Showing posts with label LucasArts. Show all posts
Showing posts with label LucasArts. Show all posts

Wednesday, September 30, 2015

Adventures in Porting - US PC Game Developers and the FM Towns

Released in 1989, the Fujitsu Micro (FM) Towns home computer was an amazingly powerful gaming computer for its time.  It used a 386DX CPU running at 16MHz with 1MB of RAM (upgradeable to 2MB). It could display many resolutions like 640x480 with 256 colors and could support 15-bit color at 320x240 and lots of sprites.  It came with 1x CD-ROM drive, providing redbook audio support in addition to the 4-Operator FM Synthesis 6-channel YM-2612 chip (also used in the Sega Genesis) and 8-channel 8-bit Ricoh RF5c68 PCM chip.  It also came with 2 HD floppy drives and could be connected to an external hard drive.  The Operating System, FM Towns OS, was a Windows-like GUI operating system.  A bootable only version of the OS was freely available to applications developers so their software could boot in the CD drive without needing to load the OS.

Of course, this powerful machine was available only in Japan, where it competed with the Sharp X68000 and the NEC PC-9801 series.  Of all the three system lines, the FM Towns was the closest, hardware-wise, to the IBM PC compatible machines in the west.  Fujitsu came calling to US companies looking for software to showcase their new machine, and several companies were interested.  Most licensed their games to be ported in Japan, but a few put in something extra when it came to the FM Towns.

LucasArts

LucasArts was quite enthusiastic when it came to the FM Towns, porting many of its classic SCUMM adventure games to the system.  Unlike other companies, they did not ship their code off to Japan for a local company to convert their game.  Zak McKracken and the Alien Mindbenders was their one game where none of the advanced features ever found their way back to the US.


Zak's FM Towns version featured a 256 color graphics update of the 320x200 Enhanced PC version.  There was a great deal more music, with the CD containing 23 CD audio tracks for background music throughout the game.  The original C64 version had music two tracks and none of the other versions had more than that until this FM Towns version.  Most of the tracks consist of ambient noise and sounds appropriate to the scene with new age music themes popping up from time to time.  The sound effects also received an upgrade thanks to the more capable sound hardware.



























































Zak is easily accessible to non-Japanese players because it kept the English language text.  Not all games would use Japanese text.  However, all of LucasArts' games had a Japanese text option, but in Zak the graphics for the player characters were altered to give their eyes a larger, more anime-style look.  The effect is more creepy than cute and the faces of the non player characters are not altered.


Next we turn to Indiana Jones and the Last Crusade: The Graphic Adventure.  This game shares the graphics from the 256-color PC VGA version, which was floppy-disk sized.  There were a few 16-color graphics left over in the PC VGA version that were fixed in the FM Towns version.  However, there is an error in the FM Towns version where some of the tiny character sprites are in 16 colors instead of 256 colors as they were in the PC VGA version.



The audio in the PC 16 color or 256 color version supported nothing better than the Adlib, but the FM Towns version's music received a huge upgrade.  The music appears to be taken from the film's soundtrack, so it really cannot get much better, quality-wise.  Not every scene and area in the PC version used music, but there are 14 tracks on the CD devoted to John Williams' recordings.


 After Indy comes Loom.  Here the graphics were updated to 256 colors, except for the icons that appear when you click on objects.  Unlike the PC version, the graphic for the FM Towns' distaff uses a palette not strictly limited to the 16 color IBM CGA/EGA palette.



Whereas the PC CD version of Loom devotes its CD audio space to speech and sound effects, the FM Towns version of Loom devotes it to music.  There are two sets of eight tracks used for music in the game, and they correspond to the music in the PC floppy disk version.  The first set of tracks (1-8) sound like they were recorded with a real orchestra.  The second set of tracks (9-16) were clearly composed with a synthesizer.  When music starts to play, the track from the first set plays, then the second set plays.  Unfortunately, after that the inferior second set track loops.  Whoever thought that was a good idea?

Interestingly, of all the boxes, only Zak and Loom used artwork that was not found on LucasArts' own PC boxes.  Indy's box art and the rest essentially follow the LucasArts' PC boxes.  Zak included a translated version of The National Inquisitor and collectible cards featuring the playable characters.  Lucas or Fujitsu went the extra mile and had the Audio Drama from Loom done by Japanese voice actors.   Loom and Zak took much longer than the other games to be converted due to their 16-color origins.  Indy for the FM Towns had been completed within two months of the PC 256-color version, while Loom took a year to be released after its 16-color PC version.


Since all the dialogue is kept from the PC floppy version and the portraits have been redone in 256 colors, some consider this to be the definitive version of the game.  The cutscenes and animations lost in the PC CD version are kept here.


With the Secret of Monkey Island, the inventory item graphics were in 16 colors compared to the 256 color pictures of the PC CD VGA version?  They were not planning 320x200 EGA 16-color support for the CD version in 1991-1992.  So why bother to create 16-color versions of these graphics?  My theory is that they were in 16-colors because the lower part of the screen is using an overlay mode.


Essentially put, many PC ports to the FM Towns would use the nearest analogous mode, 320x240. However, kanji text requires a high resolution mode.  I believe the SCUMM engine games used 320x240 with 256 colors (the mode is capable of 15-bit color) for the main graphics window and a 640x480 overlay for the text on the submenu and the spoken dialogue. This gives the kanji 16x16 pixels for each character, but the mode only supports 16 colors on the screen.  This minimized the performance hit compared to everything being drawn in a 640x480 resolution.  An unfortunate side effect is that the inventory graphics in SoMI and the closeup graphics in Loom would have to be in 16 colors.

Zak takes advantage of the extra resolution compared to its PC versions.  It essentially uses 432 of its 480 lines for the text-based portions of the game.  This allows the player to select three additional rows of inventory objects over the PC versions.  The rest of these games do not use the extra space and just leave back letterbox-like bars there.  While Loom puts the bars on the bottom of the screen, the rest of the games center the game in between top and bottom bars.  This tends to suggest that these games were made with a 1.6:1 aspect ratio in mind when most PC games, including LucasArts, really were not.


The Secret of Monkey Island looks, sounds and plays like the PC CD version.  This is when LucasArts' ports no longer have substantial value over their corresponding PC versions.



