CMI: Demo/Full Game Comparison and Alternate Credits The Curse of Monkey Island demo opening and closing animations contain numerous differences from the cutscenes in the final release of CMI.

This page explores those changes, as well as a few adjustments made to other visual elements seen during gameplay.

Also, the opening credits of CMI were originally designed to look more like the Monkey Island 2 credits, about which more below.

Demo: The LucasArts logo. Its details are very sharp and clear.

Full game: The map is blurrier now.

Demo: The intro cuts straight from the map to a shot of Monkey Island, with no animation of the map flying away.

Full game: The game's signature curly clouds now decorate the starry night sky.

Demo: The titles "Deep in the Caribbean" and "Monkey Island" are burned into the video in a large yellow font.

Full game: The titles are now applied by a script, and they're the size of normal dialogue text.

Demo: The camera pans from Monkey Island over to Guybrush Threepwood, adrift on a bumper car.

Full game: The camera zooms in a bit more.

Demo: Guybrush writes in his journal, trying to make sense of the recent events in his life.

Full game: The animations of waves lapping and the bumper car bobbing up and down have been added in.

Demo: This angle lets the players peek into Guybrush's notebook.

Full game: The doodles in the notebook are funny, but they're hard to read in the final cutscene due to the video compression.

Demo: The camera turns back to Guybrush's face.

Full game: Again, the waves are much more detailed.

Demo: LeChuck. Notice the bright blue eyes and jagged yellow teeth.

Full game: Lechuck's eyes have been completely redesigned, his skin tone is different, and the detail level of his teeth has been reduced.

Demo: One of the cannons on LeChuck's flagship, the Death Starfish.

Full game: Same thing.

Demo: The soldiers defending Plunder Island stare in horror as a cannonball flies through the air at them.

Full game: This background was recolored to preserve the original palette better.

Demo: Elaine Marley stands defiant amidst the wreckage of a tower of the Plunder Island fort.

Full game: The palette is deeper now, and artifacts of compression are more visible.

Demo: LeChuck is unfazed by Elaine's repeated refusals to wed him.

Full game: "Darrrrr!"

Demo: LeChuck rails at Guybrush, who is still dazed from the cannon blast that destroyed his makeshift ship.

Full game: Look closely--the stairwell behind Guybrush in the demo version of this background has been painted out.

Demo: Buried in LeChuck's rantings is an allusion to the Carnival of the Damned.

Full game.

Demo: The evil zombie pirate decides to cut Guybrush down once and for all.

Full game.

Demo: A well-timed bullet knocks the sword from LeChuck's hand.

Full game.

Demo: The mast of LeChuck's flagship, seconds before his cutlass thuds into it.

Full game.

Demo: LeChuck looks around furiously for the person who shot the cutlass out of his grip.

Full game.

Demo: Elaine calmly blows the smoke from her still-warm blunderbuss.

Full game: This background was redrawn as well. Look carefully--Elaine is now standing on the edge of the fort wall instead of in a courtyard.

Demo: LeChuck decides to keep Guybrush prisoner until he has the spare time to execute him.

Full game.

Demo: The Verb Coin originally defaulted to naming the object clicked on under it, and not having a Sentence Line, a la the Full Throttle interface.

Full game: The Sentence Line is turned on by default.

Demo: The font used in the demo is harder to read than the one in the final game.

Full game: The new font is a bit more legible.

Demo: The inventory. When objects can be used together, the object that is currently occupying the cursor glows yellow.

Full game: The glow around usable objects has been changed to red.

Demo: More of the inventory. That treasure chest obviously isn't the final design.

Full game: The redrawn inventory chest.

Demo: As Guybrush fires an unrestrained cannon, a flaming voodoo cannonball leaps from LeChuck's hand.

Full game: The flames of the cannonball have been recolored, to look more voodoo-like and less natural.

Demo: The cannonball drops to the deck of the Death Starfish.

Full game.

Demo: LeChuck's ship, as seen from the Plunder Fort walls.

Full game: Elaine has been added to this scene.

Demo: The cannonball explodes, taking LeChuck with it.

Full game: Here the explosion destroys the masts and rigging of the Death Starfish.

Demo: LeChuck, in his new demonic form, rails at his minions to bring him Guybrush and Elaine... and more slaw.

Full game.

Demo: Guybrush is thrown forward as the Sea Cucumber crashes into the Blood Island shore.

Full game: The pouring rain of the storm and the Captain's wheel have been added into the shot.

Demo: Guybrush's bumper car sails into the sea battle in Plunder Island harbor.

Full game: The items that passed Guybrush by as he drifted are visible in the water now.

