by three feet", and he spent a month developing the resultant artwork. Michaud posed in costume as a
model A model is an informative representation of an object, person or system. The term originally denoted the Plan_(drawing), plans of a building in late 16th-century English, and derived via French and Italian ultimately from Latin ''modulus'', a mea ...
for the cover's depictions of Guybrush Threepwood and LeChuck to provide Purcell with a reference point for the light distribution in the artwork. According to Purcell, the cover's visuals were meant to reveal to players lifesized representations of the game's characters and setting, portrayed without the graphical limitations of the title's underlying technology. Described by ''Retro Gamer'' as reminiscent of an
N.C. Wyeth Newell Convers Wyeth (October 22, 1882 – October 19, 1945), known as N. C. Wyeth, was an American painter and illustrator. He was the pupil of Howard Pyle and became one of America's most well-known illustrators. Wyeth created more than 3,000 ...
book illustration The illustration of manuscript books was well established in ancient times, and the tradition of the illuminated manuscript thrived in the West until the invention of printing. Other parts of the world had comparable traditions, such as the Persi ...
, ''Monkey Island 2''s cover art has garnered a positive public reception since the game's release, which Purcell stated "makes all the effort worthwhile". Purcell still possesses the original painting of the cover, which is currently placed in his office. The game's artists and animators - as well as its composers - collaborated with LucasArts programmers to shape an engaging realization of the game's scenario, stylized to utilize cinematic techniques such as scrolling panoramas of the title's environments and proportional character scaling. Less than a year after the launch of the game, Dave Grossman described aspects of its presentation with the term "interactive cartoon", in that the title was conducive to "crazy and cartoony" interactive sequences. He cited the example of the game's sequence wherein Largo LaGrande extorted money and valuables from Guybrush Threepwood on the bridge leading to Woodtick, an event which Grossman said to prompt players " save">Saved_game.html" ;"title="o Saved game">savethe game at that point so they could go back and watch it a few times". Peter Chan said that the artistic direction of ''Monkey Island 2'' was already decided when he joined its team, which focused his efforts on attempting to mimic existing visual references, although the corporate culture of LucasArts at the time allowed him opportunities to introduce unplanned graphical elements in the game. In contrast, Ahern retrospectively voiced his discontent with the game's visual style, which he said was uneven because of the artists' capability to add stylistically disparate graphics assets to the title without immediate supervision. He explained that "there was nobody officially art directing
he game He or HE may refer to: Language * He (pronoun), an English pronoun * He (kana), the romanization of the Japanese kana へ * He (letter), the fifth letter of many Semitic alphabets * He (Cyrillic), a letter of the Cyrillic script called ''He'' in ...
and coming in and saying, 'No, that character's off-model, or that needs to look more like this'". Ahern was frustrated with this situation, which he believed to be the source of a major stylistic dissonance between the game's individual scenes. As a result of this experience, when Ahern was appointed to serve as an animator for ''Day of the Tentacle'', he requested LucasArts for the authority to institute uniform design criteria for that title's art team, so as to facilitate a cohesive artistic process. Conversely, Grossman later indicated that ''Monkey Island 2''s artwork–along with its music–imparted "a terrific sense of place" and a "tremendously cinematic" ambiance to the game.


