DRAW THE MIGHTY PIRATE - LucasArtslucasarts.vintagegaming.org/pdf/adventurer2.pdf · M O N K E Y 5...

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Transcript of DRAW THE MIGHTY PIRATE - LucasArtslucasarts.vintagegaming.org/pdf/adventurer2.pdf · M O N K E Y 5...

Page 1: DRAW THE MIGHTY PIRATE - LucasArtslucasarts.vintagegaming.org/pdf/adventurer2.pdf · M O N K E Y 5 S H I P R P D R F Y A T T E R T I M M Y U E A O A R U M P E R U M M R U M Q V O
Page 2: DRAW THE MIGHTY PIRATE - LucasArtslucasarts.vintagegaming.org/pdf/adventurer2.pdf · M O N K E Y 5 S H I P R P D R F Y A T T E R T I M M Y U E A O A R U M P E R U M M R U M Q V O

Be the first onyour block! Seethrough walls!

Uncle Fuzzy's OfficialMONKEY ISLAND

Cut down the mutinous pirate crew with a lethal rubber band! The smaller they are, the tougher the yare to hit and therefore the higher in point value. See them mock you with their jovial expressions !

Tally up your score and shout expletives in a broad pirate dialect! Now go outside and get some air .

AT A ONE-EYED GLANCE

Some rubber bandsmay have been lostduring shipping . Forassistance call 1-900-740-JEDI . Just 75( aminute plus tolls !Kids! Don't forget toask the folks! Or justlook for a rubberband on the ground,pinhead .

MONKEY JUMBLE

Use your keen, pirate-like sense of

observation to discover the sub-tle differences between the two hig hquality engravings shown here .Okay ?

How many monkeys do you thin kare playfully jumbled here ?

How much wouldthey weigh?4, If left in a room ful lof typewriters for aneternity, which grea tmanuscripts woul dthey type ?4, Which monkeyhas a tick ?

THE ADVENTURER

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Just add water !Impress you rfriends!

A

A

Something impressive is happening to ghost pirate LeChuck in this picture .

A

With patience and care you can complete this dramatic scene from Th eSecret of Monkey Island . Or you could watch a really good TV show.

a.A

4

DRAW THE MIGHTY PIRATE

1 Draw an arbitrary ellipsoidish 2 Do anything you can to makeovoid. Draw some random lines a skull shape . Work hard. Pray.through it.

3 The musculature may be

4 Draw on the skin, hair, eye -drawn with a piece of expensive lids, et cetera . Don't forget tored chalk. Now you can better

have huge fun . Now put on aunderstand the anatomical

beret and be aloof. You'velumpiness of a face .

earned it .

M O N K E Y 5 S H I P R P D R FY A T T E R T I M M Y U E A O AR U M P E R U M M R U M Q V O TF O O R O N M H O O K B L E T CH E Y S TOP T H A T O E K B LY A H R Q S 8 0 1 N K N Q I E AS C U M M E A S C A R E D L E M

CRAB S K L O K S K V L L R MA N C H O R M A M A Z M A S T Y

BANANAS N V T S N Q R O QB O O T Y B A N A N A H E A D VL E C H U C K I S D E A D T 7 Y

Guybrush Threepwood lacks a definitive fashion statement.But then, don't we all? You can dress him up but you still HUACNOC QVOT

HORMAcan t take him out. So why not humiliate him instead? It'll be

ZNET

OKBLET

MAZMAlaughs galore and time very well spent .

LEQDLAQ

It's been said that language is the treasureofcivilizatio nand perception is the shiny new shovel of the intellect and

well, forget all that because pirates were illiterate . Just try tolocate the following inane jabberings amongst the inspiredbounty of words above .

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You want toremove as manyof those barriersfor the player a syou can, so th ecomputer isn't abarrier anymore, but theplayer is focusedright on thegame.

What's splattered all overthe kitchen in this scen efrom Maniac Mansion fo rthe IBM ?

THE ADVENTURER

AN INTERVIEW WITH NOAH FALSTEIN ,DAVID FOX, AND RON GILBERT

Maniac Mansion® wa sthe first pure adventuregame forLucasfil mGames . What led youto try one?

Ron: I wanted to do an adventuregame because I hated adventur egames . What I really hated were tex tadventures, where you read a bunch o fparagraphs and spent a whole bunc hof time trying to guess the words youhad to type in . The concept of adven-ture games seemed so incredible an dappealed to me so much, but I neve r

had any fun doing them .So what I set out to do with Maniac

Mansion was to fix all the things I

didn't like about adventure games .Some of those things I think I was real-ly successful at, but some things I hat e

are still there, you know? Years later ,I'm still trying to figure out how to ge t

everything I want into an adventuregame.

So I started doing the design fo rManiac and I got in way over my head .I realized this was so complicated ,there was no way I was going to beable to program this thing .

And that's how SCUMM cameabout?

Ron: Yes . At the time there was aman here named Chip Morningstar .He started talking to me about doing aspecialized language, which is some-thing I was interested in because I hada background in doing interpreter sand languages. So I said, hey, thissounds really neat . And that was whenwe designed SCUMM . It was to get u sout of the hole that we had dug our -selves into with Maniac Mansion .

SCUMM stands for. . . ?Ron: Script Creation Utility fo r

Maniac Mansion. A normal computerlanguage like 6502 or C is just not se tup to do the things we need to do inan adventure game . There are a hug enumber of tasks going on simultane-ously, and a computer program is asingle-step thing : it does this, then

this, then this . So a SCUMM script i sbuilt up of many little programs tha tall run simultaneously. And that'swhat we need to run our adventuregames well . Plus there are specialize dcommands for dealing with object sand inventory and walking peoplearound .

And David worked on Maniac, too,right ?

David : Ron came to me and askedif I could help do the SCUMM code forthis game . He guessed it should tak eabout two or three weeks, and I said,sure, I'm in between projects, I can d othat . So I became the scripter for Mani -ac Mansion, and I did a lot of the"wiring" of the rooms — program-ming what happens when you open adoor or pick up an object or turn onthe light switch .

Pretty soon we realized that we'dbeen grossly optimistic about howlong it would take to do this kind of

thing. Instead of tw o

weeks, this stag etook us fou rmonths! Also, we

had very little backthen in the way ofdebugging tools .Compared with howwe do it now, it wasvery slow. Ron start-ed working on adebugging systemthat lets you gothrough the instruc-tions step by step .We nicknamed i t"Windex" because i tcleans the bugs offthe screen.

Ron, you said you wanted to changecertain things about adventure games .Like what ?

Ron: The main thing that I hatedwas the parser. I didn't like having toguess what words I had to type . You'dbe shown this green thing on thescreen and you'd type "tree," you'dtype "plant," you'd type "fern," unti lyou got what it was . And that's not theway you should be playing the games .

And I hated that you died all thetime . You'd be walking along and youwould step somewhere and out of theblue you would die . That just seemedfrustrating to me. I think a lot o fdesigners must think that's fun . But it' snot. It's horrible .

But if you design an adventuregame so that you can't die, doesn't thatmake it too easy?

Ron: A lot of people make th emistake of thinking that way. And it'snot necessarily true .

It's like the old days of the arcadegames . When they found that a narcade game was too easy, what the ywould do is make the joystick les sresponsive . This was how they made it

NOAH FALSTEI N

harder . But that's not the right way.The right way is to make the aliensmore intelligent or more aggressive . Inadventure games, the current philoso-phy is, make the joystick less respon-sive . Add more areas where you canaccidentally die . Add more puzzle sthat don't make any sense, so you justhave to stumble onto the answer bychance . And that's the wrong way tomake them hard .

What else didyou want to changeabout adventure games with Mania cMansion ?

Ron: Another good thing we did i sthat you can point somewhere and thecharacter will get there, walkin garound the tables and up the stairs . Inmost other adventure games, you'r edirecting them every step of the way ,and they bump into things .

You want to remove as many o fthose barriers for the player as youcan, so the computer isn't a barrier anymore, but the player is focused righ ton the game . Don't make the playe rfocus on where he's walking or wha the has to type . Make him focus on th estory and the puzzles. Everything els eshould vanish .

After Maniac Mansion came ZakMcKracken and the Alie

n Mindbenders, Whatwereyou trying to d odifferently in that game?

David : What I wanted to do withZak McKracken was open it up . ManiacMansion was all inside of a house ,

. almost everything was confined withi nthat space . With Zak I wanted to go i nthe other direction and cover the plan-et .

Also I wanted to make it less linear .So it wasn't like, solve puzzle a, the nsolve puzzle b, then solve puzzle c . Iwanted you to go off and do a bunchof different things in whatever orde ryou wanted . In Zak you can fly at anytime all over the planet . You have thefeeling that you're exploring a muc hlarger world. In reality there aren't

really many more locations, butinstead of being lined up in a string ,they're more fanned out .

That kind of programming is muc hmore difficult, because there are morevariables, a lot more things might hap -pen . You have to do a lot more check sto see where the player's been an dwhat they've done . You can no tassume that before they get to puzzle dthey've solved puzzles a, b, and c .

Did Zak take as long to program asManiac?

David : We were better at estimat-ing schedules with Zak . But not by alot . All in all I think we were off bytwo or three months over an eight -month period. Not too bad compare dwith Maniac Mansion . And by then wedid have the debugging system to relyon .

