Instruct: Given a question, retrieve relevant passages that answer the question.
Query: How much money did The Secret of Monkey Island make?
The Secret of Monkey Island received positive reviews from critics. According to Gilbert, it "sold well" but was "never a big hit"[52]. Grossman later summarized that the game's sales were "north of 100,000, far south of 1 million".[53] According to Next Generation, The Secret of Monkey Island was a "relatively minor hit" in the United States, but the game and its sequel became "blockbusters on the PC and the Amiga throughout Europe."[54]
The game was later re-released on a CD-ROM compilation of "Monkey Island" games, bundled with "The Secret of Monkey Island" and "Monkey Island 2: LeChuck's Revenge" called the "Monkey Island Bounty Pack".
Following hints by Telltale Games that they would soon announce a major new series, "Tales of Monkey Island" was unveiled at the June 2009 Electronic Entertainment Expo. Its roughly 50 person development team was headed by Dave Grossman, who co-designed the first two "Monkey Island" games. "Escape from Monkey Island" and "Sam & Max Hit the Road" co-designer Michael Stemmle contributed design and story writing, in collaboration with Mark Darin and Sean Vanaman. Series creator Ron Gilbert was involved in brainstorm sessions for the game, but did not have a large role in its development; however, the development team asserted that Gilbert's "thumbprints are all over [the game]". "Tales of Monkey Island" counterparts a LucasArts-developed enhanced remake of "The Secret of Monkey Island". On his blog, Gilbert wrote that he was "very excited" for both Telltale's adaptation and LucasArts' reimagining of the original game, and stated that "it's strange and humbling to see something you created 20 years ago take on a life of its own".
The Secret of Monkey Island ultimately cost $200,000 to produce, and was developed over nine months.[33]
Aside from providing the "Monkey Island" license to Telltale, LucasArts' role in the game's development involved collaboration and approval of the game's script, character concept art and puzzle design. As the remake of "The Secret of Monkey Island" had begun development before "Tales of Monkey Island", LucasArts shared their art style guide with Telltale, so that the two products' art direction would be similar. In particular, LucasArts wished that the character of Guybrush would be comparable to the appearance of the character in the special edition. LucasArts largely based their vision for Guybrush's new visuals in "Tales of Monkey Island" on how the character appeared in "The Curse of Monkey Island", integrating various aspects from "LeChuck's Revenge" that commonly resonated through fan art, such as the character's blue coat and beard, in addition to using their own stylized art direction. Telltale concept artist Ryan Jones worked closely with LucasArts' Jeff Sengalli on developing the appearance of Guybrush and other characters, Sengalli providing feedback and refinement in such areas as character silhouettes, facial features and clothing. Vanaman noted that LucasArts was open to Telltale's creative direction for the game, and did not "put their foot down" over any aspects of their vision.
The development on "Monkey Island 2" began a month after "The Secret of Monkey Island" went to manufacturing without the knowledge of how well the first game did commercially. The project leader and designer was Ron Gilbert. The development team for the game was largely the same as for "The Secret of Monkey Island", and Gilbert was once more joined by Tim Schafer and Dave Grossman. Gilbert parted ways with LucasArts after "Monkey Island 2", while Grossman went on to co-design "Day of the Tentacle" with Schafer. Schafer's future projects for LucasArts included "Full Throttle" and "Grim Fandango".
at MobyGames : A 73-minute documentary with two parts: the history of text and graphic adventures leading to The Secret of Monkey Island, and on The Secret of Monkey Island itself.
In IBM there's a religion in software that says you have to count K-LOCs, and a K-LOC is a thousand lines of code. How big a project is it? Oh, it's sort of a 10K-LOC project. This is a 20K-LOCer. And this is 50K-LOCs. And IBM wanted to sort of make it the religion about how we got paid. How much money we made off OS/2, how much they did. How many K-LOCs did you do? And we kept trying to convince them – hey, if we have – a developer's got a good idea and he can get something done in 4K-LOCs instead of 20K-LOCs, should we make less money? Because he's made something smaller and faster, less K-LOC. K-LOCs, K-LOCs, that's the methodology. Ugh! Anyway, that always makes my back just crinkle up at the thought of the whole thing.
Gilbert stated that he never told anyone what the true secret of Monkey Island is. Gilbert stated in a 2004 interview that when the game was originally conceived it was considered "too big", so they split it into three parts. He added that he "knows what the third [part] is" and "how the story's supposed to end," indicating that he had a definite concept of the secret and a conclusive third game.
The LucasArts Archives are a series of CD-ROM personal computer game re-releases and compilations from publisher LucasArts.Later games published under the "LucasArts Archives" brand were budget-priced reissues of individual games, with the exception of "Monkey Island Archives", which was a compilation of "The Secret of Monkey Island", "", and "The Curse of Monkey Island", released with "The Curse of Monkey Island"'s box art.
