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Day of the Tentacle Remastered PC Release Date Confirmed. GoG promotion reveals release date and pre-order bonuses. Mar 8, 2016 8:58am. 5 Awesome Remakes & Remasters To Check Out In 2016!.

Although they didn’t know one another at the time, Dave Grossman and Tim Schafer both found themselves at a similar place in life in the summer of 1989: just out of university and uncertain what to do next. Both saw the same unusual advertisement in the newspaper: an advertisement for programmers who could also write.

Both applied, both were shocked when they were called out to George Lucas’s beautiful Skywalker Ranch for an interview, and both were fortunate enough to be hired to work for a division of Lucas’s empire that was still known at the time as rather than LucasArts. It was quite a stroke of luck for two innately funny and creative souls who had never before seriously considered applying their talents to game development. “If I hadn’t seen that job listing,” says Schafer, “I would have ended up a database engineer, I think.” Similar in age and background as they were, Grossman and Schafer would remain all but inseparable for the next four years.They spent the first weeks of that time working intermittently as play testers while they also attended what their new colleagues had dubbed “SCUMM University,” a combination technical boot camp and creative proving ground for potential adventure-game designers. Schafer:A group of us were thrown into SCUMM University, because all of the LucasArts games used SCUMM Script Creation Utility for Maniac Mansion. The four of us were messing around with it, writing our own dialogue. They gave us some old art to work with, so we were just writing goofy stuff and joking around, trying to make each other laugh. I think LucasArts was watching us the whole time, and they picked me and Grossman out and said that they liked the writing.Grossman and Schafer were assigned to work as understudies to Ron Gilbert on the first two.

Here they got to hone their writing and puzzle-making chops, even as they absorbed the LucasArts philosophy of saner, fairer adventure-game design from the man most responsible for codifying and promoting it. In early 1992, shortly after the completion of Monkey Island 2, Gilbert announced that he was quitting LucasArts to start a company of his own specializing in children’s software. He left behind as a parting gift an outline of what would have been his next project had he stayed: the long-awaited, much-asked-for sequel to his very first adventure game,. The understudies now got to step into the role of the stars; Maniac Mansion: Day of the Tentacle became Grossman and Schafer’s baby.Times were changing quickly inside LucasArts, keeping pace with changes in the industry around them. After first conceiving of Day of the Tentacle as a floppy-disk-based game without voice acting, LucasArts’s management decided midway through its development that it should be a real technological showpiece in all respects — the first adventure game to be released simultaneously on floppy disk and CD-ROM.

Scumm

Along with X-Wing, the first actual Star Wars game LucasArts had ever been allowed to make, it would be one of their two really big, high-profile releases for 1993.It was a lot of responsibility to heap on two young pairs of shoulders, but the end result demonstrates that Grossman and Schafer had learned their craft well as understudies. Day of the Tentacle is a spectacularly good adventure game; if not the undisputed cream of the LucasArts crop, it’s certainly in the conversation for the crown of their best single game ever. It achieves what it sets out to do so thoroughly that it can be very difficult for a diligent critic like yours truly to identify any weaknesses at all that don’t sound like the pettiest of nitpicking. The graphics are as good as any ever created under the limitations of VGA; the voice acting is simply superb; the puzzle design is airtight; the writing is sharp and genuinely, consistently laugh-out-loud funny; and the whole thing is polished to a meticulous sheen seldom seen in the games of today, much less those of 1993. It’s a piece of work which makes it hard for a critic to avoid gushing like a moon-eyed fanboy, as Evan Dickens of Adventure Gamers did when that site declared it to be the ever made:The 1993 CD “talkie” version of Day of the Tentacle is a perfectly flawless adventure, the rarest of rare games, that which did nothing wrong. There is no weakness in this game, no sieve. Stop waiting for the “but” because it won’t come.

This is the perfect adventure game, the one adventure that brought every aspect of great adventures together and created such an enjoyable masterpiece, it almost seems to transcend the level of computer games.Of course, there’s no accounting for taste. If you loathe cartoons, perhaps you might not like this game.

If you prefer more serious plots or more rigorously cerebral puzzles, perhaps you won’t love it. Still, it’s hard for me to imagine very many people not being charmed by its gloriously cracked introductory movie and wanting to play further. The art team, the unsung heroes of Day of the Tentacle.