How about Indiana Jones- and th eLast Crusade?

Ron: With Indy, our biggestadvances were on the product manage-ment level . All the programming forIndy was done in about six months .Maniac Mansion took a year and a half .

David : There are some things i nIndy that we'd change if we could dothem over again with the knowledgewe now have . Like the whole thingabout not dying, or at least dying asrarely as possible . In Indy we did havemany places where he could die ,though at least we tried to make thosedeaths appropriate . We always let th eplayer know in some way that Indywas in a dangerous place — "Watchout, you can die here!" As opposed tojust turning a corner and slipping on apebble and breaking your neck .

Ron: We also did our first experi-ments with dialogue in Indy, wher eyou were given a choice of things tosay . You could have dialogues withother characters in the game withou tever having to type anything in, an dthat worked really well . I was just talk-ing with someone the other day abou tdoing the VGA 256-color version o fManiac Mansion, and one of the thing sI would like to do, if we do that, woul dbe to go back and put dialogue in soyou could talk to Weird Ed and Nurs eEdna and those other people .

Let's talk about the flight simulatorsfor a bit. How have those developedover the years ?

Noah: Our first simulators likeBattlehawks 1942 ® were just aboutflying the plane . There's a simple cam-paign, but not much in the way of over -all strategy .

By comparison, Secret Weapons ofthe Luftwaffe gives you the wholestrategic aspect of fighting the cam-paign over Germany, trying to remov etheir industry, or on the German side,trying to build up the secret weapons .Your pilots' records are built up, andthere's a history for each pilot ; you

refrigeratorWalk T o

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Maniac Mansionwas all inside ofa house, almosteverything wasconfined withi nthat space. WithZak I wanted togo in the otherdirection andcover the planet .

train your pilots and assign the pilotsyou've trained to planes to fly alongwith you .

It's nice to have a line of simila rgames like these, because wheneveryou think of something you wishyou'd done, there's always the nex tgame coming up that you can put itinto .

What are you trying to accomplishwhen you put together a simulator ?

Noah : We've always paid a lot o fattention, both in the simulators andthe adventures, to the experience ofthe game. We design the experienc efirst and make the game fit the experi-ence .

In a simulator we want people tohave that seat-of-the-pants feeling o fbeing right there in the midst of an airbattle. If we'd wanted the experienc eof, say, a strategic command thing ,where you're in the command pos tsending planes out, that would be dif-ferent . We do have aspects of that, butthe heart of the game is more cinemat-ic, to get you into the experience . W edon't say, gosh, here's a great techno-logical trick; now how do we build agame around it ?

DAVID Fox. .. . .. . .. . .. . .. . . . . . . . .. . ........ . .. . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . .. . .We want players to be as excited a s

possible about what's going on. Forexample, we decided early on to havethe planes hand-drawn from pho-tographs instead of being made up o fpolygons — a triangular nose, rectan-gular fuselage, that sort of thing .Because even though that technologyhas gotten fairly good, it still screamsout "This is a computer game!" Th ehand-drawn images, the tracer bulletsand explosions and parachutists an dall those other touches we put in, al lthat is there to give you much more ofthe experience of being in the war, andgetting you to suspend your disbelief .

Battlehawks 1942 got a lot ofatten-tionfor its sophisticated replay feature.How did that come about?

Noah: We were halfway throughprogramming Battlehawks 1942, an dLarry, I think — that's Larry Hollan d— just realized that it would really bepretty easy to save the whole state o fthe game and design a replay feature ,not just in the way that it had bee ndone before, in which you have a viewfrom the chasing plane, but having areal 3-D world view .

Larry realized it was just as easy t odo it that way, and we realized at onc ethat it was a great feature and wouldmake a huge difference . He went on acrash project and got that up and run-ning in two weeks . We decided itwould be worth delaying the project i norder to get this feature in, because itwould really distinguish our gamefrom the others.

Willyou ever go back and revis egames like Battlehawks 1942 andTheir Finest Hour: The Battle ofBritain; to take advantage of late rimprovements in game design?

Noah: It's possible . We've dis-cussed it, though I tend to think thatthe time spent in upgrading an oldgame would be better spent doing abrand new one .

Also, with TheirFinest Hour: Th eBattle ofBritain I think we hit a poin twhere the game will last for manyyears because of the historical impor-tance of the subject . The interest in thehistorical aspects will endure evenafter the technology is superseded .

Our manuals won't go out of dat eeither . Starting with Battlehawks 1942 ,we've lavished a lot of attention on ourmanuals . Mark Shepard, who does thelayout and design, is a big contributor .We wanted something classy anddidn't know much about it, and he' sreally helped us out . Victor Cross hasdone a wonderful job on the writing ,and I've heard many people commen tthat if our simulator manuals wer esold just as books, a lot of peoplewould be perfectly happy to buy themby themselves .

Let's talk about the future . Ron, yo usaid at the beginning that there are stil lthings you're trying to achieve inadventure games . Like what ?

Ron : Well, we try to remove thebottlenecks, places where a whole sec-tion of the game filters through on epuzzle, and the player hits it and jus tstops dead until he solves it . We try topresent players with several differentthings that they can be doing at anytime. But there are always going to b eplaces where a player could get stuck .We want to keep that from happening .

David: We want to guide th eplayer subtly through the game . If thegame works right, it should know tha tyou're stuck somewhere and it shouldgive you a little help in a subtle way ,so that you can solve the puzzle with -out feeling like it was solved for you .

RON GILBERTAs opposed to the kind of game wherethe designer seems to be saying "Aha !I've got you this time!" and you haveto spend three hours of gameplay t ofind some hidden object that you needto solve one puzzle.

Ron: In The Secret of MonkeyIsland for example, the pirate leaderssend you out on three quests, whichyou can do in any order . And thepirates are intelligent, because theyknow what you've accomplished andwhat you haven't . If you just leave andcome back and ask them for help, theywon't give you any more hints ; but i fyou go out and try some things an dthen come back for help, they'll giveyou a little more information.

There are still some bottlenecks . I fyou get on the pirate ship, say, andyou don't know how to get off, you'restuck. But I tried to do a lot of fore-shadowing of the harder puzzles likethat . I'd introduce a simpler puzzleearly on, and then the second puzzlecould be a much more difficult varia-tion on the same idea . If that first puz-zle hadn't been there, something lik egetting off the ship would be virtually

impossible to solve ; but players cansolve it here because the basic idea hasalready been planted in their heads .That foreshadowing allowed me to d omore obscure and complicated puz-zles .

Has Lucasfilm Games gotten overits "movie envy" ?

Noah : When it came time to dec-orate our new offices here, we had alot of discussion about whether weshould use Star Wars posters or some -thing . But we decided just to use ourown computer game artwork . Weknow now that the stuff we're doinghas its own merit, apart from the con-nection with the movie end of thecompany.

I was at a Consumer ElectronicsShow about three or four years ago ,and I had my Lucasfilm Games badg eon . I was having lunch and someonenoticed my badge and said, "I reallylike your stuff and I was wonderinghow big Lucasfilm is ." I said, "Well ,

the games division has about twentypeople in it, but the whole companyhas about four hundred ."

His jaw dropped and he said, "Youmean you guys do something beside sgames?" He didn't know we were con-nected with George Lucas and StarWars ® and all that . That was a rea lturning point for me: it was the firsttime that I realized that there wer epeople who associated the name"Lucasfilm" primarily with games andnot with movies. ESC

The large contraption inthis scene from Loom fo rthe IBM is not a giant eggslicer.

THE ADVENTURER

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The memoryrequired to storethe data wa sstaggering —the equivalentof 13,0003%" floppycassettes.

Yusei Useugi created thiseye fooling painting tha t

became part of Die Hard2's climactic scene.

THE ADVENTURER

Digita lIllusion inDie Hard 2

The jet rentals alone wouldhave cost close to half

a million dollars . ""Not to mention we had traversed

the country looking for snow in one o fthe warmest winters in recent years, "explains Micheal McAlister .

McAlister works for IndustrialLight & Magic, the special effects divi -sion of Lucasfilm. He was visual effectssupervisor for the movie Die Hard 2 .For the movie's finish, director Renny

Harlin wanted a complex airport run-way scene with six jets, dozens ofemergency vehicles, scores of movingpeople, and a snowstorm . And Harli nwanted it to climax in a single shotthat started with a tight close-up of th eheroes and then slowly pulled back tothe widest long shot possible, reveal-ing a square-mile view of the airpor temergency scene .

Shots like this, if filmed live, woul dbe prohibitively expensive — wha twith jet rentals and all . So filmmakers

AdvancedMissions NowAvailable!

Since the release of Their FinestHour: The Battle f Britain ,players have enjoyed using

the game's Mission Builder to creat ecustom missions and share them withfriends. No wLucasfilm Gamesis bringing you aunique selectio nof their favorit emission in anadvanced mis-sion disk, aptlytitled, TheirFinest Missions .

rely on a process called "rear projec-tion," in which live action footage i sprojected through the back of a glassmatte painting . The shot is ph otographed from the front, combiningboth the painting and the live actionprojection .