LucasArts also released Indiana Jones and the Fate of Atlantis and Monkey Island 2: LeChuck's Revenge, but Fate corresponds to its PC CD version and MI2 to its PC version, which was not enhanced for CD. Fate's Japanese text option uses the English voice acting.  Neither CD has CD audio, making them rather uninteresting from a PC perspective.  There are some palette changes, but otherwise they play the same.  LucasArts's iMUSE music engine was too complex to be handled by CD Audio at the time.  The only addition FM Towns' MI2 has over the PC release is a Japanese language option.  These games boot to a language selection screen instead of the FM Towns OS. Compare Loom with Monkey Island 2's boot options :



Origin Systems

Another interesting FM Towns port is that of Ultima VI: The False Prophet.  The major CD enhancement for this port is the addition of voice acting.  There is both English and Japanese voice acting, each is used for the appropriate language choice.  For the English voice acting, employees from Origin Studios and their relatives were used. Richard Garriott voices Lord British and Shamino, for example.  The samples are stored on the CD in files, so the resulting quality is 8-bit.  The sound effects have taken a major improvement over the PC speaker sound effects in the PC version.  This particular port was overseen by Origin.  They were probably planning to use their efforts to release an Enhanced PC CD-ROM version, but that never happened.


For Ultima VI, the 640x480 mode's extra height allows for an extra box.  Typically, this has icons to allow the user to select the English or Japanese language language, save or load a game and return to the FM Towns OS. Uniquely of the games I have sampled, Ultima VI allows you to select the language by either an executable or in the game.  When in dialogue, this allows you to select any conversation choice revealed by the dialogue without typing. Of course you can still type anything into the box to ask the character.




Origin also ported Wing Commander to the FM Towns.  The FM Towns version includes both the expansion packs and you can select either expansion pack from the main menu, unlike the PC version.  The CD audio is used for the music, while the sound effects are substantially upgraded.  Unlike Ultima VI, there is no voice acting and selecting between English and Japanese is done via executables.  Interestingly, there are three executables for each language choice, one for each drive you could use to save your progress.  In the FM Towns, Drives A and B are floppies, Drive C is for the internal ROM and Drive D is for an external hard drive.

Wing Commander II requires an installation to a hard drive, and like its predecessor it uses the CD audio for music.  Ultima Underworld uses it for voice acting heard in the introduction in the PC version.  The samples are obviously of higher quality than what floppy disks could hold, but after you finish the intro, the PC and the FM Towns should play identically thereafter.  By this time, the early FM Towns with their 386D X/16 CPUs were not quite up to the task of running these games, so a faster system was recommended.





Origin also ported the first three games in the Ultima Series as the Ultima Trilogy.  The CD audio is used for fanfare.  Richard Garriott recorded a short introduction in his Lord British voice that also plays as an audio track.  Each game has an introduction with pictures accompanied by text and one of the tracks playing.  Character creation for each game is accompanied by another track.  There is in-game music for all three Ultimas, but it is completely original.  The sound effects are digitized as well.  The graphics are completely redone in high resolution and the games may feel a bit off compared to the Apple II or PC versions.  These conversions were not done in-house by Origin.



Additionally, Origin ported Ultima IV and Ultima V to the FM Towns, but they are much less remarkable.  Ultima IV uses Ultima V's PC tiles and has two CD audio tracks with renditions of Towns and Stones.  These are played during the special introduction and main menu, otherwise music is played through the internal FM chip.  Ultima V has CD audio tracks for the Ultima Theme and Greyson's Tale, played through the special introduction and the main menu.  Otherwise Ultima 5 uses the tiles from the PC and similarly plays music through the internal FM chip.  Again these conversions were not from Origin.

For the Ultima ports, Origin used the built-in YM-2612 for music.  LucasArts did the same for MI2 and Fate of Atlantis.  In these games, the Adlib music is roughly ported to the FM Towns chip.  When I mean rough, I mean in the sense that the results are inferior to the original despite the fact that the FM Towns' YM-2612 (which is also used in the Sega Genesis) is mostly superior to the Adlib's YM-3812.

Sierra Online

Sierra only just dipped its toe into FM Towns ports.  It released King's Quest V for the FM Towns apparently before it did for the PC.   It also released Roberta Williams Mixed-Up Mother Goose which also is cut from the same cloth as the PC CD version of the game.


King's Quest V for the FM Towns has Japanese and English voice acting.  The default voice selection is Japanese, you can change it to English by clicking on the mountain button in the settings menu after you start a game.  Unfortunately, you won't be able to hear the English dialog in the introduction in this version.  Restarting the game returns you to Crispin's house, not the Title Screen.  All in-game text in this version is in English, even when the Japanese language option is selected.  No version of the King's Quest V CD version contains text for the speech or a text option.

This game uses the YM-2612 sound chip for music but does have digital sound effects.  The music does sound like it was ported from the Adlib, so do not expect much.  While the PC CD versions play a low fidelity recording of the MT-32 music for the introduction and finale of the game mixed with the voice acting in the audio file, the FM Towns version plays the FM music and the speech is not mixed with anything until the FM Towns mixes the two audio sources.

There is an early and a late version of King's Quest V for the PC CD-ROM, the major difference between the two being the processing applied to the voice samples.  In the early (December 1991 file date) version, there is minimal processing, leading to crisper sample playback but it gives very pronounced sibilant sounds.  The later (April 1992 file date) version suppresses the sibilant sounds and some of the background noise, but the overall output of the samples is noticeably more muffled.  The voice samples for the English and Japanese voice options in the FM Towns version generally follows the later PC CD version, although NewRisingSun observed there is more reverb for the narrator's voice samples.

Interestingly, while the Icon Bar from the FM Towns version is identical to the PC version, the FM Towns uses the black and white mouse cursor icons from the floppy version.  The PC version uses multicolored mouse cursor icons when run in DOS and black and white mouse cursors when run in Windows. Unfortunately, another thing the FM Towns shares with the Windows version is the ugly stretching algorithm used to stretch 320x200 graphics into 640x480 graphics, leading to lines that have uneven heights.

FTL

FTL released Dungeon Master and Chaos Strikes Back.  Both have CD audio music, but Dungeon Master II does not appear to have an English language option.  All the tracks for Dungeon Master and some of the tracks for Chaos Strikes Back were released for Dungeon Master: The Album, which could be purchased via mail order as stated in an advertisement booklet in the PC release.  These pieces were done by Western musicians.  Otherwise they look and sound like their western originals.  I must note that Chaos Strikes Back was never released for the PC.

