samandmax
Og and remaster

This is a page listing every difference between the original and remastered versions of The Sam & Max Telltale Trilogy, including both minor and major changes.

This page will be including cut content, changed lines, fixed subtitles, UI differences, and any other changes made in the remastering process.

General Changes

The Game has been re-lit from the ground up.

It's like you're actually playing the comics!

It's like you're actually playing the comics!

This is probably the most apparent change, so it’s at the top of the list. This was partly done out of necessity (the latest version of the game's engine doesn't even support the pre-baked lighting from the original 2006/2007 release), but mostly because Skunkape Games knew the improvement would be huge. Lighting was one of the roughest parts of early Telltale releases, and updating it brings out the beauty and style of the original art while adding new features (like dynamic time-of-day shifts and moving shadows) and new ambiance. (Pay special attention to how the lighting in Sybil's office changes along with her jobs!) The Devil's Playhouse is lit head to toe in beautiful cinematic lighting, dynamic shadows, and color grading, with an eye toward keeping its original "old stinky film" look while letting the world shine through in a way meant to evoke Steve Purcell's original comics. Skunkape touched all the lighting in the game, from the biggest environments to the tiniest cutscenes. They also added some new atmospheric effects to this season, most notably some soft volumetric sun shafts that appear in the occasional shot.All environments and characters are higher resolution, in some cases with new added details.

All environments and characters are higher resolution, in some cases with new added details.

The original release was built to run on low-end Windows XP computers, and as a result the polygon count and texture detail was low even by 2006 - 2010 standards. This was something Skunkape Games could finally fix! Some of the original source assets were higher resolution than what shipped originally, so those assets were able to be used for the updated versions. For other assets, the details have been upped by hand, in some cases (especially with characters) pushing the style further—sometimes going back and forth with Sam & Max creator Steve Purcell, sometimes referring back to ideas from the original concept art, and sometimes using the experience creating characters across all three seasons.

This is where the magic is made.

This is where the magic is made.

Music, sound effects, and voice were remastered, and new music was added.

Skunkape Games were able to go back to the original master recordings for voice, sound, and music and re-encode them to modern standards. Some existing music was updated with new instrument samples, or was split apart to create new variant tracks. Plus, five new pieces of music were added throughout the Season One, and many others in Season Two, all written by long-time series composer Jared Emerson-Johnson and performed and produced by some of the same people as the original score.

Bosco's Character was recast by Ogie Banks.

Meet the new actor of Bosco, Ogie Banks!

Meet the new actor of Bosco, Ogie Banks!

Quite possibly the most controversial change in all of the remasters. Skunkape Games understood that to some who played the original game, the old voice performance was Bosco, and this isn’t a decision they made lightly. The bottom line is he was voiced by Joey Camen, a white actor, who was doing a stereotypical impression of an African American that made us, The Skunkape Team, The Community, and literally everyone to cringe all these years later. Skunkape Games wanted to make this right by casting a black actor in the role. Though old fans may notice some differences in delivery, they're very happy with the end result and luckily, at the end of the day, the community gave him a chance and made him the real and new voice of Bosco.

The whole seasons are bundled together as a single games.

When Telltale first shipped The Sam & Max Trilogy, downloadable games were just getting started as a concept. The original seasons were distributed as five to six separate games—one .exe file for each episode. The new version is assembled more like later Telltale releases, with a season-wide launcher and new, modern UI and menus that unify the episodes and bring in some features from the later Sam & Max seasons.

Fun Fact: Each Episode costed around 9$

Fun Fact: Each Episode costed around 9$. The Whole games would have costed from 45$ to 54$, compared to the Remaster's 20$, sheesh!

You can now play with a mouse, a mouse and keyboard, or a controller.

Play it with whatever you like!

Play it with whatever you like!

The original release only had a mouse-driven point & click interface. On PC you can still play that way, but they've also added keyboard and gamepad support. The Nintendo Switch version also supports touch screen controls in handheld mode!

The game runs in 16:9 widescreen, at any resolution your monitor and operating system support.

Built at the very end of the CRT monitor era, Sam & Max Season One and Two was originally a 4:3 game that could only run at 800x600 or 1024x768. The Devil's Playhouse has support for higher resolutions, but the game only showed up in a 16:9 aspect ratio, even when playing on 4:3 resolutions (even on the PS3 version!) Fortunately now it should just work with whatever resolution you play with.

