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ScummVM

From Wikipedia, the free encyclopedia
Set of game engine recreations
ScummVM
ScummVM 2.1.0'sgraphical user interface with the "remastered" skin
Original authorsLudvig Strigeus, Vincent Hamm[1]
DeveloperScummVMTeam
Initial releaseOctober 8, 2001; 24 years ago (2001-10-08)[2]
Stable release
2.9.1 / May 24, 2025; 6 months ago (2025-05-24)
Repository
Written inC++ andSDL
Operating systemCross-platform
TypeInterpreter
LicenseGPL-3.0-or-later[3]
Websitewww.scummvm.org Edit this on Wikidata

Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) is a set ofgame engine recreations. Originally designed to playLucasArts adventure games that use theSCUMM system, it also supports a variety of non-SCUMM games by companies likeRevolution Software andAdventure Soft. It was originally written byLudvig Strigeus.[1] ScummVM isfree software that is released under the terms of theGNU General Public License.

ScummVM is a re-implementation of the part of thesoftware used tointerpret thescripting languages such games used to describe the game world rather than emulating the hardware the games ran on; as such, ScummVM allows the games it supports to be played onplatforms other than those for which they were originally released with little or no overhead (due to not emulating the hardware), and without thebugs that might exist in the original software.

The team behind it also add improvements such as bug-fixes and translations and works with commercial companies such asGOG.com about re-releases.[4]

Features

[edit]

ScummVM is a program that supports numerous adventure game engines viavirtual machines, allowing the user to play supported adventure games on their platform of choice. ScummVM provides none of the original assets for the games it supports, and expects the user to properly own the original game's media so as to use the software legally. The official project website offers games that arefreeware that work directly with ScummVM. Atop reimplementing the game executables in portable form, ScummVM enables players to save and load the state of the game at any time, enabling a save system atop whatever the reimplemented game may provide. It has also begun to work at providing alternate controls for newer devices, such as mobile devices with touch screens, which work atop the original games.[1]

While ScummVM appears to function equivalently as agame emulator, the ScummVM team does not consider it as such. Outside of some subsystems like audio engines which they are forced to rely on emulation, ScummVM recreates game engines from older languages into more portableC++ code, so that the high-levelopcodes in a game's assets will execute in the same manner as their original release, while improving the portability of ScummVM to numerous platforms. The ScummVM team consider this an improvement over simply running the older games and their executables through an operating system emulator, such asDOSBox, since ScummVM's implements are more lightweight and require less processing power and memory, allowing use on more limited processing environments like mobile devices.[5]

Ports

[edit]

Portability is a design goal of the project.[6] Ports of ScummVM are available forMicrosoft Windows,macOS and a variety ofUnix-like systems includingLinux (based on RPM, Debian, or source), members of theBSD family (FreeBSD,NetBSD,OpenBSD,DragonFly BSD) andSolaris. It has also been ported to console systems. Less mainstream personal computer ports include those toAmiga, Atari-FreeMiNT,Haiku-BeOS-ZETA,RISC OS, andOS/2 (including derivatives such asArcaOS).

A variety ofgame consoles have official ports. ScummVM has been ported to gaming machines such as thePlayStation 2,PlayStation 3,Dreamcast,Nintendo 64,GameCube, andWii,[7] and tohandheld consoles including theGCW Zero,GP2X,Nintendo DS,Pandora,PlayStation Portable and thePS Vita.Handheld computer platforms supported includePalm OSTapwave Zodiac,Symbian (UIQ platform, Nokia60,80, andNokia 771090 phone series), Nokia'sInternet Tablet OS (used by theNokia 770,N800 andN810), Apple'siPhone,[8] MotoMAGX,MotoEZX phones andWindows Mobile. Platforms supported by unofficial ScummVM ports include the Microsoft'sXbox gaming console,BlackBerry PlayBook,[9]Zaurus,Gizmondo andGP32 portable device platforms.Mobile phones runningAndroid,[10]webOS[11] or unofficial Samsung's bada OS are also supported.

