Friday Questions

by Ron Gilbert
Mar 01, 2017


After a long break, Friday questions are back!

Post your questions for Gary, David or I to answer on this week's Thimbleweed Park™ Podcast and we'll do our best to answer them.

One question per-comment and please try and keep them short. If you leave a long meandering question, we'll get bored and start reading twitter.

If you question relates to these final stages of the project, it will be more likely to be answered.

And as always, be nice and no wagering.

- Ron

Gffp - Mar 01, 2017 at 15:11
David: how your education in humanistic psychology influenced your work as a game developer?

Zak Phoenix McKracken - Mar 01, 2017 at 15:21
I second that, very deep question.

Mattias Cedervall - Mar 01, 2017 at 17:04
It inspired him to microwave the hamster...! :-(

Nor Treblig - Mar 01, 2017 at 19:47
Did you watch the video on that page? And with watched I mean listened.
What - the - *beep*!

Mattias Cedervall - Mar 01, 2017 at 21:44
No, but I listened now and it was strange! :-/

Geoffrey Paulsen - Mar 02, 2017 at 10:15
Strange is an understatement!

Nor Treblig - Mar 02, 2017 at 14:29
I really hope it's just YouTube's music censoring...

Henk - Mar 01, 2017 at 15:12
Are there any plans for when Thimbleweed Park is finished? New games/vacation etc

Uli Kusterer - Mar 01, 2017 at 16:01
And if there are vacations, where (or to whom) are you going? :)

Gene - Mar 01, 2017 at 15:12
1. Love you, guys
2. Can't wait to play this game already
3. That's it

vegetaman - Mar 01, 2017 at 15:14
What is everybody's current wrap-up process this month as you finalize the game launch? (ie. Last minute bug fixes, translations, marketing materials, etc.?)

Jelmer - Mar 01, 2017 at 15:16
Could you tell me about loom

John - Mar 01, 2017 at 15:18
In an ideal world, what would have been your perfect release date?

Zak Phoenix McKracken - Mar 01, 2017 at 15:19
From now to March 30th, what is planned to do to?

uriel - Mar 01, 2017 at 15:19
Can you name the top 3 things you would have done differently during the creation of TP? and why?

Uli Kusterer - Mar 01, 2017 at 16:02
And also, what went absolutely right that you're proud of, or that always went wrong before, or used to be a hassle and now it went smoothly?

Peter Brodersen - Mar 01, 2017 at 15:19
Which off-the-shelf tools (open source or otherwise) that you would otherwise be forced to develop and code yourself have saved you most time during all of the production of the game? Could be project  management tools as well.

I reckon the available software is much more vast now than in 1987 where more stuff had to be invented from the ground up.

Orcan Ogetbil - Mar 01, 2017 at 15:19
What would you like to see in the Thimbleweed Park Deluxe Edition remake that will be done 18 years from now. What do you not want to see?

Nor Treblig - Mar 01, 2017 at 19:48
Did someone say "verb coin interface"?

longuist - Mar 02, 2017 at 01:31
And a movie by Coin Verbinski?

Thaddeus Sharpe - Mar 01, 2017 at 15:20
how are you guys coping with the stress?

Lautaro - Mar 01, 2017 at 15:21
Do you have any plans on releasing the Thimbleweed Park OST in vinyl format?

Johann - Mar 01, 2017 at 15:23
What are your plans for after Thimbleweed Park? Do you want to make another game together, or go your own way (and reunite in another 30 years)?

Happysven - Mar 01, 2017 at 15:23
Do you have any expectations on the financial success of Thimbleweed Park? Has the money from the Kickstarter-Campaign covered all your costs or are you dependend on a good profit from the game sales?

Paul Jacobson - Mar 01, 2017 at 15:24
Planet earth is exploding. We're all escaping in cool 50s rocket ships. But you can only take one item with you,  and it must fit in tote bag for life. What is that thing?

Rodrigo - Mar 01, 2017 at 15:26
Do you realize how important adventure games were to people around the world learn English?
Will you allow to have english audio with english subtitles? That's the best way for those of us who have english as a second language.

Zak Phoenix McKracken - Mar 01, 2017 at 15:34
the game is shipped with voices in English, and subtitles in English, Italian, Spanish, German and French.

Firebird - Mar 01, 2017 at 16:52
I usually also play English with English subtitles.
I just hope, that the subtitles don't include audio cues, or if they do, that we can make them optional.
I know, that it is very helpful for the people, which need them, but it is very distracting if you don't.
For example Broken Age includes forced audio cues.

Brian Small - Mar 01, 2017 at 15:26
Why did you pick March 30th as the release date, and not March 31st?

Zak Phoenix McKracken - Mar 01, 2017 at 15:34
(to be far enough from April Fool's Day :-D )

Mattias Cedervall - Mar 01, 2017 at 17:02
Because odd figures/numbers doesn't feel good!

Hoerry - Mar 01, 2017 at 15:26
Not a stupid question: What type of wine and cheese should be consumed along with Thimbleweed Park?

Mattias Cedervall - Mar 01, 2017 at 17:00
Not a stupid answer: The wine must be alcohol-free and the best cheese is made in The Netherlands, but Norwegian tomato cheese is quite rare and very good! ;-)

Marcel Taeumel - Mar 02, 2017 at 11:56 you mean grape juice then?

Ben black - Mar 01, 2017 at 15:27
When will the sequel to Thimbleweed Park be released?

Jeff King - Mar 01, 2017 at 15:29
Will the music be "iMUSE"-y at all, changing slightly depending on context?