Dungeon Master II was also released for the FM Towns two years before it was released for the PC. Dungeon Master II came on CD and floppy for the PC, but the CD does not appear to offer any advantages over the floppy.  The same CD audio tracks on the FM Towns CD can also be found on the Sega CD version of the game.

Wednesday, April 22, 2015

SCUMM Console Ports - Turbo Duo Loom vs. Sega CD Monkey Island

LucasArts was established by computer game programmers, but by 1990 they were becoming increasingly involved into consoles.  Having the Star Wars and Indiana Jones licenses practically demanded home console games using the licenses.  Except for the port of Maniac Mansion for the NES, LucasArts produced or licensed nothing of note until the SNES.

LucasArts was interested in porting its highly acclaimed adventure games series, using the SCUMM engine, to consoles.  Their adventure games were relatively large by cartridge standards, but the new CD-ROM add-ons for the Sega Genesis and Turbo Grafx 16 could easily contain their adventure games and allow for 16-bit CD Audio.  LucasArts commissioned a port of Loom for the Turbo Duo and a port of The Secret of Monkey Island for the Sega CD.

Loom

Loom - Turbo Super CD Title Screen
Loom for the Turbo systems was intended to run on a Turbo Duo or its equivalent : a Turbo Grafx 16 with the TurboGrafx CD and a Super System Card.  It will also run on the Japanese equivalents.

The Turbo port is  graphically in between the 16 color floppy and the other (mostly) 256-color CD-ROM versions.  If I had to give a hierarchy of ports based solely on the graphics, it would go something like this :

Loom IBM PC 16-color floppy
  • Atari ST 16-color floppy
  • Amiga 16-color floppy
  • Macintosh 16-color floppy
Loom 256-color FM-Towns CD 
Loom 256-color IBM PC CD
Loom 16/256-color Turbo CD

The Turbo CD and FM-Towns CD have similar CD-Audio tracks, which are used for music.  The first set of FM-Towns arrangements (first nine audio tracks) are used for the Turbo CD music.  Musically, this may be the best version, as the FM-Towns also uses second set of music tracks.  The second set sounds more like a synthesizer than the first set and in my opinion is inferior.  Unfortunately, the FM-Towns version plays the first set, then the second set and keeps repeating the second set.  

Loom Turbo Super CD 16 Color Original Background
What is odd is the graphics used on Turbo Loom.  Both the FM-Towns and the IBM PC have full 256-color graphics above the distaff.  Turbo Loom uses a mixture of backgrounds (including portraits) from the 16 and 256 color IBM PC releases.

Consider the sources of the closeups :

Bobbin Threadbare - 16 Color
Hetchel - 256 Color
Elder Atropos - 256 Color
Hetchel as Cynget - 16 Color
Master Goodmold - 256 Color
Fleece Firmflanks - 16 Color
The Dragon - 16 Color
Rusty Nailbender - 256 Color
Master Stoke - 16 Color
Dragon finds Rusty - 256 Color
Bishop Mandible - 16 Color
Cobb - 256 Color
Rusty as a Ghost - 256 Color
Lady Cygna Threadbare - 16 Color
Chaos - 256 Color

Generally, most of Loom island is taken from the 16-color version, with notable exceptions of the Dock, the Loom Sanctuary and Lady Cygna's gravestone closeup.  Crystalguard is entirely 16-color.  The beach, the Shepherd's forest and meadow are taken from the 256 color version, except for the interior of Fleece's hut. The exterior of the Dragon's volcano and its lair are 256 color, as is the Forge and the plain surrounding it. Bishop Mandible's cathedral and the Outside is 16-color except for the very end of the game.

Loom Turbo CD - 256 Color Original Background
The characters are always 256 color, as are most of the animated objects.  The distaff portion of the screen is 16 color regardless of version (although the FM-Towns version has a distaff that does not use the EGA palette).

Why did LucasArts take roughly 50/50 from each version when the Turbo Duo was capable of almost 256 colors (but only a 512 color palette)?  Storage was not an issue with a CD game.  One theory is that the remaining 256 color graphics were not available in time for the Turbo port, so LucasArts had to make do with whatever 256 color art was available at the time.  I am not satisfied with this theory because the FM Towns 256 color version, done in-house by LucasArts, was ready by April, 1991.  The PC CD version was ready by June of 1992.  The Japanese PC Engine Duo version was released in September of 1992 and the US Turbo Duo version followed in December.  I can see no reason why all the 256 color artwork would not have been available for the Turbo port.

An alternative view is the 256 color graphics that they did not use either did not look very good once the color depth had been reduced or they did not look good on a composite monitor.  No NEC console, whether Japanese or US, supported better than composite video at the time Loom was being ported.  What may have looked good through an RGB monitor on the development hardware may have looked like crap on composite.

In instances where the 16 color graphics are being used, the Turbo through a composite monitor looks scarcely better than a Tandy 1000 outputting the 16 color IBM PC floppy graphics to a composite monitor. I recently made a post extolling the underrated virtues of composite video on the SNES and Genesis, but this game was designed on a PC and looks best through a lossless analog connection.  In other words, it looks best on an RGB modded Turbo Duo.  Unfortunately, no NEC console in the TurboGrafx line, not even the SuperGrafx, has native RGB support.

On the PC and other versions, the main graphics window uses 320x136 pixels. The Turbo uses 338x136, but the cursor is limited to the right-most 320 pixels.  Virtually all this horizontal resolution can amazingly be squeezed into the viewable screen of a CRT.  If a screen is non-scrolling, then there will be a noticeable black border on the left side of the screen.  The same is also true of the leftmost side of a scrolling screen.  Vertically, the game does not appear to use any of the vertical space above the main graphics window, but the cursor will descend to line 240 and perhaps line 242, which is the absolute vertical limit of 240p.

Even though the PC Engine did have a mouse available for it, Loom does not support it.  However, it does have some neat options.  It can change the text speed, it can turn the sound effect and music, or just the music, off, and also has a sound test that allows you to listen to any of the CD audio tracks.  The Overture (from Swan Lake) is not otherwise heard in the game.  It also has an option to limit the animation to improve speed, but Loom is not an animation-heavy game (The Secret of Monkey Island is much more animated), so this option would not often be useful.

The saving system is non-intuitive.  Loom will save a game to the backup RAM of the CD unit.  However, it really only saves a checkpoint, the first being when after you reach the beach leading to the Shepherd's forest and Crystalguard.  So if you save prior to leaving Loom Island, you will load back to the very beginning before you acquire your distaff.  You can lose a lot of progress this way because the save points seem quite spread out.  Button I skips cutscenes, perhaps for this reason.

