Initial titles (1986–90) 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).
The early nineties (1990–93) The Secret of Monkey Island is the first game in the
Monkey Island series and was released in 1990. The game, noted for its greater use of witty humor over previous titles, was designed by Ron Gilbert,
Dave Grossman and
Tim Schafer. The concept itself was pioneered by Gilbert. Following the deviation in gameplay in
Loom,
The Secret of Monkey Island returned to similar point-and click gameplay featured in
Indiana Jones and the Last Crusade. The SCUMM engine was again upgraded for the title. Set in the Caribbean in the
Golden Age of Piracy, the game introduced
Guybrush Threepwood, a hapless amateur pirate. The game's MIDI music soundtrack was the first to feature work by
Michael Land. The CD-ROM re-release added a new CD-audio music soundtrack, and updated the game's
graphical user interface. A sequel to
The Secret of Monkey Island, ''
Monkey Island 2: LeChuck's Revenge'', followed in 1991. As with its predecessor, it was designed by Ron Gilbert, Dave Grossman and Tim Schafer, though it would be Gilbert's last work for LucasArts. The game once again placed the player in the position of Guybrush Threepwood, searching for a fabled treasure in the Caribbean. Gameplay remained mostly unchanged from
The Secret of Monkey Island, though the game's user interface was simplified to be more user-friendly. ''LeChuck's Revenge'' again featured music by Michael Land, although Land was joined by
Clint Bajakian and
Peter McConnell. In addition, the game marked the debut of
iMUSE (Interactive Music Streaming Engine), a system developed by Land and McConnell that allowed for the game's MIDI music to transition dynamically with the visuals. The 1992 title
Indiana Jones and the Fate of Atlantis was the second LucasArts adventure game based on the
Indiana Jones franchise. Unlike its predecessor,
The Fate of Atlantis featured an entirely original storyline. The development was led by
Hal Barwood and Noah Falstein, the latter of whom was one of the co-designers of
The Last Crusade.
The Fate of Atlantis was Falstein's last LucasArts project. The game incorporated the "Indy Quotient" system from
The Last Crusade to allow the game to be completed in several ways. A 1993 CD-ROM re-release added a full voice soundtrack.
Day of the Tentacle is the sequel to the 1987 title
Maniac Mansion. Released in 1993, it was designed by Tim Schafer and Dave Grossman and focused on saving humanity from a megalomanic mutant tentacle by using time travel. It was Grossman's last project for LucasArts before leaving in 1994. The game featured a further upgrade in the SCUMM engine to enhance the graphics capabilities.
Day of the Tentacles music was composed by Michael Land, Clint Bajakian and Peter McConnell, who composed the themes for the future, past and present settings of the game respectively.
Day of the Tentacle was the first game to drop support for older, less successful platforms, instead initially releasing only for
DOS and
Mac OS. The game was one of the first video games to feature a full voice soundtrack upon its release. Following the focus on the
Maniac Mansion,
Monkey Island and
Indiana Jones franchises, LucasArts developed a game based on a different existing franchise in 1993 with
Sam & Max Hit the Road. Designed by
Sean Clark,
Michael Stemmle,
Steve Purcell and Collette Michaud, the game was based on comic book characters
Sam and Max, which were created by Purcell. As with
Day of the Tentacle, the game featured a full voice soundtrack upon release. The players' interaction with the game's environment was redesigned. Command functions were compressed into a number of cursor modes instead of having a list of verb actions to choose from on screen, and the inventory system was moved to an off-screen menu. The more streamlined interface allowed for more of the screen to be dedicated to gameplay. Land, Bajakian and McConnell returned to score the game's music. While Bajakian did not compose any further LucasArts adventure games, he was still involved with sound production in later titles. He is credited as both a music supervisor and one of four composers on
Escape from Monkey Island.
Later SCUMM games (1995–97) In 1995, after a year-long hiatus from adventure games, LucasArts released
Full Throttle.
Full Throttle was designed by Tim Schafer, and follows the story of Ben, a biker in a dystopian future who has been framed for murder. It was the first LucasArts adventure game to be released for
Windows, although support for DOS was still retained. The game was the tenth to use the SCUMM engine, which had undergone further enhancements. The game kept a modified version of the streamlined interface used in
Sam & Max Hit the Road, but introduced a contextual
pie menu that dictated how players interacted with the game.
