-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathindex.html
5742 lines (4359 loc) · 585 KB
/
index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN” "DTD/xhtml1-strict.dtd">
<html class="pageview">
<head>
<meta http-equiv="Content-Type” content="text/html; CHARSET=iso-8859-1" />
<title>Graphic Adventures</title>
<link rel="stylesheet" href="default.css?v1_01" type="text/css" media="screen,print" />
</head>
<body>
<div class="frontPage">
<div class="title"> Graphic Adventures</div><br>
<div class="subtitle">Being a Mostly Correct History Of the<br>
Adventure Game Classics By Lucasfilm,<br>
Sierra and Others, From the Pages Of<br>
Wikipedia<br>
</div>
<div class="author">By the authors of Wikipedia</div>
<div class="subAuthor">Collected & edited by Philipp Lenssen</div>
</div>
<p> </p>
<div class="pageBreak"> </div>
<p> </p>
<h1 class="tocHeader">Contents</h1>
<ul style="padding-left: 2pt" class="toc">
<li><strong>Foreword</strong> <div class="pageNumber">1</div><br /><br /></li>
<li><strong>Introduction</strong> <div class="pageNumber">3</div><br /><br /></li>
<li><strong>Part I: Lucasfilm Games</strong> <div class="pageNumber">5</div><br /><br />
<ul>
<li>Labyrinth <div class="pageNumber">9</div></li>
<li>Maniac Mansion <div class="pageNumber">15</div></li>
<li>Maniac Mansion: Day of the Tentacle <div class="pageNumber">33</div></li>
<li>Zak McKracken and the Alien Mindbenders <div class="pageNumber">41</div></li>
<li>Interlude: A Talk With Matthew Alan Kane,<br />Peter Langston and David Fox <div class="pageNumber">56</div></li>
<li>Indiana Jones and the Last Crusade <div class="pageNumber">97</div></li>
<li>Indiana Jones and the Fate of Atlantis <div class="pageNumber">106</div></li>
<li>Interlude: Boris Schneider on localizing<br />Lucasfilm games <div class="pageNumber">114</div></li>
<li>Loom <div class="pageNumber">118</div></li>
<li>The Secret of Monkey Island <div class="pageNumber">134</div></li>
<li>Monkey Island 2: LeChuck’s Revenge <div class="pageNumber">151</div></li>
<li>The Curse of Monkey Island <div class="pageNumber">160</div></li>
<li>Escape from Monkey Island <div class="pageNumber">167</div></li>
<li>Sam & Max Hit the Road <div class="pageNumber">174</div></li>
<li>Full Throttle <div class="pageNumber">183</div></li>
<li>The Dig <div class="pageNumber">190</div></li>
<li>Grim Fandango <div class="pageNumber">200</div></li>
</ul>
</li>
<li><strong>Part II: Sierra</strong> <div class="pageNumber">212</div><br /><br />
<ul>
<li>Mystery House <div class="pageNumber">215</div></li>
<li>Wizard and the Princess <div class="pageNumber">222</div></li>
<li>Time Zone <div class="pageNumber">228</div></li>
<li>King’s Quest <div class="pageNumber">233</div></li>
<li>King’s Quest II: Romancing the Throne <div class="pageNumber">243</div></li>
<li>King’s Quest III: To Heir Is Human <div class="pageNumber">248</div></li>
<li>King’s Quest: Mask of Eternity <div class="pageNumber">252</div></li>
<li>The Black Cauldron <div class="pageNumber">257</div></li>
<li>Space Quest <div class="pageNumber">263</div></li>
<li>Space Quest II: Vohaul’s Revenge <div class="pageNumber">273</div></li>
<li>Space Quest III: The Pirates of Pestulon <div class="pageNumber">277</div></li>
<li>Space Quest IV: Roger Wilco and the Time Rippers <div class="pageNumber">283</div></li>
<li>Space Quest V: The Next Mutation <div class="pageNumber">287</div></li>
<li>Space Quest 6: The Spinal Frontier <div class="pageNumber">292</div></li>
<li>Interlude: A Talk with Scott Murphy <div class="pageNumber">298</div></li>
<li>Leisure Suit Larry in the Land of the Lounge Lizards <div class="pageNumber">306</div></li>
<li>Leisure Suit Larry Goes Looking for Love (in<br />Several Wrong Places) <div class="pageNumber">321</div></li>
<li>Leisure Suit Larry 3: Passionate Patti in<br />Pursuit of the Pulsating Pectorals <div class="pageNumber">327</div></li>
<li>Leisure Suit Larry 5: Passionate Patti Does<br />a Little Undercover Work <div class="pageNumber">332</div></li>
<li>Leisure Suit Larry 6: Shape Up or Slip Out! <div class="pageNumber">338</div></li>
<li>Leisure Suit Larry: Love for Sail! <div class="pageNumber">342</div></li>
<li>Interlude: A Talk to Al Lowe <div class="pageNumber">348</div></li>
<li>Police Quest <div class="pageNumber">366</div></li>
<li>Manhunter: New York <div class="pageNumber">371</div></li>
<li>Gabriel Knight <div class="pageNumber">376</div></li>
<li>Phantasmagoria <div class="pageNumber">383</div></li>
</ul>
</li>
<li><strong>Part III: ... And All the Others</strong> <div class="pageNumber">389</div><br /><br />
<ul>
<li>Déjà Vu <div class="pageNumber">390</div></li>
<li>Shadowgate <div class="pageNumber">395</div></li>
<li>Future Wars <div class="pageNumber">402</div></li>
<li>Operation Stealth <div class="pageNumber">406</div></li>
<li>Myst <div class="pageNumber">409</div></li>
<li>Starship Titanic <div class="pageNumber">419</div></li>
<li>Interlude: Michael Bywater <div class="pageNumber">425</div></li>
<li>The Last Express <div class="pageNumber">433</div></li>
<li>Neuromancer <div class="pageNumber">442</div></li>
<li>Return to Zork <div class="pageNumber">448</div></li>
<li>Zork Nemesis <div class="pageNumber">455</div></li>
<li>Tex Murphy: Mean Streets <div class="pageNumber">461</div></li>
<li>Interlude: A Talk With Chris Jones <div class="pageNumber">468</div></li>
<li>Simon the Sorcerer <div class="pageNumber">471</div></li>
<li>Beneath a Steel Sky <div class="pageNumber">476</div></li>
</ul>
</li>
<li><strong>Addendum 1:</strong> Gilbert’s Rules of Thumb for<br />Adventure Games <div class="pageNumber">481</div><br /><br /></li>
<li><strong>Addendum 2:</strong> The Puzzles of Zak McKracken <div class="pageNumber">487</div><br /><br /></li>
<li><strong>Notes</strong> <div class="pageNumber">491</div><br /><br />
<ul>
<li>Glossary <div class="pageNumber">492</div></li>
<li>Playing games yourself <div class="pageNumber">501</div></li>
<li>Creating games yourself <div class="pageNumber">502</div></li>
<li>Sources, authors and further notes <div class="pageNumber">503</div></li>
<li>Disclaimer <div class="pageNumber">509</div></li>
<li>About me <div class="pageNumber">510</div></li>
<li>Image sources <div class="pageNumber">511</div></li>
<li>Licensing of this book and the source articles <div class="pageNumber">514</div></li>
<li>Acknowledgements <div class="pageNumber">522</div></li>
</ul>
</li>
</ul>
<p> </p>
<div class="pageBreak"> </div>
<p> </p>
<h1>Foreword</h1>
<p>This book covers the history of classic graphic adventure games by presenting exemplary members of the genre. It is also an experiment.</p>
<p>An experiment, as this book may only be mostly correct, but not completely so. That’s because these pages collect articles from the open, human-edited, and sharing-enabled online encyclopedia Wikipedia, which I partly edited and spiced up for the book. At Wikipedia, for most articles, everyone can just click Edit and make changes, for better or worse (usually for better, which is why Wikipedia, on average, is such a great encyclopedia). I hope you enjoy the results of that editing process as presented in this book, while taking it for what it is: a snapshot of articles in eternal motion, articles which undergo new edits and corrections as I write.</p>
<p>I’m a big fan of the genre of adventure games. One of the earliest graphic adventures I can remember playing was Sierra’s <em>Leisure Suit Larry</em>. (As kids, we weren’t making it far in the game, though... the maturity of the topics covered in Larry Laffer’s life were over our heads at the time.)</p>
<p>Some of the first graphic adventures I enjoyed solving right to the end were by Lucasfilm Games, now known as LucasArts. Instead of a text input field, these games presented a point-and-click interface. Lucasfilm games also had a focus on not letting you get stuck. Getting stuck, say, because there’s a locked door in front of you... but you forgot to pick up the key to it earlier on, and now can’t go back. In some of the games, like <em>The Secret of Monkey Island</em>, it was even impossible or very, very hard to die.</p>
<p>The joy of solving a tough puzzle – sometimes alone, sometimes together in front of the computer with your friend – was great. So was entering new areas in the game, discovering fantastic art work, novel characters, and fresh background music. Finishing a game right to the end was not always common though, depending on the game. I remember playing <em>Maniac Mansion</em> or <em>Zak McKracken</em> for endless hours as a kid and young teen, exchanging tips with friends, but never even getting close to finish it. Other series, like <em>Monkey Island</em>, were more feasible to finish.</p>
<p>(As adults, a friend and I went back to play Maniac Mansion again, this time with the explicit goal of finally making it to the end. We did!)</p>
<p>Now, let the experiment begin. What follows are by and large pages based on copies of articles from Wikipedia, with my own edits, moves, cuts and fades – and including further interviews and images –, but mostly cooperatively written by the many thousands of authors around the world. Authors who, perhaps, and perhaps like you, shared some of the same magic when they were playing these games years ago.</p>
<h1>Introduction</h1>
<p>Graphic adventure games are a form of adventure game, distinct from text adventures. Whereas a player must type commands such as “look” in text-based adventures, graphic adventures revolutionized gameplay by making use of somewhat more natural human perception. Eventually, the text parser interface associated with older adventure games was phased out in favor of a point-and-click interface, i.e., a game where the player interacts with the game environment and objects using an on-screen cursor.</p>
<p>
Graphic adventure games were introduced by a new company called On-Line Systems, which later changed its name to Sierra On-Line. After the rudimentary <em>Mystery House</em> (1980), and the first color adventure game <em>Wizard and the Princess</em> (1980), they established themselves with the full adventure <em>King’s Quest</em> (1984), appearing on various systems, and went on to further success with a variety of strong titles.
