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 LucasArts 
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Joined: Thu Jan 17, 2008 1:15 pm
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Post LucasArts
In 1987, when nobody seemed able
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[url=http://rosaboyles.extra.hu/274e6d/]pc game for sale[/url] having to type a command to the syntax analyzer, this system was controlled by means of text icons. To interact with his environment, the player clicked on an order, on an icon representing an object in her inventory, or on a part of the image. This approach was first used by LucasArts for the game Maniac Mansion
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LucasArts would come to differentiate itself
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Gilbert's attempts, Maniac Mansion and Zak McKracken and
[url=http://jamesluke.fateback.com/6c0f5b/]kids game[/url] Alien Mindbenders, however, remained in 16 colors (though the FM Towns version of Zak was 256 color), and the point-and-click engine still had vestiges of text parsing, since the player would still have to construct sentences using clickable keywords combined with objects in the game. It was The Secret Of Monkey Island that was finally a complete work, with 256 colors, a more modern point-and-click engine, a dialogue system with optional responses, puzzles solved
[url=http://olliemcbride.247ihost.com/59f6dc/]game tap[/url] items, original graphics, atmosphere music, and a characteristic sense of humor. Above all, the script was written as for a film (which could be done in-house) and the dialogue and inventory served the needs of the script. The 1993 release of Day of the Tentacle, a remarkable success, began a line of cartoon-style games, including the very influential Sam & Max Hit the Road as well as the acclaimed Full Throttle, which also heralded the beginning of the end of
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Steven Spielberg collaborated
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Taking advantage of advances
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