EN ROUTE TO THE CARIBBEAN · SINCE 1999
The saga / Curiosities

Curiosity

Names, ideas and details that make Guybrush's Caribbean unique.

Background, origins and creative choices of the six chapters of the saga, with a look at the new incursions into his Caribbean. The sources are indicated next to each curiosity. Review: 21 October 2026.

Guybrush explores a pirate laboratory among sketches, maps and a vintage computer
Behind the Caribbean: Ideas, drawings and tools that shape adventure.

At the origins of the Caribbean

Inspirations

An attraction and a novel, before the films

The origins of Monkey Island are the Pirates of the Caribbean attraction at Disneyland and the novel On Stranger Tides by Tim Powers. They are two different influences: the atmosphere of the pirate adventure on the one hand, the supernatural on the other. The first game is from 1990: the similarities with the subsequent Jack Sparrow films do not mean that Guybrush was born from those films.

Source: Lucasfilm · The Secret of Monkey Island, Rewind

Name of the protagonist

Guybrush: a name born on the drawing board

Steve Purcell drew the protagonist in Deluxe Paint, where a portion of the image can become a "brush". Ron Gilbert recalls that, as he continually saw those files, he ended up calling the character Guybrush. It also corrected a much-repeated misconception: the file was guybrush.lbm, not guy.brush. The name comes from the artists' work, not a .brush extension.

Source: Ron Gilbert · Guybrush Fact vs Fiction

Original graphics

The Amiga in the memories, the PC in the laboratory

Many players have known the saga on Amiga, but Gilbert specifies that the graphics of the first Monkey Island were created with Deluxe Paint on PC under MS-DOS. The machine on which the game is played and the one used by the authors do not necessarily coincide: a small distinction that also illustrates the work necessary to bring an adventure to different systems.

Source: Ron Gilbert · Guybrush Fact vs Fiction

Behind the images

The backgrounds of the second chapter passed through the scanner

For Monkey Island 2 the path changed: according to Gilbert, the backdrops were acquired on a Mac with Photoshop 1.0, then transferred to a PC and finished in Deluxe Paint. Behind those islands there was therefore not just an artist who placed pixels on the screen, but a passage between different tools and processes.

Source: Ron Gilbert · Guybrush Fact vs Fiction

How an adventure takes shape

Development Tools

SCUMM was born for another game

The acronym stands for Script Creation Utility for Maniac Mansion: the system was developed for Maniac Mansion, before Guybrush arrived in Mêlée. Separating the description of scenes and actions from the more technical work helped the authors construct dialogue, events and puzzles. Monkey Island therefore inherits a tool already at the service of Lucasfilm stories.

Source: Lucasfilm · The origins of SCUMM

The world of the saga

A tavern name with a programmer origin

The SCUMM Bar takes its name from that system. It's a link between the place where Guybrush's career began and the laboratory that made the game possible: a signature of the authors hidden in plain sight. What is of interest here is the origin of the name; quotes and encounters to be found in the tavern belong to the Easter egg collection.

Source: Lucasfilm · The SCUMM Bar

Writing and design

The joke becomes a weapon

The insult duels of the first Monkey Island transform combat into a question of listening, memory and verbal readiness. The gimmick tells the character of the saga well: language does not only accompany the puzzles, it can itself become the mechanism with which to overcome them. It's a design choice, even before a collection of memorable lines.

Source: Lucasfilm · The Secret of Monkey Island, Rewind

1997 · The Curse

With The Curse, even the voices change the pace

The Curse of Monkey Island features a world designed with a marked cartoon flavor and voiced dialogue. Pauses, accents and interpretations are added to the text, becoming part of the characters' identity. The official sheet also documents the Italian audio: for those who came from the first two episodes, listening to those characters was a new way of meeting them.

Source: LucasArts · The presentation of The Curse

2000 · Escape

Escape can also be learned from the keyboard

The original Escape manual dedicates space to movement, choice of actions, inventory and keyboard commands. It is a concrete testimony of how much the experience had changed compared to the verbs and the pointer of the first chapters: not only a new appearance for Guybrush, but new habits for those who guided him. In the fourth game sheet you will also find the concept art and the Italian voices.

Source: LucasArts · The original Escape manual, preserved by MOCAGH [Original document]

A saga that changes and returns

2009 · Tales

Tales: five episodes, one adventure

Tales of Monkey Island was born from the collaboration between Telltale Games and LucasArts and was presented as a five-part series. The episodes belong to the same journey, rather than being five independent sequels. The publication in installments also changes the player's expectations: each stage leaves a route still to be followed.

Source: Telltale and LucasArts · The original Tales press sheet [Original document]

2010 · LeChuck's Revenge

A Special Edition that lets the authors talk

The Special Edition of Monkey Island 2 combines the game with comments from Ron Gilbert, Tim Schafer and Dave Grossman. In the interview at the time, producer Craig Derrick recalls the meeting in the studio as an opportunity to listen to the stories of the original team. In addition to the remake, it is a way to go through the adventure accompanied by its creators.

Source: GameSpot · Interview with the authors of the Special Edition

2022 · Return

From fan art to artistic direction

Rex Crowle had sent Gilbert his own illustration of Guybrush as early as 2008 or 2009. Gilbert remembered it when it came time to form the Return to Monkey Island team. A drawing born from a passion for the saga thus became an important precedent for the choice of its new artistic director.

Source: Lucasfilm · The authors talk about Return

2022 · Return

The return was built remotely

Lucasfilm says the core Return team consisted of around two dozen people, working remotely. With Gilbert and Dave Grossman the experience and memory of the first games return, but the adventure is born through a new organization and a new visual sensitivity. Returning to Monkey Island did not mean physically recreating the 1990 study.

Source: Lucasfilm · The authors talk about Return

2023 · The Legend of Monkey Island

A trip to the Caribbean hosted by another game

The Legend of Monkey Island is the crossover created by Rare and Lucasfilm Games within Sea of Thieves. It includes three connected Tall Tales: it is not the seventh main chapter of the saga. The distinction helps guide you between Guybrush's adventures and projects that bring his world into other games.

Source: Lucasfilm · The Legend of Monkey Island