</p>
<p>
In 1984 a new type of adventure games emerged following the launch of the Apple Macintosh with its point-and-click interface. First out was the innovative but relatively-unknown <em>Enchanted Scepters</em> the same year. In 1985, ICOM Simulations released <em>Deja Vu</em>, completely banishing the text parser for a point-and-click interface. In 1987 the well-known second follow-up <em>Shadowgate</em> was released, and the company known today as LucasArts entered the field with <em>Maniac Mansion</em> – a point-and-click adventure that gained a strong following. A prime example of LucasArts’ work is the <em>Monkey Island</em> series.
</p>
<p>
In 1988, Sierra On-Line created <em>Manhunter: New York</em>. It marked a major shift for Sierra, having used a text parser for their adventure games before.
</p>
<p>
Later on, graphic adventure games were quick to take advantage of the storage possibilities of the CD-ROM medium and the power of the Macromedia Director multimedia-production software. Games such as <em>The Journeyman Project</em>, <em>Spaceship Warlock</em> and <em>Iron Helix</em> incorporated pre-rendered 3D elements and live-action video. By 1993, <em>Myst</em> represented a major milestone for graphical adventure games. It featured a first-person viewpoint and reached 6 million sales, making it one of the best selling PC games of all time.
</p>
<p>
The genre has since seen a relative decline. Reasons for the decline involve the ability for computer hardware to play more graphically and gameplay-advanced action games such as first-person shooters, or multiplayer online games. The popularity and sales of adventure games have made publishers less inclined to fund development teams for fear of bad sales.
</p>
<p>
In more recent times however, independent users have created many smaller graphic adventure games in Adobe Flash, a browser plugin delivering animations, sounds and more. Many of these games challenge the player to interact with objects in an environment, forming very short and basic point-and-click adventure games. (A popular sub-genre is known as “escape the room” games.)
</p>
<p>
Added to that, the graphic adventure genre has seen a rebirth with the introduction of new videogame hardware like the Nintendo DS handheld console, and the Wii, which allows the gamer to interact with the game in new and innovative ways. Some of these new play styles were naturally applicable to the method that adventure games are played; as a result, many developers have created new graphic adventures for these platforms.
</p>
<h1>Part I: Lucasfilm Games</h1>
<p>
In May 1982, the LucasArts Entertainment Company was founded as the video game development group of Lucasfilm Limited, the film production company of George Lucas. The company would become famous for its innovative line of graphic adventure games, the critical and commercial success of which peaked in the early 1990s.</p>
<p>In the beginning, LucasArts cooperated with Atari to produce their games. The first results of this collaboration were unique action games like <em>Ballblazer</em> and <em>Rescue on Fractalus!</em>. Beta versions of both games were leaked to pirate bulletin boards exactly one week after Atari received unprotected copies for a marketing review, and were in wide circulation months before the original release date. Lucasfilm’s next two games were <em>Koronis Rift</em> and <em>The Eidolon</em>. Their first games were only developed by Lucasfilm, and a publisher would distribute the games. Adventure game <em>Maniac Mansion</em> was one of the first games to be published and developed by Lucasfilm Games.
</p>
<p>
In 1990, in a reorganization of the Lucas companies, the Games Division of Lucasfilm became part of the newly created LucasArts Entertainment Company, together with Industrial Light & Magic and Skywalker Sound. Later ILM and Skywalker Sound were consolidated in Lucas Digital Ltd. and LucasArts became the official name of the former Games Division.</p>
<p>
Before concentrating almost exclusively on <em>Star Wars</em> titles, LucasArts was known for their point-and-click adventure games, nearly all of which received high scoring reviews at the time of their release. With a few exceptions, their style tended towards the humorous (often irreverent or slapstick humour). Their game design philosophy was that the player should never die or reach a complete dead-end, although there have been exceptions to the former (such as <em>Maniac Mansion</em>, both <em>Indiana Jones</em> games, and one situation in <em>The Secret of Monkey Island</em> that can be considered an easter egg).</p>
<p>
Common features between the games include in-joke references to both other LucasArts games and Lucasfilm productions, including the number 1138 (see <em>THX 1138</em> in the glossary), quotes such as the phrase “I have a bad feeling about this”, as well as other running gags – like Chuck the Plant – that spanned numerous games. Another feature, used in several of the games, was to allow the player to control more than one character, often being able to switch between them at will. For example, in <em>Maniac Mansion</em> the player has control of a group of three kids with complementary skills and weaknesses, while in <em>Indiana Jones and the Fate of Atlantis</em> the player gets to play as both Indiana Jones and his partner, Sophia Hapgood.
</p>
<p>
The first adventure game developed by Lucasfilm Games was <em>Labyrinth</em> (1986), based on the Lucasfilm movie of the same name. ICOM’s <em>Deja Vu</em> inspired the 1987 title <em>Maniac Mansion</em> which introduced SCUMM, the scripting language behind most of the company’s later adventure offerings. The adventures released in the following years, such as <em>Zak McKracken and the Alien Mindbenders</em> (1988), <em>Indiana Jones and the Last Crusade</em> (1989) and the critically-acclaimed <em>The Secret of Monkey Island</em> (1990), helped Lucasfilm Games build a reputation as one of the leading developers in the genre. It was often referred to as one of the two big names in the field, competing with Sierra On-line as a developer of high quality adventures. The first half of the 1990s was the heyday for the company’s adventure fame, with classic titles such as <em>Monkey Island 2: LeChuck’s Revenge</em> (1991), <em>Indiana Jones and the Fate of Atlantis</em> (1992) and the Maniac Mansion sequel <em>Day of the Tentacle</em> (1993).
</p>
<p>
In the latter half of the 1990s, the popularity of adventure games faded and the costs associated with game development increased as high-resolution art and CD quality audio became standard fare. The PC market wanted titles that would show off expensive new graphics cards to best effect, a change replicated in the home console market as the 3D capabilities of the PlayStation, Sega Saturn and Nintendo 64 dictated the nature of the majority of games produced for those platforms. The adventure genre – two-dimensional, focused on story, script and puzzle solving – was no longer popular with the masses of new gamers.
</p>
<p>
LucasArts still managed to release commercially moderately successful titles: <em>The Curse of Monkey Island</em> (1997) was the last LucasArts adventure game to retain traditional two-dimensional graphics and point-and-click interface. <em>Grim Fandango</em> (1998) was LucasArts’ first attempt to convert 2D adventure to a 3D environment. The game interface suffered most from this conversion, with control of the protagonist becoming unwieldy and less intuitive than with the traditional mouse interface. However, the highly stylised visuals, superb voice acting and sophisticated writing more than made up for this flaw, earning Grim Fandango many plaudits, including GameSpot’s Game of the Year award.
</p>
<p>
<em>Escape from Monkey Island</em> (2000), the fourth installment to the Monkey Island series, featured the same control scheme as <em>Grim Fandango</em> and was generally well received. It is to date the last adventure game the company has released. A sequel to <em>Full Throttle</em>and a new <em>Sam & Max</em> game were in development but these projects were canceled, in 2003 and 2004 respectively, before the games were finished. When the rights to the Sam and Max franchise expired in 2005, the creator of Sam and Max, Steve Purcell, took ownership. He then licensed Sam and Max to Telltale Games to be developed into an episodic game. Telltale Games is made up primarily of former LucasArts employees who had worked on the Sam and Max sequel and were let go after the project was canceled.</p>
The release of the unofficial SCUMM virtual machine, ScummVM, has led to something of a resurgence for LucasArts adventure games among present-day gamers. Using ScummVM, legacy adventure titles can easily be run on modern computers and even more unusual platforms such as video game consoles, mobile phones and PDAs.<br />
<p>
It is believed that after the cancellation of <em>Sam & Max 2</em> and <em>Full Throttle 2</em>, the adventure game era of LucasArts had officially ended, as there is no intention of returning to the genre until the next decade. This would also coincide with a large layoff at the company, although representatives would insist on it being a “major restructuring”. Many people who had worked on former LucasArts adventure games have successfully continued on to other projects or have in some cases started their own companies. Tim Schafer became the mind behind Psychonauts when he and several other LucasArts employees left in 2000 to form Double Fine Productions. A number of LucasArts employees formed Telltale Games after the 2004 cancellation of <em>Sam & Max: Freelance Police</em>. Another group of LucasArts alumni led by Bill Tiller founded the adventure studio Autumn Moon Entertainment to work on <em>A Vampyre Story</em>, and LucasArts veterans Mike Levine and Larry Ahern created the label Crackpot Entertainment, which has thus far developed <em>Insecticide</em>, a story-driven action/adventure game that is reminiscent in spirit of the classic LucasArts adventure games.
</p>
<p>
To this day, there are video game critics who view the company’s decision of dropping the adventure games in favor of Star Wars and Indiana Jones titles as a decision of quantity over quality.
</p>
<h2 class=firstHeading id=firstHeading>Labyrinth</h2>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1211dm2xqrsw_b.jpg class="cover"><br />
Box cover art</p>
<p class="imageWrapper"><img src=images/EXTERN_0000.png><br />
In the Labyrinth</p>
<p class="imageWrapper"><img src=images/EXTERN_0001.png><br />
“You won’t ever find your way out”</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1236fgqfhscb_b.png><br />
An Escher-style maze, as was also shown in the film</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1238dh8smn8r_b.png></p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1237dx26hvdz_b.png></p>
<p class="firstOfChapter">In 1986, <em>Labyrinth: The Computer Game</em> was released for the Apple IIe and the C64, among other systems. Developed by Lucasfilm Games and published by Activision, it was a graphic adventure inspired by the Jim Henson fantasy film, <em>Labyrinth</em>. It was the first adventure game to be developed by the Lucasfilm development house, and as such it can be seen as a more primitive precursor to the development of the later SCUMM game engine (as such it is also one of the few adventure games made by the company to not use a variation of the SCUMM game engine, the other games being the GrimE-based <em>Grim Fandango</em> and <em>Escape from Monkey Island</em>). The game engine and graphics are very similar to a later work by Lucasfilm Games called <em>Habitat</em>.</p>
<h3>Gameplay</h3>
<p><em>Labyrinth</em> is a menu-driven adventure game, played from a third-person perspective. The game begins by asking the player their name and gender; the game then opens as a text-based adventure and later evolves into a graphic adventure.</p>
<h3>Development</h3>
<p>Before the film <em>Labyrinth</em> came out, Lucasfilm Games was offered the opportunity to do a game based on it. Since the film was produced by Lucasfilm, this wasn’t too much of a surprise, except it was the first time Lucasfilm Games actually did a game based on a film.</p>
<p>
It was decided that a team would fly to London for a week of brainstorming on the design. There they’d meet with Douglas Adams (famous as the author of <em>The Hitchhiker’s Guide to the Galaxy</em> series). Members of the team included Steve Arnold (Lucasfilm Games General Manager), Brenda Laurel (Activision producer), Charlie Kellner (Lucasfilm Games lead programmer), David Fox (Lucasfilm Games designer/project leader), and Christopher Cerf (writer, known for his work on <em>Sesame Street</em> and other Children’s Television Workshop projects, also a friend of Jim Henson’s – the writer/director of the film).
