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| Sam & Max Hit the Road | |
|---|---|
| Comprehend artwork past Steve Purcell | |
| Developer(s) | LucasArts |
| Publisher(s) | LucasArts (Original) Disney Interactive (Steam) |
| Director(s) |
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| Producer(s) |
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| Designer(s) |
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| Programmer(due south) |
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| Composer(southward) |
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| Series | Sam & Max |
| Engine | SCUMM (visual) iMUSE (audio) |
| Platform(due south) |
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| Release | November 1993
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| Genre(s) | Graphic run a risk |
| Mode(s) | Single-actor |
Sam & Max Hitting the Road is a graphic hazard 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 Bone 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 affair". The characters, created past Steve Purcell, originally debuted in a 1987 comic book series. Based on the 1989 Sam & Max comic On the Road, the duo accept the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery.
LucasArts began development of the game in 1992 with the intention to employ new settings and characters after the success of the past Maniac Mansion and Monkey Isle adventure titles. Series creator Steve Purcell, then a LucasArts employee, was one of the lead designers on the project. Sam & Max Hit the Route is the 9th game to apply the SCUMM gamble game engine, and also integrated the iMUSE audio system developed past Michael State and Peter McConnell. The game was ane of the first to incorporate total voice talent; the 2 title characters were voiced by professional person vocalisation actors Bill Farmer and Nick Jameson while additional voices were provided by Irwin Keyes, Marsha Clark, Denny Delk, Tony Pope and Beth Wernick.
The game received critical acclaim on release, and was praised for its humour, voice acting, graphics, music and gameplay. Information technology is now regarded as a archetype indicate-and-click take a chance game and is often considered one of the greatest video games of all fourth dimension. Several attempts to produce sequels were cancelled, ultimately resulting in the franchise moving from LucasArts to Telltale Games. Since Oct 2014, after the acquisition of LucasArts by Disney, the game is existence sold by GOG.com. In November 2018 information technology was re-released on Steam by Disney Interactive.
Gameplay [edit]
Sam & Max Hit the Route is a 2d adventure game where the role player controls the actions of Sam from a third-person perspective. The histrion uses Sam to explore the pre-rendered cartoon environments of the game and solve a series of puzzles using a unproblematic betoken-and-click interface.[4] The game's puzzles have logical solutions, although a number of them take far-fetched solutions due to the game'southward cartoon setting. Players can set up the game's cursor in a particular mode to designate how Sam interacts with the surroundings: Sam can walk around an expanse, talk to other characters, expect at objects, pick them upward or otherwise try to apply them.[v] The cursor'south graphic changes when it is hovered over an in-game entity that Sam can interact with. When talking to some other character, the player is given a pick 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 not sequiturs into a chat.[5]
The game incorporates an inventory system for items that Sam picks upward during the course of the game. Items can be used on other entities in the game world, or tin frequently 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 past his ain will, Sam can too use Max at various points by using an inventory icon of Max's caput on game objects—usually on characters where the solution to a problem involves violence.[4] 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 Usa with all the available locations the pair tin travel to shown. As the game progresses, the number of locations on the map increases.[4]
In add-on to the main game, Sam & Max Striking 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 every bit to whether the player uses them.[five] As with the bulk of LucasArts run a risk games, Sam & Max Striking the Road is designed so that the player characters cannot die or reach a complete dead-stop.[6]
Plot [edit]
Sam and Max, the Freelance Police force, are 2 comic volume characters created by Steve Purcell, who act as private detectives and vigilantes. Sam & Max Hit the Route follows the pair on a case that takes them from their office in New York City across the United states. The game starts in a similar style to many of the comic stories, with Sam and Max receiving a telephone call from an unseen and unheard Commissioner, who tells them to go to a nearby carnival.[vii] At the carnival, they are told by the owners that their star attraction, a frozen bigfoot called Bruno, has been set free, and fled, taking their second attraction, Trixie the Giraffe-Necked Girl.[8] Sam and Max prepare off to notice Bruno and Trixie and bring them back. As the duo investigate the carnival, they learn that Bruno and Trixie are in love and that Trixie freed Bruno. The Freelance Police leave the carnival to pursue leads at various tourist traps throughout the country, such as The World's Largest Brawl of Twine, a vortex controlled by giant subterranean magnets, and bungee jumping facilities at Mount Rushmore.
