|August 11th, 2014 11:34 AM|
by Ken Gagne
|Filed under Game trail, History;|
Comments Off on Maniac Mansion design notes
Despite growing up an avid gamer, I didn't play many commercial games for the Apple II. (No, I didn't pirate them, either.) We had the Atari 2600 before we had an Apple, and from there, our console collection grew to include every Nintendo system. It was there, on the 8-bit NES, that I encountered many classics that had been ported from the Apple II: Ultima, Archon — and Maniac Mansion.
That last title was a point-and-click adventure developed at LucasFilm Games. Players chose two of six characters to accompany primary protagonist Dave on his exploration of a mad scientist's home to rescue Dave's girlfriend, Sandy. Along the way, gamers encounter a sentient meteor, a disembodied tentacle, an explodable hamster, and one of the first instances of video game cutscenes. Maniac Mansion garnered a cult following, spawning both a sequel and a television series.
The writer, director, artist and programmer responsible for Maniac Mansion was Ron Gilbert, who later wrote several of the Monkey Island games on the Mac, all of which used the SCUMM (Script Creation Utility for Maniac Mansion) game engine. Although Gilbert has moved past these titles and tools, he hasn't forgotten his roots, as evidenced by recent posts to his blog, Grumpy Gamer:
While cleaning out my storage unit in Seattle, I came across a treasure trove of original documents and backup disks from the early days of Lucasfilm Games and Humongous Entertainment. I hadn't been to the unit in over 10 years and had no idea what was waiting for me.
Here is the original pitch document Gary and I used for Maniac Mansion. Gary had done some quick concepts, but we didn't have a real design, screen shots or any code. This was before I realized coding the whole game in 6502 was nuts and began working on the SCUMM system.
If this document… say[s] anything, it's how much ideas change from initial concept to finished game. And that's a good thing. Never be afraid to change your ideas. Refine and edit. If your finished game looks just like your initial idea, then you haven't pushed and challenged yourself hard enough.
His first batch of scanned Maniac Mansion design notes showcases UI mockups, a map of a mansion that never would've fit into 320K, and puzzle ideas that didn't make the cut until 25 years later. A second batch of notes demonstrates the logic and code behind SCUMM.
It's fascinating and wonderful that Gilbert saved these documents and is now making them available. He likely didn't know the place Maniac Mansion would earn in gaming history — surely there are countless other point-and-click adventures of the era that have been forgotten. But this one was not, and now the context and process by which it was created can be examined in a new light. I hope these documents (or their scans) eventually make their way to an institution such as the Strong Museum's International Center for the History of Electronic Games.