Standing from left to right are Lela Dowling, Sean Turner, Larry Ahern, and Peter Chan. Kneeling in front are Jesse Clark and Purple Tentacle. One additional artist, Kyle Balda, wasn’t present for this photograph.Peter Chan, one of the artists on the team, notes that Grossman and Schafer “really trusted us and just let us go to town with what we believed would look best.

If anybody on the art team had a good idea or suggestion, it was considered.” Here’s Schafer, speaking in an interview at the time of the game’s release, and obviously somewhat in awe himself at what LucasArts’s animators have come up with:The kids have all kinds of grimaces and gestures and facial twists and contortions while they’re talking. They smile and their mouths open bigger than their heads and their tongues can hang out. They don’t just stand there. They blink, tap their feet, sigh, and even scratch their butts.As soon as a character appears, you laugh, and that’s really important.

You stare at the main characters for about thirty hours when you play the game, so they’d better be entertaining. With Bernard, as soon as you see him walking around for the first time, before he even says or does anything, you laugh. He walks goofy, he talks goofy, he’s even entertaining when he stands still. Walking Hoagie around is like piloting a blimp through a china shop, and Laverne is fun just to walk around because she seems to have a mind of her own — like she might do something dangerous at any moment.The sound effects are drawn from the same well of classic animation. LucasArts actually bought many of them from a “major cartoon house,” resulting in all of the good old “boings” and “ka-pows” you might expect.

Tamlynn Barra in the production booth at Studio 222.And the voice acting too is strikingly good. LucasArts was better equipped than almost any of the other game studios to adapt to the brave new world of CD-ROM audio, thanks to the connections which went along with being a subsidiary of a major film-production company. The actors’ dialog, totaling more than 4500 lines in all, was recorded at Hollywood’s Studio 222 under the supervision of a LucasArts associate producer named Tamlynn Barra. Although still in her twenties at the time, she had previously worked with many stage and video productions. She was thus experienced enough to recognize and find ways to counteract the most fundamental challenge of recording voice work for a computer game: the fact that the actors are expected to voice their lines alone in a production box, with no other actors to play off of and, too often, little notion of the real nature of the scene being voiced.

“Getting the actors into character is very difficult,” she acknowledged. “Half the studio time is spent cueing up the actor for the scene.” And yet the fact that she knew she had to do this cueing was in a way half the battle. In contrast to many other computer-game productions — even those featuring a stellar cast of experienced actors, such as Interplay’s — Day of the Tentacle has an auditory liveliness to it.

It rarely feels as if the actor is merely reading lines off a page in a sound-proof booth, even if that’s exactly what she’s doing in reality. Jane Jacobs, who voiced the Irish maid found inside the present-day mansion, performs before the microphone.Unsurprisingly given LucasArts’s connections, the voice actors, while not household names, were seasoned professionals who arrived with their union cards in hand. The most recognizable among them was Richard Sanders, best known for playing the lovable but inept newscaster on the classic television sitcom WKRP in Cincinnati. During their initial discussions with Barra, Grossman and Schafer had actually suggested Les as the specific role model for Bernard, whereupon Barra made inquiries and found that Sanders was in fact available. He really was a perfect fit for Bernard; the character was “a bit of a stretch” for him, he said with a wink, because he was used to playing “more manly sorts of roles.”Barra found the other voice talent using a process typical of television and radio productions but not so much of computer games: she sent sketches and descriptions of the characters out to Hollywood agents, who called their clients in to record audition tapes of their impressions. Then she and the rest of the development team chose their favorites.

Many another game studio, by contrast, was recruiting its voice talent from its secretarial pool.All of it led to an end result that feels today like it’s come unstuck from the time which spawned it. Certainly my own feeling upon firing up Day of the Tentacle for the first time in preparation for this article was that I had crossed some threshold into modernity after living in the ancient past for all of the years I’d previously been writing this blog. This impression is undoubtedly aided by the way that LucasArts steered clear of the approaches that generally date a game indelibly to the mid-1990s. Just to name the most obvious dubious trend they managed to resist: there are no digitized images of real actors shoehorned into this game via once cutting-edge, now aesthetically disastrous full-motion-video sequences.Yet the impression of modernity encompasses more than the game’s audiovisual qualities; it really does encompass the sum total of the experience of playing it.