Sam and Max exterior a "Snuckey'southward"; Americana sites similar this are a core role of the game'due south setting. snuckey's is a rip-off of Stuckey's.
The pair learn that two other bigfoots used as tourist attractions in other parts of the country accept been freed past Bruno, and that Bruno has been captured by Liverpudlian land western vocaliser Conroy Bumpus, a cruel animal abuser who wishes to utilize Bruno in his performances. Sam and Max travel to Bumpus' home and rescue Bruno and Trixie, but Bruno so departs with Trixie to join a bigfoot gathering at an inn in Nevada.[ix] Following them, Sam and Max disguise themselves as a bigfoot to enter the party. Eventually the party is gatecrashed by Conroy Bumpus and his henchman Lee Harvey, who hope to capture the bigfoots. Even so, Sam manages to fool Bumpus and Harvey into donning their bigfoot disguise, and Max locks them in the inn's kitchen freezer.[10]
Primary Vanuatu, leader of the bigfoots, in recognition of the pair'south deportment, makes the Freelance Police force members of the bigfoot tribe and tells them of a spell that will brand the world safe for bigfoots once more, preventing their capture past humans. All the same, the chief requires assist deciphering the spell'south four ingredients, and asks for Sam and Max'south assistance. Somewhen, they discover that the ingredients are a vegetable resembling John Muir, hair restoration tonic, the molar of a dinosaur, and a vortex contained inside a snow globe. Combined with a live bigfoot sacrifice—which Max substitutes for frozen bigfoot-clad Bumpus and Harvey—the ingredients cause large copse to jump into being, destroying towns and cities and covering the bulk of the west United States in woods. Content that their piece of work is done,[11] Sam and Max take the frozen water ice block containing Bumpus and Harvey to the carnival. Believing that Bruno has been returned to them, the owners give a large reward of skee ball tickets to the Freelance Police, who and then spend the end credits shooting targets at a carnival stall with existent firearms.[12]
Development [edit]
Sam & Max Hit the Road was developed by a modest team at LucasArts with prior feel on their run a risk games, including Sean Clark, Michael Stemmle, and Sam & Max creator Steve Purcell and his time to come wife Collette Michaud.[13] [v] Prior to being employed at LucasArts, Steve Purcell had developed the Sam & Max characters and started publishing stories about them around 1987. These had defenseless attention of some of the LucasArts developers; through a suggestion that LucasArts creative person Ken Macklin, Purcell was brought into the team past fine art director Gary Winnick. Purcell helped to draw the encompass art for Zak McKracken and the Alien Mindbenders, then helped with the character animations in Indiana Jones and the Fate of Atlantis.[xiv] Sam and Max first appeared as video game characters as internal testing material for SCUMM engine programmers recently employed by LucasArts; Steve Purcell created blithe versions of the characters and an part backdrop for the programmers to practice on. Soon after, Sam & Max comic strips by Steve Purcell were published in LucasArts' quarterly newsletter. After a positive reaction from fans to the strips[13] and out of a wish to use new characters and settings subsequently the success of the Monkey Island and Bedlamite Mansion franchises, LucasArts offered in 1992 to create a video game out of the characters.[four] [5]
You try to be aware of the amount of time you take 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 deportment. Even observing something in the room could produce a funny response in which instance the interactivity is doing the work of the story
Steve Purcell on finding residual between story and puzzles[5]
The game was based on the 1989 Sam & Max comic On The Route, which featured the 2 on a journeying across the United states.[13] Several of the game'due south tourist traps were based on real locations experienced by the developers; Steve Purcell recollects a childhood visit to a "Frog Rock"—one of the locations featured in the game—and remembered thinking "That'due south it? Information technology doesn't even look like a frog!"[15] A chain of "Snuckey's" roadside stores and attractions was a tribute to the Stuckey'due south chain which Purcell and his family often stopped at during road trips.[16]