History

[edit]

Work on ScummVM started in September 2001 (with the first public release at October[2] and a site launch at November[12]) by computer science student Ludvig Strigeus. Looking to write his own adventure game, he looked to see how the mechanics of an existing game engine, specifically working to create a way to playMonkey Island 2 on his Linux machine.[1] At about the same time, Vincent Hamm was also looking to implement a SCUMM system player, and though he had done deeper research into understanding how the SCUMM engine worked, found that Strigeus was much further along, and the two joined to craft the project.[1] While Strigeus finished the required implementation forMonkey Island 2, Hamm worked separately to prepare the engine forIndiana Jones and the Fate of Atlantis, and once completed, the two found some dis-coordination on their efforts but eventually got the project working for both games.[1]

News of ScummVM was picked up by the tech news websiteSlashdot in November 2001, drawing a large interest to the project, and several other developers became part of the project to help support other games. These developers often turned to the creators of the original games to obtain information in informal ways, to help create the reimplementation.[1] Further developers helped to support games that did not use SCUMM, such asAdventure Soft'sSimon the Sorcerer; there was some debate about changing the name of the program at this point, but they ultimately kept the ScummVM title, believing that SCUMM was the most well-recognized adventure game engine.[1] Strigeus had built support for iMUSE, the sound software used by many LucasArts games, but feared including it due to potential backlash from LucasArts. Other developers on the project advised him that there should be no legal issues and it was eventually included.[1] Though Strigeus and Hamm would leave the project in 2002, by then it had a large enough development team to allow it to grow, led by James "Ender" Brown.[1] Following this shift, the engine's source code was changed fromC toC++, and agraphical user interface (GUI) was added.[1]

With increased awareness of the project, LucasArts sent acease & desist letter to the project, believing they were using some of LucasArts' proprietary code. Brown worked over the next four years with LucasArts' legal representatives to explain the nature of the project and the source of their information to demonstrate that what they had created was legal. Brown considered that LucasArts was trying to be accommodating as ScummVM helped to raise interest in these titles. They ultimately came to a legal agreement to allow ScummVM to continue to be developed.[1]

The project would also incorporate other parallel efforts to make game reimplementations for other adventure games. Games fromSierra Online were of high demand for the project, requiring them to implement theAdventure Game Interpreter (AGI) and the more advanced Sierra's Creative Interpreter (SCI) engines. AGI support was added in 2006 by incorporating efforts from the Sarien project, but efforts for SCI support were hampered by the parallel project, FreeSCI. Though both ScummVM and FreeSCI aimed to reverse engineer the workings of SCI, FreeSCI had stated that they took a more clean-room approach to avoid any legal question about their reverse engineering, and believed the ScummVM project had run afoul of some of Sierra's approaches and thus were hesitant to work together.[1] However, FreeSCI began to languish in interest compared to ScummVM; after a developer took it upon himself to make the FreeSCI engine work in ScummVM, the FreeSCI saw more participation in their project, and they agreed to merge their efforts into ScummVM. Initial SCI support was subsequently released in a 2010 version of ScummVM.[1]

ScummVM continues to add new games or game engines, though the process to create these is relatively slow. According to the team's project lead Eugene Sandulenko (as of 2017[4]), game engines are chosen for inclusion into ScummVM either if they are given the source code that makes it easy to port into the software's architecture, or if one or more of the team members are passionate about bringing a game engine into the program to do the difficult task of reconstructing the game's code from the compiled versions.[5] Initially ScummVM only included 2D game engines, leaving 3D games to be handled by the sister projectResidualVM, but in 2021 the two projects merged, lifting that restriction.[5][13] The 2.0 version of ScummVM was released in December 2017, adding support for severalfull motion video games and some very obscure titles, such asFull Pipe andPlumbers Don't Wear Ties. With this release, ScummVM has support for 64 different game engines.[5]

Since around December 2017, ScummVM had been working support forMacromedia Director in coordination with some of the original developers. Macromedia Director was used for many mid-1990s video games such asThe Journeyman Project.[5] By August 2021, the first versions of ScummVM with Director support were released, with the team continuing to work on improving performance.[14]