The interface too just works the way a modern player would expect it to; no need to pick up a manual here to figure out how to play, even if you’ve never played an adventure game before. (The sole exception to this rule is the save system, which still requires you to know to press the F5 key in order to access it. On the other hand, keeping it hidden away does allow the game to avoid cluttering up its carefully honed aesthetic impression with a big old disk icon or the like.) Polish is a difficult quality to quantify, but I nevertheless feel fairly confident in calling Day of the Tentacle the most polished computer game made up to its release date of mid-1993. It looks and feels like a professional media production in every way.The most telling sign in Day of the Tentacle of how far computer gaming had come in a very short time is found on an in-game computer in the present-day mansion. There you’ll find a complete and fully functional version of the original Maniac Mansion in all its blocky, pixelated, bobble-headed glory. This game within a game was inspired by an off-hand comment which Grossman and Schafer had heard Ron Gilbert make during the Monkey Island 2 project: that the entirety of Maniac Mansion had been smaller than some of the individual animation sequences in this, LucasArts’s latest game.

Placed in such direct proximity to its progeny, Maniac Mansion did indeed look “downright primitive,” wrote Charles Ardai in his review of Day of the Tentacle. “Only nostalgia or curiosity will permit today’s gamers to suffer through what was once state-of-the-art but is by today’s standards crude.” And yet it had only been six yearsArdai concluded his review by writing that “it may not hold up for fifty years, like the cartoons that inspired it, but I expect that this game will keep entertaining people for quite some time to come.” And it’s here that I must beg to differ with his otherwise perceptive review. From the perspective of today, halfway already to the game’s 50th anniversary, Day of the Tentacle still holds up perfectly well as one of the finest examples ever of the subtle art of the adventure game. I see no reason why that should change in the next quarter-century and beyond.( Sources: Computer Gaming World of July 1993 and September 1993; LucasArts’s newsletter The Adventurer of Fall 1992 and Spring 1993; Play of April 2005; Retro Gamer 22 and 81; Video Games and Computer Entertainment of July 1993.

Online sources include; for Game Studies; 1Up‘s interview with Tim Schafer; The Dig Museum‘s; Adventure Gamers‘s.A remastered version of is available for purchase on GOG.com.). “Maniac Mansion’s character selection was all nightmarishly complex for the game’s designer Dave Gilbert to map out. He would later state that only sheer naivete could ever have prompted him to expose himself to such pain — and, indeed, his first statement after finishing the game was, “I’m never doing anything like that again!””Ron must have changed his mind at some point, because 25-ish years later we designed The Cave, another game where you choose 3 playable characters from a cast of 7, and the game changes somewhat significantly based on that.

Ron came in with a pretty clear idea of how to make it less painful than Maniac Mansion, though.:. I’d been anticipating the next piece here to be “the reverse-engineering of the Z-Machine and the creation of Inform,” but along with the surprise of “Day of the Tentacle” showing up instead came a sort of personal reproach. This really is a terrific game, and along with Sam & Max Hit The Road and the first Monkey Island is my favorite. Some of the late puzzle solutions actually made me laugh out loud when I figured them out.I feel like Tim Schafer would never hit these heights again, honestly.

There’s a lot to recommend his later work, but more than any of the other LucasArts designers he became a true gaming personality, and while I wouldn’t say he’s coasted on goodwill since then, he definitely seems to benefit from a collaborative hand in his games. Great article as usual. I had something of a Zelda Wind Waker reaction to Day of the Tentacle when it first came out, having grown accustomed to the art style at LucasArts that was last seen in LeChuck’s Revenge. I used to get very offended at anything that wasn’t very original, and saw the game as a blatant ripoff of Loony Tunes, which I was over with at that point in my young adult life.

Guess I didn’t understand what an “homage” was yet. I was also bummed out, like so many others, that Ron Gilbert had decided to leave LucasArts and we would no longer see mature SCUMM games from him. I bought the game day one anyway and eventually my initial criticisms wore off and it won me over despite my grumpiness.

