Sam & Max Hit the Road Gameplay chapter 1 - Prologue

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Sam & Max Hit the Road is a graphic adventure video game released by LucasArts during the company's adventure games era. The game was originally released for MS-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 takes the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery.

LucasArts began the development of the game in 1992 with the intention to use new settings and characters after the success of the past Maniac Mansion and Monkey Island adventure titles. Series creator Steve Purcell, then a LucasArts employee, was one of the lead designers on the project. Sam & Max Hit the Road is the ninth game to use the SCUMM adventure game engine, and also integrated the iMUSE audio system developed by Michael Land and Peter McConnell. The game was one of the first to incorporate full voice talent; the two title characters were voiced by professional voice actors Bill Farmer and Nick Jameson while additional voices were provided by Irwin Keyes, Marsha Clark, Denny Delk, Tony Pope, and Beth Wernick.

Sam & Max Hit the Road is a 2D adventure game where the player controls Sam from a third-person perspective to explore the pre-rendered cartoon environments of the game and solve a series of puzzles using a simple point-and-click interface. Players can set the game's cursor in a particular mode to designate how Sam interacts with the environment: Sam can walk around an area, talk to other characters, look at objects, pick them up or otherwise try to use them. The cursor's graphic changes when it hovers over an in-game entity that Sam can interact with. When talking to another character, the player is given a choice of subject areas to discuss, depicted in a conversation tree as icons at the base of the screen. In addition to specific topics involving the game's plot, Sam can inject unconnected exclamations, questions, and non-sequiturs into a conversation.

The game incorporates an inventory system for items that Sam picks up during the course of the game. Items can be used on other entities in the game world, or can often be combined with other inventory items to provide a new object necessary for solving a puzzle. Although Max's character will walk around the game's areas by his own will, Sam can also use Max at various points by using an inventory icon of Max's head on game objects—usually on characters where the solution to a problem involves violence. Sam and Max travel to different locations in the game using their black and white 1960 DeSoto Adventurer, which when clicked on in-game will present a map of the United States with all the available locations the pair can travel to show. As the game progresses, the number of locations on the map increases.

In addition to the main game, Sam & Max Hit the Road includes several minigames. Some of these, such as a carnival game based on Whac-A-Mole but involving live rats, must be completed in order to receive new items and further the game's plot, while others, such as a car-themed version of Battleship, are entirely optional as to whether the player uses them. As with the majority of LucasArts adventure games, Sam & Max Hit the Road is designed so that the player characters cannot die or reach a complete dead-end.

If anyone knows Sam & Max, it will be this game. This one is a masterpiece at that time even until now. Still....if in case this game will get a remaster, the graphic should be better than this. Well...let's watch the funny intro or should I say "prologue" shall we?

Note: Both Sam & Max are such funny characters XD.




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