An attempt to bring inAnother World byÉric Chahi brought some internal stress within the project in 2004.Another World was not a point-and-click adventure game, and used polygon-based graphics instead of pixel-based ones most adventure games employ, and thus was considered a serious departure from the focus of ScummVM. Though the project was scrapped in a few days after Chahi requested its removal as he was preparing a 15th anniversary remastered for sale, the current leads of the project had to refocus the group and define the ideals that ScummVM should meet.[1]

ScummVM has also had difficulty in bringing games using theAdventure Game Studio (AGS), which is used frequently inindie adventure games, such as theBlackwell series. While the source code for AGS had been put into the open by its developer Chris Jones in 2010, the ScummVM team was met with a large backlash of complaints from developers using the AGS engine for their games, stating that they did not want to see their games run in ScummVM.[5] Yet eventually a couple of years later AGS was tested in the development build, with a request to the public tobeta test thousands of newly supported games,[15] until all AGS v2.5+ games were officially added to the program, coinciding with its 20th anniversary in October 2021.[13]

ScummVM has been a participant in theGoogle Summer of Code every year since 2007 except for 2015. A sister project,ResidualVM, was started to implement engines for three-dimensional adventure games, such asGrim Fandango andMyst III: Exile, named as such as these games reflect the residual of those not already covered by ScummVM.[16] By late 2020, ResidualVM officially merged with ScummVM.[2] This was completed with the version 2.5 release, coinciding with the program's 20th anniversary in October 2021.[13]

Developer support

[edit]

According to Sandulenko "there is no typical process" when it comes to collaboration with developers: "Everything is ad-hoc. What we do, we try to search for contact info of people who were working on the titles some developer is interested in, and we're inquiring access to their original source code, if it still exists somewhere. Then we start working on it at our own pace".[17]

With increased attention, ScummVM has entered into favorable agreements with adventure game developers to help bring their titles into the engine, or in some cases, being given source code and other assets to work from.Revolution Software helped the developers with source code and technical advice for its games, and once ScummVM supported the company'sVirtual Theatre engine, Revolution releasedLure of the Temptress andBeneath a Steel Sky asfreeware and provided assets from its first twoBroken Sword games in an open media format. The renewed interest in these games from younger players enabled Revolution to work on two moreBroken Sword games.[1] Other developers that have worked closely with ScummVM include:

The digital storefrontGOG.com which specializes in selling digital copies of older games, provides support to ScummVM, and sells titles that include the ScummVM engine as part of their distribution.[1]Disney, which owns the rights toLucasArts adventure games, releasedManiac Mansion onSteam running off ScummVM.[5]

Development

[edit]

Operation Stealth andFuture Wars support was added by integrating another stand-alone recreation of their engine: cinE.[20] TrollVM has also been integrated into ScummVM adding support for three pre-AGI games:Mickey's Space Adventure,Troll's Tale, andWinnie the Pooh in the Hundred Acre Wood.[21][22]

Mistic's GPL violations

[edit]

ScummVM is distributed asfree software under theGPL-2.0-or-later license, enabling anyone to use the project as an engine for a game. For example, Revolution Software repackaged theirBroken Sword games for a DVD release, using ScummVM with the includedsword1 andsword2 engines to support modern computers.[1]

In December 2008, the ScummVM team learned that theWii ports of three Humongous EntertainmentJunior Adventure titles (Freddi Fish and the Case of the Missing Kelp Seeds,Pajama Sam: No Need to Hide When It's Dark Outside, andSpy Fox: Dry Cereal) all used the ScummVM engine without proper attribution. The games were published in August 2008 on request ofAtari throughMajesco Entertainment, who turned to Mistic Software to port the games.[23][24] Mistic had used ScummVM for these, but failed to credit the developers. While the ScummVM team contactedgpl-violations.org for legal advice, Atari instead threatened to sue the ScummVM team, as the terms of Nintendo Wii development kit heavily restricted the use of open source software, including the GPL. A settlement was made in 2009, in which ScummVM would drop the investigation of the GPL violation, on the condition that Mistic would sell or destroy all GPL-violating copies of the games, make a donation to theFree Software Foundation, and pay the legal fees.[1]

