by Ron Gilbert
Jul 20, 2015

We cut 25 rooms from the game last week. No one panic, it's not a bad thing, it's actually a good thing.

Put. Down. The pitchfork.

Editing is one of the most crucial stage of any creative endeavor. I know it seems like you're losing something when stuff is cut, but the old saying "less is more" is actually very true.

You cut stuff to focus the story and the puzzles. Pointless rooms don't make the game bigger and better, they become useless traversal and dilute attention from what really matters.

The great purge of 2015 started with a mental exercise.

I asked Gary and David to make a list of 15 rooms they would cut. After each of us had compiled our lists in isolation, we sat down and talked through our choices.

The breakdown of the cut rooms is as follows:

We cut 5 rooms because we decided to have the circus flashback happen at night instead of during the day. This allows us to use the same rooms for the main game and the flashback (with some object overlay changes). CUT!

We cut two rooms from the circus because we never came up with a singe puzzle or purpose for those rooms. CRUFT! CUT!

We cut two rooms that were just the sides of the pillow factory. They seemed like a good idea four months ago, but felt like baggage after playing. CUT! CUT! CUT!

We cut three rooms from the Delores family manor. Again, we never really found a use for these rooms. One of them might come back as we still have a couple of dangling puzzle chains in the mansion and might find a good use for them. CUT! MAYBE! BUT CUT!

We cut two rooms from the hotel because they were just variations of the generic hotel room that are better done with object variations. CUT! CUT! CUT!

We cut another room because the puzzle was better done as long shot and not going into a new room. CUT!

We cut one room because we came up with a funny gag instead of having the room. CUT!

We cut three rooms in town because we never found a good use for them. The town of Thimbleweed is supposed to be a little old and decaying, so they got turned into abandon buildings. It works better that way. CUT DAMN YOU! CUT!

You might detect a small amount of glee is my ALL CAP outbursts, and that wouldn't be misplaced. I enjoy cutting. It means the game is getting leaner.  A lot of rooms in Monkey Island were cut and no one noticed. I don't think I miss a single one of them and none of them would have made the game better, possible just to opposite.

That's not to say we cut solely for creative reasons. The rooms count was getting up there. We had over 100 rooms, far more then either of the Monkey Island games, which were much bigger than Maniac Mansion. Coming out of pre-production, we started to do a final schedule and budget and realized we couldn't get everything done in time or for the money we had. Something had to give.

But we knew that going in. I like to over design and then cut and that's what we did. Nothing we cut sacrificed the game.

It's also why we do a completely playable game during pre-production. In some way, these cuts are free. No one invested time, energy or ego into any of these rooms. CUT!

Whenever I've done post about cutting stuff, people inevitably ask if we can leave it the game as a "director's cut".

That's not easy to do. There is so much "connective tissue" that holds the rooms together and we're cutting early in production, so it never gets fully wired up or programmed. There are a couple of places that we'll leave some cut content in as easter eggs, but for the most part, the game moves forward too fast to make it worth keeping cut content in a useable form.

Or maybe during the end credits, paying tribute to the fallen heroes that made the game possible.

"We'll miss you bank vault."

- Ron

Bobe - Jul 20, 2015 at 21:49
The man who invented the cutscene just cut a lot of scenes from his latest game.

Brian Ruff - Jul 20, 2015 at 22:20
At least he didn't cut any cutscenes!

Bobe - Jul 21, 2015 at 11:03
The word "cut" is doing that weird thing where it's losing its meaning.

Anthony - Jul 21, 2015 at 11:17
Cut. It. Out!

Oldtaku - Jul 20, 2015 at 21:51
Yay!  I don't think I've ever been playing an adventure game and thought 'You know, I wish this had more rooms I had to walk between.'  It's about the puzzles and the interactions and the dialogue and more rooms just spread those thinner.

To a point of course - one room might be a little weird except for an escape adventure, but 100 is hardly starving.

vegetaman - Jul 21, 2015 at 08:44
I definitely agree, except for rooms that I want to get to but can't (like the top of the spiral staircase in the library in Maniac Mansion...). Blasted red herrings (I like it)!

