Telltale Games announced that they are working on a sequel.
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rdfs:label
| - Sam & Max Hit the Road
- Sam & Max Hit the Road
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rdfs:comment
| - Telltale Games announced that they are working on a sequel.
- Sam & Max Hit the Road is a graphical point-and-click adventure game developed by Lucasarts. It was originally released for DOS in 1993, then for Macintosh in 1995. It uses the SCUMM engine. It was released simultaneously on floppy disk and CD-ROM, the CD-ROM version containing full voiceovers as well as extra audio tracks.
- Sam and Max Hit the Road ist ein 1993 von LucasArts herausgegebenes „Point and Click“-Adventure basierend auf den Comicfiguren Sam & Max von Steve Purcell. Obwohl auch dieses Spiel die SCUMM-Engine verwendet, verzichtet das Bedienkonzept des Spieles erstmals auf die bewährten Aktionsverben und nutzt den kompletten Bildschirm für die Spielegrafik.
- Sam & Max Hit the Road is a graphic adventure computer game released by LucasArts during the company's adventure games era. The game was originally released for DOS in 1993 and for Mac OS in 1995. A 2002 re-release included compatibility with Windows. The game is based on the comic characters of Sam and Max, the "Freelance Police", an anthropomorphic dog and "hyperkinetic rabbity thing". The characters, created by Steve Purcell, originally debuted in a 1987 comic book series. Based on the 1989 Sam & Max comic On the Road, the duo take the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery.
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dbkwik:resource/HGqAI87LVg99CYsfYeBO6Q==
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dbkwik:spiele/prop...iPageUsesTemplate
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dbkwik:lucasarts/p...iPageUsesTemplate
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| - (The cover art for Sam & Max Hit the Road was drawn by creator Steve Purcell. Max drives the seemingly indestructible DeSoto Adventurer while Sam clings to the windshield.)
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dbkwik:resource/76Kr7pSVJezydG2wcNvvbw==
| - PC , Mac und viele weitere mit ScummVM
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| - 1995(xsd:integer)
- 2002(xsd:integer)
- November 1993
- DOS:
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| - Steve Purcell on finding balance between story and puzzles.
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| - "You try to be aware of the amount of time you have players sitting and watching as opposed to interacting. Fortunately a lot of the humor came out of the way that the characters would respond to the player’s actions. Even observing something in the room could produce a funny response in which case the interactivity IS doing the work of the story"
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| - 4(xsd:integer)
- 256(xsd:integer)
- 386(xsd:integer)
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dbkwik:resource/-Pazm90IppZ_l63uop9knw==
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