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Sam & Max Hit the Road

Sam & Max Hit the Road is a quest - based computer game developed by LucasArts and published for MS-DOS in 1993 and for Mac OS in 1995. In 2002, a reprint was released that added compatibility with the Windows operating system. The game is based on the Sam & Max comic book series about two “free cops” - an anthropomorphic dog and a “hyper - mobile rabbit-like monster”. The characters were invented by artist Steve Purcell in 1987. The plot of the game is based on the comic strip On the Road , released in 1989, and talks about the investigation into the case of the snowman Bruno missing from a traveling circus.

Sam & Max Hit the Road
Sam and Max cover.jpg
DeveloperLucasart
PublisherLucasart
Part of a series
Release dates1993 (DOS), 1995 ( Mac )
Genrequest
Age
ratings
ESRB : T -Teens
ELSPA : 11+
OFLC : PG (Mild Violence)
RSAC : V2: Humans injured
L2: Profanity
Creators
Game designers
Michael Stemml
Steve Purcell
Colette Michaud
Composers

Technical details
PlatformsWindows , Mac , DOS , Amiga
Game engineSCUMM v6
Game modesingle user
Carrierfloppy disk (7 pcs.), CD-ROM (1 pcs.)
System
requirements
CPU : 386/33 MHz
OP : 4 MB
Video : VGA , 256 colors
OC : DOS 5.0
ControlKeyboard and mouse

After the success of the Maniac Mansion and Monkey Island series of games, LucasArts decided to take on the creation of a new setting and characters, and in 1992 the development of a new game began. Comic creator Steve Purcell was a collaborator at LucasArts at that time, and was one of the project's leading designers. Sam & Max Hit the Road was the ninth game to use the SCUMM quest engine. The game was one of the first to use full voiceover for their characters; both main characters were voiced by professional voice actors Bill Farmer and Nick Jameson.

The game was well received by critics who praised its humor, voice acting, graphics, music and gameplay. It is considered a classic point-and-click adventure , and is often published on the charts of the best games of all time. Several attempts to continue the series were canceled, and as a result, the franchise was transferred from LucasArts to Telltale Games . Since October 2014, after Disney purchased LucasArts, the game is being sold on GOG.com .

Content

  • 1 Gameplay
  • 2 Story
  • 3 Development
  • 4 reviews
  • 5 Sequels
  • 6 notes
    • 6.1 Quotes from the game
    • 6.2 Sources
    • 6.3 Literature

Gameplay

Sam & Max Hit the Road is a two-dimensional adventure game in which a player controls a third-person character. Under the control of the player is an anthropomorphic dog named Sam, who must explore the playing space, select and use objects, solve puzzles, talk with characters. For control, the point-and-click method is used, and characters move through pre-drawn " cartoon " environments [1] . Game puzzles have logical solutions, but some of them are unnatural due to the cartoon setting . The player can change the operating mode of the game cursor to a specific one, to choose how Sam will interact with the environment - he can walk around the area, talk with other characters, look at objects, take or try to use them [2] . The appearance of the cursor changes when you hover over the active zone with which Sam can interact. During a conversation with other characters, the player can select topics for conversation from the by clicking on the icons at the bottom of the screen. In addition to specific topics related to the plot of the game, Sam can insert unrelated exclamations and questions into the conversation [2] .

The game has inventory for storing items. Items are collected by Sam during the passage of the game, and they can be used on other objects and characters in locations. Items can also be combined, from which new ones are obtained, with which you can solve any puzzle. In addition, the game element is also the Max rabbit, the "hyper-mobile rabbit-like monster" who walks around the game zones of his own free will. Sam can use it by switching the cursor to Max's head, and using it in the core. This is usually done in cases where the solution to the problem is violence [1] . Sam and Max travel to different places of the game on their 1960s black and white , when clicked, a map of the United States appears with all the places available. As the plot of the game advances, the number of places available on the map increases [1] . In addition to the main storyline, the game also contains several mini-games . At the same time, some of them - for example, - are mandatory for passing, and for victory they are given things that are needed for the plot of the game [2] . Like other LucasArts adventure games, Sam & Max Hit the Road is designed so that game characters cannot die or get stuck. [3]