</p>
<p>
Douglas Adams had a good many ideas, many of which made their way into the final game, including the suggestion that the game open as a typical text adventure, a genre still popular at the time. Then, when the player gets into the movie theater playing the film, <em>Labyrinth</em>, the screen fills with David Bowie’s image (as Goblin King Jareth), and the player enters the full color universe of the Labyrinth. From that point on, it’s a graphic adventure.
</p>
<p>
The team came up with a “slot machine” text interface to drive the game, rather than typing text like other adventures of the time. There were two vertical strips of words next to each other. The one on the left had verbs (like <em>pick up, give, use</em>), and the one on the right had nouns (objects in your inventory, and objects in the vicinity). You chose a word from each to tell the game what to do.
</p>
<p>
Adams really liked the word “adumbrate,” a rather obscure verb meaning “To prefigure indistinctly; foreshadow”. So it ended up on the verb list. This obscure word was used in an even more obscure puzzle at one point in the game – you had to “adumbrate the elephant” when you were stuck in a prison, and an elephant would come and break a hole in the wall, freeing you!
</p>
<br />
<h2 class=firstHeading id=firstHeading>Maniac Mansion</h2>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1216gpcfp5d6_b.jpg class="cover"><br />
The box cover art by Ken Macklin. Dave, second from the left, is wearing a shirt revealing the letters “ASFI” from “LucasFilm”.</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1362d4gdkgcq_b.jpg class="cover"><br />
The back cover explains “no typing ever” is needed, and quips, “Pardon the mess... it’s all those brain donors.”</p>
<div class="pageBreak"> </div>
<p class="imageWrapper"><img src=images/EXTERN_0002.png><br />
Choose your character in <em>Maniac Mansion</em></p>
<p class="imageWrapper"><img src=images/EXTERN_0003.png></p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_10167znk97g3_b.png></p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1017gqzckn9n_b.png><br />
The Seckrit Lab is in reach</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1253c3mhmwgf_b.png><br />
A Zak McKracken poster in the game</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1254dh57h8cx_b.png><br />
Syd, under the house</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1255g7cn2scs_b.png><br />
Michael in the bathroom</p>
<div class="pageBreak"> </div>
<p class="imageWrapper"><img src=images/EXTERN_0004.png><br />
A screenshot from the Famicon version</p>
<div class="pageBreak"> </div>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1018hkxkzxcs_b.gif><br />
The unofficial, fan-made <em>Maniac Mansion Deluxe</em>, with Chuck the Plant</p>
<p class="firstOfChapter"><em>Maniac Mansion</em> was originally released in 1987, created by Lucasfilm’s Ron Gilbert and Gary Winnick. Since then the game has become known among video game players and programmers for its highly-acclaimed gameplay and its introduction of new ideas into gaming, including multiple possible endings, multiple user-selectable characters with significantly different abilities, and critical clues contained in numerous cut scenes.
</p>
<p>
<em>Maniac Mansion</em> was the game for which the SCUMM engine – the “Script Creation Utility for Maniac Mansion” – was created and named after. SCUMM went on to be used by LucasArts for ten more years to create 13 original titles. <em>Maniac Mansion</em> is the first game to feature Chuck the Plant, found in the library.
</p>
<h3>Story</h3>
<p>It has been twenty years, to the day, since a mysterious purple meteor came hurtling out of the sky and made a large crater in the front lawn of a huge Victorian-era mansion belonging to the Edison family. Dr. Fred, his wife Nurse Edna, and their son Edward “Weird Ed” Edison were reclusive people who left the house very rarely, but the meteor’s arrival brought about a strange change in Dr. Fred. The family were seen even less, and even their mansion fell into disrepair. Lately, patients from the local hospital have begun to disappear without trace.</p>
<p>
Now, a local teenage cheerleader, Sandy Pantz, has been kidnapped. Dave Miller, her boyfriend, saw her being carried off to the Edison’s mansion and has gathered a few of his college pals on a rescue mission to invade the mansion and save Sandy. The player can select the friends from a group of six, and the game would play somewhat differently depending on which friends are selected. The game was a parody of the horror B-movie genre, featuring a secret lab, disembodied tentacles, and an evil mastermind..
</p>
<h3>Gameplay</h3>
<p><em>Maniac Mansion</em> was notable for its multiple possible endings, depending on which characters the player used (and which ones survived) and what those characters did. For instance, you can send the adversary off into space, or have him arrested by the Meteor Police, or make him famous by having his autobiography published, or feed him to the mutant plant. Unusual for Lucasfilm games, it is quite possible to get the player characters killed (though largely only from severe mistakes on the player’s part) and the loss of all characters also loses the game.</p>
<p>
The game was somewhat notorious for featuring red herrings, such as a chainsaw for which there was no fuel, despite many wishful rumors to the contrary. In one of the in-jokes that are a hallmark of the LucasArts adventure games, the second SCUMM game, <em>Zak McKracken and the Alien Mindbenders</em>, contains some fuel “for chainsaws only”, but no chainsaw. Another red herring is the staircase in the library – with a sign reading “staircase out of order” – that appears to be a puzzle, but in fact there is no way to fix it or cross it.
</p>
<p>
In an interview with GameSpot.com, co-creator Ron Gilbert gave an insight into some of his approaches towards gameplay: “I wanted Maniac Mansion to do something that involved a complete connection between the player and the game. I didn’t want them struggling with me as the game designer, but with the game’s own world. I wanted it simple and as direct as I could get it to be. No keyboard.... Everything about using the cursor on the screen. Maniac Mansion had all the verbs laid out on the screen.”<br />
<br />
Also, Ron says: “Often [in adventure games] there are what I call ’backwards puzzles’ where you find the solution before you find the problem. For instance, if you find a key before you find the door it unlocks, where’s the puzzle? It’s obvious what you do. But if you find the door first, then you have a puzzle.”
</p>
<h3>Development</h3>
<p>In the book <em>Rogue Leaders</em>, author Rob Smith tells of the beginnings of <em>Maniac Mansion</em>. “Ron Gilbert and Gary Winnick had generated the idea for Maniac Mansion ... through a joint affection for B-movie horror tales, a suitably quirky sense of humor, and numerous brainstorming sessions. Gilbert was the gamer, Winnick the artist. Gilbert was frustrated with text-driven adventure gaming, and was interested in a more graphical adventure; Winnick drew a picture of a spooky mansion with a sign that read, ’Trespassers will be horribly mutated.’”</p>
<p>Rob Smith says that Gilbert thought it would be funny to create a parody of the old horror movie clichee: teenage kids entering somewhere that they shouldn’t, then being split up... and murdered one after another.</p>
<p>Ron in a GameSpot.com interview declared, “I like funny things and I do humorous writing, so, to some extent, it was a natural way for me to express myself. However, it was also very conscious. You see, it’s really hard to do an adventure game and keep it dead serious. Players get upset when, for instance, they are in a world where there is only one pencil. Suppose I’m in LA and I can’t solve a puzzle because I need a pencil that was in New York and I didn’t get it when I was in New York. You see? It’s kind of silly to think that there are no pencils in LA, but in many adventure games, that is how the world seems to be. Using humor lets you turn a weakness into an advantage. You can use crazy ideas to solve puzzles, and when the situation makes no sense, people don’t grumble about it. If they are laughing, they are much less likely to groan and say, ’What was that all about?’”</p>
<h3>Cast</h3>
<p><em>Maniac Mansion</em> has a total of seven possible player characters. The player controls Dave, the main protagonist, and two other characters, chosen from six additional characters, each of whom has their own distinct skills and quirks:</p>
<ul>
<li>
Dave Miller, a James Dean-type character; in some artwork for the game he resembles Michael J. Fox from the <em>Back to the Future</em> films. Dave, although not particually talented or useful, is Sandy’s boyfriend and has organized the rescue and as such is a mandatory character and is automatically selected.
</li>
<li>
Syd, an aspiring New Wave musician. He specializes in musical instruments.
</li>
<li>
Michael F. Stoppe, an African-American amateur photographer, aspiring to be a professional photographer. He works for the college newspaper and is able to develop film.
</li>
<li>
Wendy Wells, an aspiring novelist with talent for writing and editing documents.
</li>
<li>
Bernard Bernoulli, a nerd suffering from overwhelming cowardice (he runs away from Green Tentacle until another character makes friends with it). He has the most skills of any character in the game, as he can disassemble the radio in the den, fix the HAM radio, and fix the telephone in the library. He cannot, however, open the security door in the copy protected version of the game – instead he tries to crack it, fails, and blows up the mansion. His presence in the game, although optional like the rest of the kids, is significant (and perhaps canonical) because he reappears in <em>Maniac Mansion: Day of the Tentacle</em> as the main playable character. Bernard is perhaps the best choice for first time players of the game.
</li>
<li>
Razor, a female punk rocker. Her talents are identical to Syd’s, including the ability to microwave Weird Ed’s hamster. She was based on Gary Winnick’s girlfriend. Her band, Razor and the Scummettes, is referred to in <em>Zak McKracken</em>. She reappears as a member of “The Vultures” biker gang in the 1995 SCUMM game <em>Full Throttle</em>.
</li>
<li>
Jeff Woodie, a “surfer dude”, is the least talented character of the group after Dave, as his only ability is to repair the telephone, which Bernard can also do. However, the game is still completable as Jeff. The only other quality he has is that, as he lacks shoes, he doesn’t make the same “walking sound” the other characters do. He is a favorite amongst more experienced players of the game, and has some of the most memorable, humourous lines.
