Monkey Island 2: LeChuck's Revenge – boxart
AmigaCommodore Amiga

Monkey Island 2: LeChuck's Revenge

Adventure (point & click) 1992 LucasArts Monkey Island ⏱ Medium · ~3–10 h
Monkey Island 2: LeChuck's Revenge – In-game
In-game
Monkey Island 2: LeChuck's Revenge – Title screen
Title screen

A sequel that surpassed the first; bigger, funnier, chasing the treasure of Big Whoop.

When you have one of the best adventures in history behind you, how do you surpass it? At LucasArts they answered in style: even bigger, even funnier and even more thoughtful. Monkey Island 2: LeChuck's Revenge is a sequel that took everything good from the first part and pushed it to a new level.

Guybrush Threepwood returns as a narrating braggart searching for the fabled treasure Big Whoop and once again gets tangled up in trouble with the zombie pirate LeChuck. The story is more extensive, leads across several islands and culminates in one of the most discussed and strangest endings in the history of games, which fans still debate to this day.

In gameplay terms it is a polished point-and-click in the SCUMM style. The puzzles are varied, funny and often very inventive, while the game again honours the rule that the player cannot die. The second part also introduced a choice of difficulty for newcomers as well as seasoned adventurers. Visually and aurally it was a big step forward, among other things thanks to the sophisticated dynamic music system iMUSE, which smoothly adapted the music to the action on screen.

The script was again worked on by Ron Gilbert, Tim Schafer and Dave Grossman, the trio that gave the genre of graphic adventures its golden standard. Their sense of humour, timing and absurdity made LeChuck's Revenge one of the most precious gems of the whole series.

Like the first part, the work later received a special edition with new graphics and full voice acting. For many players, however, the original Amiga and PC version remains the true one, and Monkey Island 2 one of the absolute peaks of the genre.

Why play: Even richer, funnier and more ambitious than the first part; a supreme LucasArts adventure with its notorious twist at the end.

Game 11 of 121 for Commodore Amiga

The same title elsewhere (1)

The PC/DOS version of this SCUMM-engine adventure benefited from VGA graphics with a full 256 colors, giving islands, harbours and character portraits richer, smoother shading than on the Commodore Amiga, where the era's Denise chip limited the palette and forced more dithering. Amiga made up for it with sound: its Paula chip played sampled music straight off the floppies with no extra hardware needed, while on PC the result depended on owning a Roland MT-32 or AdLib card — without one you were stuck with the thin PC speaker. Amiga loaded more slowly from several floppy disks, but rewarded players with a distinct, atmospheric soundtrack, while the PC version offered the sharper picture.

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