But the pullback shot that Harlinhad in mind, if created by rear projec-tion, would require a large matt epainting more than two stories tall and50 feet wide — too huge to be practi-cal . "We decided to attempt the com-positing in our computer graphicsdepartment," says McAlister . "Th efinal blending of painting and liv eaction segments would be matche ddigitally . "

Yusei Useugi, an ILM matte artist ,created a painting of therunway scene five feet talland fourteen feet wide, leav-ing six openings for the liv eaction to be projectedthrough . The compute rgraphics group blendedphotographs of the paintingto create one continuou s36-second reverse zoo mshot. (By comparison, mostspecial effect shots are o nthe screen five seconds orless .) The group also used acomputer to align the sixseparate live action film seg-ments within the painting.

"We had four separat epainting elements," says

McAlister, "six separate live action seg-ments with actors, running footage ofsteam for car exhaust, a blinking ligh tpass, as well as the corresponding mat-tes . All blends between live action an dpainting, and all color correction, weredone with the computer. The memoryrequired to store the data was stagger-ing — the equivalent of 13,000 3 1/2floppy cassettes . "

The astonishing result, as yo uknow if you've seen the movie, wasworth every byte . ESC

Conceived by some of Their FinestHour: That Battle ofBritain's fines tfliers, Their Finest Missions challenge seven the most skilled computer pilots— several of the missions were create dby the finalists from the 1990 Thei rFinest Hour: The Battle ofBritain con-test .

And for the truly daring, we've alsoincluded game designer Larry Hol-land's own mission, SUICIDE . SUI-CIDE places you in immediate peril as

Getting thePlane Facts

Whether you're on your firstmission or your hundredth ,there's always a little higher

you can fly .Which is why you'll want to keep

The Official Lucasfilm Games Ai rCombat Strategy Book by RuselDeMaria and George R . Fontaine(Prima Publishing, $18.95) handyin your cockpit .

Without repeating the informa-tion in the Battlehawks 1942,Their Finest Hour: The Battle fBritain, and Secret Weapons of theLuftwaffe game manuals, theauthors give plenty of newinsights into the air missions ,and about the people wh otook part in them . It placesthe simulations in their his-torical and political contexts, s othat as you fly you'll feel a part of th elarger story.

You like pictures? This book hasmaps, diagrams, screen shots, andphotographs, even real combatsequences taken from cameras onboard the real planes . Most of th eplanes are shown in a dynamic three -dimensional format with description sof their flying characteristics from th epilots who really flew them . DeMariaand Fontaine have done their home -work well, and they show clearly bot hthe personal stories and the greaterissues that were all part of World Wa rTwo .

Of course, what makes this boo kspecial is the help it gives you in beat-ing Lawrence Hol-land's flight simulators . You want towin the darnedgames, right? Th eauthors revealinside information

your Bf110 ,ordered to bomband strafe th eDover CHL rada rstation, is sur-rounded by six to pace Spitfire MK2s .Other missionsinclude :

JIM2 pits yourBf109 against as many as 37 RA Ffighters .

SWEEP1 findsyou in the cockpitof a Bf109, fa rfrom your bas eand with only anovice wingmanto aid you, facingthree fligh tgroups of Spitfir eMk2s .

from Larry himself about how the sim -ulators work. They describe every mis-sion clearly, and show you what yo uhave to do to succeed .

You'll learn how to create morepowerful pilots to fly with you on yourmissions . You'll explore the many usesof the Replay Camera feature . Andyou'll get tips on designing your ow ncampaigns .

Want to learn to fly more effective-ly in the heat of battle? The book's ai rcombat strategy guide teaches you th especial flying maneuvers used by pilotsin battle, explaining in step-by-step

detail how to guide your planethrough the

trickyacrobatic moves of th eskilled combat pilot.

The authors have also talked tosome of the best players around ,including the winners of last year' sTheir Finest Hour: Battle ofBritain con-test . In fact, each of the winning cam-paigns from the contest is described indetail. The book is full of tricks an dstrategies from these aces that younever thought of.

So if you've been yearning to excelat Lucasfilm's flight simulators, to bethe best pilot you can be, and to watchthose high scores and those medalspile up — in short, if you've beenwondering what could make thes e

great games evenbetter, you wantthis book . Don'ttake off withou tit. ES C

TOUGH2where as a loneJu-87 Stukabomber you mus tdefeat two flightsof the faster Hur-ricane Mkl andcomplete a div ebombing run .

LORDHAHAhas you and a novice rear gunner in alone Bf110 where you must avoid fou rflights of Hurricanes and Spitfires tocomplete a bombing and strafing mi

ssion.These are just a few of the challeng-

ing, carefully crafted missions availableon Their Finest Missions . Available forthe IBM, you can order direct by call-ing 1-800-STARWARS . In Canada, call1-800-828-7927 . ES C

Their Finest Mission s Vol. 1 To get your copy of Their Finest Missions, send check or money

.

order for $23 .95 (includes shipping and handling) payable t oLucasfilm Games, to : The Company Store, P .O . Box 10307, San Rafael, CA94912 . Or, call 1-800-STARWARS . (In Canada, call 1-800-828-7927.) Be sureto specify which format your copy of Their Finest Hour: The Battle ofBritain is(IBM 5 .25" or IBM 3 .5") so we can be sure to send you the correct disk size .

HINT YOU NEED?Call new number 1-900-740 -

JEDI and good hint you'll get, yes ,yes . Most will find new numbercheaper . Only 75 cents a minute itis . Recorded hints it has for TheSecret ofMonkey Island, Secre tWeapons of the Luftwaffe, ZakMcKracken and the Alien Mindben-ders, Maniac Mansion, Their FinestHour: The Battle ofBritain — allthe games by Lucasfilm made.

For tech support, call 1-415 -721-3333 . Call from 8 :30 am to4 :30 pm, live operator you reach .Tell to them Yoda sends you .

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LUCASFILM GAME S

COMPANYSTORE

It is thegreatest flightsimulatoryou've everseen, astunninggraphics

tour-de-force tha tlets you answer the question, "Whatif Nazi Germany's secret weapons ha dfought against the allies?" You will flythe hot twin-jet Me-262, the rocket-powered Me-163 Komet or the eeri eHo-229 batwing . Or try theLuftwaffe's front-line fighters, theMe-109 and FW-190. The key wor din Secret Weapons of the Luftwaffe i sauthenticity.

Like all Lucasfilm Games fligh tsimulators, you can fly for eithe

r side, climb into the cockpit of the best U .S .

THEIR FINEST HOUR: THEBATTLE OF BRITAIN

It was 1940, England's darkest moment.A small band of brave Royal Air Forcefighter pilots stood alone between th eBritish people and the almostoverwhelming force of the GermanLuftwaffe. And when it was over, theRAF was victorious . It had truly been"Their Finest Hour . "

In this spectacular flight simulator,you can fly Spitfires and Hurricanes againstMesserschmitt fighters or Stuka, Dornier an dHeinkel bombers . Or sit down in th eGerman cockpits to see what combat wa slike against the gallant pilots of the RAF .With smooth, accurate control response,authentic period detail, and a 200-pag emanual crammed with history, it's almos tlike stepping into a time machine. Jus t$59 .95

Pilots in the Battle of Britain had adashing look that's just as popular today asit was then . Now, with our RoyalAir Force brushed lambskinvest or RAF Luftwaffeleather pilot's jackets,you'll have that samelook, Our Battle of Britai nT-Shirt features a full-colorSpitfire on the front and the

fighter aircraft, such as the top-rated P-5 1Mustang or the P-47, known by its pilotsaffectionately as the "Jug ." Or pilot a B-1 7Flying Fortress heavy bomber and even manall of the crew positions . The graphics in thissimulation are unsurpassed with all newspecial effects. Special features also include a

Lucasfilm Games logoon the back.Celebrate your victor-

ies with the beautifulbox-art poster for Thei rFinest Hour: The Battle ofBritain, shipped rolled and

ready-to-frame . And for ataste of authentic fligh taction, watch The Battle of

Britain, starring Michael Caine and LaurenceOlivier on VHS videocassette.

Poster

$4.95(8373 )

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$225Size 36

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"mission builder" that lets you design yourown scenarios . All this for just $59.95.

With our soft, black leather Luftwaffepilot's jacket, you'll cut a dashing figure in thesquadron ready room – or anywhere ,especially if you top it off with our 100% silkpilot's scarf, For those warm summer days o n

BATTLEHAWKS 1942®Battlehawks 1942 set thestandard forhistoric fligh tsimulators, astandard thatonly LucasfilmGames has beenable to meet . Thisfabulous re-creationis set in the Pacificduring four of WorldWar II's most famouscarrier battles : Midway, Coral Sea, EasternSolomons and Santa Cruz Islands. Flyauthentic Japanese Zeros, Kates and Valsagainst American Dauntlesses, Wildcats

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Be proud to wear the Battlehawks1942 T-Shirt . Made from 100% cotton withbright, full-color screen graphics .

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the flight line, proudly wear our Secre tWeapons of the LuftwaffeT-Shirt. And of course,every hangar wall needs afull-color Secret Weaponsof the Luftwaffe poster .

