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Day of the Tentacle Remastered seeks to travel back to a time when adventure games were at their height, and manages to hit that mark.Mostly.The purest entry in the growing catalog of LucasArts remasters, Day of the Tentacle has been updated by developer Double Fine with all of its charm and characteristic clever puzzles and liberal use of humor. Day of the Tentacle Remastered truly feels like a labor of love.
Unfortunately, a new coat of paint provides some much-needed gloss, but can't quite hide some poor pacing and confusing puzzle design. The game is about a mutant, sludge-eating purple tentacle's dastardly plot to take over the world. The sequel to the seminal adventure game Maniac Mansion, Day of the Tentacle concerns itself with a mutant, sludge-eating purple tentacle's dastardly plot to take over the world.
The game drops players in the shoes of three protagonists: the nebbish geek Bernard, the laid-back Hoagie and the spaced-out Laverne. With the help of mad scientist Dr. Fred, they set course for yesterday in their half time machine, half porta-potty Chron-O-John when disaster strikes.
Mar 09, 2016 Day of the Tentacle Remastered. Remastered high quality voices, sound effects and music, with emulated “iMuse” style dynamic music; Choose between two remastered music modes: modernized, re-voiced music, or classic music which sounds just like it did in the 90s. Apr 03, 2013 Music from the video game Maniac Mansion: Day of the Tentacle from 1993, by LucasArts Music by Clint Bajakian, Michael Land, Peter McConnell.
Hoagie is trapped 200 years in the past and Laverne 200 years in the future, while Bernard lands back in the present.This setup gives Day of the Tentacle plenty of chances for complex puzzles alongside humorous callbacks and call-forwards. The game is set in a single location, the Maniac Mansion of its predecessor. But each character must explore the mansion in their respective time period. Characters rely on each other more often than they did in Maniac Mansion, and that cooperation makes the adventure seem grander than ever.
Puzzles are the game's true strength. Day of the Tentacle avoids the extreme intricacy of earlier LucasArts titles or the brutal standards of Sierra's adventure games.
Solutions cross time and items switch hands, and it all somehow manages to flow naturally. Redesigning the American flag in the past so that it is different in the future, or freezing a hamster in an icebox so it can survive over the centuries, are not just deliciously devilish acts of cartoon logic but also genuinely inventive and funny solutions to problems. The leaps of logic might be a bit wide, but they pay major dividends in a way that doesn't seem to play out in modern adventure games, including Tim Schafer's own.The solutions to Day of the Tentacle's puzzles are wonderful — attaching a battery to Ben Franklin's kite so that a lighting bolt recharges it; decorating a mummy so it will win a 'human show'; drying a sweater for hundreds of years so it shrinks to the right size. But the paths toward them are less than elegant. Day of the Tentacle isn't great at guiding players toward solutions, and it's easy to grab objects you won't need until much further down the line on another character. It grinds the game to a halt, even an adventure game.
Day of the Tentacle Remastered manages to shine considerably more in the 'remastered' area. The transition from pixel art to something more hand-drawn is striking, as backgrounds transform into bright and joyful cartoon landscapes. Spot-on character designs bring the cast to new life, and cleaned-up dialogue recordings and a new, non-MIDI soundtrack are highly appreciated as well. Day of the Tentacle Remastered takes great care to give the player a sense of the game's historical worth with a large library of unlockable concept art and a very competent developer's commentary track; this helps place the game in a proper context.
The ability to jump between the classic game and the remaster at any time preserves the original while highlighting its improvements.However, Day of the Tentacle Remastered's most functional changes involve alterations to the user interface and experience that make the game easier to play. The original version cluttered the screen with a list of verbs and inventory items. Remastered borrows a page from later LucasArts games like Sam and Max Hit the Road, handling actions with a pop-up wheel full of options. This more modern interface gives Day of the Tentacle Remastered more room to breathe, and it makes for swifter navigation and interaction. This edit is an important one, as Day of the Tentacle's charm wanes far more quickly than that of other LucasArts titles.Not all pieces of the game are equal.