Arto - Jul 21, 2015 at 09:45
Ah yes, the staircase in Maniac Mansion was really frustrating. It was *clearly* something you could climb, but couldn't.

Masa - Apr 01, 2017 at 10:43
Now when Thimbleweed Park is out you can!

buaku - Jul 20, 2015 at 21:53
Funny about that last quote...looking through the pictures I thought that bank vault might have been kinda fun!

Mattias Cedervall - Jul 20, 2015 at 22:02
Ron, have you considered a career as a hairdresser? Then you get paid to cut all the time!

Mattias Cedervall - Jul 20, 2015 at 22:04
:-( I want the bank vault!

Patrik Spacek - Jul 20, 2015 at 22:24
Good you cut it!  btw Mark is the only background artist...he might need some help....  hmm? :o)

Big Red Button - Jul 22, 2015 at 04:17
Maybe by Gary. But if the backgrounds are too complex to hold the schedule, I wouldn't be disappointed if the game would be delayed for a few months. Haste makes waste.

Daniel - Jul 20, 2015 at 23:37
Thinking back to maniac mansion and how there isn't many rooms in the game, but each room that is in the game is filled with purpose and sometimes strange things to discover. I remember feeling excited to try and figure out what was going on in each room, mainly the rooms belonging to the Edison family members since they were more difficult to explore without being sent to the dungeon!

Jammet - Jul 20, 2015 at 23:48
Ron, :) applause! Thank you for keeping it all neat and sane!

Have you ever played some of the older Ultima games, I wonder? In these games there was a menu option, usually called "Quotes". It would be like the credits at the end of the game, but instead, it was a mass of funny lines and stuff produced through the production of the game.

So, maybe, throw something like that into the menu, and every time to find a tidbit that could show in there, instead of completely discarding it, throw it into the kitchen sink along with the Quotes. Unused pictures, music, silly animation, dancing characters, anything you want. The option could appear after the game is finished.

Could be something as silly as your buro, and you, Dave and Mark as character representations talking for a while, and presenting all these silly, funny, or interesting little things.

In Ultima, this looks like this:

Thorn - Jul 21, 2015 at 00:01
Considering you're cutting rooms early to make the game better, wouldn't the amount of rooms we end up with BE the "director's cut"? Or is it your experience that you will inevitably have to cut some content towards the end of the project that you'd rather be leaving in?

Natalija - Jul 21, 2015 at 00:06
CUT! CUT! CUT! Wow,it's so funny when you say it outloud! How many rooms are you planing to cut after these 25?

Mattias Cedervall - Jul 21, 2015 at 00:10
By the way, the painting must be popular since it's hanging here and there... I'm sure that Steven Spielberg taught Ron how to say CUT! :-)

Alien426 - Jul 21, 2015 at 03:34
That is not the same painting!
In the first, the treeline goes upwards. In the second down.

Mattias Cedervall - Jul 23, 2015 at 21:14
Oh, but they are basically identical.

Iiro - Jul 21, 2015 at 00:38
Wouldn't it be wrong to say we miss you bank vault because we don't?

Dominik - Jul 21, 2015 at 01:09
Aww! All my favourite 25 rooms! :-(

This was a good post! I think the breakdown of why how many rooms got cut was very insightful. The reasoning makes a lot of sense and I think the variations through overlays and/or objects are a good way to save some resources.

On the matter itself: Nothing is more boring than transitional or almost empty rooms without any real purpose. These ones won't be missed! "Glad you are gone, JERKS!"

Another famous kickstarter really failed in this aspect because it contained severeal rooms with only one object or character in it. But since the graphical production pipeline was VERY complex those rooms just ate a big chunk of the puzzles and actual content. Sadly they masked it as "Naaaahh, this is how we intended it to be" instead of being honest and saying: "Yeah, we miscalculated how expensiv the production of the rooms were"

agent069 - Jul 21, 2015 at 01:27
You're a monster Ron, cutting all these rooms, with so much joy. Only a monster would do that. Why are you so evil?

