<?xml version="1.0" encoding="iso-8859-1"?><rss version='2.0'>
<channel>
<title>Grumpy Gamer</title>
<link>http://grumpygamer.com</link>
<description>Ron Gilbert's often incoherent and bitter ramblings about the Game Industry</description>
<language>en</language>
<lastBuildDate>Mon, 01 Jun 2009 10:36:45 -0700</lastBuildDate>
<item>
<title>Stuff and Things and Monkey Island</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F8280380&amp;seed_title=Stuff+and+Things+and+Monkey+Island</link>
<pubDate>Mon, 01 Jun 2009 09:31:46 -0700</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/8280380</guid>
<description>



&lt;p&gt;
I'm pretty good at keeping secrets.&amp;nbsp;&amp;nbsp;I'm so good at it people actually send me death threats.&amp;nbsp;&amp;nbsp;If you have a secret, you can tell me.&amp;nbsp;&amp;nbsp;I won't tell anyone.&amp;nbsp;&amp;nbsp;Go ahead.&amp;nbsp;&amp;nbsp;I'm listening.
&lt;/p&gt;


&lt;p&gt;
Over the past few months, I've been the vessel for a couple of very exciting secrets and it's been really hard to not give someone the nudge-nudge-wink-wink-don't-tell-anyone, but I couldn't.&amp;nbsp;&amp;nbsp;Not these.
&lt;/p&gt;


&lt;p&gt;
The first is the &lt;a href='http://www.monkeyislandspecialedition.com'&gt;re-release of The Secret of Monkey Island&lt;/a&gt;.&amp;nbsp;&amp;nbsp;Several months ago I was invited to LucasArts to get a sneak preview.&amp;nbsp;&amp;nbsp;Very cool.
&lt;/p&gt;


&lt;p&gt;
Hopefully this will open up the pure pleasure that is Monkey Island to a whole new generation of gamer that&amp;nbsp;&amp;nbsp;knows only how to use a console controller.
&lt;/p&gt;


&lt;p&gt;
The second secret is that &lt;a href='http://www.telltalegames.com/monkeyisland'&gt;TellTale is doing an episodic version of Monkey Island&lt;/a&gt;.&amp;nbsp;&amp;nbsp;I had the great pleasure of spending a few days with Dave Grossman, Mike Stemmle and the rest of the TellTale crew getting my head into Guybrush Threepwood again.
&lt;/p&gt;


&lt;p&gt;
I am very exited for both of these games.&amp;nbsp;&amp;nbsp;It's strange and humbling to see something you created 20 years ago take on a life of it's own.
&lt;/p&gt;


&lt;p&gt;
This next year is going to be very interesting.&amp;nbsp;&amp;nbsp;Ron Gilbert, Dave Grossman and Tim Schafer all have games coming out.&amp;nbsp;&amp;nbsp;Someone check the scriptures.&amp;nbsp;&amp;nbsp;Might be a good time to start hording canned goods.
&lt;/p&gt;


&lt;p&gt;
About a year and a little more ago, as I began designing the &lt;a href='http://deathspank.com'&gt;uber-awesome DeathSpank&lt;/a&gt; at &lt;a href='http://hotheadgames.com'&gt;Hothead Games&lt;/a&gt;, I played all the way through The Secret of Monkey Island to refresh myself on the puzzles and dialog.
&lt;/p&gt;


&lt;p&gt;
I know this will come as a shock to many of you, but I don't spend my evenings playing through Monkey Island.&amp;nbsp;&amp;nbsp;It's probably been 15 years since I sat down and really played it.
&lt;/p&gt;


&lt;p&gt;
Much like the experience of watching the &lt;a href='http://grumpygamer.com/8139425'&gt;Maniac Mansion Speed Run&lt;/a&gt;, it bought back a lot of memories and little tid-bits of facts, so I started keeping notes and in celebration of all things Monkey Island, I thought I'd share them.
&lt;/p&gt;


&lt;p&gt;
Before we begin, a couple of points:
&lt;/p&gt;