LucasArts planned a relatively short timetable for Sam & Max of well-nigh eight months, and the team opted to employ storyboarding for the first time at LucasArts to programme out the game.[14] Sam & Max was 1 of the starting time games to include a full speech soundtrack and music,[5] which for Steve Purcell was a "dream opportunity" to hear his creations speak. Steve Purcell describes casting Bill Farmer in the function of Sam as his audition tape "was very dry; he wasn't trying too hard to sell the lines".[five] Thespian Nick Jameson was cast to vocalisation Max. The game's jazz score was composed by LucasArts' Clint Bajakian, Michael Land and Peter McConnell, and was incorporated into the game using Country and McConnell's iMUSE engine, which allowed for audio to exist synchronized with the visuals. High quality versions of 4 of the game's tracks were included on the CD version of the game. Sam & Max Hit the Road was released simultaneously on floppy deejay and CD-ROM; simply the CD version of the game contained full in-game speech and music.[5] Fans of the game accept since recreated the game'due south MIDI soundtrack in higher quality MP3 format.[17]
As the Sam & Max comics had a more than adult tone, Steve Purcell expected LucasArts to cutting dorsum "the edgier textile" from the game. However, he expressed that he was pleased with how LucasArts allowed him to stay close to his original vision for the game.[5] The game'due south various minigames were included to allow players to have a intermission from solving the main game'southward puzzles and play something "brusk and light-headed".[v] Sam & Max Hit the Road as well signified a major alter in development for games on the SCUMM engine.[5] The user interface was entirely rehauled from that introduced in Maniac Mansion and congenital upon in subsequent games. Instead of selecting a verb part from a list at the lesser of the screen and clicking on an in-game entity, Sam & Max Hit the Road compressed all verb functions into the mouse cursor, which players could cycle through using the right-mouse button. The inventory was likewise moved off the main screen to a sub-screen accessible by a pocket-sized icon on the screen. Co-ordinate to Steve Purcell, this cleared infinite on the screen to "expand on the excellent backgrounds and also made interaction much quicker and less laborious than LucasArts' previous adventure games"[5] The conversation trees were too affected by this; Michael Stemmle proposed removing the text-based selection menu used in previous LucasArts' adventure games in favor of icons representing topics of discussion every bit "nothing would kill a joke worse than reading it before you hear it".[5] Several of these innovations were retained for future LucasArts take a chance games.
Reception [edit]
According to Steve Purcell, Sam & Max Hit the Road was commercially successful. He remarked in 2000, "The numbers never compared to Star Wars but information technology sold enough to be considered a hit past near standards."[28]
Sam & Max received a favorable reception from the gaming industry'due south press, holding a rating of 84% on the review aggregator site GameRankings.[18] Charles Ardai of Reckoner Gaming World in 1994 liked information technology "measurably less" than Solar day of the Tentacle. He compared the latter to a Looney Tunes cartoon and the former to an underground comic volume, observing that Sam & Max 'due south style of humor "tin can all exist funny, but only to a point ... its main characters are basically jerks" and the story was unimportant "fifty-fifty to them". Ardai cited the completely optional and disconnected minigames as "contribut[ing] to the feeling that Sam & Max is more a computerized busybox ... than a unified, focused piece of fiction". He liked the graphics and simplified SCUMM interface, but ended that "the whole is rather less than the sum of its parts ... Sam & Max affords a couple of hours of somewhat similar amusement" to Tentacle.[29] Edge noted that "with most run a risk games, its hard to feel anything for the grapheme(s) y'all command", but stated that Sam & Max Hitting the Road bankrupt this mold past being "genuinely funny" and players would be "experimenting more than than ... commonly only to see what the madcap pair volition get upwards to adjacent." The reviewer praised the game'southward graphics as "beautifully detailed" and the puzzles as "intricate to solve", but noted that a number of the minigames were "dismal".[24] Joonas Linkola, writing for Adventure Gamers, echoed many of these comments, praising the cartoon-style graphics as "appropriately cheesy" and "colorful". On the subject of the game's humor, Linkola noted that "in that location are many visual jokes, but the backbone of the game is in its witty dialogue", and as such this gave the game a "replayability value" every bit players may pick upwards on jokes based on "verbal acrobatics, on the utilize of polysyllabic words, sometime English language and other such oddities" that they missed the first time around. Linkola gave additional praise to the soundtrack and audio work, stating that the "very fitting voices ... adds to the comical duo'southward wisecracking attitude".[xix]
