Poging GOUD - Vrij

THE MAKING OF INDIANA JONES and the LAST CRUSADE THE GRAPHIC ADVENTURE

Retro Gamer

|

Issue 239

WHEN GEORGE LUCAS AND STEVEN SPIELBERG WANTED TO TAKE INDY FROM THE BIG SCREEN TO CRT MONITORS IN CINEMATIC STYLE, THEY KNEW WHO TO CALL. WE SPOKE WITH THE LUCASFILM GAMES TEAM WHO HELPED SHAPE THIS POINT-AND-CLICK CLASSIC

- GRAHAM PEMBREY

THE MAKING OF INDIANA JONES and the LAST CRUSADE THE GRAPHIC ADVENTURE

In the autumn of 1988, bosses at Lucasfilm Games handed Noah Falstein a highly confidential, unfinished script of the third Indiana  Jones film. The brief? To design a graphic adventure that followed the events of the film, and to finish up in time for the premiere the next summer. “I was pretty overwhelmed by the responsibility,” Noah admits.

Noah was an experienced game designer by this time in his career and certainly no stranger to pressure. Four years earlier he had become one of the first ten employees of Lucasfilm Games after it was founded by Star Wars creator George Lucas. He had also just successfully produced the flight simulation action game Battlehawks 1942 for the company. But despite having no shortage of good ideas about how to make an Indiana Jones adventure game work well, this was a big project with a hard and fast deadline. “I think by early December 1988 I went to Steve Arnold, our boss (and still a good friend) and told him I couldn’t get the game out close to the summer 1989 movie launch without a lot of help.”

At this point two other esteemed game designers, who Noah says also remain his good friends, step into the story. Ron Gilbert paused work on what would later become The Secret Of Monkey Island to join the fold. David Fox had just finished

MEER VERHALEN VAN Retro Gamer

Retro Gamer

Retro Gamer

Back to R-Type

It's very important for you to know one thing: I'm not an actor.

time to read

2 mins

Issue 279

Retro Gamer

Retro Gamer

BROKEN SWORD II REMASTER TAKES SHAPE

Charles Cecil talks us through Broken Sword: The Smoking Mirror Reforged

time to read

4 mins

Issue 279

Retro Gamer

Retro Gamer

Blippo+

We speak to the designers of an indie game about retro TV that's out of this world

time to read

4 mins

Issue 279

Retro Gamer

Retro Gamer

PORTABLE SONY PASSION

Forever Arcade's Jay Drury loves his handheld gaming, especially Sony's brilliant PSP

time to read

2 mins

Issue 279

Retro Gamer

Retro Gamer

Fables of the 360

Iam starting to come round to the idea that the Xbox 360 is the greatest console of all time.

time to read

2 mins

Issue 279

Retro Gamer

Retro Gamer

Silent Hill 4: The Room

WHERE GREEDY LANDLORDS ARE THE LEAST OF YOUR WORRIES

time to read

1 mins

Issue 279

Retro Gamer

Retro Gamer

SUPER MARIO BROS

It may not be the oldest trick in the book, strictly speaking, but learning how to access the Warp Zones in Super Mario Bros was a formative experience for many of us.

time to read

1 min

Issue 279

Retro Gamer

Retro Gamer

ACHIEVEMENT UNLOCKED

TWENTY YEARS AGO, THE XBOX 360 INTRODUCED A TANGIBLE WAY TO SHARE YOUR GAMING ACCOMPLISHMENTS WITH THE ACHIEVEMENTS SYSTEM. WE LOOK BACK AT HOW IT CAME TO BE AND HOW IT HAS PERMEATED THROUGHOUT THE YEARS, EXPANDING, CHANGING AND INFLUENCING GAMING CULTURE

time to read

8 mins

Issue 279

Retro Gamer

Retro Gamer

Possible mission

When I was 11, Impossible Mission for the Commodore 64 lived up to its name - it was digital cruelty at its finest.

time to read

3 mins

Issue 279

Retro Gamer

Retro Gamer

The Lord Of The Rings: The Third Age

NOW WITH ADDED ACHIEVEMENTS

time to read

2 mins

Issue 279

Translate

Share

-
+

Change font size