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THE ADVENTURER

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Page 8: DRAW THE MIGHTY PIRATE - LucasArtslucasarts.vintagegaming.org/pdf/adventurer2.pdf · M O N K E Y 5 S H I P R P D R F Y A T T E R T I M M Y U E A O A R U M P E R U M M R U M Q V O

INDIANA JONES 'AND THE

LAST CRUSADE:THE GRAPHICADVENTURE

It's a movie! It's a game! It's anaction adventure that tests whetheryou can be a better Indy thanIndiana Jones himself! Enjoy allthe suspense of the Academy Award-winnin g

movie as Indy tackles Nazi villains andmedieval traps to save his father and findthe Holy Grail . Outstanding graphics,hypnotizing animation and a supersound track that will make you want tomarch on Berlin! Easy point-and-clickinterface puts the adventure back inadventure gaming .Hot Price: $29.95

Indy TrilogyRaiders of the Lost Ark ,Indiana Jones and the

Temple ofDoom,and Indiana

Jones and theLast Crusade,available now in asingle package .

And for the complete Indy experi-ence : Pull on your full-color Indiana Jones an dthe Last Crusade T-shirt, then slip into your top-quality, Indy-style leather jacket. Grab yourbrown felt Indy hat and sit down, ready foraction, in front of your computer. . . Slide yourmouse across the smooth, fast surface of theIndy mouse pad . . . Don't worry -- if you hit atight spot, you can reach into your ruggedblack leather Indy backpack for the Clue Bookyou've hidden there . . . And if hunger pangshit, you can always check in your Indy hippack for that water buffalo jerky left-over fromyour last Borneo trip .

When youradventure i s

over, stash everything in your soft tanleather duffel bag, complete with the Indian aJones and the Last Crusade logo. . . Then take abreak in front of your big-screen TV withRaiders of the Lost Ark, Indiana Jones and theTemple of Doom, and Indiana Jones and th eLast Crusade, available now in a singlepackage .

THE SECRET O F

Can you pass The Three Trials, become afamous pirate and learn The Secret ofMonkey Island? Do you have what i t

SPECIAL! Get th eSecret of Monkey Island Clue Boo kFREE with your order. It's guaranteed tomake you a real swashbuckler!

takes to best the ghost pirate, LeChuck?Duel with the Sword Master, tackle

vicious Piranha Poodles and find valuableburied treasure! But once you do, the realchallenge begins in this delightfu

l point and click graphic adventure from Ron Gilbert.Complete with original reggae music,

THE ADVENTURER

vivid graphics and animationand cringingly funny humor.For all you truly dedicated bucca-

neers, here's your chance to hang aglorious, full-color Secret of MonkeyIsland poster on your game room wall .Or decorate your "treasure chest" with acustom long-sleeve T-Shirt, embellishedwith unique Monkey Island graphics in

full color.Software

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Star Wars. The name alon eevokes images of star destroyersand wookies, droids andJedi masters . If you're a StarWars fan, here's your chanc eto own some of the bes tStar Wars memorabiliaand relive some of your favorite

movie moments.For th e

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Don Post Studioshave re-createdthe white StormTrooper helmet in

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"I am your father, Luke." DarthVader's hidden countenance and

memorable voice made all of uswonder who -- or what — was

under that ominous helmet andmask . We have created a faithfu l

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Too late it is not, Luke. . . Not too late, that is ,to get your very own genuine Yoda wristwatch .Cunningly decorated with the 3D holographi cJedi master. The force will be yours!

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LUCASFILM GAMES

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Page 9: DRAW THE MIGHTY PIRATE - LucasArtslucasarts.vintagegaming.org/pdf/adventurer2.pdf · M O N K E Y 5 S H I P R P D R F Y A T T E R T I M M Y U E A O A R U M P E R U M M R U M Q V O

About

We begin with the finest quality, Hanes100% cotton T-Shirts, then design ou r

Our

unique graphics, logos and art and carefullyscreen them on the T-shirts in full color . Yo u

T-Shirts won't find better T-Shirts -- or shirts you'lltreasure more -- than from Lucasfilm Games.

MPC/Ertl is known for itshigh-quality polystyrenemodel assembly kits.Now they have reissuedthree of the most notable o fthe Star Wars spacecraft,including Han Solo's Millenium Falcon, DarthVader's Tie Fighter and Luke Skywalker'sX-Wing Fighter. Each kit includes instruction sfor easy assembly.Millenium Falcon kit

Software $29 .95 T-shirtIBM 5 1/4 (3540) Men's sizes $14.95IBM 3 1/2" (3542) White :

Amiga (3545) Small (8298 )Atari ST (3544) Medium (8299)IBM VGA $44.95 Large (8300)

5 1/4" (4258) Extra Large (8301)

Have your treasured Star Wars T-Shirt sand sweatshirts seen better days? Are youdistressed at having to throw them out ?Why not replace them with these newHOT designs, created exclusively fo rLucasfilm Games. It's the uniform of theday on most Star destroyers - - you'll fi tright in .

Death Star T-Shirt

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LOOMIn a truly uniquefantasy graphi cadventure, youplay the role of ayoung Weaver inthe Age of theGreat Guilds.Despite youryoung age, youhold the fate of th eUniverse in you rhands . Loom by Bria nMoriarty is a tale of magic, music, and dragon sunlike any game you've ever seen . And itcomes complete with a 30-minuteaudio cassette that sets the stagefor your quest. Super graphic sand sound support. Just theright challenge for thebeginning adventurer.

ZAK McKRACKEN AND THEALIEN MINDBENDER S

FLASH! Space Aliens have landed! This just i n- they've taken over the Phone Company an dare reportedly trying to reduce everyone's IQsto single digits !

Think you might've read that report lastweek in the supermarket check-out line? Well ,as Zak McKracken, ace reporter for theNational Inquisitor, you've made up stories justlike that to sell a few newspapers . But thisstory is true! And only you can save the worl d

If you're the onlyone in town who hasn't played

Maniac Mansion yet, don't be left out !It's crazy, it's funny and it's spooky-everything you want in an graphi cadventure . Award-winnin gManiac Mansion pioneered th

e point and click interface that makes typingobsolete . Find out for yourself why Dr .Fred kidnapped your favorite cheer -

To set the Loom mood properly, you'llneed a genuine Loom T-Shirt, endorsed byBobbin himself. Then, once you're appropri-ately dressed, use the Loom Clue Book to helpguide you through the mists of ancient times .And for hauntingly great sound from your PC ,add the Loom Roland upgrade disk for use withyour Roland LAPC-1 card or MT-32 Soun dModule (not included) .

$29.95 Software

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from the alien menace in this wonderfull yloony graphic adventure . No typing -- justpoint-and-click . Amazing price: $19 .95

Need to get toMars in a Volks-wagen van? Maybeyou need a ZakMcKracken Clu eBook! Andremember, theuniform of theday on Mar scould only be aZak McKracken T-Shirt!

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leader . . .and just what Nurse Edna is doin gwith that scalpel. Now just $19 .95 on disk,$54.95 for Nintendo cartridge.

Dr . Fred! Your weird but wonderfu lManiac Mansion T-Shirt is available now . Orwrap yourself up in a Maniac Mansion poster .It's shipped neatly rolled, never folded, spin-dled or mutilated!Software

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THE ADVENTURER

LUCASFI LM GAMES

COMPANYSTORE

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It's the chance of a lifetime : you just got a job a tIndustrial Might & Logic, producing fabulou sLucasfilm toys like baby Darth VadersIndiana Jones and Za k

McKrackens . All you'vegot to do is keep the creakymachine running, vacuumup those furry pests thatfollow you around an ddodge the nasty lawyers !Great graphics, splendid

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INDIANA JONES' AND THELAST CRUSADE :

THE ACTION GAMEYou'll need to be quick on the joystick in thi sarcade challenge from the Academy Award -winning movie. Take on murderous graverobbers, angry rhinos, and falling rocks as yo urelive Indy's struggle to keep the Holy Grail ou tof Nazi hands. Hot price : $29 .95

NAME

NAME

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-shirtMen's sizes

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OUR GUARANTEEWe guarantee that you will be 100% satisfied with everything you buy from us .

If for any reason you are not satisfied with anything you buy from The Company Store ,simply return it to us complete and undamaged within 30 days and we will replace

it or refund your money, at your choice . Lucasfilm Games Company Store .Our name is your guarantee of satisfaction .

LUCASFILM GAMES ES

P.O. BOX 10307 SAN RAFAEL, CA 9491 2

ORDERED B Y

COMPANYSTORE

UI

SHIP TO

CALL TOLL -FRE E1 (800) STAR-WARS

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DAYTIME PHONE #

ADDRESS

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ZI PSTAT EZIP

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PRODUCTDESCRIPTION SIZE COMPUTER TYPE QUANTITY

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SHIPPING & HANDLING : $4.00 per order ( $3 .00 per order for Hint

SUBTOTALBooks and Posters.) Three or more items ordered, no charge . Outside

TAX:North America, $10 .00 per order. In-stock items will be shipped withi n48 hours .

California 7.0%

TOLL-FREE ORDER LINE: Visa / MasterCard orders may call

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1(800) STAR WARS (1-800-782-7927) . In Canada 1(800) 828-7927 .

CHECKS : In U.S. dollars only please, drawn on U .S . or Canadian banks.