The Secret of Monkey Island

The Secret of Monkey Island Sega CD
The Secret of Monkey Island for the Sega CD is based on the IBM PC CD-ROM version, reducing the on-screen number of colors from 256 colors to a maximum of 64 colors, similar to the Amiga.  The actual game's hierarchy is less complicated :

The Secret of Monkey Island 16-color floppy
  • Atari ST 16-color floppy
The Secret of Monkey Island 256-color floppy
  • Amiga 32-color floppy
The Secret of Monkey Island 256-color IBM PC CD-ROM
  • FM-Towns 256-color CD-ROM (uses 16-color inventory icons, Japanese and English available)
  • Sega CD 64-color CD-ROM
  • Macintosh 256-color CD-ROM (has graphical filtering option) 
The Sega CD does not use the save RAM inside the CD unit, instead it gives a 4-digit passcode to restore a game.  It is rather amazing that LucasArts could fit all the information needed to restore a game in essentially four bytes.  This passcodes will only restore your game if you have made a substantial achievement like completing one of the three trials.  Your inventory may not be exactly as you had left it, nor may your character be where you left him and the dialogue options may be reset (which is terrible for the sword fighting trial), but you will not get stuck because you don't have an object you need.  You may have to acquire some items again unfortunately.  Button C is used to skip dialogue, and this was probably implemented for this reason.

The Secret of Monkey Island Sega CD SCUMM Bar
Interestingly, this port has support for the Sega Mega Mouse peripheral, making it function much more closely to the computer versions.  This is not mentioned in the US manual or on the US box, but there is a symbol for it on the Japanese box.  The mouse support is present on both the Japanese and US versions of the game.  The game was not released in Europe.

The gameplay itself is not too bad, but it will slow down if there is a lot of animation on the screen.  Scrolling is also jerky when there is a lot of animation on the screen.  When you are selecting dialogue, the cursor disappears, even if you are using a mouse.  The only option of is to change the text speed.  The dialogue options are sometimes redone for this version to decrease the number of dialogue choices that use a second line.

The Secret of Monkey Island Sega CD Portrait
The graphics are dark, especially the backgrounds on Melee Island.  The backgrounds are those used from the Amiga version, 256-colors reduced to 32-colors, but the Sega color palette appears much darker than the Amiga palette.  I guess LucasArts believed that people would simply turn the brightness of their TV up if they felt the screen was too dark.  On the other hand, the character, object and inventory graphics have been converted from the 256 colors of the PC CD version.  The CD audio is more or less identical to the PC CD version and plays the music as it does in the PC CD version.  One positive thing to note is that the Genesis Model 1 and 2 always support RGB output, so the graphics can look pretty nice.

The load times are rather annoying.  There are load times for every time you enter into a new screen, begin dialogue, acquire an item and other characters move on the screen.  Much of this is due to the limited RAM available for the Sega CD.  The average 1992 PC would have had 4-8MB of RAM while the Sega Genesis and CD combined have 832KB.

So, Which is Better?

This is a hard decision, because I cannot honestly recommend either port.  Both have klunky saving and loading, and both have graphical issues.  The Secret of Monkey Island is too dark (but can be improved with RGB), Loom is too inconsistent.  Audio-wise, both are excellent.  There are noticeable slowdowns early in SoMI and lots of CD load times.  It is the load times that kill the Sega CD port.  Loom is a much simpler game and was better suited to the 8/16-bit consoles of the 4th Generation.  

Wednesday, March 11, 2015

Cajoling Sierra and LucasArts Games to Play Tandy Sound on a Non-Tandy System

Sierra's AGI engine games, which formed the bulk of their mid 80s PC offerings, supported Tandy graphics and sound.  LucasArts' early SCUMM engine games also supported Tandy graphics and sound.  As far as sound went, the Tandy 3-voice chip was the only alternative to the PC Speaker.  However, Tandy sound chips were almost exclusively found in Tandy 1000s and PCjrs.  They were not generally available in PCs and never available to the general public as a sound card.

The main reason why no one put the 3-voice TI SN76496 sound chip inside their PCs was because it utilized the same address space (C0-C7) as the 2nd DMA controller in the IBM PC AT and clones.  The blame for this was on IBM, which had designed both the PCjr. and AT.  Although the 2nd DMA controller was not really important until the mid 90s, PC clones that wanted to manufacture AT compatibles had to include it.  While this was not the only reason why the sound chip was not generally available, it was a daunting hurdle when every game that used it had to write directly to the registers located at the contested I/O location(s).

Games cannot detect the Tandy sound chip because it can be written to but not read.  They can detect a Tandy 1000 or an IBM PCjr. by reading identifier bytes in the BIOS area of these machines.  For the PCjr. it is FD at F000:FFFE and 21 for the Tandy 1000s at FC00:0000.  When the programmers have their programs search for these bytes, then they know that Tandy or PCjr. graphics and sound are present in the machine.  However, Tandy allowed its machines, starting with the SX, to use other graphics cards, complicating matters.

Graphics cards can be detected by software.  A MDA adapter can be identified by reading from a status port at 3BA and a CGA by a status port at 3DA.  Hercules cards can be detected by some unused (by IBM) bits in the status port.  An EGA, MCGA or VGA can be detected via BIOS extensions and readable registers, particularly at 3C0-3CF.  MGCA can additionally be assumed if the system returns the ID byte for an IBM PS/2 Model 25 or 30, FA at F000:FFFE

Distinguishing CGA from Tandy video is tricky because Tandy video (almost) perfectly emulates the latter from a hardware perspective.  There are generally two ways a programmer can distinguish CGA from Tandy video.  First, Tandys use IRQ5 for vertical retrace, CGAs do not.  However, often this functionality is disabled because hard drive adapters also tend to use IRQ5 in 8-bit slots.  The other way is through the amount of video memory available.  Tandy video can use 32KB while CGA video only uses 16KB, so if a program writes a value to a memory location in the lower 16KB and a different value to the memory location exactly 16KB above the first memory location written, if the first memory location is the same as the second memory location, you have a CGA, and if the locations are different, you have Tandy.  This only works for CGA cards with access only to 16KB of RAM.

Despite these issues, an ISA card is being developed that will put Tandy sound on a non-Tandy PC.  If it is completed, you will be able to run virtually any DOS game that allows you to specify the audio in an install or setup program of via the command line.  Some games are a bit difficult when asked to do this, and here are instructions on how to coerce some games to work in this (for now) hypothetical scenario.

