View Full Version : Secrets of the MI2 Demo Revealed

07-08-2003, 11:55 AM
(I know some of you will complain that this goes in the SCUMM hacking forum. However, since the mods are apparently okay with bgbennyboy posting the rules of "debug mode" and ScummVM news in this forum, I feel that I should be able to post here as well. I really don't mind if you guys move the thread, but it might get more attention over here, and the only SCUMM hacking done is the use of ScummVM.)

Late last night, quite by accident, I discovered that, using ScummVM 0.4.2 (from a daily snapshot on ScummVM's site (http://www.scummvm.org)) to play the Monkey Island 2 rolling demo, if you press Escape during the title screen, you will arrive in Woodtick with complete control over Guybrush and the cursor!

This means that you can play around in the demo and observe some things that are different than in the final game.

A few examples:
-Guybrush attempts to recount the story of LeChuck's defeat, greatly embellished, to an uncaring bartender.
-According to the Phatt City Library card catalog, Elaine has written romance novels in her spare time. (In the final game, they're attributed to "Melanie Leary.")
-The book "Famous Pirate Quotations" has quotes apparently said by the game designers.
-One can find the "Big but Undrawn Tree" on the Booty Island map.
-Scabb Island is spelled "Scab" on its map.

Not all of the rooms from the final game are in the demo, so you can only do so much. Some of the rooms can only be accessed by using the debugger (Shift + ~) and typing "room #." Here's a list of where you can go:

Room 2 - Scabb Island Map
Room 3 - Title screen
Room 4 - Shore (Campfire and Steamin' Weenie hut)
Room 7 - Woodtick
Room 8 - Wally's House
Room 9 - Bloody Lip Bar
Room 11 - Bloody Lip Kitchen
Room 12 - Swamp Rot Inn
Room 13 - Largo's Room
Room 14 - Mad Marty's Laundry
Room 15 - Woodsmith's Shop
Room 18 - Crypt with five coffins (one is Rapp Scallion's)
Room 27 - Phatt Island wharf
Room 29 - Phatt Island jail
Room 30 - Library
Room 31 - Card catalog drawers
Room 32 - Closeup of card catalog drawers
Room 46 - Booty Island map
Room 47 - Ville de la Booty
Room 48 - Spitting Contest
Room 51 - Stan's Previously Owned Coffins
Room 52 - Guard Kiosk in front of Elaine's Mansion
Room 71 - LeChuck's Fortress (room with shipping crate)
Room 87 - Dread's Map
Room 93 - Icons (can't teleport here, you need Scumm16 to see them)

This incomplete list of rooms means you must be careful what you do or your game will crash. For example, you can't view the conversation in full between Largo and the Bloody Lip barkeep because the script calls for a missing close-up of Largo's spit.

Still, it's good fun and I advise you to play around with it. It can be downloaded at Monkey Island Inside (http://www.svenheidel.de/mi-inside/downdemo.shtml). The link is in German, but the demo is in English.

In closing, I leave you with a quote:
"You see, there was this ghost pirate called LeChuck,
He was 12 feet tall and stronger than a ten-ton mega truck."

07-08-2003, 01:18 PM
Interesting, I'll move it to Scumm Hacking like the other threads when its run its course.

The demo has the fish above the door in the Carpenter's shop too

I'm finding lots of other stuff, i'll post it later with screenshots.

07-08-2003, 01:30 PM
Interesting, indeed.

Of course, "Melanie Leary" is an anagram of Elaine Marley, so her shameful literary past presumably remains unchanged from demo to full game. :)

I'm totally off to play with this.

07-08-2003, 02:10 PM
Can room skipping be done in the MI1 demo to find goodies, too?

07-08-2003, 02:26 PM
Heh. Cool. Sad. But cool. :~

07-08-2003, 02:31 PM
Really interesting :)
You can also get the demo at MILegend:

07-08-2003, 02:38 PM
Booty Island is the best, man. Stans has completely changed, there's some funky looking ship, and Guybrush remarks that "I can't go in that door in this version" when you try and enter the junk shop. They also spell "Dredd's Ship" as "Dred's Ship".