Music

The score for ''Monkey Island 2: LeChuck's Revenge'' was composed by Michael Land in conjunction with his former college housemate
Peter McConnell Peter Nelson McConnell (born April 19, 1960), also known as Peter Mc, is an American video game composer and musician, best known for his work at LucasArts and for composing the soundtracks for every '' Sly Cooper'' game since the second instal ...
and high school friend
Clint Bajakian Clint Bajakian (born 1962) is an American video game composer and musician. Biography Bajakian was born in Bryn Mawr, Pennsylvania. He was linked with music since age of eight. In middle school, Bajakian played in marching bands, and also pla ...
, both newly hired by LucasArts to work on the game. The game's music was developed on a Macintosh II computer using
Digital Performer Digital Performer is a digital audio workstation and music sequencer software package published by Mark of the Unicorn (MOTU) of Cambridge, Massachusetts for the Apple Macintosh and Microsoft Windows platforms. Ancestry In 1984, Mark of the Un ...
and reformulated into PC-compatible
MIDI MIDI (; Musical Instrument Digital Interface) is a technical standard that describes a communications protocol, digital interface, and electrical connectors that connect a wide variety of electronic musical instruments, computers, and re ...
tracks via a dedicated sound program that McConnell had written as his first job at the company. The in-game arrangements of the compositions employed recordings of the composers' live performances of the tracks over a MIDI keyboard and a
music sequencer A music sequencer (or audio sequencer or simply sequencer) is a device or application software that can record, edit, or play back music, by handling note and performance information in several forms, typically CV/Gate, MIDI, or Open Sound Cont ...
. Land, McConnell and Bajakian split the scoring responsibilities between themselves in equal measure, and did not allot the title of lead composer to a specific musician. McConnell likened their collective's working dynamic to that of a professional
band Band or BAND may refer to: Places *Bánd, a village in Hungary *Band, Iran, a village in Urmia County, West Azerbaijan Province, Iran *Band, Mureș, a commune in Romania * Band-e Majid Khan, a village in Bukan County, West Azerbaijan Province, I ...
: the members were willing to exchange their duties in writing music for the game's individual locations, and created some of the tracks collaboratively. As with the previous series game, Michael Land coordinated his contributions with Ron Gilbert, who nevertheless was largely disengaged from the music's development. After relating to Land a general request to compose music driven by Calypso-inspired percussion, Gilbert refrained from further involvement, as he gave significant credence to Land's professional capabilities. Describing his area of focus, Land remarked that "from the beginning of the game, I wanted the music to sound like what you'd hear coming out of a radio if you were walking down a street on a Caribbean Island". Although the soundtrack of ''Monkey Island 2'' incorporated
leitmotif A leitmotif or leitmotiv () is a "short, recurring musical phrase" associated with a particular person, place, or idea. It is closely related to the musical concepts of ''idée fixe'' or ''motto-theme''. The spelling ''leitmotif'' is an anglici ...
s, their use in the game eschewed an emphasis on character-related tracks that McConnell stated to be typical of
film score A film score is original music written specifically to accompany a film. The score comprises a number of orchestral, instrumental, or choral pieces called cues, which are timed to begin and end at specific points during the film in order to ...
s. Instead, he and his colleagues utilized the musical device to convey an invocation of a "pirate
reggae Reggae () is a music genre that originated in Jamaica in the late 1960s. The term also denotes the modern popular music of Jamaica and its diaspora. A 1968 single by Toots and the Maytals, " Do the Reggay" was the first popular song to use ...
" aesthetic across the individual compositions. The trio thus sought to establish an overriding thematic direction that disassociated the players' perception of the tracks from their attribution to the characters. The composers only broke away from that paradigm when preparing music that pertained to notable members of the game's cast such as the Voodoo Lady. ''Monkey Island 2: LeChuck's Revenge'' served as the first LucasArts game to use Interactive Music Streaming Engine (iMUSE), the company's proprietary
adaptive music In video games, adaptive music (also called dynamic or interactive music) is background music whose volume, rhythm or tune changes in response to specific events in the game. History Adaptive music was first used in the video game ''Frogger'' by ...
engine that was co-designed by Land and McConnell. The technology originated from Land's frustration with the implementation of ''The Secret of Monkey Island''s music, whose integration with the title's gameplay he believed to be unsatisfactory. By the time that McConnell was recruited by LucasArts, Land had envisioned an audio sequencing system that could construct a flexible progression of a given soundtrack's compositions in an interactive environment. Land engaged him to collaborate on this concept, and McConnell later commented that "we made a very good design team in realizing and expanding on this vision". According to McConnell, the composers' reference for the iMUSE system was a speculative image of a
pit orchestra A pit orchestra is a type of orchestra that accompanies performers in musicals, operas, ballets, and other shows involving music. The terms was also used for orchestras accompanying silent movies when more than a piano was used. In performances ...