Marcel Taeumel - Mar 02, 2017 at 11:54
Yes, I think they mentioned it in a podcast. Kirk did compose smaller, partially related, chunks and the engine can combine those chunks al gusto. :-)

Ben black - Mar 01, 2017 at 15:30
In Thimbleweed Park, what is the largest item you can put into your pocket?

Mattias Cedervall - Mar 01, 2017 at 15:30
Ron, did you alter the text in one of my books like I begged you and Jenn to do (before the content lock)?!

Please change from "Sorry, some berries MIGHT be delicious, but they still end hunger way too permanently." to "Sorry, some poisonous berries MIGHT be delicious, but still ends hunger way too permanently.".

Mattias Cedervall - Mar 01, 2017 at 18:22
PS. The book is called "Diet yet?".

Soong - Mar 02, 2017 at 04:22
Is the broken grammar in the new version supposed to be a joke that I am missing here?

Mattias Cedervall - Mar 02, 2017 at 13:22
Broken grammar? English isn't my native language and I don't know what you mean. I want to include the word "poisonous" and I thought you would see what I changed... :-/

Andreas - Mar 01, 2017 at 15:30
Question for David:
During development when the three of you disagreed about design choices, how often did you win the argument, because Gary and Ron were intimidated by your mustache?

Mattias Cedervall - Mar 01, 2017 at 15:32
When will Steve Kirk write about his process for composing the music for Thimbleweed Park?

Guillaume - Mar 01, 2017 at 15:33
How many floppies will be shipped in the Amiga version?

Huffman - Mar 01, 2017 at 15:33
With a similar budget, how much faster could you produce another game based on the same platform given that you won't need to develop and experiment with tooling as much?
Or maybe you wouldn't necessarily want to use the same platform?

Mattias Cedervall - Mar 01, 2017 at 15:34
Ron, were you able to implement dynamic fog that reacts to the playable character's movements?

longuist - Mar 01, 2017 at 17:07
Yes, please lift the fog!

Alan Shutko - Mar 01, 2017 at 15:35
iMUSE was awesome, but it seems to have been a dead end in game development. Why didn't it ever catch on?

LogicDeLuxe - Mar 01, 2017 at 17:53
AfaIk, every LucasArts adventure since Monkey 2 uses it. It's just not that obvious as in Monkey 2 and CMI, but used more subtle in other games.
The only dead end I can see hear is that Disney discontinued in-house game development after their purchase of LucasFilm.

Alan Shutko - Mar 01, 2017 at 18:30
The LucasArts adventures used it, but Grim Fandango was the last one.  Why hasn't anything like it appeared for other games?

LogicDeLuxe - Mar 01, 2017 at 19:04
Escape from Monkey Island uses it too. And I'm certain, the Jedi Knight series does use it as well. Not sure about other Star Wars games though, since I didn't play them.

pret - Mar 01, 2017 at 15:36
Are you open to fan translation? Obviously you can't support all languages in the world. (Or can you?) I would appreciate if locale files are open and friendly to non-Latin characters.

Zak Phoenix McKracken - Mar 01, 2017 at 15:41
Early on this blog, it was answered this question: yes, at a certain moment after the game came out, there will be a tool or something to let users translate the game in what language they want.

Andrea Turel Caccese - Mar 02, 2017 at 01:32
Lol, I have already did it with MI 2, changing completely the story (in a dialect form of south Italy). With released Tools, creativity never ends :D

Guga - Mar 02, 2017 at 01:52
E no, ora voglio giocare a MI2 Terrone Edition.

Zak Phoenix McKracken - Mar 02, 2017 at 03:09
Lo voglio! ORA!!

Pazuzu - Mar 02, 2017 at 07:51
Dove la si può trovare?

Gffp - Mar 02, 2017 at 10:08
Guys, why don't we share some adresses and make a group, like on telegram, skype, fb, or something...There are Zak and Ema from Lombardy, Marco Lissa and bobdeniro from Venice,  Gabarts and Filippo in the bowl from Tuscany, Guga from Sardinia, the Two Danilos from LucasDelirium (funny photostory on FB!!!), and many other guys... This is a period that we are all here because there's the firm point of the 30th of March. Probably after that, participation will be discontinued, that's the best time to make a group to talk about fan related things...

Zak Phoenix McKracken - Mar 02, 2017 at 11:07
...and Carlo Valenti from Genova...
Good idea, I suggest a facebook/messenger group, so if someone doesn't want to share his phone number, it's safe.

Kenobit - Mar 02, 2017 at 11:59
Count me in! We might organize an Italian release party!

Gffp - Mar 02, 2017 at 12:26
Yes, telegram, skype, and fb messenger can all be used without revealing your mobile number. I strongly suggest telegram by my experience because it can be used on every OS (macOS, Linux and Windows) with sessions opened on different devices (the check is just an sms and once you got the device authorized, you have not to repeat the check) and also in browsers without even installing it, and on smartphones. It's very lightweight and you can share huge files. Here is my telegram account: Cfbb98
You can search for me, add me, and after I'll create a group. :-)

Emmanuel Velez - Mar 01, 2017 at 15:37
Is there any chance people who missed the chance to fund/back the game will get another chance to score any of the art books and other loot that the backers are getting?

Zak Phoenix McKracken - Mar 01, 2017 at 15:38
Can you tell us who translated the game?
We know Boris for the German part, but for Italian, Spanish, and French?