Also, best piano ever in the Swamp Rott Inn.

I best not say any more, else ruin Bennys giant post of observations and screenshots.

07-08-2003, 02:39 PM
Ok then, anally retentive mode engaged.

The Bloody Lip:
Dialogue with Barkeeper different [Edit as ATMachine has already said, meh]. Instead of "wanna see my scar?" its either "I single-handedly destroyed a Tyrannous Dictator" or "I once saved a whole race of people from sure death"
The conversation then goes like this:
Barkeeper - "Is this your "how I rid the world of LeChuck story?"
Guybrush - "How'd you know?"
Barkeeper - "I've heard it so many times, I can recognise it a mile away."
Guybrush - "Yah well..."
Guybrush - "So anyway..."
Guybrush - "You see, there was once this ghost pirate named LeChuck"
Guybrush - "He was 12 feet tall and he was stronger than a ten ton mega-truck"
Barkeeper - "I really dont care Guybrush"

The "How's business" conversation is cut short, the Barkeeper just says "I keep getting robbed", theres no mention of a voodoo doll of Largo and he says "Speak of the devil" as Largo enters.

The piano (http://www.gorman.btinternet.co.uk/piano.jpg) is different.

Mad Marty's
Go in then out for an odd woodtick music cue to play

The stick is bigger and more noticable

Scab[b] Island Map (http://www.gorman.btinternet.co.uk/scab.jpg)
As already noted, named "Scab Island" instead, beach graveyard and swamp look different and theres an extra pond at the bottom.

Largo's Room
Toupee is different

Different quotes on coffins:
"Have you hugged Tami today?"
"Tim is the meanest boy in the whole world"
"Look, no more Mills jokes alright?"
"What kind of the fish is on Dock?"
"Miss New York was a TOTAL arf"

Phatt Island Warf
Odd music, cant walk off to the left or right, masking problems, Guybrush can go behind his wanted poster.

Different instruments used for music

Booty Island
Extra pond on map (right) see screenshot

Spitting Contest
Spitmaster known as Referee instead

Allready well known - room is different
No "complimentary hankie" when you leave

Guard Kiosk
Music has slightly different instruments

LeChuck's fortress
Different music

Theres loads more stuff too, for example there 17 imuse cue's in the resource file for LeChuck's fortress that arent all used, so perhaps some of those are different too.

07-08-2003, 02:56 PM
To add to bgbennyboy's list:

Try getting at least 9 items in your inventory. The arrows are much brighter than they are in the final game.

The 4th line of dialog when first meeting Largo on the bridge is different than the final game's.

The rat-catching box is different at Mad Marty's Laundry.

There's a candlestick in the Swamp Rot Inn that was later painted out.

There's no "help wanted" sign at the Bloody Lip.

The kiosk guard's hat is green here, but black in the final game.

The book on Big Whoop in the library is called "Inky Island: Unclaimed Bonanza or Myth?" and contains less information than its finalized counterpart.

The "odd music cue" heard when leaving Mad Marty's varies based on which place you travel to first in Woodtick.

PS - Thrik: There are no hidden rooms in the Mi1 demo, but hidden objects to get, such as the Melee Island PTA minutes (object #452) and in the Voodoo Lady's shop, "voodoo love beads" and a "cauldron o' fear" (respectively objects #394 and #395). Go to the rooms where you get them, start the debugger, and type "object # pickup".)

07-08-2003, 03:19 PM
Till now I'm getting music at this places:
71 - (LeChuck's Fortress) LeChuck's tune, I don't think I've heard this version before
52 - (Guard Kiosk) it looks similar to the original
29 - (Phatt Island jail) go to room 27 first and then enter the jail. The music is the same that is heard in the final version I think.
27 - (Phatt Island wharf) IIRC it has nothing to do with the final version. I like it :)
9 - (Bloody Lip Bar) Leave and enter Woodtick and go to the bar
7 - (Woodtick) Leave and enter Woodtick to hear the music
2 - (Scabb Island) Just leave Woodtick to hear it

07-08-2003, 03:35 PM
Would anyone be able to upload some of this music for the lazy among us?