in a
musical Musical is the adjective of music. Musical may also refer to: * Musical theatre, a performance art that combines songs, spoken dialogue, acting and dance * Musical film and television, a genre of film and television that incorporates into the narr ...
whose conductor closely observed the enactment of the scored material and could "direct virtuoso musicians to make smooth transitions to any place in the music at any time, in a way that is, well, musical". The resultant solution allowed the compositions in the game to dynamically alter in response to the playable character's interaction with a specific environment or situation in ''Monkey Island 2''. The iMUSE technology enabled the game to feature
progressive music Progressive music is music that attempts to expand existing stylistic boundaries associated with specific genres of music. The word comes from the basic concept of "progress", which refers to advancements through accumulation, and is often dep ...
arrangements that adapted to the events throughout the course of the game's story, as well as logical transitions from one track to another, and provided for several other
sound engineering An audio engineer (also known as a sound engineer or recording engineer) helps to produce a recording or a live performance, balancing and adjusting sound sources using equalization, dynamics processing and audio effects, mixing, reproduction, ...
functionalities. Describing the summarized effect of those features when applied in practice, Gilbert commented that "the
core Core or cores may refer to: Science and technology * Core (anatomy), everything except the appendages * Core (manufacturing), used in casting and molding * Core (optical fiber), the signal-carrying portion of an optical fiber * Core, the central ...
starts at the beginning and ends at the end of the game, and is just one ever-evolving piece of music". Land and McConnell spent nine months on the creation of the iMUSE system's first incarnation, an integrated framework of audio drivers that governed the engine's various capabilities. McConnell recalled that LucasArts staff was initially confused as to the classification of the technology, whose subset programs and their associated MIDI track data "took up an entire floppy disk in a five-disk game". In reaction, McConnell and Land devised an identifiable designation for the system and proceeded to explicate their design to LucasArts personnel, which clarified the issue. McConnell remarked that, although he and Land were confident in the practicability of the iMUSE system during its inception, the composers found the application of its initial version to be very complicated. Bajakian cited major difficulties in ensuring that the encoded sound and music data were compatible with the available variety of sound cards on the computer hardware market. McConnell stated that the technology was required to undergo several iterations across five years from the release of ''Monkey Island 2'' to become suitable for widespread use by LucasArts audio programmers. However, he noted that the core engine managed an average delivery of high-end audio performance during its host titles' gameplay, which helped to obscure the system's underlying complexity from the staff. Interviewed by Rob Smith in 2008, LucasArts then general manager Kelly Flock stated that the iMUSE technology marked the introduction of a novel avenue for the designers to mediate the relationship between the players' actions and the
background music Background music (British English: piped music) is a mode of musical performance in which the music is not intended to be a primary focus of potential listeners, but its content, character, and volume level are deliberately chosen to affect behav ...
in a game. He noted that, in past adventure titles, the protagonist's appearance in a location within the game triggered a looping composition with a static structure that was divorced from the player-driven events in the scene. According to Flock, Land and McConnell's system contrasted this trend by accounting for the frequency of the player character's visits to an area in the game and their subsequent actions therein, in response to which the engine would alter the music to suit the circumstances of current gameplay segment and apply sound effects that were appropriate. Flock stated that Land was able to build up
suspense Suspense is a state of mental uncertainty, anxiety, being undecided, or being doubtful. In a dramatic work, suspense is the anticipation of the outcome of a plot or of the solution to an uncertainty, puzzle, or mystery, particularly as it aff ...
in sections of the game with aural manipulations, a concept that the prievous LucasArts products did not incorporate. In commercializing the iMUSE system, LucasArts chose not to
license A license (or licence) is an official permission or permit to do, use, or own something (as well as the document of that permission or permit). A license is granted by a party (licensor) to another party (licensee) as an element of an agreeme ...
its exploitation to competing companies, and instead appropriated the technology by
patent A patent is a type of intellectual property that gives its owner the legal right to exclude others from making, using, or selling an invention for a limited period of time in exchange for publishing an enabling disclosure of the invention."A p ...
ing it for internally developed titles, which led the engine to perpetuate as a commonplace feature of SCUMM-based adventure games. Flock summarized that Land and McConnell's work was critical to the design of the ambiance in those titles and labeled it as "probably the single most important technology that was developed t LucasArts.


