I still remember the first time I booted up The Secret of Monkey Island. It was summer break, 1991, and I’d convinced my parents to splurge on this game I’d read about in a dog-eared copy of Computer Gaming World at my friend Tom’s house. The family Tandy was hardly a powerhouse, but when that Caribbean music kicked in and I saw Guybrush Threepwood—looking like he’d stepped out of a demented Disney movie—I was hooked. I didn’t know it then, but I was witnessing the early days of what would become adventure gaming royalty.
LucasArts (or Lucasfilm Games as they were called back then) wasn’t just making games—they were quietly revolutionizing how we interact with virtual worlds. See, before LucasArts came along, adventure games were like digital torture chambers. I cut my teeth on Sierra’s Quest games, and lemme tell you, those things were brutal. One wrong move? Dead. Forgot to pick up an item six hours ago? Softlocked forever. I once spent three weeks stuck in Space Quest II because I didn’t pick up a piece of glass that looked like actual garbage. THREE WEEKS!
But LucasArts? They had this radical philosophy: maybe games should be, y’know, fun instead of punishing. Their “no dead ends” approach meant you could explore without fear, which seems obvious now but was mind-blowing back then. I remember calling Dave at college, long-distance (Mom was THRILLED about that phone bill), just to tell him about this game where you couldn’t die. “That’s stupid,” he said. “What’s the challenge?” About a month later, he called me back after playing it himself. “Okay, you were right,” he admitted, which might be the only time in our fraternal history that happened.
The secret sauce behind these games was the SCUMM engine—Script Creation Utility for Maniac Mansion. What a mouthful, right? But this thing was revolutionary. Instead of typing “get lamp” and hoping the parser understood you, SCUMM gave you a list of verbs at the bottom of the screen that you could click on and then click on objects in the world. “Push,” “Pull,” “Give,” “Use”—all right there! No more trying fifteen different ways to phrase “pick up the dang hammer.”
My old gaming buddy Pete and I used to get together every Friday night to work through whatever LucasArts game we were playing. His mom would make these incredible nachos (secret ingredient was a little cinnamon in the beef—sounds weird, tastes amazing), and we’d hunker down in his basement taking turns at the keyboard. We had one rule: no hints, no guides. This was pre-internet, so getting stuck meant BEING stuck. We once spent four hours—FOUR HOURS—trying to figure out how to get past the waterfall in Indiana Jones and the Fate of Atlantis. When we finally solved it, Pete’s dad came downstairs because he heard us shouting like lunatics at 1 AM.
The thing about LucasArts games that really set them apart was the writing. These games were FUNNY, like actually laugh-out-loud funny, not just “heh, cute” funny. The insult swordfighting in Monkey Island is still probably the cleverest puzzle mechanic I’ve ever seen. “You fight like a dairy farmer!” “How appropriate, you fight like a cow!” I still use these comebacks in arguments with my friends, and they still don’t know what the hell I’m talking about.
Day of the Tentacle took things to a whole new level with its time travel puzzles. You had three characters in three different time periods, and you had to use objects across time to solve problems. I remember explaining it to my girlfriend at the time, and she just stared at me like I was speaking Klingon. “So…the hamster goes in the freezer…to be thawed out 200 years later…to power a generator?” Yeah, it sounds insane out of context. It’s STILL insane IN context, but that was the brilliance.
The SCUMM interface evolved over the years. Maniac Mansion had this chunky, cluttered look with tons of verbs. By the time Sam & Max Hit the Road rolled around, they’d streamlined it to a verb coin system that popped up when you right-clicked. So elegant! It’s weird to think now how much something as simple as a user interface could impact your gaming experience, but man, it made all the difference.
Ron Gilbert, Tim Schafer, Dave Grossman—these guys weren’t just game designers, they were storytelling geniuses. Gilbert especially had this philosophy about puzzle design that completely changed how I thought about games. The puzzles had to make sense within the world’s logic. They couldn’t be random “use rubber chicken with pulley in the middle on the weather vane” nonsense…well, actually, that WAS a puzzle in Monkey Island 2, but somehow, in context, it made perfect sense!