SHIPPING & HANDLING

MAIL ORDERS TO: Lucasfilm Games Company Store P.O . Box 10307

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I

PIPE DREAMIt's so simple: just put a pipelinetogether from handy pieces of pipe !The problem comes when an evilslime starts flowing down the pipe ,stay ahead of it or lose everything.One or two players and 30 levels for manyhours of great gaming . Great price : $29.95 ondisk, $34 .95 for Nintendo cartridge .

If you're a PipeDreamer, let everyon eknow with our exclusive,never-slimy Pipe DreamT-Shirt .

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THE ADVENTURER

II1II

iI

TO FAX YOUR ORDER TO THE COMPANY STORE:1 (415) 456- 4381 ADVE 002

Page 11: DRAW THE MIGHTY PIRATE - LucasArtslucasarts.vintagegaming.org/pdf/adventurer2.pdf · M O N K E Y 5 S H I P R P D R F Y A T T E R T I M M Y U E A O A R U M P E R U M M R U M Q V O

The "Force" Strikes BackIn New Nintendo Form!

If Star Wars livesup to all of ourexpectations,which we full ybelieve it will,we're almostcertain to d omore in theseries.

B Y P A M E L A E. R O L L E R

With the click of a switch,your television blink sto life and transportsyou to a galaxy far, far

away. You find yourself in a Land -speeder with Luke Skywalker . Togeth-er, you maneuver across the Tatooin eDesert through a gauntlet of Banthas ,enemy landspeeders and radar towers .You search for the wise Obi-WanKenobi, who can teach you the ways o fthe Force . You rescue Han Solo an drecruit him for your quest to savePrincess Leia and destroy the DeathStar. Only you can help Luke and hisintergalactic sidekicks conquer the evi lpower of the Dark Side . Are you pre -pared for the challenge ?

The new Star Wars game car-tridge, designed for the Nintend oEntertainment System ® by LucasfilmGames provides a mission fraugh twith danger and

excitement that puts you in the middleof the action.

Even the most accomplished Jediknight might flinch at his prospects fo rtriumph . But if you have always want-ed to "take your best shot" at theDeath Star, now is your chance . Youmust use your best skills and cunning ,as well as a little help from the Force ,to overthrow the Dark Side .

The Star Wars Nintendo gameremains true to the concept of themovie . The action begins in theTatooine Desert and its many cavesand the Jawas' sandcrawler, and the nmoves to the town of Mos Eisley wit hits spaceport, cantina and hangars . Ifyou have embodied the bravery of atrue Jedi knight, you will ultimatelyfind yourself navigating the maze oftrenches that encircle the Death Star ,where you will attempt your fina ltask—dropping the fatal missile tha tdestroys the Dark Side's headquarters .

Along your journey, your allies arethose characters who first came to lifeon the screen: Luke, Han, Leia, Obi-

Wan Kenobi, C-3PO and R2-D2 .Your enemies include a nasty arra y

of Stormtroopers, Imperial officers ,sandpeople, bounty hunters, droids ,plus many more evil surprisesthat wil l

test your courage as a rebel.It's your turn to pilot a Landspeed-

er, the Millennium Falcon, and an X-wing fighter.

The Star Wars game offers Ninten-do players a variety of opportunitie sthey've never had before . First, thegame gives the player three vantagepoints : There is the traditional view ,where you see the character on thescreen from the side, and he's runnin gup and down the street or corridors .The player experiences this

"side to side scrolling" view when exploringMos Eisley and the interior of the

Death Star . The second view is "top-down," watch your Landspeeder rac ethrough the Tatooine Desert or yourX-wing fly through the Death Sta rtrenches .

The third view is the most uniqu eand technically spectacular—a tru efirst-person view . You actually sit inthe cockpit of a craft and look out itswindow, simula

ting a 3-D-typeeffect . Can youimagine the thril lof actually man-ning the pilot's seatand navigating theMillenium Falconthrough an aster-oid storm or flyingan X-wing fighte rinto battle ?

The space duelsand chase scenesaren't the onlyaspects that mak ethe Star Wars gamea special entry intothe Nintend omarket. A goo dshare of the fu nof Star Wars, themovie, was th eunusual cha

racters and their well-defined per-sonalities . Those characters arebrought to life once again for th eNintendo game .

Unlike most games available

to the Nintendo player, the Star Wars

game allows you to control more thanone character . The player may utilizeLuke, Han and Leia to score, whil especial-purpose characters like ObiWan Kenobi and R2-D2 have specia lpowers the player may find very help-ful. The ancient Jedi offers his specia lmind powers that can resurrect deadcharacters, while everyone's favorit edroid offers the player his talents as atranslator .

The strengths and weaknesses ofthe game's characters match those oftheir movie counterparts . These traits

help or hinder the player's ability t omaster the game . That's part of thechallenge . The player must determinewhich characters can accomplish tasksmost effectively in different situations .For instance, Luke is very nimble ; h ecan jump high, run far, move quickly,and he can utilize the lightsaber. Onthe other hand, Han is bigger and

slower than Luke, but he's much moredurable and has better forward-firingcapabilities . And Leia is perhaps thebest of all, she has better mobility thanLuke and the firepower of Han — yo umight not survive the Death Star with-out her.

Star Wars Nintendo will take eventhe best players 20 to 30 hours to com-plete. The unique scoring systemshows you a continuously update dpercentage of tasks you've completed ,so you can always check your progres sto see how far you've come (and howfar there is to go) . And the best playerswill have the lowest score at the en dsince they completed the minimu mnumber of tasks in order to destroy th eDeath Star .

Pipe Dream: an action/strategygame, and Maniac Mansion® a graphicadventure, which were first developedfor personal computers, are LucasfilmGames' only other entries, besides Sta rWars, in the Nintendo market. Bothare award winners, and Maniac Man-sion has been transformed into a televi-sion series .

IfStar Wars lives up to all of ou rexpectations, which we fully believe i twill, we're almost certain to do more inthe series .

Let that statement serve as a noticeto all of you Nintendo garners and Jed imasters out there : Be prepared. Thebattle to overthrow the Dark Side hasjust begun. May the Force be withYou! ESC

Top Left : C-3P0 and R2 -D2 on the Tatooine DesertAbove : Luke Skywalker,Obi-Wan Kenobi and HanSolo in the cockpit of th eMillennium Falcon .Middle Left : From a top -down perspective, navigateLuke in his Landspeede racross the Tatooine Desertin search of Obi-Wan

Kenobi. Only Obi- Wancan give you yourlightsaber — your mostpowerful weapon . Whilein the desert, explore cavesfor vital supplies, bu tbeware of treacherousgiant rats and nastyJawas!Bottom Left: InTatooine's spaceport, MosEisley, seek out Han Soloto help you on your mis-sion . Enemies lurk aroundevery corner, especiallystormtroopers, determinedto stop you. Keep you rblaster ready .

THE ADVENTURER

11

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A Sound Addition to YourSystem: The AdLib MusicSynthesizer Card

Before: Bleep. Blip. Blip. Bleep.After: Zip! Zing! Rat-tat-tat-tat!Kerblooie! Dum-dum-de-dum,la-da-de-dah!

What makes the difference? Th eAdLib Music Synthesizer Card .

If you don't have a soundboard in your IBM orcompatible computer, you're

relying on your computer's interna lspeaker . And frankly, the interna lspeaker of your computer just wasn'tdesigned to give you the sound of ene-my bullets whizzing past your cockpit ,or to play the hot reggae music tha taccompanies your new adventuregame. It was designed to play bleepsand blips .

That's what the AdLib Music Syn-thesizer Card is for . It lets you hookup your computer to your own stere ospeakers, so that you can hear rich ,realistic sounds that you didn't evenknow your computer could make .

AdLib was the first company tooffer an add-on sound card tha tappealed to a broad market . And AdLib's is still the most popular : wellover half of the add-on sound cardsbought are by Ad Lib. Now newe rcompetitors have to offer "AdLib com-patibility" if they want to be able to selltheir own cards : AdLib remains the

ComputerGamers Getthe BigPictureB Y J 0 H N M . K I N G

If you can do it with yourNintendo, why can't you do itwith your computer?

You hook your Nintendogame machine up to you rtelevision set, and have th e

pleasure of playing the games on a bigscreen . But if you've shopped for alarge-screen computer monitor lately ,you've found that even a 19-inch mod -el can cost $2,000 and up .

So you go on playing your favoriteDOS computer games on your 13- or

standard .Most of the

people who buythe AdLib cardare compute rgame enthusi-asts. But oddlyenough, the car dwas developedfor an entirelydifferent pur-pose : as an edu-cational tool .

AdLib's presi-dent andfounder is Mar -tin Prevel, fo

rmer professor of music and Vice Dea nof the Faculty of Arts at Laval Univer-sity in Quebec City, Canada . Martin'sinterest in computers was kindled i nthe '70s, when he saw a demonstrationof a program that would listen to yousing and then print the melody on thescreen . He came away from thatdemonstration with a desire to findways of applying computer technologyto music instruction.

AdLib, Inc., was founded in 198 1to develop high quality educationa lcomputer hardware and software. TheMusic Synthesizer Card was first mar-keted in 1987 as part of a packagecalled the AdLib Personal Compute r

14-inch monitor, and try not to be to ojealous of Nintendo fans .