ResidualVM

[edit]
ScummVM
Original authorJames Brown
DeveloperResidualVM Team
Initial releaseAugust 15, 2003; 22 years ago (2003-08-15)
Final release
0.3.1 / June 15, 2018; 7 years ago (2018-06-15)
Preview release
0.4
Repository
Written inC++
Operating systemCross-platform
TypeInterpreter
LicenseGNU General Public License
Websitewww.scummvm.org Edit this on Wikidata

ResidualVM (formerlyResidual) was across-platformcomputer program comprising3Dgame engine recreations with a commongraphical user interface. It supportsGrim Fandango,Myst III: Exile, andThe Longest Journey. It merged with ScummVM in October 2020.[25]

ResidualVM was originally designed to playLucasArts adventure games that use theGrimEgame engine, and was later adapted to support other ones.[26][27] Like ScummVM, theVM in ResidualVM stood forvirtual machine.[28]

ResidualVM is a reimplementation of the part of thesoftware used tointerpret thescripting languages by conducting reverse engineering on the original game rather than emulating thehardware on which the games ran. As such, ResidualVM allows the games it supports to be played onplatforms other than those for which they were originally released.

The logo used until July 2009
The logo used from July 2009 to January 2012

The name of the project comes from the fact that it was originally started to support the residual LucasArts adventure games not supported by ScummVM. The originalLua-based engine used by LucasArts in their 3D adventure games was called GrimE (as opposed toSCUMM), so ResidualVM's title is also a word pun as grime is a type of residue.

The project was started by former ScummVM team leader James Brown, and was first publicly available on August 15, 2003.[29] Progress on the project was initially slow, and as a result the project's main goal of supportingGrim Fandango did not occur until April 25, 2011, when the compatibility ofGrim Fandango was upgraded to "completable with a few minor glitches".[30]

The project obtained a domain separate from ScummVM in December 2011. As a result of the new domain name, the project name was changed from Residual to ResidualVM. The logo was changed to reflect the new name in January 2012. The first stable release of ResidualVM was released 9 years after the project started, on December 21 the same year.[31] It merged with ScummVM in October 2021.[13]

Support

[edit]

ResidualVM was officially available on multiple platforms includingWindows,Linux,Mac OS X,AmigaOS 4, andIRIX.[32] In addition, anAndroid port is available in the source code, and unofficial builds have been made with that source. There is also a port available for thePandora console, and forFreeBSD, but they are not official as they have not been added to the main branch.

With increased attention, ResidualVM entered into favorable agreements with adventure game developers to help bring their titles into the engine.Cyan Worlds partnered with ResidualVM to releaseMyst III: Exile on digital platforms.[33]

The digital storefrontGOG.com which specialized in selling digital copies of older games, sellsMyst III: Exile with theResidualVM engine as part of its distribution.[33]

ResidualVM supported games

[edit]

The stable release supportsGrim Fandango[34] andMyst III: Exile, which are completable with a few minor glitches.

In the development branch, there is also support forEscape from Monkey Island, which is completable with a few glitches,[35] andThe Longest Journey, which is completable with missing features.[36]

Like ScummVM, ResidualVM contains fixes for bugs present in the original executable. The ResidualVM team discovered a workaround for a bug that causes a critical dialog not to play inGrim Fandango.[37][38] In addition, theGrim Fandango engine in ResidualVM has fixes for over a dozen other bugs present in the original.[39] There is also a branch of ResidualVM called Grim Mouse, which allowsGrim Fandango to be played completely with a mouse as a traditional point and click adventure game.[40][41][42][43]

Supported games

[edit]
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GUI of ScummVM 0.8.0 with the "Classic (builtin)" skin

The following games have support built into the current release of ScummVM.[44][45][46]

LucasArts games

[edit]

In order of the games' original release dates:

Sierra On-Line games

[edit]

Coktel Vision games

[edit]

Adventuresoft-Horrorsoft games

[edit]

Humongous Entertainment games

[edit]

Various games byHumongous Entertainment use the SCUMM engine, and are therefore playable with ScummVM:

Games by other developers

[edit]

ScummVM also supports the following non-SCUMM games:

Games in development

[edit]

The following games are only available in unstable daily builds, and are planned for official support in an upcoming version:


Notes

[edit]
  1. ^Supports all titles up toStellaluna.
  2. ^Supports games developed withAdventure Game Studio v2.5 or later, both free and commercial.
  3. ^Supports the following sub-engines of theGlk API:ADRIFT (pre-v5), AdvSys,AGT, Alan2, Alan3, Archetype,Glulx, Hugo, JACL,Level9,Magnetic, Quest,Scott and ZCode (pre-v6).