I actually met Ron Gilbert once at a gaming convention in 2002. I was so starstruck I could barely form coherent sentences. I mumbled something about how Monkey Island 2’s ending blew my mind as a teenager, and he just smiled and said, “Yeah, we weren’t sure if we could get away with that.” Coolest moment ever. I didn’t wash my hand for a week after our handshake. (Kidding. Sort of.)
The mid-90s were the golden age, man. Full Throttle with its gritty biker aesthetic and Mark Hamill voice acting. The Dig with its serious sci-fi tone and alien puzzles that made my brain hurt. Grim Fandango with its incredible Mexican Day of the Dead styling and film noir plot. I’d started my first job out of college then, and I remember calling in sick when Grim Fandango released. Spent three days in my apartment with takeout containers piling up, completely absorbed in Manny Calavera’s journey through the Land of the Dead.
God, remember when Grim Fandango ditched SCUMM for the GrimE engine and went full 3D tank controls? Talk about divisive! My buddy Alex refused to play it because of the controls. “It’s like driving a forklift through molasses,” he complained. He wasn’t wrong, but he missed out on one of the best stories ever told in a game.
If you’re looking to play these games in order (and you should!), I’d suggest starting with Maniac Mansion to see where it all began, then moving to Monkey Island 1 and 2, then Day of the Tentacle. After that, Sam & Max and Full Throttle, followed by The Dig and Grim Fandango. There’s something special about seeing how the technology and storytelling evolved through that progression.
But then, well, the decline began. It wasn’t sudden—more like a slow, sad fade. Adventure games started to fall out of favor as 3D gaming and first-person shooters took center stage. The last gasp was really Escape from Monkey Island in 2000, and even that felt like it had lost some of the magic. I remember playing it and feeling this weird melancholy, like visiting your old elementary school as an adult and finding everything smaller and shabbier than you remembered.
LucasArts started focusing on Star Wars games—which, hey, some were great—but the adventure games that had defined them were left behind. The final nail in the coffin came when LucasArts was acquired by Disney in 2012 and then essentially shuttered a year later. I was at work when I read the news, and I swear I felt a physical pain in my chest. Dramatic? Maybe. But these games had been such a huge part of my life.
There’s been something of a revival in recent years with the remasters. Playing the Special Editions of the Monkey Island games was this weird time-warp experience. The updated graphics were nice, but I found myself constantly hitting the key to switch back to the original pixel art. Those blocky graphics are tied to my memories in ways I can’t explain. The new voice acting was great, though! Hearing Dominic Armato bring Guybrush to life was perfect casting.
The differences between the original games and the remasters go beyond just visuals. The interface has been modernized, some of the puzzles tweaked, and in some cases, entire sequences reimagined. Some purists complained, but I actually appreciated the changes. It’s like visiting your hometown after many years—you want some things to stay the same, but it’s also nice to see thoughtful improvements.
What’s funny is how well the puzzle logic has held up. LucasArts was so consistent in their design philosophy that even when the puzzles were bizarre, they followed an internal logic that made them solvable with enough thought. Compare that to some other adventure games of the era (no names, but their initials are Sierra On-Line) where the solutions could be completely arbitrary.
I introduced my nephew to the Monkey Island Special Edition a few years back. He’s part of the Minecraft/Fortnite generation, so I wasn’t sure if these story-driven adventures would hold his attention. Two hours later, he was still hunched over my laptop, cackling at insult swordfighting. Some things are just timeless.
The point-and-click adventure genre never completely died—studios like Telltale (before their implosion) and Daedalic have carried the torch—but nothing has quite captured that LucasArts magic. Maybe it’s nostalgia talking. Maybe it’s the specific alchemy of those creators at that time. Or maybe it’s just that these games hit at a particular moment in my life when their humor and puzzles resonated perfectly with who I was and who I was becoming.
Whatever the case, I’ve still got my original Monkey Island disks in a box somewhere in my closet. Can’t even run them anymore—who has a floppy drive these days?—but I can’t bring myself to throw them out. They’re artifacts from a golden age, little plastic rectangles that contain worlds that helped shape me. And sometimes, late at night when I can’t sleep, I’ll boot up ScummVM and wander around Melee Island or the Maniac Mansion, just for a few minutes. Just to visit old friends.