Index: > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Business Industries Finance Tax

Home > SCUMM


First Prev [ 1 2 ] Next Last

SCUMM stands for Script Creation Utility for Maniac Mansion and is a scripting language developed at LucasArts (known at the time as Lucasfilm Games) to ease development of the graphical adventure game Maniac Mansion.

It is somewhere between a game engine and a programming language, allowing designers to create locations, items and dialogue sequences without coding in the actual language the game source code would end up in. This also meant that the game's script and data files could be re-used across various platforms.

1 History

The original version was written by Aric Wilmunder and Ron Gilbert in 1987 with later versions were enhanced by Aric Wilmunder (aka the Scumm Lord).

SCUMM was subsequently reused in many later LucasArts adventure games being both updated and rewritten several times. There were eight versions of the SCUMM engine, known simply as "version 1", "version 2", etc.

LucasArts finally abandonded the SCUMM engine in 1998 when they switched to GrimE for the game Grim Fandango.

2 Design

Most SCUMM games feature a verb-object design paradigm. The player-controlled character has an inventory, and the game world is littered with objects with which the player can interact, using a variety of verbs - a large collection of these featured in the early games, but by The Curse of Monkey Island these had been whittled down to "Look at", "Use" (which was context sensitive and could produce various actions - Pick up, push, pull, etc.) and "Talk to".

Puzzles generally involve using the right verb action with the appropriate object - "use cookie cutter with another rubber tree", for example.

"Talk to" produces dialogue sequences, in which the player selects from a list of pre-defined questions or comments, and the character they are talking to replies with a pre-defined response.

The notable exception to this general paradigm is LOOM, which does not use the standard verb / object paradigm, but does feature dialogue sequences.

3 Versions

3.1 Version 1

3.2 Version 2

3.3 Version 3





Non User