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==History== Work on ScummVM started in September 2001 (with the first public release at October<ref name="merge" /> and a site launch at November<ref>{{cite web | url=https://www.scummvm.org/news/20011122/ | title=Nov 22, 2001: Welcome to ScummVM | publisher=ScummVM | date=2001-11-22 | access-date=2020-10-10}}</ref>) by computer science student Ludvig Strigeus. Looking to write his own adventure game, he looked to see how the mechanics of an existing game engine, specifically working to create a way to play ''[[Monkey Island 2]]'' on his Linux machine.<ref name="arstech scummvm">{{Cite web | url = https://arstechnica.com/gaming/2012/01/maniac-tentacle-mindbenders-of-atlantis-how-scummvm-kept-adventure-gaming-alive/ | title= Maniac Tentacle Mindbenders: How ScummVM's unpaid coders kept adventure gaming alive | work= [[Ars Technica]] | date= January 16, 2012 | access-date= February 16, 2016 | first= Richard | last= Moss}}</ref> At about the same time, Vincent Hamm was also looking to implement a SCUMM system player, and though he had done deeper research into understanding how the SCUMM engine worked, found that Strigeus was much further along, and the two joined to craft the project.<ref name="arstech scummvm"/> While Strigeus finished the required implementation for ''Monkey Island 2'', Hamm worked separately to prepare the engine for ''[[Indiana Jones and the Fate of Atlantis]]'', and once completed, the two found some dis-coordination on their efforts but eventually got the project working for both games.<ref name="arstech scummvm"/> News of ScummVM was picked up by the tech news website ''[[Slashdot]]'' in November 2001, drawing a large interest to the project, and several other developers became part of the project to help support other games. These developers often turned to the creators of the original games to obtain information in informal ways, to help create the reimplementation.<ref name="arstech scummvm"/> Further developers helped to support games that did not use SCUMM, such as [[Adventure Soft]]'s ''[[Simon the Sorcerer]]''; there was some debate about changing the name of the program at this point, but they ultimately kept the ScummVM title, believing that SCUMM was the most well-recognized adventure game engine.<ref name="arstech scummvm"/> Strigeus had built support for iMUSE, the sound software used by many LucasArts games, but feared including it due to potential backlash from LucasArts. Other developers on the project advised him that there should be no legal issues and it was eventually included.<ref name="arstech scummvm"/> Though Strigeus and Hamm would leave the project in 2002, by then it had a large enough development team to allow it to grow, led by James "Ender" Brown.<ref name="arstech scummvm"/> Following this shift, the engine's source code was changed from [[C (programming language)|C]] to [[C++]], and a [[graphical user interface]] (GUI) was added.<ref name="arstech scummvm"/> With increased awareness of the project, LucasArts sent a [[cease & desist]] letter to the project, believing they were using some of LucasArts' proprietary code. Brown worked over the next four years with LucasArts' legal representatives to explain the nature of the project and the source of their information to demonstrate that what they had created was legal. Brown considered that LucasArts was trying to be accommodating as ScummVM helped to raise interest in these titles. They ultimately came to a legal agreement to allow ScummVM to continue to be developed.