Bernard's aimless wandering in the present can't compete with Hoagie's interactions with the Founding Fathers, while Laverne's sedate mannerisms undercut the charm of her puzzle solutions. The game starts strong, but its momentum takes a noticeable hit toward the middle. An extended sequence of back-and-forth jumping between Bernard and Laverne offers a painful and dispirited stretch of gameplay, though Day of the Tentacle finds some of its initial magic again in time for the finale.Some of Day of the Tentacle Remastered's brightest moments are spent entirely away from puzzles, in chatting with the game's characters.
The dialogue is snappy, and visual gags are at a premium — time traveling can shift environments or even explain how they got to be that way to begin with.But Day of the Tentacle often pushes hard on jokes that don't quite land. This is most prominent in a puzzle involving left-handed and right-handed hammers, which only manages lukewarm laughs thanks to some physical humor. A gag about the rights to Maniac Mansion ends up becoming the cornerstone of a puzzle that's too self-referential for its own good. In these instances, the cartoon logic grows a little too ludicrous, and more than a bit tiresome. Wrap Up: Day of the Tentacle Remastered is a well-polished time capsuleDay of the Tentacle Remastered provides a wonderfully crafted recreation of the original game, and Double Fine's streamlining of some of its rougher edges makes it a more approachable experience for modern audiences. But its revisions only go so deep, and can't quite manage to elevate source material that elicits chuckles rather than the riotous giggle fits it clearly expects.Day of the Tentacle Remastered was reviewed using a pre-release 'final' downloadable Steam key provided by Double Fine Productions.
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. WW: July 11, 2016Mode(s)Day of the Tentacle, also known as Maniac Mansion II: Day of the Tentacle, is a 1993 developed and published. It is the sequel to the 1987 game. The plot follows Bernard Bernoulli and his friends Hoagie and Laverne as they attempt to stop the evil Purple Tentacle—a sentient, disembodied tentacle—from taking over the world.
The player takes control of the trio and solves puzzles while using time travel to explore different periods of history.and co-led the game's development, their first time in such a role. The pair carried over a limited number of elements from Maniac Mansion and forwent the character selection aspect to simplify development. Inspirations included cartoons and the. Day of the Tentacle was the eighth LucasArts game to use the engine.The game was released simultaneously on and to critical acclaim and commercial success. Critics focused on its cartoon-style visuals and comedic elements. Day of the Tentacle has featured regularly in lists of 'top' games published more than two decades after its release, and has been referenced in popular culture.
A remaster of Day of the Tentacle was developed by Schafer's current studio, and released on March 22, 2016, for the,. Contents.Gameplay Day of the Tentacle follows the two-dimensional formula, first established by the original. Players direct the controllable characters around the game world by clicking with the. To interact with the game world, players choose from a set of nine commands arrayed on the screen (such as 'pick up', 'use', or 'talk to') and then on an object in the world.
This was the last game to use the original interface of having the bottom of the screen being taken up by a verb selection and inventory; starting with the next game to use the engine, the engine was modified to scroll through a more concise list of verbs with the right mouse button and having the inventory on a separate screen.Day of the Tentacle uses extensively; early in the game, the three main protagonists are separated across time by the effects of a faulty. The player, after completing certain puzzles, can then freely switch between these characters, interacting with the game's world in the separate time periods. Certain small inventory items can be shared by placing the item into the 'Chron-o-Johns', modified that instantly transport objects to one of the other time periods, while other items are shared by simply leaving the item in a past time period to be picked up by a character in a future period. Changes made to a past time period will affect a future one, and many of the game's puzzles are based on the effect of time travel, aging of certain items, and alterations of the time stream.