Mattias Cedervall - Mar 01, 2017 at 16:50
Concha Fernandez is the Spanish translator:

Aren't you the Italian translator?!

French translator = Hercule Poirot?

Zak Phoenix McKracken - Mar 02, 2017 at 03:14
No, I didn't have that honor and privilege :-D
I had translated "Rube Works" game for David Fox, but in Thimbleweed Park my best contribution was spamming in the blog.

Marco Lizza - Mar 02, 2017 at 04:04
... and you did a pretty decent job, sir.


Zak Phoenix McKracken - Mar 02, 2017 at 04:22
Oh, thank you :-)

Zak Phoenix McKracken - Mar 02, 2017 at 04:23
Oh wait, it was referred to the translation or to the spamming?!

Mattias Cedervall - Mar 02, 2017 at 13:18
How did that happen?

Lee Allan Sanders - Mar 01, 2017 at 15:41
I have an Xbox One and an XboxLive account. how do I play the game on it please?

Big Red Button - Mar 01, 2017 at 17:25
You will have to buy it as DLC at the Xbox Store. Of course, you won't be able to play it via mouse ( ).

Big Red Button - Mar 01, 2017 at 19:18
By "DLC" I actually mean "downloadable game", of course.

Samuel Varg - Mar 01, 2017 at 15:47
What part of the game would be LeChuck's favorite?

badde - Mar 01, 2017 at 15:48
4 more questions? By the time ...?

Roland - Mar 01, 2017 at 15:51
Are the Kickstarter boxed copies different than the retail ones ?
I worry that i paid 150 bucks ( not signed as far as i remember) for the same thing.

Big Red Button - Mar 01, 2017 at 17:30
They will differ. The Kickstarter boxes will include a 'feelie' and, if I interpreted Ron's FAQ statement correctly, it will be signed.

Simon Simon - Mar 02, 2017 at 02:04
Backing the kickstarter made the game possible, buying the final release will make the game a success. Very different things and different concepts.

The reward item is an acknowledgement that you gave 150 bucks to Ron and Gary and trusted them to use it well. It's really cool that you did that. In my opinion, we should not expect kickstarter exclusiveness or compare backer's money with final game prices too much. Of course you probably get the final game for less. But maybe you wouldn't be able to get it at all now if you and others had decided to not give 150 bucks two years ago. I am greatful what Gary, Ron and their team made with my kickstarter money.

Big Red Button - Mar 02, 2017 at 07:21
Exactly. Ron has emphasized several times that backing doesn't mean buying.

Tyler Durden - Mar 01, 2017 at 15:51
How high would you place Thimbleweed in your personal top 10 games made/written by you?

Roman - Mar 01, 2017 at 15:53
What is your very own definition of "Thimbleweed Park Project is/isn't successful"? It can't be just the budget based story about 10 copies per user...;-)

Brian Ruff - Mar 01, 2017 at 15:53
How many of us beta testers will you have?

Andrea Caccese - Mar 01, 2017 at 15:55
I have an old Macbook (Late 2008) with 5GB of RAM and 2 Ghz. Is it too old for playing an old style graphic adventure like TP?

Nor Treblig - Mar 01, 2017 at 19:50
Hardware may be OK, but can it be upgraded to OS X 10.7?
Take a look here for official minimum requirements:

Someone - Mar 02, 2017 at 04:37
"Hardware may be OK, but can it be upgraded to OS X 10.7?"

That should be possible. But I recommend not to use these old OS X versions because they haven't got updates since a while (and won't get any in the future).

Sergio - Mar 01, 2017 at 15:56
During the creation of Thimbleweed Park, what was the Gilbert's game that has most influenced his making?

Kholoud - Mar 01, 2017 at 15:58
If the game spread all over the world. do you consider adding new languages?Arabic for example :)

Big Red Button - Mar 01, 2017 at 16:42
A few months after the official release, there will be a tool that allows you to write self-made translations. So, I think that at least a fan-made Arabic translation is very likely.

Big Red Button - Mar 02, 2017 at 02:01
... provided that the game would support Arabic letters.

9800th man to surf - Mar 01, 2017 at 15:58
Does David know that there is an alien in the original Star Trek movie (1978) that looks very much like the aliens from zak mckracken?

Great minds think alike, or what...

Herr Stirz - Mar 01, 2017 at 16:01
Dear TWP team,

I am curious: looking back with today's knowledge to the point in time where it all started, before you went on Kickstarter, would you still take the plunge to do it? Would you probably do it again for "Thimbleweed Park 2 - The Quest for more gullible crowdfunders"?


Herr Stirz

Uli Kusterer - Mar 01, 2017 at 16:05
How many people ended up being involved in the making of TP, and what kinds of jobs were they doing?

People organizing the tours, helping lug stuff at the booths, maybe even people at Microsoft that helped with the Xbox publishing process or so. Which of these people did you not expect you'd need originally?

Daniel - Mar 01, 2017 at 16:06
With the separate stores / distribution channels, are you able to push out future game patches/updates close to the same time? I assume the easier it is for you to distribute your patches to the various channels, the more likely we will get useful patches rather than Ron's cursing the time he is wasting navigating the patch delivery process.

John - Mar 01, 2017 at 16:07
How did you define your criteria for the completion of this endeavor, and how did the team remain accountable to it in order to see this through?

Uli Kusterer - Mar 01, 2017 at 16:07
How old were you folks when you did your first PnC adventure? Are you the same person today that you were back then? If not, did you regress to that personality during TP?

