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Maniac Mansion in 9

Apr 12, 2007 ten to ten am

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.

Other people's comments:

Posted by uncleMatt on Apr 12, 2007 half past ten am

'In later games like Money Island [...]'
ah, that's what you really think about that, gotcha :P

Posted by SIMCGA on Apr 12, 2007 half past ten am

David Fox owns me money!!!!

Posted by Ulm on Apr 12, 2007 twenty to eleven am

Ron, you magnificent bastard, I'd read your book!

(Or commentary. Or whatever.)

Posted by Haggis on Apr 12, 2007 five to two pm

Yes, good idea. Ron, write a book! Please? Pretty please with cream and a cherry on top?

Posted by Pobre_diablo on Apr 12, 2007 twenty to eleven am

Cut-scenes in Maniac Mansion = Heaven.

Posted by Luca on Apr 12, 2007 eleven am

Dear Mr. Gilbert, thank you very much for what you gave us. :)

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

Ron wrote:

>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

Aside from the fact that the game may end badly in a cut-scene (because the mansion exploded or whatever), I loved the way they worked.

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

I think the timer based cut scenes were actually pretty cool because they lended a sense of urgency to the game. I felt that if I didn't hurry up and save Sandy, that something horrible was impending.

Posted by Pananag on Apr 12, 2007 twenty past noon

Indeed, the past was great (glorious I may say).The remembrance of those wonderful games and the magic moments they gave me brings tears to my eyes.Despite the poor technological means (compared to today's) those games were small miracles based on creativity to become appealing, not on  impressive graphics .Can a today's game be playable after 15 years? Because I know many people who play and enjoy MI even in our days.

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 only played the PC version through once.  When I was little (5th grade or so), I remember playing it over and over on my NES.  I loved how every kid had his own theme music.  Michael's music still gets stuck in my head every once in a while.

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

Oh go on, do the commentary.. don't just dangle it in front of our noses.. :)

Posted by Vincent Hamm on Apr 13, 2007 twenty past four am

I suppose that to get the commentary, you would have to ask blizzard to shut the Quel'dorei WoW server for a few days :)

Posted by C�sar Brand�o on Apr 12, 2007 twenty five past five pm

Adventure games tend to be sort of disposable. Most people play it only until the end and there is not much to do after solving it. However, games like Maniac Mansion and Monkey Island will be worshiped forever. I have no clue why Lucasarts gave up the game industry where it seemed to have an awesome reputation. I have no idea if they still develop games but I am pretty sure that no one knows and no one cares.
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

Surely they're not anymore disposable than a book or a film?

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

While this may seem stupid, or pathetic, or any number of other unflattering things depending on how you look at it, to me it's just a simple fact: Maniac Mansion is, to this very day, an important part of who I am.

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

I always considered the scripted cutscenes to bring the game so much more to life. While Monkey Island brought-out their cutscenes when, say, Trial One got done, the scripted cutscenes of Maniac Mansion showed you that there were people in this house, who lived and walked around and didn't just stay locked-up in there. Now if you had the game without those, it would immediately seem less alive. I thought that was both an advantage and disadvantage in Day of the Tentacle, but you couldn't have Weird Ed walking around in that one because you actually needed the guy to solve puzzles. Also, in Maniac Mansion, you could die (I distinctly remember Green Tentacle screaming "TENTACLE MATING CALL!" and Bernard ending-up in a graveyard), but you couldn't do that in Day of the Tentacle, so what would a psychotic nurse do to you if she caught you in her kitchen? It would be an unfair puzzle solution/red herring since you can't die and so whatever she does to you would lead to some some clue of some puzzle, right?

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

With Flash these days people could easily make adventure games like this. You'd have to learn some computer code, but not as much as required to build a game from scratch. And you could have a whole room full of grandfather clocks. And tables to go behind. And ladders on the left-hand wall.

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

The largest difference between making a Flash and non-Flash game is the fact that, with the former, you get paid - so you've got people willing to shell out time. With the latter, you don't. Try finding someone who'll find time and is willing to help with the art/programming and you've got quite a mountain to step-over. It gets easier after that, yeah. But you also have to find decent actors who won't demand pay (it's a Flash game after all), good animation, etc.

It's quite a hassle.

