Re:Grim Fandango Puzzle Document (1996) [pdf]
by the_af on Monday September 21, 2026 @02:43PM
(#49791529)
Heh, I know what you mean. I enjoyed the action minigames and figuring out what to do, but some people found them frustrating.
Mostly, what I remember is the outstanding voice acting, and the most memorable intro ever.
Yeah, whenever I think of Maureen I think of two things: asphalt, and trouble...
Re:Grim Fandango Puzzle Document (1996) [pdf]
by DanielHB on Tuesday September 22, 2026 @04:47AM
(#49798248)
The one thing I remember the most was making the jump across the broken bridge, that was the most badass thing in my childhood mind ever seen. I didn't know english very well so it took _ages_ to get to that point in the game.
Re:Grim Fandango Puzzle Document (1996) [pdf]
by WorldMaker on Monday September 21, 2026 @04:51PM
(#49793221)
SCUMM games always had a "win" key for action sequences, and I remember it would sometimes be mentioned in the manual. (Remember when games came with those? I was one of the sorts of nerds that read them.) Off the top of my head I think it was Alt+G. My first many playthroughs I always used the win button for all the action sequences in Full Throttle. It made the game a lot better back on my original PC I played the game on where it would stutter in the action games and make them hard to win. I still sometimes think the game is better without the action sequences, even if I can normally win them now.
(As I recall even GrimE had a similar or the same combo key. A lot of the complaints about Monkey Combat in EMI I didn't have because after a couple attempts I recall just pushing the win button and moving on.)
Somehow I remember those parts more than the fun parts, maybe because I didn't have access to a guide back then.