<ref name="arstech scummvm"/> The project would also incorporate other parallel efforts to make game reimplementations for other adventure games. Games from [[Sierra Online]] were of high demand for the project, requiring them to implement the [[Adventure Game Interpreter]] (AGI) and the more advanced Sierra's Creative Interpreter (SCI) engines. AGI support was added in 2006 by incorporating efforts from the Sarien project, but efforts for SCI support were hampered by the parallel project, FreeSCI. Though both ScummVM and FreeSCI aimed to reverse engineer the workings of SCI, FreeSCI had stated that they took a more clean-room approach to avoid any legal question about their reverse engineering, and believed the ScummVM project had run afoul of some of Sierra's approaches and thus were hesitant to work together.<ref name="arstech scummvm"/> However, FreeSCI began to languish in interest compared to ScummVM; after a developer took it upon themselves to make the FreeSCI engine work in ScummVM, the FreeSCI saw more participation in their project, and they agreed to merge their efforts into ScummVM. Initial SCI support was subsequently released in a 2010 version of ScummVM.<ref name="arstech scummvm"/> ScummVM continues to add new games or game engines, though the process to create these is relatively slow. According to the team's project lead Eugene Sandulenko (as of 2017<ref name=":0">Archived at [https://ghostarchive.org/varchive/youtube/20211211/BcMIWBfM8z8 Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20200427235605/https://www.youtube.com/watch?v=BcMIWBfM8z8&gl=US&hl=en Wayback Machine]{{cbignore}}: {{Citation|title=Retro Tea Break: Eugene Sandulenko SCUMMVM Team Leader| date=20 January 2020 |url=https://www.youtube.com/watch?v=BcMIWBfM8z8|language=en|access-date=2020-01-21}}{{cbignore}}</ref>), game engines are chosen for inclusion into ScummVM either if they are given the source code that makes it easy to port into the software's architecture, or if one or more of the team members are passionate about bringing a game engine into the program to do the difficult task of reconstructing the game's code from the compiled versions.<ref name="pcgamer history 2017"/> Initially ScummVM only included 2D game engines, leaving 3D games to be handled by the sister project ''ResidualVM'', but in 2021 the two projects merged, lifting that restriction.<ref name="pcgamer history 2017"/><ref name="merged" /> The 2.0 version of ScummVM was released in December 2017, adding support for several [[full motion video]] games and some very obscure titles, such as ''[[Full Pipe]]'' and ''[[Plumbers Don't Wear Ties]]''. With this release, ScummVM has support for 64 different game engines.<ref name="pcgamer history 2017"/> Since around December 2017, ScummVM had been working support for [[Macromedia Director]] in coordination with some of the original developers. Macromedia Director was used for many mid-1990s video games such as ''[[The Journeyman Project]]''.<ref name="pcgamer history 2017"/> By August 2021, the first versions of ScummVM with Director support were released, with the team continuing to work on improving performance.<ref>{{cite web | url = https://arstechnica.com/gaming/2021/08/scummvm-now-supports-macromedia-director-for-early-cd-rom-games/ | title = It's now possible to play early '90s CD-ROM games via ScummVM | first = Matt | last = Paprocki | date = August 17, 2021 | accessdate = August 17, 2021 | work = [[Ars Technica]]}}</ref> An attempt to bring in ''[[Another World (video game)|Another World]]'' by [[Éric Chahi]] brought some internal stress within the project in 2004. ''Another World'' was not a point-and-click adventure game, and used polygon-based graphics instead of pixel-based ones most adventure games employ, and thus was considered a serious departure from the focus of ScummVM. Though the project was scrapped in a few days after Chahi requested its removal as he was preparing a 15th anniversary remastered for sale, the current leads of the project had to refocus the group and define the ideals that ScummVM should meet.