Story

Free cops Sam and Max play the role of private detectives and vigilantes , are comic book characters and created by artist Steve Purcell . The game is about an investigation into a case that forced the couple to leave their office in New York City across the United States. The game begins in the same way as comics, when Sam and Max receive a call from an unnamed Commissioner, who sends them to the nearest traveling circus [G 1] . At the circus, they learn from its owners that their main exhibit, a snowman frozen in a block of ice named Bruno, was released and fled, taking with him a girl named Trixi-Giraffe Neck [G 2] [4] . Sam and Max set off in search of Bruno and Trixie. When the duo explores the circus for evidence, they find out that Bruno and Trixie are in love and that Trixie freed Bruno [4] . Free police leave the circus and go in pursuit, which leads them to various in the United States.

The couple learns that Bruno has freed two other Bigfoot, which were also used as tourist attractions in other parts of the country. It also becomes known that Bruno himself was captured by Conroy Bumpus, the " Elvis-shaped " country singer from Liverpool, who wants him for his collection [4] . Sam and Max leave for Bampus' house and rescue Bruno and Trixie, however they then leave for a meeting of snowmen in a hotel in Nevada [G 3] . The duo follows them, and changes into bigfoot in order to get to the party. However, Conroy Bumpus and his servant Lee Harvey invade the party, who hope to catch the snow people. Sam manages to fool Bumpus and Harvey, persuade them to put on a disguise as a bigfoot, and Max closes them in the kitchen freezer [G 4] .

Chef Vanuatu, the head of the snow people, in gratitude makes free policemen honorary members of his tribe and tells those about the spell that can make the world safe for snow people and prevent them from being caught. However, the chef does not know what the four ingredients in the recipe mean, and asks for help from Sam and Max. They determine that the ingredients are a vegetable similar to John Muir , a tonic for hair growth, a dinosaur tooth, and a storm enclosed in a snowball . Combined with a sacrifice replaced with frozen Bampus and Harvey, the ingredients release a spell that causes dense forests to cover the entire western United States. Deciding that their work is completed [G 5] , Sam and Max return to the traveling circus, and take with them a block of ice with frozen Bampus and Harvey. Having decided that Bruno was returned to them, the owners of the circus pay with free police tickets for attractions, and they eventually spend time shooting targets at the carnival with real weapons [G 6] .

Development

Sam & Max Hit the Road was developed by a small team within LucasArts, and its members had experience in developing adventure games. The team included Sean Clark, Michael Stemml , creator of the comics Sam & Max Steve Purcell and his future wife Colette Michaud [5] [2] . Before starting work on LucasArts, Purcell created the characters of Sam and Max, and around 1987 began to publish stories about them. They caught the attention of some LucasArts developers. Artistic Director Gary Winnick, at the suggestion of LucasArts artist Ken Macklin, put Purcell on the team. Purcell helped draw the cover of Zak McKracken and the Alien Mindbenders , and then helped draw an animation of the characters in Indiana Jones and the Fate of Atlantis [6] . Sam and Max first appeared as characters in a pilot project on the SCUMM engine . Steve Purcell created animated versions of the characters and the office background, and engine programmers used them for practice. Shortly afterwards, Steve Purcell's comics were published in the LucasArts quarterly newsletter. After a positive reaction from the fans to the comics, as well as the desire to use new characters and settings after the success of the Monkey Island and Maniac Mansion series, in 1992 it was decided to create a new game using the characters of Sam and Max [1] [2] [5] .