Full Throttle featured technology called
INSANE (Interactive Streaming Animation Engine) to assist with
cut scene animation and the game's action sequences. The game's musical score was produced by Peter McConnell, and incorporated a title theme by
The Gone Jackals.
Full Throttle was the first LucasArts adventure game to be distributed only on CD-ROM. Later in 1995,
The Dig was published. Production had started in 1989, but
The Dig was plagued with development problems. The final version of the game was overseen by Sean Clark, although two previous versions had involved Noah Falstein, Brian Moriarty and Dave Grossman. The game's story itself was envisioned by
Steven Spielberg, who had concluded that a film version would be prohibitively expensive. Spielberg's story focused on a group of astronauts becoming stranded on an alien world while on a mission to stop an asteroid hitting Earth.
The Dig used the SCUMM engine and the INSANE technology. In addition, fellow Lucasfilm company
Industrial Light & Magic was involved in the game's special effects. Michael Land composed the game's music, which included excerpts, many as short as one or two chords, from
Richard Wagner's work. The twelfth and final game to utilize SCUMM technology was the 1997 title
The Curse of Monkey Island. The game was the third entry in the
Monkey Island series, and the first not to involve series creator Ron Gilbert. Development was instead led by
Jonathan Ackley and
Larry Ahern. For its final outing, the SCUMM engine was completely overhauled to produce significantly more advanced graphics than any previous LucasArts adventure game. The resulting distinct
cartoon style was created by artist
Bill Tiller.
The Curse of Monkey Island featured slightly refined gameplay based on the pie menu interface used in
Full Throttle. The character of Guybrush Threepwood returns, with a voice actor for the first time in the series, in an effort to save his fiancée from a voodoo curse. Michael Land once again composed the game's score.
The Curse of Monkey Island would mark the end of support for DOS; the game was released on CD-ROM solely for Windows.
3D graphics and GrimE (1998–2000) For the 1998 title
Grim Fandango, LucasArts retired the SCUMM engine in favor of a new 3D engine. The GrimE (Grim Engine) technology was created, using the Sith engine as a base and coded using
Lua. The new engine resulted in a redesign in control and gameplay: instead of using point-and-click mechanics, the player uses the keyboard or a
gamepad to interact with the game.
Full-motion video cut scenes are used to advance the plot, stylized to be nearly indistinguishable from the in-game backgrounds. GrimE was also a
true 3D engine: characters are collections of 3D-rendered polygons.
Grim Fandango was created by Tim Schafer, his final work for LucasArts. The game follows the tale of Manny Calavera, a travel agent in the Land of the Dead, as he becomes embroiled in a web of crime and corruption. As well as drawing inspiration from
Aztec concepts of the
afterlife,
Grim Fandango is strongly rooted in
film noir tradition. Peter McConnell composed
the musical score; as with Schafer, this was McConnell's last LucasArts project. As with
The Curse of Monkey Island, the game was only released for Windows. The second title to use GrimE and the final original LucasArts adventure game to be released was
Escape from Monkey Island. Released in 2000, the game is the fourth installment in the
Monkey Island series. The game's development was led by Sean Clark and Michael Stemmle. The GrimE technology was slightly modified for the game, although
Escape from Monkey Island was in most respects similar to
Grim Fandango in both graphics and gameplay.
Escape from Monkey again follows Guybrush Threepwood, this time attempting to deal with an Australian land developer attempting to eradicate piracy through a voodoo talisman. The game's music was created by five different composers: Michael Land, a different composer coincidentally named Michael Land, Bajakian, McConnell, and Anna Karney. In addition to the Windows version, support was added for
Mac OS 9 and a
PlayStation 2 version was released in 2001.
Special editions and remakes (2009–2017) In July 2009, LucasArts released an
enhanced remake of the 1990 title
The Secret of Monkey Island, with the intent of bringing the old game to a new audience. the move was prompted by LucasArts president Darrell Rodriguez, who had assumed the post only two months prior. Following the success of the first special edition, LucasArts released the sequel,
Monkey Island 2 Special Edition, in the summer of 2010.
Double Fine Productions released remasters of
Grim Fandango in 2015,
Day of the Tentacle in 2016, and
Full Throttle in 2017. ==Canceled projects==