&lt;p&gt;
1) Some of this I've written about before, so I apologize if I'm wasting your time.&lt;br /&gt;
2) I was playing the VGA version that was released after the original EGA version.&amp;nbsp;&amp;nbsp;The original original version used 16 colors and the inventory was text only.&amp;nbsp;&amp;nbsp;&lt;br /&gt;
4) These are only &amp;quot;some-what&amp;quot; in order.&lt;br /&gt;
3) You may disagree with me on some of these, and that's perfectly OK.&amp;nbsp;&amp;nbsp;My life is forever intertwined with this game and some of these are more reflective than anything else.&lt;br /&gt;
4) It's been almost 20 years.&amp;nbsp;&amp;nbsp;My brain is full.
&lt;/p&gt;


&lt;p&gt;
If anyone has specific questions about Monkey Island 1 or 2, feel free to ask them in the comments or &lt;a href='http://grumpygamer.com/contact'&gt;send them to me&lt;/a&gt;.&amp;nbsp;&amp;nbsp;If the answer contain interesting information or fuels a good story, I'll add it to this list.
&lt;/p&gt;


&lt;p&gt;
&lt;img src='images/mi/mi-14.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Someone please turn off the lights, and I'll start the projector.&lt;br /&gt;
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&lt;img src='images/mi/mi-1a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
The very small &amp;quot;hot spot&amp;quot; areas are very annoying today but they were accepted back then; they were even considered a good thing.&amp;nbsp;&amp;nbsp;It's called Game Play!&amp;nbsp;&amp;nbsp;It would be hard to make an adventure game today where players were forced to hunt for small objects.&amp;nbsp;&amp;nbsp;&lt;br /&gt;
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&lt;img src='images/mi/mi-3a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Most people know you can hit the period key to skip a single line of dialog, but I'm surprised when I run into people that don't know why I chose the period key.&amp;nbsp;&amp;nbsp;It seems obvious to me: a period ends a sentence.&lt;br /&gt;
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&lt;img src='images/mi/mi-4a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
While Insult Sword Fighting is one of the first things people think of when they hear Monkey Island, I thought it seemed little tedious (but fun) as I played though it again.&amp;nbsp;&amp;nbsp;There is a point where you say &amp;quot;I get it&amp;quot;, but your still forced to go though the motions again and again.&amp;nbsp;&amp;nbsp;If I was going to do Insult Sword Fighting in a future game, I'd make it more free form allowing the player to be clever and construct their own sentences.
&lt;/p&gt;