Posted by David Thomsen on Apr 14, 2007 ten past midnight

I think one of the problems is that because some people do get paid money to make computer games and stuff, most people won't make computer games unless they get paid for it. But then I guess that not very many people are rich enough to work on non-profitable computer games for a living. Most creative people spend their lives trying to produce the work that's going to get them out of their office job.

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

I think you may have your former and latter mixed up, Kroms, though I expect most readers can still perceive your point.

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

Those 'fullyramblomatic' games don't even specify whether they run on Mac or PC or both, so I'll assume they're PC games. The reason I mentioned Flash specifically is that Flash games run on any computer, and I have a Mac...

(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

please make another maniac mansion game! <3

Posted by John Rudy on Apr 13, 2007 five past six am

I just wanted to say thanks for the insight, and moreso, thank you very much for the games. The classic LucasArts SCUMM games are, in my opinion, the best adventure games ever made. There were ups and downs, but overall, the highest quality games of that nature.

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!
Designer's commentary!

Please Ron.

Posted by lorenzo on Apr 14, 2007 twenty five to five pm

yeah, we like some "behind the scenes" commentary...
please do some more ron! ;)

Posted by Rachel J. Morris on Apr 13, 2007 quarter past six am

Heh, actually, as a little girl I was scared of Maniac Mansion, even though I loved Day of the Tentacle.  I should go play it now, but I only know where my Monkey Island 1 CD and Monkey Island 2 disks are (and mix-n-mojo wheel, oddly). @_@

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

I'd like to hear more about these walk boxes! Now that you've mentioned it, I just noticed that all of the areas in the game are confined to very rectangular looking walk regions, with a few exceptions around things like staircases (that look like a series of rectangles from the way the characters move around them). My favorite version was the Commodore 64 version, and I don't think modern pathfinding algorithms like A* were even dreamed of then, much less in a manner fast and efficient enough to run on the C64. and  I'd really love to hear a couple of details on that.

Unless, if course, LitigousArts decides that would constitute divulging copyrighted information.

Posted by NES MM veteran on Apr 13, 2007 seven am

I like the cut scene in Manic Mansion precisely because they weren't related to the player actions.  It suggested that there were characters and events occuring independent from the gamer's actions.

Posted by gnome on Apr 13, 2007 quarter to nine am

Just like a short "post-mortem". Brilliant.

Posted by Jeff on Apr 13, 2007 five past eleven am

Ron - I always thought that Karateka (1984) had done cutscenes before you did.  Before Karateka, there were loading screens (PacMan and Ms. PacMan chasing each other around) but even though Karateka was an action game, it had a movie-like feel.

Posted by Bashar on Apr 13, 2007 one pm

9 minutes! How on earth can he do that? Ohh well... I have a confession to make, and don't take it personally. I never actually finished Maniac Mansion :(
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

Your mention of randomly timed cut-scenes reminded me of how the wizard in KQ3 would appear and disappear based on realtime instead of player action.  After that, I always considered such things to be a no-no and Lucas Arts always did a better job (IMHO) than Sierra of avoiding ridiculous crap like pixel hunts and impossible situations.

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

Ach! Didn't he cheated? How the hell did he know the combination for the entrance of Dr Fred's Lab?

Posted by Wouter on Apr 14, 2007 twenty five past five am

This is fantastic. I've never finished Maniac Mansion, in fact I played it for the first time about a year ago. Unfortunately I saved it at a point where the house was about to explode and there was not enough time left to make it out of there alive. Kind of like saving Zak McKracken on Mars just before his oxygen is about to run out. I just hate that sort of thing... ;-)

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

Man, I used to play that game! Then I moved to XP, and everything got lost... I still remember puzzling over how to beat that game. I didn't know anything about 3D and Quake II back then... come to think of it, when I played Monkey Island 2 the game that came to my mind was Maniac Mansion.

Posted by Johnny W on Apr 14, 2007 seven am

Please do a commentary! It'd be great! It would be amazing if Gary Winnick could do one too!

Posted by JL on Apr 14, 2007 half past nine am

I still remember the first time I played Maniac Mansion when I was a kid, I had Dave walk into the kitchen. When he ran into Nurse Edna and she ran after him, I nearly crapped my pants.

Thanks for the memories.

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