Sierra's Adventure Game Interpreter

Games affected :

King's Quest I, II, III, Space Quest I, II, Mixed Up Mother Goose, Police Quest, Leisure Suit Larry, The Black Cauldron, Donald Duck's Playground

Solution :

Any of these games released with an AGI Interpreter version of 2.917 or later can support Tandy sound with an EGA or VGA adapter present.  The latest interpreters are also required to avoid having graphical garbage be left on the screen from animation due to some self-modifying code in the graphics card drivers the game uses in earlier interpreters.  You will need the command line argument -t if you are not running the game on a Tandy 1000.  This tells the executable to use Tandy graphics and sound, but the program conducts checks for an EGA or VGA adapter and will use them if present.  It will still give you Tandy sound.

However, if you have a version of the game that uses an AGI Interpreter below 2.917, you will need to copy over the interpreter files from another game with that interpreter.  Here are the interpreter files :

AGI or SIERRA.EXE
AGIDATA.OVL
CGA_GRAF.OVL
EGA_GRAF.OVL
HGC_FONT
HGC_GRAF.OVL
HGC_OBJS.OVL
IBM_OBJS.OVL
JR_GRAF.OVL
SIERRA.COM or KQ[1].COM, KQ2.COM, KQ3.COM, LL[LSL1].COM, PQ[1].COM, SQ[1].COM, SQ2.COM, BC.COM
VG_GRAF.OVL

The real executable is the AGI file, the .COM file is a loader which implemented the key disk copy protection.  (The .COM file is also necessary to set up these games to work correctly on the PCjr., otherwise it is not needed).  To keep people from using these files interchangeably, Sierra included the initials of the game in the encrypted AGI file.  If that name does not match the game files, then the program will refuse to run.  You will need a cracked .COM file and a program called AGI Decryptor to decrypt the AGI file into an executable AGI.EXE.  Then you must hex edit the AGI.EXE file to change the name of the game.  Then it will run.

Games using AGI Interpreters with 3.xx work without any intervention required.

This will not work with any booter game, as Tandy video is the best video adapter they support, without major hacking.

LucasArts SCUMM

Games Affected :

Maniac Mansion (both non-Enhanced and Enhanced), Zak McKracken and the Alien Mindbenders (both non-Enhanced and Enhanced), Indiana Jones and the Last Crusade : The Adventure Game (both 16-color and 256-color versions).

Solution :

These games autodetect Tandy 1000s and will use Tandy graphics and sound.  If they are not being run in a Tandy 1000, they will use PC Speaker sound.  They support an EGA or VGA card in a Tandy 1000.  With a little bit of hex editing, you can force the executable to always use Tandy sound (but nothing else).  The instructions can be found here : http://www.vogons.org/viewtopic.php?t=31657#p260253

It is not impossible that the executable may be compressed because it was necessary to fit it on the floppy disks.  In that case, you will need an EXE unpacker like UNP or LZEXE before you can hex edit the files.

Indy 3 will always use Adlib sound if an Adlib or Sound Blaster is in the system, even in a Tandy 1000. If you use the above method, you will need to remove the sound card to hear Tandy music.  It will never autodetect a Game Blaster, which is supported in the 256-color versions and 16-color version 3.14.

While typically DOSBox's Tandy mode obviates the need for these patches, in the non-Enhanced versions of Maniac and Zak, you will be able to enjoy the crisper text of the EGA and VGA modes with this patch.

Notes :

Neither series of games will show the correct graphics with a CGA or Hercules card when these methods to force Tandy sound are used.

Wednesday, May 28, 2014

Ron Gilbert, Maniac Mansion and Modern Computer Adventure Game

Ron Gilbert may not have a huge number of adventure games (not for children) to his credit, but his influence in adventure gaming far surpasses the number of games on which he was credited as designer.  He has two bona-fide classics to his name, 1987's Maniac Mansion and 1990's The Secret of Monkey Island, and I would also include Monkey Island 2 : LeChuck's Revenge as a classic.  In this post, I want to talk a little bit about why his first game, Maniac Mansion, is a classic, both from a design perspective and and a thematic perspective.

In Sierra's games, Death is your ever present companion.  He lurks on most screens, ready to frustrate the player who forgot to save within the last five minutes.  In Gilbert's Maniac Mansion, death is possible but its more of an accomplishment to kill one of your characters.  How to figure out another way to kill a character is really akin to solving a puzzle.  And the ways in which you can die are reasonable and make sense in the context of the game.  If you let the reactor go uncooled for too long, there will be a meltdown.  If you show Weird Ed his dead hamster (which can only be killed by certain kids), he will kill you.  Since you have three kids, you may still be able to beat the game if one dies.  In both King's Quest V and Leisure Suit Larry, there are screens that if you enter them, you are guaranteed to die due to a monster or there is a monster there every time ready to kill you.

The worst you can typically expect in Maniac Mansion
Another lazy design issue in other adventure games is putting the game in an unwinnable state.  Typically this is because the player forgot to pick up an item or do something at a timed event and now can no longer do it.  This is a poor way to extend the gameplay and increase the challenge because it is so unfair.  It is difficult to get Maniac Mansion in an unwinnable state unless you are truly careless.  Leisure Suit Larry 2 is particularly cruel in this regard, in more than one part of the game if you fail to do everything you need to do before a time limit, you will lose the game.   

A third, truly lazy design choice in adventure games is the use of maze-like environments.  These were amusing when Zork was king, but Sierra was using them to obnoxious effect twice in King's Quest V. Maniac Mansion has no mazes and no generic or featureless screens.  Each screen has at least some visual interest, and most contain either an item or is part of a puzzle.  In the later Monkey Island games, the maze-like environments were just another puzzle to be solved.

I'm not sure how accurate that map is, but that is the rough number of rooms in the game.
Even so, Gilbert encouraged exploration of the mansion at the player's leisure.  Although the game may seem to have a limited time, this is not the case.  No matter how long you take, the meteor will not possess Sandy.  Only during the end game does a timer countdown.  In the ICOM simulations like Shadowgate and The Uninvited, there always was some limiting factor in the game like the number of torches available or that you will be possessed.  

Random monsters are no fun.  Sierra used them not only to kill but also to cause an unwinnable game state.  If the Dwarf steals one of the three treasures in King's Quest, you cannot win the game.  In Maniac Mansion, the "monsters" have fixed schedules and locations, and at worst they inconvenience you.