</li>
</ul>
<br />
<p>
The titular mansion is owned by Dr. Fred Edison and his bizarre family. Most of the Edisons pose a threat and will throw the player into the dungeon (or kill them, in some instances) if they are spotted. The exceptions are Weird Ed, who can be coerced into helping the player, and the relatively harmless Green Tentacle. The list of characters:</p>
<ul>
<li>
Dr. Fred, the patriarch of the family and a mad scientist. Although he periodically wanders through the house to talk to other family members, the player can only reach him if they breach the inner lab at the basement of the mansion. Formerly a quack with medical degrees from correspondence courses, some of his greatest creations are living, disembodied tentacles, and the Zom-B-Matic machine, which the Murderous Purple Slimy Meteor uses to control him through mind control.
</li>
<li>
Nurse Edna, Dr. Fred’s wife, a gruesome, lusty nurse in to S&M. When one of the male characters is captured by her, she locks them in the dungeon while lamenting, “How silly of me. I should have tied you to my bed!” Female characters are given the ominous, “You’re lucky you’re not a boy, or you’d be in BIG trouble right now!”
</li>
<li>
Weird Ed, Fred and Edna’s son, is a survivalist paramilitary maniac with a hair-trigger temper and an obsession with his pet hamster. In one notorious sequence (which is not needed to complete the game), the player can actually steal the hamster, microwave it, and then give its remains to Ed, prompting Ed to kill the offending character.
</li>
<li>
Dead Cousin Ted, Edna’s cousin, is a mummified corpse with his own private gym, pornographic magazine collection, and a sarcophagus equipped with a television set. There is an unresolved running gag in the game that, in spite of his inactivity, he may in fact still be alive.
</li>
<li>
Green Tentacle and Purple Tentacle, a pair of ambulatory talking, brightly colored tentacles. Green is an aspiring rock-and-roll musician and manic depressive who doesn’t really want to follow Doctor Fred’s orders. It is possible to get Green Tentacle to kill one of the players, by having him listen to an audio recording of “Tentacle Mating Calls”. Doing so causes Green Tentacle to go into a frenzy; the screen will then cut to the dead player’s tombstone. He will also react badly to anyone who presents a recording contract made out to them (by killing that character out of jealousy). The Purple Tentacle is Doctor Fred’s easily-fooled henchman who guards the lab.
</li>
<li>
The Murderous Purple Slimy Meteor is an evil, intelligent meteor from outer space who is on the run from the “Meteor Police” for the past two decades, hiding out in the Edison’s mansion. It is also ultimately revealed to have coerced Doctor Fred into a life of villainy via mind control through his Zom-B-Matic machine. Should the player try to approach the meteor without first having acquired a hazmat suit, the meteor will kill the player by firing a lethal dose of radiation at them. The exact means of dealing with the meteor remain up to the player; amongst his several fates are banishment to outer space, death, life imprisonment by the “Meteor Police”, and an appearance on late-night television with a David Letterman parody.
</li>
</ul>
<h3>Reception and references</h3>
<p><em>Maniac Mansion</em> was well received by critics. <em>Computer Gaming World</em> praised the game for being “composed in the best comic horror tradition”.</p>
<p>
Numerous other games have referenced <em>Maniac Mansion</em>. Some of these include:</p>
<ul>
<li>
Purple Meteor reappears on a shelf in the office of Indiana Jones in the 1989 SCUMM game <em>Indiana Jones and the Last Crusade</em>.
</li>
<li>
In another reference, the entire game is contained within its sequel, <em>Maniac Mansion: Day of the Tentacle</em>, on a computer in the bedroom of one of the characters.
</li>
<li>
In the second “enhanced” PC version of the <em>Maniac Mansion</em> game, the heroes can read a poster of the <em>Zak McKracken</em> game in the arcade room, upon which they will comment, “<em>Zak McKracken and the Alien Mindbenders</em>. What a great game!! I never did figure out what to do with the can of gas on Mars.”
</li>
<li>
Bethesda Softworks pays homage to <em>Maniac Mansion</em> in <em>The Elder Scrolls 3:Morrowind</em> by having a Charles the Plant which also happens to contain an item called meteor slime.
</li>
</ul>
<h3>Versions & ports</h3>
<p>The game was originally released for the Commodore 64 and was the first game to use the SCUMM engine, allowing relatively quick ports to other platforms. The project leader was Ron Gilbert, and the game was designed by Gilbert and Gary Winnick. The game was scripted by Ron Gilbert and David Fox. Versions for the Apple II, Amiga, and Atari ST computers were also released.<em> Maniac Mansion</em> was ported to the PC with EGA graphics in 1988 (though it was also compatible with CGA and Hercules graphics).</p>
<p>
In 1988, Jaleco released a version of the game for the Famicom in Japan; this version, however, featured vastly inferior graphics, with simplified non-scrolling backgrounds (many of the rooms, which featured elaborate details such as photographs and wallpaper patterns in Western versions of the game, were here presented as solid-colored screens devoid of anything except objects necessary to complete the game). Characters were redrawn in a more cartoon-like, super deformed style (apparently an attempt to make the game more palatable to Japanese audiences; many of the characters ended up looking like blocks with faces). This version used excessively long passwords which were 104 characters long to save progress.
</p>
<p>
In 1989, an enhanced version of <em>Maniac Mansion</em> for the PC with improved graphics was released. There was also a sitcom of the same name, very loosely based on the game, which aired from 1990 to 1993 on YTV in Canada and The Family Channel in the United States.</p>
<p>
In 1990, a version of the game was published for the Nintendo Entertainment System (NES) in North America and Europe, but in a heavily censored form in order to comply with Nintendo of America (NoA) and Nintendo of Europe’s policy. However, NoA initially overlooked the ability to microwave the hamster to death. Many thousand copies of <em>Maniac Mansion</em> had shipped before NoA noticed and demanded its removal. As there was no second printing of the game, all North American cartridges include the hamster and the microwave. (The PAL region NES cartridges of <em>Maniac Mansion</em> have the hamster-microwaving ability removed.)</p>
<p>
In 2004, fans released a remake called <em>Maniac Mansion Deluxe</em>, which runs under Windows, features heavily enhanced graphics, music throughout the whole game (borrowed from <em>Day of the Tentacle</em>), and fixes some bugs and inconsistencies found in the original release of the game, among other changes.</p>
<h3>Censorship of the NES version</h3>
<p>In the early 1990s, programmer Douglas Crockford, the man in charge of porting the game to the NES, wrote a memoir entitled <em>The Expurgation of Maniac Mansion</em>, which detailed his struggles with Nintendo of America during the process of converting the game. Throughout the early 1990s, the essay turned up in photocopy form and on numerous electronic mailing lists, eventually becoming widely available on several websites. In the essay, Crockford details the strict policy that NoA enforced in the early 1990s regarding its video games; essentially, he felt the policy held that all video games had to be completely family oriented, and could not contain anything that anyone could find offensive in any way (such as religious references, foul language, violence, or sexuality). From the memoir:</p>
<blockquote>
<p>The mansion contains a number of arcade video games. One was called <em>KILL THRILL.</em> The name had to be changed. Doug Glen, our Director of Marketing, suggested that we change it to <em>MUFF DIVER,</em> which I thought was a pretty good idea. Unfortunately, I later became aware of the NES Game Standards Policy, which stated in part:</p>
<blockquote><p><em>Nintendo will not approve NES cartridges...with sexually suggestive or explicit content </em></p></blockquote>
<p>Yikes, <em>MUFF DIVER</em> had to be changed again. In order to minimize the impact on the artwork, I needed to substitute MUFF with another four letter word that was less suggestive that could make sense with DIVER. We settled on the word TUNA.</p>
<p>The standards go on to prohibit</p>
<blockquote><p><em>depictions of excessive and gratuitous violence,</em></p></blockquote>
<p>which would seem to ban any game in which your character met people, killed them, took their money, and then bought more weapons. But in fact most Nintendo games are still faithful to that theme, so we were unclear as to how to interpret Nintendo’s policy. In the Super Mario Bros games, which are considered clean and wholesome, kids routinely kill creatures, and the only motivation is that they are there.</p>
<p>Clearly, interpreting the standard requires skills beyond mine. There was stuff still in the mansion that I thought was suspect, but I couldn’t tell if it was out of bounds. (...)</p>
<p>The way cartridges got made at that time was you submitted a finished game to Nintendo with a letter of credit. If they accepted the game, they would tell you how many units they would manufacture for you, when, and at what price. We submitted <em>Maniac,</em> hopeful that our labors were completed.</p>
<p>A month later we got a report from Nintendo of America’s censors:</p>
<blockquote>
<p><em>NOA has discovered the following problems with this program version:</em></p>
<em>1) There are several places in the screen text that could be felt to be offensive to NES players. Please ammend [sic] the following:</em><br />
<p><em>“For a good time EDNA 3444”</em></p>
</blockquote>
<p>This message is written on the wall in the shower in Dead Cousin Ted’s bathroom. Obviously, you can’t have a good time in a Nintendo cartridge.</p>
</blockquote>
<p>
Crockford also documents how he justified keeping in a nude statue in the Edisons’ art gallery by claiming that it was modeled on a real Michelangelo sculpture. NoA acquiesced, on the grounds that Crockford remove non-existent pubic hair from the statue; because this could not be done, Crockford was ultimately forced to remove the image.
</p>
<h2>Maniac Mansion: Day of the Tentacle</h2>
<p class="imageWrapper"><img src=images/EXTERN_0005.jpg class="cover"><br />
Box cover art by Peter Chan<em>, </em>showing Bernard escaping</p>
<p class="imageWrapper"><img src=images/EXTERN_0006.jpg></p>
<p class="imageWrapper"><img src=images/EXTERN_0007.jpg></p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1256hhdjrhdj_b.png></p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1257nbhh2td7_b.png><br />
The room of George Washington</p>
<p class="imageWrapper"><img src=images/EXTERN_0008.jpg></p>
<p class="imageWrapper"><img src=images/EXTERN_0009.png></p>
<p class="firstOfChapter">In 1993, LucasArts released <em>Maniac Mansion: Day of the Tentacle</em> as the eighth game to use the SCUMM engine. The game was designed by Dave Grossman and Tim Schafer, and it was available simultaneously on floppy disk and CD-ROM. A sequel to <em>Maniac Mansion</em>, the game focuses on Bernard Bernoulli – the only one of the three playable characters that was featured in the first game – and his friends Laverne and Hoagie, as they help Dr. Fred Edison using a time machine to prevent Purple Tentacle from taking over the world. The game utilizes time travel and the effects of changing history as part of the many puzzles to be solved in the game.</p>
<h3>Story</h3>
<p>The game, which takes place five years after <em>Maniac Mansion</em>, opens with Purple Tentacle becoming exposed to toxic waste from Dr. Fred Edison’s Mansion, growing a pair of arms and acquiring a thirst for global domination. Dr. Fred catches Purple Tentacle, as well as the friendly, non-evil Green Tentacle, and keeps them both in his basement before deciding that he will euthanize them.