For example, one puzzle requires the player, while in the future era where Purple Tentacle has succeeded, to send a of a Tentacle back to the past, having it used as the design of the, then collecting one such flag in the future to be used as a Tentacle disguise to allow that character to roam freely.The whole original Maniac Mansion game can be played on a computer resembling a inside the Day of the Tentacle game; this practice has since been repeated by other game developers, but at the time of Day of the Tentacle's release, it was unprecedented. Plot Five years after the events of Maniac Mansion, Purple Tentacle—a mutant monster and lab assistant created by Dr. Fred Edison—drinks toxic sludge from a river behind Dr. Fred's laboratory.
The sludge causes him to grow a pair of flipper-like arms, develop vastly increased intelligence, and a thirst for global domination. Fred plans to resolve the issue by killing Purple Tentacle and his harmless, friendly brother Green Tentacle, but Green Tentacle sends a plea of help to his old friend, the Bernard Bernoulli. Bernard travels to the Edison family motel with his two housemates, deranged Laverne and Hoagie, and frees the tentacles. Purple Tentacle escapes to resume his quest to take over the world.
The game displays the interface below the scene. Time travel and interaction with cartoon versions of figures from American colonial history, such as, and, are key to gameplay.Since Purple Tentacle's plans are flawless and unstoppable, Dr. Fred decides to use his Chron-o-John time machines to send Bernard, Laverne, and Hoagie to the day before to turn off his Sludge-o-Matic machine, thereby preventing Purple Tentacle's exposure to the sludge. However, because Dr.
Fred used an rather than a real diamond as a power source for the time machine, the Chron-o-Johns break down in operation. Laverne is sent 200 years in the future, where humanity has been enslaved and Purple Tentacle rules the world from the Edison mansion, while Hoagie is dropped 200 years in the past, where the motel is being used by the as a retreat to write the. Bernard is returned to the present.
To salvage Dr. Fred's plan, Bernard must acquire a replacement diamond for the time machine, while both Hoagie and Laverne must restore power to their respective Chron-o-John pods by plugging them in. To overcome the lack of electricity in the past, Hoagie recruits the help of and Dr. Fred's ancestor, Red Edison, to build a to power his pod, while Laverne evades capture by the tentacles long enough to run an to her unit. The three send small objects back and forth in time through the Chron-o-Johns and make changes to history to help the others complete their tasks.Eventually, Bernard uses Dr. Fred's family fortune of from the TV series to purchase a real diamond, while his friends manage to power their Chron-o-Johns. Soon, the three are reunited in the present.
Purple Tentacle arrives, hijacks a Chron-o-John, and takes it to the previous day to prevent them from turning off the sludge machine; he is pursued by Green Tentacle in another pod. With only one Chron-o-John pod left, Bernard, Hoagie, and Laverne use it to pursue the tentacles to the previous day, while Dr.
Fred uselessly tries to warn them of using the pod together, referencing the film. Upon arriving, the trio exit the pod only to discover that they have been turned into a three-headed monster, their bodies merging into one during the transfer. Meanwhile, Purple Tentacle has used the time machine to bring countless versions of himself from different moments in time to the same day to prevent the Sludge-o-Matic from being deactivated. Bernard and his friends defeat the Purple Tentacles guarding the Sludge-o-Matic, turn off the machine, and prevent the whole series of events from ever happening. Returning to the present, Dr. Fred discovers that the three have not been turned into a monster at all but have just gotten stuck in the same set of clothes; they are then ordered by Dr. Fred to get out of his house.
The game ends with the credits rolling over a tentacle-shaped American flag, one of the more significant results of their tampering in history.Development. Tim Schafer and Dave Grossman co-led development of the sequel to Maniac Mansion, their first time directing a game.Following a string of successful adventure games, LucasArts assigned and to lead development of a new game. The two had previously assisted with the creation of and, and the studio felt that Grossman and Schafer were ready to manage a project. The company believed that the pair's humor matched well with that of Maniac Mansion and suggested working on a sequel. The two developers agreed and commenced production. Gilbert and, the creators of Maniac Mansion, collaborated with Grossman and Schafer on the initial planning and writing.