The scheduling and cutscenes in the game help to show that this game is a living, breathing world.  In most other games of the time, the game simply reacts to what the player does.  Here cutscenes propel the story forward.  The various actors in the Mansion have clearly defined characteristics, Weird Ed is a commando, Nurse Edna is kinky, Green Tentacle is a wanna-be musician, etc.  The large sprites used for the characters help give each kid and character a unique look.  The heads are big enough to allow for the graphics engine to show them talking, which helps with the immersion.

If this was a Sierra game, the Green Tentacle would have killed you here.
Another terrible design issue is the use of obstacles that you have to climb or cross very carefully.  Stairs in the King's Quest series are serious obstacles, especially in II and IV.  The rock path from Mannanan's house in III is particularly evil.  The whale's tongue in IV is no fun, but the Waterfall Cave must have been designed by the development team after an all-night office party.  Not only is there a random monster, who follows you from screen to screen, the cave is dark and the lantern sheds little light.  Finally, there is a pit you have to cross, and you can easily die trying to find the edge.  Nothing like that exists in any LucasArts game.  In fact, Maniac Mansion includes pathfinding and indirect control of the character by cursor, something that would be ubiquitous in the 1990s.

Gilbert believed the text parser interface to be truly archaic for graphic adventure games.  He despised trying to play "try to guess what the designer wants you to type".  While Maniac Mansion was not the first game to use an icon-based interface, it firmly put paid to the notion that adventure games would be too easy without the text parser.  Although the icons are words, not graphics, nonetheless they serve the same function.

The graphics in the original Maniac Mansion are in a low, 160x200, resolution.  To avoid any need to "guess" what an item is, Maniac Mansion had a "What Is" command that if the pointer hovered over the object, the game would tell you what it is.  In fact, using the What Is command allowed you to identify all the "hot spots" in the room.  Early Sierra games had no generic "look" command, but eventually their AGI games would generally tell you what was important in the room.  The later 16-color SCI games allowed a right click on the mouse to function as a "look at" on the object clicked on. 

Maniac Mansion was one of the first adventure games intended to be replayable.  The different combinations of kids allowed the game to be won in more than one way.  There are also multiple endings, and each combination can access some of the endings.   This helped make up for the relative smallness of the game world.

Choices, choices...
Maniac Mansion is a "funny game".  Funny games are memorable.  Really humorous characters tend to be more memorable over the long run than bland or serious characters.  A goofy 8-bit mansion is more likely to be iconic than a "realistic" 8-bit castle and more memorable.  Games that aren't mean to be taken truly seriously tend to hold up better than a lot the portentous, supposedly-meaninfgul crap of the 1990s and 2000s.  It is also easier to be funny than dramatic on less capable machines.

Gilbert deserves credit for developing Maniac Mansion for the Commodore 64.  The final game shipped on one double sided diskette (340KB) and could be run within the 64KB of RAM of that system.  By contrast, Sierra's AGI games in 1987 took up at least two disks (360KB) and required twice the RAM on an Apple IIe/IIc and four times the RAM on a PC (they didn't run on a Commodore 64).  To be fair, the ports of Maniac Mansion to those systems required the same amount of RAM on the Apple IIe/IIc and PC.  The opening music was unusually good for a US Commodore 64 game, something lost in the Apple & PC versions (except on a Tandy 1000).

Saturday, October 6, 2012

Lucasfilm Games & LucasArts Technical Qualities

This article discusses the hardware support for every Lucasfilm Games/LucasArts title released on a floppy disk for the IBM PC and compatibles for DOS.  This article does not cover games not developed by LucasArts (Indy Action Adventures, Pipe Dream, Night Shift, Masterblazer) or versions of these games for other systems (C64, Apple II, Amiga, Atari ST, Macintosh, FM-Towns), CD-ROM versions, collections or games for Windows (Indy's Desktop Adventures).  It also identifies any different versions and gives information about them where known.  Non-English versions are not covered.

Options in bold are, at least in my opinion, the ideal graphics and sound hardware to run the game on.  Unless otherwise noted, all games support keyboard, mouse and joystick.  All games in this article can be run from a hard drive and do not have disk-based copy protection.

Maniac Mansion
Video Support - CGA, HGC, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice
Minimum RAM - 256KB
Media - 1 x 5.25" DD & 1 x 3.5" DD
File Date - 04/13/1988
Copy Protection - Nuke'm Alarms Codebook

Initially distributed by Activision, uses a box with no border, unlike every Lucas product thereafter.  First Lucas game for the IBM PC and DOS (PHM Pegasus and Strike Fleet have later file dates)  Supports CGA composite color, but poorly.  Tandy 3-Voice is the ideal for music and sound effects, but EGA graphics are superior to Tandy graphics because the text looks nicer.  (Tandy uses a true 160x200 mode, requiring a blockier font, while all other graphics adapters except Hercules use a 320x200 mode with double-wide pixels for the graphics area).  Can be found without copy-protection in Day of the Tentacle, but Tandy support is broken in that version (text is garbled).  Comes with large poster with hints for puzzles in the game.  Can write the current configuration, including video mode and input (joystick or mouse) to a file called PREFS.

PHM Pegasus
Video Support - CGA, HGC, TGAEGA
Sound Support - PC Speaker, Tandy 3-Voice
Minimum RAM - 256KB
Media - 1 x 5.25" DD & 1 x 3.5" DD
File Date - 05/15/1988
Copy Protection - Manual

Distributed by Electronic Arts.  Early release came on 5.25" floppy, later release included both types of media.  Unusually, EGA is more colorful than Tandy.  Tandy 3-Voice only seems to be used for the title music.  CGA is supported in color and Black & White, the latter intended for laptops.  No mouse support.

Zak McKracken and the Alien Mindbenders
Video Support - CGA, HGC, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice
Minimum RAM - 256KB
Media - 2 x 5.25" DD & 1 x 3.5" DD
File Date - 07/19/1988; 07/25/1988
Copy Protection - Zap 'Em II Exit Visa Security Codes Codebook

Probably the first product fully distributed by Lucas.  Supports CGA composite color, but poorly.  Was on the market for only a few months, then replaced by the Enhanced edition.  Tandy 3-Voice is the ideal for music and sound effects, but EGA graphics are superior to Tandy graphics because the text looks nicer.  (Tandy uses a true 160x200 mode, requiring a blockier font, while all other graphics adapters except Hercules use a 320x200 mode with double-wide pixels for the graphics area).  Comes with The National Inquisitor with hints for the puzzles in the game.  Can write the current configuration, including video mode and input (joystick or mouse) to a file called PREFS.