I dunno, man. Articles like this are enough to make me doubt my own sanity. Because the main thing I remember from playing Day of the Tentacle was that there were at AWFUL lot of places where I would have no clear idea what I was doing and then I would randomly stumble into the characters doing thing that would make me think, okay, there was a response to that command, so obviously it was something I was meant to do, but I have NO idea why or how it relates to anything else in the game (and contra the article’s claims, I spent A LOT of time being absolutely stuck). Sure, there were some good puzzles, but there were also loads of maddeningly opaque nonsense.

I did not have this problem with Monkey Island, so I’m just going to go ahead and assume that it’s not JUST my own mental failings. I think my absolutely favorite element that shows the level of care that went into this game:Bernard finds a pile of quarters, which he “figures” at “about” $876,600 worth of quarters. Okay; at a casual listen it’s just a funnily absurd amount of money. Especially when you realize it’s over 3.5 MILLION quarters.But, no. If you do the math: $876,600 = 3,506,400 quarters, which (because of events elsewhere in the game) ends up equalling 105,192,000 minutes. That’s equal to 1,753,200 hours, which is equal to 73,050 days. Which, divided by 365.25, equals 200 years exactly.And why 365.25?

Because of LEAP YEARS. They took into account the math for the leap years in two centuries, for a throwaway “joke” that was actually a significant clue. (And yes, I know that there’s one non-leap-year day in there because of the centennial rule, but I still think it’s amazing enough that I give them full credit.)I love this game so much.

I adore this game – so much I have a half-sleeve tattoo dedicated to it on my left arm. However, as a British player, I will note that some of the puzzles are so centred (see) on a knowledge of American history and culture, they were initially baffling. George Washington had a rep for cutting down cherry trees? A Hoagie is a sandwich?

Also a revelation. I had no idea who Betsy Ross was, and only knew Ben Franklin from his kite experiment (fortunate, for the puzzle). I had no idea why he was lumped in with the other characters creating the Constitution. (Be nice, I was 8 when I first tried to play it). In the context of its release – pre-internet, especially high-speed and widespread – that was a big challenge.

Infuriated by Zork II’s infamous baseball puzzle, the Brit Graham Nelson wrote this problem into his Player’s Bill of Rights. The player has a right, he said, “not to have to be American to understand a puzzle.”Personally, I’m more on the fence about it. Connections like these add depth and texture to a game, in the same way that many great novels assume a degree of cultural literacy of one kind or another on the part of their readers. As a Briton, you may ironically have gotten the worst of it. LucasArts’s language localization teams were quite good at translating not just the raw text but the cultural idiom of many puzzles into something that would be comprehensible to their players. British players didn’t get that luxury — chalk it up as just another curse of sharing a common language.;). I’m always wondering how were the budgets in LucasArts adventures compared to their counterparts, for example, Sierra.

That level of talent can’t be cheap and they were basically extremely lucky to work under George Lucas. Sierra were also pretty rich at that point and could afford decent voiceovers. A lot of other developers weren’t so wealthy so that’s why VO work, art, music and, of course, game design is often so bad.Also I doubt that they literally took people off the street because they did all their work on Lucas ranch.

There was no street anywhere close:). All of it led to an end result that feels today like it’s come unstuck from the time which spawned itIndeed, as I saw the title of your new post in this blog, I thought you had somehow skipped some years of gaming history to talk about a more recent game. DotT really seems not to belong to 1993.It is interesting how the non-cartoonish graphic of “Indiana Jones and the Fate of Atlantis”, a very similar title under many respects, aged much worse in comparison.And yet, thanks for conceding that choosing which game is the best graphic adventure of all times is a matter of taste.

I think that the Indiana Jones title, even if it does not look shiny any more, accomplishes much more as an adventure game. It slowly brings the player into a really epic story, accompanying Indy from the everyday setting of the Barnett College to the verge of the supreme power.

Day of the Tentacle left the 12-year-old me unimpressed, despite my fondness for Wile Coyote and CoA minor typo: the link to Evan Dickens’ “best game of its genre” review is wrong, it should be.

Day of the TentacleRelease Date1993, 2016SystemDOS, Mac OS, Playstation 4, Playstation Vita, WindowsEngine(visual)(audio)Maniac Mansion: Day of the Tentacle is a graphical, originally released in 1993, and published. It is the eighth game to use the engine. It was released simultaneously on. Day of the Tentacle was designed by and.The game, a loose sequel to, is focused on Bernard Bernoulli — the only one of the three playable characters that was featured in the first game — and his friends Laverne and Hoagie, as they help Dr.