The total budget for the game was about $600,000, according to Schafer. Creative design In planning the plot, the four designers considered a number of concepts, eventually choosing an idea of Gilbert's about time travel that they believed was the most interesting. The four discussed what time periods to focus on, settling on the Revolutionary War and the future. The Revolutionary War offered opportunities to craft many puzzles around that period, such as changing the Constitution to affect the future. Grossman noted the appeal of the need to make wide-sweeping changes such as the Constitution just to achieve a small personal goal, believing this captured the essence of adventure games. The future period allowed them to explore the nature of cause and effect without any historical bounds. Grossman and Schafer decided to carry over previous characters that they felt were the most entertaining.
The two considered the Edison family 'essential' and chose Bernard because of his 'unqualified nerdiness'. Bernard was considered 'everyone's favorite character' from Maniac Mansion, and was the clear first choice for the protagonists. The game's other protagonists, Laverne and Hoagie, were based on a ex-girlfriend of Grossman's and a roadie named Tony that Schafer had met, respectively. Schafer and Grossman planned to use a character selection system similar to the first game, but felt that it would have complicated the design process and increased production costs. Believing that it added little to the gameplay, they removed it early in the process and reduced the number of player characters from six to three. The dropped characters included Razor, a female musician from the previous game; Moonglow, a short character in baggy clothes; and Chester, a black poet.
Ideas for Chester, however, morphed into new twin characters in the Edison family. The smaller number of characters reduced the strain on the game's engine in terms of and.The staff collaboratively designed the characters. They first discussed the character personalities, which Larry Ahern used to create concept art. Ahern wanted to make sure that the art style was consistent and the character designs were established early, in contrast to what had happened with Monkey Island 2, in which various artists came in later to help fill in necessary art assets as necessary, creating a disjointed style. Animation shorts, particularly the -directed, and inspired the artistic design. The cartoonish style also lent itself to providing larger visible faces to enable more expressive characters.
Designed backgrounds, spending around two days to progress from concept sketch to final art for each background. Chan too used as influence for the backgrounds, trying to emulate the style of Jones.
Ahern and Chan went back and forth with character and background art to make sure both styles worked together without too much distraction. They further had Jones visit their studio during development to provide input into their developing art. The choice of art style inspired further ideas from the designers. Grossman cited cartoons featuring, and commented that the gag involving a painted white stripe on inspired a puzzle in the game. The artists spent a year creating the in-game animations.The script was written in the evening, when fewer people were in the office. Grossman considered it the easiest aspect of production, but encountered difficulties when writing with others around.
With a time travel story, I leave a bottle of wine somewhere, and it causes a bottle of vinegar to appear in the same place four hundred years later. Same basic idea: I do X over here, and it causes Y over there. Whether ‘over there’ means in the next room or 400 years in the future is irrelevant. I will say that it was really fun to think about the effects of large amounts of time on things like wine bottles and sweaters in dryers, and to imagine how altering fundamentals of history like the Constitution and the flag could be used to accomplish petty, selfish goals like the acquisition of a vacuum and a tentacle costume. We definitely enjoyed ourselves designing that game.Dave Grossman on designing the game's puzzlesGrossman and Schafer brainstormed regularly to devise the time travel puzzles, and collaborated with members of the development team as well as other LucasArts employees.
They would identify puzzle problems and work towards a solution similar to how the game plays. Most issues were addressed prior to programming, but some details were left unfinished to work on later. The staff conceived puzzles involving the based on their memory of their compulsory education, and using the more legendary aspects of history, such as George Washington cutting down a cherry tree to appeal to international audiences.
To complete the elements, Grossman researched the period to maintain historical accuracy, visiting libraries and contacting reference librarians. The studio, however, took towards facts to fit them into the game's design.Day of the Tentacle features a four-minute long animated opening credit sequence, the first LucasArts game to have such.