Patrik Spacek - Mar 01, 2017 at 16:08
How many backgrounds and characters have you made for this game in total?

MrKii - Mar 01, 2017 at 16:08
As a developer I'd like to know about indeep opinions on the scripting system (squirrel) specially compared to the old scumm. I'm aware this might be not interested to "normal people", so it'd be great to have a "developer friday questions" to ask about internals :)

Daniel Wolf - Mar 01, 2017 at 16:57
That's a great point! There do seem to be a lot of programmers among Ron's fans (myself included). Some more technical details about Ron's new engine would be great!

Someone - Mar 01, 2017 at 17:16
Yes, that would be indeed very interesting. :)

N. Harold Cham - Mar 02, 2017 at 01:18
Yes, please. Zak McKracken was what made me want to be a pirate, er, programmer!

Zak Phoenix McKracken - Mar 02, 2017 at 03:18
Exactly, it would be great!

Geoffrey Paulsen - Mar 02, 2017 at 10:19
I'm also very interested in your opinions of embedding squirrel into your project, and exposing functionality to the squirrel runtime, etc.

Guga - Mar 02, 2017 at 01:57
I totally agree.

There are a lot of programmers here, and most of them seem to be interested in how the hell you write your own adventure game engine (myself included), so a bit more detail for us fellow wannabe gamedevs would be appreciated :D

Valdir - Mar 01, 2017 at 16:12
Was the original budget enough or you had to resort to other resources like starving or getting in debt?

Uli Kusterer - Mar 01, 2017 at 16:13
Given you're basically making several games (several platforms and several languages), what were the most surprising/funny/vexing differences between each of these game versions that you had to fix/track down/live with?

DigitalNative - Mar 01, 2017 at 16:20
This is not really a question but a speech of thanks:
Ron, when I was young - I believe I was 11 or 12 - do you know how much time I to find the !$/%&§$!"% oil for the §&$%"!!% chainsaw in MM @C64 (years later: still on Amiga)? No? I also can't remember exactly, but it felt like a half, maybe even three-quarter of infinity. And now I am really happy to be able to tell you that it was worth every second! Otherwise, maybe, I would had have (have had? has have? sorry native German here) the time to do more social things like joining the real live or doing other crazy and dangerous stuff. So thank you so much in hindsight and I hope that the puzzles in TP will be at least as crazy and time consuming!

-dn (investor and proudly phone book referenced guy)

Sushi - Mar 01, 2017 at 16:21
What will become of this blog after the release? Do you intend to keep posting on the mobile versions, patches,..., or will there be one final post "see ya! Now buy a copy and play the *beeping* game already!!"?
Thanks again as well for  creating one of the nicest corners to hang out on the internet in the last 2 years!

Steffen - Mar 01, 2017 at 16:31
Are you a fan of the goldfish of Zak McKracken? Sorry, your nick just reminds me of this game... probably having to many thoughts about adventure games in my mind at the moment.

Sushi - Mar 01, 2017 at 16:50
@Steffen: why, yes! My avatar is taken straight from a Zak C64 screenshot, by the way. I have always sympathised with her.

Nor Treblig - Mar 01, 2017 at 19:53
Which, btw., is still not working for me (anymore).

Gene - Mar 01, 2017 at 16:26
Any plans for a next game?

Basti - Mar 01, 2017 at 16:28
Q: Do I have to choose Mac, Windows or Linux?
A: No, backers will get all three.
Q: And what about regular buyers? Does the Licence contain all three systems?

Zak Phoenix McKracken - Mar 01, 2017 at 16:33
May I guess the answer to your last question?

Someone - Mar 01, 2017 at 16:38
May I guess too? Buyers will get the Windows, MacOS and Linux versions - at least on Steam and These two stores are selling only licenses for all three systems.

Uli Kusterer - Mar 01, 2017 at 18:12
Definitely not true for Steam. I got Batman: Arkham Asylum on Steam for PC, and had to buy the Mac version off the Mac App Store. It depends on the game (and exclusivity contracts, and many other variables) what versions you get.

Someone - Mar 01, 2017 at 18:17
Yes, but Ron said already that the versions for Windows, macOS and Linux will be available on Steam and And on Steam and you can only buy all versions together.

Herr Stirz - Mar 01, 2017 at 16:39
If someone approached you with the plan to re-create Thimbleweed Park as a non-commercial fan-made port for classic computers (C64, Amiga, ST, etc.), would you appreciate it/put him off pursuing this plan/support him/sue him?


Herr Stirz

Hägar - Mar 01, 2017 at 16:55
Well, I can do a text adventure port, if there is enough interest and the permission from TT. ;)

Mattias Cedervall - Mar 01, 2017 at 18:30
Funny port. :-)

dada - Mar 01, 2017 at 16:42
Could you please tell us little more about these final stages of the project?

dada - Mar 01, 2017 at 16:45
Will there be more Friday questions sessions?

Katie Parsons - Mar 01, 2017 at 16:46
If you each had to give one piece of advice to someone considering making an adventure game, what would it be?

Sushi - Mar 01, 2017 at 16:46
When platforms like steam and GOG sell your game with seasonal promos/launch offers/discounts..., is that their sole decision, yours (terrible toybox) or a combination?

Polamincohesmain - Mar 01, 2017 at 16:46
A couple of questions...
1) Why Thimbleweed park? Can you explain what's the story behind it (the idea around the name and why you choose it)?
2) Should we expect more episodes of TWP?