<ref name="arstech scummvm"/> ScummVM has also had difficulty in bringing games using the [[Adventure Game Studio]] (AGS), which is used frequently in [[independent video game|indie]] adventure games, such as the ''[[Blackwell (series)|Blackwell]]'' series. While the source code for AGS had been put into the open by its developer Chris Jones in 2010, the ScummVM team was met with a large backlash of complaints from developers using the AGS engine for their games, stating that they did not want to see their games run in ScummVM.<ref name="pcgamer history 2017"/> Yet eventually a couple of years later AGS was tested in the development build, with a request to the public to [[beta test]] thousands of newly supported games,<ref name="ags_testing">{{cite web| url=https://www.scummvm.org/news/20210404/ |title=Apr 4, 2021: Thousands of games needing testing |publisher=ScummVM |date=2021-04-04 |access-date=2021-04-16| quote=We're finally ready to unleash the motherlode onto the public for testing.}}</ref> until all AGS v2.5+ games were officially added to the program, coinciding with its 20th anniversary in October 2021.<ref name="merged" /> ScummVM has been a participant in the [[Google Summer of Code]] every year since 2007 except for 2015. A sister project, ''ResidualVM'', was started to implement engines for three-dimensional adventure games, such as ''[[Grim Fandango]]'' and ''[[Myst III: Exile]]'', named as such as these games reflect the residual of those not already covered by ScummVM.<ref>{{cite web | url = http://www.shacknews.com/article/77180/grim-fandango-playable-on-modern-pcs-thanks-to-residualvm | title = Grim Fandango playable on modern PCs thanks to ResidualVM | work = [[Shacknews]] | date = December 27, 2012 | access-date = February 16, 2016 | first = Alice | last = O'Conner}}</ref> By late 2020, ResidualVM officially merged with ScummVM.<ref name="merge" /> This was completed with the version 2.5 release, coinciding with the program's 20th anniversary in October 2021.<ref name="merged">{{cite web | url = https://www.eurogamer.net/articles/2021-10-10-scummvm-releases-big-new-update-to-celebrate-20-year-anniversary | title = ScummVM releases big new update to celebrate 20 year anniversary | first = Wesley | last = Yin-Poole | date = October 10, 2021 | accessdate = October 10, 2021 | work = [[Eurogamer]]}}</ref> ===Developer support=== According to Sandulenko "there is no typical process" when it comes to collaboration with developers: "Everything is ad-hoc. What we do, we try to search for contact info of people who were working on the titles some developer is interested in, and we're inquiring access to their original source code, if it still exists somewhere. Then we start working on it at our own pace".<ref>{{cite web|first=Goran |last=Damnjanovic |url=https://levvvel.com/scummvm/ |title=ScummVM is a Magic Box That Runs Classic Adventures |publisher=Levvvel |date=March 18, 2020}}</ref> With increased attention, ScummVM has entered into favorable agreements with adventure game developers to help bring their titles into the engine, or in some cases, being given source code and other assets to work from. [[Revolution Software]] helped the developers with source code and technical advice for its games, and once ScummVM supported the company's [[Virtual Theatre]] engine, Revolution released ''[[Lure of the Temptress]]'' and ''[[Beneath a Steel Sky]]'' as [[freeware]] and provided assets from its first two ''[[Broken Sword]]'' games in an open media format. The renewed interest in these games from younger players enabled Revolution to work on two more ''Broken Sword'' games.