URI:
       [HN Gopher] Lucasart's Afterlife
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       Lucasart's Afterlife
        
       Author : Bondi_Blue
       Score  : 98 points
       Date   : 2026-09-15 22:30 UTC (1 days ago)
        
  HTML web link (togameforlife.wordpress.com)
  TEXT w3m dump (togameforlife.wordpress.com)
        
       | thaumasiotes wrote:
       | > Lucasfilm, at one time had a gaming subsidiary called Lucasarts
       | 
       | I am given to understand that this was always the setup; the
       | gaming subsidiary was always called LucasArts.
       | 
       | But the games suggest something different. Early games are
       | branded "Lucasfilm". The first Monkey Island game to have
       | LucasArts branding is the third in the series.
        
         | burai wrote:
         | The brand used before "Lucasarts" was "Lucasfilm games"
        
         | darkwater wrote:
         | I have memories of MI2 already showing the LucasArts logo?
         | 
         | (/me goes to check YT videos)
         | 
         | Yes I'm right, see https://youtu.be/6lTz2nkPNXA?t=32
        
         | chronogamous wrote:
         | As far as I remember, they were called LucasArts, except their
         | first title (Labyrinth, 1986) was published and distributed by
         | Activision. Everything else, from Maniac Mansion (1987) to
         | Escape from Monkey Island (2000), was published by LucasArts.
         | 
         | /edit I stand corrected... I just checked the intro on the c64
         | version of Maniac Mansion, and it does indeed state Lucasfilm
         | Games, not LucasArts.
         | (https://www.youtube.com/watch?v=PM8ot8bJS3Q)
        
       | gxd wrote:
       | Haven't thought about this game in ages. I remember seeing it in
       | ads but never played it.
       | 
       | It's odd that it became so obscure considering it was released by
       | a major, even if then declining, game company.
        
       | otikik wrote:
       | You can change some words in this article and conclude that Hell
       | is just suburbia.
        
         | rsynnott wrote:
         | See "The Good Place".
        
       | layoric wrote:
       | I love this game. The whole design, the voice acting, humour and
       | frustratingly hard game play as you get further into the game. If
       | you like other Lucasarts games, highly recommend just playing
       | through the tutorial at the very least.
        
       | TomGarden wrote:
       | This is so nostalgic!
       | 
       | Side note, Lucasarts' games rewired my kid brain to expect humor
       | and (good) voice acting in games. It's really guided (and
       | limited) what games I'm able to enjoy
        
         | Liuser wrote:
         | Amen. Sam and Max Hit the Road has a special place in my
         | childhood. So much encouragement of exploration and humor.
        
       | gustavorg wrote:
       | Because of my poor English, I thought this post was about life at
       | LucasArts after the sale. I was disappointed. I never had time to
       | play LucasArts games: Leisure Suit Larry, Passionate Patti in
       | Pursuit of the Pulsating Pectorals and similar games took up all
       | my time.
        
         | auto wrote:
         | I've got good enough English as a native speaker and I thought
         | the same thing, don't worry. That said, still an interesting
         | article about a game I managed to never hear of before, despite
         | being immersed in exactly those sorts of games at the time.
        
         | glandium wrote:
         | Leisure Suit Larry was Sierra, not LucasArts.
        
           | jawilson2 wrote:
           | I think they meant they were NOT playing LucasArts games
           | because they were playing other games.
        
         | theandrewbailey wrote:
         | It's not your English proficiency. I didn't know this game
         | existed, so before clicking, I expected it was about LucasArt's
         | legacy on the games industry, or what former people there are
         | doing now.
        
       | davidsojevic wrote:
       | I bought a copy of Afterlife from one of the Scholastic
       | catalogues when I was in primary school after already having had
       | a blast with Sim City 2000.
       | 
       | I absolutely loved the graphics and the theme and everything, but
       | as it turns out, I had absolutely no idea how to play it and
       | never got far enough into it to really appreciate its gameplay.
       | 
       | I should probably give it another go as an adult who has a bit
       | more patience for reading through instructions than I did as a
       | kid.
        
