A Bit About Making Maniac Mansion 34
Over at the Grumpy Gamer site, Rob Gilbert is reminiscing a bit about the making of Maniac Mansion, prompted by a YouTube video depicting a 9 minute speed run for the game. "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." Many thanks to Mr. Gilbert for his work on the game; Bernard's Theme still pops into my head every once in a while for no particular reason.
Why MM? (Score:2, Interesting)
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Personally I'd like to think the later because there's just so many ways to "win" the game with so many different groups that I have to imagine it was hard but fun to develop and design, which produced a better relationship that the developers had with the product. But it could be any number of reasons.
Re:Why MM? (Score:5, Informative)
See the "syd" in my username? Yeah, that's from Maniac Mansion. I've used it ever since.
Incidentally, I was only able to solve Maniac Mansion using one particular method with one set of people. (Very sadly, that didn't include Syd.) I've *always* wanted to go through the game to reach every possible ending. Is there a web site that charts out all the possible events that can occur with each set of characters, and all the possible end sequences?
Whenever I played a game after this where I could make personnel choices, or where the game was set up for me to interact and explore the environment, I always felt a little cheated if the game only had one way to solve a particular puzzle. ("Damn, I have to flip *that* switch? Why can't I instead use this chair to break through the glass?) Compares to the seemingly-endless combinations that could produce different results in Maniac Mansion, everything else seemed like it ran on rails...
Re:Why MM? (Score:4, Informative)
Personally, I always preferred Day of the Tentacle
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"Bernard, float over here so I can punch you."
Re:Why MM? (Score:4, Funny)
Ding!
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Oh God... I hear it in my dreams to this day!
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Re:Why MM? (Score:4, Informative)
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Wow. I never realised there was real music --- I only ever played the DOS version, which produces... er... sounds via the PC speaker. Cool.
Don't forget the OCRemix remixes [ocremix.org].
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Wholeheartedly agree (Score:3, Interesting)
Frankly, I think that Loom is a real masterpiece, and nobody really played it all that much.
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Re:Why MM? (Score:4, Insightful)
Because it was the first of its kind.
Sierra On-Line broke a lot of ground with the King's Quest games, but those early Sierra games required a combination of arrow keys and typed verb-noun phrases. Maniac Mansion was the first completely point-and-click adventure; all others, including Broken Sword and Monkey Island (another Ron Gilbert game, by the way) sprung from its fertile loins.
Incidentally, that's also why the subsequent LucasArts games run on an engine called SCUMM. It stands for "Script Creation Utility for Maniac Mansion."
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When you revolutionize a genre of computer games, you're allowed to crow a little about it. At least, that's what I think.
Re:Why MM? (Score:4, Insightful)
This is why people care so much for it - It was the first to use the engine, which has gone on to be used in such games as you mention.
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RON not ROB (Score:5, Informative)
Purple? (Score:2)
Also, guessing the code to the lab is slightly dishonest...
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Great game! (Score:2)
I wish the PC version had music like NES (Score:2)
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What about the versions of the game besides PC
Maniac Mansion Deluxe (Score:5, Informative)
The beauty of speed runs (Score:1)
There's a speed run/time attack of Castlevania [tasvideos.org] that really takes me back too. Perhaps turning such speed runs into blipverts [wikipedia.org] could cram all that nostalgia into a delicious dense nugget.
Games and drugs (Score:2)