The Secret of Monkey Island review

Welcome one and welcome all to the second anniversary of Retro Freak Reviews! It’s hard to believe that two years have already passed since I started rumbling about retro computer games. And to celebrate such magnanimous occasion, let’s take a look of one the best graphic adventures ever made (and a personal favorite): The Secret of Monkey Island.

The Secret of Monkey Island is a graphic adventure made by Lucasfilm Games (before changing its name to Lucasarts). It was originally released in 1990 for the Amiga and DOS (both the EGA and the VGA versions). It was re-released the next year for the Atari ST and in 1992 it was ported to the FM Towns, Macintosh and the SEGA CD/MEGA CD. Also in 1992 it was re-released in CD-ROM format for DOS.

Both the FM Towns and the CD-ROM versions featured an updated interface and CD Audio quality music tracks but no speech whatsoever.

And as always, let’s first look at the cover:

43341-the-secret-of-monkey-island-dos-front-coverThis is probably one of the most famous video game covers of all times and I can see why. It’s colorful, full of great imagery (that actually appears in the game) and it could perfectly be a book cover or a movie poster. It’s that good! The only nitpick I might have is that someone might get the idea of this being a serious game. But a closer look at the use of bright colors at least give the impression of a light-hearted game, in my opinion.

But it’s time to boot this scallywag:

As you can see in the video, you take the role of Guybrush Threepwood (not the weirdest name you’ll find throughout the game), a wannabe pirate who travels to Mêlée Island (somewhere in Caribbean Sea) in order to become a full fledged pirate during the Golden Age of Piracy. And during that particular quest, he finds himself embroiled in a ghost story that will take him to the eponymous Monkey Island.

The gameplay is just like all the other Lucasarts’ SCUMM graphic adventures: the main screen where the action occurs and the bottom screen where you can find all the action commands and the inventory. To perform any action, you simply click in a command, then click in any object on the main screen and/or in your inventory. If you’re familiar with any point-and-click graphic adventure, this interface is quite intuitive and the mechanics are just like in any other such game: grab whatever object isn’t nailed down to the ground (or if it is, find a way to unnail it) and use the objects with people or other objects in order to solve the puzzles or to get more objects (to solve other puzzles).

The FM Towns and CD-ROM version feature a graphic inventory with icons instead of words that would later be used in the Special Edition of the game.


The very first line in the game and our hero’s initial motivation.

The first thing you’ll notice when playing (apart from the graphics and the excellent music) is the tongue-in-cheek humour. From puns to anagrams to physical humour, The Secret of Monkey Island is widely famous for his irreverent comedy. And using a sea pirates theme, somehow makes it more funny (and no, this isn’t a parody of Sid Meier’s Pirates, although I understand the confusion since both games were inspired by the Pirates of the Caribbean park ride). My favorite part of the game is the sword fighting, which instead of programming simple fighting mechanics, introduces a witty insult system where you have to not only learn insults but also the correct responses to each specific insult (I still remember most of the insults and respective replies to this day).

The puzzles can be slightly tricky (especially the ones involving puns) but with some trial and error, you shouldn’t have much trouble solving them because it’s impossible to get stuck in any situation where you can’t backtrack for a necessary object to progress. Everytime you start a new act, you should already have some of the objects needed and the rest are located in that specific act. Which brings us to next thing you’ll notice: there’s also virtually no game over! And apart from a very specific situation (in which you’ll have to actively pursuit it in order to happen), it’s impossible to kill Guybrush. Ron Gilbert (the game’s main designer) said that he wanted The Secret of Monkey Island to be more focused on the story, characters and exploration than in the gameplay or the puzzles. And although this practice was originally introduced in Loom, it become a common feature in most Lucasarts’ graphic adventures.


The SCUMM Bar.

Another feature that was originally introduced in this game is the ability to select several different responses (that range from common to funny) during dialogues. And each different response will elicit a different reply with whoever Guybrush is talking to (most of the time at least). It makes the game a bit more varied and replayable as most players tend to choose different responses in subsequent playthroughs just to see all the different reactions from the characters.

The humour, like I said, is the true highlight of the game. From the dialogue, to the physical humour, to the puns, to the references to other Lucasarts’ titles, to the zaniness; The Secret of Monkey Island oozes with comedy throughout and I challenge anyone to play this game with a serious face. It’s impossible, I tell you! The comedic gameplay is also another Lucasarts’ trademark since Maniac Mansion and most, if not all, Lucasarts’ graphic adventures would continue that tradition.


Guybrush meeting some seemingly important-looking pirates.