Ahern noted that their previous games would run the credits over primarily still shots which would only last for a few minutes, but with Tentacle, the team had grown so large that they worried this approach would be boring to players. They assigned, an intern at CalArts, to create the animated sequence, with Chan helping to create minimalist backgrounds to aid in the animation. Originally this sequence was around seven minutes long, and included the three characters arriving at the mansion and releasing Purple Tentacle. Another LucasArts designer, Hal Barwood, suggested they cut it in half, leading to the shortened version as in the released game, and having the player take over when they arrive at the mansion. Technology and audio Day of the Tentacle uses the engine developed for Maniac Mansion.
LucasArts had gradually modified the engine since its creation. For example, the number of input verbs was reduced and items in the character's inventory are represented by icons rather than text. While implementing an animation, the designers encountered a problem later discovered to be a limitation of the engine. Upon learning of the limitation, Gilbert reminisced about the file size of the first game. The staff then resolved to include it in the sequel.Day of the Tentacle was the first LucasArts adventure game to feature voice work on release. The game was not originally planned to include voice work, as at the time, the install base for CD-ROM was too low. As they neared the end of 1992, CD-ROM sales grew significantly.
The general manager of LucasArts, Kelly Flock, recognizing that the game would not be done in time by the end of the year to make the holiday release, suggested that the team include voice work for the game, giving them more time.Voice director Tamlynn Barra managed that aspect of the game. Schafer and Grossman described how they imagined the characters' voices and Barra sought audition tapes of voice actors to meet the criteria.
She presented the best auditions to the pair. Schafer's sister Ginny was among the auditions, and she was chosen for Nurse Edna. Schafer opted out of the decision for her selection to avoid. Grossman and Schafer encountered difficulty selecting a voice for Bernard. To aid the process, Grossman commented that the character should sound like from the television show.
Barra responded that she knew the agent of the character's actor, and brought Sanders on the project. And were among those hired, and provided voice work for around five characters each. Recording for the 4,500 lines of dialog occurred at Studio 222 in Hollywood. Barra directed the voice actors separately from a sound production booth. She provided context for each line and described aspects of the game to aid the actors. The voice work in Day of the Tentacle was widely praised for its quality and professionalism in comparison to Sierra's talkie games of the period which suffered from poor audio quality and limited voice acting (some of which consisted of Sierra employees rather than professional talent).The game's music was composed by,. The three had worked together to share the duties equally of composing the music for Monkey Island 2 and Fate of Atlantis, and continued this approach for Day of the Tentacle.
According to McConnell, he had composed most of the music taking place in the game's present, Land for the future, and Bajakian for the past, outside of Dr. Fred's theme for the past which McConnell had done. The music was composed around the cartoonist nature of the game play, further drawing on Looney Tunes' use of parodying classical works of music, and playing on set themes for all of the major characters in the game. Many of these themes had to be composed to take into account different processing speeds of computers at the time, managed by the music interface; such themes would include shorter repeating patterns that would play while the game's screen scrolled across, and then once the screen was at the proper place, the music would continue on to a more dramatic phrase.Day of the Tentacle was one of the first games concurrently released on CD-ROM and floppy disk.
A floppy disk version was created to accommodate consumers that had yet to purchase CD-ROM drives. The CD-ROM format afforded the addition of audible dialog. The capacity difference between the two formats necessitated alterations to the floppy disk version. Grossman spent several weeks reducing files sizes and removing files such as the audio dialog to fit the game onto six diskettes. Reception ReceptionAggregate scoresAggregatorScore95%93/100AwardsPublicationAward#46, The Best Games of All TimeAdventure Game of the Year, June 1994#34, 150 Best Games of All Time#1, Top 20 Adventure Games of All Time#60, Top 100 Games (2005)#84, Top 100 Games (2007)#82, Top 100 Videogame Villains (Purple Tentacle#30, The Top 100Day of the Tentacle was a moderate commercial success; according to, it sold roughly 80,000 copies by 2009.