You are trying to be aware of how many players you have who are sitting and watching the game, and are not interacting with something. Fortunately, a lot of humor came from the fact that the characters react to the actions of the player. Even watching something in the room can cause a funny cue, and in this case, interactivity does all the work on the plot
- Steve Purcell on the balance between history and puzzles [2]

The game was based on the On The Road comic of the Sam & Max series, which was released in 1989 and talked about the couple’s journey through the United States [5] . Some of the game were based on real places visited by developers. Steve Purcell recalled his visit to the “Frog Rock” - one of the locations that were reproduced in the game - and noted that his impression was “Is that all?” It doesn’t even look like a frog! ” [7] . Snuckey's roadside chain store featured in the game was a tribute to chain of stores, in which Purcell and his family often stopped during road trips. [8]

A short period of eight months was allotted for the development of Sam & Max , and the team decided to use the storyboard to design the game, which was done for the first time in LucasArts [6] . Sam & Max was one of the first games with full scoring and music [2] , which for Purcell was a “great opportunity” to hear his creations say. Purcell described Bill Farmer 's casting record on the role of Sam that she “was very dry, he did not try to“ sell “phrases” [2] . The role of Max was taken by actor Nick Jameson. The game’s jazz soundtrack was written by LucasArts composers Clint Badzhakyan, Michael Land and Peter McConnell, and added to the game using the iMUSE music engine, which allowed you to synchronize sound and picture. High-quality versions of four tracks have been added to the game's disk edition. The game was released simultaneously on floppy disks and CDs, however, only the disk version contained full dubbing and music [2] .

Since the comics were intended for an adult audience, Purcell expected LucasArts to remove the “harsh” material from the game. However, he later expressed satisfaction with the fact that the company allowed him to adhere to his original vision [2] . Various mini-games were added to the game in order to allow players to escape from solving the main story puzzles for something “short and stupid” [2] . In addition, Sam & Max Hit the Road marked a major change in the development of games on the SCUMM engine - the user interface that developed with Maniac Mansion was completely redesigned and rewritten [2] . In previous games, the action was selected from the list at the bottom of the screen, and then applied by clicking the cursor on the game object. In Sam & Max Hit the Road , the actions were all placed in the cursor, and displayed as its corresponding icon, which cycle through when using the right mouse button. The inventory was removed from the main screen and moved to an additional one, accessed by clicking on the icon. Steve Purcell noted that this allowed him to expand the screen space for “excellent backgrounds, and made game interaction faster and less time consuming than in previous LucasArts games” [2] . also been changed - at the suggestion of Michael Stemml, the text menu was replaced with icons that meant topics for discussion, with the rationale that “nothing kills a joke better than reading it before you hear it.” Many of these innovations went into future LucasArts games [2] .

Reviews

Reviews
Summary rating
AggregatorRating
Gameranks84% [9] (based on 6 reviews)
Foreign language editions
EditionRating
Allgame      [10]
Edge9 out of 10 [11]
Dragon      [12]
Electronic entertainment10 out of 10 [13]
Adventure gamers      [fourteen]
Russian-language editions
EditionRating
Absolute games95% [4]

Sam & Max Hit the Road garnered positive reviews from gaming critics, receiving an average rating of 84% on the GameRankings rating aggregator [9] . Charles Ardai of Computer Gaming World liked the game “comparatively less” than Day of the Tentacle . He compared Tentacle to the Looney Tunes cartoons , and Sam & Max to the , noting that the humor “can be funny, but only until some point ... the main characters are, in fact, scum”, and that the story is uninteresting “even for them. " Ardai pointed out that fully optional and stand-alone mini-games "accompany the feeling that Sam & Max is essentially a computerized puzzle ... rather than a general, solid piece." He praised the graphics and the simplified user interface, but concluded that “the total turned out to be somehow less than the sum of its parts ... Sam & Max gives a couple of hours some entertainment similar to Tentacle ” [15] . Edge magazine columnist wrote that “in many adventure games it’s hard to have any feelings for the characters you control,” and noted that Sam & Max Hit the Road violated this form by being “really funny” and that the players would “be experimenting more than usual just to see what a crazy couple will do next. " The observer praised the graphics of the game as “beautifully detailed” and the puzzles as “difficult to solve”, but noted that the number of mini-games was “gloomy” [11] . Junas Linkola, a columnist for Adventure Gamers, repeated many of these reviews, praising cartoonish graphics as “suitably fashionable” and “color”. On the topic of the game’s humor, he noted that the game “has a lot of visual jokes, but the basis of the game is its witty dialogs,” and therefore the game has significant “replayability” as players can notice jokes based on “verbal acrobatics, the use of polysyllabic words, Old English and other such oddities, "which they first overlooked. Linkola also praised the soundtrack and scoring, saying that "very suitable voices ... complement the character of the comic duet" [14] .

