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.
Re:Why MM? (Score:2, Insightful)
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."
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.