The Secret of Monkey Island spawned four sequels. The first, Monkey Island 2: LeChuck's Revenge, was released in 1991 and focuses on LeChuck's return.[73] Six years later, LucasArts released The Curse of Monkey Island, which features a new visual design.[74] In 2000, the company released Escape from Monkey Island, which uses the GrimE engine of Grim Fandango to produce 3D graphics.[75] The next title, Tales of Monkey Island released in 2009, is a series of five episodic chapters.[76]
The main setting of the "Monkey Island" games is the "Tri-Island Area", a fictional archipelago in the Caribbean. Since the first game in the series, "The Secret of Monkey Island", three of the games have visited the eponymous island of Monkey Island, while all have introduced their own set of islands to explore. "Monkey Island 2: LeChuck's Revenge" features four new islands, but does not return to Monkey Island until the final cutscene. "The Curse of Monkey Island" introduces three, and "Escape from Monkey Island", which revisits some of the older islands, features three new islands as well. As such, the "Tri-Island area" actually comprises a total of 13 visitable islands. "Tales of Monkey Island" takes place in a new area of the Caribbean called the "Gulf of Melange".
Separate papers make mention that, from 1960 onward, similar sweet potato washing behaviours were noticed in other parts of the world, however this is not directly attributed to Koshima. Claims are made that a monkey swam from one island to another where he taught the resident monkeys how to wash sweet potatoes. No mention of the other behavioural improvements are made. No indication of how the monkey swam is made either - it must be noted that the Koshima monkeys cannot swim. Therefore, although the question must be asked how the swimming monkey learned the sweet potato washing behaviour if not from Koshima, no indication is made as to where the monkey learned the behaviour.
Dominic Armato, the voice actor of Guybrush from "The Curse of Monkey Island" onward, reprises his role as that character. LucasArts encouraged Telltale to retain as much of the original cast as possible—particularly Armato, who was described by LucasArts' David Collins as "the ultimate "Monkey Island" fanboy". Armato enjoyed his opportunity to voice Guybrush again; he had believed that the series would never be continued, due to the length of time since "Escape from Monkey Island"s release. Armato voiced the character in both "Tales of Monkey Island" and the special edition of "The Secret of Monkey Island"; in the former game, he attempted to make Guybrush sound more mature and experienced than his younger incarnation in the latter. Because of Armato's understanding of the character, the voice directors gave him considerable flexibility in his performance.
The Secret of Monkey Island (alternatively known as Monkey Island I) is a point-and-click graphic adventure game developed and published by Lucasfilm Games. It takes place in a fantastic version of the Caribbean during the age of piracy. The player assumes the role of Guybrush Threepwood, a young man who dreams of becoming a pirate and explores fictional islands while solving puzzles.
LeChuck is introduced in "The Secret of Monkey Island" as a ghost pirate captain of a ship of undead pirates. Prior to the events of the game, LeChuck had been in a brief but unsuccessful relationship with Elaine Marley, the governor of Mêlée Island. After Elaine spurns his advances, LeChuck makes an effort to impress the governor by sailing off in pursuit of the secret of Monkey Island. The exhibition ultimately costs LeChuck his life, but he returns as a ghost and begins to terrorise the Caribbean, operating out of Monkey Island. Having scared most of the pirates in the Caribbean into staying in port, LeChuck begins to plan kidnapping Elaine and forcing her to marry him. Upon learning of Guybrush Threepwood, a new pirate-in-training on Mêlée Island who could cause problems to his plan, LeChuck travels to Mêlée Island to personally dispose of Guybrush, disguising himself as the island's sheriff. LeChuck confronts Guybrush, ties him to a weight and pushes him into the harbour waters. Leaving Guybrush for dead, LeChuck and his crew raid the island and kidnap Elaine, taking her to their Monkey Island hideout. Guybrush survives, however, and having become smitten by the governor himself, mounts a rescue mission to Monkey Island. Guybrush is unable to reach Elaine in time, as LeChuck's ship returns to Mêlée Island for the wedding. Nevertheless, Guybrush gatecrashes the wedding, intent on killing LeChuck using an anti-ghost potion based on a voodoo root, only to find that Elaine had the same plan in mind. Infuriated, LeChuck attacks Guybrush, but his spirit form is destroyed when he is sprayed with root beer.
