ScummVM is a program which allows you to run certain classic graphical adventure and role-playing games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed! ScummVM is a complete rewrite of these games' executables and is not an emulator.

ScummVM supports an extensive library of over 325 adventure games, including classic titles from iconic studios such as LucasArts, Sierra On-Line, Revolution Software, Cyan, Inc. and Westwood Studios. Alongside groundbreaking games like the Monkey Island series, Broken Sword, Myst, Blade Runner and numerous well-known titles, you can experience truly obscure adventures and discover hidden gems.


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Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) is a set of game engine recreations. Originally designed to play LucasArts adventure games that use the SCUMM system, it also supports a variety of non-SCUMM games by companies like Revolution Software and Adventure Soft. It was originally written by Ludvig Strigeus.[1] ScummVM is free software that is released under the terms of the GNU General Public License.

ScummVM is a re-implementation of the part of the software used to interpret the scripting 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 on platforms other than those for which they were originally released with little or no overhead (due to not emulating the hardware), and without the bugs that might exist in the original software.

ScummVM is a program that supports numerous adventure game engines via virtual 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 are freeware 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]

Work on ScummVM started in September 2001 (with the first public release at October[2] and a site launch at November[13]) 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 play Monkey 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 for Monkey Island 2, Hamm worked separately to prepare the engine for Indiana 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 website Slashdot 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 as Adventure Soft's Simon 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 from C to C++, and a graphical user interface (GUI) was added.[1]

The project would also incorporate other parallel efforts to make game reimplementations for other adventure games. Games from Sierra Online were of high demand for the project, requiring them to implement the Adventure 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 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 themselves 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]

An attempt to bring in Another World by ric 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 the Adventure Game Studio (AGS), which is used frequently in indie adventure games, such as the Blackwell 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.[6] Yet eventually a couple of years later AGS was tested in the development build, with a request to the public to beta test thousands of newly supported games,[16] until all AGS v2.5+ games were officially added to the program, coinciding with its 20th anniversary in October 2021.[14]

ScummVM has been a participant in the Google 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 as Grim Fandango and Myst III: Exile, named as such as these games reflect the residual of those not already covered by ScummVM.[17] 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.[14]

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's Virtual Theatre engine, Revolution released Lure of the Temptress and Beneath a Steel Sky as freeware and provided assets from its first two Broken Sword games in an open media format. The renewed interest in these games from younger players enabled Revolution to work on two more Broken Sword games.[1] Other developers that have worked closely with ScummVM include:

The digital storefront GOG.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 to LucasArts adventure games, released Maniac Mansion on Steam running off ScummVM.[6]

ResidualVM was originally designed to play LucasArts adventure games that use the GrimE game engine, and was later adapted to support other ones.[25][26] Like ScummVM, the VM in ResidualVM stood for virtual machine.[27]

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 original Lua-based engine used by LucasArts in their 3D adventure games was called GrimE (as opposed to SCUMM), so ResidualVM's title is also a word pun as grime is a type of residue.

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 release Myst III: Exile on digital platforms.[32]

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 in Grim Fandango.[36][37] In addition, the Grim Fandango engine in ResidualVM has fixes for over a dozen other bugs present in the original.[38] There is also a branch of ResidualVM called Grim Mouse, which allows Grim Fandango to be played completely with a mouse as a traditional point and click adventure game.[39][40][41][42] ff782bc1db

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