</p>
<p>
That evening, Green Tentacle sends a plea of help to his old friend Bernard – a stereotypical nerd – who heads off to the mansion to rescue him, accompanied by his friends, Laverne, a slightly psychotic medical student, and Hoagie, a laid-back rock band roadie. Bernard frees Green and Purple, only for Purple to inform him of his plans of world domination and resume his conquering of the Earth. Dr. Edison attempts to send the three friends back in time using his time machine, which consists of a central unit made out of an old car and three personal travel units called “Chron-o-Johns”, made from Port-a-johns. By doing so, they can turn off the sludge machine which produced the toxic waste so that Purple Tentacle never ingests the waste in the first place, hence stopping him from taking over the world.
</p>
<p>
However, because Dr. Edison has used an imitation diamond as the power source, the machine fails, sending Hoagie 200 years in the past at the creation of the United States Constitution, leaving Bernard in the present, and dropping Laverne 200 years in the future into a Tentacle-controlled world where humans are treated as pets...
</p>
<p>
One of the aspects of <em>Day of the Tentacle’</em>s plot is that it gives the game player the opportunity to interact with several important historical figures from colonial America, namely George Washington, Thomas Jefferson, Benjamin Franklin, John Hancock and Betsy Ross. Their personality traits are exaggerated for comic effect. Their descendants (or at least characters that resemble them) can be seen in the other ages. Harold, seemingly a descendant of Washington, appears as a transvestite in a future beauty contest organized by the Tentacles. An apparent descendant of Ben Franklin makes an appearance as a novelty toy salesman and a descendant of John Hancock appears as a depressed inventor named Dwayne.
</p>
<h3>Gameplay</h3>
<p><em>Day of the Tentacle</em> follows the mouse-based, point-and-click two-dimensional adventure game formula, first established by the original <em>Maniac Mansion</em>. Players direct the controllable characters around the game world, and interact by choosing from a set of commands arrayed on the screen which can be applied to an object in the world. This was the last SCUMM game to use the original interface of having the bottom of the screen being taken up by a verb selection and inventory; starting with the next game to use the SCUMM engine, <em>Sam and Max Hit the Road</em>, the engine was modified to scroll through a more concise list of verbs with the right mouse button and having the inventory on a separate screen. This formula carried on to later games in the franchise, such as <em>The Dig</em>, <em>Full Throttle</em> and <em>The Curse of Monkey Island</em>.
</p>
<p>
In <em>Day of the Tentacle</em>, the player can switch between any one of the three playable characters at any time, though two of the characters must first be unlocked by the completion of certain puzzles. The three protagonists can also share inventory items amongst themselves (at least, those items that can be stowed in a toilet), a feature that plays into many of the game’s puzzles. Many puzzles are based on time travel and the effects of aging on objects, and the changing of the past as part of the solution. For example, one puzzle requires the player to send a medical chart of a Tentacle back to the past, having it used as the design of the American flag, then collecting one such flag in the future to be used as a Tentacle disguise.
</p>
<p>
In the original <em>Maniac Mansion</em> game, the playable characters can be killed by various sequences of events. LucasArts adopted a different philosophy towards its adventure games in 1990, beginning with <em>Loom</em>. Their philosophy was that the game should not punish the player for exploring the game world. Accordingly, in most of the adventure games released by LucasArts after <em>Loom</em>, including <em>Day of the Tentacle</em>, the player characters cannot die.
</p>
<p>
The whole original <em>Maniac Mansion</em> game can be played on a computer inside the <em>Day of the Tentacle</em> game, a practice that other game developers have repeated, but at the time of <em>Day of the Tentacle’s</em> release this was unprecedented.</p>
<h3>Development</h3>
<p><em>Maniac Mansion</em> was originally intended to resemble <em>Maniac Mansion</em> more closely, with the player allowed to choose from among six characters (who would have included a male poet named Chester, a female hippie named Moonglow, and Razor from the original game). This idea was dropped in preproduction to simplify the project. The art created for the character of Chester was eventually adapted for the characters of the sculptor twins in the final game.
</p>
<p>
Original music for this game was written by Clint Bajakian, Peter McConnell, and Michael Land, who each respectively wrote most of the music for the past, present, and future sections of the game. The soundtrack for the opening scene begins with the <em>Ranz des Vaches</em> melody, well-known for its inclusion in Gioachino Rossini’s <em>William Tell Overture</em>.</p>
<p>
When <em>Day of the Tentacle</em> Co-designer Dave Grossman was asked about his favorite game in an interview with TellTaleGames.com, he said, “I’d have to go with Day of the Tentacle as my favorite – everything just seems to fit nicely with that one, art and music and characters and puzzles all working together to get the player to think like a cartoon character. It feels rounded and complete.”<br />
<br />
On his philosophy towards game puzzles, Dave said, “Ideally, I want a puzzle to be just challenging enough that you feel clever when you solve it, but not so difficult that it crosses the line into frustrating. Frustration is not fun for most people. Mainly I find that the way a designer gets to the sweet spot isn’t by making the necessary mental leap any simpler, but rather by getting the game to articulate the nature of the problem with a useful level of clarity.”
</p>
<h3>Reception</h3>
<p><em>Day of the Tentacle</em> was well received at the time of its release, and still features regularly in lists of ’top’ games to this day. Adventure Gamers included the game as #1 on their <em>20 Greatest Adventure Games of All Time</em> list. IGN rated it number 60 on their 2005 top 100 games list.
</p>
<p>
</p>
<p>
Adventure Gamers’ review rated the game 5 out of 5, stating “If someone were to ask for a few examples of games that exemplify the best of the graphic adventure genre, Day of the Tentacle would certainly be near the top”.
</p>
<br />
<h2 class=firstHeading id=firstHeading>Zak McKracken and the Alien Mindbenders</h2>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1215hnfzhzdj_b.jpg class="cover"><br />
Cover art of Zak McKracken by Steve Purcell</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1361hd3nxndh_b.jpg class="cover"><br />
The back cover of the game</p>
<p class="imageWrapper"><img src=images/EXTERN_0010.png><br />
The title screen of the game</p>
<p class="imageWrapper"><img src=images/EXTERN_0011.png><br />
The first room</p>
<p class="imageWrapper"><img src=images/EXTERN_0012.png><br />
“Sushi in fish bowl”, one of the many items in Zak’s inventory</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1258dhx5kfd7_b.png><br />
Visiting England, from the Amiga version</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1259hrqjzsdw_b.png><br />
A tomb</p>
<p class="imageWrapper"><img src=images/EXTERN_0013.png><br />
In the boss’s office</p>
<p class="imageWrapper"><img src=images/EXTERN_0014.png ></p>
<p class="imageWrapper"><img src=images/EXTERN_0015.png ></p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1260fkwpczcm_b.png style="WIDTH:320px; HEIGHT:200px"><br />
Elvis</p>
<p class="imageWrapper"><img src=images/EXTERN_0016.jpg><br />
From the inofficial sequel, <em>Zak McKracken - Between Time and Space</em></p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1212c5c93qfw_b.jpg><br />
From the canceled fan sequel <em>Zak McKracken and the Alien Rockstars</em></p>
<p class="imageWrapper"><img src=images/EXTERN_0017.jpg class="cover"><br />
The cover to the Japanese FM Towns computer version of Zak McKracken</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1214ggzmjtc4_b.gif style="WIDTH:639px; HEIGHT:372px"><br />
The Japanese version</p>
<p class="firstOfChapter">
LucasArt’s <em>Zak McKracken and the Alien Mindbenders</em> was released in October 1988. It was the second game to use the SCUMM engine, after <em>Maniac Mansion</em>. The project was led by David Fox and was co-designed and co-programmed by Matthew Alan Kane.
</p>
<p>
</p>
<p>
Originally released on the Commodore 64, it was later ported to the Amiga, the Atari ST, and DOS with EGA graphics. There was also an enhanced version released for both the Commodore 64 and DOS. The final version of the game was for the Japanese FM Towns computer system. It featured redrawn 256 colour graphics, based on the original version’s, and a high quality digital soundtrack.
</p>
<h3>Story</h3>
<p>The story of the game is set in 1997, which means about 10 years after its production. In the game’s ’future’, all transactions are made via debit card (named CashCards in the inventory). TVs, though the size of modern real-life home theaters, are bulky and have large infrared sensors. Digital Audio Tapes are still a medium of music recording.
</p>
<p>
The plot follows Zak (the full name being Francis Zachary McKracken), a writer for the tabloid newspaper <em>National Inquisitor</em>; Annie Larris, a freelance scientist; and Melissa China and Leslie Bennett, two Yale University coed students, in their attempt to prevent the nefarious, alien Caponians. The Caponians have infiltrated society in the guise of a phone company, trying to slowly reduce the intelligence of everybody on Earth using dial tones.
</p>
<p>
Luckily, the Skolarians, another ancient alien race, have left a defense mechanism hanging around to repulse the Caponians, which just needs a quick reassembly and start-up. Unfortunately, the parts are spread all over the Earth ... and Mars.
</p>
<p>
The game was heavily inspired by the many popular theories about aliens, ancient astronauts and mysterious civilizations. The many places visited in the game are common hot-spots of relevant literature, like the pyramids of Egypt and Mexico, Lima, Stonehenge, Atlantis, a space cadillac with Elvis (really an alien) and eventually the Face on Mars. The general New Age feeling is emphasized as the player meets gurus and a shaman who holds the secret knowledge of everything. In another scene, the player helps convert an airport-housed bum to become a Hare Krishna follower.</p>
<p>
The new age touch of the game didn’t came by accidentally. David Fox, lead designer and programmer, intended to make a more serious game, before Ron Gilbert and Matthew Alan Kane persuaded Fox to increase the comedy angle.