Allgame columnist Steve Honeywell also left positive comments, calling the game’s plot “interesting”, the graphics “suitably cartoonish and fun,” and the game locations as “well-drawn,” and noted that “what makes Sam & Max Hit the Road work is her humor". Commenting on puzzles, Honeywell noted that “some of the puzzles are quite simple, while others are extremely complex. One nice thing is the almost complete absence of deceptive items. Everything you find can be used somewhere. ” As in other reviews, Steve praised the dubbing, noting that “the music is decent throughout the game, and the voice dubbing is excellent”, and concluded by commenting that the game raises point-and-click adventure games to “insane heights in fun and comedy” [10] . The GamersHell website praised the graphics of the game, but noted that it may not be for children. Calling the sound setting “a little complicated,” the browser praised voice dubbing and music quality. Однако он раскритиковал игру за «синдром поиска нужного пиксела » [16] .

Владимир Горячёв с Absolute Games в ретроспективном обзоре 2002 года положительно высказался об игре, назвав историю «хорошей детективной». Про загадки он отметил, что они «удивительно логично-абсурдны», и ответы на них «хитроумно запрятаны под толщей „здравого“ смысла». Отдельно Горячёв выделил игровые диалоги, написав что «шутить с таким задором не умеют иные „эстрадные юмористы“», и цитаты на множество кинофильмов, игр и музыки. Заключил обозреватель что ему «отчаянно хочется поругать игру», но этого ему сделать не удалось [4] .

Игра была одной из четырёх номинантов на Annie Award 1994 года в категории «лучшая анимированная игра на CD-ROM», однако награда досталась другой игре LucasArts, Star Wars: Rebel Assault [17] . В 1994 году журнал PC Gamer US назвал Sam & Max восьмой лучше компьютерной игрой за всё время. Редакторы написали что «довольно сложно описать, насколько хороша, профессиональна и развлекательна Sam & Max на деле» [18] .

Sam and Max Hit the Road считается классической адвенчурой, и часто появляется в списках ста лучших игр. В 1996 году журнал Computer Gaming World поставил её на 95 место в своём списке лучших игр за всё время, назвав её «приключенческой игрой, которая переопределила термин „дурацкий“» [19] . В том же году Next Generation поставил её на 27 место, объяснив что её «тупой шарм» был ключевым в решении поставить именно её в списке, а не другие игры LucasArts, такие как Day of the Tentacle [20] . В 2004 году Adventure Gamers назвал Sam & Max Hit the Road восьмой лучшей адвенчурой за всё время, описав её как «самую абсурдную и смешную игру из когда-либо созданных» [21] . Сайт IGN поставил Sam and Max Hit the Road в свой список ста лучших игр на момент 2007 года, и отметил что она «больше известна за свою историю и своих персонажей» [22] . Написав в 2006 году статью для Adventure Classic Gaming, Дэвид Олгарссон отметил, что игра «несомненно … стала самой популярной приключенческой игрой в LucasArts за всё время» [23] . В 2001 году Adventure Gamers назвал Sam & Max двадцать восьмой лучшей адвенчурой из всех когда-либо изданных [24] . В обзоре 2002 года на Absolute Games было отмечёно, что LucasArts за игру заслуживает «пятый по счету (после Maniac Mansion , Zak McKracken , Monkey Island 2 и Loom ) памятник из чистого золота» [4] .