Tim Schafer saw this as an improvement over his earlier projects, the Monkey Island games, which had been commercial flops. The game was critically acclaimed. Of wrote in September 1993, 'Calling Day of the Tentacle a sequel to Maniac Mansion. Is a little like calling the space shuttle a sequel to the slingshot'. He enjoyed the game's humor and interface, and praised the designers for removing 'dead end' scenarios and death. Ardai lauded the voice acting, writing that it 'would have done the late proud', and compared the game's humor, animation, and camera angles to ' gems from the 40s and 50s'.
He concluded, 'I expect that this game will keep entertaining people for quite some time to come'. In April 1994 the magazine said of the CD version that Sanders's Bernard was among 'many other inspired performances', concluding that ' would be proud'.
In May 1994 the magazine said of one multimedia kit the CD version that 'it packs more value into the kit than the entire software packages of some of its competitors'. Of stated that its graphics 'are in a stupendous cartoony style', while praising its humor and describing its sound and music as 'excellent'. Although the reviewer considered it 'one of the best' graphic adventure games, he noted that, like LucasArts' earlier, it was extremely short; he wrote that he 'felt cheated somehow when I finished the game'. He ended the review, 'Go, Lucasfilm! Do this again, but do make the next game longer!'
.Phil LaRose of called it 'light-years ahead of the original', and believed that its 'improved controls, sound and graphics are an evolutionary leap to a more enjoyable gaming experience'. He praised the interface, and summarized the game as 'another of the excellent LucasArts programs that place a higher premium on the quality of entertainment and less on the technical knowledge needed to make it run'. The 's Geoff Smith noted that 'the animation of the cartoonlike characters is of TV quality', and praised the removal of dead ends and character death. He ended, 'It's full of lunacy, but for anyone who likes light-hearted adventure games, it's well worth trying'. Of called its visuals 'well done' and compared them to those of. The writer praised the game's humor, and stated that 'both the music and sound effects are hilarious'; he cited the voice performance of Richard Sanders as a high point.
He summarized the game as 'both a good adventure and a funny cartoon'.Lim Choon Wee of the highly praised the game's humor, which he called 'brilliantly funny'. The writer commented that the game's puzzles relied on 'trial and error' with 'no underlying logic', but stated that the game 'remains fun' despite this issue, and concluded that Day of the Tentacle was 'definitely the comedy game of the year'. Daniel Baum of called it 'one of the funniest, most entertaining and best-programmed computer games I have ever seen', and lauded its animation. He wrote that the game provided 'a more polished impression' than either. The writer stated that its high were its only drawback, and believed that a card was required to fully appreciate the game.
In a retrospective review, ' Chris Remo wrote, 'If someone were to ask for a few examples of games that exemplify the best of the graphic adventure genre, Day of the Tentacle would certainly be near the top'.Day of the Tentacle has been featured regularly in lists of 'top' games. In 1994, named Day of the Tentacle the 46th best computer game ever. In June 1994 it and won Computer Gaming World 's Adventure Game of the Year award. The editors stated that ' Day of the Tentacle 's fluid animation sequences underscore a strong script and solid game play.
Story won out over technological innovation in this genre'. In 1996, the magazine ranked it as the 34th best game of all time, writing: ' DOTT completely blew away its ancestor, Maniac Mansion, with its smooth animated sequences, nifty plot and great voiceovers.' Included the game as the top entry on its 20 Greatest Adventure Games of All Time List in 2004, and placed it sixth on its Top 100 All-Time Adventure Games in 2011. The game has appeared on several lists. The website rated it number 60 and 84 on its top 100 games list in 2005 and 2007, respectively.