07-08-2003, 04:10 PM
The most interesting thing I've found is the presence of the book "Dancing Skeletons and Other Hallucinations" in the library, which gives the totally BIG CLUE:

"Usually, dreaming of dancing skeletons is linked to premonitions of future events..."

That would have been a handy hint for the minority of people (presumably) who would have bothered to check it out. I wonder why they removed it.

The shirt on Largo's bed turns into the bra when you pick it up.

Also, Guybrush says something to Wally about Big Whoop being named by a four-year-old. And in the same conversation, someone totally can't spell "buried", though I bet they can now. Outed!

Rapp Scallion
07-08-2003, 05:19 PM
Originally posted by ATMachine

PS - Thrik: There are no hidden rooms in the Mi1 demo, but hidden objects to get, such as the Melee Island PTA minutes (object #452) and in the Voodoo Lady's shop, "voodoo love beads" and a "cauldron o' fear" (respectively objects #394 and #395). Go to the rooms where you get them, start the debugger, and type "object # pickup".)

So how do you find out object numbers? I have managed to get some with the help of scummrev, but it's a little complicated. I wonder how you do it.

A little off topic (Sorry, but when i start talking about object numbers, questions just comes). It seems to be impossible to get the object number for the voodoo root bottle in MI1. I want it!

07-08-2003, 05:26 PM
Object #1041 in room 99. Use Scumm16.

07-09-2003, 02:09 AM
There's no parallax scrolling either, nor is any of the water animated (it looks like it does on an Amiga). I don't recall that spittoon in the Bloodly Lip before either... is that my memory?

Also: Why does pressing escape work on ScummVM but not in, say, Q+E?? Very weird!

Can peeps post more screenshots? (I've asked that the ScummVM team put a 'snapshot' button in to make this easier, but it ain't there yet (I don't think).)

~ John

07-09-2003, 02:49 AM
There's not really much else to show. Just go in and see/listen for yourself.

If you mean it doesn't scroll when you try to talk to the left/right after warping, you need to enter the area properly first. For example, you need to go to the prison then the Phatt Island villa to make it scroll.

07-09-2003, 03:15 AM
Q+E really only launches ScummVM, so it shouldn't matter if you use that or just launch ScummVM separately - Escape should work fine either way. As for graphics, there aren't any big differences - the music and the books in the library are probably the most interesting parts.

07-09-2003, 05:45 AM
of course there are various boot params to try as well if you have a look at the bootscript.

Many of them don't work as the resources for the rooms weren't included in the demo.

The numbers labelled with '?' don't have their rooms included in the resources.
You can still see what items they add when you run scummvm with -d1 or you could just look at the bootscript here (http://users.bigpond.net.au/tgray2/mi2demoboot.txt)

123 - Laundry with Laundry claim ticket
213 - ?
333 - ?
353 - ?
408 - ?
409 - stans with nails and hammer
415 - ?
456 - woodtick
459 - ?
494 - ?
498 - hotel with voodoo doll and pins
500 - largo's room with bucket-o-mud
596 - ?
598 - monkey playing piano with 11 pieces 'o eight, banana and temporary library card
619 - ?
666 - cutscene where you talk about the wanted poster on Phatt Island
667 - Phatt Island wharf
668 - ?
669 - ?
675 - ?
676 - ?
677 - ?
704 - ?
707 - ?
714 - ?
726 - ?
818 - in kitchen with trapped, cowering rat
819 - in bar
820 - in woodtick
878 - Phatt Island wharf with small key
888 - ?
890 - Booty Island with 6112 pieces o' eight
898 - Phatt Island wharf with leaflet
899 - Booty Island with 276 pieces o' eight
906 - ?
907 - ?
908 - ?
909 - ?
989 - Boot Island with 6112 pieces o' eight and shipwrecks book
996 - ?
997 - ?
998 - ?
999 - ?
1000 - ?
1001 - ?
1297 - ?
1967 - ?
1968 - ?
1974 - beach on scabb island with paper
1976 - ?
1977 - ?
1984 - Scabb Island after campfire scene
1985 - ?
1989 - ?
1990 - woodsmith shop in woodtick
1991 - ?
1993 - ?
1998 - ?
1999 - ?
2001 - ?
2010 - woodtick with riches
2061 - ?
4478 - ?
6711 - ?
8811 - ?
10001 - start game in easy mode
11111 - beach on Scabb Island

