Tip: turn the phone sideways for a bigger picture. Your progress and saves are kept on this device.
No saved games yet. Save from inside the game (💾 button) and your saves will appear here.
Start a game first, then tap this. It jumps to Dinky Island — the hole. Then leave it completely alone and watch the screen. After about half a minute the scene may change by itself. If the app vanishes, reopen it and tell us roughly how long after the scene changed that happened.
Graphics:
The HD art alarm stops the game the moment a frame cannot be drawn with the Special Edition’s own artwork, and shows exactly which character and animation it was — instead of quietly showing one frame of the old DOS picture, which is far too easy to miss. It also asks about characters the artwork deliberately draws as nothing, so you can tell us whether that was intended. Turn it off and the game never stops for it — but it is still written to the log and reported to us.
Switches instantly, any time — the classic DOS game always runs underneath. Room changes wait until the new room’s HD artwork and sound are completely ready before showing it, so nothing appears half-drawn.
Picture shape (landscape):
The game was drawn for a 4:3 screen, so 4:3 is the only shape that shows it undistorted. The others stretch it to fill more of a sideways screen — 16:10 (the default) uses most of the width with only mild stretch, “Fill the screen” uses all of it and stretches the most. Portrait always stays 4:3.
Admin: debug boxes outline each HD character part (magenta head / green body) while placement work continues. “Seamless room loading” (on by default, forced on for players) waits at each room change until the new room’s HD artwork and sound are completely ready — you stay on the previous picture for the split second the art takes, and a room that still has to download shows a proper Special Edition loading screen. Turn it off to get the old behaviour: rooms appear instantly and sharpen from DOS to HD as the art arrives. Render pacing off = the diagnostic mode (every repaint whole, may crackle audio).
Offline assets:
Waiting for the game to start…
Boot report: start a game and the timeline (engine up, room entered, HD loaded, ambience events) appears here — tap it to copy everything.
Sound & text:
Runs game audio on its own thread to shrink the delay before you hear a voice. Experimental — switching it restarts the app (the audio path is chosen at startup). The buffer is the delay before you hear anything: smaller = snappier, too small = stuttering. Leave it at Auto and it finds the lowest setting your device plays cleanly (it shows what it picked); drag it to pin a value yourself — that applies instantly, no restart.
Diagnostic toggle (temporary, 2026-07-28 crash hunt). “Speech pacing” is the Special-Edition-style dialogue timing where each spoken line holds until its voice clip finishes. Off = the classic text-timer pacing. Leave it on unless we ask you to test a run with it off.
Dialogue choices (the sentences you pick in conversations):
Drawn with the game's own font — applies instantly, adjustable mid-conversation.
Off hides scenery that answers every verb with the same stock line ("I can't pick that up"), and while a verb is picked only things that answer that verb glow. On glows every named thing, always.
Touch control style:
Monkey Island 2: LeChuck's Revenge — original game by LucasArts (1991).
ScummVM — the GPL-licensed engine interpreting the game data, compiled to WebAssembly for this app.
This app is a private, personal build for the owner's own use only — not for redistribution.