See also

[edit]

References

[edit]
  1. ^abcdefghijklmnopqrsMoss, Richard (January 16, 2012)."Maniac Tentacle Mindbenders: How ScummVM's unpaid coders kept adventure gaming alive".Ars Technica. RetrievedFebruary 16, 2016.
  2. ^abc"Oct 9, 2020: A merger". ScummVM. 2020-09-10. Retrieved2020-10-10.
  3. ^"ScummVM README ·". ScummVM. 12 June 2022.
  4. ^abArchived atGhostarchive and theWayback Machine:Retro Tea Break: Eugene Sandulenko SCUMMVM Team Leader, 20 January 2020, retrieved2020-01-21
  5. ^abcdefgCobbett, Richard (December 22, 2017)."How ScummVM is keeping adventure games alive, one old game at a time".PC Gamer. RetrievedDecember 28, 2017.
  6. ^"ScummVM Portability guidelines". wiki.scummvm.org. 2012-11-26. Retrieved2013-09-26.
  7. ^Hinkle, David (2008-09-02)."News on Gamecube/Wii ports". Nintendowiifanboy.com. Archived from the original on September 3, 2008. Retrieved2013-09-26.
  8. ^11/26/07 8:25am 11/26/07 8:25am (26 November 2007)."Gizmodo news on iPhone port". Gizmodo.com. Archived fromthe original on 2011-05-20. Retrieved2013-09-26.{{cite web}}: CS1 maint: numeric names: authors list (link)
  9. ^"ScummVM for PlayBook". Forum.kpda.ru. Retrieved2013-09-26.
  10. ^"scummvm-android". Archived fromthe original on 2013-11-01. Retrieved2013-09-26.
  11. ^"Webos Internals Team Ports ScummVM on WebOS". Webos-internals.org. 2010-01-28. Retrieved2013-09-26.
  12. ^"Nov 22, 2001: Welcome to ScummVM". ScummVM. 2001-11-22. Retrieved2020-10-10.
  13. ^abcdYin-Poole, Wesley (October 10, 2021)."ScummVM releases big new update to celebrate 20 year anniversary".Eurogamer. RetrievedOctober 10, 2021.
  14. ^Paprocki, Matt (August 17, 2021)."It's now possible to play early '90s CD-ROM games via ScummVM".Ars Technica. RetrievedAugust 17, 2021.
  15. ^ab"Apr 4, 2021: Thousands of games needing testing". ScummVM. 2021-04-04. Retrieved2021-04-16.We're finally ready to unleash the motherlode onto the public for testing.
  16. ^O'Conner, Alice (December 27, 2012)."Grim Fandango playable on modern PCs thanks to ResidualVM".Shacknews. RetrievedFebruary 16, 2016.
  17. ^Damnjanovic, Goran (March 18, 2020)."ScummVM is a Magic Box That Runs Classic Adventures". Levvvel.
  18. ^abStrangerke (2012-10-21)."Home". ScummVM. Retrieved2012-12-28.
  19. ^sev (2008-09-06)."Home". ScummVM. Retrieved2012-12-28.
  20. ^"cinE - the cinematic Engine". SourceForge.net. Retrieved2013-09-26.
  21. ^"Old TrollVM Site". Archived fromthe original on 2010-03-23.
  22. ^"#9661 (TrollVM project removal) – sourceforge". Sourceforge.net. Archived fromthe original on 2012-11-10. Retrieved2012-12-28.
  23. ^Higginbotham, James (March 26, 2008)."Majesco Entertainment and Interactive Game Group Bring Humongous' Best-Selling Children's Properties to Wii in the U.S."Pure Nintendo.Archived from the original on December 27, 2021. RetrievedDecember 27, 2021.
  24. ^"TWiG 2008-08-25: A Week with the Shovel, PopMatters".www.popmatters.com. 2008-08-24. Retrieved2024-06-20.
  25. ^"A merger". ScummVM.
  26. ^Meer, Alec (13 January 2012)."What If: Grim Fandango Deluxe".Rock, Paper, Shotgun.Rock, Paper, Shotgun. Retrieved2012-01-13.
  27. ^"Residual extended functionality". ResidualVM. Archived fromthe original on 2015-06-23. Retrieved2012-01-29.
  28. ^"Maniac Tentacle Mindbenders: How ScummVM's unpaid coders kept adventure gaming alive".Ars Technica. 17 January 2012. Retrieved2012-01-19.