Nor Treblig - Mar 01, 2017 at 20:05

Valdir - Mar 01, 2017 at 16:48
Are you sick of Thimbleweed Park already?

tomimt - Mar 01, 2017 at 16:51
Will you consider doing your next project in a similar open fashion as Thimbleweed? It's been a blast following this blog. Many KS projects have promised something like this, but very few have actually managed to do so.

Someone - Mar 01, 2017 at 16:53
You developed TWP with no hardware limitations (you had unlimited amound of RAM and disc space). After finishing TWP: Was this a good or bad thing? Sometimes hardware limitations could be beneficial for the design because you have to cut some elements - and it could be a funny and interesting challenge to write an adventure game for the Amiga or the C64 ... :)

Uli Kusterer - Mar 01, 2017 at 18:09
Or, taking a step back here, is that true? Did it feel like you had no limitations? If not, how were your limitations different from ye olde days(tm) ?

Valdir - Mar 01, 2017 at 16:55
How you three avoid procrastinating? Don't you suffer with distractions?

dada - Mar 01, 2017 at 16:55
What are you guys gonna do if the sales go through the roof?
And what are you gonna do if the sales are bad?

Gv - Mar 01, 2017 at 17:12
What was the "drawing tool" for Mark Ferrari, both now and in 1990? Mouse or a digital pen?

Big Red Button - Mar 01, 2017 at 17:19
Back in 1990, it was Deluxe Paint by Electronic Arts. Nowadays it's Photoshop.

Nor Treblig - Mar 01, 2017 at 19:57
Here an in-depth answer:

Barton Lynch - Mar 01, 2017 at 17:14
Will Thimbleweed Park have DLC, micro-transactions and a season pass down the line? ;-)

Mattias Cedervall - Mar 01, 2017 at 18:18
I've already asked Ron and he said there won't be DLC in TP.

Tbmutiny00 - Mar 01, 2017 at 17:14
Will there be a premium package on Steam where we can buy the game+music+pdf?

Big Red Button - Mar 01, 2017 at 17:17
Isn't the PDF for some backers only?

Dom - Mar 01, 2017 at 17:15
Are you going to release a revised budget breakdown now that the project is nearly done?

Big Red Button - Mar 01, 2017 at 17:16
If you decide to not open-source your engine, what do you think about selling licenses for your engine? Maybe there are some indie developers who would be interested in your engine.

Michael Hoffmann - Mar 01, 2017 at 17:18
Could you elaborate about the Arcade room that was left out of the game? When will it be patched in? Are there any other patches planned?

Jenna Starar - Mar 01, 2017 at 17:21
Thimbleweed Park music from what I've heard so far has an almost surf/blues sound to it, does this reflect your (Ron) personal taste in music or is it just appropriate for game?

Andrew - Mar 01, 2017 at 17:29
Is this your first project working in an international team and if so what do you think is your greatest takeaway you've learned from the experience.

Emmanuel - Mar 01, 2017 at 17:33
Why aren't you at GDC? It was tough for me to make it there, but I did all I could so I could hear you talk about Thimbleweed Park. But you're not here.

Andrew Hanson - Mar 01, 2017 at 17:35
I was very excited to see the game go up on Steam! I am wondering if you'd share with us, the followers, what the response has been since it's gone up there. Have you had a lot of new Wishlist-ing? Do you anticipate a good number of sales? Not to get ahead of the horse (we haven't even played THIS game yet!), but I'm just anxious to see if it does well enough to allow future Terrible Toybox endeavors!

Slycrush Bleepgood - Mar 01, 2017 at 17:37
I can't wait until the 30th to buy the game! So unbelievably excited!!! Anyway, on to the question. How does one aquire free merch i.e. one of those sweet tee shirts? Do you forms of payment besides cash? First born child? Manual labor?

Slycrush Bleepgood - Mar 01, 2017 at 17:40

Peter Brodersen - Mar 01, 2017 at 17:45
How many times have all of you said the words "Thimbleweed Park" out loud in total during the development?

tcmsurfer - Mar 01, 2017 at 17:48
Are you now all fed up of Thimbleweed Park working on it for so long or is there a realistic chance for you to do another adventure together any time soon? (Will the money made with Thimbleweed Park be use for such new project?)

Ken Mattson - Mar 01, 2017 at 17:54
First off, Thank you for continuing to make games, I feel that the world needs more point and click adventure titles.

My question is: Now that you have set a launch date, how long does it take for the burnout of making a game to wear off, and actually want to create something else?

Gffp - Mar 01, 2017 at 17:57
Gary: did you do some special graphic art for the (opening?) credits or you handled them more movie like?

LogicDeLuxe - Mar 01, 2017 at 17:57
Will the boxed release come with a DVD Amary case?

LogicDeLuxe - Mar 01, 2017 at 17:58
Will the boxed version rely on an included code wheel? Or a table only readable with a red filter?

entropy - Mar 01, 2017 at 18:08
I like the part about open-sourcing the engine in the FAQ.
What made you at least reconsider this?
IIRC, when this project started you clearly stated that the engine won't be open sourced.

Bobby - Mar 01, 2017 at 18:14
Should we play the game on English even if it's not our first language, or shouldn't we worry about missing puns?

Gv - Mar 01, 2017 at 18:40
There are a number of common things between Monkey Island and Thimbleweed Park. Like the old hag-voodoo lady, a mansion, a vista-lookout post, the circus, a forest, even the tin foil hat guy looks a bit like Capt. Smirk, at least to me, I think he lives in the forest, doesn't he? What more? hum... The pigeon brothers, the Fettuccini Brothers, maybe there are a lot more of coincidences. What do you think of it? I know it is maybe not intended, but I want to know your opinion.

