- Release Year: 2005
- Platforms: Windows
- Publisher: ICEBOX Studios
- Developer: ICEBOX Studios
- Genre: Adventure
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Graphic adventure, Puzzle elements
- Setting: Contemporary
- Average Score: 79/100

Description
Da New Guys is a 2D point-and-click adventure game where a trio of wrestlers—Simon, Brain, and Defender—investigate league manager corruption to save their home. Players guide all three characters through four chapters of puzzles and verbal wrestling matches that hinge on rapid-fire insults and quick thinking.
Where to Buy Da New Guys
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Da New Guys Guides & Walkthroughs
Da New Guys Reviews & Reception
adventuregamestudio.co.uk : Excellent cartoony graphics and a plot that takes us where no other AGS game dares to tread (wrestling) make Da New Guys a unique and superb game.
homeoftheunderdogs.net (87/100): A fun and funny adventure game set in an interesting that is rarely seen in adventure games.
gameboomers.com : Da New Guys harks back to the classic point-and-click adventure games by LucasArts. Ostensibly about professional wrestling, the story really concerns celebrity and the bonds of friendship.
Da New Guys: Review
1. Introduction
In the vast landscape of video game history, certain titles emerge not from AAA budgets or blockbuster franchises, but from the passionate ingenuity of indie developers. Da New Guys, released in July 2005 by ICEBOX Studios (the pseudonym of developer Chris Burton), is precisely such a gem. A freeware point-and-click adventure built on the Adventure Game Studio (AGS) engine, it dared to explore a setting rarely touched by the genre: the chaotic, flamboyant world of professional wrestling. The game follows the misadventures of Da New Guys – Brain, Simon, and Defender, three British underdog wrestlers trying to make it big in the American “Wrestle Zone” while facing the repossession of their home. Drawing inspiration from the dry wit of classic LucasArts adventures and the spirit of British comedy, Da New Guys presents a quirky, heartfelt narrative wrapped in a deceptively simple package. This review argues that despite its humble origins and niche appeal, Da New Guys stands as a remarkably accomplished and charming title, distinguished by its unique premise, sharp writing, innovative gameplay mechanics, and the sheer audacity of its creator’s vision, cementing its place as a cult classic within the adventure game community.
2. Development History & Context
Da New Guys was the brainchild of Chris Burton, operating under the ICEBOX Studios label. Burton’s vision was clear: create a full-length, professional-quality adventure game centered around professional wrestling, a setting conspicuously absent from the genre’s major releases. He utilized the Adventure Game Studio (AGS) engine, a popular choice for aspiring adventure game developers due to its accessibility and robust feature set for the time. Released as freeware on July 13, 2005, the game was a significant personal undertaking; Burton handled nearly everything himself, including the game design, programming, graphics, and – remarkably – all the voice acting for the characters.
The technological constraints of the AGS engine and Burton’s resources are evident. The game ran at a native resolution of 320×200 with 16-bit color, typical for AGS titles aiming for a retro feel. While visually charming, this resolution could sometimes lead to minor issues like pixel-hunting or challenges in locating screen exits, as noted in contemporary reviews. The music was sourced from other libraries rather than being original compositions, though the tracks were reportedly well-chosen to suit the game’s tone.
The gaming landscape in 2005 was dominated by the rise of console gaming and the burgeoning indie scene on PC. The golden age of the graphic adventure game was long past, with major studios like LucasArts having largely abandoned the genre. Point-and-click adventures were often relegated to freeware or small-scale commercial projects. Within this context, Da New Guys was a brave and ambitious project. It aimed to recapture the spirit of classic adventure gaming – strong writing, memorable characters, logical puzzles, and humor – while applying it to a fresh, contemporary setting. Its freeware nature and distribution through niche channels like AGS forums and sites like Home of the Underdogs (which gave it a high 8.7 rating) reflected the realities of the time, relying on word-of-mouth and dedicated communities for discovery.