&lt;p&gt;
During the early stages of the Monkey Island design, we would watch old Errol Flynn era pirate movies.&amp;nbsp;&amp;nbsp;One thing that stood out was during the fights they always taunted each other with insults.&amp;nbsp;&amp;nbsp;I knew we needed to have sword fighting in the game - it was about pirates after all - but I didn't want to introduce any action game play and the old pirate moves provided the perfect solution.&lt;br /&gt;
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&lt;img src='images/mi/mi-12.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Back in the late 80's, the mere thought of a scroll wheel on a mouse would have been crazy talk, but today I found it hard to break the habit of trying the scroll the inventory with it.&lt;br /&gt;
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&lt;img src='images/mi/mi-8a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
You only have to follow the shop keeper to the Sword Master once, after that it's just automatic.&amp;nbsp;&amp;nbsp;That was a good design choice.&amp;nbsp;&amp;nbsp;No point in having to solve the same puzzle over and over.&lt;br /&gt;
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&lt;img src='images/mi/mi-11a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Scene behind the walls of the governors mansion seemed a little long.&amp;nbsp;&amp;nbsp;The original plan was to have real game play and puzzles, but the game was feeling too big and we need to cut stuff.&amp;nbsp;&amp;nbsp;This gag was perfect, and in some ways better then making the player solve more puzzles.&amp;nbsp;&amp;nbsp;Never be afraid to edit you game down if it needs it.&amp;nbsp;&amp;nbsp;It will often be better for it.&amp;nbsp;&amp;nbsp;Except this went on too long.&lt;br /&gt;
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&lt;img src='images/mi/mi-28.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
&amp;quot;Ahoy there, Fancy Pants&amp;quot; is my favorite throw-away line ever.&lt;br /&gt;
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&lt;img src='images/mi/mi-5a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Back then, the randomly generated forest was cutting edge technology.&amp;nbsp;&amp;nbsp;Disk space was at a premium.&amp;nbsp;&amp;nbsp;Everything had to fit on 5 floppy disks.&amp;nbsp;&amp;nbsp;Sierra would ship games on 8 or 10 floppy disks. That was always a sore point for us. &lt;br /&gt;
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&lt;img src='images/mi/mi-1b.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
I like the way you meet Otis, Sword Master and Meathook during regular puzzles, then hire them later.&amp;nbsp;&amp;nbsp;Builds a sense of friendship before they are needed.&amp;nbsp;&amp;nbsp;They aren't just three random people you meet for the first time while look for a crew.&lt;br /&gt;
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&lt;img src='images/mi/mi-2b.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
The circus tent could have been more utilized.&amp;nbsp;&amp;nbsp;Bit of a waste for one puzzle and the Fettucini Brothers didn't add much to the story.&amp;nbsp;&amp;nbsp;That said, this was one of the first screens (&amp;quot;rooms&amp;quot; as we called them) where we used the SCUMM system's exclusive scrolling screens for dramatic effect.&amp;nbsp;&amp;nbsp;Tim was the programmer on this room and he spent a lot of time getting it to scroll at just the right time to revel the tent.&amp;nbsp;&amp;nbsp; I also like that the dialog choices are shown up up-side-down after Guybrush is shot from the cannon.&amp;nbsp;&amp;nbsp;Doing that pushed the SCUMM system to utilize multiple fonts.&amp;nbsp;&amp;nbsp;We didn't have that feature before this gag required it.&amp;nbsp;&amp;nbsp;Guybrush being shot out of the canon was also foreshadowing for later when he needed to be shot out of the canon.&amp;nbsp;&amp;nbsp;OK, come to think of it, this was a pretty useful room.&lt;br /&gt;
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&lt;img src='images/mi/mi-3c.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Touching the parrot puzzle was a little lame and linear.&amp;nbsp;&amp;nbsp;I remember being rushed and we couldn't think of anything better.&amp;nbsp;&amp;nbsp;The game was feeling good and long already, so I just punted on this puzzle.&lt;br /&gt;
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&lt;img src='images/mi/mi-4b.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
UI for having to open and close doors independently from walking though them was obnoxious.&amp;nbsp;&amp;nbsp;You'd never do this in an adventure game today, but like pixel hunting, it was accepted.
&lt;/p&gt;