07-09-2003, 07:39 AM
Q+E really only launches ScummVM

Needless to say I'm talking about the non-ScummVM section of Q+E :rolleyes:

07-09-2003, 07:54 AM
Escape wont work in VdmSound mode because its using the original interpreter which is a rolling demo, it isnt meant to be playable.

Remi is referring to ScummVM Q+E you are referring to LEC Q+E. I never said I gave the names much thought...

07-09-2003, 12:44 PM
I thought it was given that this wouldn't work with the original interpreter.

07-09-2003, 02:56 PM
So what did those ScummVM guys DO to that demo to make it so... interesting?

What an excellent piece of software ScummVM is!!

~ John

07-09-2003, 03:10 PM
They didnt do anything to it. The original was hardcoded to be a rolling non-interactive demo. ScummVM simply treats the resources like it does any other game and so lets you play through them.

07-09-2003, 06:41 PM
Originally posted by Huz
The most interesting thing I've found is the presence of the book "Dancing Skeletons and Other Hallucinations" in the library, which gives the totally BIG CLUE:

"Usually, dreaming of dancing skeletons is linked to premonitions of future events..."

That would have been a handy hint for the minority of people (presumably) who would have bothered to check it out. I wonder why they removed it.

Hmm that is interesting!
Ron, Tim and Dave must thought it gave to much of the secret away......perhaps. These games are full surprises:D

07-09-2003, 07:21 PM
Here's a bunch of screenshots of most of the rooms with a list of the main differences between the MI2 demo and the final version. Check it out here:

07-09-2003, 07:49 PM
A few questions that hopefully someone can answer, or give an educated fuess on :)

Why was a playable demo of MI2 never released?

It seems this was meant to be playable at some point - since you can, and Guybrush has some demo-replies ("I can't do that in this version") or is that merely meant for the developers?

07-09-2003, 09:13 PM
I'd imagine that they literally ripped it from an early development version of the game, then simply made it only watchable. Or so they thought ;~

07-09-2003, 09:24 PM
Yeah as Thrik says I dont think it was ever meant to be playable. With the original interpreter its basically like a video, but of course using the resource files and the modified interpreter its much smaller than a video would be.

07-10-2003, 01:03 AM
The original interpreter(s) supported a record/playback feature. The monkey island 2 demo is basically a short intro and a recorded session being played back.

ScummVM currently doesn't support this functionality which is why it crashes unless you happen to hit escape or otherwise skip that part of the demo.

07-10-2003, 01:10 PM
I've converted a few of the MIDI tunes from the game that were entirely different from the final version.

Monkey Island 2 Demo - Phatt Island Warf.mid (http://www.langleycreations.com/andrew/images/MI2%20Demo%20MIDI/Monkey%20Island%202%20Demo%20-%20Phatt%20Island%20Warf.mid)
Monkey Island 2 Demo - LeChucks Fortress.mid (http://www.langleycreations.com/andrew/images/MI2%20Demo%20MIDI/Monkey%20Island%202%20Demo%20-%20LeChucks%20Fortress.mid)
Monkey Island 2 Demo - Unknown.mid (http://www.langleycreations.com/andrew/images/MI2%20Demo%20MIDI/Monkey%20Island%202%20Demo%20-%20Unknown.mid)

07-10-2003, 01:35 PM
Is there any chance that someone could record those midis as mp3s or oggs, like on the Mojo hosted site that had some of MI2's?