Why are television sets less expen-sive than computer monitors? I tdoesn't make much sense when yo uconsider that most televisions thes edays have tuners, remote control,amplifiers, and stereo speakers . Ye tyou can buy a 19-inch television fo rabout $300, or a 27-inch set for under$600 . You can even get a whopping52-inch projection television for a cou-ple of thousand dollars .

So why the big difference in price ?There are some small differences intechnology, but the main reason is jus tthis: televisions are in much greaterdemand, and that drives prices down .

Wouldn't it be great if there was away you could hook up your DO Scomputer to a television, and get, ineffect, a large-screen monitor at asmall-screen price?

Music System .The System —which AdLibstill sells —includes soft-ware that letsyou composeand play bac kmusic on yourcomputer.

Bu talthough thepackage wa saimed at stu-dents and pro-fessional musi-cians, it was

soon clear that the sound board itsel fhad other applications . Companiesbegan bringing out their compute rgames with special sound effects andmusic that you could only hear if youhad the board .

Our new adventure game, TheSecret of Monkey Island, for example ,has a reggae soundtrack that accompa-nies the action . Without the AdLibcard, it's made up of the usual elec-tronic bleeps and blips . But with theAdLib card, you can hear a full band ofsynthesized instruments playing inharmony.

In Secret Weapons of the Luftwaffe,the AdLib card makes possible an

Well, there is . In fact, the technolo-gy has been around for a few years. Sofar, though, it's been used mostly bycorporations for creating and showingpresentations, training tapes, and othersorts of multimedia displays . Fe whome computer users know how eas yit is to do .

What you need is a VGA-NTSCconverter, which will take the outpu tfrom your VGA card and convert it t othe frequency your television uses ,known as "National Television Stan-dards Committee," or NTSC .

Assuming that you already own aVGA card, a good choice is the JovianLogic VINplus converter, which retail sfor $495 . (VIN stands for "VGA intoNTSC.") Installation is a breeze: jus tconnect the VINplus between you rVGA board and your VGA monitor,using the cables provided . Then con-nect the VINplus to your televisionand hook up your sound card to th eTV's or stereo's amplifier and speakers .Finally, load the software driver (ittakes just 5 or 6K of RAM) and you'reready to settle back on your couch andplay Loom or The Secret f MonkeyIsland on a big screen.

If you want to upgrade your graph-ics to VGA, consider a combinatio nVGA/NTSC internal card by WillowPeripherals or US Video .

With your VCR, you can use theconverter to make videotape record -

extraordinary variety of surprisinglyrealistic sounds . You'll hear propellersturning, engines running, guns firing ,and rockets exploding as you fly you rcampaign.

By the end of 1990, over 100,000computers had the AdLib car dinstalled, and that number continuesto grow rapidly. But AdLib is stilldeveloping newer and better products .They will soon be releasing theirnewest : the AdLib Gold Multimedi aStereo Sound Adapter .

The AdLib Gold is a 20-voice musi csynthesizer with voice recording andplayback . It comes with a microphon ejack, tabletop microphone, game an dMIDI ports, and standard 1/8" stereooutput and input jacks .

Other AdLib products include theVisual Composer, a flexible, spread-sheet-like editor that makes musi ccomposition simple . It works with theMusic Synthesizer Card and offers 145preset instrument sounds and up to 1 1simultaneous voices . The AdLibInstrument Maker lets you createthousands of new instrument soundsfor the Visual Composer .

For information on prices andavailability, get in touch with AdLib a t418-529-9676. ES C

ings of anything you can create onyour computer. Connect the converterto your recorder instead of your televi-sion, drop in a tape, and start record-ing. Whatever you display on you rmonitor is captured on tape . Corpora-tions use graphics programs to createcharts and animated effects for busi-ness presentations, but you can cer-tainly find better uses than that. Imag-ine preserving an entire campaign ofTheir Finest Hour: The Battle f Britainor Secret Weapons f the Luftwaffe !

When you're done recording,duplicate or mix the tape while youdub in the music or your own narra-tion. Then you've got a finished tap ethat you can give business associates ,friends, or family, for them to view ontheir own VCRs . They won't even nee da VGA computer system to see whatyou've created .

The beauty of the VINplus over th ecombo card is that you don't have topull the cover off your computer - jus tconnect it to your system and turn onyour television or VCR. The VINplusdoes the rest, automatically convertingyour computer's video signals intotelevision signals . (Not all VGA cardsand games are compatible . )

For more information call Jovia nLogic at 415-651-4823 . Tell them yo uheard about the VINplus converter inThe Adventurer. ES C

You'll hear pro-pellers turning,engines running,guns firing, an drockets explod-ing as you flyyour campaign.

THE ADVENTURER

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The AdventurerFIONA OlivePuzzle #2

Burgundy GreenTurquoise

Night ShaftB Y H U M P H R E Y D U D L E Y

Fred and Fiona Foulit work thenight shift at Industrial Lootand Midgets, Ltd ., a small bu thopelessly obscure branch of

Lucasfilm. Each night they are left i ncharge of the BEAST (the name standsfor "Boy, 'Ere's A Strange Thinguma-jig"), the complex machine that crank sout the adorable little dolls, calle d"Midgets," which our company sellsfor a lot of loot .

Each night the two workers have aquota to meet, and each night the twospend so much time squabbling thatthey never reach it. Yesterday, at thestart of their shift, their foreman mad eit painfully clear that if they missedtheir quota again, they would be fired .

"It's your fault, you know," Fredmuttered after the foreman had left ."You never make anywhere near yourfair share of the dolls . "

"Is not," retorted Fiona . "I makeplenty more midgets than you do . "

That night's assignment was to pro-duce three kinds of Midgets (JuniorZeke McFreakens, Diaper Droids, andIndyettes), each in three different col -

Don't tell anyone we admittedthis, but — some great enter-tainment software actuallycomes from The Competition .And we'd like you to knowabout it. So in each issue of TheAdventurer, one of our gamedesigners will recommend anew game from another pub-lisher that's been a favoritewith us after hours.

n the late '70s, video gamearcades became popularhaunts for many teenagers ,

myself included . I remember fondly alittle-known game tucked into the cor-ner of my local arcade . Unusually ,Space War had no one-player option :two players tried to blast each other'sships into space dust. The vectorgraphics — a nice way of saying stickdrawings — and simple sound sweren't much, but few games sincehave given me the adrenaline rush Iused to get from competing side byside with another person .

But now I can play Star Control ,which has all the elements that mad eSpace War so gripping while jumpinglight-years ahead of it in sophistica-tion. Star Control — or StarCon fo rshort — is the creation of Paul Reiche

ors (burgundy, olive green, andturquoise) . Their joint quota was toproduce at least six dolls of each typ eby the end of their shift .

After half an hour of their shift hadbeen squandered in petty bickering ,Fiona challenged Fred to a contest .They would keep track of the doll sthey each made in separate charts andwhoever made the most dolls wouldget to sock the other on the arm tentimes . In case of a tie, they'd counteach kind and color of doll as a sepa-rate category, and whoever won in themajority of the nine categories wouldwin overall .

Spurred on by the contest, the pai rworked hard, cranking out dolls as fas tas they could. And when their shiftwas over, they discovered that they'dmade many more Midgets than everbefore. Unfortunately, they also dis-covered that, amid the bustle in th elast minutes of the shift, someone ha dknocked the charts off the wall andinto the vat of olive green dye .

Fred and Fiona spent another halfan hour squabbling over which o fthem had accidentally destroyed th erecords that they'd so carefully kept al lnight . All they had left to go on werethese few random recollections :

1 . When all the night's productio n

mance traits, weapons, and specialpower .

You can play StarCon three ways .The practice mode lets you and you ropponent choose any two ships for afight . Once you have a feel for the vari-ous match-ups, you can move to eithe rthe melee or the full game mode.

The screen displays a rotating sta rfield of as many as fifty stars . Each hasone planet of one of three types : life ,mineral, or dead . Dead planets areonly good for strategic purposes, but

had been counted, each box of eachchart contained a number from one tonine ; no two boxes of the same char tcontained the same number .

2. Fred and Fiona didn't tie in anycategory; that is, they didn't producethe same number of dolls of any give ncolor and kind .

3. Fred made more olive greenIndyettes than Fiona did .

4. Fiona made three times as manyDiaper Droids as Fred did .

5. Fred made three times as manyturquoise dolls as Fiona did .

6. The number of burgundy dollsthat Fred made was half again as manyas the number of Junior ZekeMcFreakens that Fiona made.

7. The number of Junior Zek eMcFreakens that Fred made was eithe rone more or one less than the numberof burgundy dolls that Fiona made .

mineral planets can be mined fo rincome, and life planets can be colo-nized . Players take turns moving thei rships from star to star, developingmines, colonies, and fortifications, an dbuilding ships .

The combat system is elegant andbeautiful . Combat occurs when enemyships end a turn in orbit around thesame planet . As soon as the ships

thrusting, turning, and firing weapons .The scale of the playing field varie sdepending on how close the ships ar eto each other, and the game tracks th eaction and keeps it centered .