&lt;p&gt;
Something I added to the Humongous Entertainment adventure games was the cursor changing into a big arrow when you hit the edge of the screen and it was an exit.&amp;nbsp;&amp;nbsp;Monkey Island would have benefited from this.&amp;nbsp;&amp;nbsp;I was so used to it from the Humongous games that I'd scan the screen expecting to see it over exits.&lt;br /&gt;
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&lt;img src='images/mi/mi-9a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
OK, I'm going to admit that I was completely stumped by the grog puzzle.&amp;nbsp;&amp;nbsp;I finally went and looked it up on the internet.&amp;nbsp;&amp;nbsp;That's a damn good puzzle.&amp;nbsp;&amp;nbsp;I found several puzzles would give me pause because I'd remember some previous unimplemented version of them and it would throw me off track.&amp;nbsp;&amp;nbsp;My brain is filled with a lot of old adventure game puzzles, most of which never made it into a game.&amp;nbsp;&amp;nbsp;DeathSpank actually has a couple of puzzles ideas that we talked about for the original Monkey Island.&lt;br /&gt;
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&lt;img src='images/mi/mi-5b.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Stan's Grog machine was one of three interesting lessons was I given about trademarks and copyright during the production of Monkey Island.&amp;nbsp;&amp;nbsp;Originally, I wanted the Grog Machine to be a Coke Machine, baring that, I wanted it to look like a Coke machine.&amp;nbsp;&amp;nbsp;It originally had the &amp;quot;Coke Wave&amp;quot; on it, but said &amp;quot;Grog&amp;quot;.&amp;nbsp;&amp;nbsp;The Lucasfilm legal team came back and said it was too close to the real trademarked Coke Wave.&amp;nbsp;&amp;nbsp;I tried to argue Parody to no avail.&amp;nbsp;&amp;nbsp;We kept changing it little by little until legal was satisfied it didn't look too much like a Coke machine. &lt;br /&gt;
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&lt;img src='images/mi/mi-11b.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
Getting stuck on the Ocean floor is one of my favorite puzzles because the solution is so obvious most people overlook it.&amp;nbsp;&amp;nbsp;The other puzzle I did in this same vane was in Indiana Jones and the Last Crusade adventure game where Indy has to have faith and just walk over a ledge.&amp;nbsp;&amp;nbsp;Players that had faith and just clicked on the other side of the crevice had no problem.&amp;nbsp;&amp;nbsp;Players that fiddled around and clicked on other stuff, ignoring the advice, always fell.&lt;br /&gt;
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&lt;img src='images/mi/mi-12a.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
I forgot about the ladder to get the pirate flag for the soup.&amp;nbsp;&amp;nbsp;I kept focusing on Meat Hook's tattoo, which was something we talked about during the early design.&lt;br /&gt;
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&lt;img src='images/mi/mi-13.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
I had wanted the time you spent on Monkey Island to feel more like a RPG, which is why you had top-down view.&amp;nbsp;&amp;nbsp;As the game progressed, I slowly scaled back those plans, but we were still left with these very cool maps.&amp;nbsp;&amp;nbsp;I love maps.&amp;nbsp;&amp;nbsp;For me a game design always starts with a map.&lt;br /&gt;
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&lt;img src='images/mi/mi-8b.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
The key to the Monkey Head used to be called a Q-Tip(tm), but in my second legal lesson of the project it was changed.&amp;nbsp;&amp;nbsp;According to our legal advice, it would have
&lt;/p&gt;
</description>
</item>
<item>
<title>DeathSpank Interview</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F2439914&amp;seed_title=DeathSpank+Interview</link>
<pubDate>Tue, 12 May 2009 12:58:45 -0700</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/2439914</guid>
<description>



&lt;p&gt;
&lt;img class='iimage' src='images/postit.jpg'&gt; &lt;a href='http://www.rpgcodex.net/content.php?id=191'&gt;RPGCodex just published an interview I did about DeathSpank&lt;/a&gt;.&amp;nbsp;&amp;nbsp;Best to go check it out before their servers go down.&amp;nbsp;&amp;nbsp;I also said something I probably shouldn't have, so OMG, now you have to go read it.
&lt;/p&gt;


&lt;p&gt;
I've also come to the conclusion that one of the pillars that holds up game design is post-it notes.&amp;nbsp;&amp;nbsp; Computers are great tools if you want to order books or keep track of your recipes, but there is nothing better than printing out a big map and covering it with post-it notes.
&lt;/p&gt;


&lt;p&gt;
&amp;quot;Why are there no post-it notes in that section!?!&amp;quot;
&lt;/p&gt;


&lt;p&gt;
&amp;quot;Quick, someone put some post-it notes over there.&amp;nbsp;&amp;nbsp;Damn-it!&amp;nbsp;&amp;nbsp;We're making a game here!&amp;quot;
&lt;/p&gt;


</description>
</item>
<item>
<title>The Last Temptation of Watchmen</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F8135151&amp;seed_title=The+Last+Temptation+of+Watchmen</link>
<pubDate>Fri, 03 Apr 2009 17:25:37 -0700</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/8135151</guid>
<description>



&lt;p&gt;
&lt;img class='iimage' src='images/watchmenlego.jpg'&gt; I just saw the Watchmen and that, ladies and gentlemen was a damn good superhero movie.&amp;nbsp;&amp;nbsp;They were flawed, broken and damaged.&amp;nbsp;&amp;nbsp;Watchmen is the Last Temptation of Christ of superhero movies.&lt;br /&gt;
&lt;div class='clear'&gt;&lt;/div&gt;
&lt;/p&gt;
</description>
</item>
<item>
<title>April Fools' Day #5</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F8810739&amp;seed_title=April+Fools%27+Day+%235</link>
<pubDate>Wed, 01 Apr 2009 10:56:05 -0700</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/8810739</guid>
<description>



