Greetings, fellow adventure gamers! We have finally come to the point when ScummVM 1.6.0 testing starts. This release adds support for a number of new games that need to be tested: **3 Skulls of the Toltecs* **Eye of the Beholder* **Eye of the Beholder II: The Legend of Darkmoon* **Hopkins FBI* **Tony Tough and the Night of Roasted Moths* **The Journeyman Project: Pegasus Prime* In addition, if you have Macintosh version of *Discworld*, please give it a try as well. A [daily build](/downloads/#daily) should be used for testing these, and if something goes unexpectedly wrong, please report it to our [bug tracker](http://bugs.scummvm.org/). The completed games need to be reported on [our forums](http://forums.scummvm.org/viewtopic.php?t=12392) and we will update our [release testing page](http://wiki.scummvm.org/index.php/Release_Testing/1.6.0). For a usable test report, we need you to provide the version, language, and platform of the game you're testing. And, of course, please stick to the [testing guidelines](http://wiki.scummvm.org/index.php/Release_Testing). This release also has another interesting aspect. Depending on how intensively games are tested, we will add support for one more game: *Hopkins FBI*. For support to happen, we need test results on several platforms using several variants of the game, which includes the BeOS, OS/2, Linux and Windows versions. In conclusion, if you want *Hopkins FBI* in ScummVM 1.6.0, grab your originals and contribute to this new testing period! We are also in need of screenshots too! Please submit them to [our patch tracker](https://sourceforge.net/tracker/?group_id=37116&atid=418822).
![GSoC 2013 Banner](/data/news/GSOC_13_banner.png) We announced 6 weeks ago that Google accepted ScummVM for the Google Summer of Code this year again. This week Google revealed 4 students will work with us this summer! In order to tease you a bit, here is a short introduction: **RichieSams* will work on integrating Marisa Chan's Z-Engine, which concerns Zork Nemesis and Zork Grand Inquisitor. **Rundfunk* will focus on GUI extensions and improvements, with particular care for touchscreen devices. **Uruk* will port the Avalanche engine from Pascal to C++. This is to support the game Lord Avalot d'Argent. **T0by* will work on our Wintermute engine to fix several issues and add a number of features not present in WME Light We'd like you to join us and warmly welcome those four students and wish them all the best for the next 3 months. We also are really grateful to Google for giving us the opportunity to mentor students this year and benefit from their passion. Stay tuned!
After 11 long months we are thrilled to announce the release of ScummVM 1.6.0. It's not very often (if ever) that we add 4 new engines in a single release, but yes, these have been busy months for the team indeed. Let's just list the new games 1.6.0 contains for you: **3 Skulls of the Toltecs* **Eye of the Beholder* **Eye of the Beholder II: The Legend of Darkmoon* **Hopkins FBI* **Tony Tough and the Night of Roasted Moths* **The Journeyman Project: Pegasus Prime* Other significant features include support for the Macintosh version of *Discworld 1* and the music in the Macintosh versions of LucasArts adventures, an update to the latest Roland MT-32 emulation code, a new cool grid chooser for your savegames, an extended FluidSynth configuration dialog, and major bugfixes to bike fights in *Full Throttle*. We have also added Belarusian, Finnish and Galician translations to our GUI. Of course, there is much more; you can find the full list in [our release notes](https://downloads.scummvm.org/frs/scummvm/1.6.0/ReleaseNotes) and the release itself on our [downloads page](/downloads/). Enjoy!
On the 9th of October 2001, the very first commit was made to a CVS repository and thus the ScummVM project was born... As I write this post, it is now the 11th of October 2013 and we have over 58000 commits in the ScummVM Git repository... but still based on that initial commit over a decade ago! Thus on the project's 12th anniversary, I believed ScummVM deserved a present... Thus myself, James Woodcock and the ScummVM PR Team present "ScummVM: THE MOVIE"! :) This visualization is powered by [Gource](http://code.google.com/p/gource/).If you want to play with this yourself or render a full length HD version, then you can find the scripts to do this [here](https://github.com/digitall/scummvm-the-movie). So get the popcorn and enjoy!
The Wintermute engine has been in the works in ScummVM for a little over a year now, and it has gotten more and more mature, to the point that we feel it is getting close to being ready for release. Since the amount of games involved is rather huge, we'd love to get some help with a round of testing before we check off on the engine being ready for our next release. Thus, we have semi-arbitrarily selected a set of Wintermute-games that would benefit from some testing, and hope that some of our wonderful users are willing to take them for a spin. If you are interested, head on over to our [WME Testing thread](http://forums.scummvm.org/viewtopic.php?t=13062).