Arto - Mar 01, 2017 at 18:45
I took a one week vacation to play the game. Is that enough to complete the game?

Zak Phoenix McKracken - Mar 02, 2017 at 03:23
Sincerely... I hope not :-)
But not because I don't believe in your abilities: that's because that means the game will last much longer than expected!

Gonzalo - Mar 01, 2017 at 19:20
Are you going to make a contest or something so all of us who weren´t aware of the kickstarter can have the chance to win a box or a card signed by Ron, Gary and David? Pleeeeeeaseeeeeeeeee

Big Red Button - Mar 01, 2017 at 19:25
At least, you'll be able to purchase a non-backers box in a few months.

Paul - Mar 01, 2017 at 19:27
If you could visit yourself in the past, when you started the game, and give yourself one piece of advice, what would it be?

Jerry - Mar 01, 2017 at 19:39
What kind of sales does TWP need to reach so that Terrible Toybox keeps doing games like this :-)?

Cousin named Sven - Mar 01, 2017 at 19:46
What's the secret of Thimbleweed Park?

Joel Dorsey - Mar 01, 2017 at 19:53
Is there anything you wished you could have put in the game, but didn't have enough time to do so?

Kromiv - Mar 01, 2017 at 19:54
When's the release date for Thimbleweed Park 2?

Bakicomics - Mar 01, 2017 at 20:07
There are a lot of magic tricks in your games. Ransome has gypsy curse, Le Chuck is a walking dead, there are ghosts everywhere etc. Do you believe in magic or paranormal activity yourself? Did you experience something strange or scary that couldn't be explained logically? Thanks.

Nor Treblig - Mar 01, 2017 at 20:21
One question about the digital release:
Do you support GOG Galaxy achievements and is there also a custom (offline) achievement implementation?

Nor Treblig - Mar 01, 2017 at 20:21
And one physical release question about the A0 poster of the Puzzle Dependency Chart™ which will be included in every box:
Will it be horizontal or vertical?

Jammet - Mar 01, 2017 at 20:31
When you designed the box art, doors you look at older game boxes of old or new, to give it the look you are going for? Are retail publishers finicky about such choices or will most just let you decide what you want the box / jewel case to look like?

Amb - Mar 01, 2017 at 21:05
From your original brainstorming session back when you decided what game to make, were there any that made you wonder "What if" or "I wish" we had done that instead?

JackAttack - Mar 01, 2017 at 21:30
"WHEN" Thimbleweed Park is successful, do you see yourselves continuing on to make more "NEW", old school point and clickers? Or do you see yourselves branching out to other genres?

bobdeniro - Mar 02, 2017 at 06:05
That's exactly the kind of question I would have asked.
So please ANSWER it!!!... :D

...only if the answer to the first part is going to be a resounding YES.
Actually my brain now is too old to get in sync with other genres  :D

Benzel Washington - Mar 01, 2017 at 21:32
I'm currently writing a point-n-click game  - Do you have any advice for how to write a script for these types of games, especially the layout for branching conversations? Thanks!

Farooq - Mar 01, 2017 at 22:30
As someone called it the "weed engine" in the previous post, do you have a fancy name for the new engine or is it just "The Engine"?

Sdavtaker - Mar 01, 2017 at 22:38
Will it be an add-on available where Ron records Ransom voice, Gary records Reyes, and Octabia records Ray, David and Mark records the pidgeons, etc...

Zombocast - Mar 01, 2017 at 23:35
I'd like to hear about captain Steve Kirk, sexy Riker, and the late commander Spock.
*Steve Kirk directed the thimbleweed soundtrack

Lord Gaga - Mar 01, 2017 at 23:44
Now that your finger exercise is done and the engine is tested and ready, when do you start your work on Monkey Island 3? Or is this your secret of Monkey Island?

Evan - Mar 01, 2017 at 23:59
Is the Microsoft cert process completed?  Did you have to change anything or fix any bugs they discovered?

Karl - Mar 02, 2017 at 00:56
Can you talk a little on how you approach puzzle complexity, i.e., determining whether a puzzle is too hard (or perhaps too easy)? Several times during the development process you've mentioned providing more clues to make some puzzles easier, and given that the play life of an adventure game is dependent on the time it takes the player to solve the puzzles, it seems you need to walk a fine line between too much hand-holding and alienating players frustrated by difficult puzzles.

Here's wishing you all a successful launch!

Yann Lebrun - Mar 02, 2017 at 01:07
Do you plan kickstarter to record voice in other language like french ?

Big Red Button - Mar 02, 2017 at 01:54
They declared that they are not interested in another Kickstarter project, no matter what happens, because they would have to bring up a lot of time and money in order to do this and you never can be sure of reaching the goal. Also, according to the developers, some people have contributed to this game for a relatively low fee.
Ron said cynically, that he would try to get a "real" job, if this game flops, but I presume that they will realize enough profit with this game, so that they will be able to finance their next game without doing a Kickstarter project again.

Zak Phoenix McKracken - Mar 02, 2017 at 03:28
The game WILL be a success.
Remember the old days: over 11,000 people, from ALL AROUND THE WORLD, backed the project.
Only on TRUST.
And nowadays, every specialized magazine has very positive comments.
We can do our part, telling about Thimbleweed Park to everybody.