Special edition

As with ''The Secret of Monkey Island'', LucasArts released a
remake A remake is a film, television series, video game, song or similar form of entertainment that is based upon and retells the story of an earlier production in the same medium—e.g., a "new version of an existing film". A remake tells the same ...
of the sequel with updated audiovisuals titled ''Monkey Island 2: Special Edition'' for the PlayStation 3, iPhone, iPod Touch, Microsoft Windows, and Xbox 360 in July 2010. The Mac OS X version has not yet been released, while the iOS version was retired in March 2015. The special edition includes updated graphics, updated high-quality audio engine, new voice-overs, additional content such as concept art, and an in-game hint system. The "lite" mode from the original game ("for game reviewers") has been omitted. Further, the original introductory sequence with the main musical theme has been removed, purportedly because it displayed credits for the original game, now outdated. Players can opt to switch from the updated version into the original at any time during the game, though an option allows players to retain the voice-overs of the remake. Players can opt to use the original point-and-click control scheme, or can directly control the movements of Guybrush using a control pad or similar device. The remake was announced by LucasArts during their annual
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutori ...
on March 10, 2010, with the previous creators of the adventures, Ron Gilbert, Tim Schafer and Dave Grossman, in attendance. The trio of game designers have recorded a commentary track for the Special Edition that can be brought up in many locations, using silhouettes in the fashion of ''
Mystery Science Theater 3000 ''Mystery Science Theater 3000'' (abbreviated as ''MST3K'') is an American science fiction comedy film review television series created by Joel Hodgson. The show premiered on KTMA-TV (now WUCW) in Minneapolis, Minnesota, on November 24, 1988. ...
'' overlaid on the graphics. Craig Derrick announced on a new interface that was in the vein of ''
The Curse of Monkey Island ''The Curse of Monkey Island'' is an adventure game developed and published by LucasArts in 1997. A sequel to 1991's '' Monkey Island 2: LeChuck's Revenge,'' it is the third game in the ''Monkey Island'' series. It follows protagonist Guybrush ...
s and a return of the original voice cast, including
Dominic Armato Dominic Armato (born November 18, 1976) is an American voice actor, journalist and food critic. He is best known for his work on LucasArts games. His most famous role is the voice of the pirate Guybrush Threepwood in the ''Monkey Island'' series ...
as Guybrush,
Alexandra Boyd Alexandra Boyd is a British actress, director, screenwriter and producer. Her acting credits include Clarissa Mason in ''Coronation Street'' and Sarah Olmsted in Mr Holland's Opus. In recent years she has turned to screenwriting and film directi ...
as Elaine,
Earl Boen Earl Boen () is an American retired film, television and voice actor, best known as criminal psychologist Dr. Peter Silberman in ''The Terminator'' (1984), '' Terminator 2: Judgment Day'' (1991), '' Terminator 3: Rise of the Machines'' (2003) and ...
as LeChuck, and even
Neil Ross Neil David Ross is a British-American voice actor and announcer. Noted for his Trans-Atlantic accent, he has provided voices in many American cartoons, most notably ''Voltron'', ''G.I. Joe'', and ''Transformers'', as well as video games, inclu ...
as Wally.
Phil LaMarr Phillip LaMarr (born January 24, 1967) is an American actor, comedian and screenwriter. LaMarr was one of the original featured cast members on the sketch comedy television series ''Mad TV''. His voice acting roles in animated series include Jo ...
was also confirmed as Dread and
Tom Kane Thomas Kane Roberts (born April 15, 1962) is a retired American voice actor. He is best known for his work in animation and video games, most notably in the ''Star Wars'' franchise. Career Kane began his voice-over career in 1977, at fifteen yea ...
as additional voices. ''Monkey Island 2: Special Edition''s production was overseen by Craig Derrick and his team at LucasArts, known internally as "Team 3", which had been responsible for the remake of the first ''Monkey Island'' game. Derrick, a devoted enthusiast of the series, had sought an opportunity to participate in the franchise since the start of his employment at LucasArts, who at the time were disinterested in adventure game development. This situation led Derrick to face difficulties in negotiating an approval for his proposal to recreate ''The Secret of Monkey Island'' with the company's management due to their uncertainty about the financial feasibility of renewing LucasArts' former association with the genre, whose popularity they assumed to be in decline. After the successful release of ''The Secret of Monkey Island: Special Edition'' in 2009, Derrick was able to readily convince LucasArts to pursue the idea for a remake of ''Monkey Island 2''. By this time that this decision was sanctioned, the majority of staff from the team of ''The Secret of Monkey Island: Special Edition'' was already occupied with another project. To compensate, LucasArts augmented the team for ''Monkey Island 2: Special Edition'' with staff from the company's foreign departments, and assigned the majority of the production duties to its
Singapore Singapore (), officially the Republic of Singapore, is a sovereign island country and city-state in maritime Southeast Asia. It lies about one degree of latitude () north of the equator, off the southern tip of the Malay Peninsula, borde ...
division. To match the scope and complexity of the original 1991 title, LucasArts was led to leverage a greater amount of development resources for the renewed counterpart of ''Monkey Island 2'' than for the previous remake. According to Derrick, the increased workload was mitigated by his colleagues' accumulated experience and access to technological solutions that had been introduced for ''The Secret of Monkey Island: Special Edition''. He explained that those accrued assets enabled LucasArts to materialize an authentic recreation of ''Monkey Island 2'' and supplement it with new functionalities in the same timeframe during which the completed iteration of the first remake was crafted. Those additions included the feature that enabled the playback in the game of the background audio commentary by Gilbert, Schafer and Grossman, recorded for the remake at the 2010 Game Developers Conference. Derrick had planned to procure the designers' engagement in the creation of a similar commentary track for ''The Secret of Monkey Island: Special Edition'', but was unable to proceed with this incentive due to scheduling setbacks on the side of an unidentified party. Derrick attributed the implementation of the feature in the remake of ''Monkey Island 2'' to the distribution of its development between LucasArts'
San Francisco San Francisco (; Spanish language, Spanish for "Francis of Assisi, Saint Francis"), officially the City and County of San Francisco, is the commercial, financial, and cultural center of Northern California. The city proper is the List of Ca ...
and Singapore departments. He mentioned that, although this type of delegated work caused certain difficulties in the teams' collaboration, the Singapore division had been previously involved with certain aspects of ''The Secret of Monkey Island: Special Edition'' and thus was able to coordinate an efficient approach to those issues. Derrick commented the result of this distributed process satisfied his expectations. Prior to the game's release, Gilbert reported to have been pleased with the remake's rendition of the gameplay and technical elements of ''Monkey Island 2'', and remarked that ''Monkey Island 2: Special Edition''s capability to allow for the instant transition between the game's new and original audiovisuals "really showed the care, love, and respect that LucasArts has for these games".


