Maniac Mansion in 9
David Fox forwarded me a link to Maniac Mansion being played through in nine minutes. This is about 2 hours and 27 minutes faster than I could do it.
I found it fascinating to watch this video. It's was like thumbing through an old family album of childhood photos. Memories long forgotten are jarred to the surface by the smallest of details. An old and forgotten toy. The front grill of your fathers car. Things you could never have remembered if you tried become so clear they could have happened yesterday.
I'd see little things like Dave hitting the edge of the porch, turning around, then walking forward and then continuing on his way. I remember this from development. It was a weird bug having to do with the walk-boxes that told the character where they could walk. I knew how to fix it, but it would have broken oh-so-many of other things. It always drove me crazy that he did that.
There is also the scene when Dave walks into Weird Ed's bedroom for the first time. The ladder on the left is just off screen. Scrolling was pretty unique at time (i.e Kings Quest didn't do it), and I wanted players to have to go into the rooms and explore - not just walk in the door, look around, wave the cursor over the screen and leave. Several of the rooms are designed this way. It pushed the player inside.
Seeing Dave walk behind the big dinning room table triggered a flood of memories. Note that he walks behind the table, not in front of it. Clipping behind objects was a big technical achievement back then. I was very proud of the tech behind this, and the dining room was the first room we did. It was the showcase.
The animating clock in the foyer was also the first animation in the game. In todays world of run-a-way particle effects and million polygon scripted animations the simplicity of it seems ridiculous, but seeing that pendulum move in the background really brought the world to life for me.
If you don't blink, you also see the worlds first cut-scene. It's a cut to Sandy and Dr. Fred in his lab. I named them "cut-scenes" (it was also the name of the SCUMM command) because they literally cut away from the action. Games before Maniac Mansion had non-interactive scenes that would play between levels or after a big event, but the ones in Maniac Mansion are different. They cut away. get it? cut-scene. Oh, how I can amuse myself.
Self-amusement aside, I consider the way Maniac Mansion did cut-scenes to be one of the biggest mistakes of the game. In later games like Monkey Island, the cut-scenes happen only in response to an action by the player. They were no longer tied to an arbitrary timer.
As the memories of long weekends and late nights tolling away in the salt-mine we called Skywalker Ranch rush over me, I think: "Hey, I should take this video and do a designer's commentary for it". Then I think: "Hey, that's going to be a lot of work". Then I stop thinking about it.
Your Comment:



Other people's comments:
Posted by uncleMatt on Apr 12, 2007 half past ten am
ah, that's what you really think about that, gotcha :P
Posted by SIMCGA on Apr 12, 2007 half past ten am
Posted by Ulm on Apr 12, 2007 twenty to eleven am
(Or commentary. Or whatever.)
Posted by Haggis on Apr 12, 2007 five to two pm
Posted by Pobre_diablo on Apr 12, 2007 twenty to eleven am
Posted by Luca on Apr 12, 2007 eleven am
In my view, you made those games thinking of them not only as a job, but as your job, putting your heart into them.
This is something uncommon, especially today.
Thank you very much.
Posted by Mustafa on Apr 12, 2007 eleven am
>I think: "Hey, I should take this video and do a designers commentary for it".
>Then I think: "Hey, that's going to be a lot of work". Then I stop thinking
>about it.
Don't stop thinking ... well at least don't stop thinking about the designer's documentary ... or do us (your fellow readers and players of your work) a favor and take the time to compile behind-the-scenes stories from the glory days, either in book / online or podcast form. You may also go for them all :)
Posted by Keko on Apr 12, 2007 twenty past eleven am
After too many games, you can sense when a cut-scene is coming. I can recall the 'Shit. They've got Bernard in jail' feeling as a good random thing.
And for the designer's commentary... beautiful. Just beautiful.
Posted by Rich Wilson on Apr 12, 2007 five to noon
Posted by Pananag on Apr 12, 2007 twenty past noon
Ron you were the spirit of these games.How long has it been since a game of yours was released? During the last decade I haven't played but a handful of games that rely on smart gameplay and creativity rather than graphics. You are one of the best game creators (certainly my favourite). Why can't we have more of your games?
Posted by Denny on Apr 12, 2007 twenty five past three pm
I remember how excited my friends and I got when we discovered Syd and Razor could blow up the hamster, and get killed by Weird Ed :) You scarred us for life Ron. Thank you.
Posted by Alex on Apr 12, 2007 five to five pm
Posted by Vincent Hamm on Apr 13, 2007 twenty past four am
Posted by C�sar Brand�o on Apr 12, 2007 twenty five past five pm
That is to say, game designers like Ron have had a lot of influence in what we play and what we expect from games. Hopefully, there is more to come.
Despite the fact that single player games are dead, there will always be room for zombie pirates.
Good luck Ron!
Posted by Alex on Apr 13, 2007 five past nine am
I don't see why solving an adventure game wouldn't be enough of an experience.
Posted by Winston on Apr 12, 2007 twenty five past eleven pm
Throughout the years, a fundamental chunk of my self has remained unchanged, and it is made of equal parts SCUMM interface, EGA graphics, and the unique cheeky humor you put into your games.
