Stretch Goals

Nov 22, 2014

We just announced stretch goals for Thimbleweed Park.

"What the hell is Thimbleweed Park?", I can hear you asking.

It's a Kickstarter for Gary Winnick and my all new classic point & click adventure game.

Now I hear you saying "What the hell are stretch goals?"

Look, there is way too much to explain, just roll with it and go back Thimbleweed Park.

Please tell us what engine your using, or if its custom, give us some info about the differences between your new engine and SCUMM. Also fingers crossed for Talkies would be amazing.

Might be a new engine called SCUTP (Script Creation Utility for Thimbleweed Park)?

Seeing that the engine might not be that advanced (no offense^^) and will therefore also not give you a technological lead over competitors you might even think about open sourcing it on github or something else.

Then we all get to squash bugs and the ScummVM team can immediately integrate it.

Ron Gilbert
Hopefully you'll be pleasantly surprised at how advanced the engine is. We're making a very classic reto game, but there are some nifty things that we couldn't do back then, but wished we could.  Small things like vertical scrolling and paralaxing. I don't think any of these will distract from the old feel, but will make it all seem very comfortable.

In another post of Ron's, he made it sound like it was his own engine.

Tom S. Fox
What? Why did you have to get Boris Schneider for the German translation? Contrary what doe-eyed fans will tell you, his translations suck!

For example, when LeChuck is told that Governor Marley was locked in the brig, he translated it as the wrong kind of brig:

He also had a tendency to make up word, like “Heftklammer-Entferner” when the correct term is “Enthefter.”

And don’t get me even started on spelling and grammar!


Notice that the stretch goal is one extra dollar.

in 1987 german translations might have been nice.
But what's the point today?

The point is, that you are not the only german guy. Ther are young folks today who don´t unterstand english as well as back then in 1987!

That in and of itself is a mind-boggling statement.

Because German is awesome, and not everyone speaks English.

Hey, if I can actually count, I think this should be your 100th post, Ron! Hope Thimbleweed park is a success! I love your games!

I grew up with Humongous Entertainment games, and only a few years ago, I discovered your older games like Monkey Island and I love them! Can't wait for a new adventure game!

Karlos Zafra
Ron, was the MM German translation special compared to others languages? (I played it in Spanish)

A large group of people consider it very good, because it has its own style and it translates some hard-to-translate jokes very well.

Demetris Thoupis
Ron I can do Greek translation for free
Regards :)

Demetris Thoupis


Time to switch it to eleven and start hitting those stretch goals so hard it'll leave marks (stretch marks)!!

Now it's REALLY begun! Soon, you'll all have a new  buddy, my pretties... caresses shelf of good adventure games

Patrik Spacek
I don't think you haven't had Ios and Android in your mind even you would get just the goal money. You would be crazy not to make it for those platforms. So, that stretch goal is kind of... :o)
Translations are not that expensive neither. Maybe you should set you goal to 1 million $ to get rid of the pixel art :o)

Thank you so much to realize this projet!!! I am a hudge fan of your work (like most people here). I grew up with point & click and it's wonderfull to find people who continues to make this kind of game (there are rare !).

I am beyond excited for this game. My husband told me about it a few days ago and we backed immediately. I was also a backer of Broken Age. I am a fan of Tim and Double Fine for sure, but I have to say your project more closely resembles the kind of game I crave. I adore old school graphics, user interface, and complex puzzle chains. Add in your adept storytelling and you have an instant classic. Thanks for letting us invest in you. :)

Hey good luck for you guys making this game! Maniac Mansion and Zak McKracken were my favourite games on C64, their worlds seemed so open, full of possibilities. They were also my best language teachers. I think adventure games were quite important for finnish kids (maybe for other non-english speakers also) learning english.
    Funny that Lucasfilm Games seems nowadays just as magical as back then. In those days I didn't know any developers, artists or programmers of my favourite games, there was just this really good, deep, complex and fun feeling I recognized.
    But yeah great that you try to make something similar, using graphics you have to look and fill with your own imagination at the same time, focusing on puzzles and deepness of story and characters.
    Just got my C64 from my parents house, mainly for making music, turboboosted it's audio capabilites with second SID-chip. I read many people would like C64-version of this game, but maybe that's impossible. Would be cool though if someone released a really good C64 game nowadays! There are some really impressive programs for C64 today that would have dropped your jaw on the floor back in 80's and 90's (mssiah64 for example). This is not just nostalgia, because nowadays there's no machines with unique graphics and audio system (synthesizer) to make unique games for that machine only. Maybe that's good thing also, but I miss that (so maybe this is nostalgia after all).
    What I'm trying to say is that this kind of game you are making is not just nostalgia trip for me, because there's something magical and also relevant for today in game with primitive graphics, but deep complex mechanics, where you imagination and games mechanics make the story. You sort of feel that there's whole world moving and thinking and making jokes beneath those pixels and transfer something from that world imaginable for yourself using your own images in your head + esthetics of the game.

Sebastian Angermann

Ron, please can you tell us about the technical aspects of the game?
Resolution? Programming Language? Engine? New Screenshots? How do you port it on Win or Linux? Any Three-Headed-Monkeys involved?

Good luck with Thimbleweed Park & happy coding, Ron :)

Chris Melby
Must has printable box option! :)

looking forward to the finished product :)

Run Gilbert
If there is going to be any chance of reaching 625000, we need to kick this up a notch!
How about some extra "spectacular" updates to stir the blogosphere and maybe some new incentives to donate?
I think many people who would donate, simply still don't know about the project.
Rons games are some of the best loved and most admired ever. Certainly not a cult phenomena. Millions of people not just tens of thousands are the potential for this campaign.
Maybe it's time to take the long tail seriously and give the under $20 crowd a reason other than just the honor.
Bandwidth is cheap and so is serverspace...

Sushi in fishbowl
Any chances of the box art/manual art being drawn by Steve Purcell?