Reception


Sales

''Monkey Island 2: LeChuck's Revenge'' was highly anticipated; ''
Amiga Power ''Amiga Power'' (''AP'') was a monthly magazine about Amiga video games. It was published in the United Kingdom by Future plc, and ran for 65 issues, from May 1991 to September 1996. Philosophy ''Amiga Power'' had several principles which com ...
'' called it the most eagerly awaited game of 1992. According to Ron Gilbert, ''Monkey Island 2'' and its predecessor "sold well, but
Sierra Online Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre ...
and ''
King's Quest ''King's Quest'' is a graphic adventure game series, released between 1980 and 2016 and created by the American software company Sierra Entertainment. It is widely considered a classic series from the golden era of adventure games. Following th ...
'' were still kicking our ass completely!" A writer for ''
Next Generation Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young ...
'' noted that the games were "relatively minor hit in the United States, but became blockbusters on the PC and the Amiga throughout Europe. Conversely, ''
Edge Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed by ...
'' reported that both games "sold very poorly on release". Designer
Tim Schafer Timothy John Schafer (born July 26, 1967) is an American video game designer. He founded Double Fine Productions in July 2000, after having spent over a decade at LucasArts. Schafer is best known as the designer of critically acclaimed games '' ...
said that ''Monkey Island 2'' sold about 25,000 copies, despite its being released at a time when LucasArts was "really excited if we sold 100,000 copies of a PC graphic adventure". Following the underperformance of ''Monkey Island 2'', Schafer recalled that the management came and told them that ''Monkey'' was a failure and that they should make something else. He speculated that the ''Monkey Island'' series' reputation grew as a result of
software piracy Copyright infringement (at times referred to as piracy) is the use of works protected by copyright without permission for a usage where such permission is required, thereby infringing certain exclusive rights granted to the copyright holder, su ...
. According to Schafer, the pressure to develop a more commercially viable game ultimately led to the creation of '' Full Throttle'', which became the first LucasArts adventure to sell one million units.