IGN named Day of the Tentacle as part of their top 10 LucasArts adventure games in 2009, and ranked the Purple Tentacle 82nd in a list of top 100 videogame villains in 2010. Ranked it at number 30 in 2008, and GameSpot also listed Day of the Tentacle as one of the greatest games of all time. Legacy Fans of Day of the Tentacle created a, The Day After the Day of the Tentacle, using the game's graphics. The 1993 LucasArts game features a stage dedicated to Day of the Tentacle. The artists for Day of the Tentacle shared office space with the Zombies Ate My Neighbors development team. The team included the homage after frequently seeing artwork for Day of the Tentacle during the two games' productions.
In describing what he considered 'the most rewarding moment' of his career, Grossman stated that the game's writing and use of spoken and subtitled dialog assisted a learning-disabled child in learning how to read. CEO Dan Connors commented in 2009 that an based on Day of the Tentacle was 'feasible', but depended on the sales of the Monkey Island games released that year.In 2018, a fan-made sequel, Return of the Tentacle, was released free by a team from Germany. The game imitates the art style of the Remastered edition and features full voice acting. Remasters Special Edition According to, a remastered version of Day of the Tentacle was in the works at LucasArts Singapore before the sale of LucasArts to Disney in 2012. Though never officially approved, the game used a pseudo-3D art style and was nearly 80% complete, according to one person close to the project, but was shelved in the days before the closure of LucasArts.
Remastered. The remastered version of Day of the Tentacle retains the cartoon-style animation but uses more detailed characters and backgrounds.At 2014, Schafer announced that a remastered version of Day of the Tentacle was being developed by his studio,.
The remaster was released on March 22, 2016, for, Microsoft Windows and, with a version released at July 11 together with a mobile port for iOS.Schafer credited both LucasArts and Disney for help in creating the remaster, which follows from a similar remastering of, as well by Double Fine, in January 2015. Schafer said when they originally were about to secure the rights to Grim Fandango from LucasArts to make the remaster, they did not originally have plans to redo the other LucasArts adventure games, but with the passionate response they got on the news of the Grim Fandango remaster, they decided to continue these efforts. Schafer described getting the rights to Day of the Tentacle a 'miracle' though aided by the fact that many of the executives in the legal rights chain had fond memories of playing these games and helped to secure the rights. 'Retroradar: Retrodiary'. June 2011. Archived from on June 23, 2006. Archived from on December 6, 2010.
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![Soundtrack Soundtrack](/uploads/1/2/5/6/125631402/647502240.jpg)
Like I could. Like I could.
TAKE ON THE WORLD!!!. LucasArts (June 1993). Day of the Tentacle.
Bernard: Ok, you're free to go.Green Tentacle: Thanks Bernard!Purple Tentacle: Yes, thank you, naive human! Now I can finish taking over the world! Ha ha ha!Green Tentacle: Wait!Bernard: Oh, yeah. Now I remember. He's incredibly evil, isn't he?Green Tentacle: Uh.
I'll try to talk him out of it. LucasArts (June 1993). Day of the Tentacle. Fred: Our only hope now is to turn off my Sludge-O-Matic machine and prevent the toxic mutagen from entering the river!Bernard: Isn't it a little late for that, Doctor?Dr. Fred: Of course!
That's why I'll have to do it. To the time machine!. LucasArts (June 1993).
Day of the Tentacle. Fred: My dials say that the larger specimen landed two hundred years in the past and the other is stuck two hundred years in the future!Bernard: Well, hurry up and bring them back!Dr.
Fred: I will, as soon as I get a new diamond! Then all your buddies have to do is plug in their respective Chron-o-Johns and—Bernard: Plug them in?!? Where is Hoagie going to find an electrical outlet two hundred years in the past!?!Dr. He'll be needing my patented superbattery then, won't he?.
LucasArts (June 1993). Day of the Tentacle. Purple Tentacle: You can't turn off the machine if I get there first!Laverne: Uh-oh!Green Tentacle: Don't worry guys! This time I know I can stop him!. LucasArts (June 1993). Day of the Tentacle. Purple Tentacle: You see, I've been busy.
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