Ralph - Jul 21, 2015 at 01:41
This is great, and should be applauded. Stay on schedule and on budget and delivering a (probably) leaner game for it. Self-editing is a good thing.

Sarah - Jul 21, 2015 at 02:18
Good for you! But now I'm really curious about what was cut from Monkey Island...

Dominik - Jul 21, 2015 at 02:29
Well, Ron won't tell, because that is the Secret of Monkey Island...

Arto - Jul 21, 2015 at 02:42
Not the Seckrit Lab! And the floor of Edison family rooms! And the bar! You monster!

Oh well. It's good to focus on what matters. I remember playing a game, and walk through a room dozens of times, and always thinking why is this room here, as there is nothing to do in there. It's just frustrating to walk through a meaningless room time and time again.

polly - Jul 21, 2015 at 02:47
I definitely noticed that something was missing at Meathook's in Monkey Island.

LogicDeLuxe - Jul 21, 2015 at 18:03
I wonder if the tunnel hotspot has something to do with it. It doesn't seem to serve any purpose.

Draxton - Jul 21, 2015 at 02:51
Maybe you can repurpose the bank voult as a room of the "Local Federal Record Office" where every "record" is the name/alias/nickname of a kickstarter backer (randomly picked after clicking on the small boxes - could even use a starting letter to box correlation), the credits ("watch" security camera) and/or bonus art/pictures/fallen héroes, etc. (using the large boxes)

Dor Hajaj - Jul 21, 2015 at 03:20
To think that these are considered to be draft drawings is amusing...
Some people can spend a lifetime trying to create drawings like that - and fail!
Thumbs up Gary!

Man with a duck - Jul 21, 2015 at 03:49
I have two thoughts/feelings.

1: It is best to make an agile game, that just is delivered on time.

2: Now that I know that there was more, I want it all (as freddy mercury once said). Just like when I buy special editions DVD's for the deleted scenes.

But all in all im sure this was a good choice. But you didnt need to tell us all. Because knowing such great looking rooms were cut fills me with a sense of loss.

Paul Jacobson - Jul 21, 2015 at 04:50
Maybe you could have the cut rooms as pictures on the walls of the rooms that made it. Or visible through windows in other rooms.

And even using the wireframe art so no major work needed to keep them in. :)

PS. I've worked with producers and project managers who seem to think cramming as much in as possible. even after the supposed scope freeze. So get out the big scissors and cut cut cut!

DC - Jul 21, 2015 at 04:52
May you never get the job of putting together the "In Memoriam" tribute reel for the Oscars, Ron.

Big Red Button - Jul 21, 2015 at 05:40
I love details but I dislike ballast in a game. So cutting is very reasonable, provided that you cut the right elements.
Besides there are a lot of items that can be moved into other rooms (such as a radio: You can have a radio in the living room, in the kitchen, in the rest room, in the garage et cetera).

Arto - Jul 21, 2015 at 06:21
...bottom of a pool...

Giulio - Jul 21, 2015 at 06:15
I agree on cutting useless rooms! They make travelling through the game locations slow and annoyoing. At the same time though they do contribute to the overall atmosphere in some cases, and empty rooms are fundamental in mazes (I LOVED the forest in MI1). I do believe Meathook's house felt incomplete though! Maybe this feeling was given by the unabilty to move freely around. I'm not sure.

Giulio - Jul 21, 2015 at 06:16
My bad the previous comment wasn't meant to be a reply..

Michael Hoffmann - Jul 21, 2015 at 06:40
I don't know what it is about the bank vault, but just like others have said, I would really like to see this room in the game. Maybe because I can't remember ever having been in a bank vault in an Adventure game. If you can't think of any puzzles for this room why not ask the community as you have done a couple of weeks ago?

Herbert Granofszky - Jul 23, 2015 at 17:25
Actually I think there was a bank vault in a Monkey Island game, but I don't remember in which one. Or am I wrong? I feel there was a puzzle where you had to escape from it. Something with sponges... or Brittany? Maybe it was just a dream..