Demo: The original CMI logo. Not as impressive as the final one, is it?

Full game: The flame leaps up just as the MI theme begins to play, making for a very cool effect.

Demo: LeChuck orders his henchmen to move on Blood Island. Notice that he has visible pupils.

Full game: The pupils have been erased, making his eerily glowing eyes a bit creepier.

Most vestiges of the blue-eyed zombie LeChuck were erased from the final version of CMI, except one:

In the hold of the Death Starfish, a portrait of LeChuck based on his demo design sits in the background.

CMI Alternate Credit Design:

The original idea for the CMI credits was to draw illustrated scraps of yellow paper on a black screen. The credits would have gone in the black space. This design would have closely mirrored the opening credits of LeChuck's Revenge, shown below:

As the design progressed, it was decided to increase the size of the yellow paper, so that it covered the entire screen save for a few rips and holes.

Below I compare some backgrounds from the initial design (taken from the CMI resource files) and the finished products.

Original: A pirate banner.

The final game's version, lacking the clouds in the background.

Original: A treasure chest.

The final game's version.

Original: A helmeted skull, an empty grog mug, and a cutlass.

The final game's version.

Original: A map and tools for navigation.

The final game's version.

Original: A burning ship.

The final game's version.

Original: A mermaid waving goodbye to a ship on the horizon. This image has no counterpart in the final game because LucasArts management ordered that it be removed. The reason was that mermaids generally belong to fantasy fiction, while Monkey Island is pirate fiction. Personally, I'd say any series that features living severed heads and flaming demon pirates can accommodate a few mermaids.

However, Bill Tiller did give the mermaid a cameo as the figurehead of a ship in what is probably the replacement image.

Other Miscellaneous CMI Stuff

The Grog, The Redhead, and the Frenchman

This advertisement for grog in the Goodsoup hotel lobby, featuring a woman who looks suspiciously like Elaine, changes each time Guybrush leaves and reenters the room. The portrait on the far left, however, only shows up in the resource files. In the game, the woman is already wearing the hat when Guybrush first enters the lobby.

The mustache and goatee on the far right image is an art history joke, referring to French Dadaist artist Marcel Duchamp's infamous and controversial work L.H.O.O.Q.--a reproduction of the Mona Lisa with facial hair scribbled on top.

The title is meant to sound (in French) like the phrase «Elle a chaud au cul» (translation: "She's got a hot ass").

The idea behind the rest of the gag, however, probably stems from the original Pirates of the Caribbean ride at Disneyland. But before I can explain the inspiration for the joke, a history lesson is in order.

One of the most famous characters in the ride is the Redhead, a fetching young woman being auctioned off as a bride for a lucky pirate. The buccaneers bidding on the women cry out "We wants the redhead!", a phrase which is now one of the most famous lines from the ride.

Concept art for the Redhead, by artist Marc Davis.

More art of the Redhead, a detail from Davis's concept painting of the entire auction scene.

The auction scene in full Audio-Animatronic life.

The Redhead as she appears in close-up.

In fact, the Redhead is so well-known that she was featured in the POTC movies. Actress Lauren Maher played Scarlett, a fiery-haired prostitute of Tortuga, often seen in the company of Jack Sparrow.

Scarlett in Curse of the Black Pearl.

The ride's chief concept artist, Marc Davis, painted a portrait showing the Redhead after her marriage and descent into piracy, titled A Portrait of Things to Come, which graces the wall of the original ride in Anaheim, California. It looks suspiciously similar to the grog advert above:

Marc Davis' concept for the painting...

...and the finished product.

Red hair, an eyepatch, a pirate hat complete with plume, and a full vessel of liquor: the same elements present in the Goodsoup lobby poster. No doubt the CMI artists were paying homage to this mural by illustrating a similar scene with their own red-haired leading lady.

Want more proof? Check out a bunch of photos of the Anaheim POTC ride (external link). The portrait in question hangs in the area known as the "Captain's Bar," a makeshift tavern frequented by two skeletal pirates.

And of course, the CMI image is found... where else? In a bar.

It's clear from looking at the seven stages of the Elaine poster that the leftmost and second-to-last images were the first ones drawn. Why?

Look closely at Elaine's right hand (the one holding the mug of grog). In the first and sixth pictures, the process of resizing has caused the cartoon line separating her fingers from the mug handle to disappear. In the other pictures this flaw was noted and corrected.

This suggests that the two portraits in question (the "normal Elaine" and the "Things to Come Elaine") were done first, when the visual homage was originally thought up. Only later was the gag developed into a gradual transition process (at which point the Dadaist goatee was also added).

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