Battlehawks 1942
Video Support - CGA, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice
Minimum RAM - 384KB
Media - 2 x 5.25" DD & 1 x 3.5" DD
File Date - 10/06/1988
Copy Protection - Manual

First game to use Lucas' flight simulator engine, which would be continuously improved until the Star Wars sims.  Copy protection is removed in the Air Combat Classics Collection.

Strike Fleet
Video Support - CGA, HGC, TGAEGA
Sound Support - PC Speaker, Tandy 3-Voice
Minimum RAM - 384KB
Media - 1 x 5.25" DD
File Date - 11/30/1988
Copy Protection - Manual?

No mouse support.  Last game to be released by another company.  Unknown if released on 3.5" disk.

Zak McKracken and the Alien Mindbenders "Enhanced"
Video Support - CGA, HGC, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice
Minimum RAM - 384KB
Media - 3 x 5.25" DD & 2 x 3.5" DD
File Date - 12/30/1988; 09/21/1992
Copy Protection - Zap 'Em II Exit Visa Security Codes Codebook

Uses proper 320x200 graphics for all modes.  First game to be developed for the IBM PC.  Music and sound effects are identical with low resolution version.  As far as I can tell, Lucas never used the words "Enhanced" to refer to this version.  I believe that they silently replaced the older version with this version.  Copy protection removed in the Classic Adventures Collection with a 09/21/1992 install date (even though the codes are in the manual).

Indiana Jones and the Last Crusade : The Graphics Adventure
Video Support - CGA, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice, Adlib, Creative C/MS*
Minimum RAM - 384KB
Media - 6 x 5.25" DD or 3 x 3.5" DD
File Date - 07/09/1989 (v1.0); 08/14/1989 (v1.3); 11/07/1989 (v1.4)
Copy Protection - Translation Table with Red Filter
* - Version 1.4 only

First game to not include both types of disks (5.25" 360KB and 3.5" 720KB) in the box, requiring the user to use an offer to switch their game disks.  First use of a red filter for copy protection.  A decent scan of the pages will allow the underlying text to be read with a filter (looking at a screen) or by color manipulation in Photoshop.  Not immediately removed from the company store when the 256-color version was released.  Comes with a Grail Diary with clues to various puzzles in the game and is essential to beating the game.   Versions 1.0, 1.3 and 1.4 exist.  Mouse & Adlib support is autodetected for this game, LOOM and later games using the SCUMM engine.  

Maniac Mansion "Enhanced"
Video Support - CGA, HGC, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice
Minimum RAM - 384KB
Media - 2 x 5.25" DD & 1 x 3.5" DD
File Date - 08/03/1989; 10/31/1989; 09/21/1992
Copy Protection - Nuke'm Alarms Codebook with Red Filter

Apparently the maroon pages of the original Codebook were not sufficient to deter photocopying, so Lucas used a red filter in this version.  Uses proper 320x200 graphics for all modes.  Music and sound effects are improved compared with low resolution version.  I believe that they silently replaced the older version with this version.  Copy protection is not removed in the Classic Adventures Collection (at least the version with the install files end with 09/21/1992).  Last game to support Hercules.

Their Finest Hour : The Battle of Britain
Video Support - CGA, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice, Adlib
Minimum RAM - 512KB
Media - 4 x 5.25" DD or 2 x 3.5" DD
File Date - 10/02/1989
Copy Protection - Radio Frequency Cipher Wheel Codewheel
Expansions : Their Finest Missions Volume One

First Lucas game with a Codewheel, would not be the last.  Copy protection is removed in the Air Combat Classics Collection.  First Lucas game to provide true support for VGA (more than the 16 CGA colors are used), although graphics were originally drawn for EGA.

Loom
Video Support - CGA, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice, Adlib, Creative C/MS, Roland MT-32*
Minimum RAM - 512KB
Media - 6 x 5.25" DD or 3 x 3.5" DD
File Date - 03/07/1990 (v1.0/Int. 3.5.57); 03/15/1990 (v1.1/Int. 3.5.37) 09/21/1992 (v1.1/Int. 3.5.40)
Copy Protection - Book of Patterns with Red Filter

* - Patch disk required

Uniquely came with a stereo Cassette featuring a nearly 30-minute audio drama telling the backstory.  Only 16-color game not to have an upgraded floppy version released.  Copy protection removed in the Classic Adventures Collection.  Users originally had to pay $10 and send in a card to receive the MT-32 patch, but it is available on LucasArts' support site.  Last game to use a red filter for copy protection.  Versions 1.0 and 1.1 exist.  CD version dated 06/09/92, has 256-color graphics, full voice-acting with simplified script, almost no portraits, CD audio music and sound effects.  FM-Towns CD uses floppy text, 256-color portraits and CD audio music (two different versions for each piece) but no voice acting.  First game to use the /? command line argument to list the arguments the game accepts.  LucasArts Classic Collection version with copy protection eliminated reports v1.1/Int. 3.5.40.

Indiana Jones and the Last Crusade : The Graphics Adventure "256-Color VGA"
Video Support - MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice, Adlib, Creative C/MS
Minimum RAM - 640KB
Media - 4 x 3.5" HD or 4 x 5.25" HD or 3 x 3.5" HD
File Date - 05/03/1990 (v.2.0/Int. 3.0.18); 08/30/1990 (v2.0/Int. v3.0.20) 08/06/1992; 09/21/1992 (v2.0/Int. 3.0.22)
Copy Protection - None

There is no translation table screen in this version, so no copy protection.  Unlike 16-color version, any copy of this version will support the C/MS Game Blaster.  Included in the Classic Adventures Collection.  First game to come on high density floppies, but LucasArts apparently only offered a "full" version on 5.25"HD disks.  Upgrade, budget or slash releases may come on 1.44MB 3.5" disks.  If there are four 3.5" HD disks, then the game can be run off floppies.  If there are only three disks, then it must be decompressed to a hard drive.  FM-Towns CD uses CD audio music.  LucasArts Classic Collection version with copy protection eliminated reports v2.0/Int. 3.0.22.

