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	<title>Comments on: LucasArts Time Machine: Monkey Island 2</title>
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	<link>https://scientificgamer.com/lucasarts-time-machine-monkey-island-2/</link>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/lucasarts-time-machine-monkey-island-2/#comment-61412</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 06 May 2026 09:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6375#comment-61412</guid>
		<description><![CDATA[e]]></description>
		<content:encoded><![CDATA[<p>e</p>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/lucasarts-time-machine-monkey-island-2/#comment-61326</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 27 Nov 2024 01:27:11 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6375#comment-61326</guid>
		<description><![CDATA[Thimbleweed Park and Return to Monkey Island had terrible endings too. Gilbert should just swallow his pride and collaborate with story tellers (surely he had connections with Lucas Film?) 

I recall being wowed with 12 disks when I opened MI2. I had this and Fate of Atlantis on the Amiga, which also had more disks, but I recall that MI2 had far fewer disk swaps whereas Indy required constant changes. 

I think I enjoyed the length of MI2 and having played both again recently I feel both the original and sequel have their strengths. I think that MI2 having more daytime locations really showed the colour and artwork. 

Storywise I think it was good that MI2 moved away from damsel in distress with Elaine and was a piratical treasure hunt. And yes some puzzles were confusing but I found some in MI1 the same, and I appreciated that it was a bigger game. More monkey puzzles = more fun, even if those puzzles and jokes weren&#039;t as strong.]]></description>
		<content:encoded><![CDATA[<p>Thimbleweed Park and Return to Monkey Island had terrible endings too. Gilbert should just swallow his pride and collaborate with story tellers (surely he had connections with Lucas Film?) </p>
<p>I recall being wowed with 12 disks when I opened MI2. I had this and Fate of Atlantis on the Amiga, which also had more disks, but I recall that MI2 had far fewer disk swaps whereas Indy required constant changes. </p>
<p>I think I enjoyed the length of MI2 and having played both again recently I feel both the original and sequel have their strengths. I think that MI2 having more daytime locations really showed the colour and artwork. </p>
<p>Storywise I think it was good that MI2 moved away from damsel in distress with Elaine and was a piratical treasure hunt. And yes some puzzles were confusing but I found some in MI1 the same, and I appreciated that it was a bigger game. More monkey puzzles = more fun, even if those puzzles and jokes weren&#8217;t as strong.</p>
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		<title>By: bluddy1</title>
		<link>https://scientificgamer.com/lucasarts-time-machine-monkey-island-2/#comment-60649</link>
		<dc:creator><![CDATA[bluddy1]]></dc:creator>
		<pubDate>Mon, 07 Dec 2020 21:15:21 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6375#comment-60649</guid>
		<description><![CDATA[I think a lot of this is just our modern sensibilities. MI2 was clearly meant to be harder than MI1, and that includes spreading its puzzles across multiple island. The monkey wrench is indeed a mistake and Ron admits as much. In general, I enjoy the atmosphere of MI2 far more than I do MI1&#039;s.

I completely agree with you regarding the ending though. It&#039;s self-indulgent to a ridiculous degree, and almost certainly a result of Ron having written himself into a corner. The amazing thing is that he repeated this exact same mistake 20 years later with Thimbleweed Park.]]></description>
		<content:encoded><![CDATA[<p>I think a lot of this is just our modern sensibilities. MI2 was clearly meant to be harder than MI1, and that includes spreading its puzzles across multiple island. The monkey wrench is indeed a mistake and Ron admits as much. In general, I enjoy the atmosphere of MI2 far more than I do MI1&#8242;s.</p>
<p>I completely agree with you regarding the ending though. It&#8217;s self-indulgent to a ridiculous degree, and almost certainly a result of Ron having written himself into a corner. The amazing thing is that he repeated this exact same mistake 20 years later with Thimbleweed Park.</p>
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		<title>By: Andrew Currall</title>
		<link>https://scientificgamer.com/lucasarts-time-machine-monkey-island-2/#comment-60638</link>
		<dc:creator><![CDATA[Andrew Currall]]></dc:creator>
		<pubDate>Fri, 04 Dec 2020 05:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6375#comment-60638</guid>
		<description><![CDATA[I *did* hate the monkey wrench puzzle, certainly. The wanted poster didn&#039;t give me any significant trouble, though. I admit that the outcome isn&#039;t predictable following any sort of rational real-world logic, but by the standards of adventure games, it&#039;s not wildly disconneted.]]></description>
		<content:encoded><![CDATA[<p>I *did* hate the monkey wrench puzzle, certainly. The wanted poster didn&#8217;t give me any significant trouble, though. I admit that the outcome isn&#8217;t predictable following any sort of rational real-world logic, but by the standards of adventure games, it&#8217;s not wildly disconneted.</p>
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		<title>By: Nicolás Diego Badano</title>
		<link>https://scientificgamer.com/lucasarts-time-machine-monkey-island-2/#comment-60635</link>
		<dc:creator><![CDATA[Nicolás Diego Badano]]></dc:creator>
		<pubDate>Thu, 03 Dec 2020 15:50:03 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6375#comment-60635</guid>
		<description><![CDATA[The monkey wrench puzzle took a *lot* of tries for me to figure out as a spanish-speaking young teen in the mid 90s. I didn&#039;t understand the joke until much later, thanks to a certain Foo Fighters song.]]></description>
		<content:encoded><![CDATA[<p>The monkey wrench puzzle took a *lot* of tries for me to figure out as a spanish-speaking young teen in the mid 90s. I didn&#8217;t understand the joke until much later, thanks to a certain Foo Fighters song.</p>
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		<title>By: drinkwithskeletons</title>
		<link>https://scientificgamer.com/lucasarts-time-machine-monkey-island-2/#comment-60634</link>
		<dc:creator><![CDATA[drinkwithskeletons]]></dc:creator>
		<pubDate>Thu, 03 Dec 2020 13:42:34 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6375#comment-60634</guid>
		<description><![CDATA[I appreciate someone else finding LeChuck&#039;s Revenge overrated. I only played it after Curse and found it kind of a letdown given its sterling reputation. The ending in particular has been lionized; &quot;if only Ron Gilbert had gotten to make the next game, we&#039;d all have recognized its brilliance!&quot; Nah. I can&#039;t imagine a situation where it would pan out given how strange and meta it is, and the next two games would both struggle in the attempt to explain it away.]]></description>
		<content:encoded><![CDATA[<p>I appreciate someone else finding LeChuck&#8217;s Revenge overrated. I only played it after Curse and found it kind of a letdown given its sterling reputation. The ending in particular has been lionized; &#8220;if only Ron Gilbert had gotten to make the next game, we&#8217;d all have recognized its brilliance!&#8221; Nah. I can&#8217;t imagine a situation where it would pan out given how strange and meta it is, and the next two games would both struggle in the attempt to explain it away.</p>
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