"They said it would it would never be done. They were wrong." After a slight hiatus at the start of the year, work has finally finished on our next TsAGE game, Return to Ringworld. The only remaining work still in progress is a card game available on the in-game consoles, and is completely unrelated to the main story. This is a direct sequel to the original Ringworld game.. after saving the puppeteer race from extermination and uncovering some powerful ancient technology on the first game, Quinn, Seeker of Vengeance and Miranda Rees find themselves searched for as fugitives by all three major species, so they plan to go to Ringworld to hide. But it turns that their ship has suffered problems. And fixing them and getting to Ringworld will only be the start of their problems.. The ScummVM Team is proud to announce that [Return to Ringworld](http://www.mobygames.com/game/dos/return-to-ringworld) is now playable in ScummVM using the latest [daily builds](/downloads/#daily), and ready for testing. As usual, all bugs should be reported to [our bug tracker](http://bugs.scummvm.org/) following our [bug submission guidelines](/faq/#question.report-bugs). While you play through the game, we would also love it if you could take some [screenshots](http://wiki.scummvm.org/index.php/Screenshots) for us.
The Neverhood needs you! Klaymen, our hero, wakes up in a building in the strangely empty world of Neverhood. It's up to you to explore and find out what happened to Neverhood's wacky clay world. The ScummVM Team is proud to announce that [The Neverhood](http://www.mobygames.com/game/windows/neverhood) is now playable in ScummVM using the latest [daily builds](/downloads/#daily), and ready for testing. As usual, all bugs should be reported to [our bug tracker](http://bugs.scummvm.org/) following our [bug submission guidelines](/faq/#question.report-bugs). While you play through the game, we would also love it if you could take some [screenshots](http://wiki.scummvm.org/index.php/Screenshots) for us.
**Happy April Fools' Day! Unfortunately, we haven't really got a new developer... though pull requests are welcome!** We do not normally announce new developers here, but we have an unusual and talented developer recently join the team, Edward Snowden. When we first got the e-mail from a dot-ru address which we will not be disclosing, we were skeptical. However upon verifying his PGP key, we are convinced that this is not some kind of April Fools joke and are happy to welcome a talented software developer with enthusiasm to the team. He is apparently a big fan of point and click adventures, especially *Beneath a Steel Sky,*, *Dreamweb*, *Woodruff and the Schnibble of Azimuth*, and *I Have No Mouth, and I Must Scream*. His collection allowed him to pass a long stopover at an airport last year and he decided then, once he had sorted some personal issues to get around to contributing some code to ScummVM. As an avid fan of Larry Niven, he will be initially working on the TSaGE support for *Return to Ringworld* along with Strangerke, and will be using the nickname "crazyeddie" Please can we ask the other developers and users not to bother him about any issues outside of ScummVM and not to send any irrelevant e-mails to his ScummVM address at "crazyeddie@scummvm.org" Thanks!
![GSoC 2014 Banner](/data/news/GSOC-14_banner.png) The accepted Google Summer of Code proposals have been announced yesterday, and we are pleased to say that ScummVM will be mentoring two students, for projects with a Polish theme. *Peter Bozsσ (a.k.a. uruk), who you may remember from last year, will work on an engine (and translation to English) of the Polish game ***Sfinx***. *Lukasz Watka (a.k.a. lukaslw) will work on an engine (and translation to English) of the Polish game ***The Prince and the Coward***. Additionally, ScummVM is acting as an umbrella organisation during GSoC for our sister project ResidualVM. They will be mentoring three students: *Stefano Musumeci (a.k.a. subr3v) will be working on refactoring and optimizing the ***TinyGL software renderer***. *Joni Vδhδmδki (a.k.a. Akz) and Joseph Jezak (a.k.a. JoseJX) will both be working on improving the ***Escape from Monkey Island*** engine, tackling bugs and missing features from two different angles. We expect it will be a productive and interesting summer!
After more than two years since the original freeware release, the ScummVM Team is announcing an update for the *Dreamweb* packages. Thanks to the work of Simon Sawatzki we have the game manuals as well as the *Diary of a (Mad?) Man* available in text and HTML format for the majority of our releases, so you can use your preferred text-to-speech program to read them as your bedtime story. All releases now include these documents and are marked as version 1.1. Of course, the previously available high resolution scans will stay on the download page as well. Additionally we have taken the opportunity to release the Italian version of the game. All packages can be downloaded from our [Games page](/games/#dreamweb).