
"Talk to" produces dialogue sequences, in which the player selects from a list of pre-defined questions or comments, and the character they are talking to replies with a pre-defined response. Puzzles generally involve using the right verb action with the appropriate object - "use biscuit cutter with another rubber tree", for example.
#Scummvm data files full
The player-controlled character has an inventory, and the game world is littered with objects with which the player can interact, using a variety of verbs - a large collection of these featured in the early games, but by Full Throttle and The Curse of Monkey Island these had been whittled down to using one's eyes (to "Look at" or "Look through"), hands (to "Use", "Pick up", "Push", "Pull", etc.), or mouth ("Talk to", "Consume", "Inhale"). Most SCUMM games feature a verb/object design paradigm.
#Scummvm data files software
LucasArts finally abandoned the SCUMM engine in 1998 when they switched to GrimE, using the free software scripting language Lua, for the games Grim Fandango and Escape from Monkey Island. SCUMM was subsequently reused in many later LucasArts adventure games being both updated and rewritten several times. The original version was coded by Aric Wilmunder and Ron Gilbert in 1987, with later versions enhanced by Aric Wilmunder (a.k.a. SCUMM has been released on the following platforms: 3DO, Amiga, Apple II, Atari ST, CDTV, Commodore 64, Fujitsu Towns & Marty, Apple Macintosh, Nintendo Entertainment System, DOS, Microsoft Windows, Sega Mega-CD and TurboGrafx-16/PC Engine. SCUMM is also a host for embedded game engines such as iMUSE (standing for Interactive MUsic Streaming Engine), INSANE (standing for INteractive Streaming ANimation Engine), CYST (in-game animation engine), FLEM (places and names object inside a room), and MMUCUS. This also allowed the game's script and data files to be re-used across various platforms.

It falls somewhere between a game engine and a programming language, allowing designers to create locations, items and dialogue sequences without writing code in the language in which the game source code ends up. Script Creation Utility for Maniac Mansion ( SCUMM) is a scripting language developed at LucasArts (known at the time as Lucasfilm Games) to ease development of the graphical adventure game Maniac Mansion.

Indiana Jones and the Fate of Atlantis, a later SCUMM game

Maniac Mansion on the Commodore 64, the game for which the SCUMM system was originally designed.
