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Full Throttle Remastered Rides onto Linux

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Once again, I have the honour of sharing a new Linux game that I've both been a fan of and have ported to Linux.

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Full Throttle Remastered is now available on our favourite platform, and can be found on Steam and itch.io with a 33% discount until Sunday. It should also find its way up to GOG and the Humble Store very soon!

In a world where wheeled vehicles are a dying breed, biker gang leader Ben Throttle must think, ride, and punch his way through obstacles that threaten his gang, his life, and the last motorcycle manufacturer in the country.

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Sandwiched in between The Dig and Curse of Monkey Island, Full Throttle marks the middle of LucasArts' final 2D adventure trifecta that for many marked the last hurrah of the "golden age of adventure games". Like its contemporaries, Full Throttle makes use of both the long-lived SCUMM engine used by the majority of LucasArts' adventure titles and INSANE, the full motion video engine initially developed for Rebel Assault. In Full Throttle, the latter is notably used to provide full screen animated backgrounds to the game's interactive riding sequences, which was an impressive feature for a 2D game in 1995.

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As I did with my Day of the Tentacle Remastered port, I'm hoping to publish an article reflecting on the porting process and some of my experiences at a later date. If that's your sort of thing, keep an eye out!

I should also take a moment to encourage everybody to give thanks to Full Throttle's Linux testers, without whose time and effort I couldn't have released the port.

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If you grab the game, I hope that you're able to re-live fond memories and/or make new ones of this classic two-wheeled adventure! Article taken from GamingOnLinux.com.
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About the author -
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Game developer, Linux helper person, and independent writer/interviewer.

Currently working on Winter's Wake, a first person text adventure thing and its engine Icicle. Also making a little bee themed base builder called Hive Time :)

I do more stuff than could ever fit into a bio.
See more from me
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Shmerl Jul 30, 2017
Quoting: CheesenessI can't speak for Double Fine on that front, but I think it's pretty safe to say that there's zero chance of BL2 being on the table before Psychonauts 2 ships. With BL2 being such an expensive game (music licencing costs alone would be astronomical), it's possible that it'd never get made. That said, who knows what might happen in the future if the stars align right!

I'm actually more interested in the sequel to Full Throttle :) It was originally planned in various forms, but never materialized.
Cheeseness Jul 30, 2017
Quoting: Shmerl
Quoting: CheesenessI can't speak for Double Fine on that front, but I think it's pretty safe to say that there's zero chance of BL2 being on the table before Psychonauts 2 ships. With BL2 being such an expensive game (music licencing costs alone would be astronomical), it's possible that it'd never get made. That said, who knows what might happen in the future if the stars align right!

I'm actually more interested in the sequel to Full Throttle :) It was originally planned in various forms, but never materialized.
Right, there was preproduction work done on at least two iterations that I know of (this Bill Tiller interview touches on both of those), but neither of those had Tim's involvement - he heard about it via rumour in the office and that eventually played a role in him leaving LucasArts (touched on in this interview.

I think that Day of the Tentacle and The Curse of Monkey Island are examples of how a sequel without the involvement of its original team/creative lead can be interesting and compelling, but I think that both of those are also good examples of how such a project can depart significantly from its origins.
Shmerl Jul 30, 2017
Quoting: CheesenessRight, there was preproduction work done on at least two iterations that I know of (this Bill Tiller interview touches on both of those), but neither of those had Tim's involvement - he heard about it via rumour in the office and that eventually played a role in him leaving LucasArts (touched on in this interview.

Yep, I remember that Bill Tiller interview, it's pretty good. Here is also a good article about what happened to the sequel (it also talks about the history of Full Throttle itself).


Last edited by Shmerl on 30 July 2017 at 6:20 am UTC
Cheeseness Jul 30, 2017
Quoting: Shmerl
Quoting: CheesenessRight, there was preproduction work done on at least two iterations that I know of (this Bill Tiller interview touches on both of those), but neither of those had Tim's involvement - he heard about it via rumour in the office and that eventually played a role in him leaving LucasArts (touched on in this interview.

Yep, I remember that Bill Tiller interview, it's pretty good. Here is also a good article about what happened to the sequel (it also talks about the history of Full Throttle itself).

That's a great article - the Campo Santo Quarterly is always full of good stuff. When I read it, I didn't come away with the impression that it really touched on what happened to the sequel(s). It pretty much just says that they were cancelled. It is a good look at Full Throttle's origins and identity, though!
Shmerl Jul 30, 2017
I mostly meant that it references that Tim didn't even know about the sequel first.
Zaxth Jul 30, 2017
Bought and completed in one sitting. Such a great game.
Also I thanked no cats.
Cheeseness Jul 31, 2017
If anybody was keen to pick it up on itch, I sorted out what was going on with the discount there and got that extended by a day (it would've ended today).
nerdknight Jul 31, 2017
QuoteRegarding the Monkey Island special editions, I'd love to see them come to Linux. I'm not aware of any forward movement on that front, but it'd never hurt to ask Double Fine and let them know that there's an audience!
+1 to the audience!
Cheeseness Aug 1, 2017
Aaand it's up on GOG now too \o/
Cimeryd Aug 1, 2017
Excellent port, as enjoyable as ever. Really like that you can change render modes to get the old experience. Almost makes me miss my old Mac.
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