</p>
<p>
In an interview David said, “I knew I wanted to do something that had a lot of ’New Age’ concepts in it. So I spent a few days with David Spangler, a noted expert and author in this area. He lived in Seattle, so Mt. Ranier was one of the obvious locations in the game. We also came up with a lot of the other basic concepts. ... We decided we wanted to put every concept we could think of into the game – every spiritual or psychic mystery currently being explored. ... I then went back to California and worked out the game structure. But it was much more of a serious game at first. Too serious, in fact. So we kept everything in the original design, but changed Zak’s character and job. As a reporter for a sleazy newspaper, everything else in the game took a major 90 degree shift into bizarre territory, and the opportunities for humor became wide open.”
</p>
<h3>Development</h3>
<p>Rob Smith in <em>Rogue Leaders</em> writes,"It took [game creator David Fox] just nine months to complete the game, but he often worked until midnight and beyond to make it happen”.
</p>
<p>
David told Adventure-Treff in an interview, “It was by far the best working environment I’ve ever been in. Everyone was excited to be there, we had great collaborative sessions, brainstorming, philosophical talks about game design over lunch... It was a great group of very talented and dedicated people.” In another interview, David remarks, “[T]he fun part was coming up with wickedly funny ideas and sharing them with each other. The not so fun part was working 16 hours a day, then having to drive home from the [Skywalker ranch] at midnight on windy country roads filled with suicidal raccoons and deer. After 7 months of that, with 2 more to go, it wasn’t a lot of fun. Even being at the Ranch didn’t help!”
</p>
<p>
David says, “We all felt we had to live up to the high expectations surrounding our group, and give the world the best entertainment we could.” Just like a Lucasfilm <em>Star Wars</em>, the goal was to create immersive, self-contained universes. And in those days, David says, it was the project leaders and designers who came up with ideas for what the next projects would be. “They would go through a review process, and get thumbs up or down. It usually wasn’t marketing coming to us and saying ’we need three adventure games and one action game.’ I know this changed in the early 90s after I left the division.”
</p>
<p>
In 2005, David said in an interview translated at Zak-Site.com, “Back then we did have creative freedom – lots of it... Almost total freedom. Now, it looks like the types of games are being dictated from above”.
</p>
<h3>Music</h3>
<p>The “Zak McKracken Theme” originally composed by Matthew Alan Kane is a popular song for remixes and reinterpretations. Among the artists who have made cover versions of it are Martin Irigoyen, The Dead Guys, Puffy64, DJ Lizard, Razor and the Scumettes, and the German band Glückswald.
</p>
<h3>Copy protection</h3>
<p>The original version of <em>Zak McKracken</em> had an extensive code system put into the game to fight video game piracy. Whenever Zak or Annie have to leave the United States to go to an international destination, a “Visa code” is required (it is not required to re-enter the United States). This visa code consists of entering four different images into a keypad that is consistent with one in the game’s instruction booklet. Prior to putting this code in, the game will dictate which four images to put in (ie. Section 5, C16). If the images do not match the ones in the program, and after 5 incorrect entries, Zak McKracken gets put into pirate jail and the game is over – although not before a lengthy and aggressive speech from the police officer about the dangers of piracy, including the line “I hope you ROT there!”
</p>
<h3>In-jokes and references</h3>
<p>Some of the <em>Zak McKracken</em> in-jokes include:</p>
<ul>
<li>
In <em>Maniac Mansion</em>, a red herring chainsaw can be found, but it has no fuel; in <em>Zak</em>, chainsaw fuel can be found, but no chainsaw. When one of the characters is ordered to pick it up, the character replies “I dont need it, it’s for a different game.”
</li>
<li>
There is a poster advertising <em>Maniac Mansion</em> in Lou’s Loans merchandise store in San Francisco.
</li>
<li>
There is a wanted poster for the Purple Meteor from <em>Maniac Mansion</em> inside the Friendly Hostel on Mars and in the Kathmandu, Nepal Police office.
</li>
<li>
<em>Razor and the Scummettes</em>, Razor’s band from <em>Maniac Mansion</em>, are the band playing the song “Inda Glop Oda Krell” on the Digital Audio Tape (until it is recorded over).
</li>
<li>
The three girls in the game are named after the programmers’ wives or girlfriends. For example, Annie Larris was David Fox’s wife’s maiden name, and the character’s appearance was inspired by her looks. Similarly, Leslie Edwards (Leslie Bennett in game) was Matthew Alan Kane’s girlfriend, who also worked as a major playtester during the game’s production.
</li>
<li>
Each time Leslie’s helmet is taken off, her hair is a different colour (check the interview with Matthew Alan Kane for the explanation).
</li>
<li>
Two of the shapes made by the yellow crayon are David Fox’s initials.
</li>
<li>
The ’words of power’ – Gnik Sisi Vle – that mend the crystal in Stonehenge can be read backwards... give it a try.
</li>
<li>
Zak’s phone bill at the start of the game is $1138, in reference to George Lucas’s <em>THX 1138</em>. $1138 is also the balance of Melissa’s cashcard (until you spend it on tokens for the Tram.)
</li>
</ul>
<h3>Fan sequels</h3>
<p>Numerous <em>Zak McKracken</em> fans have turned to designing their own sequels. The first one to reach completion was <em>The New Adventures of Zak McKracken</em> by “LucasFan Games”, containing graphics from the Japanese FM Towns 256 color version, country-specific backgrounds from <em>King of Fighters</em> and some original art. Names of other planned sequels, like <em>Zak McKracken and the Lonely Sea Monster</em> and <em>Zak McKracken and the Mushroom Kingdom</em>, are also floating around the net.
</p>
<p>One other sequel that was finished is <em>Zak McKracken Between Time and Space</em>. Released to the German speaking public in April 2008, it convinced Torsten Schoeps, project leader of yet another sequel in preparation (<em>Zak McKracken and the Alien Rockstars), </em>to can the efforts of that game since there was no place on the planet for a second sequel, and “the other team did such a great job”.
</p>
<p>Says Zak’s creator David Fox in an interview with Adventure-Tree on the subject of fan sequels, “I’m continually amazed by this! We all figured the life of these games would be a few years at the most. By then, the old platforms would be gone, and people would move on to flashier and more impressive games. But we didn’t count on emulators, nor the loyalty and enthusiasm of all the players!” David adds that he’s “absolutely honored” that people remember the games and still like them. “And I think using existing games as a starting point to create new ones makes a lot of sense. That’s how I learned about games – by converting existing games to other platforms, and adding another level of polish in the process.”
</p>
<h2>Interlude: A Talk With Matthew Alan Kane, Peter Langston and David Fox</h2>
<h3>Matthew Alan Kane</h3>
<p class="interviewIntro">While at Lucasfilm, Matthew Alan Kane helped with Maniac Mansion, and worked on creating Zak McKracken with David Fox. Today he lives with his wife Lee and their 7-year old daughter Sammi at the top of the Berkeley Hills with a view of San Francisco Bay and the Golden Gate Bridge. Matthew and Lee have worked together since 1991 and since the mid-90s have run a boutique multimedia development company, LaMa Media (lamamedia.com), developing websites, games, and all sorts of interactive media.</p>
<p><img src="images/kane.png" alt="" style="width: 38%" class="specialImage" /></p>
<p><strong>Back in 1981, you founded Pomme de Terre software. Was that your first company?</strong><br />
<br />
Yes... My good friend and roommate David Lawrence developed some Apple II software together way back in the early 80s. Pomme de Terre software (ya know, Apple of the earth) was our company. Our logo was a multi-colored striped potato with a bite taken out of it.<br />
<br />
Our biggest project was a piece of software called Modzilla, King of the Programs. MIDI (the Musical Instrument Digital Interface) had just been developed and the Roland Juno-106 was the first synthesizer that allowed external control of its sound making circuitry via MIDI commands. Modzilla used that ability to create totally new and wild timbre based music with a ripoff (or homage) to the brand new Macintosh interface built on the Apple II.<br />
<br />
Modzilla used 4 software based LFOs (Low Frequency Occilators) to control any of the elements of the Juno’s sound making parameters. You could make some totally wild and usable sounds, or you could play a complete Enoesque composition by holding down one key. It was possible to have the sound slowly change with the longest possible cycle not repeating for about 300 days.<br />
<br />
<strong>Was Modzilla a success? Did Pomme de Terre have other products, too?</strong><br />
<br />
Well, Modzilla only sold about 2 dozen copies, but it was a complete success. Some folks from the Lucasfilm Game division saw a copy of the program and were blown away by it... especially our recreation of the Mac interface. That led directly to David and me being hired by Lucas to work on our first project there, GTV, Geography Television.<br />
<br />
Pomme de Terre created a few other bits of software... some lame games and a simple music composition program called Create-a-Tune which was marketed by another company to schools.<br />
<br />
<strong>What was the interview process at Lucasfilm like? And which year was that, 1985?</strong><br />
<br />
Pretty easy. David and I initally met with Doug Crockford (the father of JSON) at Kerner, Lucas’ facility in San Rafael. Then we showed off Modzilla to the rest of the Games Division. They were pretty impressed and called us back within a day or two to ask us to start work. Yes, I think it was in 1985.<br />
<br />
<strong>Can you tell us a bit about Geography Television? What was this project about? And who did you work with on it?</strong><br />
<br />
GTV was a collaborative project between the National Geographic Society, Apple Computer’s Multimedia Lab, and Lucasfilm. NGS supplied the content and editorial direction, Apple supplied the hardware and technical direction, and Lucas supplied the software design and coding.<br />
<br />
Doug, David and I developed a working prototype that used an Apple II and a LaserDisc to deliver lessons in Geography. The basic concept was to replace the classroom filmstrip (I’m not sure if you had those growing up... listen to the ’voice of god’ explain the image you see, beep, change the slide.) It was an interesting project, and was even released as a product at one point, but I only worked on the prototype. David saw it to completion.<br />
<br />
<strong>How big was the Lucasfilm Game Division at the time? Did you work at Skywalker Ranch?</strong><br />
<br />
About half way through the GTV project the Games Division was moved from Kerner to Skywalker. It was quite a thrill for all of us geeks. Kerner is essentially an office park, Skywalker was heaven. At that time the Games Division was fairly small. Let’s see if I can name everyone... Noah Falstein, David Fox, Chip Morningstar, Randy Farmer, Doug Crockford, David Levin, Ron Gilbert, Aric Wilmunder, Gary Winnick... hmmm, who am I forgetting? Steve Arnold was our head guy.<br />
<br />
<strong>What did the Skywalker Ranch look like?</strong><br />
<br />
At that point Skywalker was just the beautiful Victorian Main House and the 3 or 4 back buildings. Everything was supposed to look as though it had been there for 100 years. The Games Division was housed in the “Stable” – no horses, but it did look like a stable house. It was pretty cool being able to sit your office looking out the window at deer grazing and mountain lions wandering by. We even had a few rattle snakes visit the courtyard.<br />
<br />
<strong>What computers did you work on?</strong><br />
<br />
For GTV we worked on Apple IIs. For the games we had Sun workstations, no graphics, and we’d output directly into a Commodore 64 for testing.