My sound card outputs absolutely pathetic midi, and I'd love to hear these with better quality.

Drigo Zoxx
07-11-2003, 06:59 PM
Originally posted by ThunderPeel2001
Needless to say I'm talking about the non-ScummVM section of Q+E :rolleyes:

You should use the final game engine from Monkey 2 to do so. You'll need these files:


Also you'll have to rename datafiles from MI2DEMO.xxx to MONKEY2.xxx

You should also set music to Roland since the demo doesn't have any Adlib music included. (and it's quite interesting that all musics from the demo are stored in file MI2DEMO.002 in the same LFLF block).

Anyways, the ScummVM solution is better since I can't find a way to enable the original debugger (and 'monkeyspit' doesn't work here like in the final game), so you can't leave Scabb Island.

07-12-2003, 09:26 PM
I don't know if someone noticed it, but if you press F3 you can change scumm colors, and if you press F4 you can change the bright of it.

One question: I'm not able to open the console. I can only access yo it when demo crashes, but then i try "Room 51" command and then I've back to desktop. What are the keys *exactly* I have to push to access the console? I have a spanish keyboard.


07-12-2003, 09:27 PM
Control and D

07-12-2003, 09:45 PM
Thanks! I've tried it before, but now I noticed that it only opens when I press the keys when I'm playing in a window, not full screen.

Drigo Zoxx
07-13-2003, 09:50 AM
Originally posted by yS_
I don't know if someone noticed it, but if you press F3 you can change scumm colors, and if you press F4 you can change the bright of it.

Great... looks like Ron used this to choose the best colour/brightness for verbs.

It is worth noticeing those little 'skulls' before each phrase in the questions bar (i.e. when you talk with Largo in the very beginning). I don't remember them in the final version, or am I wrong?

07-13-2003, 11:36 AM
That skulls don't appear in any Spanish or French version, I've checked it, but at least in English floppy version they do, i don't know if in the CD version they're there too. Weird thing...

07-13-2003, 12:34 PM
The skulls are in every English PC version. However, they don't appear in the English Amiga 11-disk version, nor do they appear in any foreign language version of MI2 ever released that I know of.

(One pre-release German version of MI2 did have them, but they aren't in the final German release, as far as I know.)

Drigo Zoxx
07-13-2003, 12:46 PM
They don't appear in the Mac version and in the Italian PC version too, and that's why I didn't remember them.

07-15-2003, 06:48 PM
I was just checking out the MI2 slideshow, and if you can get it to pause right(if you have that trouble) and get it paused in the lechuck dungeon/prison room, you will see Herman Toothrot in the cell.

07-15-2003, 07:00 PM
Yes, I know. Odd, isn't it?

To Drigo: It's been far too long since I've played the Mac version. I really ought to get my old Macintosh out of mothballs one of these days . . .

To khalek: Hmm. So ScummVM can't play the recorded sessions? I've noticed that if you let the demo go on until it crashes, the error message tells you that it can't find room 5 - which is the room number for Guybrush's conversation with Bart and Fink at the campfire in the game's beginning.

Since the campfire scene is where the script wants to begin the "game," I assume that at this point the intro (with Guybrush and Elaine on the ropes) and the credit sequence weren't scripted in yet.

07-16-2003, 12:19 AM
What about the penis envy line?

07-17-2003, 06:31 AM
yeah, i saw that and I dont remember that response in the game... perhaps it would have made the rating of the game too adult. not sure, though.

07-20-2003, 08:03 PM
I am confused of how al this works. I am Using ScummVM 0.5.0pre-cvs. When i open the debugger and type "room [any number]" the window closes. Should i try an older version of ScummVM

07-20-2003, 08:27 PM
Yeah, that sounds like a bug.