         | washadjeffmad wrote:
         | I played it summer of 2005, the same year I binged Douglas
         | Adams' complete non-HHG works (including 'Last Chance to See'
         | on CD-ROM and the interactive fiction game, 'Bureaucracy').
         | 
         | Afterlife is wonderfully fun and satisfying to experience to
         | completion for the first time, and what it might lack in
         | replayability it more than makes up for with humor and design.
        
           | designium wrote:
           | I still play once a year. But now I can reach full omnibulges
           | and love domes in less than an hour. But I remember spending
           | months to survive until I discovered the cheat code (btw if
           | you use too much, it triggers something that I can't
           | remember, it can mess up the game as a punishment).
           | 
           | The I figured out to let the planet evolve and grow it's
           | population because then, your afterlife has high demand thus
           | more money, that detail solves the hardest part of the game!
           | 
           | The other insight which came much much later, the better
           | capacity per area is given by the top 2x2 and 4x4 multi
           | color. 3x3 top buildings are badass looking but they offer
           | smaller max capacity for souls, we are aiming in reaching 1
           | billion souls using the least amount of area so you always
           | have free space to build as demand explode.
        
         | robertlagrant wrote:
         | I'd recommend this. As kids my brother and I could never
         | complete a game on the BBC Micro called Imogen[0]. It was
         | amazing for the time in that your character could transform
         | into three modes (wizard / cat / monkey) and on one screen a
         | fourth mode, and the transformation looked smooth even back
         | then. However - we never completed it. As an adult I found it
         | again and while I completed it fairly easily, it was a nice
         | memory.
         | 
         | [0] https://en.wikipedia.org/wiki/Imogen_(video_game)
        
         | designium wrote:
         | 1. Find a map with the maximum amount of buildable space 2.
         | Start the game with the maximum speed to above 5000 years 3.
         | Build Hell first and only 4. Pause, build the portal already
         | thinking in upgraded form. 5. Build long straight roads,
         | columns spaced 4 from each other, avoid crossing 6. Check the
         | sins demand 7. Usually, the green is the most demanded 8. Don't
         | touch anything about the planet 9. This is key: using green as
         | example, build 2x2 spaced so the neighbor is diagonal, never
         | adjacent. 10. Build your first wave of buildings, and
         | essentials (dystopias, the trams, etc. I assume you know those
         | things) 11. Open the portal, make a lot of money 12. Upgrade
         | the portal, make more money 13. Max capacity reached, starting
         | to lose souls and money, you adjust the building's efficiency
         | to white for every building manually until you are rich 14.
         | Buildings start to reach its top version and capacity, lock
         | them 15. Activate the bats , y to their guano are excellent to
         | upgrade the buildings. Also keep other disasters away during a
         | grace period 16. Then keep growing, adjusting buildings
         | efficiency, more portals, more buildings 17. You only need half
         | the Hell, to achieve hell's Omnibulges 18. Then star heaven 19.
         | Follow heaven best practices and you reach to Love Domes very
         | easily and rich af 20. I would only train later in the game.
         | Build the best training school, make it only accept top 10%,
         | left side, watch and leave 20% no lower because it can cause
         | excess oof demons or angels, unless you want to see the a
         | special ending 21. Endings can be quite fun to achieve (then
         | you want to mess up with the planet)
        
         | totetsu wrote:
         | It's funny when you boot up these old games you played long
         | ago, how small the view port is, and how I didn't seem to
         | notice that at the time.
        
         | dfxm12 wrote:
         | What I like about sim city 2K is that it is like an arcade sim
         | game. It is super easy to get up and running without too much
         | prior knowledge. You can build a successful city without
         | reading through the manual.
         | 
         | I also like that there's no ending. Maybe this makes it "easy",
         | but it promotes setting specific goals for yourself and
         | exploration rather than going through certain expected motions
         | to meet a preset goal. But there are the scenarios for people
         | who like a preset challenge.
        
           | Zardoz84 wrote:
           | I played SimCity 2K without reading the manual as a kid.
        
       | singularity2001 wrote:
       | Tangential: After 3 Weeks Claude finished Maniac Mansion and Zak
       | McKracken in my little RL harness.
        
       | neonnoodle wrote:
       | The music from this game is still in my regular rotation.
        
       | N_Lens wrote:
       | I miss the old lucasarts era of games, it was a magical time!
        