Allgame reviewer Steve Honeywell was as well very positive with his comments, describing the plot as "interesting", the graphics as "appropriately cartoonish and fun" and the locations as "well-designed", but noting that to a higher place all "what makes Sam & Max Hit the Road work is the humor". On the game'due south puzzles, Honeywell stated that "some of the puzzles are pretty simple, while others are difficult in the extreme. One nice thing is the nigh complete absenteeism of scarlet herring items. Everything you find can exist put to employ somewhere". Every bit with other reviews, Allgame praised the audio work, noting that "the music is decent throughout the game, and the vocalization talent is stellar", endmost with the annotate that the game takes point-and-click adventures to "insane new heights in terms of both fun and one-act".[20] GamersHell praised the graphics of the game every bit "superb" but noted that "it's not so friendly that information technology can just be played by kiddies". Although describing sound setup as "a chip tricky", the reviewer praised the phonation acting as "very good" and the music as "summit quality". However, although the review noted that the game had "easy to use" interfaces and menus, information technology was disquisitional of the fact that "at times it can be the frustrating 'hunt for the correct pixel' syndrome".[30]
The game was one of four nominees for the 1994 Annie Award in the category Best Blithe CD-ROM, although the award instead went to LucasArts' Star Wars: Rebel Assault.[31] In 1994, PC Gamer Us named Sam & Max the 8th best calculator game always. The editors wrote, "It's pretty tough to draw only how good, how professional and entertaining, Sam & Max really is."[32]
In 1998, PC Gamer declared information technology the 10th-all-time computer game ever released, and the editors chosen it "withal the all-time graphic take a chance for the PC, hands downwards".[33]
Sam and Max Hitting the Road has since come to be regarded as a classic risk game title, and is regularly featured in listings of the top 100 games. In 1996, Computer Gaming Globe ranked it as the 95th all-time game of all time, calling information technology "the adventure game that redefined 'wacky'."[34] The aforementioned twelvemonth, Next Generation ranked it 27th best game of all fourth dimension, explaining that its "goofy charm" was the tiebreaker in the determination to include it on the list instead of other acclaimed LucasArts games such as Day of the Tentacle.[35] In 1999, Next Generation listed Sam & Max Hitting the Road as number 45 on their "Elevation 50 Games of All Fourth dimension", commenting that, "The game combines a bizarre plot [...] with LucasArt'southward adventure game prowess and the robust SCUMM engine. The result is ane of the near enjoyable gaming experiences to be found on a PC."[36] In 2004, Adventure Gamers listed Sam & Max Hit the Road as the eighth-all-time take chances game of all time, describing it every bit "the nigh absurd and ridiculous game always designed".[37] IGN described Sam and Max Hitting the Road in its 2007 tiptop 100 games feature as "known more for its story and characters", noting that "the unusual and interesting gameplay is typically saddled in the shotgun position in fans' memories, but when you're driving a Porsche, even the trunk is a smooth ride".[38] Writing for Adventure Classic Gaming in 2006, David Olgarsson noted that the game had "undoubtedly ... become [LucasArts'] almost critically acclaimed adventure game of all time", citing the game's product values, graphical effects, challenging puzzles and story techniques as the reason for this, concluding that the game was an "enduring testament to gamble gaming's finest hours".[39] In 2011, Adventure Gamers named Sam & Max the 28th-best adventure game ever released.[40]
Sequels [edit]
Sam & Max: Freelance Constabulary was to take the franchise into 3D graphics.