Now with the technical aspects. The graphics, whether you’re playing in EGA or VGA, are gorgeous and very well detailed and the animation is extremely fluid. And the character sprites, especially during the closeups are incredible (although both me and Ron Gilbert prefer the original EGA closeups over the realistic VGA ones. They mesh better with the rest of the game). The first two acts might not look very colourful (that’s because they occur during nighttime) but the rest of the game (especially the second half of the game) it’s more colourful. The music is another great highlight of the game, whether you’re playing it with an Adlib or MT-32 soundcards, or even with a PC-Speaker, the music is simply memorable. My personal favorite tracks are the title theme and the SCUMM Bar theme. The sound effects are also quite good, especially if you’re playing the CD-ROM version with a Soundblaster soundcard.

Like I said before, the point-and-click mouse interface is very easy to use and intuitive. Even if you’ve never played a graphic adventure before, it’s extremely easy to pick it up and understand its mechanics and interface. With five acts, the game is more or less long (it depends on well you play it), although I personally think that the last two acts are a bit short by comparison.


Sword fighting!

In conclusion, I’m going to join the masses and proclaim The Secret of Monkey Island one of the best graphic adventures af all times! From the humour, the memorable characters and dialogue lines (“Look behind you! A three-headed monkey!”), the graphics, the incredible music, the puzzles, etc. The Secret of Monkey Island is a true classic that is not only a great introduction to the genre but it’s still a very influential game. Lucasarts stroke pure gold with this one and cemented their position as a powerhouse among videogame developers. Needless to say that I highly recommend it.

The Amiga version has better music and sound effects, although it doesn’t look quite as colorful as the VGA DOS version and the Macintosh version adds a filter that smooths the rough edges around the sprites. Still I think the DOS CD-ROM version is the ultimate original version of the game (Monkey Island fans still argue to this day which is the best version).


Finally arriving at Monkey Island.

The Secret of Monkey Island was remade in 2009 for Windows, iPhone and Xbox 360 and the following year for Playstation 3, iPad, Browser and Macintosh as a Special Edition. You can buy it here in Steam. It simply updates the interface and the graphics, adding speech and new sprites while maintaining the gameplay and everything else. Some fans don’t like the new art direction but I personally think that it meshes well with the game’s humour. And if you want to play with the original VGA graphics you can simply press F10 anytime during the game to switch to those graphics. Or you can go here to download a program that allows you to play the original VGA version with the speech from the Special Edition (A great shoutout to my friend Florin who told me about this).

This game spawned a quite popular series that peaked with the second title, Lechuck’s Revenge, despite a small controversy (which we’ll tackle on when we’ll review it).

So, what did you think of the anniversary so far? I hope you’ve enjoyed the review and please share your thoughts in the comment section below or on our social media. Until then, keep on buccaneering and playing!

California Games II review

Does anyone here knows what day is today? Yes, I know it’s Thursday, November 16th and also Tolerance Day in the US, but it’s also Retro Freak Reviews’ one-year anniversary! Cue the balloons and the confetti! Well, this is a written article in a blog, but imagine me writing this surrounded by balloons and confetti, wearing a party hat. Perhaps. Likely.

Anyway, to celebrate the occasion, I decided to honor my first review, but then I couldn’t find any game similar to Alley Cat, so then I decided to honor my second review, California Games by reviewing its sequel, California Games II.

California Games II is a sports games made by Epyx and originally released in 1990 for DOS. It was ported in 1992 to the Commodore Amiga, Atari ST and the Super Nintendo/SNES. In 1993, it was ported to the Sega Master System.

After the enormous success of California Games, Epyx decided to capitalize on that success by making a sequel. But does it manage to live up to it? Let’s find out. But first let’s take a look at the covers, shall we?


This is the original cover and it’s in the same vein as the previous game’s cover, with a photo of some beach-goers standing in front of a beach, representing some of the events featured in the game. And just like the previous game’s cover, it also features a bikini-clad blond girl. But, this time it makes sense, because you can find a bikini-clad girl on the main menu screen.


This is the Master System cover and for some reason it features (or at least, it looks like) a realistic drawing of the previous photo cover. Why a drawing (if it’s really a drawing) instead of the actual photo, I have no idea.


This is the Super Nintendo/SNES cover and again, I have no idea why it features a similar photo with different models, but at least it looks better than the original cover, albeit with the same poses and clothes. If you’re going to do something remotely different, why not go all the way and make it totally different?

Anyway, time to boot this gromet (whatever that is):

As you can see, the intro is very similar to the original with the return of the car license plate but the title theme isn’t as memorable. However, I have to give Epyx props for the main menu, which is entirely original and different from the traditional menu screens. How different it is, you ask? Why, instead of a row of options, it features our beach-goers on the beach surrounded by extreme sport equipment and a convertible VW Beetle (which isn’t featured in any event because this isn’t a driving game). You then control a seagull which hops around each person or equipment (to access the event it represents in practice mode), the Beetle’s license plate (to access the technical options, like sound and graphics) or two signs in each side of the lower screen (left to access the competition mode and right to exit back to DOS).