Someone - Mar 02, 2017 at 04:51
"They declared that they are not interested in another Kickstarter project, no matter what happens, because they would have to bring up a lot of time and money in order to do this and you never can be sure of reaching the goal."
"Ron said cynically, that he would try to get a "real" job, if this game flops,"

And this makes me still a little bit sad: The people backed a (smaller) project with simple graphics and all in all a more "simpler" version. After the Kickstarter Ron and Gary made the game "bigger" (in the sense of better graphics and so on) and involved more people. So it's natural that you have a lot of additional work and more costs. So *if* TWP won't be successful, why not doing another Kickstart with smaller goals (i.e. the simple MM graphics)? The community in this blog was very kind and even contributed to the game development. And I bet when Ron and Gary are doing another Kickstarter there are even more people willing to spend more money.

Big Red Button - Mar 02, 2017 at 07:01
I agree with you. The more sophisticated art-work could be a stretch goal, for example.

But, I'm pretty sure that the game will sell sufficiently. At least, they wouldn't need a new engine for their next adventure game.
Hopefully, Mark Ferrari would be aboard again! By the way, it would be exciting to see what Mark Ferrari would create by using Pro Motion (, which he mentioned in his lecture at GDC 2016 (

Neil Joshi - Mar 02, 2017 at 01:43
After the game is done and ready to go, what's the first meal your going to have?

Filippo in the bowl - Mar 02, 2017 at 01:50
First of all thank you for doing the game !!!
I wanted to ask:
1) How many hours of play it takes to complete TWP?
2) There are hopes to have in the future also the dubbing in Italian?
3) The game has a pretty solid story yellow Agatha Christie type, or is simply a funny thing?

Guga - Mar 02, 2017 at 02:30
2) if not, we'll have to make a fan dub ourselves :P

Zak Phoenix McKracken - Mar 02, 2017 at 04:17
Hi Filippo,
We know that some members of Thimbleweed Park did a full playing, to test the game, and it took approx. 9 hours to complete. And they knew what to do......

Martin Wendt - Mar 02, 2017 at 01:51
1) what is one + two?
2) Did you ever regret coding that engine from scratch? It probably was half the fun of making a game for the first year, but do you feel like that classy 80:20 rule applies? And how much did it annoy you or the others in the team that were not involved in programming?
3) was it more like 90-10? :-)
4) What did you consider the biggest obstacle during development? All of you :)

Guga - Mar 02, 2017 at 01:58
If you were to make a new adventure game, would you use the very same engine you used for TWP?

If so, would a game like TWP take way less to be produced?

If so, why don't you make a new one NOW? TWP isn't even out yet, and I can't get enough of new adventure games.

Michael Richmond - Mar 02, 2017 at 02:00
Does this tie-in to Maniac Mansion? If yes. A Lot?

Big Red Button - Mar 02, 2017 at 02:12
The story seems to be completely independent, but there are a lot of easter-eggs in the game. You can see some of them in the previous footage.

Marcel Taeumel - Mar 02, 2017 at 02:40
Hi Team Thimbleweed! :)

I suppose that many (old) games have cheat codes because the developers used those to test their games. Max health here, no clipping there, god mode on. I've read that you prepared save games for the testers. What else is there? Can you easily strip it from the release version?


Christian - Mar 02, 2017 at 02:42
Have you already started with the patch, e.g. to open the arcade? How much risk of introducing new bugs are you taking with it?

Christian - Mar 02, 2017 at 02:43
Given more money or time, would there be any chance of an even bigger world? Could this game theoretically be even bigger?

Erik - Mar 02, 2017 at 03:14
Will a non-bleeping version be available on release (please say yes), or otherwise what are your plans? (please say you have plans).

Rob - Mar 02, 2017 at 03:19
Are you going to miss developing Thimbleweed Park ™ or are you going to be happy it is finally over?

SunDancer - Mar 02, 2017 at 03:22
Will there be a way to obtain the cards you were giving away at meeting. Maybe a boxed "collectors edition" with mousepad and/or Shirt? Also, will the XL and L sized Shirts be available again sometime soon?

Dester - Mar 02, 2017 at 03:36
Are there easter eggs hidden in the game? :)

Wernimaster - Mar 02, 2017 at 03:52
Are you scared that the launch of the Nintendo switch will have a negative impact on your sales? For me personally, the decision between Breath of the Wild and Thimbleweed Park is a pretty hard one.

Lord Gaga - Mar 02, 2017 at 03:56
Is your life fun at the moment? And if not, when will it be again?

Marco Lizza - Mar 02, 2017 at 04:03
What's your HONEST feelings now that the project is coming to and end (except for post-launch updates)? In particular, do you fell you are going to miss this two-years-long project, differently from any other previous project you did in the past?

Maurizio - Mar 02, 2017 at 04:11
Will the backgrounds have "flickering" light, like in Monkey 2? I guess it was easy to do it with indexed palettes, but now it is more difficult. Did you simulate that effect? I think it makes rooms feel "alive". Thanks

Soong - Mar 02, 2017 at 04:15
Will puzzles in hard mode and easy mode differ like they did in Monkey Island 2 or will some puzzles just be skipped?  I liked that playing MI2 on easy first made hard mode even harder.

Soong - Mar 02, 2017 at 04:18
In your experience, do reviewers/interviewers take the design decisions you explain on the blog into account and review this game for what it tries to be or do they just apply the same standards they always do? For example, do they typically tell you that there should be an option to highlight all objects in modern adventure games or a different interface?

Soong - Mar 02, 2017 at 04:19
Do you think the recent clown scares in the US will affect players' perception of Ransome?

