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The Curse of Monkey Island

The Curse of Monkey Island
The Curse of Monkey Island artwork.jpg
Developer(s) LucasArts
Publisher(s) LucasArts
Designer(s) Larry Ahern
Jonathan Ackley
Writer(s) Jonathan Ackley
Chuck Jordan
Chris Purvis
Larry Ahern
Composer(s) Michael Land
Series Monkey Island
Engine SCUMM
iMUSE
Platform(s) Microsoft Windows
Release date(s) October 31, 1997
Genre(s) Graphic adventure
Mode(s) Single-player
Aggregate score
Aggregator Score
Metacritic 89/100
Review scores
Publication Score
Adventure Gamers 3.5/5 stars
AllGame 4/5 stars
CGW 5/5 stars
Edge 8/10
GameSpot 9/10
PC Gamer (US) 95%
PC Zone 92%

The Curse of Monkey Island is an adventure game developed and published by LucasArts, and the third game in the Monkey Island series. It was released in 1997 and followed the successful games The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge. The game is the twelfth and last LucasArts game to use the SCUMM engine, which was extensively upgraded for its last outing before being replaced by the GrimE engine for the next game in the series, Escape from Monkey Island. The Curse of Monkey Island is the first Monkey Island game to include voice acting, and has a more cartoon-ish graphic style than the earlier games.

The game's story centers on Guybrush Threepwood, a wannabe pirate who must lift a curse from his love Elaine Marley. As the story progresses, he must deal with a band of mysterious pirates, a rival stereotypical French buccaneer, a band of cutthroat smugglers, as well as his old nemesis LeChuck.

The Curse of Monkey Island is a point-and-click adventure game. The SCUMM engine was also used in this Monkey Island installment but it was upgraded to a "verb coin" (modelled after Full Throttle), an interface that consisted in a coin-shaped menu, with three icons: a hand, a skull and a parrot, basically representing actions related to hands, eyes and mouth, respectively. These icons implied the actions Guybrush would perform with an object. The hand icon would usually mean actions such as picking something up, operating a mechanism or hitting someone, the skull icon was most used for examining or looking at objects and the parrot icon was used to issue Guybrush commands such as talking to someone or opening a bottle with his teeth. The inventory and actions were thus visible on click, rather than on the bottom of the screen as previous point-and-click games by Lucasarts.


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