3. Narrative & Thematic Deep Dive
The narrative of Da New Guys unfolds over four distinct chapters, presented in a non-linear structure where all chapters are accessible from the start, an unusual choice for the genre. The plot kicks off with a crisis: the league manager announces the mandatory splitting of Da New Guys, threatening the team’s home with repossession. Brain, Simon, and Defender, forced into an unlikely alliance of Brits abroad, investigate the manager, uncovering hints of corruption. Their quest to find evidence ultimately aims to save their team and their home.
The characters are the heart of the story and a major strength:
* Brain: The self-proclaimed “Brain” of the operation, though often portrayed as weak, self-absorbed, and comically inept as a wrestler (his only prior win noted was against a bespectacled eight-year-old). His accidental acquisition of the title belt in the prologue sets the central conflict in motion.
* Simon: The strong and cynical powerhouse of the team. He provides a grounded counterpoint to Brain’s antics and Defender’s idealism, often delivering deadpan or sarcastic lines. His pragmatism is essential to solving many puzzles.
* Defender: The smart, conscientious, and surprisingly refined member of the trio. He often takes a leadership role and is defined by his signature visor, which conceals his face and becomes a recurring source of curiosity and humor among other characters (and players), contrasting his cultured English accent with his superhero-like wrestling attire.
The dialogue is consistently sharp and witty, praised across sources for its dry British humor and snappy one-liners. It recalls the deadpan delivery of the Larry Vale series. Conversations are frequent but concise, moving the plot forward while revealing character personalities and driving the humor. Interactions with a wide cast of supporting characters – from the league manager and rival wrestlers to eccentric figures like the detective and the bartender at the Rough Neck – flesh out the vibrant Wrestle Zone universe.
Underlying themes include:
* Friendship & Loyalty: The core conflict revolves around saving their home and, implicitly, their unity. The trio’s distinct personalities clash but ultimately reinforce each other, demonstrating the strength found in diversity and loyalty.
* The Underdog Story: As British newcomers in the American wrestling scene, Da New Guys embody the classic underdog narrative striving against the odds (corruption, repossession, powerful rivals). Their “not taking themselves too seriously” attitude makes their struggle relatable and endearing.
* Corruption & Justice: The investigation into the league manager’s corruption provides a straightforward adventure plot hook, exploring themes of fairness and fighting the system.
* Celebrity & Reality: While not deeply explored, the game touches on the absurdity of wrestling fame and the contrast between the on-stage personas and the off-stage struggles of the characters.
The plot delivers unexpected twists and turns, maintaining player engagement. The inclusion of two different endings, dependent on player success in a specific puzzle (the wrestling minigame), adds replayability and allows for different narrative resolutions based on performance.
4. Gameplay Mechanics & Systems
Da New Guys adheres to the classic point-and-click adventure formula but introduces several unique twists and systems:
- Core Loop: Players explore richly drawn environments, converse with characters, collect items, and solve puzzles primarily through inventory manipulation and environmental interaction. The interface is clean and intuitive – point, click, examine, use, talk. Movement is handled via directional arrows at screen edges or hotspots.
- Character Control: A key innovation is the player’s ability to switch between the three protagonists (Brain, Simon, Defender). Initially, the player controls them one at a time in sequence. However, in the final two chapters, switching between any character at any time becomes possible. This mechanic is crucial for solving puzzles that require specific character traits or cooperation, such as Brain needing to distract while Simon accesses an area, or Defender’s intelligence unlocking certain dialogue options. It adds significant depth and variety to the puzzle design.
- The Wrestling Minigame: Perhaps the most distinctive feature is the wrestling combat system, directly inspired by the insult sword-fighting in The Secret of Monkey Island. Instead of physical blows, the battle is a verbal sparring match. One wrestler delivers an insult or taunt, and the other must select a comeback. The “better” line (judged by wit, relevance, or humor) scores a point. The first to score four points wins. This system brilliantly integrates the wrestling theme into the adventure gameplay, providing unique challenges and humorous outcomes. The difficulty can be a point of contention – some players found it easy to master, while others noted it could be tricky without a guide. Success here is key to unlocking one of the game’s endings.