Fred Edison using a to prevent Purple Tentacle from taking over the world. The game utilizes and the effects of changing history as part of the many puzzles to be solved in the game.

Contents GameplayDay of the Tentacle follows the two-dimensional formula, first established by the original. Players direct the controllable characters around the game world by clicking with the computer mouse. To interact with the game world, players choose from a set of commands arrayed on the screen and then on an object in the world. This was the last game to use the original interface of having the bottom of the screen being taken up by a verb selection and inventory; starting with the next game to use the engine, the engine was modified to scroll through a more concise list of verbs with the right mouse button and having the inventory on a separate screen. This formula carried on to later games in the franchise, such as,. In Day of the Tentacle, the player can switch between any one of the three playable characters at any time, though two of the characters must first be unlocked by the completion of certain puzzles.

The three protagonists can also share inventory items amongst themselves (at least, those items that can be stowed in a toilet), a feature that plays into many of the game's puzzles. Many puzzles are based on and the effects of aging on objects and the changing of the past are used as part of the solution. For example, one puzzle requires the player to send a medical chart of a Tentacle back to the past, having it used as the design of the, then collecting one such flag in the future to be used as a Tentacle disguise.In Maniac Mansion, the playable characters can be killed by various sequences of events. LucasArts adopted a different philosophy towards its adventure games in 1990, beginning with.

Their philosophy was that the game should not punish the player for exploring the game world. Accordingly, in most of the adventure games released by LucasArts after Loom, including Day of the Tentacle, the player character(s) cannot die.The whole original Maniac Mansion game can be played on a computer inside the Day of the Tentacle game, a practice that other game developers have repeated, but at the time of Day of the Tentacle's release this was unprecedented. StoryThe game, which takes place five years after, opens with Purple Tentacle becoming exposed to toxic waste from Dr. Fred Edison's Mansion, growing a pair of arms and acquiring a thirst for. Fred catches Purple Tentacle, as well as the friendly, non-evil Green Tentacle, and keeps them both in his basement before deciding that he will euthanize them. That evening, Green Tentacle sends a plea of help to his old friend Bernard — a stereotypical — who heads off to the mansion to rescue him, accompanied by his friends, Laverne, a slightly psychotic medical student, and Hoagie, a laid-back rock band.

Bernard frees Green and Purple, only for Purple to inform him of his plans of world domination and resume his conquering of the Earth. Edison attempts to send the three friends back in time using his, which consists of a central unit made out of an old car and three personal travel units called 'Chron-o-Johns', made from. By doing so, they can turn off the sludge machine which produced the toxic waste so that Purple Tentacle never ingests the waste in the first place, hence stopping him from taking over the world. However, because Dr.

Edison has used an imitation as the power source, the machine fails, sending Hoagie 200 years in the past at the creation of the and Laverne 200 years in the future to a Tentacle-controlled world where humans are treated as pets, while Bernard remains in the present. Edison tasks Bernard with finding a real diamond to power the time machine to return his friends, while informing Hoagie and Laverne through the Chron-o-John that they must find power sources for their own units in order to bring them back. Fortunately, the three can send small objects back and forth in time through the Chron-o-Johns in order to complete these tasks.Eventually, Bernard uses Dr. Edison's old family fortune to buy a real diamond, both Laverne and Hoagie manage to power their units, and the three are reunited in the present.

Edison attempts to send them back into the past again, this time successfully. Upon arrival, they find that the Purple Tentacle from 200 years in the future has also used the time machine to bring several other versions of himself to the same day to prevent them from turning off the sludge machine. Bernard and his friends successfully defeat all the Purple Tentacles, turn off the machine and restore the course of future events to normal order. Alphabetty saga download for windows. The game ends with the credits rolling over a Tentacle-shaped American flag, the sole result of their tampering in history.Historical interactionOne of the aspects of Day of the Tentacle's plot is that it gives the game player the opportunity to interact with several important historical figures from, namely,. Their personality traits are exaggerated for comic effect. Their descendants (or at least characters that resemble them) can be seen in the other ages.

