Thimbleweed Park Podcast #30
by Ron Gilbert
Nov 14, 2015
Nov 14, 2015
Listen to me be unable to pronounce "walk box" and we're also joined by special guest star Malcolm Stead.
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- Ron
I hate jazz!
If I was making music for a game like this, I'd definitely see the Twin Peaks soundtrack as an influence, with that ominous kind of swing to it. But it would have to be more eighties I guess.. Maybe throw in some U2 guitars and some period synthesizers?
Really enjoying the blog and podcasts, btw.
The drums from Birdman are an interesting suggestion. Maybe Steve Kirk could supplement such drums with some screaming guitar sounds for dramatic cut-scenes.
Bock is a strong lager of German origin.
Ahoy bilge-suckers! Aye just heard about a Monkey Island™ theatre play in Germany:
http://kulturreederei.de/programm/#_monkey-island
http://grumpygamer.com/monkey25/5645b56d8195c3e3044fcf01
Blimey! Judging from the last years video it looks a little like the theatre scene from Big Lebowski. Shiver me timbers! For me a big plus :)
Therefore i decided to attend on Nov 20.
I happen to live in Halle atm as a Halunke (rapscallion / scoundrel; You get lovingly entitled this way if you are not born there :)
So if ye plan to attend too, but live far far away (ie Deep in the Caribbean), ask me about ACCOMMODATION™ (Fee about 1 Grog, arrr!)
I have two questions:
1) Mr. Malcolm Stead: what's the name of the first game you have published when you was just 14 years old?
2) TP team: nowadays there are tools like bug trackers which simplify the process of write, read and change the state of a bug. Everything and everyone is connected. But back to the '80, for example while developing and testing Zak McKracken: how did you manage the bugs? Zak McKracken is a prefect bugs free game, even in the first version on commodore 64!
Answers like "because we are good people" are accepted.
Thank you!
In the pre-Internet era, that solution was the best possible simple and efficient, I think!
On Commodore 64, I placed the cursor on a particular spot near the lower right corner, and simply pushed the fire button on the joystick to update the walking :-)
It was part of the fun...
It could be a little frustrating for a player who thinks he/she has the solution to a puzzle but then has to traverse the entire game world to where they need to try their solution. And, what if what the player tries doesn't even work out to be the solution? I remember having to do this several times when playing Broken Age and it was kind of a pain in the butt.
Some design keeps or tries to keep players within a compartment when presented with a puzzle, but ultimately when you open up a lot of the game world, that game world traversal can feel a bit tedious when you are stuck.
Of course, if you have puzzles that are dependent on how a player moves, you will have to design special cases to handle this if you allow the player to move faster or to "quick travel" to other rooms or areas.
The same goes for board games adapted to computers and the internet - why on earth are the people playing the games if their only intention is to get through them as fast as possible - isn't the whole idea of gaming at least in part supposed to be in actually spending time in the game, not just achieving the goals?
Where's the leisure or the joy of playing the games if the only goal is to get to the end as fast as possible?
Concerning the music, I think they were the heart and soul of many of the best games ever produced, when the graphics were not that good and proper attention was given to music in order to help our immersion into the game. As for pixel art, IMHO, 8bit songs can be great too.
There are many 8bit masterpieces like Ducktales' "The Moon":
https://www.youtube.com/watch?v=mVw3R2lqdDc&feature=youtu.be&t=6m51s
Zelda's "A Link to the Past - Lost Woods"
https://www.youtube.com/watch?v=sx6L5b-ACVk
The new version is also great:
https://www.youtube.com/watch?v=-WBQtfbfRYA
But also soudtracks of new games like The Tapping Dead:
https://soundcloud.com/crazycricketgames/06-im-sorry-natalie-portman?in=crazycricketgames/sets/the-tapping-dead-ost
https://soundcloud.com/crazycricketgames/04-28-days?in=crazycricketgames/sets/the-tapping-dead-ost
Some examples, etched in my memory:
Gods (by Bitmap Brothers) : https://www.youtube.com/watch?v=xN0VIgO3U0k
Cannon Fodder (by Sensible Software) : https://www.youtube.com/watch?v=PiYuq6Ac3a0
Xenon 2 (by The Assembly Line) : https://www.youtube.com/watch?v=2w-tiRnac2k
Further back in time, of course, the unforgettable intro of The Secret Of Monkey Island 2 (PC version) : https://www.youtube.com/watch?v=6lTz2nkPNXA&feature=youtu.be&t=32s
Zak McKracken And The Alien Mindbenders (Commodore 64 english version) : https://www.youtube.com/watch?v=rw6EB1RC2tk
(I never wanted to skip the intro, because I knew there were some clues in it!!)
...and futher back in time... the very first intro I used to watch...
Maniac Mansion (Commodore 64 english version) : https://www.youtube.com/watch?v=4YWNTOiJa5s
I loved the crickets and the dialogs among Dave and the other two kids, in particular Bernard :-)
Ciao!
Turrican 2 (music by Chris Huelsbeck)
Monkey Island (I like very much the tracks from Special Edition)
Loom (the guy who composed the score has some chance to become someone :)))) :D )
And about Loom: I agree with you. Lady cygna is a perfect character for the "Death of the Swan" opera.
(push the Big Red Button) : http://www.myinstants.com/instant/objection/
http://blog.thimbleweedpark.com/faq
"Probably not until Jan 2016. You will receive an email via Kickstarter when we're ready."
https://www.youtube.com/watch?v=dpTKSxH3asA