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February 27, 2012


My fun time playing Grim Fandango

by e1ven

My experience playing Grim Fandango, a game from 1998

I’m somewhat ashamed to admit this, especially as someone who purports to be a fan of Adventure Games, but here it goes.. I’ve never played Grim Fandango.

I know.. It’s a game which is frequently rated as one of the best adventure games, ever.

Colin Panetta’s amazing illustration of Manny Calavera
Panetta Fandango

Obviously, this is a very serious situation, which required immediate rectification.

Particularly with the news that the lead developer from Grim Fandango, Tim Schafer, is at work on a new multi-million dollar adventure game.

I had some time off of work, so I decided to take the plunge. I installed and played through the game this week..
The Puzzles were generally paced well, the story was engaging, and the characters were charming.
My biggest challenge with the entire game, it turns out, was getting the game to run properly long enough to finish it

Running on my Macbook

Grim residual

Lately, I’m doing most of my computing on a 17″ Macbook Pro – I’ve pimped the RAM up to 16G, it’s got a speedy processor, the OS is fun to use.
Since there’s no Mac-native version, I took a look at ScummVM, which I had used for other LucasArts games in the past, such as Monkey Island, and Day of the Tentacle.
It turns out that ScummVM only supports the 2d games, but a sister-project exists, ResidualVM which supports Grim.
Their website recently shows the game as 100% completable, so I downloaded the VM, copied the files from the CDs and fired it up.

It took a tiny bit of fidgeting- I needed to manually edit

"~/Library/Preferences/Residual\ Preferences"

and add


to allow the game to play fullscreen, but Google was helpful enough in advising me.

The game was glorious! The game’s graphics were a little dated, but were given such a stylized look that it rarely mattered.
I was able to get a few hours into the game, before I ran into a bug in Residual- I walked into an area I wasn’t supposed to get to yet.
Never having played the game before, I had thought that I was playing normally. The tone of the game changed fairly dramatically, but I wrote it off as a mystery I was supposed to discover.
As I kept playing, however, the game was referencing things that took place earlier, which I had no recollection of!

I kept playing the game for a while, until I realized that I had found myself in an unwinnable position.
I had somehow jumped further ahead in the story than I was supposed to be, and had missed some crucial events.
(For anyone who’s played the game, the specific bug I hit was clipping into Domino’s office, immediately after first meeting Meche)

Eventually, I realized that this couldn’t possibly be expected behavior- I checked a walkthrough, and found where the VM had glitched.
Since this was my first play though, I realized that perhaps ScummVM wasn’t quite ready for me yet.

If I had known what lay ahead in trying to play other versions, I probably would have kept playing, bugs be damned. Alas, Hindsight can be cruel.

Try 2, My Trusty old PC

Grim is a PC game, after all, so I figured I’d avoid these bugs if I played it in the original engine.
Simple enough.. I had an old P4 desktop PC I built a few years back.. I just needed to install a hard drive, replace the power supply, install Windows 7, find drivers for all the various components, and I’d be off the races.

Touching these two wires together is the power switch

Eventually, I got the machine up and running- I reinstalled Grim, set the game to run in compatibility mode, and again, I was playing.
The saves weren’t compatible, so I had to start from Scratch, but that was a small price to pay for knowing that I’d not run into any VM-specific bugs.

The more I played, the more I was having difficulty controlling the game- Grim Fandango is one of those games that feels like a bad console port, even thought it was only ever released on PC.
After a few hours of playing, I realized I really ought to be playing it with a controller.
I trip to Microcenter later, and I was back, a new Xbox360 controller in my bag, and ready to start making serious progress.

The only problem was, the game crashed. Frequently.
Sometimes, the game would crash mid-save, corrupting the save file.
Othertimes, it would just grind to a halt, and become unplayable.

OK, I thought to myself- Compatibility mode doesn’t work. Let’s go back to the source.

Win98 time


Grim was originally released in 1998, so it seemed natural to try running the game under Windows 98.
I still had my original Win98 CDs in the closet, so once more, I formatted my PC, this time installing the classic OS.
The first problem I ran into was that my HD was too large- Each time I asked the Win98 setup utility to partition and format the 500G HD resulted in the machine hanging.
Despite enabling LBA mode, formatting it with a Linux boot CD, and leaving it for hours on the formatting screen, no progress was made.

I dug around, until I was able to find an older 80GB harddrive deep in a closet full of things I ought to have thrown out years ago.

Now, I was able to format successfully. The install was able to get through the text-based part of the installation.. And then crashed.

Googling a bit more, it turns out that Windows 98 won’t run with >512 of RAM.

OK..Luckily, there was a workaround. A few tweaks to system files later, and I’m up and running in glorious 16-color windows.

My Video card was released just a few year too late, it seems, to have had any Windows 98 drivers created. The oldest version of the drivers for my card run on Windows 2000.
I wasn’t stopping here, though-
After some digging, I found a generic SVGA driver that was built for Windows 98.. It wasn’t fast, but it worked.

Next up, Audio- Creative’s site doesn’t list the Win98 drivers anymore, but some clever folks at the MSFN Forum had found a working link to a similar card, built on the same chipset.

Finally, I could fire up the game!

And… It crashed. Every time. On launch.

It didn’t write a log.. Win98 doesn’t have an Event Viewer, so I didn’t have many options.

I realized that I might need some critical Win98 patch in order to play, so I fired up Windows Update.. And was greeted with a redirect loop on Microsoft’s site.
It seems that they don’t even offer the Win98 update service anymore.

Luckily, another Win98 Aficionado put together an Unofficial Win98 Service Pack 2.1, which includes all the updates ever released.

Installed, and the game started…. And the game ran!

The problem was, I was in seconds-per-frame territory.

The Generic SVGA driver does work, but it looks like it can’t take advantage of ANY 2d acceleration.. So the game was entirely unplayable.

Win98 in a VM


OK, I thought! This is solvable. VMware has tested, working drivers for Win98, so I’ll use them.

It might be a bit of CPU overhead, but the video performance should be much faster.

I dutifully reinstalled Windows7, and installed a 30-day demo of Vmware.
It turns out that I needed to use Vmware 7, since the newest Vmware 8 wouldn’t run on my P4 CPU.

I installed Win98, patched it, then loaded the Vmware drivers.
By this point, I was starting to get pretty quick at the whole process- I had all of the drivers I needed for Windows7 copied to my Dropbox, so it was rather straightforward to get running again.

VMware installed cleanly, and Win98 ran mostly without issue. The biggest problem was the Audio drivers that ship with Win98 aren’t always compatible with VMware’s virtual machine hardware – There are replacements however.

Once things were finally back up and running, I re-installed and restarted Grim. This time, I was greated with a beautiful 4-panel screen, in inverted colors, before the game crashed.

I found that the the game would run in Windowed mode, however!
The speed better than native Windows 98, but not yet playable.

Watching the system to see where the load might be, I saw that the CD was being accessed heavily.
Since the game was designed in 1998, the designers tried to minimize the amount of disk space used, preferring to seek the needed content from the CDROM wherever possible.
Luckily, there was an updated launcher for the game, which a fan had released- This program copies all the content from the game’s CDs to the local hard drive, then instructs Grim to use the local version.

The only problem was that this app was that it needed GDI+, a library Microsoft released around the time of Windows XP.
Microsoft had released a version of this library for Windows 98, but they don’t distribute it anymore.

Luckily for me, other sites still have mirrored copies.

After installing, I needed to install DirectX. Microsoft released DirectX 9.0c for Windows 98, so it should be an easy task.. But it turns out that Microsoft released 18 different versions of DirectX with the same version number!.
Once more, I was able to find them Mirrored on a third party page.

Finally, I was able to run the game, and despite it running in a Window, it ran reasonably well.
It was certainly playable, but it stuttered heavily. A bit more research showed that while Win98 would run the WDM drivers for the sound card, it suffered performance problems when using them, compared to the older VXD drivers.
Further, running in Windowed mode heavily cut into performance.

Once more, into the breach

I had read a number of reports of the game running properly in Windows XP’s compatibility mode, so this was my next step.

I created a new VM, installed XP, drivers, updates.
Now that I was on a more modern OS, I was able to use the official Xbox 360 drivers.
After patching Grim, and installing the modified launcher, I was able to run in full screen, and had the best performance of any system yet!

The only problem at this point was the 3d models were flickering in and out of existence while I played. Using DX Diag and disabling DirectDraw finally fixed this problem, allowing me to finally, after days of prep work, play the game reliably.


While it’s clear, in retrospect, that playing the game in Windows XP compatibility mode is the safest balance of driver-availibity to game-compatibility, that was far from obvious initially.

One might reasonably suspect (as I did) that using either the Latest OS, or the one from the time, might be the best choices.

What seems so infuriating is just how difficult it is to play a game from the not-so-distant past!

Grim Fandango was released in 1998.
For reference, That was the same year than the movie Office Space was released.

With Office Space, I can still play a DVD I bought in 1999, or buy a Blu-Ray today.
I can stream the movie from Netflix, iTunes, or Amazon.

I can watch the movie in any number of formats, quickly, easily on any number of devices.

I can still buy and watch movies from nearly 100 years ago, without much effort!


220px The Thief of Bagdad 1924 film poster
I can watch these movies more easily than I can play a game that’s younger than either of them.

But with a Video Game of the same Era, I have to clear obstacle after obstacle.

Now as I mentioned in the introduction, I really enjoy Adventure Games- I’m willing to jump through hoops to play what is considered a Great Game.. But this is far beyond what could be expected of anyone who was simply curious what this great game was about.
Further, to get the game running in each of these scenarios, I relied on a Myriad of third party sites mirroring older utilities, many which technially violate copyright laws.

For older games, DosBox provides a solution to this problem, by allowing Publishers to distribute the game running in a Virtual Machine, very similarly to my eventual solution in VMware.

This isn’t a legal option for newer games, however- If Lucasarts wanted to sell a copy of Grim Fandango this way, they’d need to include a copy of Windows with each game!

This is an instance of Copyright creating unintended consequences.

Eventually, projects such as Wine or ReactOS may allow a dosbox-like packaging, but this is always going to lag years (in this case, over a decade) behind OS development.

Outside of moving entirely to FOSS, I would propose that best solution to this puzzle might lie with Microsoft. If they were to release an embeddable version of Windows, that could be used as a wrapper for applications, they could largely solve their compatibility problem.

We already see Microsoft adopting a similar strategy to allow users to test on various versions of IE. Expanding this program to the general public would allow Microsoft to gain the benefits of having programs written to an open standard (indefinite durability), while still tightly controlling the publishing platform.

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5 Comments Post a comment
  1. Matt Holden
    Feb 27 2012

    Yesterday, I wanted to play a game from 1977. I put the cartridge in my Atari 2600, flicked the Power switch, and was instantly playing. This is the #1 reason that consoles > PC for gaming. PC can give you a better experience immediately (if you have the latest and greatest PC), but consoles give you an experience that lasts.

  2. e1ven
    Feb 27 2012

    At first I agreed, but having thought about it, using hardware from the era is somewhat cheating..
    I could have bought a PC from 1998 on eBay, with Win98 already installed, and used that.
    I’m sure it would have worked properly right away.

    The difficulty is in doing it on things that are generally available today.
    In the console world, you have much the same choices you do in the PC world.
    You can either emulate the whole OS (Like the Virtual Console), or you can try to patch the game to be able to play (Like Xbox games, on the 360)

    Either way, I’ll grant, it is somewhat easier, since it’s a smaller fixed platform. But it’s still far from trivial.

  3. Matt Holden
    Feb 27 2012

    Sure. It depends on what game you want to play. If I wanted to play Legend of Zelda, I could fire up my NES. You wanted to play Grim Fandango, but not as much as you wanted to play IT Challenge: Make Grim Fandango Work on 2012 Hardware. Both fun, but very different games.

  4. giucam
    Mar 4 2012

    Just a note: ResidualVM isn’t actually a fork of ScummVM. It originated as a ScummVM spin off, and it’s now a sister project.

    And the bug you ran into, manny going into Dom’s office when he shouldn’t, isn’t a ResidualVM bug, but rather a bug of the game scripts (though it’s now fixed in ResidualVM thanks to its hot-patching system.), I was able to reproduce it with the original.

    • e1ven
      Mar 5 2012

      Glucam- Thanks for the intel. I had gotten the impression it was a fork from a few quick articles I read, but I guess I got it wrong. I’ll revise.

      I had tried re-creating the bug on the native Grim engine, but wasn’t able to. I’ll admit that I was more interested in playing the game than I was debugging the engine, however. I tried reporting it to the #ResidualVM IRC channel, but didn’t go through the effort to create a ticket, which I probably should of.

      Anyway, Thanks for the updates!


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