The Secret of Monkey Island
Video Support - CGA, HGC, TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice, Adlib, Creative C/MS, Roland MT-32*
Minimum RAM - 640KB
Media - 8 x 5.25" DD or 4 x 3.5" DD
File Date - 09/01/1990 (v1.0/Int. v.4.0.62)
Copy Protection - Dial-A-Pirate Codewheel

* - Patch disk required, cost $10 back in the day.  Not immediately removed from the company store when the 256-color version was released.  Last game to support CGA and HGC.  Roland is not always ideal, since you lose the sound effects of the Adlib and other sound drivers.

The Secret of Monkey Island "256-Color VGA"
Video Support - EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice, Adlib , Creative C/MS, Roland MT-32
Minimum RAM - 640KB
Media - 8 x 3.5" DD or 7 x 3.5" DD (v1.1) or 4 x 5.25" HD.or 3 x 3.5" HD
File Date - 12/03/1990; 02/04/1992 (v1.0/Int. v.5.0.16); 02/15/1991 (v1.1/Int. v.5.0.16), (v1.1/Int. v.5.0.15); 09/21/1992 (v1.0/Int. v.5.0.19)
Copy Protection - Dial-A-Pirate Codewheel

CD version dated 06/10/92, "stump joke" removed, CD audio music added and interface changed from text to icons and fewer verbs.  Copy protection removed in the Classic Adventures Collection, which reports v1.0/Int. v.5.0.19.  Versions 1.0 and 1.1? exist.  Later budget releases may come on 1.44MB floppies.  Last game to support C/MS.

Secret Weapons of the Luftwaffe
Video Support - TGA, EGA, MCGA, VGA
Sound Support - PC Speaker, Tandy 3-Voice, Adlib, Sound Blaster
Minimum RAM - 640KB, 768KB for Tandy, 1MB EMS Recommended
Media - 8 x 5.25" DD or 4 x 3.5" DD
File Date - 09/01/1990
Copy Protection -  Codewheel
Expansions : P-38 Lightning Tour Of Duty
                   Do 335 Pfeil Tour Of Duty
                   P-80 Shooting Star Tour Of Duty
                   He 162 Volksjager Tour Of Duty

Expansions will bring 1.0 and 1.02 to 2.0 and 2.1.  2.1 is the version that third-party missions use.  2.2 comes on the CD.  First game with "true" VGA graphics and last to support Tandy graphics and sound.

Monkey Island 2 - LeChuck's Revenge
Video Support - EGA, MCGA, VGA
Sound Support - PC Speaker, Adlib, Sound Blaster, Roland MT-32
Minimum RAM - 640KB
Media - 6 x 5.25" HD or 5 x 3.5" HD
File Date - 11/21/1991 (v1.0/Int. v.5.2.02)
Copy Protection - Mix-n-Mojo Codewheel

Copy protection, Easy Mode & the 16-color EGA support (appears in B&W) removed in the Monkey Island Madness CD.  KIXX released this game with the copy protection removed (probably to eliminate the expensive codewheel), but without damage otherwise.  Last game to use a codewheel.  Last to use Lucasfilm Games and first to use LucasArts company name.  I believe the opening title music was originally composed for Adlib and the in-game music for Roland.

Indiana Jones and the Fate of Atlantis
Video Support - EGA, MCGA, VGA
Sound Support - PC Speaker, Adlib, Sound Blaster, Roland MT-32
Minimum RAM - 640KB
Media - 6 x 5.25" HD or 5 x 3.5" HD
File Date - 05/21/1992 (v1.0/Int. v.5.2.20)
Copy Protection - Manual

CD version is dated 05/17/93 and adds voice acting.  Last game to support EGA.

Star Wars : X-Wing
Video Support - MCGA, VGA
Sound Support - Adlib, Sound Blaster, Creative Sound Blaster Pro, Roland MT-32, General MIDI
Minimum RAM - 640KB, 896KB EMS Recommended
Media - 6 x 5.25" HD or 5 x 3.5" HD
File Date - 02/16/1993 (v1.0)
Copy Protection - Manual
Expansions : Imperial Pursuit Tour of Duty
                    B-Wing Tour of Duty

No music or sound effects without EMS.  Limited Edition release came with a book, The Farlander Papers, but is otherwise identical to the standard version.  Supports the hat switch of a CH Flightstick Pro.  Last game to be offered publicly by LucasArts on 5.25" disks.

Maniac Mansion - Day of the Tentacle
Video Support - MCGA, VGA
Sound Support - Adlib, Sound Blaster, Roland MT-32*, General MIDI
Minimum RAM - 640KB, 2MB EMS Recommended
Media - 6 x 3.5" HD or 8 x 5.25" HD
File Date - 06/02/1993 (v1.5/Int. v.6.4.2)
Copy Protection - Manual

* - Patch disk required

Released simultaneously with CD version.  Floppy has speech in intro and end, CD has speech (same actors) throughout.  CD version came in a unique triangular box or regular box.  LucasArts has a patch to add Roland MT-32 and General MIDI support to the floppy disk version.  This patch was originally sent from the company on floppy disk.  It adds the files GMIDI.IMS, ROLAND.IMS and TENTACLE.002.  If your copy has those files, you can play the game with MIDI devices.  If not, then presumably you have a virgin install and the game will not start with those options selected, despite what the configuration menu may allow.  The 5.25" version may have been available by special order or was released for non-U.S. markets only.

Sam 'N Max Hit the Road
Video Support - MCGA, VGA
Sound Support - Adlib, Sound Blaster, Roland MT-32, General MIDI
Minimum RAM - 640KB, 2MB EMS Recommended
Media - 6 x 3.5" HD + 1 x 3.5" DD or 8 x 5.25" HD
File Date - 11/02/1993 (v1.0/Int. v.6.5.0)
Copy Protection - Crimestompers' Coloring Book : How to Play Sam & Max Hit the Road Manual

CD version dated 03/24/94 (CDv1.11), includes 4 CD audio tracks.  Floppy has speech in intro and end, CD has speech (same actors) throughout.  The 5.25" version may have been available by special order or was released for non-U.S. markets only.

Star Wars : TIE Fighter
Video Support - MCGA, VGA
Sound Support - Adlib, Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Sound Blaster AWE32, Pro Audio Spectrum, Pro Audio Spectrum 16, Roland MT-32, General MIDI
Minimum RAM - 640KB, 2MB EMS Recommended, 900KB Required
Media - 6 x 3.5" HD
File Date - 06/22/1994 (v1.0)
Copy Protection - Manual
Expansions : Defender of the Empire

Last floppy disk game developed by LucasArts.  Came with short story The Stele Chronicles.