THE SECRET OF MONKEY ISLAND THE SECRET OF MONKEY ISLAND, an animated adventure from Lucasfilm Games, is one of the best graphic adventure games I've ever played. Instead of feeling relieved after solving it (as often happens with adventure games), I was genuinely sorry that the game had to end! Aside from the excellent sights and sounds, the designer did a truly outstanding job in making the adventure an extremely enjoyable gaming experience. (This review is based on the IBM-PC version.) The story is about pirates -- not the ones who steal commercial software, but those who make you walk the plank if you look at them cross-eyed. You are Guybrush Threepwood (what a name), a young lad on Melee Island (tm) who has always dreamed of being a fireman, er, make that a pirate. You learn that to join this prestigious organization, you have to pass three trials, which are actually three mini-quests. Just when you are ready to finally become a pirate, the dreaded ghost pirate leader, LeChuck (what a name) from Monkey Island (tm) drops by for a visit. He kidnapped the governess whom you have met and fallen in love with (at first sight, no less). Undaunted, you purchase a ship from Stan (the used-ship salesman), round up a few scums of the earth for a crew, and set sail to Monkey Island (tm) to find LeChuck and save your beloved damsel in distress. The game employs a parserless interface. Except for certain command keys, no typing is needed. Joystick and mouse are supported for selecting commands. I used the mouse exclusively. and game play was smooth as silk. There is an onscreen list of 12 verbs/commands that control all the actions you need to play the game. Your inventory is also displayed onscreen at all times. When you move the cursor onto an object of interest, the name of the object is displayed to let you know that further interaction is possible. This is similar to FUTURE WARS and the MANHUNTER series. All the relevant objects in this game are well illustrated and easily recognized. There is no need to worry about that one off-color pixel at the corner of the screen. When you talk to someone, you select from a set of dialogs, as in NEUROMANCER. The dialogs at a given situation can change, depending on the progress that you make. Choosing the right dialog is not required to solve the puzzles. Indeed, you will want to try to select as many different dialogs as possible, to see the many humorous responses. With only 12 commands available and predetermined dialogs, you might think the game must not be much of a challenge. Well, pardon me here while I slap you silly. I can think of only one word to describe the puzzles: _delicious_. Let me elaborate: First of all, you do not _die_ in this game! At least, I could not find a way to get killed. If not for such mundane activities as as sleeping and working (I could have given up eating), I'd never have to use any of the nine save-game slots. When you want to go somewhere, just click at the destination and Threepwood will get there. He is smart enough to navigate around obstacles, and knows better than to fall over cliffs, ledges, and so on. In fact, you cannot make him jump off a cliff even if you want to. There is no arcade sequence in the game, although there are two puzzles that require a fairly rapid click of the mouse. The design of the game is such that, while there are many locations to visit, mapping is really not necessary. (Well, you may think it is, at some point in the game, but trust me on this one.) A lot of the puzzles are non-linear; the three trials I mentioned earlier can be tackled in any order. In fact, you may choose to pursue all three at the same time. The puzzles themselves are not too complicated, but they are always logical and never too obvious. The clues (both visual and verbal) are fair, subtle, and well placed. The puzzles do seem to become a bit easier once you get to LeChuck's hideout. But by then, you'll feel that you deserve a break. Overall, I'd rate the game difficulty to be medium, but on the easy side. As a comparison, I think the puzzles are better than those in FUTURE WARS and CIRCUIT'S EDGE, two other parserless adventure games. I must not neglect to mention the humor in this game. It is everywhere! From the expected "Star Wars" joke ("You came in that ship? You are braver than you look!"), to the totally off-the-wall way to defeat the swordmaster, you will be chuckling to yourself the whole time. And I simply burst out in uncontrollable laughter when I accidentally and unexpectedly destroyed my ship. The current version of SECRET supports VGA (16 colors), EGA, MCGA, CGA, and Tandy graphics modes. An upgradable 256-color VGA version will be available as of December, 1990. The graphics are breathtaking. and the character animations have to be seen to be believed. When I had to deal with Stan (the used-ship salesman) and his plaid (!) overcoat, fast talking, and arm-waving mannerisms, it convinced me to hang on to my old car for a few more decades. The realism of the dancing ghosts (realism? dancing ghosts??) can easily rival the disco scene in CODENAME: ICEMAN. The game employs horizontal scrolling whenever appropriate, to provide continuity. The Scumm bar (what a name) where the pirates hang out is three screens wide, and the graphics scroll as you move further inside the bar. The scrolling is smoothly done, by and large, but does become jerky occasionally. Another unusual feature is that characters' sizes vary with distance. Threepwood becomes smaller as you move him further away, enhancing the 3-D perspective. I definitely want to see the 256-color version when it becomes available. The program supports AdLib and Soundblaster sound cards. (There is also an option for Gameblaster sounds.) Various theme music pieces accompany you on almost every occasion. There are very few scenes with complete silence. The music is wonderful and appropriate, instead of obtrusive and repetitive. Not once did I want to turn the music off while playing the game. There are also some sound effects scattered here and there, but it is the music that deserves your attention. SECRET is hard-disk installable, and copy protection is handled via a code wheel. I found the code wheel a bit difficult to use, but it is necessary only at the beginning of each boot cycle. The game contains nine save slots. Saving and restoring a game can be done at any time during play. You'll need 640K of RAM. The EGA version is available in either 5-1/4" (low density) or 3-1/2" format. You can exchange for either format for free _if_ you send in your original set. There is an upgrade coupon that allows you to purchase the VGA 256-color version for $15. Apparently, it will only be available in 5-1/4" high density or 3-1/2" formats. I guess by now you probably have the impression that I really like THE SECRET OF MONKEY ISLAND. My recommendations are: Buy it, play it, and savor it. I know you won't regret it. THE SECRET OF MONKEY ISLAND is published and distributed by Lucasfilm and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253