Сиквелы

Первые попытки по созданию сиквела состоялись в 2001 году, когда была анонсирована игра Sam & Max Plunge Through Space [25] . Игра должна была быть эксклюзивом для Xbox и разрабатывалась компанией Infinite Machine, состоящей из бывших сотрудников LucasArts. Сюжет игры был написан создателем серии Стивом Перселлом и геймдизайнером Чаком Джорданом. По сюжету Вольные полицейские отправились в путешествие по галактике в поисках похищенной Статуи Свободы . Однако компания Infinity Machine обанкротилась в течение года, и проект был отменён [26] .

Спустя год после издания Sam & Max Hit the Road , на Electronic Entertainment Expo 2002 года LucasArts анонсировала разработку сиквела для персональных компьютеров, названного Sam & Max: Freelance Police [27] . Freelance Police , как и Hit the Road , должна была быть point-and-click графической адвенчурой , но использующей новый трёхмерный игровой движок . Разработкой Freelance Police руководил Майкл Стеммль , один из оригинальных дизайнеров Sam and Max Hit the Road . Стив Перселл также поучаствовал в проекте, написав сюжет для неё и нарисовав концепт-арт [27] . Оригинальные актёры озвучивания Сэма и Макса, Билл Фармер и Ник Джеймсон, также должны были поучаствовать в разработке. Но в марте 2004 года, уже далеко в процессе разработке игры, Sam & Max: Freelance Police была отменёна компанией LucasArts, которая назвала причиной «текущие реальности рынка и экономические вопросы» в коротком пресс-релизе [28] . Фанаты остро отреагировали на отмену игры и собрали петицию с 32 000 подписями, которая была позже отправлена в LucasArts [27] .

After the LucasArts character license expired in 2005, the Sam & Max franchise went to Telltale Games , a company consisting of former LucasArts developers who had previously worked on a variety of LucasArts adventure games, including Freelance Police . Under Telltale Games, a new series of Sam & Max games has been announced. Sam & Max Save the World was supposed to be a point-and-click graphical adventure like Sam & Max Hit the Road with Freelance Police , but without the original character voices. The first season contained six episodes, each of which had an autonomous storyline, but with a common story arch passing through the series. The first episode was released in October 2006 on GameTap , and subsequent episodes were released until April 2007, and in October 2008 a compilation was released for the Wii game console. In November 2007, the second season began, Sam & Max Beyond Time and Space , which ended in April 2008. The second season was also published as a compilation for Wii. The third season, originally planned for release in 2009 [29] under the name Sam & Max: The Devil's Playhouse , was released in April 2010 [30] .