&lt;p&gt;
&lt;img src='images/legomad.jpg'&gt;&lt;br /&gt;
Five years running.&amp;nbsp;&amp;nbsp;&lt;br /&gt;
100% April Fools' Day Joke Free.&amp;nbsp;&amp;nbsp;&lt;br /&gt;
Join the crusade.&amp;nbsp;&amp;nbsp;&lt;br /&gt;
Spread the word.&lt;br /&gt;
Resist the temptation.&lt;br /&gt;
Be strong.
&lt;/p&gt;


</description>
</item>
<item>
<title>DeathSpank Tidbit</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F8920865&amp;seed_title=DeathSpank+Tidbit</link>
<pubDate>Mon, 30 Mar 2009 10:25:42 -0700</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/8920865</guid>
<description>



&lt;p&gt;
&lt;img class='iimage' src='images/DeathSpankSnip.jpg'&gt; As some of the more astute web surfers and GDC going elite have noted, it was &lt;a href='http://www.gamasutra.com/php-bin/news_index.php?story=22894'&gt;unofficially announced&lt;/a&gt; at GDC that DeathSpank is no longer episodic.
&lt;/p&gt;


&lt;p&gt;
Yes, it's true.
&lt;/p&gt;


&lt;p&gt;
&amp;quot;So&amp;quot;, you're probably saying, &amp;quot;Does this mean when I buy DeathSpank I'll just get all the episodes at once&amp;quot;?
&lt;/p&gt;


&lt;p&gt;
&amp;quot;No&amp;quot;, I would reply.&amp;nbsp;&amp;nbsp;Then I would backtrack a little and hedge my bets and say &amp;quot;Maybe&amp;quot; or &amp;quot;Kind of, but not really&amp;quot;.
&lt;/p&gt;


&lt;p&gt;
DeathSpank isn't a very patient guy.&amp;nbsp;&amp;nbsp;He would never be able to play though one episode after another.&amp;nbsp;&amp;nbsp;He'd just run in and play them all at once.&amp;nbsp;&amp;nbsp;He's that kind of guy.&amp;nbsp;&amp;nbsp;He also gets impatient if someone doesn't die fast enough.
&lt;/p&gt;


&lt;p&gt;
So what we did was take all the story, puzzles and fight'n and weave them into one larger game.&amp;nbsp;&amp;nbsp; The overarching story is the same, but the world is larger, more open, more compelling and completely load-less.&amp;nbsp;&amp;nbsp;You can walk from one end of the vast world to the other and never see a load screen or camera cut.
&lt;/p&gt;


&lt;p&gt;
We do these things because we care.
&lt;/p&gt;


</description>
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<item>
<title>Twitterish</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F7379865&amp;seed_title=Twitterish</link>
<pubDate>Sun, 29 Mar 2009 16:52:53 -0700</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/7379865</guid>
<description>



&lt;p&gt;
Since some people have compared a couple of my most recent posts to twitter tweets, I figure I should just create a twitter account.&amp;nbsp;&amp;nbsp;Two actually.&amp;nbsp;&amp;nbsp; You can follow &lt;a href='http://twitter.com/rongilbert'&gt;rongilbert&lt;/a&gt; if you want to know things like what I had for breakfast, or you can follow &lt;a href='http://twitter.com/grumpygamer'&gt;grumpygamer&lt;/a&gt; if you want to know things like what I had for breakfast.
&lt;/p&gt;
</description>
</item>
<item>
<title>Monkey Island Shoes</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F9080777&amp;seed_title=Monkey+Island+Shoes</link>
<pubDate>Thu, 19 Mar 2009 09:01:45 -0700</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/9080777</guid>
<description>



&lt;p&gt;
One of the many people I pay to surf the web looking for stuff about Monkey Island &lt;a href='http://maya-plisetskaya.blogspot.com/2009/01/converse-all-star-mle-edition.html'&gt;forwarded me a link&lt;/a&gt; to these ultra-cool shoes.
&lt;/p&gt;