- Puzzle Design: Puzzles are generally logical and well-integrated into the narrative and environment. They range from straightforward inventory combinations (e.g., using a sock dipped in paint to create a ponytail disguise) to more elaborate sequences involving environmental manipulation (e.g., hacking a security panel by disconnecting wires), timing (e.g., navigating a laser field), and dialogue choices. While most reviewers praised the logic, minor criticisms included occasional instances of pixel-hunting (clicking tiny, hard-to-see objects) and some ambiguity in screen exits. The difficulty level is often cited as moderate – accessible to most players but potentially simplistic for seasoned adventurers.
- UI & Presentation: The AGS engine provides a functional interface. Inventory management is standard. One minor UI quirk noted by some players was the need to close the character selection window after saving to continue. The game offers three save slots plus an autosave, a practical feature.
- Variety: Beyond the wrestling matches and core puzzles, the game incorporates other activities to maintain pacing, including:
- Arm Wrestling: A simple timing-based challenge.
- Stealth Sequences: Top-down sections requiring careful movement to avoid guards.
- Car Chase: An action sequence with a unique rounded 3D perspective.
- Timed Challenges: Particularly involving creative item use under pressure, which some players found challenging.
- Accessibility: The game is forgiving; players cannot die, encouraging experimentation. Dialogues can be clicked through quickly.
5. World-Building, Art & Sound
Da New Guys excels in creating a cohesive and memorable world through its distinct visual and auditory style:
- Setting & Atmosphere: The game is set in a contemporary, slightly exaggerated version of America, centered around the “Wrestle Zone” wrestling promotion and its associated locations. Key locales include:
- Wrestle Zone: The central arena, bustling with activity, backstage areas, gyms, and offices.
- The Home: Da New Guys’ shared apartment, reflecting their modest means and camaraderie.
- Rough Neck: A gritty bar frequented by wrestlers and shady characters.
- Cosmic Burger: A hilariously themed fast-food joint where customers ride a conveyor belt as “space cadets,” complete with bouncy muzak.
- Cartalaz Penitentiary: An island prison featuring laser security fields and maximum-security cells.
- Forest & Beach: Locations for disguise acquisition and key puzzles.
This variety creates a rich, lived-in world that feels grounded yet delightfully absurd, capturing the theatricality and underlying grit of the wrestling subculture.
- Visual Direction & Art Style: The art is a standout feature. Burton employed a vibrant, stylized cartoon aesthetic reminiscent of Saturday morning cartoons or comic strips. Environments use blocks of bright, saturated color, creating a visually engaging and dynamic world. Character sprites are well-animated with expressive movements that convey personality effectively (e.g., Brain’s clumsiness, Defender’s composed stance). While technically limited to 320×200, the art is clean and charming. A notable tip for players is to set the graphics scaling to 640×400 in the game’s setup, which significantly improves the appearance of the character sprites without harming the background art (though it might slightly distort the credits sequence).
- Sound Design & Music:
- Speech Pack (Voice Acting): This is arguably the game’s most remarkable technical achievement. Chris Burton single-handedly voiced all characters. Reviews universally laud this performance as “phenomenal,” “superb,” and “memorable.” He effectively distinguishes the personalities of Brain, Simon, Defender, and a host of supporting NPCs through accent, tone, and delivery, bringing the world and its humor to life in a way pure text could not. The speech pack is considered essential for the full experience.
- Sound Effects: Sound effects are functional and effective, enhancing actions and environmental interactions.
- Music: As noted earlier, the music was sourced from external libraries rather than being original. However, reviewers consistently state that the tracks are well-selected and appropriate for each location and scene (jazzy tunes for the bar, carnival music for the beach, appropriate ambiance for the prison). While not original, the soundtrack effectively supports the game’s tone and atmosphere without being distracting.
The combination of the bright cartoon art, the fully voiced characters, and the fitting music creates a powerful sense of immersion, making the player feel like they’ve stepped into a bizarre and wonderful wrestling-themed cartoon.
6. Reception & Legacy
Upon its 2005 release, Da New Guys garnered significant praise within the niche adventure game community and freeware scene, though it understandably flew under the radar of mainstream gaming outlets:
- Critical Reception: Reviews were overwhelmingly positive, particularly from sources specializing in adventure games or indie freeware:
- Home of the Underdogs: Awarded it a high 8.7/10, calling it a “fun and funny adventure game” with “great sense of deadpan humor” and “well thought out setting,” praising the graphics, puzzles, and two endings. They noted minor issues like pixel-hunting but found the difficulty “about right.”