Reviews

''Monkey Island 2'' received consistently high reviews for all versions, 95% from ''
Amiga Computing ''Amiga Computing'' was a monthly computer magazine of a serious nature, published by Europress and IDG in both the UK and USA. A total of 117 issues came out. The games section was called Gamer, although later ''Amiga Action'' was incorporated i ...
'' for the Amiga version, 96% from ''
Computer and Video Games ''Computer and Video Games'' (also known as ''CVG'', ''Computer & Video Games'', ''C&VG'', ''Computer + Video Games'', or ''C+VG'') was a UK-based video game magazine, published in its original form between 1981 and 2004. Its offshoot website ...
'' for the PC version. When Kixx XL rereleased ''Monkey Island 2'' as a budget game, the reviews remained high getting 91% from ''
CU Amiga ''Commodore User'', known to the readers as the abbreviated ''CU'', was one of the oldest British Commodore magazines. With a publishing history spanning over 15 years, it mixed content with technical and video game features. Incorporating ''Vic ...
''. The game is still considered very high quality with contemporary reviewers scoring the game highly. ''Monkey Island 2'' is often considered one of the greatest in the
point-and-click Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and cli ...
genre, and it still stands up well against modern adventure game titles. The game holds a rating of 90% on the
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site
GameRankings GameRankings was a video gaming review aggregator that was founded in 1999 and owned by CBS Interactive. It indexed over 315,000 articles relating to more than 14,500 video games. GameRankings was discontinued in December 2019, with its staff bei ...
. ''Monkey Island 2: LeChuck's Revenge'' was rated highly for several reasons. The game is considered user friendly as it has a "lite" mode. This allowed beginners to play the game at an easier setting. The overall difficulty of both modes is also considered to be good. The redesign in controls, such as the fewer verbs and graphical inventory were rated well as increasing the game's ease of use. Music in ''Monkey Island 2'' was noted for its use of the iMUSE system. Reviewers noted that for the first time the sound is an integral part of the atmosphere. Graphically, the game was considered an improvement over its predecessor, with reviewers very impressed. It is also noted by critics that the developers of ''Monkey Island 2'' made using the Amiga version's 11
floppy disk A floppy disk or floppy diskette (casually referred to as a floppy, or a diskette) is an obsolescent type of disk storage composed of a thin and flexible disk of a magnetic storage medium in a square or nearly square plastic enclosure lined w ...
s relatively smooth, but also noted that installing the game on a
hard drive A hard disk drive (HDD), hard disk, hard drive, or fixed disk is an electro-mechanical data storage device that stores and retrieves digital data using magnetic storage with one or more rigid rapidly rotating platters coated with magnet ...
is recommended. In 1992 ''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through ...
'' named it the year's best adventure game, praising its "challenging puzzles and wonderful sense of humor, along with a stunning visual presentation". In 1996 the magazine ranked it as the 74th best game of all time. In 1994, ''
PC Gamer UK ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games mag ...
'' named ''Monkey Island 2'' the fourth best computer game of all time. The editors wrote: "Anyone who claims to have an interest in adventuring cannot afford to be without this". In 1996,
GamesMaster ''GamesMaster'' is a British television programme which originally aired on Channel 4 from 1992 to 1998. In 2021, it returned for a new series on YouTube and E4. It was the first UK television programme dedicated to video games. Dominik Diam ...
ranked the game 29th on their "Top 100 Games of All Time." In 2011,
Adventure Gamers ''Adventure Gamers'' is a computer game website created by Marek Bronstring in March 1998 dedicated to the genre of adventure games. It publishes reviews and previews of adventure games, as well as opinion articles and interviews with game des ...
named ''Monkey Island 2'' the eighth-best adventure game ever released. In a celebration of the series 30th anniversary, Ron Gilbert shared secrets from its original
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the wo ...
during a video conversation with the Video Games History Foundation. These included early character prototypes, deleted scenes, unused animations and alternative game environments from the first two games.


Special Edition

The ''Special Edition'' was given a score of B+ by Gaming Bus; the site stated that there was more music and it was of higher quality, the graphics were improved, there was additional content, and the core game was still intact, though the hints were too helpful and there were some problems with controls.


References

{{DEFAULTSORT:Monkey Island 2: Lechuck's Revenge 1991 video games Adventure games Amiga games Cancelled Sega CD games DOS games IOS games FM Towns games Fiction about Louisiana Voodoo LucasArts games Classic Mac OS games Monkey Island MacOS games PlayStation 3 games PlayStation Network games Point-and-click adventure games SCUMM games ScummVM-supported games U.S. Gold games Video game sequels Video games about pirates Video games scored by Clint Bajakian Video games scored by Michael Land Video games scored by Peter McConnell Video games set in the Caribbean Video games set on fictional islands Video games developed in the United States Video games with commentaries Windows games Xbox 360 games Xbox 360 Live Arcade games Video games about zombies Video games set in the 17th century