Firstly, here are some screenshots from the relatively obscure Indy 3 rolling demo.
This room was cut from the final game for disk space reasons: however, the idea behind it was reused in the VGA and FM Towns versions...
...as the Lucasfilm Games logo. Oddly, this same logo (minus the trains) was also used in Zak McKracken for FM Towns.
In this demo the Sentence Line is blank, except when a command is being assembled on it; the same thing happens in Maniac Mansion and Zak McKracken EGA.
Hey, the highlighted verbs are green! They're yellow in every version of the full game.
Nah, those Roman numerals on the floor are just there for decoration, I'm sure.
More of the green verb-highlighting.
Indy tries to pick up the slab, but realizes doing so would damage his fine manicure.
"Use metal post." Good thinking!
As before, there's nothing on the Sentence Line unless the player builds a command.
But since this demo is non-playable, words only appear there when the scripts call for it.
Some screenshots from the Passport to Adventure sampler demo, detailing differences from the full game:
The words describing the setting are here in the normal "thin" dialogue font, as opposed to the thicker font used in the final release.
The college gym. The verbs have been rearranged a bit: Use replaces What is, since in this demo objects' names appear on the Sentence Line when the cursor hovers over them.
Plus, Talk has been corrected to Talk to.
During conversations, the dialogue lines are arranged in a much more compact fashion, as in MI1.
Notice that Indy can ask the boxing coach for a fighting tutorial.
A couple screenshots of Indy being taught how to box by the coach.
In the full game, when Indy turns out the lights here, the only things visible are the silhouettes of Indy and the boxing coach. Odd that the demo changes how the room is made dark.
In this demo, the green part of the energy bars seen during fighting is a pixel longer for both Indy and his opponent. A minor change, to be sure.
With Marcus nearby, Talk to is available as a verb.
Some extra in-jokes on the bulletin board not seen in the actual game. Notice the reference to Maniac Mansion.
The pause bar in this demo says "Press SPACE to Continue" though in the original game it's "Press SPACEBAR to Continue".
The automatic object highlighting in action.
When Travel becomes selectable, at first (for the purposes of the demo) Indy can only go to Henry's house. The destination options are compacted, too, just like the dialogue lines.
The plant in Henry's house is here called "LeChuck", a Monkey Island reference. In the real game it's just "Chuck", actually a joke from Maniac Mansion.
Indy thinks he'll need that fake copy of the Grail Diary later. Could come in handy... but I personally don't use it when playing through the game.
Once Indy has everything from Henry's house, he can go on to Venice.
On to the full game.
Originally Indy was able to enter the classrooms in Barnett College. But they were cut out to save disk space.
However, the images of open windows leading to the cut rooms are still hidden in the resource files, although they're never seen in-game.
The VGA version omits only one of the secret open-window object images. Why only one, and not both or neither, I don't know.
These particular statues from the catacombs are never shown in the game, because they're on the background and other statues' sprites are placed over them.
Why the VGA artists wasted time recoloring unused art is beyond me.
The statues as they actually appear in-game when Indy enters this chamber.
Look at the top row of tiles in this screenshot. They spell out DRJONES. :)
The in-joke is much more visible in the EGA version of the game.
A close-up of Indy after drinking from the Grail. This particular shot of him never shows up on screen. What does appear (even if you "choose wisely") is just stage 1 of the death-by-extreme-aging animation, making Indy look older and more pained than he does here.
The close-up of Dr. Jones in VGA. It's not a bad likeness of Harrison Ford, actually. Too bad it never is seen in-game.
That man reading the newspaper really shouldn't be wearing a blue hat and coat. The reason why has to do with the EGA version's resource files.
Sometimes, to avoid conflict with the background color in a sprite, the artists would color a part of a character incorrectly, then set the game scripts to correct the coloring "on the fly."
This was done for the man in the coat, to make his garments blue:
During the conversion to VGA, the artists recolored the man's coat and hat to make them grey.
Unfortunately, the team forgot to turn off the script that "corrects" his clothes to blue!
What the airport scene should have looked like in VGA, therefore, is this:
This wasn't the only instance of such forgetfulness during conversion, though.
Here's the Castle Brunwald butler as he appears in the PC VGA version.
Now here's how he looks in the FM Towns port. But while giving him a less garish suit, the designers again neglected to turn off color-correction.
This is how the butler was meant to appear in the FM Towns version.
Likewise, here's the unconscious butler in the PC VGA version...
...how his body looks in the FM Towns version...
...and how it should've appeared in the FM Towns port.
Also in the FM Towns version, a similar error happens with the Nazis in the Castle Brunwald corridors: the game scripts change their green uniforms to grey.
Finally, a word about the Venetian librarian:
In the PC VGA version, the artists forgot to convert his sprite from EGA.
Fortunately, it was fixed in the FM Towns release.
This shot from a 1990's TV show indicates that originally in the VGA version, the Lucasfilm Games logo sparkled.
However, the sparkling effect was replaced by the final trains in order to incorporate content cut from the EGA version (see above).
The sparkling Lucasfilm Games logo survived in the demo of Zak McKracken and Loom included on the FM-TOWNS release, though.
At first the VGA version's copyright notice featured the notation (c) instead of ©. Also, the year shown was 1989, not 1990, and the second line was tinted white by mistake.
These two images show that originally in the 256-color upgrade, text appeared in bold over the characters' heads, much as in The Secret of Monkey Island and later LucasArts games.
This was ultimately abandoned in favor of displaying dialogue in the black border above the backgrounds, as in the original EGA version.
A recreation of the original copyright notice of the VGA version.
Two recreated screenshots showing the original dialogue display in the VGA version.
Back to index