Curse of Monkey Island Design Doc
A design document for “The Curse of Monkey Island” (LucasArts, 1997) is referenced and partially available online. Key sources confirm that a detailed story/design document exists, outlining the game’s adventure, puzzle logic, artistic direction, and development anecdotes. Notable components include:scummbar+3
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Story Summary: Guybrush Threepwood sets out to lift a curse from Elaine Marley, gathering symbolic items for a voodoo potion. The villain, LeChuck, returns as a demon-pirate, aiming to create a demon army and marry Elaine. Guybrush faces diverse puzzles, including a theater segment where pirates audition for Shakespeare and other plays, which ties into lifting the curse.scummbar
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Development Details: The designers (Larry Ahern, Chuck Jordan, and others) transitioned to high-resolution graphics (640×480), improved animation technology (film-quality hand-drawn frames), and managed a production team that included artists, animators, and programmers. Behind-the-scenes anecdotes reveal the iterative and playful nature of the creative process, as well as unique technical challenges encountered.scummbar
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Availability: The design document ¬– often titled “1995 08 29 Curse of Monkey Island.compressed.pdf” – is archived on various game document sites and referenced in Monkey Island community wikis.splatterladder+1
If you need the full original design document, it is typically distributed as a PDF—the filename above is commonly cited as the authentic version. For more in-depth details, you may refer to design document archives or the SCUMM Bar fan site, which provide story summaries and diary extracts from the development team.monkeyisland.fandom+3
1995 08 29 Curse of Monkey Island. Jonathan Ackley and Larry Ahern dive into the accursed world of Monkey Island to create a worthy successor to the Ron Gilbert franchise.
They even take a few swipes at the ending for Monkey II.
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