         | SamBam wrote:
         | Indiana Jones, Monkey Island, Sam & Max, The Grim Fandango.
         | Such a big part of my childhood and teen years.
        
       | Razengan wrote:
       | I still remember the intro of this game lol
        
       | hliyan wrote:
       | Does anyone remember a Windows game called Yoda Stories? I had
       | such fond memories of it that I tried to find the game or an
       | emulator version multiple times. No luck. It was an elegant game
       | from a more civilized time where resolution, shading, texture and
       | frame rate did not define how good a game was.
       | 
       | https://www.youtube.com/watch?v=xJT4sdifLXM
        
         | lvbyte wrote:
         | The game came with LucasArts Archives Vol. IV: Star Wars
         | Collection II. It's in the Internet Archive:
         | https://archive.org/details/thelucasartsarchivesvolivstarwar...
        
         | trashb wrote:
         | It is supported by the DREAMM emulator. And the image is on
         | archive.org, have fun!
        
         | dcist wrote:
         | I remember it fondly. My family had a lower-end 486 and it
         | couldn't run a lot of games but it ran Yoda Stories great!
         | Loved that game as a kid. LucasArts really was a gem (loved
         | Grim Fandango, Dark Forces, Jedi Knight, Full Throttle, etc.).
        
           | twodave wrote:
           | I loved Jedi Knight. There still isn't anything quite like
           | logging into the Zone and having light saber battles where
           | the saber model is replaced with a full size star destroyer
           | :)
        
         | jhbadger wrote:
         | There was also Indiana Jones Desktop Adventures which used the
         | same engine. Both were rather harshly reviewed at the time for
         | being "pointless" - presumably the reviewers didn't like the
         | random generation - while "rogue" (and Nethack, etc) existed,
         | the idea of a "roguelike" hadn't quite gelled as a concept in
         | pop culture yet.
        
           | Cpoll wrote:
           | I don't think it was just the random generation; Desktop
           | Adventures didn't quite have the depth of a rogue game.
        
             | jhbadger wrote:
             | True. But they were still kind of addictive (at least to
             | me)
        
         | Keyframe wrote:
         | https://www.retro-exo.com/index2.html - check in one of eXoWin
         | releases.
        
         | brummm wrote:
         | I recently played a browser version of it. Such good childhood
         | memories!
        
         | the__alchemist wrote:
         | This one slapped!
         | 
         | Note: I had very good luck with DosBox on a pile of games from
         | that era and older lately. (Edutainment mainly). I didn't try
         | this one though. Now I want to...
        
       | BiteCode_dev wrote:
       | Fun game, but very hard, and teaches you the danger of debt quite
       | early in life.
       | 
       | But the 2 advisers were so funny!
        
       | zehaeva wrote:
       | I loved playing this game as a kid! I am really saddened that
       | it's never had a follow up or even a second look. The humor
       | really stuck out to me.
       | 
       | I am surprised to hear that people felt this game was hard! Maybe
       | it was because I was younger when I played it but I thought it
       | was a lot of fun.
       | 
       | I do recall trying to get a "legit" copy of this game several
       | times over the years and it's availability has been either
       | nonexistant or barely there.
        
       | booty wrote:
       | Wow, this is wild. I'd never even heard of this game.
       | 
       | Based on the linked article, this seems exactly like the kind of
       | game that would have had an AMAZING sequel.
       | 
       | You know the type of game I mean. The first game breaks all types
       | of new ground with a bunch of innovative ideas and is fun, but
       | also has a lot of jank and rough edges because they were trying
       | so many new things at once. And then the _sequel_ is where it all
       | really comes together. The ideas that didn 't work are fixed or
       | discarded, everything else gets polish, and a few new ideas are
       | introduced.
       | 
       | Too bad it never got one...
        
       | danvayn wrote:
       | These are my favorite kinds of blogs. Irrelevant knowledge formed
       | from notes; even if I'm interested in game development or retro
       | games it has little use for me to peruse, but it's fun to play
       | the observer and read into people's human digest or solutions to
       | abstract issues. I wish there were more blogs like this. Thanks
       | for sharing.
        
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       (page generated 2026-09-17 21:02 UTC)