You can make good use of the plan-et itself in a battle . For example, ifyour ship is big, slow, and clumsy, likethe Earthling Cruiser, and you'reunder attack by a small, fast ship likethe Androsynth Guardian, you'll wan tto increase your speed by flying pas tthe planet as closely as possible. This

FRED

You can win a copy of Night Shift o rany other Lucasfilm Game of yourchoice if you can correctly reconstructthe charts and tell us who won th econtest. Send your complete answer(both the charts and the name of thewinner), along with your name ,address, and telephone number, on apostcard (no envelopes, please) toAdventurer Puzzle #2, P.O. Box10307, San Rafael, CA 94912. (Youdon't have to specify now which gameyou want; we'll contact you if youwin .) All entries must be received byJuly 31, 1991 . After the deadline, we'llrandomly draw 25 of the correctentries we receive, and award each ofthose 25 solvers a game of theirchoice . We'll give the answer to thepuzzle in the next issue . ESC

maneuver — called the Gravity Whi p— has saved many a commander' shide . Of course, if you miscalculateand ram into the planet at high speed ,it can ruin your whole day — not tomention your whole crew .

The designers' somewhat warpedsense of humor is very much presen there . The special powers include para-sitic limpets that retard movement ,and hypnotic songs that lure crewfrom the opponent . My favorite ship i sthe Spathi Discriminator, whic happears to be constructed of Tinker -Toys. Its special power is its Back-wards Utilizing Tracking Torpedo —or B.U .T .T . — that fires from the ship' srear . So although the Spathi ship i sgood at maneuvers, its best tactic isreally running away !

The fluid feel of the controls (twocan play on one keyboard, a neat fea-ture, or the game can support joy -sticks) and the ships' responses t othem put StarCon in league with th ebest arcade games. And although thegame has many complexities, it's easyto learn, thanks to a very carefully bal-anced game design . It's best with twoplayers, but StarCon also provides avariety of good computer opponents .

I hope Accolade creates a sequel . I fthey do, I know a bunch of peopl ewho are going to get in trouble at work— all over again! ESC

Yesterday, a tthe start of theirshift, their fore-man made i tpainfully dea rthat if theymissed theirquota again,they would befired.

THE ADVENTURE R

Star Controlfrom Accolade

REVIEWED BY GREG HAMMOND GAMES F ORAFTER HOURSIII and Fred Ford . Like Paul's othergames — which include Mail OrderMonsters, Archon, and Archon II: Adep t— the style of play in StarCon can b esummed up in three words : Strategize,Mobilize, and Pulverize .

You and a friend command the twosides of an ongoing war between theUr-Quan Hierarchy (the bad guys) andthe Alliance of Free Stars (the goodguys) . Each fleet includes seven types

appear against the backdrop of space ,of ships, each with its own performance players assume control of their ships,

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Pipe Dream hassuper graphics,easy instruc-tions, and no-hassle move-ment — butwhew! not soeasy to master.I love it !Steve RichardsonJoplin, M O

THE ADVENTURER14.

LettersMelissa, Cristina, and I have ha d

more fun with Indy than anyother game we own . We've played th egame almost every Sunday since wegot it . I'm old enough, Melissa is 13 ,and Cristina is 8, and we all were abl eto play and enjoy this game together .Thank you !

P .S . Melissa says I can't spell bu tdon't belive [sic] her . Look for your-selves .

Reggie Mitche nSt . Joseph, M I

'was excited to see your companynewsletter The Adventurer . It was

well-written and entertaining. Themost impressive part, though, was th egood review of Railroad Tycoon byMicroProse . It is refreshing to see tha tkind of honesty from a software manu-facturer . Can you imagine what woul dhappen if that attitude caught on inthe business software marketplace ?

Timothy J. GrantPortland, OR

Yes, we can . We can imagine a new ageofpeace and harmony prevailingthroughout the industry, where softwaredevelopers march hand in hand towardthe bright, golden sunrise in a spirit ffellowship and cooperation. We can alsoimagine that we are the King fEngland.Nevertheless, we keep trying. — Ed .

'represent a large number of troopsdeployed to Saudi Arabia since 1 1

August. My unit flies C-130s that aeri-ally refuel helicopters at night . Ourmission is to assist the helicopters toget behind enemy forces to rescuedowned airmen . Christmas has comeand gone and we wait for the war . Wehave trained hard but find very little t odistract us from the day-to-da ymonotony in a country that allows u svery little interaction with the local cit-izens . All we have now is desert withlots of camels, books, and letters .

We recently acquired an IBM-com-patible computer, but we have no wayto get any software that might allow usa little entertainment . We were wo

ndering if you might find it in yourheart to help a lot of servicemen take abreak from the waiting . Support fromhome can really make a change in th eway troops prepare for the unknown .A small diversion can do wonders .Any donation would be thoroughly

appreciated and well used . Thank yo uand happy new year !

Lt. Col . Robert W. ScottSaudi Arabia

We sent Lt. Col . Scott several ofourgames . Since then, of course, the war i nthe Middle East has begun and ended ,and our best wishes go to him and hi sfellow servicemen. — Ed.

'just purchased The Secret ofMonkeyIsland and it's great . This is the firs t

computer game that made me laugh.I really like the twist of comedy ,adventure, and a touch of honor .Make more games !

Maybe I'll see my letter in the nextissue of The Adventurer, maybe ,maybe . (Please. )

P .S . By the way, where did you getyour name, Lucasfilm? It's a goo dname .

Mike LimbergGrove City, P A

Gladyou like the name, Mike . It jus tcame to us somehow. — Ed .

'wonder if your engineers might hav eany other flight simulators on their

design tables? I would look forward toa simulation relevant to the duel forGuadalcanal from August 1942 toFebruary 1943 involving land- an dsea-based aircraft . That South Pacifi cevent was a seesaw of crises .

J .C. MengMullan, ID

Our Battlehawks 1942 recreates fou rbattles in the South Pacific, thoug hGuadalcanal isn't one of them. We'reconsidering the possibility ofanothe rgame set in the South Pacific, but wehaven't made any decisions about thatyet. — Ed .

lam quite impressed with the designand execution of Loom . Unfortunate-

ly, my family and I have not been abl eto get past the waterspout scene nearthe beginning of the game .

Your 900 number for hints is no taccessible from Canada, nor, probably,anywhere else outside the Unite dStates . Is there a way that those outsidethe 900 number system may still enjoythe advantages of getting hints by tele-phone?

Ian FriskneyBrampton, Ontari o

We'll tell you what, Ian . Since you' re liv-ing outside the United States, we'll makean exception in your case and let you cal lour technical support number at 1-415 -721-3333 for hints . Living, breathingoperators are on duty from 8 :30 am to4:30 pm, Pacific Time . But please don'ttell your friends in the States about this ,because we need that line for customerswith technical problems, and we can't letit get tied up with too many calls forhints.People living in the U.S . can get hints byphone by calling 1-900-740 JEDI. It's 75cents a minute, so from most parts f thecountry it's actually cheaper than a longdistance call during business hours . —Ed.

Help! We have managed to navigate our way to Monkey Island bu t

are having trouble befriending th ehyperactive monkey . As we cannot cal lyour hint line from Australia we'd liketo buy a copy of your hint book.

Peter MarshallSydney, Australia

The monkey is hungry. Very hungry.Clue books are $12 .95 each . Check outthe Company Store in this issue. — Ed.

I had barely Loomwhengotten the hang

brother had found that mLoom

my lit-to the parkbecause the manuallittle he loved th

ethepictures of the menthe

spells, and he left itthere. Iwould

could really appreciate if yosend me another youJamie M

manual.Mill ValleyAll right, but

this isyour LASTONE, — Ed

.

Let mehank you for the job you

did on The Secret ofMonkey Island.The ending alone was worth the price .I loved the in jokes, and the way yo uprovided for strange possibilities (lookat the sun, talk to the dog, etc .) . I alsoappreciated the sequence in the gover-nor's mansion . If we only could se ewhat goes on behind that wall !

Two questions remain . What inheck is the staple remover for? Andhow do you get a job like yours ?

Daryl Gibso nSpringville, UT

Get with it, Daryl! The function f thestaple remover is so incredibly, blinding-ly obvious that we're not even going toinsult our readers' intelligence by pub-lishing a hintfor it.And to get a job like ours — well, there'sa matter of three tiny trials to consider. . .— Ed .

'purchased IndianaJones and the Las tCrusade and really liked the game . I

made a lovely map of the tunnelsunder Venice, so I could scoot aroundlike a cockroach and not get lost .

Then away to the castle . Honey !Let me tell you, pushing 70 is exercis eenough! I am completely exhaustedtrying to fight those dumb Gestapoguards . Your graphics are great andthe idea is great, but holy cow, kids,have mercy on an old lady . When Istick to Sierra Games, my blood pres-sure behaves itself better .

I am a stubborn ole gal, so I willprobably still be trying to get aroundthe castle at age 105 .

Donna SnyderJacksonville, NC

Hey, Donna, those Gestapo guards aredumber than you know, and Indy's a

clever guy. Try talking your way pastsome f them . — Ed.

Why in the Battle of Britain, can youonly have four planes in th e

German campaign, but six in the RAF?Is this due to memory restrictions?

Andrew FoggDoha, Qatar

Yes, partly, and also to provide gamebalance. The program can handle up to16 planes at a time, so if you could havefive German planes, the computer coul donly provide eleven enemy planes, an dthat would make the game less challeng-ing. While designing Battle of Britain,Larry Holland discovered that the mos tinteresting and well-balanced campaign swere four Germans attacking agains ttwelve British, and six RAF defendingagainst ten Germans . — Ed.