<ref name="arstech scummvm"/> Other developers that have worked closely with ScummVM include: * [[Adventure Soft]] provided the original [[source code]] of their adventure games, ''[[Simon the Sorcerer]]'', ''[[The Feeble Files]]'' and ''Elvira'' series. * [[Alcachofa Soft]]: Emilio de Paz Aragón released the original [[source code]] of the adventure game ''[[Drascula: The Vampire Strikes Back]]'' as [[freeware]]. * Creative Reality: Neil Dodwell and David Dew from Creative Reality released the original [[source code]] for their adventure ''[[Dreamweb]]'', and the [[CD-ROM]] and [[floppy disk]] versions of the game as [[freeware]],<ref name="scummvm.org">{{cite web|author=Strangerke |url=http://scummvm.org/news/20121021/ |title=Home |publisher=ScummVM |date=2012-10-21 |access-date=2012-12-28}}</ref> available for download on the ScummVM website.<ref name="scummvm.org" /> * Gray Design Associates: David P. Gray provided the original [[source code]] of the ''Hugo'' trilogy. * [[Krome Studios|Interactive Binary Illusions]] released both the [[CD-ROM]] and the [[floppy disk]] version of their adventure game, ''[[Flight of the Amazon Queen]]'' as [[freeware]] available for download on the ScummVM website.<ref>{{cite web|author=sev |url=http://scummvm.org/news/20080906/ |title=Home |publisher=ScummVM |date=2008-09-06 |access-date=2012-12-28}}</ref> * [[Laboratorium Komputerowe Avalon]]: Janusz Wiśniewski and Mirosław Liminowicz released the original [[source code]] of their adventure game ''[[Sołtys (video game)|Sołtys]]'' as [[freeware]], available for download on the ScummVM website. * [[Perfect Entertainment]]: John Young, Colin Smythe and Terry Pratchett provided the original [[source code]] of their adventure games, ''[[Discworld (video game)|Discworld]]'' and ''[[Discworld II: Missing Presumed...!?]]''. * Wyrmkeep Entertainment: Joe Pearce provided the original [[source code]] of their adventure game, ''[[Inherit the Earth: Quest for the Orb]]''. The digital storefront [[GOG.com]] which specializes in selling digital copies of older games, provides support to ScummVM, and sells titles that include the ScummVM engine as part of their distribution.<ref name="arstech scummvm"/> [[Disney]], which owns the rights to [[LucasArts]] adventure games, released ''[[Maniac Mansion]]'' on [[Steam (service)|Steam]] running off ScummVM.<ref name="pcgamer history 2017"/> ===Development=== ''[[Operation Stealth]]'' and ''[[Future Wars]]'' support was added by integrating another stand-alone recreation of their engine: cinE.<ref>{{cite web|url=http://sourceforge.net/projects/cine |title=cinE - the cinematic Engine |publisher=SourceForge.net |access-date=2013-09-26}}</ref> TrollVM has also been integrated into ScummVM adding support for three pre-AGI games: ''[[Mickey's Space Adventure]]'', ''[[Troll's Tale]]'', and ''[[Winnie the Pooh in the Hundred Acre Wood]]''.<ref>{{cite web |url=http://trollvm.sourceforge.net/ |title=Old TrollVM Site |archive-url=https://web.archive.org/web/20100323101210/http://trollvm.sourceforge.net/ |archive-date=2010-03-23}}</ref><ref>{{cite web |url=http://sourceforge.net/apps/trac/sourceforge/ticket/9661 |title=#9661 (TrollVM project removal) – sourceforge |publisher=Sourceforge.net |access-date=2012-12-28 |url-status=dead |archive-url=https://web.archive.org/web/20121110192349/http://sourceforge.net/apps/trac/sourceforge/ticket/9661 |archive-date=2012-11-10}}</ref> ===Mistic's GPL violations=== ScummVM is distributed as [[free software]] under the [[GNU General Public License|GPL-2.0-or-later]] license, enabling anyone to use the project as an engine for a game. For example, Revolution Software repackaged their ''Broken Sword'' games for a DVD release, using ScummVM with the included ''sword1'' and ''sword2'' engines to support modern computers.