Harold, seemingly a descendant of Washington, appears as a transvestite in a future beauty contest organized by the Tentacles. An apparent descendant of Ben Franklin makes an appearance as a novelty toy salesman and a descendant of John Hancock appears as a depressed inventor named Dwayne.Some of the more entertaining puzzles of the game involve these characters. In one sequence, Hoagie must give an to Washington in order to replace his famous with chattering novelty mechanical dentures, while in another he gives a drawing of a tentacle to Ross, who sews it into the. By painting the fruits of a tree red, the player forces Washington to chop down the created 'cherry' tree, also a myth concerning Washington's youth.ReceptionDay of the Tentacle was well received at the time of its release, and still features regularly in lists of 'top' games to this day. Included the game as #1 on their 20 Greatest Adventure Games of All Time List.

Rated it number 60 on their 2005 top 100 games list, it is also listed as one of the greatest games of all time on.' Review rated the game 5 out of 5, stating 'If someone were to ask for a few examples of games that exemplify the best of the graphic adventure genre, Day of the Tentacle would certainly be near the top'. DevelopmentThe game was originally intended to resemble more closely, with the player allowed to choose from among six characters (who would have included a male poet named Chester, a female hippie named Moonglow (described as 'a girl with '), and Razor from the original game). This idea was dropped in preproduction to simplify the project.

The art created for the character of Chester was eventually adapted for the characters of the sculptor twins in the final game.SoundtrackOriginal music for this game was written by, and, who each respectively wrote most of the music for the Past, Present, and Future sections of the game.The soundtrack for the opening scene begins with the melody, well known for its inclusion in 's.See also.Trivia. One of the questions you can ask older Purple Tentacle is 'Will the Sharks ever have a winning season?' This refers to the then-recent expansion NHL team San Jose Sharks, who had yet to have a winning season.

Since then, however, the Sharks have had several winning seasons, including many since 2000. They even made the 2016 Stanley Cup Finals.

The fact that they mention the Sharks refers to LucasArts' headquarters in San Francisco. George Washington is made to sound like Thurston Howell III from the sitcom Gilligan's Island. In reality he was born in Virginia to American parents. From that one can infer that Washington spoke with a Virginian accent.

Castlevania bloodlines playthrough. Go right through the long corridor, then up and back to the left to find the Leap Stone, which allows you to double jump.Part 4 - Get the Form of MistAfter getting the Leap Stone, head back to the right, then drop down and enter the nearby teleporter. Teleport back to the Outer Wall.

Thomas Jefferson was also born in Virginia, but in game he also speaks with a different accent. John Hancock was born in Massachusetts, but in game he speaks in a rather meek tone. Ben Franklin speaks rather jollily in game, but in reality he was born in Massachusetts. Hoagie travels 200 years in the past, in other words to 1794. Although the United States Constitution is being written when Hoagie arrives, in reality the Constitution was ratified six years earlier.

Also, Washington has not been elected President at this time. In reality Washington was elected President in 1788. Although Washington expected to be elected unanimously, half of the electoral votes went against him. However, Washington still won as the other votes were divided amongst other candidates. Although Washington recognizes that Hoagie has the same name as a sandwich, in reality the hoagie was not invented until the nineteenth century.

The calendar in Dr. Fred's office depicts Darth Vader. The number to call to order the diamond is 1-800-STAR-WARS. Such a number would be impossible in real life, as it has too many numbers. 1-800-STAR-WARS was Lucasfilm Games and Lucas Arts' hint line in the 1990s where you could pay with a credit card for tips on adventure games when you were stuck. Such a valuable diamond would in reality not be sold on a public shopping channel, as its value would not be affordable and the diamond would likely be in a museum.

Max from Sam and Max can be seen on a painting in the upstairs hallway. After Dr.

Fred goes upstairs and Bernard acquires the plans, Dr. Fred appears from the left. Bernard then asks 'How did you get over there?'

. Green Tentacle says that his band is up for a Grimy Award, a parody of the Grammy Awards. Laverne thinks that the time portal may be 'that Woodstock place her parents are always talking about'. This implies that her parents are hippies. Betsy Ross was born in Pennsylvania. When Laverne places the hamster in the microwave, she informs the player of the retribution for doing so where she comes from.

This is as reference to a similar puzzle in Maniac Mansion. If you use the computer in Ed Edison's room, you can play Maniac Mansion as an Easter egg.References. ↑.External links.