Notes

Quotes from the game

  1. ↑ " Sam: Hello? Yes? Yes? Yes! No! Really? Well, the same to you, Mac! / Max: Another confused census taker? / Sam: Actually, that was the Commissioner with another idiotic and baffling assignment. / Max: Does it involve wanton destruction? / Sam: We can only hope. Due to the arbitrarily sensitive nature of the mission, we'll be meeting a bonded city courier out on the street. ”- LucasArts , Sam & Max Hit the Road. PC (November 1993). Level / Zone: New York office.
  2. ↑ " Burl Kushman: This used to be our main 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: Let me get this straight ... You want us to go traipsing all over the country looking for a soggy bigfoot? / Max: I've never been traipsing before. Does it hurt? / Shep Kushman: But Bruno must be returned to us! / Burl Kushman: He's a brutish, ignorant beast with no sense of right or wrong! / Sam: Hey, who isn't? / Shep Kushman : Besides, he's kidnapped our second main attraction. / Max: Is that the block of ice? / Burl Kushman: Naw, it's Trixie the Giraffe-Necked Girl from Scranton. ”- LucasArts , Sam & Max Hit the Road. PC (November 1993). Level / Zone: Kushman carnival.
  3. ↑ " Max: Well, back to the circus with you. / Sam: I'm feeling a little morally conflicted about taking Bruno back to the circus. / Max: I'm not. Let's go, you big lug. / Trixie: Stay away from him, you malefactor! / Max: I'm not a malefactor, I'm a lagomorph! / Bruno: Look, I'm not going back to the circus, and I'm late for a party. ”- LucasArts , Sam & Max Hit the Road. PC (November 1993). Level / Zone: Bumpusville.
  4. ↑ “ Sam: Hey Max, why don't you 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: Now future generations will be able to enjoy his atonal warblings. ”- LucasArts , Sam & Max Hit the Road. PC (November 1993). Level / Zone: Savage Jungle Inn.
  5. ↑ “ Vanuatoo: You boys should be proud of what you've helped us achieve here today. / Sam: You mean the wholesale destruction of the symbols of modern civilization in the Western United States? You bet we are! / Max: Do we win a prize? ”- LucasArts , Sam & Max Hit the Road. PC (November 1993). Level / Zone: Savage Jungle Inn.
  6. ↑ " Burl Kushman: I hope you're happy. With those two idiots on the case, we'll probably never see Bruno again. / Shep Kushman: Oh, lighten up, Burl. Hey, they're back! / Sam walks into the tent / Burl Kushman: Did you find Bruno? / Sam: Of course! / 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 can we ever repay you? / Sam: The blank looks on your faces are the only reward we need. / Max: That, and a big fat check. / Burl Kushman: Would you settle for three thousand SkeeBall tickets? / Sam: Close enough. Let's go, Max! / The two walks to the exit / Sam: You know, Max. I can't stop thinking that we've foolishly tampered with the fragile inner mechanisms of the little spaceship we 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 have a safe haven for their disgusting 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? ”- LucasArts , Sam & Max Hit the Road. PC (November 1993). Level / Zone: Kushman carnival.

