Skip to content

Instantly share code, notes, and snippets.

@ktzar
Created April 5, 2017 14:09
Show Gist options
  • Save ktzar/6b1b28aa2c8777a8d0446df48302d889 to your computer and use it in GitHub Desktop.
Save ktzar/6b1b28aa2c8777a8d0446df48302d889 to your computer and use it in GitHub Desktop.

From https://blog.thimbleweedpark.com/zero_bugs Don't underestimate the fans. I found quite a lot of them, I think. How many percents would you say those are? Those are present in most versions of the game:

  • The storekeeper closes the door AFTER he walks to the counter. (all versions except EGA)
  • The line "The basic theory is fine." of the Fettucini Brothers is skipped due to a script error.
  • Smirk's cigar's smoke positioning is off.
  • Guybrush occasionally refuses to burn the cereals, even after the journey to Monkey Island and vice versa. It is possible to get stuck here if you didn't bring anything else to burn.
  • The Piranha poodles freeze briefly before eating the meat.
  • Ghost key cloning by repeatedly using the compass on it while in Lechuck's room.
  • Storekeeper walks through mid-air when shortening the first open safe cutscene early.
  • "Use pewter wad with ???" can cause an error if it disappears from inventory, but the command isn't executed yet, ie. Guybrush is still walking to the target object.
  • Guybrush doens't seem to have a clue when inspecting the rubber chicken, even after he has used it on the cable.
  • Picking up yellow flower is not animated, eventhough one of the default animations would do perfectly fine here.
  • Open exit door in the Scumm bar cuts off part of the left most table. (all VGA versions)
  • Mancomb's is sitting in mid-air due to a missing chair. (all VGA versions)
  • Cyan pixels in spinning Scumm Bar pirates. (all VGA versions)
  • missing sign graphics on the ghost ship deck. The hotspot is still there. (all versions except EGA)
  • When LeChuck is removing his sheriff costume, he has a cyan beard for a brief moment. (all VGA versions)
  • downward flying LeChuck has flashing hands. (all VGA versions)
  • Firework colors and lightning effect are missing in all VGA versions.
  • Jolly Roger still visible on the mast after cooking it.
  • Voodoo antiroot crate requires the tools when opening it again.
  • Voodoo antiroot crate comment "I don't see anything special about it. Except that big glowing voodoo antiroot inside.", even if Guybrush already grabbed it.
  • Storekeeper's comment on Guybrush pretending to wait tables, has a line skipped due to a script error.
  • Estevan's fear eye animation is missing in all VGA versions.
  • The porthole defogger does not decrease the price when opted out, which is the 0 entry in an array which was only initialized from 1 on.
  • The swordmaster is invisible (while going into the house and closing the door) after showing the kidnapper's note.
  • There are some goofs in the Herman dialog script letting him or Guybrush say things at the wrong time.
  • The small lights at Stan's shed are not animated. The animations are there, but the script to actually animate them is simply missing.

I wonder, were you responsible for the enhanced CD modifications of Monkey Island, too? That one has by far the most bugs, which all of them (and some more) are still present in the Special Edition. Those are the bugs I found which were introduced in the enhanced CD version:

  • Smirk's cigar has no smoke at all in the close up.
  • Animal notice with bad background color making it much harder to read.
  • Quite a few actors and texts have wrong colors due to palette changes in the enhanced CD version: Talk colors for the navigator, Estevan (glass eye in SCUMM bar), Bob and the ghost priest (which even has 3 different colors), sentence line when dead under water and during the auto sequence in the Governor's mansion, Dialog selection in the upside down text at the circus, in the close-up for the navigator and the final close-up with Elaine and Guybrush, and finally Guybrush skin and hair when he's dying.
  • The "Still ten o'clock"-joke was messed up.
  • "Jam. Rum." appears in the wrong location.
  • "Use" the helmet at the circus doesn't work anymore. "Give" is the only way here.
  • Navigator very rarely looks to front or back when it should. Guybrush also comments acordingly when looking at the the navigator. This makes finding the way much harder than it was before.
  • On the Sea Monkey, dripping water animation speed.
  • Use cereals while they are still in the cupboard with something causes a fatal error in the DOS version.
  • Yellow petal is green at Stan's. Among other color glitches in the inventory.
  • Random swordfighting pirates have all the same colors.
  • Various costume graphics have less colors as on the regular VGA version.
  • Shaking animation of grog machine is missing.
  • Too bright costume palette in some rooms.
  • Torch colors in jail.
  • Lamp in mansion light color.
  • Colored corner at the sign on the banana tree.
  • Walking off path after visiting Sword Master's.
  • Verbs flashing between rooms in hell maze.
  • command line boot parameters don't require the debug mode anymore. Not sure if that was intentional, but it requires the debug mode activated in all other SCUMM games.

