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Monkey Island 2: LeChuck's Revenge Special Edition

Monkey Island 2: LeChuck's Revenge
LeChuck's Revenge artwork.jpg
Developer(s) LucasArts
Publisher(s) LucasArts
Director(s) Ron Gilbert
Producer(s) Shelley Day
Designer(s) Ron Gilbert
Dave Grossman
Tim Schafer
Composer(s) Michael Land
Peter McConnell
Clint Bajakian
Series Monkey Island
Engine SCUMM, iMUSE
Platform(s) Original version
Amiga, FM Towns, Mac OS, MS-DOS
Special edition
iOS, Microsoft Windows, PlayStation 3, Xbox 360, Xbox One
Release

Original version
December 1991
Special edition
July 2010

Feb 1 2017
Genre(s) Graphic adventure
Mode(s) Single-player

Original version
December 1991
Special edition
July 2010

Monkey Island 2: LeChuck's Revenge is an adventure game developed and published by LucasArts in 1991. It was the second game of the Monkey Island series, following The Secret of Monkey Island, and the sixth LucasArts game to use the SCUMM engine. It was the first game to use the iMUSE sound system.

The game's story centers on the wannabe pirate Guybrush Threepwood. After defeating ghost pirate LeChuck in The Secret of Monkey Island, little is known of what happened between Guybrush Threepwood and Elaine Marley. The sequel involves Guybrush's attempts to find the mysterious treasure of Big Whoop.

The development team for Monkey Island 2 was largely the same as for the first game in the series. The project was led by Ron Gilbert, and he was once more joined by Tim Schafer and Dave Grossman. The game was a critical and commercial success. Its HD remake was released in 2010 and it was released again for the Xbox One, via backwards compatibility, on February 1, 2017.

LeChuck's Revenge plays like most SCUMM-based point-and-click adventure games. Actions and dialogues are depicted on an Animation Window which covers the top of the screen; verbal commands are listed in the lower left-hand corner of the screen, while Inventory items are shown as icons on the lower right-hand corner. A Sentence Line is located below the Animation Window and serves in describing the actions of the player.


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