Nor Treblig - Jul 25, 2015 at 21:10
It was in Escape from Monkey Island:

And the inside of the bank reminded me of the shopkeeper's shop on Mêlée Island.

Tomimt - Jul 21, 2015 at 06:48
I find the style of your design approach to be pretty damned efficient and good. It's always good to cut out the excess before you start doing things "for real". I've followed some some projects where the designers just can't kill their darlings, which leads them to run in financial difficulties as well as running late on delivery.

The way of the cut mockup is much more sensible, as you stated, no one has yet spent a lot of time or energy in trying to make them cool or full of purpose.

Peter Campbell - Jul 21, 2015 at 07:13
Little known fact: Ron is the real life Scissorman.

I actually have some semi-serious thoughts to type out but I'm too sleepy right now to coherently put them together lol.

Natalija - Jul 21, 2015 at 07:17
Bank valut? I tought it was evidence room.

Lukas - Jul 21, 2015 at 07:21
While playing some recent adventure games, it occurred to me that they seemed too large and empty and linear. By having so many locations, each location typically only had a single puzzle (or, in some games, only served to connect other locations, and had no puzzles at all). Locations weren't reused, so you ended up going through the game in a linear fashion, never revisiting old locations. This really hurt the games' verisimilitude: in real life, you visit a limited number of locations throughout a week of your life, but you do many different things in each location, meeting different people, and so on.

Monkey Island did this really well, I think, particularly the first part on Mêlée Island. Mêlée Island completely felt like a real place where real people lived, and whose locations were connected in a way that made sense. The fact that you had to revisit a limited number of locations, and that your actions changed what these locations represented, and what happened in these locations, really gave the game a sense of place, and a sense of reality; Mêlée Island felt like an actual place, not like a string of set-pieces guiding the player through a plot.

Natalija - Jul 21, 2015 at 07:40
I totally agree with you.

Lukas - Jul 21, 2015 at 07:23
Maybe there could be a director's commentary in the game, like in the remastered version of Grim Fandango, where Ron and the crew explain what was cut from the game, amongst other development tidbits? I really loved that aspect of Grim.

Morphez - Jul 21, 2015 at 07:41
Regarding the cut rooms in Monkey Island: Are there any pictures left? I would be very interested to see them, even if it's just concept art.

Natalija - Jul 21, 2015 at 07:43
Why is there a question mark in my comments ? How can I put my picture in there,Ron?

Morphez - Jul 21, 2015 at 08:11
If you have a Gravatar account you can enter your email in the appropriate field and your selected avatar will show.

Arto - Jul 21, 2015 at 09:05
I can see it in my mind: at the end of the game screen fades black, sad music starts and there is a text "These rooms didn't make it into the game", and then we see a respectful slideshow of cut rooms.

prbalbontin - Jul 21, 2015 at 10:08
Ron, for the sake of sheer sadism, could you edit this post and remove every explanation and/or justification for cutting those rooms? That way it would be more like "see this? Pretty neat, right? Well, it's no longer there! Cut! Cut Cut Cut!." Then you can make another entry on why to cut stuff, but later ("oh, btw, about those rooms that we cut two weeks ago...)."

Petruza - Jul 21, 2015 at 10:10
It would be nice that the cut rooms art, no matter how placeholder it is, be kept, either in the form of an extras pack, or accessible somehow from the game.

Darkstorm - Jul 21, 2015 at 10:10
Shame about the bank vault, just had an image in my mind of trying to steal cash from it and having security "forcibly" relieve you of it.

That's a point, will there be "soft" deaths in thimbleweed?  That is deaths that result from a specific action, but just put you back where you were before you took the action with no consequences after the cutscene(so are really more for humourous effect).  Think I missed this if it was answered before.

Paulup - Jul 21, 2015 at 10:29
"A lot of rooms in Monkey Island were cut and no one noticed."

I did.
The ones I really missed were Stan's exotic animal zoo, Herman Toothrot's underground bar, the casino on Melee Island, the space station above Monkey Island, and LeChuck's white-water-rafting excursion center.

