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.

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 Joe Davison on May 19, 2007 quarter past ten am
"How I Created Adventure Games
--AKA--How I changed the face of gaming forever - A babbling biography by Ron Gilbert"
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 César Brandão 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 Kroms on Apr 17, 2007 half past noon
As for people actually paying ... I dunno. Some people will. The guys who frequent Idle Thumbs would give it a shot, I guess. But $20 is way too high.
If I saw that the developers were actually trying hard, then yes, I'd buy it.
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 Kroms on Apr 17, 2007 half past noon
I'm using AGS, actually. It's really quite wonderful.
Posted by pablo on Apr 24, 2007 ten past nine am
Indeed, the technology allows that. But there is a lot more than just a "game engine".
You need graphics, music, and A STORY. The game engine is not enough.
Check it out:
http://weremsoft.com.ar/flash-scumm/
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 Aidan on Apr 14, 2007 quarter to midnight
I used to just wander the forest and I just randomly pushed that sign. Same with the treasure... never knew the dance steps were directions haha. I was pretty young when I played it, so I hope i'd work it out now.
Posted by David Thomsen on Apr 15, 2007 five past four am
Posted by carlo on Apr 15, 2007 ten to eight am
I never used the correct way of following the shopkeeper, because 1) i really discovered it lately and 2) there was actually no need, because the forest was not random (in opposition with the caves below Monkey Island), and my mnemonic trick worked pretty well.
Posted by David Thomsen on Apr 15, 2007 five to one pm
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.
Posted by Rob on Apr 15, 2007 five past midnight
I must know...HOW did Chuck the Plant come about? The rumor mill has turned for years, but I have never found out the truth!!!!
-R
Posted by Bashar Abdullah on Apr 15, 2007 quarter to one am
Still, I like to know as well.
Posted by lorenzo on Apr 15, 2007 five to three pm
http://en.wikipedia.org/wiki/Chuck_the_Plant
can u imagine it?
anyway...
yes ron come on, share with us some more little secret... ;)
Posted by Fajerkaos on Apr 15, 2007 quarter to four pm
When (or rather, if) I ever get to be a succesfull game-maker, I'm going to include a plant named Chuck in it, just to mess with peoples minds.
,�=)
Posted by NatsFan on Apr 15, 2007 twenty five past noon
I don't see how anyone could possibly do that, I can't do it in less than 6 hours, I always forget the bulk of the puzzles.
Posted by BrainFromArous on Apr 16, 2007 quarter past three pm
Posted by Dimitr Bitu on Apr 16, 2007 half past eight pm
Ron, you're the greatest!!
From Brazil
Posted by El-Nino on Apr 17, 2007 ten to one am
I hope you all enjoy the videos. Compact memories banned to video.
greetz El-Nino
Posted by Robby on Apr 17, 2007 five past eight am
Posted by Sven on Apr 17, 2007 five to five pm
Same, I mean, TOTALLY. What's even more: I'm partially shocked to read about it at this very place as a bad design decision. It felt like a very natural design decision, like ABSOLUTELY natural for such a game and its premise. Truth be told, I just crapped my pants reading this. Not nearly as much as when I had my first date with nurse Edna (in the kitchen! Of all places!)for the first time, but phew.. you know...
it was damn close.
Posted by Sven on Apr 17, 2007 five pm
Now about that pants of mine...
Posted by Tuncay on Apr 18, 2007 twenty to two pm
Posted by Jihan Joo on Apr 18, 2007 twenty five past three pm
I for one would love to hear your commentaries on different LucasArts adventure games. I'm even willing to pay $40+ to hear one.
Have you considered doing some kind of a podcast with your ol' friends? (Schaffer, Stemmle, Clark, Wilmunder, Purcell, etc.)
Posted by Sven on Apr 19, 2007 twenty to six am
I'd be willing to pay a hundred if only he took that comment about the cut-scenes back. :/
Posted by Freax on Apr 21, 2007 ten past one am
I loved that B-grade horror style and the famous hamster/microwave bit. How that guy finished the game in 9 minutes is beyong my knowledge. Speaking of which, Ron you are one of the top game designers- whats your perspective on cheat codes and walkthroughs?
Posted by Me2 on Apr 23, 2007 ten to two pm
Posted by on Apr 24, 2007 one pm
I'm from Italy! I've 19 years and i'm a big big fan of Monkey Island (expecially the 2)
Now i finally make the congratulations to the genie behiand this game!
You're the Best Ron!!!
Posted by Fred on Apr 25, 2007 five to eight am
Posted by R0n Gilbert on Apr 26, 2007 quarter past two am
Posted by Dont Bea Couchpo Tato on Apr 26, 2007 quarter to two pm
I just wanted to do Something... Seriously, he has lot's of ideas, but he never does nothing... I have the feeling that his 1/2 RPG + 1/2 adventure game project will never even get started...
Ron Gilbert: Do something!
Posted by Someone on Apr 26, 2007 ten past five pm
Yeah, 'cos Ron spends all of his time in front of the TV in his underwear, pining for the 'good old days'... =)
Perhaps if we're all really annoying we can irritate him into making a new game!