</p>
<div class="pageBreak"> </div>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1367hn67dbcr_b.png class="specialImage" ><br />
Zak’s theme, courtesy of Matthew</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1368gxfgk5d7_b.png class="specialImage"><br />
Mapping a maze</p>
<p class="imageWrapper"><img src=images/ajfjf92tmnhd_1369drjgv9fw_b.png class="specialImage"></p>
<p><strong>What was the next project you worked on?</strong><br />
<br />
I’m uncredited, but my next project was Manic Mansion. It was pretty far into production when the GTV prototype was finished. I started helping to “box” the rooms...create the walkable areas for the characters. I also started to learn SCUMM.<br />
<br />
<strong>Could you give an example of what “boxing” a room consisted of?</strong><br />
<br />
Ron Gilbert (who is still a good friend and I consider one of the smartest guys I’ve ever had the pleasure of working with) developed all of the game building tools. The boxing tools would show a “room” from the game and allow you to create geometric areas that a characters feet were allowed to travel in. The goal was to make as few shapes as possible to describe the space. The SCUMM engine would use that data to keep characters on the ground as they walked around the world.<br />
<br />
<strong>Can you describe SCUMM back in those days? Can we imagine this to be a scripting library or framework?</strong><br />
<br />
It was both a library and a framework. The real beauty of SCUMM was that it made writing a game like scripting a movie. I would take printouts home to work on and my girlfriend at the time (Leslie Edwards, a character in Zak who I’m sure we’ll touch on later) would be able to read the code and laugh at the jokes (or not laugh and offer suggestions). It’s pretty hard to imagine a non-programmer looking at ANY computer code and being able to follow it, but SCUMM was, and is very special.<br />
<br />
<strong>Did you also provide game play feedback to Maniac Mansion? Was there game play testing conducted at Skywalker Ranch, like, to determine if a puzzle was too hard?</strong><br />
<br />
Yes, there was a bit of testing from hired playtesters, but not so much from the developers. The development teams were pretty small...for both Maniac Mansion and Zak there were just 2 coders and 2 artists. Other folks helped out, but it’s amazing what a small tight team can accomplish.<br />
<br />
<strong>Was Zak McKracken your next project?</strong><br />
<br />
Yes. I took a bit of time off after MM, but Steve soon called me up and told me he had a new project. I think the original title was Ancient Astronauts.<br />
<br />
<strong>What was your role in the creation of Zak McKracken?</strong><br />
<br />
Everything but original art :)<br />
<br />
David Fox had generated the original design document which was for a pretty serious game trying to tie new-age ideas to alien visitors. But within a few days Ron and I pushed David towards a more humorous direction.<br />
<br />
So I was involved in refocusing the original design, creating puzzles, coding, music, sound effects, tweaking the art...just about everything! I also think I came up with the name, but I’m not sure David agrees :)<br />
<br />
<strong>How were the game details designed, was it in brainstorm sessions, was it by playing around with SCUMM, was it laid out on paper first? Or a combination of these?</strong><br />
<br />
By the time we sat down to code, I think most of the basic game flow had been designed through brainstorming sessions, but the details, many of the puzzles, and most of the jokes were developed as we worked on the game. About a month before release we actually hired a comedy writer (I think his name was Victor Cross) to come in and spice up the game. I think he wrote the National Inquisitor too.<br />
<br />
<strong>Is it fair to say that back then, roles in game creation were more all-encompassing than they are today? Like no strict separation between design, programming, art, story, music...</strong><br />
<br />
Absolutely. We all worked together on everything. It was a true collaboration.<br />
<br />
<strong>How many music pieces did you compose for Zak McKracken, and how were they tied to the game?</strong><br />
<br />
I think I composed about 6 or 8 pieces for Zak. The most popular is the main theme which plays over the opening movie, Zak’s dream. I spent way more time tweaking that sequence than any other part of the game. Other music was the Airport Music (based on John Denver’s “Leaving on a Jet Plane”, but slowed down so much it was unrecognizable.) The Mars Theme (base on Holst’s planets) and a bunch of ambient pieces.<br />
<br />
<strong>All coding was then done in SCUMM?</strong><br />
<br />
Yes, every bit of it. The music was entered in to a C64 sound editor as Hex Digits!<br />
<br />
<strong>Was there any Lucasfilm design handbook back then for what an adventure game should look like?<br />
</strong><br />
Absolutely not. We made it all up as we went along. Maniac Mansion had just come out and while it looked like it might be popular, we had no clue that folks would enjoy these games as much as they did.<br />
<br />
The most important thing, and what we kept checking on was the level of “Funativity” – If it wasn’t fun, it wasn’t going in to the game.<br />
<br />
<strong>Do you still remember one specific case of a plot piece or puzzle that was rejected due to scoring low “funativity"?<br />
</strong><br />
Hmmmm... I don’t remember one in particular, but one memory may shed some light on our process. One of the biggest disagreements we had concerned the 2-headed squirrel. We argued for days about whether or not the player should be allowed to kill it. Finally it was decided that you could, but when you visited the Ashram you would have to wait for 10 minutes (I think) as a punishment before you could talk to the Guru. If you left the Ashram and came back, your time would start over. I think some players really hated that :)<br />
<br />
<strong>Heh. Generally speaking, just how did you decide when a puzzle is too hard, or too easy? It seems a tough task considering different types of players.</strong><br />
<br />
It was an impossible task, but the truth was that Lucas WANTED it to be too hard. Because of the distribution deal, Lucas didn’t make that much on each unit of the game sold. Where they made money was the hint books, which sold for $10 and probably cost less than $1 to print and mail, and the 900 number help line. I don’t know the actual figures, but I’m pretty sure they made far more from helping players solve the puzzles than on game sales. Not a model that would work today with the web :)<br />
<br />
<strong>Interesting. Who else worked on the game? Who did the artwork, and how was the art created?</strong><br />
<br />
Gary Winnick did almost all of the character animation, and started the background art, but being overwhelmed Martin Cameron was hired to finish the backgrounds. I’m not sure what sort of paint program they used, but I know it was primitive. I think Ron might have built Gary an animation tool for MM that he used on Zak.<br />
<br />
<strong>What was David Fox like to work with?</strong><br />
<br />
David was, and is great to know and work with. While it took us a little while to convince him to change the direction of Zak, once he was on board he was gung-ho all the way. While he directed the project, I never felt stifled in any way. I was given free-reign to try anything I thought would make the game better. We are still good friends and see each other every few months.<br />
<br />
<strong>What were the considerations behind you and Ron wanting a more humorous direction for the game?</strong><br />
<br />
Two things. First, David’s original design didn’t seem like it would be much fun to make or play, and second, we started to get good feedback concerning the comedy angle in MM.<br />
<br />
<strong>Was George Lucas involved in the project in any way, by the way?</strong><br />
<br />
Not so much. He came by perhaps a half-dozen times while we were working to see what was going on, but he didn’t contribute to the game in any meaningful way. As a matter of fact, whatever we showed him he would usually just say “Great!”. The joke at the ranch was that George had dozens of ways of saying “Great”, which could mean anything from “that’s horrible” to “that’s awesome”. You then had to wait until one of the guys close to him translated for you to know if he actually liked something.<br />
<br />
<strong>I’ve read that one of the characters in the game, Leslie, was based on your then girlfriend. Is this true? And why did her hair color change when she takes off her helmet?<br />
</strong><br />
Yes, Leslie was my girlfriend at the time, and was also hired by Lucas as a playtester for the game. The hair color gag was based on the fact that Leslie changed her own hair color every week or so. She also lived on Mars Street in San Francisco! BTW, Melissa, the other girl on Mars was based on Ron’s GF, and Annie, the lead female character was based on David Fox’s wife, Annie.<br />
<br />
<strong>Do you have any stories that illustrate what life and work was like back then at Skywalker Ranch?<br />
</strong><br />
Hmmm. Nothing comes immediately to mind... lots of nights on the couch... great meals... amazing group to work with... but not much money :)<br />
<br />
<strong>How was Zak McKracken received after publication? Critically, commercially?</strong><br />
<br />
It was received amazingly well. I might have selective memory, but I can’t remember any overall critical reviews. There were some complaints about the difficulty of the puzzles, the copy protection system, and the CashCard, but people really seemed to like it. A lot of people commented on how huge the world felt since you could travel all over the globe.<br />
<br />
<strong>Were cracked copies of games a big problem for a game’s commercial success at the time?</strong><br />
<br />
Not really. The copy protection sheet was supposed to be non-xeroxable – It was dark maroon paper with black printing. People bitched about it, but Lucas insisted on including some kind of protection. But I was never privy to the games receipts, so I don’t really know how much pirating might have cost them.<br />
<br />
<strong>After Zak McKracken, did you work on further projects at Lucasfilm?</strong><br />
<br />
I did some sound effects for other games, but soon after Zak was done I met a physicist at a party who was on the design team for the Superconducting Super Collider and he offered me a job designing the control system... sort of a video game for physicists... at more than 4 times what Lucas was paying me. It was a pretty easy decision to leave.<br />
<br />
<strong>In your further career, did you ever touch on graphic adventures again?</strong><br />
<br />
Not yet :)<br />
<br />
<strong>Did you keep track of graphic adventures in general since then? For instance, did you play games like Monkey Island?</strong><br />
<br />
Actually I haven’t played Monkey Island, but I just asked [creator Ron Gilbert] to send me a copy last week! My daughter is totally into Pirates, and Star Wars... both without any influence from me.<br />
<br />
<strong>Did your daughter ever play Zak McKracken?</strong><br />
<br />
She’s played it a bit, but it’s hard to compete with Lego Star Wars on the Wii... her current favorite game. Maybe when she’s a little older and has more patience :)<br />
<br />
<strong>Are you surprised at the legacy of Zak McKracken? For instance, that there’s a fan made sequel, Zak McKracken - Between Time and Space?</strong><br />
<br />
Blown away. Thomas “Marvel” Dibke, the project leader for that game showed up at my house with his best friend and girlfriend 2 years ago. He had made a pilgrimage all the way from Germany just to meet David and me! I’m sure you’re aware that for some reason Zak’s biggest fan-base is in Germany. There’s some speculation as to why on Zak-Site.com.<br />
<br />