Still haven't forgiven you guys for those cuts.

Ron Gilbert - Jul 21, 2015 at 10:44
LeChuck's white-water-rafting excursion center was nothing but busy work maze. I'm glad I cut it.

Bobe - Jul 21, 2015 at 10:55
nb4 gaming "journalists" pick this story up

Paulup - Jul 21, 2015 at 10:57
But once you got Stan's lemur from the mammal enclosure, it lead you through the beautiful rapids maze with one of the funniest lemur dialog trees you ever wrote. It was sorely missed.

Dr Winston O' Boogie - Jul 21, 2015 at 13:39
You know, Ron? I always wondered what was suppose to be in that medicin cabinet in Maniac Mansion. Would you be so kind and tell me? It kinda keeps me awake at night...

Peter Campbell - Jul 21, 2015 at 14:09
It would be quite ironic if it was sleeping pills.

Doug - Jul 21, 2015 at 14:38
Indeed.  Bank Vault, you were the best of us.

Peter Campbell - Jul 21, 2015 at 14:46
Ron, as with most everyone else here, I agree that they agree that you agree that cutting rooms that feel like "filler" is a good thing and something that is a natural and responsible part of game design.  Unfortunately, many game developers these days don't cut anything from their games, instead making half of the game nothing but boring filler material so that they can boast about the number of hours it takes to complete the game.

I'd much rather have a tighter, leaner, more focused on game world to explore and I feel like the game itself already became huge and robust compared to what was originally planned when Mark Ferrari joined the team.  He puts so much work into every room he draws and he makes the rooms so lush, beautiful and chock full of detail that would otherwise be absent if you guys stuck with the Maniac Mansion style of art.

With Mark Ferrari drawing the rooms, Gary Winnick drawing everything else, and Ron Gilbert, David Fox, and perhaps this mysterious Jenn person doing all the programming, no doubt cutting filler rooms was the right decision and allows you all to focus on making the existing rooms and the entire game as great, interesting, detailed and fun as possible.  I didn't even know that Gary had drawn over 100 rooms, I thought the project had stood at about 80-ish rooms and when you initially said that you had cut 25 rooms that you had brought the room count down to the 60s or upper 50s, thank goodness that isn't the case otherwise I'd be raging right now lol.

Ron Gilbert - Jul 21, 2015 at 14:50
It was always the plan to cut filler rooms, you just don't know which rooms are filler until you can "play" it.  There are 72 rooms left in the game and that does not count the close-up rooms (like the payphone keypad, bulletin board, etc). I imagine that number will go up a little and we realize we needed a room, add a new one, or someone starts a on-line petition to save the bank vault.

Leak - Jul 23, 2015 at 07:26
That bank vault really tied the room together, eh? ;)

Paulup - Jul 21, 2015 at 15:16
I do not miss the bank vault... mainly because that kind of room usually leads to one of my least favorite kinds of puzzles...

It's the type where there are either numbers or letters on every drawer and you have to open tons of them to find the thing you're meant to be looking for and there are millions of combinations to potentially get stuck on.
Eg: Space Quest 6 filing cabinets, Monkey Island 2 library cards, etc.

I like the first cut room the best... looks to be a giant TV screen with bottles of beer either side of it.

Conradson - Jul 21, 2015 at 15:46
The last screen looks like the second floor of the Maniac Mansion.

Conradson - Jul 21, 2015 at 15:52
Ok now I'm sure : you totally cut the second floor of Maniac Mansion :p

Marco Lizza - Jul 22, 2015 at 06:04
Oh my! I'll miss you, Ed's mansion second floor!

Big Red Button - Jul 21, 2015 at 16:23
Yeah, it would have been a neat homage. At least it's a nice reminiscence within this blog now.

mr. T - Jul 21, 2015 at 16:05
What horrible fate for so many misunderstood, innocent and brave room-souls. Many of them so kind and hard working - some of them perhaps a bit filthy and disfigured- but never saying a bad word, just minding their own business ... and only to find themselves with no job or meaning in this cruel demanding world. Save the bank vault I say! Attica! Attica! I demand Justice!