Posted by Spieler on Apr 26, 2007 ten to five am
Posted by Alex on Apr 27, 2007 five to six am
As for the issue of replayability...hmm! It's kind of difficult in an adventure game if you don't want to see the same story again. I mean, you can't really offer incentives for playing it again like in the Metal Gear Solid games, because cutscenes aside, the gameplay in that game offers itself open to more variations in the action, whereas an adventure game gives you a much more limited number of options to proceed (and with good cause to, otherwise the player will be lost with too many!).
I know! Maybe don't even worry about replayability, and design them more like a DVD where you can skip around to the parts you'd like to see again after you've finished them!
Posted by Alex on Apr 27, 2007 six am
Also, a developer's commentary might be a neat unlockable feature, now that I think about it. Of course, in a text-based game, you'd have to have it as some sort of sidebar or something. Maybe an optional pop-up window? "CLICK HERE FOR COMMENTARY!"
Dude! If those were just inserted randomly into the game after you've finished it, I would totally replay it just to poke around and find them! I mean, I already would do this to see if there were any jokes that I had missed the first time around, why not cater to that instinct?
Posted by Alex on Apr 27, 2007 ten past six am
Damn! this was a nice subtle touch that I hadn't thought of until reading it now. It really supplemented a sense of urgency with Weird Ed and Edna's rooms.
Oh, and the first time that Edna chased me out of her room and then ACTUALLY FOLLOWED ME scared me so damn much. I think the fact that Weird Ed didn't do this was what lulled me into a false sense of security.
Posted by Sven on Apr 29, 2007 ten to ten am
Thanks God games haven't reached that "interactive movie" status yet again. In the 90s you got movies touting to be games, in this age it's the other way around. What a waste. :/
Like Warren Spector in a recent series of articles over at http://www.escapistmagazine.com/issue/94/10 eloquently put it : "..people who believe their creativity is more important than the player's creativity are crazy."
Posted by Valadur on May 3, 2007 twenty five past four pm
I don't think the cut scenes where a mistake. I was pretty young, maybe 8 (?) or a bit older, when I played Maniac Mansion. Back then on the NES. When - for no reason - the cut scenes appeared it was always very exciting and scary :-)
Maniac Mansion was the first game that I finished, I very rarely finish games. But MM was just so captivating :-)
bye :)
Posted by tentonipete on May 4, 2007 ten past six am
I recently bought my 24 year old sister a laptop because she needed it for work/study. when i asked her what software she wanted me to put on there she replied:
"word, excel, firefox.. and... MONKEY ISLAND!"
Posted by Furius on May 4, 2007 half past seven am
Posted by El-Nino on May 20, 2007 quarter to three am
BTW: If you use ScummVM ALL copy protections are removed.
greetz El-Nino
Posted by Someone on May 25, 2007 five past eight am
Posted by Furius on May 25, 2007 five past eight am
Posted by Jamal Abdou-Karim Bengeloun on May 6, 2007 five pm
Posted by Tobias on May 7, 2007 five past two pm
Posted by Ari on May 8, 2007 one pm
Ron...I can't thank you enough for Maniac Mansion, the first two Monkey Island, the first two Indiana Jones and Zak Mc Kraken. Games are released all days...none like those adventures released during the golden age of graphic adventures.
Posted by Jerrett on May 9, 2007 quarter past one pm
Posted by mattia on May 14, 2007 ten past noon
Please do write a book on the Lucas Arts years. Just after you've ended your work on the PA game :)
Posted by mattia on May 14, 2007 twenty past noon
I still remember the day I got my copy of Zak for Amiga and saw the stunning graphic, waaaaay better than the C64 version. Those were really cool years... :)
Posted by Pendorcho on May 31, 2007 twenty to five pm
Posted by Pendorcho on May 31, 2007 five to five pm
What i was trying to say is that maybe you should reconsider doing that "designer's commentary video", not only for the fans but also for amateur adventure game developers. It is always interesting to see the point of view of other people regarding programming and other ideas that would come up during the design of a game (specially if it is Ron Gilbert were talking about).
I know it could be a very long work to do, but maybe if you divide it into parts, it would be easier to finish.
Posted by Jonas Enderlein on Jun 12, 2007 quarter to four pm
I can�t live without Lucas Arts Adventures :(
Best wishes from Germany
Jonas
Posted by Lestat on Jun 16, 2007 ten to four am
One day, Monkeys will awake from their last sequel, not the cartoonish third, much less the scummless fourth. They`ll arrise from where they`ve been left; from it`s shiny second vga...
Be aware, the monkeys are rising..."
I know dear Ron, one day, if not you, someone will... Maybe in a fan game mode with out copyrights and etceteras...
I know because i`ve dreamt about it...
Lestat
Posted by Gartenfackel on Jun 16, 2007 five past ten am
I played it all the time and it was called too Zak Mc Cracken, I think.
Perhaps there are a new version for actual Pc gaming.
Posted by Kroms on Jun 16, 2007 quarter past eleven am
Posted by elend on Jun 22, 2007 twenty to three am