The commencement attempts at creating a sequel took identify in September 2001 with Sam & Max Plunge Through Infinite.[41] The game was to be an Xbox exclusive title, adult past Space Car, a small visitor consisting of a number of former LucasArts employees. The story of the game was developed by series creator Steve Purcell and fellow designer Chuck Hashemite kingdom of jordan and involved the Freelance Police force travelling the milky way to find a stolen Statue of Freedom. However, Infinite Car went bankrupt within a year, and the project was abased.[42]
At the 2002 Electronic Entertainment Expo convention, nearly a decade later on the release of Sam & Max Hit the Road, LucasArts appear the production of a PC sequel, entitled Sam & Max: Freelance Police.[43] Freelance Police, similar Hit the Route, was to be a betoken-and-click graphic adventure game, utilizing a new 3D game engine. Evolution of Freelance Police was led by Michael Stemmle, ane of the original designers of Sam and Max Striking the Road. Steve Purcell contributed to the project past writing the story and producing concept art.[43] The original vocalism actors for Sam and Max, Bill Farmer and Nick Jameson, were also set to reprise their roles. In March 2004, however, quite far into the game's development, Sam & Max: Freelance Police was abruptly cancelled by LucasArts, citing "current market identify realities and underlying economic considerations" in a short press release.[44] The fan reaction to the counterfoil was strong; a petition of 32,000 signatures stating the disappointment of fans was later presented to LucasArts.[43]
Afterward LucasArts' license with Steve Purcell expired in 2005, the Sam & Max franchise moved to Telltale Games, a visitor of old LucasArts employees who had worked on a number of LucasArts gamble games, including on the evolution of Freelance Police. Under Telltale Games, a new episodic series of Sam & Max video games was announced. Like both Sam & Max Hitting the Road and Freelance Police force, Sam & Max Save the World was in a betoken-and-click graphic risk game format, although it lacked the original voice actors for the characters. The first season ran for 6 episodes, each with a cocky-independent storyline but with an overall story arc running through the series. The start episode was released on GameTap in October 2006, with episodes following regularly until April 2007, and a special compilation on the Wii released in October 2008. A 2d season, Sam & Max Across Time and Space, began in Nov 2007 and concluded in Apr 2008. This was also released as a compilation on the Wii. Originally expected to exist released in 2009,[45] a tertiary season, Sam & Max: The Devil'southward Playhouse, began in April 2010.[46]
References [edit]
- ^ "20th Ceremony: The Classics". LucasArts. Archived from the original on 2006-06-23. Retrieved 2008-08-05 .
- ^ "LucasArts Game History". LucasArts. Archived from the original on 2007-06-30. Retrieved 2007-05-25 .
- ^ "Sam & Max Hit the Route". The LucasArts Museum. Archived from the original on 2011-06-12. Retrieved 2008-08-07 .
- ^ a b c d "Sam & Max Hitting the Road". gamesTM Retro. United kingdom: Highbury Entertainment. 1: 128–129.
- ^ a b c d e f chiliad h i j k fifty thousand n Solar day, Ashley (March 2006). "The Making of: Sam & Max Hitting the Road". Retro Gamer. No. 22. Uk: Imagine Publishing. pp. 32–35.
- ^ Shamoon, Evan (April 2008). "Game Over: Tension and the tentacle". Games for Windows: The Official Magazine. 1UP.com. Archived from the original on 2013-05-xi. Retrieved 2008-11-22 .
- ^ LucasArts (November 1993). Sam & Max Hit the Route (PC). Level/area: New York office.
Sam: Howdy? Yes? Yes? Yes! No! Really? Well, the same to you lot, Mac! / Max: Another confused census taker? / Sam: Really, that was the Commissioner with another idiotic and baffling assignment. / Max: Does it involve wanton devastation? / Sam: We can only hope. Due to the arbitrarily sensitive nature of the mission, nosotros'll be coming together a bonded metropolis courier out on the street.
- ^ LucasArts (November 1993). Sam & Max Striking the Road (PC). Level/area: Kushman carnival.
Burl Kushman: This used to be our principal attraction. / Max: Your main attraction was a block of ice? / Burl Kushman: Don't be dense! / Shep Kushman: Our main attraction was a genuine, authentic, real-life bigfoot, on ice! / Sam: Permit me get this straight ... You want us to become traipsing all over the land looking for a soggy bigfoot? / Max: I've never been traipsing before. Does it hurt? / Shep Kushman: Merely Bruno must be returned to us! / Bulge Kushman: He's a brutish, ignorant beast with no sense of right or wrong! / Sam: Hey, who isn't? / Shep Kushman: Besides, he'south kidnapped our 2d main attraction. / Max: Is that the block of water ice? / Burl Kushman: Naw, it's Trixie the Giraffe-Necked Daughter from Scranton.