Sources

  1. ↑ 1 2 3 4 Sam & Max Hit the Road // gamesTM Retro . - Highbury Entertainment. - Vol. 1 . - P. 128-129 .
  2. ↑ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Day, Ashley. The Making of: Sam & Max Hit the Road (Eng.) // Retro Gamer . - Imagine Publishing , 2006 .-- March ( no. 22 ). - P. 32-35 .
  3. ↑ Shamoon, Evan Game Over: Tension and the tentacle . Games for Windows: The Official Magazine . 1UP.com (April 2008). Date of treatment November 22, 2008.
  4. ↑ 1 2 3 4 5 6 Goryachev, Vladimir. Sam & Max Hit the Road - review and review of the game (neopr.) . Absolute Games (January 16, 2002). Date of appeal September 15, 2018.
  5. ↑ 1 2 3 The Golden Age . The History of Sam & Max . Telltale Games (June 26, 2007). Date of treatment August 5, 2008. Archived June 30, 2007.
  6. ↑ 1 2 Day, Ashley The making of Sam & Max Hit The Road . PC Gamer (February 25, 2018). Date of treatment February 25, 2018.
  7. ↑ Interview with Michael Stemmle and Steve Purcell . The History of Sam & Max . Telltale Games (June 26, 2007). Date of treatment August 5, 2008. Archived July 7, 2007.
  8. ↑ Sam and Max and Stuckey's (neopr.) . Spudvision (August 12, 2009). Date of treatment August 12, 2009. Archived August 12, 2009.
  9. ↑ 1 2 Sam & Max Hit the Road Reviews (Neopr.) . GameRankings Date of treatment August 5, 2008. Archived October 2, 2008.
  10. ↑ 1 2 Honeywell, Steve Sam & Max Hit the Road Review (neopr.) . Allgame . Date of treatment August 5, 2008.
  11. ↑ 1 2 Sam & Max Hit the Road (English) // Edge . - 1994 .-- December ( no. 5 ). - P. 58-59 . - ISSN 1350-1593 . Archived on October 9, 2012.
  12. ↑ Petersen, Sandy. Sam and Max: Hit the Road * * * * (Eng.) // Dragon. - 1994 .-- March ( no. 203 ). - P. 59-62, 69 .
  13. ↑ Barba, Rick. Sam & Max Hit the Road (Eng.) // Electronic Entertainment . - 1994 .-- March ( vol. 1 , no. 3 ). - P. 100, 101 .
  14. ↑ 1 2 Linkola, Joonas Sam & Max Hit the Road (neopr.) . Adventure Gamers (March 5, 2004). Date of treatment August 5, 2008. Archived June 29, 2008.
  15. ↑ Ardai, Charles. Hit the Road, Max (Eng.) // Computer Gaming World. - 1994 .-- February. - P. 86-90 .
  16. ↑ Sam & Max Hit the Road Review (Neopr.) . GamersHell. Date of treatment August 13, 2008. Archived October 20, 2008.
  17. ↑ Legacy: 22nd Annual Annie Award Nominees and Winners (1994 ) . Annie Award . Date of treatment August 7, 2008. Archived on February 8, 2012.
  18. ↑ Staff. PC Gamer Top 40: The Best Games of All Time (Eng.) // PC Gamer US . - 1994 .-- August ( no. 3 ). - P. 32-42 .
  19. ↑ 150 Best Games of All Time (Eng.) , Computer Gaming World (November 1996), pp. 64–80. Archived on April 8, 2016. Date of treatment March 25, 2016.
  20. ↑ Top 100 Games of All Time (Eng.) // Next Generation . - Imagine Media , 1996 .-- September ( no. 21 ). - P. 60 .
  21. ↑ Dickens, Evan # 8: Sam & Max Hit the Road . Adventure Gamers (March 2, 2004). Date of treatment November 14, 2008. Archived July 25, 2008.
  22. ↑ Sam & Max Hit the Road . Top 100 Games . IGN (2007). Date of treatment November 5, 2008. Archived November 29, 2007.
  23. ↑ Olgarsson, David Sam & Max Hit the Road . Adventure Classic Gaming (August 15, 2006). Date of treatment August 13, 2008. Archived on September 29, 2008.
  24. ↑ AG Staff. Top 100 All-Time Adventure Games (Neopr.) . Adventure Gamers (December 30, 2011). Date of treatment February 19, 2019. Archived June 4, 2012.
  25. ↑ Sam & Max Plunge Through Space (Neopr.) . The International House of Mojo. Date of treatment August 9, 2008. Archived June 17, 2008.
  26. ↑ After Darkness Comes the Light (Neopr.) . The History of Sam & Max . Telltale Games (July 24, 2007). Date of treatment August 9, 2008. Archived January 22, 2013.
  27. ↑ 1 2 3 After Darkness Comes the Light (Part 2 ) . The History of Sam & Max . Telltale Games (July 24, 2007). Date of treatment August 7, 2008. Archived December 31, 2007.
  28. ↑ Adams, David Missing in Action: The Lost Games of the PC, Part 1 . IGN (March 26, 2004). Date of treatment August 7, 2008. Archived February 11, 2012.
  29. ↑ Thang, Jimmy Sam & Max Season Three Coming 2009 . IGN (May 27, 2008). Date of treatment August 10, 2008. Archived on August 28, 2009.
  30. ↑ Telltale Games - Sam & Max 2010 . Telltale Games . Date of treatment September 14, 2009. Archived December 12, 2009.

Literature

  • Ivan Gusyov. Sam & Max Hit the Road - a great adventure of talking little animals (Russian) // " PC Games ": magazine. - Gameland Publishing , 2007. - May ( No. 05 (41) ). - S. 194–196 .
Source - https://ru.wikipedia.org/w/index.php?title=Sam_%26_Max_Hit_the_Road&oldid=102386320


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Clever Geek | 2019