I was so fascinated and engaged with the stuff that I used to draw comics featuring the Lucasfilm Games designers (particularly you, Mr. Gilbert), battling monsters like the next game's deadline and staying up all night to iron out kinks in Zak McKracken and the Alien Mindbenders. Yes, I was that much of a geek and I loved your work that much. There it is, for what it's worth.
Loved this post; it brought back long forgotten and deeply treasured memories for me too. I hope you'll keep Grumpy Gamer going so old-schoolers like myself can continue to keep track of you. And if you ever were to make a designer's documentary, I for one would certainly pay to see/hear it.
Thanks for all the memories!
W.
Posted by Kroms on Apr 13, 2007 five past one am
It's an interesting dilemma. I think it works both ways if you knew how, but I'm just theorising.
Posted by David Thomsen on Apr 13, 2007 twenty to five am
So it's interesting that with half their job cut out for them, no one in the world has bothered to make an adventure game with the same quality as Maniac Mansion or Monkey Island. And there's quite obviously a huge number of Classic Adventure Game Fans out there who would really appreciate it.
Posted by Kroms on Apr 13, 2007 twenty five to noon
It's quite a hassle.
Posted by David Thomsen on Apr 14, 2007 ten past midnight
But I do think a huge amount of people would PayPal, for example, $5 to unlock the full version of a good adventure game if the introductory 'free' chapter was a good enough quality. I think I'd pay up to $20 depending on what I thought of the first chapter or whatever.
Posted by wrg on Apr 14, 2007 twenty to three am
More significantly, though, I think the distinction you mean to draw is between commercial and noncommercial games. Although I can't think of many commercial games that rely heavily on Flash, I can think of many noncommercial games that do not use it. Flash is not a unique route to producing a game with relatively little technical work, as there are various tools designed to facilitate development of particular types of games, for example AGS for graphical adventures and the various IF systems for text adventures.
Furthermore, relatively low-tech adventure games are being produced as we speak. Naturally, the quality varies, and few are of the same quality as the Lucasarts classics, but of course they aren't commercial development projects. I haven't tried that many, but among the AGS games I particularly enjoyed 5 Days a Stranger and 7 Days a Skeptic, for which you can see http://www.fullyramblomatic.com/5days/ (The faint of heart should note that these games feature horror themes, including violent scenes, though at fairly low resolution.
Also, noncommercial interactive fiction development continues, with new games and new tools. In particular, Inform 7 was recently released (last year, if I recall) and offers developers a syntax resembling natural language. I'm not a developer, though, and for the rest of us who are more inclined to be users, the IF archive at http://www.ifarchive.org/ links to many games. One might also look at the IF competition site at http://www.ifcomp.org/ where games are rated by the competition's judges.
Posted by David Thomsen on Apr 14, 2007 six am
(Presumably I could get an emulator to run those games for me, but I've never found a plug-and-play emulator, which is all I have patience for � screw configuring three dozen settings I don't even understand)
Posted by Fred on Apr 13, 2007 quarter to five am
Posted by John Rudy on Apr 13, 2007 five past six am
If it weren't for Maniac Mansion, I'd have never gotten into that genre. Thank you very much.
Posted by Fajerkaos on Apr 13, 2007 ten past six am
Designer's commentary!
Please Ron.
Posted by lorenzo on Apr 14, 2007 twenty five to five pm
please do some more ron! ;)
Posted by Rachel J. Morris on Apr 13, 2007 quarter past six am
Another group of your games I really enjoyed as a kid were all the Humongous Adventures. I didn't even know you made it (and I KNEW YOU made Monkey Island since it says so on the box) until later on. I played almost every one I could get my hands on until I was about twelve. Fatty Bear, Putt Putt, Pajama Sam, Freddi Fish, Spy Fox...
I still play SpyFox for the mini games. >.>
Posted by cordsie on Apr 13, 2007 quarter past six am
Unless, if course, LitigousArts decides that would constitute divulging copyrighted information.
Posted by NES MM veteran on Apr 13, 2007 seven am
Posted by gnome on Apr 13, 2007 quarter to nine am
Posted by Jeff on Apr 13, 2007 five past eleven am
Posted by Bashar on Apr 13, 2007 one pm
Now I have the chance to bring some pop corn and enjoy watching it :)
Posted by Jason on Apr 13, 2007 quarter to two pm
To this day my two favorite adventures ever are Day of the Tentacle and Grim Fandango. Perhaps I'll go home tonight and play through MM and Zak McKracken for that old-school flava.
Posted by carlo on Apr 14, 2007 twenty past three am
Posted by Wouter on Apr 14, 2007 twenty five past five am
On a positive node, I finished the EGA version of Monkey Island 1 once again, yesterday evening. It remains my favourite of them all and it is still a miracle how the forest on Melee Island could be given so much atmosphere with just a few shades of black and blue. Man, before I figured out as a twelve year old boy that you had to follow the shopkeeper from town, I was literally lost for hours, wandering through the randomly generated Melee forest. Ah, how I cherish those memories...
Posted by randomshinichi on Apr 14, 2007 five to seven am
Posted by Johnny W on Apr 14, 2007 seven am
Posted by JL on Apr 14, 2007 half past nine am
Thanks for the memories.