Like the original release, The Secret of Monkey Island: Special Edition received positive reviews from critics. Sean Ely of GamePro praised its updated audio, and said that the new graphics "blow the old clunker visuals ... out of the water". He cited its script, humor, plot, puzzles and balanced difficulty level as high points, and finished, "The Secret of Monkey Island: Special Edition is impressive, hilarious and downright worth your money."[70] Daemon Hatfield of IGN wrote, "Almost 20 years after its release, [The Secret of Monkey Island] remains a blast to play." He called the new graphics "slick, if a little generic", and noted that the "original graphics have a certain charm to them that the fancy pants new visuals just don't." However, he enjoyed the redone music, the new hint function, and the added sound effects and voice acting. He summarized it as "one of the best times you'll ever have pointing and clicking", and noted that "few games are this funny."[72] Justin Calvert of GameSpot noted that "the Special Edition looks much better and is the only way to play if you want to hear ... what characters are saying, whereas the original game's interface is less clunky." However, he wrote that "the voice work is such a great addition to the game that it's difficult to go back to the original edition." He praised its humor, writing, puzzles and characters, and he believed that it had aged well.[71] Eurogamer's Dan Whitehead wrote, "Purists like me will almost certainly find something to grumble about over the span of the game, but the overall impact of the redesign is undeniably for the better." However, he preferred the original game's Guybrush design, and believed that the new control system was "rather less intuitive" than the old one. He finished by stating that "few games can stand the test of time with such confidence".[69]
The Secret of Monkey Island is a 2D adventure game played from a third-person perspective. Via a point-and-click interface, the player guides protagonist Guybrush Threepwood through the game's world and interacts with the environment by selecting from twelve verb commands (nine in newer versions) such as "talk to" for communicating with characters and "pick up" for collecting items between commands and the world's objects in order to successfully solve puzzles and thus progress in the game.[6] While conversing with other characters, the player may choose between topics for discussion that are listed in a dialog tree; the game is one of the first to incorporate such a system.[7] The in-game action is frequently interrupted by cutscenes.[8] Like other LucasArts adventure games, The Secret of Monkey Island features a design philosophy that makes the player character's death nearly impossible (Guybrush does drown if he stays underwater for more than ten minutes).[9]
The game was released on floppy disks for the PC (with VGA graphics), Macintosh and Amiga (with standard 32-color graphics) in 1991, and was later included on a CD-ROM compilation of "Monkey Island" games called "The Monkey Island Bounty Pack". Plans to release "Monkey Island 2: LeChuck's Revenge" for the Sega CD were scrapped after the Sega CD edition of "The Secret of Monkey Island" did not sell well. In 1994, the game was released on the FM Towns, the last title LucasArts ever published on that system. The game's graphic interface was later adapted for the CD-ROM release of "The Secret of Monkey Island".
Monkey Island 2: LeChuck's Revenge (also known simply as Monkey Island 2) is an adventure game developed and published by LucasArts in 1991. It was the second game of the "Monkey Island" series, following "The Secret of Monkey Island", and the sixth LucasArts game to use the SCUMM engine. It was the first game to use the iMUSE sound system.
While Gilbert and Grossman were engaged in the development of "Tales of Monkey Island", the third co-designer of the original two games, Tim Schafer, was not associated with the project. Grossman said that Gilbert's leadership role at Hothead Games had made procuring his assistance "legal wrangling", and that including Schafer as well would have been too much trouble. Schafer later said that he was "really happy" for the new game, and that the project was in good hands under Grossman's lead. The game's limited-edition slipcover artwork was painted by "Sam & Max" creator Steve Purcell, who was responsible for the box art of both "The Secret of Monkey Island" and "". Purcell created three different rough covers to present to Telltale Games, though the company valued Purcell's own opinion on which was best. Having not been satisfied with Elaine's appearance on the cover of "The Secret of Monkey Island", Purcell was keen to have another attempt to portray the character in his artwork. The final artwork, showing Guybrush and Elaine brandishing cutlasses on a ship emerging from fog, was favored as Purcell felt it was appropriately eerie.
However, Wetch's love for gambling and for pool did not translate into a love of the hustle. He did it because it was the only way he knew how to make money doing what he loved, but he never liked "the , the moving, the mismatches, the phony names.""I never felt good about the hustling. No matter how much money I made at it, I knew I didn't want to keep doing it. Frankly, when no one knows how you play, it's like putting a gun to someone's head. It wasn't a matter of whether you were going to win, but how much you were going to win, Early on, you make money everywhere you go. Then it all disappears."  – Wetch, in "Billiards Digest" (1999)
The game was conceived in 1988 by Lucasfilm employee Ron Gilbert, who designed it with Tim Schafer and Dave Grossman. Gilbert's frustrations with contemporary adventure titles led him to make the player character's death almost impossible, which meant that gameplay focused the game on exploration. The atmosphere was based on that of the Pirates of the Caribbean theme park ride. The Secret of Monkey Island was the fifth game built with the SCUMM engine, which was heavily modified to include a more user-friendly interface.
LucasArts's game producer Craig Derrick and his team conceived the idea of the remake in 2008.[39] After researching the Monkey Island series' history, they decided to make "something fresh and new while staying true to the original", which resulted in the idea of The Secret of Monkey Island's remake.[39] The developers tried to leave much of the original design unchanged. Any changes were intended to achieve the level of immersion desired for the original. To that end, they added details like a pirate ship or pirates talking in the background of scenes. While the team considered the SCUMM interface revolutionary at the time, LucasArts community manager Brooks Brown noted that it is incompatible with an analog stick, which most consoles use. The designers made the cursor contextual to the game objects as the primary interface. Brown had considered updating the reference to advertise Star Wars: The Force Unleashed because Loom was not on the market at the time, but concluded that the game would not be the same if such changes were implemented.[21] Prior to the Special Edition release, however, LucasArts announced that Loom, along with other games from its back catalog, would be made available on Steam.[40] Brown stated that the decision to distribute the game online was because "digital downloads have finally gotten going".[41]
The team behind "Escape from Monkey Island" attempted to resolve the issue by showing that the Giant Monkey Head was actually the control room of a Giant Monkey Robot. The cut-scene in which the revelation was made is called "The Real Secret of Monkey Island".