<strong>Why would you think that is?</strong><br />
<br />
I’m not sure why Germans love Zak... perhaps they are more interested than most in stopping the world from becoming more stupid!</p>
<p> </p>
<h3>Peter Langston</h3>
<p class="interviewIntro">Peter Langston was the head of the Lucasfilm Games Division, and the first member of the group, starting in July of 1982. For the first two years of that organization he chose all the members. During that time, as Peter says, the team’s principal activities were to invent tools for game design and prototyping, and to produce the games Ballblazer and Rescue on Fractalus. In September 1984, Peter left Lucasfilm for a research position at Bell Labs.</p>
<p><img src="images/langston.jpg" alt="" style="width: 38%" class="specialImage" /><br />
<em>Peter in 1986</em>
</p>
<p><strong>What are you doing these days?</strong><br />
<br />
I’m playing music, running adult music camps, teaching at other adult music camps, and continuing with various software development at home (mostly related to music arrangement, composition, scoring, etc.). Oh yes, and at the moment playing through Grand Theft Auto 4... They’ve done an incredible amount of work to get NYC so well caricatured with so much detail. It’s no wonder the credits are longer than a major motion picture these days!<br />
<strong><br />
What were your considerations in picking the members of the original Games Division team?</strong><br />
<br />
I wanted visionary self-motivated people who could work as collaborators rather than employees. I didn’t look for games experience so much as willingness to try new ideas and be opportunistic, following interesting new paths as they were discovered. I saw part of my job as running interference for the group, to get us the time to experiment and try dead ends looking for those breakthrough paths.<br />
<br />
<strong>What was the purpose of the Lucasfilm Games Division? Was it to create bestselling games, or more like research & development that could be fruitful for other Lucasfilm creations, or ...?</strong><br />
<br />
The initial charter was to find areas other than film in which the kind of high-tech expertise that the Lucasfilm Computer Division was bringing to bear on film could be brought to bear. I rapidly narrowed that to home games, arcade games, and theme park rides, and started hiring for the games parts.<br />
<br />
<strong>Were there any indicators in the early days that Lucasfilm would delve into adventure games later on?</strong><br />
<br />
I assumed it from the start. It was merely chance that made the first games action games. I had already written an adventure game scripting language that ran on Unix systems ("Wander") and we could have just as easily started with something based on that, but the two most interesting ideas in the first round of suggestions were what became Ballblazer and Rescue on Fractalus.<br />
<br />
<strong>Could you tell me more about Wander? And was it for text adventures or graphic adventures?</strong><br />
<br />
Wander was text although I had added hooks to show scene graphics. At the time I started Wander I was working on time-shared systems, so anything that could be done with a text stream would work best, and integrating graphics properly would require a rewrite.<br />
<br />
<strong>Have you played any of the graphic adventures Lucasfilm later produced?</strong><br />
<br />
Yes, I have.<br />
<br />
I’m a big Grim Fandango fan. I would like to have worked on that. It’s very stylish visually, and it has a very clever design, especially the way it got around the limitations of the time (e.g. facial expressions).<br />
<br />
Somebody gave me a copy of Monkey Island when it first came out, but I didn’t have a PC at the time. When I did find a spare PC I played it, enjoyed it, entered some contest related to it, and won! It was sheer random chance, but it made for an interesting phone call when some unsuspecting person from LucasArts called up to tell me I’d won.<br />
<br />
LucasArts sent me a pile of games recently, just to see what they’ve been up to, and they were good, but Grim Fandango still stands alone.<br />
<br />
I was also pleased to see a credit to one of the people I hired (Noah Falstein) on a well-done adventure game (Return to Mysterious Island) even though he hadn’t worked on it. It’s nice when the people you helped along the way are generally recognized.
</p>
<p> </p>
<h3>David Fox</h3>
<p class="interviewIntro">David Fox has been active in the computer entertainment industry since 1977, when he and his wife, Annie, founded the Marin Computer Center, the first public access microcomputer facility. He was creator or co-creator behind games like Rescue on Fractalus!, Zak McKracken, Maniac Mansion, Labyrinth, and Indiana Jones and the Last Crusade. Today, David’s homebase is ElectricEggplant.com, and he’s involved in consulting, multimedia, game design and more.</p>
<p><img src="images/david.jpg" alt="" style="width: 28%" class="specialImage" /><br /></p>
<p><strong>What are you working on these days?</strong><br />
<br />
Primarily, a non-game project... NewsTrust (NewsTrust.net). It’s a non-profit I’ve been involved with for the past 4 years. Members can submit and rate news stories from the web. We compile those ratings to give the story, as well as the publisher, a rating based on journalistic quality.<br />
<br />
I’ve also done some game consulting with Disney in the past few years. No other game-related projects recently, though.<br />
<br />
Then, I also produce/implement some Web sites and occasional multimedia work. I’m a big supporter of my wife’s work, AnnieFox.com. I’m her “in-house” techy guy :-)<br />
<br />
<strong>Going back in time, what was your first involvement with computers?</strong><br />
<br />
That’s pretty far back. When I was in Junior High School (now called ’middle school’ here), I attempted to build a computer from instructions in a library book... it just had lights on top (binary) and a telephone dial to enter numbers. Unfortunately, it never worked very well...<br />
<br />
Then in high school, I was able to leave campus a few times a week to take a computer programming class at the local junior college. We used paper tape to enter and save the code (ouch!).<br />
<br />
<strong>Around which year was that?</strong><br />
<br />
Probably 1967-68. I assume it was when I was a senior in high school<br />
<br />
When I got to college for real, UCLA, I started as an engineering major... and took another programming class. This time we got to use punch cards. A definite improvement over paper tape, since if you made a mistake, you could just replace one card instead of having to redo the tape. But still, you submit your stack of cards, and come back the next day to find out of the program ran! Not very user-friendly.<br />
<br />
I ended up dropping out of engineering and moving to psychology... relocated to Northern California to go to California State College, Sonoma, where they had a Humanistic Psychology program. And one of the classes I took had a field trip to Stanford Research Institute. There I saw my first really interactive computer game... Space War, on a CRT. I was blown away... something had shifted for me... I absolutely wanted to be involved in some way.<br />
<br />
That was probably 1972. But it took me a few more years to make the leap. I actually had a small private practice counseling people for a few years.<br />
<br />
Then in 1976, I felt that there might be a way to combine my two interests... psych and computers... maybe I could create games that actually helped people know themselves better. So my wife, Annie, and I decided to open a public access computer center... it was a non-profit organization, Marin Computer Center.<br />
<br />
We opened in the Fall of 1977 with 10 computers... 9 Processor Technology SOL-20s (S-100 bus computers with an 8080 processor, and about 8-16KB of RAM) and a bigger box, an Equinox computer, also S-100, 8080, but with more slots and room for expansion... and... a floppy disk drive!! The SOL-20s just had tape recorders to load data... these were off-the-shelf audio tape recorders. Really finicky... if the volume setting wasn’t exactly right, the program wouldn’t load.<br />
<br />
So, we charged people $1.50 to $2.00/hour to rent time on our computers... we taught BASIC programming to kids and adults. We had schools come in for field trips.<br />
<br />
<strong>Back then what did people think of when they heard “computer"? Probably not that thing you put on your desktop at home.</strong><br />
<br />
Right... they were probably expecting huge rooms full of flashing lights.<br />
<br />
When we started, Annie, who usually ran the field trips, would ask the kids, “How many of you have ever touched or seen a computer?” and maybe 2 out of 30 would raise their hands. So just sitting down at a keyboard and touching it, and interacting with it playing games, was a big thing.<br />
<br />
Some kids had Atari VCS 2600 game machines... others may have gone to the Lawrence Hall of Science, where they had a room of teletype machines connected to a minicomputer, where they could play games... but never on screens (at least not then).<br />
<br />
<strong>Can you explain what it means to play on a teletype machine without a screen? You enter something, and the response is printed out?</strong><br />
<br />
Yes... could have been some simple adventure game with descriptive text. Some repeatedly printed out grids... like maybe checkers, Star Trek games... guessing games... Hunt the Wumpus.<br />
<br />
<strong>Did you also create games at the time, for use in the Marin Computer Center?</strong><br />
<br />
At first we established a relationship with budding game companies... they’d send us their games (for free) for us to review in Creative Computing magazine. Got to know the Broderbund brothers, Gary and Doug Carlston, when they were selling games on cassette tapes in plastic baggies. Also got to know Scott Adams of [video game company] Adventure International.<br />
<br />
We started taking Scott’s games and converting them from one platform to another. His games were initially for the Radio Shack TRS-80. We converted them to the Apple II and to CP/M based systems. Scott then paid us a royalty for the converted versions. And in doing that, I learned a lot about game design.<br />
<br />
One game we originated was called “Mix and Match Muppets” and it was on the Apple II for Sesame Place – a small theme park based on the Sesame Street TV show.<br />
<br />
<strong>Did you ever hear back from people who later as adults started working in the computer industry, but who visited the Marin Computer Center as kids?</strong><br />
<br />
Yes, absolutely. We run into people every once in a while... still get emails from adults who came to our center as kids. They thank us for getting them started on the path :-) Since this was before most people bought their own computers, and most schools didn’t have them yet, our center was one of the few places where they could use them. Steve Scherf, the founder of Gracenote [a big provider of music track info, used in products like iTunes], was a Marin Computer Center regular as a kid.<br />
<br />
<p>
Here’s an email he sent me in 2002...
</p>
<blockquote>
<p><em>Hi David & Annie,</em></p>
<p><em>You probably don’t remember me, but I remember both of you. I was just a 6th grader at the time, and my mother used to bring me and my brothers to the Marin Computer Center once a week or so to let us fool around with the computers. We mostly played games, but somehow during that time I learned abit of BASIC programming (and the rather odd PILOT programming language), and I was hooked. I’ve been programming ever since. If it wasn’t for the Computer Center, I’m not sure I would be where I am today. Thanks! I recently did a web search, and found (not surprisingly) that both of you are still active in computers. I’m glad to see you’re still at it.</em></p>
<p><em> Regards, Steve</em></p>
</blockquote>