&lt;p style='text-align: center'&gt;
&lt;img src='images/mishoes.jpg'&gt;
&lt;/p&gt;


&lt;p&gt;
I'd run down the store and try and buy a pair, but I'm sure something this cool is sold out.
&lt;/p&gt;


&lt;p&gt;
Maybe Kohl's has them.
&lt;/p&gt;


</description>
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<item>
<title>I am Lost</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F7865284&amp;seed_title=I+am+Lost</link>
<pubDate>Thu, 05 Mar 2009 21:05:33 -0800</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/7865284</guid>
<description>



&lt;p style='text-align: center'&gt;
&lt;img src='images/lost.jpg'&gt;&lt;br /&gt;
OK.&amp;nbsp;&amp;nbsp;So.&amp;nbsp;&amp;nbsp;I can't figure out if Lost is the most brilliantly constructed and crafted TV show in all of history or the most jumbled mess of random plot elements a bunch of drunk writers can come up with.&amp;nbsp;&amp;nbsp;I suppose my inability to answer that question is the answer itself.&lt;br /&gt;
&lt;div class='clear'&gt;&lt;/div&gt;
&lt;/p&gt;
</description>
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<item>
<title>Top Scientists Agree on DeathSpank</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F5766514&amp;seed_title=Top+Scientists+Agree+on+DeathSpank</link>
<pubDate>Wed, 18 Feb 2009 22:12:05 -0800</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/5766514</guid>
<description>



&lt;p&gt;
&lt;img class='iimage' src='images/TopScientists.jpg'&gt; After consulting top scientists, we have been informed that DeathSpank is just too awesome to be contained solely in North America (yes, top scientists really do use the word awesome).&amp;nbsp;&amp;nbsp;Based on this Nobel-powered advice we're going to be looking for some European retail distribution and/or co-publishing partners for DeathSpank; the game already being hailed as &amp;quot;Too Awesome for just North America&amp;quot;.
&lt;/p&gt;


&lt;p&gt;
Given that 68% of Grumpy Gamer readers are from Europe I figured I'd see if anyone had a short list of favorite publishers to contact.
&lt;/p&gt;


&lt;p&gt;
Post here or &lt;a href='http://grumpygamer.com/contact'&gt;contact me&lt;/a&gt;.&amp;nbsp;&amp;nbsp;Top Scientists.&amp;nbsp;&amp;nbsp;I couldn't say it if it wasn't true.
&lt;/p&gt;


&lt;p&gt;
&lt;div class='clear'&gt;&lt;/div&gt;
&lt;/p&gt;
</description>
</item>
<item>
<title>LeKohl's</title>
<link>http://grumpygamer.com/feeder/?FeederAction=clicked&amp;feed=GrumpyGamer+RSS&amp;seed=http%3A%2F%2Fgrumpygamer.com%2F2155479&amp;seed_title=LeKohl%27s</link>
<pubDate>Sun, 18 Jan 2009 12:56:59 -0800</pubDate>
<guid isPermaLink='true'>http://grumpygamer.com/2155479</guid>
<description>



&lt;p&gt;
Several people have emailed me saying the music in this commercial is from Monkey Island, specifically LeChuck's theme.
&lt;/p&gt;


&lt;p&gt;
&lt;object width='425' height='355'&gt;&lt;param name='movie' value='http://www.youtube.com/v/tOZPwAb-NgQ&amp;rel=1'&gt;&lt;/param&gt;&lt;param name='wmode' value='transparent'&gt;&lt;/param&gt;&lt;embed src='http://www.youtube.com/v/tOZPwAb-NgQ&amp;rel=1' type='application/x-shockwave-flash' wmode='transparent' width='425' height='355'&gt;&lt;/embed&gt;&lt;/object&gt;
&lt;/p&gt;


&lt;p&gt;
I've listened to it several times and it's hard to tell because I keep getting distracted by the great savings at Kohl's
&lt;/p&gt;
</description>
</item>
</channel>
</rss>
