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LucasArts adventure games

From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which got high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end, although there were exceptions.

Many of the games shared similar game interfaces and technology, powered by SCUMM (Script Creation Utility for Maniac Mansion). After 1997, these games transitioned into 3D graphics with the GrimE game engine. Common features between the games include in-joke references to both other LucasArts games and Lucasfilm productions, as well as other running gags, such as Chuck the Plant and Sam & Max cameo appearances, that spanned numerous games. Most of the games were designed by the people with experience from creating preceding adventure games for LucasArts, and the same composers were involved in the majority of productions.

In 2004, after a string of titles that never reached release, LucasArts ceased development on graphic adventure games. Many of the development staff involved in the making of these games moved on to form new companies, continuing to produce similar games at studios such as Telltale Games, Double Fine Productions, and Autumn Moon Entertainment. In 2009, however, LucasArts made a collaboration with Telltale to revive the Monkey Island series, one of the old LucasArts adventure franchises, as well as stating its intent to revisit its past portfolio. This collaboration brought the LucasArts to develop special editions of the first two Monkey Island games and the Telltale helmed adventure game Tales of Monkey Island.

LucasArts' first adventure game was the 1986 title Labyrinth. The game's development was led by David Fox, with contributions from Douglas Adams, Christopher Cerf, Noah Falstein and Brenda Laurel. Based on the film of the same name, it is LucasArts' first video game adaptation of a film. It is the only adventure game not published by LucasArts, as Labyrinth was published and distributed by Activision.

Labyrinth was followed in 1987 by Maniac Mansion. Maniac Mansion was the creation of Ron Gilbert and Gary Winnick, and marked the debut of SCUMM, the game engine that powered all but two of LucasArts later adventure games. The game was also the first LucasArts adventure game to be released for DOS. Maniac Mansion was LucasArts' first full graphic adventure game, using a point-and-click interface rather than the text-based gameplay seen in Labyrinth. A menu of verbs allows the player to choose how to interact with the game's environment. Maniac Mansion aims to parody the horror genre. The game was subject to several enhancements and re-releases, and was included as a game within a game in its sequel, Day of the Tentacle.

The third LucasArts adventure game was Zak McKracken and the Alien Mindbenders, designed by David Fox, Matthew Kane, David Spangler and Ron Gilbert. Set within a science fiction setting, the game was released in 1988. It used a slightly upgraded version of the SCUMM engine, but adopted the same control and gameplay methods of the earlier games. Zak McKracken and the Alien Mindbenders introduced digital music to LucasArts adventure games in the form of MIDI.

In 1989, LucasArts released their first adaptation of one of Lucasfilm's major franchises: Indiana Jones and the Last Crusade, based on the film of the same name. The game again upgraded the SCUMM engine's capabilities, but kept similar gameplay. The project was led by Ron Gilbert, David Fox and Noah Falstein; it was Fox's last adventure game for the company. A quotient point system, referred to as "Indy Quotient", allowed the player to overcome puzzles in several different ways, such as fighting a guard, sneaking past the guard, or convincing the guard to allow the player to pass.

Loom was the fourth game to utilize the SCUMM engine and was released in 1990. Designed by Brian Moriarty, the game was set in a fantasy setting. As well as updating the engine's graphics through the use of dithering, Loom marked a major deviation in interacting with the game's world. Instead of using the standard point-and-click interface of previous games, Loom requires players to use four-note musical tunes to create spells on objects or other characters. Loom also introduced the game design philosophy that the player character cannot reach a dead-end or die; this design decision was applied to all later adventure games, with the exception of Indiana Jones and the Fate of Atlantis. A later CD-ROM re-release added Red Book CD-DA music featuring the compositions of Pyotr Tchaikovsky and a full voice soundtrack (although, as a consequence of using Red Book CD-DA for the speech, the dialogue script had to be shortened considerably to fit on the CD-ROM).

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