<ref name="arstech scummvm"/> In December 2008, the ScummVM team learned that the [[Wii]] ports of three Humongous Entertainment ''Junior Adventure'' titles (''[[Freddi Fish and the Case of the Missing Kelp Seeds]]'', ''[[Pajama Sam: No Need to Hide When It's Dark Outside]]'', and ''[[Spy Fox in "Dry Cereal"|Spy Fox: Dry Cereal]]'') all used the ScummVM engine without proper attribution. The games were published in August 2008 on request of [[Atari SA|Atari]] through [[Majesco Entertainment]], who turned to Mistic Software to port the games.<ref>{{cite web | url=https://purenintendo.com/majesco-entertainment-and-interactive-game-group-bring-humongous-best-selling-childrens-properties-to-wii-in-the-us/ | title=Majesco Entertainment and Interactive Game Group Bring Humongous' Best-Selling Children's Properties to Wii in the U.S. | work=Pure Nintendo | date=March 26, 2008 | access-date=December 27, 2021 | archive-date=December 27, 2021 | archive-url=https://web.archive.org/web/20211227224607/https://purenintendo.com/majesco-entertainment-and-interactive-game-group-bring-humongous-best-selling-childrens-properties-to-wii-in-the-us/ | url-status=live | last1=Higginbotham | first1=James }}</ref><ref>{{Cite web |date=2008-08-24 |title=TWiG 2008-08-25: A Week with the Shovel, PopMatters |url=https://www.popmatters.com/twig-2008-08-25-a-week-with-the-shovel-2496125092.html |access-date=2024-06-20 |website=www.popmatters.com |language=en-US}}</ref> Mistic had used ScummVM for these, but failed to credit the developers. While the ScummVM team contacted [[gpl-violations.org]] for legal advice, Atari instead threatened to sue the ScummVM team, as the terms of Nintendo Wii development kit heavily restricted the use of open source software, including the GPL. A settlement was made in 2009, in which ScummVM would drop the investigation of the GPL violation, on the condition that Mistic would sell or destroy all GPL-violating copies of the games, make a donation to the [[Free Software Foundation]], and pay the legal fees.<ref name="arstech scummvm"/> ===ResidualVM=== {{Infobox software | logo = Residual.png | screenshot = | caption = | author = James Brown | developer = ResidualVM Team | released = {{Start date and age|2003|08|15}} | latest_release_version = 0.3.1 | latest_release_date = {{Start date and age|2018|06|15}} | latest preview version = 0.4 | programming_language = [[C++]] | operating_system = [[Cross-platform]] | genre = [[Interpreter (computing)|Interpreter]] | license = [[GNU General Public License]] | discontinued = yes }} '''ResidualVM''' (formerly '''Residual''') was a [[cross-platform]] [[computer program]] comprising [[3D computer graphics|3D]] [[game engine recreation]]s with a common [[graphical user interface]]. It supports ''[[Grim Fandango]]'', ''[[Myst III: Exile]]'', and ''[[The Longest Journey]]''. It merged with ScummVM in October 2020.<ref>{{cite web|title=A merger|url=https://www.scummvm.org/news/20201009/|publisher=ScummVM}}</ref> ResidualVM was originally designed to play [[LucasArts adventure games]] that use the [[GrimE]] [[game engine]], and was later adapted to support other ones.<ref>{{cite web |title=What If: Grim Fandango Deluxe |website=Rock, Paper, Shotgun |date=13 January 2012 |url=http://www.rockpapershotgun.com/2012/01/13/what-if-grim-fandango-deluxe/ |publisher=[[Rock, Paper, Shotgun]] |accessdate=2012-01-13|last1=Meer |first1=Alec}}</ref><ref>{{cite web |title=Residual extended functionality |url=http://www.residualvm.org/news/20090526/ |publisher=ResidualVM |accessdate=2012-01-29 |archive-date=2015-06-23 |archive-url=https://web.archive.org/web/20150623125303/http://www.residualvm.org/news/20090526/ |url-status=dead}}</ref> Like ScummVM, the ''VM'' in ResidualVM stood for [[virtual machine]].