- Adventure Game Studio (AGS) Community: Recognized as a standout title. It was nominated for several AGS Awards in 2005 (Best Dialogue Writing, Best Non-Player Character, Best Player Character) and was later selected as an AGS Panel “Pick of the Month” (May 2006), described as “excellent cartoony graphics and a plot that takes us where no other AGS game dares to tread (wrestling) make Da New Guys a unique and superb game.”
- Player Reviews: On platforms like the AGS site and MobyGames, player feedback was largely positive. Comments highlighted the “funny writing, good puzzles, and likeable characters,” the “joy” of playing, and its status as a “must play.” Minor criticisms included occasional glitches (“characters can get stuck sometimes”) and the dated graphics, but these didn’t detract significantly from the overall enjoyment. The MobyGames player average score was 3.6/5 (based on 1 rating, likely incomplete data), but qualitative feedback was much warmer.
- Niche Coverage: Sites like IndieFAQs and Wadjet Eye Games (which would later publish the sequel) highlighted its unique premise and quality.
- Commercial Performance: As freeware, it had no traditional commercial sales figures. Its success was measured by downloads and community buzz. The AGS site reported over 14,000 downloads over time, indicating a dedicated following. Its discovery and recommendation on sites like Home of the Underdogs were crucial to its reach.
- Evolution of Reputation: Over time, Da New Guys has solidified its reputation as a cult classic. Its quirky premise, technical achievements (especially the voice acting), and genuine charm have led to enduring praise from adventure game enthusiasts. It’s frequently cited as a prime example of what passionate developers could achieve with the AGS engine. Its preservation on the Internet Archive ensures its availability for future players and researchers.
- Influence & Legacy:
- Direct Sequel: Its most significant legacy is the sequel, Da New Guys: Day of the Jackass (2012), published by Wadjet Eye Games. While a commercial release, it built upon the original’s foundation and characters.
- The “Guys” Series: The success of Da New Guys spawned a loose thematic series of games by various developers, including Ice Guys (1997), Cool Guys (2017), Golf Guys (2022), and Stumble Guys (2020), indicating the enduring appeal of the “Guys” concept, even if gameplay styles diverged wildly.
- Genre Influence: While it didn’t revolutionize the adventure genre, Da New Guys demonstrated the viability and appeal of niche settings (professional wrestling) in point-and-click adventures. It showcased the power of strong writing, memorable characters, and unique gameplay integration (the insult wrestling) within the AGS framework. It stands as a testament to the creativity thriving in the freeware and indie adventure scene of the mid-2000s.
7. Conclusion
Da New Guys is far more than a simple curiosity or a niche freeware title. It is a meticulously crafted, deeply charming, and genuinely funny adventure game that punches well above its weight class. Its primary strengths lie in its utterly unique premise – successfully merging the world of professional wrestling with the classic point-and-click adventure formula – its razor-sharp, dry British humor embodied in witty dialogue and memorable characters, and its impressive technical execution for a solo developer. Chris Burton’s single-handed creation of the entire game, including the phenomenal all-character voice acting, remains a remarkable achievement.
While not without minor flaws – primarily stemming from the inherent limitations of its AGS engine origin (occasional pixel-hunting, dated resolution, minor UI quirks) – these are easily forgiven given the game’s overall quality and ambition. The logical puzzle design, the innovative and hilarious insult-based wrestling system, the ability to switch between three distinct protagonists, the vibrant cartoon art style, and the immersive sound design (especially the speech pack) all combine to create an experience that feels both nostalgic and refreshingly original.
Its critical reception within the adventure game community was deservedly positive, earning it cult classic status. Its legacy endures through its sequel and the broader “Guys” series it inadvertently inspired, and its preservation ensures future generations can discover this gem. Da New Guys stands as a definitive example of passionate indie development, proving that with ingenuity, humor, and a great idea, incredible games can be born outside the confines of the mainstream industry. It is, without question, a hidden champion of the adventure genre and a vital, if often overlooked, piece of video game history.