On a more serious note, somehow this post made me think about a painter who after finishing his vision sees some extra canvas still with no paint and just decides to cut the extra canvas. And another who has painted the whole canvas but after some careful thought makes the decision that some areas on the corners don't bring anything in to the story of the painting. To his great annoyance, the latter has done more extra work and also used more paint...

P.S. Actually, I would love to do some gratuitous lock picking in that vault. Who knows what you'd find there... Some gum perhaps, Rusty's yellow jacket or that collector's edition of Huckleberry Finn so many of us yearn for and hear stories about. Now we will never know!

Franzy - Jul 21, 2015 at 16:17
The rooms cut in the End Credits?
Yes good idea!
Anyway this blog is wonderful.
Keep the good work guys!!!!

Ashley B - Jul 21, 2015 at 16:54
I think you should leave a one of the 'cut' rooms [Replete with the wireframe  graphics] as an Easter Egg.  The bar room at the top of this post could be an example.  

Then you have an Easter Egg way in.  Imagine a bookshelf loaded with books you can look at with funny titles, or comments when checking them.  (Eg "Falling off a cliff, Eileen Dover" - Just please do better than that).  One of the books is called "The History of Scumm Barr by Wally B Feed".  What you do is look at it 3 times, try to pick it up 3 times, look at it three times again.  After you do that, the bookshelf becomes a door and you can have a look around.   It adds nothing to the game, possibly you can get a useless low-res iconed item for your inventory, but otherwise is an easter egg for people to find.

A secret puzzle in effect.

Stefano E. - Jul 21, 2015 at 17:23
Funny, I was thinking just yesterday about the fact there were 100 rooms and I was wondering how Mark would have  managed to draw all of them. Even with 72, I assumed he needs at least one week each, given the amount of detail he put in the few we saw. Is that an accurate estimate? That would require another 70 week to finish all of them.

Bobe - Jul 21, 2015 at 19:53
I wish I could find the article, but when Peter Chan did the background art for Monkey Island 2, it said how many he was doing a week.  I want to say it was as many as one a day.  That doesn't include the time to scan it and touch it up.

Peter Campbell - Jul 21, 2015 at 23:41
Well, there's no doubt that Gary Winnick wireframing the entire game, plus Gary, Ron and David going through and carefully planning out what they want each room to feature during pre-production saves Mark Ferrari a ton of time, where he won't really have to make very many changes once he's drawn his rendition of a room.  Plus he's not limited by today's computer hardware like he would've been back during the LucasArts days.  Still though, I imagine it must take at least a couple days to draw a room, I'm thinking doing 6 or 7 a month while working full time sounds like a plausible number, but i'm really just guessing lol, after all just look at how detailed and wonderful the outside of the Quickie Pal is, that room is a thing of beauty and must've taken at least 4 or 5 days to do.

Mike McP - Jul 21, 2015 at 22:52
Damn you, white devil!  I've suffered in silence for 20yrs over those lost MI rooms, and here you are, mocking my PAIN.

Big Red Button - Jul 22, 2015 at 09:32
I would have liked to completely explore the ships in MI. They were very extensively accessible of course but not completely. Okay, LeChuck's ship was rife with ghost pirates. But I have been very curious about my recently bought "previously owned vessel".

Big Red Button - Jul 22, 2015 at 11:17
I admit that this is an extravagant issue, since only the prow was really left out. Never mind! Just focus on what a good game needs.

Guga - Jul 22, 2015 at 08:46
You know what you should do with the cut rooms?

Another adventure game based ONLY on those rooms. ThimbleweedPark^-1, or What if we cut only the rooms we actually kept.

Paulup - Jul 22, 2015 at 09:21
I like it... could put any unused characters in it too, like all the unused Delores variations.

I think it should be called "Cruft Town"...

In 1987 three people were transported to a place beyond time, beyond space. A hastily-drawn wireframe world where nothing was as it seemed. Where doors lead to unrelated rooms and items were barely decipherable. Welcome to... Cruft Town.