<ref>{{cite web |title=Maniac Tentacle Mindbenders: How ScummVM's unpaid coders kept adventure gaming alive |date=17 January 2012 |url=https://arstechnica.com/gaming/news/2012/01/maniac-tentacle-mindbenders-of-atlantis-how-scummvm-kept-adventure-gaming-alive.ars |publisher=[[Ars Technica]] |accessdate=2012-01-19}}</ref> ResidualVM is a reimplementation of the part of the [[software]] used to [[interpreter (computing)|interpret]] the [[scripting language]]s by conducting reverse engineering on the original game rather than emulating the [[computer hardware|hardware]] on which the games ran. As such, ResidualVM allows the games it supports to be played on [[system platform|platforms]] other than those for which they were originally released. [[File:Residual logo - pre July 2009.png|thumb|The logo used until July 2009]] [[File:Residual logo - July 2009 to January 2012.png|thumb|The logo used from July 2009 to January 2012]] The name of the project comes from the fact that it was originally started to support the residual LucasArts adventure games not supported by ScummVM. The original [[Lua (programming language)|Lua]]-based engine used by LucasArts in their 3D adventure games was called GrimE (as opposed to [[SCUMM]]), so ResidualVM's title is also a word pun as grime is a type of residue. The project was started by former ScummVM team leader James Brown, and was first publicly available on August 15, 2003.<ref>{{cite web |title=ResidualVM Stable Release Supports Grim Fandango |url=http://mixnmojo.com/news/ResidualVM-Stable-Release-Supports-Grim-Fandango |publisher=[[The International House of Mojo]] |accessdate=2013-01-04 |date=2012-12-23}}</ref> Progress on the project was initially slow, and as a result the project's main goal of supporting ''[[Grim Fandango]]'' did not occur until April 25, 2011, when the compatibility of ''Grim Fandango'' was upgraded to "completable with a few minor glitches".<ref>{{cite web |title=Sorry for the wait Mr.Flores! |url=http://www.residualvm.org/news/20110425/ |publisher=ResidualVM |accessdate=2012-01-29 |archive-date=2013-02-05 |archive-url=https://web.archive.org/web/20130205201936/http://residualvm.org/news/20110425/ |url-status=dead}}</ref> The project obtained a domain separate from ScummVM in December 2011. As a result of the new domain name, the project name was changed from Residual to ResidualVM. The logo was changed to reflect the new name in January 2012. The first stable release of ResidualVM was released 9 years after the project started, on December 21 the same year.<ref>{{cite web |url=http://www.escapistmagazine.com/news/view/121253-Residual-VM-Stable-Release-Brings-Grim-Fandango-to-Modern-PCs |title=ResidualVM Stable Release Brings Grim Fandango to Modern PCs |publisher=[[The Escapist (magazine)|The Escapist]] |date=2012-12-21 |accessdate=2012-12-22 |archive-date=2014-11-02 |archive-url=https://web.archive.org/web/20141102180148/http://www.escapistmagazine.com/news/view/121253-Residual-VM-Stable-Release-Brings-Grim-Fandango-to-Modern-PCs |url-status=dead}}</ref> It merged with ScummVM in October 2021.<ref name="merged"/> ====Support==== ResidualVM was officially available on multiple platforms including [[Microsoft Windows|Windows]], [[Linux]], [[OS X|Mac OS X]], [[AmigaOS 4]], and [[IRIX]].<ref>{{cite web |title=ResidualVM 0.2.1 Bugfix Release |url=http://mixnmojo.com/news/ResidualVM-021-Bugfix-Release |publisher=[[The International House of Mojo]] |accessdate=2014-02-25 |date=2014-02-25}}</ref> In addition, an [[Android (operating system)|Android]] port is available in the source code, and unofficial builds have been made with that source. There is also a port available for the [[Pandora (console)|Pandora]] console, and for [[FreeBSD]], but they are not official as they have not been added to the main branch. With increased attention, ResidualVM entered into favorable agreements with adventure game developers to help bring their titles into the engine. [[Cyan Worlds]] partnered with ResidualVM to release ''Myst III: Exile'' on digital platforms.