I t seems to be a common belief tha told folks are not supposed to be

interested in computer games . But Ihave spent hours and hours complete-ly absorbed and engrossed in Battle f

Britain. Part of my fascination with it i sbecause I was stationed in Reading,

England during World War II . Thisgame brings back a flood of memo-ries. If I could, I would give each andevery one of you a well-deserved paton the back .

M.D. Cautha nJacksonville, FL

I recently purchased Battle f Britai nand I am very pleased . My uncle was

a Typhoon fighter plane pilot durin gWorld War II and he says that it's themost realistic simulator he's ever seen .

My dad doesn't like buying us com-puter games, but when I told him thatyou could fly the Messerschmitt 163rocket fighter in Secret Weapons of theLuftwaffe, he said, "Let's buy it ." Aren' tadults weird ?

Nicholas AntoineNairobi, Kenya

Well, yes. But let's not tell them so . Ifadults ever stop being weird, we here atLucasfilm will have to find real jobs . —Ed.

I have only one criticism of PipeDream. The final section that you

can enter with a password is eight lev-els deep . Is that a mistake on my disk ?In all the other sections, you only hav eto work through four levels before youget a new password. My wife and babymissed me many evenings late, lateinto the night, especially when I kep ttrying to clear all eight of the last level sin a row without screwing up .

I love the game but it is just t000 0addictive for my lifestyle .

Von KobzevKapaau, Hawaii

No, it's not a mistake in your dish . Oursadistic programmers actually designedit that way. Hey, did we ever say i twould be easy? — Ed .

The AdventurerNumber 2

Spring 199 1

Publisher

Edito rDoug Glen

Scott Marley

Art Director

ArtistsMark Shepard Steve Purcel l

Lisa Sta r

Company Store DesignAnnette Morin

Producer

Print ProductionStacey Lamiero Carolyn Knutson

Special thanks to George Luca sThe Adventurer is published byLucasfilm Games, P .O . Box 10307,San Rafael CA 94912. Subscrip-tions are free upon submission o fthe registration card from anyLucasfilm game . © 1991 LucasfilmGames. All Rights Reserved .Lucasfilm Games, game titles, characters,and all elements of the game fantasies aretrademarks of LucasArts EntertainmentCompany . and © LucasArts Entertain-ment Company . All rights reserved . IBM isa trademark of International Busines sMachines, Inc . Apple II and Macintosh aretrademarks of Apple Computer, Inc . Tandyis a trademark of Tandy Corp. Commodore64 and 128 are trademarks of CommodoreElectronics, Ltd . Amiga is a trademark o fCommodore/Amiga Inc. Atari and ST aretrademarks of Atari Corp.

'recently purchased The Secret fMonkey Island. It's truly adelightful game, and does indeed bring back memories o f

the Pirates of the Caribbean ride at DisneyWorld, which ourfamily visited a couple years ago .

I was also very surprised when I read the name of the do gin the bar (in the end credits, which I viewed by stumbling

upon the control-W combina-tion) . Our family has a cock-a-po odog, and we thought we'd comeup with a truly unique nam ewhen we got him. So it was hilari-ous to see that the dog in the barhad the same name .

Enclosed is a picture of the realSpiffy !

Rob HansonStratford, Ontario

Thanks for the information . Youshould be hearing from our lawyersany day now. — Ed .

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The games are buried at #4, by thetwisted oak .

The rubber chickens are buried at #5,by the scary cave.

The bunches of bananas are buried a t#6, by the rusty rudder . ES C

AdventurerPuzzle #1 ResultsThe Treasure of Blinky Islan d

Solution There is one treasure ches tand one landmark at each of the si x

spots . The rubber chickens are buried a teither #2 or #5 ; if they were buried any -where else, you would never have to passby them going from one spot to anothe r(clue 2 — note the word "must") . Thescary cave is either at #2 or #5 for the samereason (clue 3) .

If the rubber chickens were buried at#2, then the jelly beans and the floor cush-ions could only be at #1 and #3 in som eorder (the only way to satisfy clue 1) ; #3couldn't be the site of the expired coupons ,then, so the rusty rudder would have to b ethere (clue 2) ; the scary cave couldn't be a t#2 (because neither the twisted oak nor th ebunches of bananas could be at #3, as clu e3 would require), so it would have to be a t#5 (clue 3) ; the polluted spring and theweird boulder would then have to be at # 1and #2 respectively (clue 6) ; and by elimi-nation the haunted shrub would have to beat #4 or #6, which is impossible (clue 5) .So the rubber chickens aren't buried at #2 ;they must be at #5 .

If the scary cave were at #2, then either

the bunches of bananas or the twisted oa kwould be at #3 (clue 3) ; but the bunches o fbananas can't be there (clue 5), so thetwisted oak would be; then the pollute dspring and the weird boulder would haveto be at #4 and #5 respectively; the hauntedshrub can't be at #6 (clue 5), so by elimina -tion it would be at #1 and the rusty rudderwould be at #6 ; and the bunches o fbananas would be at #4 (clue 5), which i simpossible (clue 4) . So the scary cave isn' tat #2, but must be at #5 .

Either the rusty rudder or the expire dcoupons must be at #6 (clue 2), as musteither the twisted oak or the bunches o fbananas (clue 3) . If the expired coupons —and hence the twisted oak as well — wer eat #6, then the haunted shrub and thebunches of bananas would have to be at # 1and #4 respectively (clue 5) ; the jelly beansand the floor cushions would have to be a t#1 and #3 in some order (clue 1), and byelimination the games would be buried at#2, which is impossible (clue 7) . So it mustbe the rusty rudder and the bunches o fbananas which are at #6 .

The haunted shrub is at #2 (clue 5) .The polluted spring and the weird bouldermust be at #1 and #3 respectively (clue 6) ,so by elimination the twisted oak is at #4 .The jelly beans and the floor cushions ar eburied at #1 and #3 in some order (clue 1) .The games can't be buried at #2 (clue 7), s othey're at #4 and by elimination the expired

coupons are at #2 . The jelly beans can't b eat #1 (clue 7), so they're at #3 and the floo rcushions are at #1 . In summary, the loca-tions of all the chests and landmarks are :

The floor cushions are buried at #1, bythe polluted spring.

The expired coupons are buried at #2 ,by the haunted shrub . The jelly beans areburied at #3, by the weird boulder.

Inners The first Adventurer puzzle asked readers to deduce th elocation of a treasure chest full of games on a map of Blinky Island .

We got hundreds of entries, and most of them had the right answer : locatio n#4, by the twisted oak . This was a tough puzzle, and everyone who got th eright answer deserves a hand . The most common error was to overlook the

word "must" in clues 2 and 3 : to get, say, from #2 to #4, you might gothrough #5, but you don't have to .

Our lovely receptionist Lex Eurich skillfully selected 25 postcards at ran-dom from those bearing correct answers . The following readers will receivethe Lucasfilm game of their choice : John Berti, Edmonton, Alberta; Adam

Blodgett, Franklin Lakes, NJ; Kip Bowser, Berrien Springs, MI ; Pau lCampeau, Fort Kent, Alberta ; Lily Chan, Rancho Palos Verdes, CA; Aaron

Drussel, Ramsey, NJ; John Dunkerly, Etters, PA ; Peter Erbland, Boston, MA;Roger Fingas, Orleans, Ontario ; Regis Gmuer, Allison Park, PA; StephenGorman, Lansing, NY; Chad Hurst, Wayne, NJ ; Teresa Johnson, Memphis ,TN; Ben Jones, Amherst, MA ; Peter Langston, Santa Monica, CA ; HankLoyd, Tulsa, OK; John Musgrave, Waterloo, IA; Mike Norris, Conroe, TX;

M. Reynolds, Vero Beach, FL; David Rohrl, San Francisco, CA ; DannySimon, Miami, FL ; Don Smith, Livermore, CA ; Mike Uges, Pompton Lakes ,NJ ; Chris Vaughn, Parker, CO ; Mr . and Mrs. Conrad Virant, Temple City, CA .

Okay you bar-baric makers ofall that is vileand destructive,my pal Maxwould like tomake a plea forpeace .

1991 by Steve Purcell

15T PIES DER ZUG MACH FRANKFURT ?I MEAN, OKAY YOU BARBARICMAKERS OF ALL THAT 15 VILE ANDDESTRUCTIVE, MV PAL MA XWOULD LIKE TO MAKE A PLEA

FOR PEACE,

WE GOT TROUG HTHAT WITH JUST A PINCH

MY BEST FRIEND PUT HISMOUTH ON HITLER'S

THE ADVENTURER

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ContentsMONKEY ISLAND

ACTIVITY PAG Epage 2

THE EVOLUTION OFLUCASFILM GAMESpage 4 COMPUTER

CONFIDENTIALpage 6

THE COMPANY STOREpage 7

THE "FORCE" STRIKESBACK IN NEW

NINTENDO FORMpage 1 1

AQLIB® SOUND C ARDpage 1 2

THE ADVENTURERPUZZLE #2

page 1 3

GAMES FORAFTER HOURS

page 1 3

LETTERSpage 1 4

SAM AND MAXpage 15

823316- 2

Lucasfilm Game sP.O. Box 1030 7San Rafael CA 9491 2

THE ADVENTURER