Easter Eggs have been added throughout the game that reference later seasons, other Telltale games, and other Sam & Max media.

The Trilogy feels more connected than ever.

The Trilogy feels more connected than ever.

In Sam & Max Season One and Two's remasters, Skunkape Games added new details related to The Devil's Playhouse and Beyond Time and Space, for example:

Clementine_Easter_Egg_in_Sam_&_Max_Beyond_Time_and_Space_Remastered

Clementine Easter Egg in Sam & Max Beyond Time and Space Remastered

Clem shows support to her fellow Telltale alumni.

Clementine from "The Walking Dead", and the house we first meet her in, make a cameo in 203.

Momma Bosco's face is now featured on the sign for Bosco's Inconvenience starting from 101 onwards.

As of October 8th, with version 2.0.0 of Sam & Max Save the World. The Former Child Star House was made to look accurate to The Theater from 302[1]

New Accessibility Options!

Accessability

For the Remasters of Sam & Max Season Two and Three, Skunkape Games added new options of accessibility, to make the game fit a player's standards. The driving, boxing, and surfing mini-games can now be skipped in Season Two. Flashing lights and other photosensitive effects can also be turned off in them.



Save The World (Season One) Changes

"Caffeine Rush!"

"Caffeine Rush!"

Sam & Max Save The World was the first of the trilogy that got the remastered treatment back on December 2nd, 2020. Let's see what has changed!

101, Culture Shock:
"They're probably hiding a cow

"They're probably hiding a cow."

102, Situation: Comedy:
"Wanna Play Cards?"

"Wanna Play Cards?"

103, The Mole, The Mob, and The Meatball:
"Stay Frosty, America!"

"Stay Frosty, America!"

104, Abe Lincoln Must Die!:
105, Reality 2.0:
"Built to Last, The Future is the Past!"

"Built to Last, The Future is the Past!"

"Thought 105 didn't look unique enough? Think Twice!"

"Thought 105 didn't look unique enough? Think Twice!"

"Now.

"Now.. Let's go Save the World!"

106: The Bright Side of The Moon:

Beyond Time and Space (Season Two) Changes

The More Funnier, Expanded, Enhanced and Crazier Sequel, Sam & Max Beyond Time and Space, got remastered on December 8th, 2021. What has changed in this game, exactly?

General Change:
201, Ice Station Santa:
"Ho-Ho-Ho, eat hot lead you little imps!"

"Ho-Ho-Ho, eat hot lead you little imps!"

202, Moai Better Blues:
"Ride the Buckin' Surfboard

"Ride the Buckin' Surfboard."

203, Night of the Raving Dead:
"ZOMBIE ATTACKS?!"

"ZOMBIE ATTACKS?!"

204: Chariots of The Dogs:
"Did someone say.

"Did someone say.. Birthday?"

205, What's New, Beelzebub?:
"Next stop, we're goin' straight to Hell, baby

"Next stop, we're goin' straight to Hell, baby."

The Devil's Playhouse (Season Three) Changes:

The Final game of the trilogy, Sam & Max: The Devil's Playhouse, was the last to get remastered, on August 14th, 2024. Let's see the changes one last time!

General Changes:
301, The Penal Zone:
"The Brain is Dying..

"The Brain is Dying..."

Skun-ka'pe's ship is a little more alive. You can see the sun sweeping across the bridge when Skun-ka'pe steers his ship around the city. The water in the bottle by Sam & Max's cage bobbles around. Stinky's chair is actually hovering. The bubbles in the Alien Brain's tank actually bounce and move around him.

302, The Tomb of Sammun-Mak.
"There's a story behind this grisly tableu

"There's a story behind this grisly tableu."

Left - Original, Middle - Concept Art, Right - Remaster

Left - Original, Middle - Concept Art, Right - Remaster

303, They Stole Max's Brain!:
"WHO?! WHO TOOK MAX'S BRAIN!?"

"WHO?! WHO TOOK MAX'S BRAIN!?"

"Yank the Cord.

"Yank the Cord.. Yank the Cord!"

304, Beyond the Alley of the Dolls:
"Max Rescue Team: GO!"

"Max Rescue Team: GO!"

305, The City that Dares not Sleep!:

Gallery (Images of what's changed)

See Also

Sam & Max (Video Game Series)

Sam & Max Save the World

Sam & Max Beyond Time and Space

Sam & Max The Devil's Playhouse

Telltale Games

Skunkape Games