angelus_04, to IndianaJones
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Jangofatt, to IndianaJones
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atmcashpoint, to IndianaJones
@atmcashpoint@mastodon.social avatar

A 1991 Indiana Jones and the Fate of Atlantis demo uses this strange EGA sprite of a sailing ship as a placeholder for the overhead view of the Nazi submarine.

I wonder if this is a survival from the fabled ship combat cut from Monkey Island 1? #indianajones #fateofatlantis #monkeyisland #lucasarts #adventuregames

Major thanks to Zummone of YouTube for helping me find this!

Another gameplay screenshot of the EGA sailing ship sprite used as a placeholder for the submarine.
Larger versions of the EGA sailing ship's horizontal and vertical sprites as they appear in the demo resource files.

konstantinosd, to gamedev
@konstantinosd@mastodon.gamedev.place avatar

Got myself a subscription on Medium, which can only mean that more articles on the design of video game cities will be appearing there (very) soon.

Existing Medium material on game urbanism: https://medium.com/@KonstantinosD

atmcashpoint,
@atmcashpoint@mastodon.social avatar

@konstantinosd I'm pretty sure the basic puzzle idea for that scene was recycled for the jungle mini-maze in Tikal in Fate of Atlantis - Indy has to shepherd a jungle rodent through a series of false interlocking paths onto the one true path so it can get rid of a snake.

atmcashpoint, to IndianaJones
@atmcashpoint@mastodon.social avatar

TIL rooms 34 and 38 in and the data files are missing. I wonder what they contained?

atmcashpoint, to IndianaJones
@atmcashpoint@mastodon.social avatar

"My engineers unearthed this in the mountain region north of Ankara, while excavating for copper."

"'Mountain copper'? That's 'orichalcum' in Greek. Like in the story of Atlantis' downfall."

"Don't lecture me on philology, Dr. Jones. Just translate the damn tablet."

atmcashpoint,
@atmcashpoint@mastodon.social avatar

In this same scene Indy also mentions "the Arthur legend" at one point.

Frankly, either an Atlantis-based movie in the mold of or a movie about Excalibur would have been better than Crystal Skull. :P

pasimako, to retrogaming
@pasimako@mastodon.social avatar

Indiana Jones and the Fate of Atlantis (1992) is one of my favourite adventure games. It had a great story and it's a shame they didn't adapt this into a movie.

deanjimmy,
@deanjimmy@nerdculture.de avatar

@pasimako
Next to is my favorite adventure🤙
@drpongspraxis it was already a classic of the month on our radio show 🔊

et_andersson, to random
@et_andersson@idlethumbs.social avatar

Starting to look good... Of course, this will all be for naught unless I can figure out how to wire up the Mac buttons to the SCUMM verbs, and when to show and hide the GUI. But it's obviously possible, seeing how the original did it.

I thought it would be much worse, but ScummVM provides simple access to the classic Mac fonts now. So far it's been fun messing around with it.

#LucasFilmGames #LucasArts #ScummVM

atmcashpoint,
@atmcashpoint@mastodon.social avatar

@et_andersson @ja2ke IIRC there was a Mac CD game pack that included 1 & 2. That might have been when the MI1 copy protection was removed.

The Mac floppy versions of MI2 and and the were unusual in that they only made the player enter the copy protection the first time you started the game!

FOA actually had three separate Mac ports - 68k floppy and CD versions by Eric Johnston, and @aaronsgiles's PowerPC CD re-port/upgrade. That was very unusual.

atmcashpoint, to IndianaJones
@atmcashpoint@mastodon.social avatar

Some screenshots of EGA sprites in and the (1/2):

  1. A very early build, showing an early version of the stagehand from Sophia's theater in New York City. Also notice the other temp sprites: Sophia is Elaine from 1 EGA, and the Nur-Ab-Sal puppet is Chaos from .

  2. The final version of the stagehand in-game. Basically only his palette was changed, and it's still heavily influenced by EGA.


@JuliaMinamata

A screenshot of the backstage of Sophia's theater in the published version of Indiana Jones and the Fate of Atlantis. The stagehand's sprite has a different palette, using at least three different shades of gray, but it's still very much inspired by EGA, with a heavy contrast of black and gray hues and a teal-blue shirt.

atmcashpoint,
@atmcashpoint@mastodon.social avatar

@JuliaMinamata
3) Some sailors on the submarine in the Team Path. If Indy orders the crew to the "stern torpedo bay" and walks into the corridor below them, their sprites can be seen in all their EGA glory.

Originally was going to have a separate EGA downgrade that would be published after the VGA version, but this was cancelled because the published game included a driver that could downgrade the graphics to EGA in 640x350 resolution on the fly. (2/2)

ATM_cashpoint, to IndianaJones

Playing the FM Towns ports of 1 & 2 and and the in @aaronsgiles's DREAMM emulator, I noticed the Save/Load GUI is clunkier than the original PC versions in a couple of ways.

If you scroll down the savegame list to load a game, the next time the GUI comes up, it won't remember where you were like on PC, but always starts from the top.

And once you select a game to load, it doesn't load immediately; you have to hit the "OK" button first as well.

Another screenshot of Monkey Island 1 for FM Towns, running in Aaron Giles' DREAMM 2.1b14. The save game "underwater" has been loaded, so Guybrush is now underwater beneath the Melee Town docks, tied to to the Idol of Many Hands.
Another screenshot of Monkey Island 1 for FM Towns, running in Aaron Giles' DREAMM 2.1b14. Guybrush is still underwater, and the Save/Load GUI has been brought up, again showing a list of savegames ready to be loaded. The list of savegame files has scrolled back to the top, since the player's most recent position in the list is apparently not stored.

ATM_cashpoint, to gaming

Fun with pixel art. What if Indy had that supercharged whip in that he does in ?

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