  29. ^"ResidualVM Stable Release Supports Grim Fandango".The International House of Mojo. 2012-12-23. Retrieved2013-01-04.
  30. ^"Sorry for the wait Mr.Flores!". ResidualVM. Archived fromthe original on 2013-02-05. Retrieved2012-01-29.
  31. ^"ResidualVM Stable Release Brings Grim Fandango to Modern PCs".The Escapist. 2012-12-21. Archived fromthe original on 2014-11-02. Retrieved2012-12-22.
  32. ^"ResidualVM 0.2.1 Bugfix Release".The International House of Mojo. 2014-02-25. Retrieved2014-02-25.
  33. ^ab"Cyan Partners With ScummVM".The International House of Mojo. Retrieved2018-06-23.
  34. ^"Residual!".The International House of Mojo. Retrieved2012-01-09.
  35. ^"Return of the Mojo Tidbits".The International House of Mojo. Retrieved2012-11-13.
  36. ^"It's GSoC Season For ScummVM and ResidualVM".The International House of Mojo. Retrieved2018-06-23.
  37. ^"Basic Braining: Tim Schafer talks story, the 80s movies behind Psychonauts, and learning to platform".Penny Arcade Report. Archived fromthe original on 2012-06-22. Retrieved2012-03-22.
  38. ^"Grim Fandango Bug Found, Fixed!".The International House of Mojo. Retrieved2012-01-24.
  39. ^"Get Some Lumbago Lemonade With ResidualVM 0.1.1".The International House of Mojo. Retrieved2013-01-12.
  40. ^"Mod of the Week: Mouse Interface, for Grim Fandango".PC Gamer. 2014-03-02. Retrieved2014-06-08.
  41. ^"Fan mods Grim Fandango into point-and-click adventure".Wired. 2014-03-05. Archived fromthe original on 2014-07-14. Retrieved2014-06-08.
  42. ^"Mod Removes Grim Fandango Tank Controls, World Cheers".Rock, Paper, Shotgun. 2014-02-25. Retrieved2014-06-08.
  43. ^"Hooray, Someone Finally Fixed Grim Fandango".Kotaku. 2014-02-23. Retrieved2014-06-08.
  44. ^The official ScummVM compatibility chart.
  45. ^"Supported Games - ScummVM :: Wiki". wiki.scummvm.org. Retrieved2020-03-02.
  46. ^"Engines - ScummVM :: Wiki". wiki.scummvm.org. Retrieved2021-12-11.
  47. ^"Oh! But, Grandmother, what a terrible big mouth you have! — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  48. ^"Ho! Ho! Ho! Merry Christmas and a Happy New ScummVM 0.7.0! — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  49. ^abc"End of year Director roundup — ScummVM :: Home". scummvm.org. Retrieved2024-01-18.
  50. ^"Chivalry is NOT Dead! — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  51. ^"Are you ready for the Legend? — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  52. ^"Recruiting for Mission Supernova — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  53. ^"The Red Comrades game series goes supported — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  54. ^"Thanksgiving with a Ring. — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  55. ^"You are standing in an open field, west of a white house, with a boarded front door. — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  56. ^"Call for testers on Sfinx — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  57. ^"Can you survive six of your deadliest foes? — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  58. ^"People say Syberia doesn't exist. But people are so wrong. — ScummVM :: Home". scummvm.org. Retrieved2023-04-03.
  59. ^"Prepare to Descend Deep Into the Mine to Uncover Its Dark Secrets — ScummVM :: Home". scummvm.org. Retrieved2025-10-02.

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