Steffen - Jul 22, 2015 at 11:27
And may be we find fuel for lost chain saws or the secret of all missing last socks....
I like the idea.

This could also be an easter-egg when making a step through a mirror.   ;-)

Markus - Jul 27, 2015 at 03:58
Seriously, this is one of the best ideas I read in the comments for some time.

Mister T - Jul 22, 2015 at 09:22
I'd so love to have a making of ebook, which lists some of the creative decisions in a more detailled manner. I can see that is makes little sense to work on a room so it can be used in a director's cut, but it would be interesting to learn more about the difficult choices in the cases where you really were not sure.

Not just the rooms which did not make it but also those who survived the purge although being candidates to get cut. I guess that there would be lots of spoilers involved, so this cannot happen on this blog at this point. But it just would be too interesting to learn about those things. Maybe later?

Peter Campbell - Jul 22, 2015 at 10:24
Backers of the kickstarter campaign who pledged at least... I think $40, maybe it was $30, i don't remember, will be getting a "The making of Thimbleweed Park" pdf document on the making of the game.  Those who pledged something like $400 get a hardcover copy of the "Making of" documentary in addition to a ton of other physical rewards.

Mister T - Jul 27, 2015 at 17:40
Oh, that makes sense... too bad I have only paypal. But at least I get absolution for my teenage crimes.

jfrisby - Jul 22, 2015 at 15:10
So much for hanging out next to the pillow factory!
I like those weird/empty scenic rooms from old adventures, but there's some really obscene burn-rates of rooms around (Universe, Microprose stuff. Prisoner of Ice).

Zombocast - Jul 22, 2015 at 16:44
Agree. Pillow Factory Mini game of stuffing pillows woth robots!

Duphus - Jul 22, 2015 at 17:46
Hey Ron,

What are the plans for Wimpy after the game is finished? Are you just going to scrap it, or is it going  to open-source? (Essentially what I'm asking is will I be able to get my hands on Wimpy at some point in time).

Nolan 'Duphus'

Iron Curtain - Jul 22, 2015 at 19:44
That's a good idea. If you're not going to open up the source code to the game itself, why not the engine driving the game? Or at the very least, license it out?

Matthew Fearnley - Jul 22, 2015 at 18:05
Some content just doesn't have any value until it gets cut, then people (like me) get excited about catching glimpses of lost rooms in low res screenshots or magazine scans, or flashes of developer screens in old VHS footage uploaded to YouTube, yearning to see it in its original glory, pixel for pixel.
But if it had been in the actual game, we'd barely have noticed it.
The sad truth: cut a piece of art and post a small photo of it in the background on a computer screen, and it will become a "lost treasure"
Put it in the final game with no puzzles, and we'll call it "the boring room".

Arto - Jul 22, 2015 at 22:37
Ron, did you cut a period in "Put. Down. The pitchfork." sentence? I remember it was like this before "Put. Down. The. Pitchfork."
If you did cut it, it's a good thing. Otherwise there's too much emphasis on the fact that it is a pitchfork, rather than on the "put down" part.

Ron Gilbert - Jul 22, 2015 at 22:39
Good catch, yes I edited that.

Jammet - Jul 23, 2015 at 03:08
;) We all love you do the cutting and editing in the most sensible ways.

Unlike this guy:

Peter - Jul 23, 2015 at 17:07
That's like you're Project with music. Martin Levac try to create look and feel of the old Phil Collins Stuff:

dada - Jul 23, 2015 at 18:36
Ok, Ron but don't touch the Quickiepal room, I'm keeping my pitchfork at hand..

Ashley B - Jul 25, 2015 at 18:38
Ha ha. All of the depicted cut scenes are from old games...  I thought it was just the last one, but then i clicked... The Bar is the bar from MI2

Michael - Jul 28, 2015 at 10:40
The bank vault needs to stay! Perfect place to store a hamster or a goldfish.

Ian Stanway - Aug 12, 2015 at 11:31
Out of interest, could you give any detail of an interesting room or two cut from Monkey Island?