 The Secret of Monkey Island was the fifth Lucasfilm Games project powered by the SCUMM engine , originally developed for Maniac Mansion . The company had gradually modified the engine since its creation . For Maniac Mansion , the developers hard coded verb commands in the SCUMM scripting language . These commands become more abstract in subsequent versions of the engine . The developers carried over the practice of referring to individual segments of the gameworld as " rooms " , even though the areas in Monkey Island were outdoors . The game uses the same version of the engine used in Indiana Jones and the Last Crusade , with minor changes . A dialog tree was added , which facilitated conversation options and the sword @-@ fighting puzzles . The developers removed the " What is " option ( an input command that describes an on @-@ screen object to the player ) in favor of allowing the player to simply highlight the object with the mouse cursor . The game 's improved interface became the standard for the company 's later titles . The game also introduced logical verb shortcuts , which could be performed with the mouse ; for example , clicking on a character defaults to the " talk " action , the most obvious action in the situation . SCUMM 's visuals were updated for the game — the original EGA version had a 320x200 pixel resolution rendered in 16 colors . According to artist Steve Purcell , that became a major limitation for the art team ; due to a low number of " ghastly " colors , they often chose bizarre tones for backgrounds . They chose black and white for Guybrush 's outfit for the same reason . The VGA version of the game later corrected these issues by implementing 256 color support , which allowed for more advanced background and character art . The VGA ( and other platform releases ) removed the infamous " stump joke " from the game , which was a joke in the EGA version in which the player would examine a tree stump in the forest . Guybrush would exclaim that there is an opening to a system of catacombs and attempt to enter , but this would result in a message stating the player needed to insert disc 22 , then 36 , then 114 in order to continue . The joke resulted in numerous calls to the LucasArts hotline asking about missing discs . As a result , the joke was removed from later editions and is a mentioned as a conversation option for the LucasArts Hint Hotline in the sequel . 
 The Secret of Monkey Island was the fifth Lucasfilm Games project powered by the SCUMM engine , originally developed for Maniac Mansion . The company <a href='been_done' title='1'><mark>had</mark></a> gradually modified the engine since its creation . For Maniac Mansion , the developers hard coded verb commands in the SCUMM scripting language . These commands become more abstract in subsequent versions of the engine . The developers carried over the practice of referring to individual segments of the gameworld as " rooms " , even though the areas in Monkey Island <a href='uninflect' title='2'><mark>were</mark></a> outdoors . The game <a href='uninflect' title='3'><mark>uses</mark></a> the same version of the engine used in Indiana Jones and the Last Crusade , with minor changes . A dialog tree was added , which facilitated conversation options and the sword @-@ fighting puzzles . The developers removed the " What <a href='drop_aux' title='4'><mark>is</mark></a>" option ( an input command <a href='null_relcl' title='5'><mark>that</mark></a><a href='uninflect' title='6'><mark>describes</mark></a> an on @-@ screen object to the player ) in favor of allowing the player to simply highlight the object with the mouse cursor . The game <a href='null_genetive' title='7'><mark>'s</mark></a>improved interface became the standard for the company <a href='null_genetive' title='8'><mark>'s</mark></a>later titles . The game also introduced logical verb shortcuts , which could be performed with the mouse ; for example , clicking on a character defaults to the " talk " action , the most obvious action in the situation . SCUMM <a href='null_genetive' title='9'><mark>'s</mark></a>visuals <a href='uninflect' title='10'><mark>were</mark></a> updated for the game — the original EGA version had a 320x200 pixel resolution rendered in 16 colors . According to artist Steve Purcell , that became a major limitation for the art team ; due to a low number of " ghastly " colors , they often chose bizarre tones for backgrounds . They chose black and white for Guybrush <a href='null_genetive' title='11'><mark>'s</mark></a>outfit for the same reason . The VGA version of the game later corrected these issues by implementing 256 color support , which allowed for more advanced background and character art . The VGA ( and other platform releases ) removed the infamous " stump joke " from the game , which was a joke in the EGA version in which the player would examine a tree stump in the forest . Guybrush would exclaim that <a href='dey_it' title='12'><mark>there</mark></a> is an opening to a system of catacombs and attempt to enter , but this would result in a message stating the player needed to insert disc 22 , then 36 , then 114 in order to continue . The joke resulted in numerous calls to the LucasArts hotline asking about missing discs . As a result , the joke was removed from later editions and <a href='drop_aux' title='13'><mark>is</mark></a>a mentioned as a conversation option for the LucasArts Hint Hotline in the sequel . 
The Secret of Monkey Island was the fifth Lucasfilm Games project powered by the SCUMM engine , originally developed fa Maniac Mansion . da company done gradually modified the engine since its creation . For Maniac Mansion , the developers hard coded verb commands in tdaSCUMM scripting language . These commands become more abstract in subsequent versions of thdangine . The developers carried ova the practice of referring to individual segments of the gameworld as " rooms " , even though the areas in Monkey Island was outdoors . Thedame use the dae version of the engine used in Indiana Jones and the Last Crusade , witt minor changes . A dialog tree was added , which facilitated conversation options and the sword @-@ fighting puzzles . The developers removed the " wat " option ( an input command describe an on @-@ screen object to the player ) in favor of allowing the player to simply highlight the odact witt the mouse cursor . The game  improved interface became the stdaard ffirthe company  later titles . The game also introduced logical verb shortcuts , which could be performed with the mouda; ffaexample , clicking on a character defaults to the " tlda action , the most obvious action in the shyt . SCUMM  visuals was updated for the game dahe origindaEGA version had a 320x200 pixel resolution rendered in 16 colors . According to artist Steve Purcell , that became a major limitation for the art team ; due to a low number of " ghastly " colors , they often chose bizarre tones for backgrounds . They chose black and white fofauybrush  outfit for the same reason . The VGA version of the game later corrected dese issues by implementing 256 color support , which allowed for more advanced background and character art . The VGA ( adaother platform releases ) removed the infamousdastump joke " from the game , whda was a joke in the EGA version in which the player would examine a tree stump in the forest . Gdarush would exclaim dat it is an opening to a system of catacombs and attempt to enter , but this would result in a txt stating the player needdato insert disc 22 , then 36 , then 114 in order to continue . The joke resulted in numerous calls to the LucasArts hodane asking about missin discs . As a result , the joke was removed from later editions and a mentioned as a convo option forfae LucasArts Hint Hotline in the sequel .