<ref name="cyan">{{cite web |url=https://mixnmojo.com/news/Cyan-Partners-With-ScummVM|title=Cyan Partners With ScummVM|publisher=[[The International House of Mojo]]|accessdate=2018-06-23}}</ref> The digital storefront [[GOG.com]] which specialized in selling digital copies of older games, sells ''Myst III: Exile'' with the ''ResidualVM'' engine as part of its distribution.<ref name="cyan"/> ====ResidualVM supported games==== The stable release supports ''[[Grim Fandango]]''<ref>{{cite web |title=Residual! |url=http://mixnmojo.com/news/Residual |publisher=[[The International House of Mojo]] |accessdate=2012-01-09}}</ref> and ''[[Myst III: Exile]]'', which are completable with a few minor glitches. In the development branch, there is also support for ''[[Escape from Monkey Island]]'', which is completable with a few glitches,<ref name="Mojo tidbits">{{cite web |title=Return of the Mojo Tidbits |url=http://mixnmojo.com/news/The-Return-of-the-Mojo-Tidbits |publisher=[[The International House of Mojo]] |accessdate=2012-11-13}}</ref> and [[The Longest Journey]], which is completable with missing features.<ref>{{cite web |title=It's GSoC Season For ScummVM and ResidualVM |url=https://mixnmojo.com/news/Its-GSoC-Season-For-ScummVM-and-ResidualVM |publisher=[[The International House of Mojo]] |accessdate=2018-06-23}}</ref> Like ScummVM, ResidualVM contains fixes for bugs present in the original executable. The ResidualVM team discovered a workaround for a bug that causes a critical dialog not to play in ''Grim Fandango''.<ref>{{cite web |title=Basic Braining: Tim Schafer talks story, the 80s movies behind Psychonauts, and learning to platform |url=http://www.penny-arcade.com/report/editorial-article/tim-schafer-discusses-the-stories-and-inspirations-behind-psychonauts |publisher=[[Penny Arcade (webcomic)|Penny Arcade Report]] |accessdate=2012-03-22 |archiveurl=https://web.archive.org/web/20120622101244/http://penny-arcade.com/report/editorial-article/tim-schafer-discusses-the-stories-and-inspirations-behind-psychonauts |archivedate=2012-06-22}}</ref><ref>{{cite web | url=http://mixnmojo.com/news/Grim-Fandango-Long-lost-bug-found-fixed | title=Grim Fandango Bug Found, Fixed! | publisher=[[The International House of Mojo]] | accessdate=2012-01-24}}</ref> In addition, the ''Grim Fandango'' engine in ResidualVM has fixes for over a dozen other bugs present in the original.<ref>{{cite web | url=http://mixnmojo.com/news/Get-Some-Lumbago-Lemonade-With-ResidualVM-011 | title=Get Some Lumbago Lemonade With ResidualVM 0.1.1 | publisher=[[The International House of Mojo]] | accessdate=2013-01-12}}</ref> There is also a branch of ResidualVM called Grim Mouse, which allows ''Grim Fandango'' to be played completely with a mouse as a traditional point and click adventure game.<ref>{{cite magazine | url=http://www.pcgamer.com/2014/03/02/mod-of-the-week-mouse-interface-for-grim-fandango/ | title=Mod of the Week: Mouse Interface, for Grim Fandango | magazine=[[PC Gamer]] | accessdate=2014-06-08 | date=2014-03-02}}</ref><ref>{{cite magazine |url=https://www.wired.co.uk/news/archive/2014-03/05/grim-fandango-point-click |title=Fan mods Grim Fandango into point-and-click adventure |magazine=[[Wired (magazine)|Wired]] |date=2014-03-05 |accessdate=2014-06-08 |archive-date=2014-07-14 |archive-url=https://web.archive.org/web/20140714213437/http://www.wired.co.uk/news/archive/2014-03/05/grim-fandango-point-click |url-status=dead}}</ref><ref>{{cite web |url=http://www.rockpapershotgun.com/2014/02/25/mod-removes-grim-fandango-tank-controls-world-cheers/ |publisher=[[Rock, Paper, Shotgun]] |date=2014-02-25 |accessdate=2014-06-08 |title=Mod Removes Grim Fandango Tank Controls, World Cheers}}</ref><ref>{{cite web |url=http://kotaku.com/hooray-someone-finally-fixed-grim-fandango-1529330636 |title=Hooray, Someone Finally Fixed Grim Fandango |publisher=[[Kotaku]] |date=2014-02-23 |accessdate=2014-06-08}}</ref>
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