- ^ LucasArts (November 1993). Sam & Max Hit the Road (PC). Level/surface area: Bumpusville.
Max: Well, back to the circus with y'all. / Sam: I'm feeling a piffling morally conflicted about taking Bruno back to the circus. / Max: I'thou not. Let'south go, you big lug. / Trixie: Stay away from him, you malefactor! / Max: I'm not a malefactor, I'yard a lagomorph! / Bruno: Look, I'm not going dorsum to the circus, and I'yard late for a party.
- ^ LucasArts (November 1993). Sam & Max Hit the Road (PC). Level/area: Savage Jungle Inn.
Sam: Hey Max, why don't yous make yourself useful? / Max closes and locks the door to the meat freezer where Bumpus and Harvey are changing into a bigfoot costume / Sam: That was fun. / Max: At present future generations will be able to enjoy his atonal warblings.
- ^ LucasArts (November 1993). Sam & Max Hit the Road (PC). Level/area: Brutal Jungle Inn.
Vanuatoo: You lot boys should be proud of what you've helped us reach here today. / Sam: Yous mean the wholesale devastation of the symbols of modern culture in the Western United States? Yous bet nosotros are! / Max: Do we win a prize?
- ^ LucasArts (Nov 1993). Sam & Max Hitting the Road (PC). Level/area: Kushman carnival.
Burl Kushman: I hope you lot're happy. With those two idiots on the example, we'll probably never come across Bruno again. / 'Shep Kushman: Oh, lighten up, Burl. Hey, they're back! / Sam walks into the tent / Bulge Kushman: Did yous find Bruno? / Sam: Of form! / Max pushes the large ice cube containing Conroy Bumpus and Lee Harvey wearing the bigfoot costume into the tent / Burl Kushman: Bruno! / Shep Kushman: How tin can we ever repay you? / Sam: The bare looks on your faces are the simply reward we need. / Max: That, and a big fatty cheque. / Burl Kushman: Would you settle for three thousand SkeeBall tickets? / Sam: Shut plenty. Let'south get, Max! / The two walks to the exit / Sam: You know, Max. I tin can't stop thinking that we've foolishly tampered with the delicate inner mechanisms of the little spaceship nosotros phone call earth. / Max: Gosh, Sam. If a few hundred years of civilization have to be totaled just to ensure that a bunch of smelly quasi-human creatures accept a safe haven for their icky lifestyles then so be it! / Sam: You crack me up, little buddy! / The two walk out of the tent / Shep Kushman: Burl, did Bruno always have four arms?
- ^ a b c "The Golden Age". The History of Sam & Max. Telltale Games. 2007-06-26. Archived from the original on 2007-06-30. Retrieved 2008-08-05 .
- ^ a b Day, Ashley (February 25, 2018). "The making of Sam & Max Hit The Route". PC Gamer . Retrieved Feb 25, 2018.
- ^ "Interview with Michael Stemmle and Steve Purcell". The History of Sam & Max. Telltale Games. 2007-06-26. Archived from the original on 2007-07-07. Retrieved 2008-08-05 .
- ^ "Sam and Max and Stuckey's". Spudvision. 2009-08-12. Archived from the original on 2009-08-12. Retrieved 2009-08-12 .
- ^ "LucasArts Soundtracks: Sam & Max Hit the Road". The International House of Mojo. Archived from the original on 2008-08-27. Retrieved 2008-08-05 .
- ^ a b "Sam & Max Striking the Road Reviews". GameRankings. Archived from the original on 2008-10-02. Retrieved 2008-08-05 .
- ^ a b Linkola, Joonas (2004-03-05). "Sam & Max Striking the Road". Risk Gamers. Archived from the original on 2008-06-29. Retrieved 2008-08-05 .
- ^ a b Honeywell, Steve. "Sam & Max Hit the Road Review". Allgame. Retrieved 2008-08-05 .
