Sometimes periods of time go by wherein I’m not sure what I’m going to blog about. I’ve learned from hard experiene not to talk about my work, or the specifics of where I live, so daily events are out the window (and good riddance). At the end of these droughts, I inevitably do exactly what I’m doing now: start writing with no idea where it’s headed. Sometimes these entries are the most fruitful of all, sometimes they waste 4 or 5 hours of my day (not kidding) going nowhere. As a result, I treat them with the kind of hushed optimism one might put on during a trip to Vegas. Where on Earth is it all leading, Dear Reader?
I don’t know if I got a chance to tell you, Dear Reader, but I’ve managed to FINALLY find a version of “The Secret of Monkey Island” that works on a Mac. This game, in case you didn’t know, is one of my illustrious Top Three Videogames of All Time. Very few have entered these hallowed halls. Released around 1990, it’s a delightful pirate romp which finds you commanding lovable everyman Guybrush Threepwood, a slightly milquetoast wannabe-buckaneer wearing notoriously “fancy” pants. Setting out on your quest to become a revered scaliwag, you quickly become entangled with the beautiful Elaine Marley, Governor of Melee Island, and the horrifying ghost pirate LeChuck, who wants her for his own. For however long the games takes you to complete (and it can take some time), you are treated to all of the following: a wicked deadpan sense of humour (the best ever in a video game), wonderful adventures, and mind-crushingly difficult puzzles. These days, most adventure games of any kind have an “Objectives” screen that tells you where to go and who to talk to, but that’s sissy stuff for this game; “Monkey Island” will leave you for hours on end with no idea what you’re even supposed to be doing. Honestly, a lot of it borders on obtuse ridiculousness, some of the puzzles feel unfairly obscure, but the world created inside of it is so charming, so wonderfully imagined, that you can’t help but fall in love.
I played the game as a wee lad, introduced (I believe) by Caroline, or maybe Brady, either of whom would have beaten it long before me. I sat for days in our basement, clicking “Walk To” and “Open” on every imaginable object, trying to decode the impossible puzzles in front of me. Eventually, Caroline had mercy and provided me with a printed copy of a walkthrough she got her hands on somehow. I still remember how it looked, the type-writer style font, the faded ink on those old printer pages with tear-off holes punched on either side. This thing was my only solace, an oasis in the vast desert of punishing difficulty. When I re-acquired the game, I vowed to play through it without any assistance, and that’s exactly what I did, but I’d be lying if I told you I didn’t spend days at a time stuck on various stages, and I even had the benefit of remembering much of the game. Ouch.
Okay, okay, I did use a guide once, but it was only because I knew a certain puzzle was supposed to be solved a certain way, and it wasn’t working. I looked it up, said “That’s what I thought!” and kept trying. Eventually it worked, I don’t know why it didn’t before. And there was one other time I almost did it again, but I resisted before I read anything that would have helped me. You may chuckle at my failing will, Dear Reader, but I dare you to sit in front of that damned computer screen, those stupid monkeys laughing at you and eating bananas, for three days in a row. You tell me you can hold out against that humiliation.
In an interesting turn of events, I also managed to get “Monkey Island 2: LeChuck’s Revenge,” which I had hitherto never played. Unlike many of the regrettable sequels in this series that came later on, “Revenge” maintained the simple, 256-color graphics of the original, and in so doing became the only other “Monkey Island” game I have even the slightest interest in. As technology improved over the years, LucasArts kept pumping out fresh iterations, but the new graphical power was used to make the entire world look more or less like Looney Tunes. I disapprove. The reason “Secret” was so funny was everything felt so serious, the world of the game looked about as realistic as anyone was capable of making it in those days. A delicious deadpan quality therefore affixed itself to lines like “That’s the second biggest monkey head I’ve ever seen!” From what I’ve seen so far, “Revenge” maintains that wonderous spirit, and I’m already feeling as if this game’s quality could create one of those delicious “Godfather and Godfather Part II” situations where one can never decide which they truly prefer. Except the original “Godfather” is still better.
But oh have I used a guide. I won’t even deny it, Dear Reader. I have looked up answers to things twice. I’m swimming in the deep end here, man, there’s no vague memories calling from my childhood, nudging me along with a lassiez-fare tenderness. Just cold, brutal unfamiliarity. The worst part is, when you’re stuck in a “Monkey Island” game, it’s not like you’ve got a door and it won’t open, it’s like you don’t even know where you should be going. You just wander around town, vaguely aware that you’re supposed to rescue someone, trying to make a bucket pick up some spit off the floor…Yes, I was really doing that today. I told him to get it, but Guybrush kept repeating, “There’s not enough to put in the bucket” (which is the game’s sly way of saying “that’s not the answer”). It got to the point where I was shaking my iMac, screaming “We’ll wash the bucket out later, damn you, just put some in there! I know it can hold it! AAAGHGH!”
Ahem. Don’t ask why I needed the spit, it’s…a long story involving a voodoo doll and a rat that likes cheese.
So yeah, I’ve caved twice, but it’s early yet, and I’ve resolved never to cave again. Sadly, I have robbed myself of any bragging rights about “beating the game with no guide,” but at the time I rationalized it this way: who in the hell is going to be impressed? Touche, demon on my shouder, touche.