What Is ScummVM?What Is ScummVM?
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure 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 supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
You can find a full list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often. Among the systems on which you can play those games are Windows, Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, SymbianOS and many more...
You may support the project by expressing your excitement in the form of a donation via PayPal although we value code contributions considerably more.
Latest DevelopmentsLatest Developments
Since the 1.8.0 release we've been very busy with fixing small and big bugs in the newly supported engines, and now we are almost ready to present you the result in a form of the ScummVM 1.8.1.
Please, help us to test a few games, especially those which were not touched for a long time, or those which have significant changes in their engine. We prepared a short list on our wiki.
Also from now on we encourage you to test any game which we support and report any bugs or your success on the forum so we can keep track of current state of affairs in the ScummVM Land.
For testing the pre-release you need to download a daily build of ScummVM. If you spot some glitches or bugs, please report them on our bug tracker. If everything went smoothly, please report your success on the forums, and we will instantly reflect it on the wiki (yes, you can be famous for your testing efforts!) You can find a guide on how to test a new release here.
A few games are still missing screenshots. Please help up complete our gallery.
On Friday Google announced the accepted projects for this year's Summer of Code. We are pleased to say that ScummVM will be mentoring four lucky students who will have to spend their summer in a dark room in front of their screen. We expect this will be an interesting Journey, passing through shadowy gates to visit scary dungeons under dark clouds. All while the mentors will be hunting three-headed monkeys on a tropical island, enjoying the sun, the beach and the grog.
- Borja Lorente Escobar (a.k.a. blorente) will be working on porting the MacVenture engine to ScummVM.
- Bendegúz Nagy (a.k.a. WinterGrascph) will work on adding support for Dungeon Master
- Dmitriy Iskrich (a.k.a. Iskrich) will be working on a Macromedia Director engine, with focus on The Journeyman Project
- Ткачёв Александр (a.k.a. Tkachov) will be adding cloud storage integration to ScummVM to allow sharing saves and game data between devices.
Welcome to our students for what we hope will be a productive and interesting summer! You can follow their progress throughout the summer on the ScummVM Blogs.
We are pleased to announce that John Carmack (yes, the John Carmack) will be joining the ScummVM and ResidualVM teams.
We first met John at GDC 2016 and hit it off immediately.
We had been feeling for a while now that we have to move beyond simply recreating old games and actively improving them, while staying true to their original spirit. We talked to John about our plan after a few tequilas and he was immediately on board.
John's experience will be invaluable in helping us achieve our goal.
Here is screenshot of John's early work with Monkey Island - notice the improved combat system and the subtle tweaks to Captain Smirk's sprite, you'll see why we are so excited.
So please join us in welcoming John!
UPDATE: No, not really. This was a joke.
You stumble upon an old handwritten book. It describes an island world named Myst. When you touch one of its last pages, you are transported to the island. As you explore Myst you learn about its inhabitants Atrus, Catherine and their sons Sirrus and Achenar. You quickly discover each son is trapped in a book. Will you solve the puzzles of the Myst ages and free them?
The ScummVM Team is proud to announce that Myst and Myst: Masterpiece Edition are now playable in ScummVM using the latest daily builds, and are ready for testing.
Reports of bugs and unknown versions are appreciated. They should go to our bug tracker, and must follow our bug submission guidelines. You can help us fill our screenshot gallery with captures from your playthrough.
In addition to the main game, the making-of video and the demo version are supported.
No, we do not want to make it a new rule to release ScummVM slower and slower! It has been many months since the last official release... but in that time, tons of work has been done, resulting in one of our biggest ScummVM releases to date!
ScummVM 1.8 adds support for ten new games using eight brand new game engines:
- Amazon: Guardians of Eden
- Beavis and Butthead in Virtual Stupidity
- Broken Sword 2.5: The Return of the Templars
- Labyrinth of Time
- Rex Nebular and the Cosmic Gender Bender
- The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo
- The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel
- Zork: Grand Inquisitor
- Zork Nemesis: The Forbidden Lands
In addition to new game support, we've updated the MT-32 emulator to the latest upstream version of munt, and switched AdLib to Miles Audio for those games which originally supported it. This means games in ScummVM sound better than ever!
We've also overhauled the graphics subsystem in AGI, basically replacing it. As a result game compatibility with old Sierra titles is high as never before, and even includes platform-specific system dialogs, palette and font for Apple IIgs, Atari ST and Amiga versions of the games. Game speed for Apple IIgs is handled properly now. And it's even possible to switch to the looks of another platform.
New ports include GCW-Zero (yes, sev finally got one from the Kickstarter) and Raspberry Pi.
Also, along the way we have moved to a new server and added translation capabilities to our main website. If you'd like to help with translation, here is the link with the guide.
This list is far from complete. The more comprehensive version of it can be found in the release notes and the binaries for your platforms are available from our downloads page. The porters are still building their packages, so please be patient if you do not see the up to date download for your platform yet.
Don't get lost in the Labyrinth, and in the worst case call Mr. Holmes! (And we promise to release more often!)