- ^ Ahmet, Deniz (Jan 1994). "Sam & Max Hit the Road". Figurer and Video Games. No. 146. p. 98. Retrieved July ii, 2021.
- ^ Ahmet, Deniz (July 1994). "Sam & Max Hit the Road". Estimator and Video Games. No. 152. p. 96. Retrieved July 2, 2021.
- ^ Petersen, Sandy (March 1994). Dragon (203): 59–62, 69.
- ^ a b "Sam & Max Hit the Road". Edge. No. 5. Dec 1994. pp. 58–59. ISSN 1350-1593. Archived from the original on June xvi, 2013. Retrieved 2012-ten-09 .
- ^ Wildgoose, David (February 1994). "Sam & Max Hit the Route". Hyper. No. 3. pp. 62–63. Retrieved July 2, 2021.
- ^ "Sam and Max Hit the Road". PC Format CD Gold. Winter 1995. p. 17. Retrieved July ii, 2021.
- ^ Barba, Rick (March 1994). "Sam & Max Hit the Road". Electronic Entertainment. 1 (3): 100, 101.
- ^ Linkola, Joonas (2000). "Interviews: Steve Purcell". LucasFans. Archived from the original on Feb 24, 2001.
- ^ Ardai, Charles (February 1994). "Hit the Road, Max". Reckoner Gaming World. pp. 86–90.
- ^ "Sam & Max Hitting the Road Review". GamersHell. Archived from the original on 2008-10-twenty. Retrieved 2008-08-13 .
- ^ "Legacy: 22nd Annual Annie Award Nominees and Winners (1994)". Annie Accolade. Archived from the original on 2012-02-08. Retrieved 2008-08-07 .
- ^ Staff (Baronial 1994). "PC Gamer Top 40: The All-time Games of All Time". PC Gamer Us (3): 32–42.
- ^ The PC Gamer Editors (Oct 1998). "The 50 Best Games Always". PC Gamer U.s.. five (10): 86, 87, 89, 90, 92, 98, 101, 102, 109, 110, 113, 114, 117, 118, 125, 126, 129, 130.
- ^ "150 All-time Games of All Time". Computer Gaming World. November 1996. pp. 64–80. Archived from the original on 8 April 2016. Retrieved 25 March 2016.
- ^ "Superlative 100 Games of All Time". Next Generation. No. 21. Imagine Media. September 1996. p. 60.
- ^ "Pinnacle 50 Games of All Time". Next Generation. No. 50. Imagine Media. Feb 1999. p. 74.
- ^ Dickens, Evan (2004-03-02). "#8: Sam & Max Hit the Road". Adventure Gamers. Archived from the original on 2008-07-25. Retrieved 2008-11-fourteen .
- ^ "Sam & Max Hit the Route". Top 100 Games. IGN. 2007. Archived from the original on 2007-11-29. Retrieved 2008-11-05 .
- ^
- ^ AG Staff (Dec 30, 2011). "Acme 100 All-Time Adventure Games". Take a chance Gamers. Archived from the original on June 4, 2012. Retrieved November 18, 2021.
- ^ "Sam & Max Plunge Through Space". The International House of Mojo. Archived from the original on June 17, 2008. Retrieved 2008-08-09 .
- ^ "Later Darkness Comes the Light". The History of Sam & Max. Telltale Games. 2007-07-24. Archived from the original on 2013-01-22. Retrieved 2008-08-09 .
- ^ a b c "After Darkness Comes the Light (Function 2)". The History of Sam & Max. Telltale Games. 2007-07-24. Archived from the original on 2007-12-31. Retrieved 2008-08-07 .
- ^ Adams, David (2004-03-26). "Missing in Action: The Lost Games of the PC, Part 1". IGN. Archived from the original on 2012-02-11. Retrieved 2008-08-07 .
- ^ Thang, Jimmy (2008-05-27). "Sam & Max Flavour Three Coming 2009". IGN. Archived from the original on 2009-08-28. Retrieved 2008-08-10 .
- ^ "Telltale Games - Sam & Max 2010". Telltale Games. Archived from the original on 2009-12-12. Retrieved 2009-09-14 .
External links [edit]
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