So, you use the seagull to choose which event you want to practice and right here, you see the first problem this game has in comparison with the previous one: it only features five events, while the previous featured six! And none of the previous events return. In this sequel, you compete in all new events, which I’ll proceed to analyze one by one:


Hang-gliding: here you control a girl using a hang-glider and you have to launch it, try to stay on the air as much as possible while performing stunts and try to hit the targets available with water balloons, within the two minutes limit. The more stunts you make and the more targets you hit, the more points you get. This is the hardest event for me, because the hang-glider is very hard to control and you have to find the thermal currents to stay in the air (which you can’t see, obviously).


Jet Ski: This is perhaps the easiest event. You control another girl riding a jet ski through several courses. First, you choose which jet ski to ride, then your time limit and finally which course to compete. The objective is to ride your jet ski as fast as possible, while staying inside the course, until you reach the time limit. The faster you go, the more points you get, but only if you stay within the courses’ limits (the red and yellow buoys). The final course even has some ramps to jump and floating bottles to grab for extra points. I haven’t found any difference between the several jet skis available, except aesthetically. After trying all courses (and the ramp jumps), this event becomes quickly boring. It should have been made into a race instead of a time trial event (but then again, we would have ended with a game all on it’s own).


Snowboarding: This is perhaps the most complete event in the game. First you control an helicopter and have to get to the mountain (and even land on top of it) and drop our snowboarder on the slope, who then proceeds to slide down the mountain slope avoiding obstacles and doing stunts. The mountain slope is divided in three sections: the snowy top, called the Black Diamond, is full of obstacles and cliffs to jump and avoid; a U-shaped rink called the Snowbowl, where you can perform all types of stunts (similar to the skateboard event from the previous game) and a grassy slope (snowboarding on grass? REALLY?!) called the Obstacle Course, where there’s even more obstacles then the Black Diamond. After finishing the last section, you arrive at the starting beach and all the points will be added. That is, if you don’t fall more than four times in the first and last sections (there’s no penalty in the Snowbowl). The most interesting part, is that you can launch the snowboarder at whatever section you want to start, but you won’t get as many points if you skip any section.


Bodyboarding: Another fun event, somewhat similar to the Surfing event from the first game. In this, you start on top of a pier and then fall to the water. Then you have to catch a wave and do all sort of stunts without wiping out. But the event continues after the wave breaks because then you have to ride the wave all the way to the beach by avoiding swimmers and other obstacles. And you can’t fail one single time because if you do, only your board arrives at the beach.


Skateboarding: Unlike in the previous game, this time you skateboard inside an empty aqueduct which you have to complete by going inside the pipes and do all types of stunts. You can only fall on your face four times but if you hit face-first into a pipe wall or fall out of the aqueduct, it’s an automatic game-over (and quite a dramatic one, since you end up pushing up daisies).

The problem with reviewing a sequel is that, as much as you try, it’s almost impossible to avoid comparisons with the previous titles, but a sequel is suppose to, at least, have the same level of quality as the first game, especially if said first game was very popular. And California Games II pales in comparison with the first game. The first mistake was, as I said before, having one less event than the first game. And the second mistake was not bring back popular events from the previous game and improve them. Instead Epyx decided to use all-new events. Don’t get me wrong, I did enjoy the snowboarding, the bodyboarding and the new skateboarding events, but the other two felt incomplete and boring.


Aren’t these people cold on top of a snowy mountain?

The competition mode is just like in the previous game, which features a tournament up to eight players in hot-seat (one player at a time), in which you can choose to compete from one to all the events. But this time there aren’t any teams or sponsors. Each player competes on his/her own. And there is also a top score table in which only the best players’ names are shown.

The graphics and animation were definitely improved and I do like some of the screens (especially the menu screen). The music and the sound-effects were also good, but not as memorable. But the controls, this time around, weren’t as tight, either it was playing with a gamepad or with the keyboard. The humor is still present, including the “radical” speech, but not as often. There is, however, more dark humor moments (especially in the death scenes) that some sensitive players might not enjoy (and since I have a twisted sense of humor, I did enjoy them).


Major bummer, dude.

In general, California Games II gameplay and appeal isn’t as good as in the first game and even on its own, it’s a pretty mediocre game. If you enjoyed the first California Games, you’ll be quite disappointed by this sequel. This game had so little success that it killed any prospects of continuing the series. However, if you enjoy extreme sports in general, you might want to give it a shot by clicking here and enjoy it in your own browser.

So, do you like videogames depicting extreme sports? If so, what are your favorites (apart from the Tony Hawk series)? Tell me below in the comments, in our Facebook page or in our Twitter feed. Next time, we’ll take a look at a genre most common on consoles and arcade and how only recently has fared well on the PC. Until then, keep on shredding, dudes and dudettes!