Of course, the vast majority of them are rather harmless, and I bet, you would call them C bugs indeed.

  • When begging for the bucket, the man still looks like he's sleeping.
  • Polishing the pegleg is supposed to get as much money that you just get one piece of eight too little. You can easily defeat that mechanism by returning some stuff at the shop you bought earlier. Of cause, no one seriously playing this would ever encounter this. It is more like an easter egg, but a buggy one.
  • Bloody Lip music and laundry music can start while Largo's theme is still playing.
  • At Stan's, the direction Guybrush is currently facing is not taken into account. If you do things in a certain order, that will lead to Guybrush pointing away when he is meant to pointing to the coffin.
  • Graphic glitch when offering something to Dread and then talking to him.
  • There is a dialog option at Dread's ship which is never available due to a script bug. "You know, I used to go out with Governor Marley."
  • The gambler's club tells you the next number, even before Ralphy played the last one. Yet, he tells you that he fixes only one number at a time.
  • The water animation freezes on Dreads ship when looking at some inventory items.
  • Lights stop flickering while Largo is at laundry.
  • "Dem Bones" could hang after the first verse. That is very rare, but I've seen this happening.
  • Voodoo bag sound does not stop when you interrupt the cutscene while she is shaking the bag.
  • "Pull rope" in Dinky Island when it is already in the inventory can cause various issues, including the game terminating with a script error. Interestingly, this bug was fixed in the German version. Maybe Boris did this.
  • Looking at Dread's map, Big Whoop map or Dem Bones lyrics at Rum Roger's can cause a script error.
  • There is a script that would let Dread bring you back to Scabb and leave. It is supposed to trigger as soon as you have all 4 map pieces, but one of the map pieces doesn't adjust the variable it checks for.
  • At Stan's, some colors are wrong, leading to some ugly black pixels.
  • If you change rooms too fast, it is possible that the Scabb music won't stop on Dread's ship.
  • I've also seen a video where the swamp music does not play, and Guybrush gets stuck in the hut's entry due to the script waiting for a music cue (which in this case never comes). I've never managed to get this bug myself, though.
  • Guybrush's shirt color changes during the diving scene.
  • At Dinky beach, Guybrush can fill the glass with water without picking it up first.
  • In the final chapter, the time you'll have a chance to react when LeChuck appears depends on the text speed. If you have set the text very fast, you also have to click very fast, which can be frustrating, if you don't know how to avoid this issue.
  • Using the voodoo doll inside the lift interferes with other scripts. That is why LeChuck never shows up when waiting in the lift. However, he does show up, if you don't have the voodoo doll yet. He has to, since it is the only room you can get his beard. However, if you are fast enough, you can just build the voodoo doll when he appears and use it, causing the bug.
  • The paper of the wanted poster suddenly seems to be in much better shape when you put Kate's flyer on it.
  • The sampled spit sound is never played when the barkeeper spits in the glass, due to checking for the wrong soundcard. (ScummVM fixes this one)
  • The cook at Marley's mansion has some lines in the script which are never played. They must have noticed this when recording the SE, since they skipped those.

There are some occasions where looping sounds suddenly stop, which are not actual game bugs, but limitations in the iMuse engine. It is most noticeable at the water fall.

As with Monkey 1, those are fixed in the Ultimate Talkie Edition.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment