And now, for our semi-annual news update! The legal situation is still pending, as we are waiting on a response from LucasArts to our last e-mail. Progress-wise, people following the daily build will have noticed the new in-game GUI we have implemented. It's still very much a work in progress, so expect odd things to happen. Some of our wonderful developers are currently working on improving compatibility with The Dig and Full Throttle, as it seems we might even get one of these completable by the time the legal situation is resolved and we can get our next release out. Meanwhile, the CVS tree and daily builds are somewhat in an experimental form. On to other matters, we are seeking mercenaries to kidnap two people so we can torture them into revealing the two current 'problem areas' in ScummVM. We need the person who primarily extended iMUSE for Sam and Max Hit The Road. Pretty much every remaining bug with ScummVMs support of that game is related to the iMUSE system, so if anybody can 'acquire' a person or any information on this subsystem, please contact [Ender](mailto:scummvm@enderboi.com) to arrange discrete delivery of the... package. Secondly, we require [Vince Lee](http://www.mobygames.com/developer/sheet/view/developerId,1526/) for questioning over the INSANE cutscene engine used in games such as Full Throttle. Our lack of information on this system has left us at a dead-end as far as progress in this game goes. If you can acquire this person, or any information regarding INSANE, you will be well rewarded. Anonymity will be honored, if the 'acquiree' desires it. As an alternative, we can negotiate a deal if someone wishes to raid LucasArts HQ and persuade it's occupants to part with source or information regarding this two items. Our own attempts as infiltration of this facility have failed, due to some mysterious person called "Management". Seriously, if anybody does have any information on these two headaches for us, please get in touch with [Ender](mailto:scummvm@enderboi.com). If you've previously worked at LucasArts and wish to help anonymously, we'll respect that. I wouldn't be too afraid about giving assistance, as our own negotiations have revealed they are quite willing to let us exist, they are just not willing ('at the moment') to share any actual information or source. Thanks for playing, and remember - "never pay more than 20 bucks for a computer game"!
A message was recently posted to the scummvm development list detailing the current status of ScummVM, including things such as details on where we are heading for our next release, and an update on the legal situation. Here's a link to the [State of the SCUMM e-mail](http://www.scummvm.org/status.php)
Well, we seem to have lost contact with LucasArts, as we haven't heard from them for several weeks now. So, assuming they don't suddenly e-mail us and veto it, we are preparing for a 0.3.0 release. Firstly, ScummVM 0.3.0 will include support for: *Zak McKracken (FmTowns 256 Color Version) *Monkey Island (VGA Floppy and Enhanced CD) *Monkey Island II *Loom (CD Talkie version) *Indiana Jones and the Fate of Atlantis *Day of the Tentacle *Sam and Max Hit the Road *The Dig *Simon The Sorcerer 1 The next major release, 0.4.0, will include support for: *Simon The Sorcerer 2 *Full Throttle *Indiana Jones and Last Crusade (256 color version) So, what can you do to help? Well, we currently require people to test all of the supported games and let us know if there are any major bugs that mark them as uncompletable. For details on how to do this, please see [ScummVM 0.3.0 Release Info](http://www.scummvm.org/documentation.php?view=release).
If you have one of the supported systems, you can directly download the appropriate binary distribution. If you have another system, download the source and read the [Compiling ScummVM](http://wiki.scummvm.org/index.php/Compiling_ScummVM) page on our Wiki for directions on how to build ScummVM. If you have successfully ported ScummVM to a platform not listed, please drop us a note, telling which OS, etc. you used.
Greetings fellow Adventurers! SourceForge, our host, is moving hardware on the 14th and 17th of November. During this time, there will be a number of outages: *14th: ScummVM Downloads and Mailing Lists will be unavailable between approximatly 16:00 Pacific Time (GMT-8), till 19:00. *17th: The main ScummVM site, and CVS tree, will be unavailable from 10:00 Pacific. This may last up to 12 hours, but hopefully less! Thank you, and please shop at Snuckeys again!
downloadsContentP2
The latest STABLE release of ScummVM is {release}, and can be downloaded below under '[Release Binaries](/downloads/#stablrelease)'. If you run Windows and are confused, download the 'Windows Installer'.
The latest STABLE release of ScummVM is {release}, and can be downloaded below under '[Release Binaries](/downloads/#release)'. If you run Windows and are confused, download the 'Windows Installer'.
For UNSTABLE experimental versions of ScummVM (for people who know what they are doing), please see the [Daily Builds](/downloads/#daily) section, near the end of this page.
**No!**, it's ScummVM 0.3.0b, our first official release since LucasArts decided to go after us! *Small update, we've also added a few links to our Links page that you might want to check out. Expecially VOGONS, please stop asking us if we're going to do things like add support for Beneath a Steel Sky :)* That's right, since the many many months since LucasArts first issued us with a DMCA notice (and wisely decided after the subsequent slashdotting and fan backlash from you, our users, to negotiate a deal :), we have been waiting for a settlement with LucasArts before releasing a long awaited new version. The wait is over. No, we haven't reached a settlement, we just got tired of waiting to release this gem. There have been hundreds, if not thousands, of bugfixes since our last 0.2.0 release... not to mention support for at least three new games (The VGA version of Indiana Jones and the Last Crusade, and support for The Dig and Simon the Sorcerer 2)... and new features such as a vastly improved in-game gui and a built-in launcher to make it even easier for you to add, configure, and run your classic LucasArts (and AdventureSoft) games. Experimental support for Full Throttle is here, as well as many bugfixes for the games introduced in our last version... such as the FmTowns 256 color version of Zak McKracken, and the VGA floppy version of Monkey Island. For a short summary of changes, check out the [Release Notes](https://downloads.scummvm.org/frs/scummvm/0.3.0b/ReleaseNotes), or even better... just head over and [download the dang thing](/downloads/). Hopefully we will be able to come at you with new releases more often from now on, hopefully at least monthly. Please enjoy this release as much as we've became frustrated making it, and remember - if you give all your money to LucreArts, maybe they'll let us live instead of abandoning us on... on.... Monkey Island! (Ugh, Bananas... I hate Bananas). For those interested in the boring news, here's both a summary and an update on our legal situation, for those users who are just now discovering ScummVM. * * * *We've been at a deadlock with LucasArts for some time now. LucasArts simply do not like our current license, the GPL (General Public License). While we do not think it necessary, we have agreed to change the license to something more LucasArts-'friendly'. However, LucasArts wish us to include distribution terms which are against section one of both the [Debian Free Software Guidelines (DFSG)](http://www.debian.org/social_contract#guidelines) and the [Open Source Definition](http://www.opensource.org/docs/definition.html). We cannot agree to this, nor the condition they wish to require (no commercial distribution)... because it conflicts with the DFSG and OSD, which we require, and it is something we legally cannot be sure of enforcing - several Linux and BSD distributions already include ScummVM packages, and we cannot be certain they will notice a license change. Oh, and we WANT distributions to be able to include our software :) To date, LucasArts has not been able to give us any firm complaints regarding ScummVM, besides some vague claims that if they didn't enforce these conditions on us, it would effectively give up their rights to their own Intellectual Property. We do not believe this, there certainly have not been any documented cases of the GPL leading to such a challenge in the past, and far more important properties have been licensed under the GPL in the past, such as the Quake titles from [id software](http://www.idsoftware.com/). LucasArts isn't releasing any of their own code under the GPL, and we really do not believe that they should require us to change our license - all we want them to do is leave us alone to create our emulator. Sanction us, if it makes them feel safer legally. But if they are going to require such a major step on our part of changing our license, they at least have to capitulate on the point of OSD/DFSG compliance. We here at the ScummVM team would like to thank the people at LucasArts who are supporting us, and attempting to help us come to an arrangement. But guys, we're your fans. All we are doing is updating the engine for games, in a form of an emulator... because you haven't - although we've asked you to for years. We've even made more money for you, as quite a number of us have went out and BOUGHT your classic bundle packs, just to play it with ScummVM.* **These last few paragraphs have been brought to you by the "Please don't sue us for making a new release" department.**
I forgot to mention this when we released 0.3.0b, but ScummVM has recently been spotted in a UK magazine: *PC Zone* mentioned ScummVM in a review of the iPAQ 3870. A [page scan](/data/news/pczone.jpg) is available. In addition, the german computer magazine [c't](http://www.heise.de/ct/) had an article about games for PDAs which also listed Pocket Scumm (sorry, no picture available right now). Monkey in your pocket? Definitely. If anybody else notices ScummVM in the media, we would appreciate it you dropped us a line at [press\_stuff@scummvmNOSPAM.org](mailto:press_stuff@scummvmNOSPAM.org). Remove the NOSPAM from the address, obviously. If possible, please also send us a scan of the page. If you **work** for a magazine that wants to mention ScummVM, maybe in an article on retro-gaming (\*hint hint\*), then also feel free to drop us a line. We can probably arrange an interview, screenshots, help... and/or large bribe-like quantities of bananas.