Zak Phoenix McKracken - Mar 02, 2017 at 04:25
?! What happened in US with clowns?

Soong - Mar 02, 2017 at 10:38
I guess it's not so recent anymore, but here is a link that explains what I'm talking about:

Zak Phoenix McKracken - Mar 02, 2017 at 11:12
I don't know any english word, bad enough to comment that... idiots...

Paul - Mar 02, 2017 at 04:19
Hello to all on the Thimbleweed Team,

Q. If you were create a sequel...will you build on the scale of employees if the idea of the game/world is to be bigger?

ps. i really hope you all suceed in a bigger profit from this title than you all expect.  I cannot wait for release, i think i 8-bit too many p&c in anticipation :-)

Steven Starar - Mar 02, 2017 at 04:28
Hi Ron! I spoke to you at the London thimblecon, so much fun, best famous person I've ever met, really inspirational! Can I ask how you originally designed the walk-box path finding when almost no other games were doing this at the time? I understand A* has been around for decades, but your implementation was truly unique and a revelation in gaming. Also, what is the method for organising the code for dialog puzzles? Even with the .YAK format, is it a seemingly endless dream of variables that call the sentences, and if so, how do you stay sane remembering which is what? Thanks again!

Erik - Mar 02, 2017 at 04:28
Will the soundtrack be release too on March 30th?

Soong - Mar 02, 2017 at 04:30
Will this blog go into read-only mode after release to allow archiving (including comments)?

Jerry - Mar 02, 2017 at 04:38
How many copies do I need to buy for you guys to continue doing this!

Did you hold off of any jokes/storylines for the sequel ;-)?
Will the difference in size be about the percentage from MI1 to MI2?
Is there such a thing as too many rooms in adventure games?

Jerry - Mar 02, 2017 at 08:28
May I suggest as name for the sequel: Thimbleweed World

(no seriously, I am just pulling your leg, I can imagine a sequel is probably the last thing you want to think about right now ;-) )

Nor Treblig - Mar 02, 2017 at 14:28
Also the story of the third part "Thimbleweed Galaxy" is already planned.
Too bad after "Thimbleweed World" the IP will be bought buy Disney and the third one will never be made...

Geisterkarle - Mar 02, 2017 at 04:50
What was your personal "highlight" of all developement? Like a milestone or seeing a character moving along the screen etc.

LogicDeLuxe - Mar 02, 2017 at 05:19
Can you make SCUMM (all platforms) with all the tools open source, too?

Somone - Mar 02, 2017 at 05:58
No, they can't, because the SCUMM system is now owned by Disney. And it's not necessary because there are a lot of open source tools. Have a look at ScummVM:

Geoffrey Paulsen - Mar 02, 2017 at 10:12
Also, they did not use SCUMM for development of Thimbleweedpark.  Ron wrote a new engine from the ground up.   They CAN open source the thimbleweedpark engine if they choose, along with the tools, but I don't think they've committed to doing so yet (other than a vague, "they'd like to someday").

LogicDeLuxe - Mar 02, 2017 at 12:34
Ever heard of "historical interest"? It's not a matter whether or not the tools are still useful (which they probably are when targeting retro platforms nevertheless). It's mainly out of curiosity. It's like John Romero released the tools for making Doom, yet it is unlikely that anyone would actually use them, since there are much better tools nowadays.
Quite a lot stuff which is generally considered obsolete has got a source release, like Microsoft's 6502 BASIC or even stuff like the Apollo 11 source codes, so why not SCUMM?
And I don't think that Disney owns SCUMM. As we know, Ron took SCUMM to Humongous Entertainment, and as we know him, he is not the guy to be satisfied with just a license from Disney.
I think, he could very well tell us who owns it now.

Someone - Mar 02, 2017 at 13:44
Yes, it would be interesting to dive into the old code. :) But SCUMM and the data files were reverse engineered. If you use Google you will find enough code, tools and documents about SCUMM. And at least: Have a look at the ScummVM code.

AFAIK Ron *licensed* SCUMM for the Humongous games. The ScummVM team had a discussion with LucasArts about SCUMM and the rights. So Ron doesn't own SCUMM.

Valdir - Mar 02, 2017 at 06:15
It look's like you two started with a pet project idea just for fun or revival feelings. Then at some point it became a large project. Is this true or it's just part of a bigger plan?

Dean - Mar 02, 2017 at 06:23
Overall, how happy are you with the finished project, and if you could go back 2 years and talk to your past selves about the project, what if anything would you say?

Thank you.

Valdir - Mar 02, 2017 at 06:23
Are you fiction writers who know how to draw and code or are you artists and coders who happen to be story tellers?

Mario F. - Mar 02, 2017 at 06:25
What are you all going to do after TP? Vacation or working on a new Project?

Maurizio - Mar 02, 2017 at 06:28
Are there puzzles which you had to give up because they would be too easy with Scumm? Things like "jump", "climb", "scream", "drink potion", "run", "spit", "sing", "turn", "kick", "punch", and so on?

Loftcraft - Mar 02, 2017 at 08:56
How does the game "feel"? Like a funny X-FILES episode or more like TWIN PEAKS? It`s obvious that "Thimbleweed Park" is really funny but is it also really "creepy", "eerie", "scary"?

Mario F. - Mar 02, 2017 at 09:09
When can i buy the first share of terrible toybox and be the first shareholder of a fantastic game company?

Mario F. - Mar 02, 2017 at 09:11
Will you keep us backers informed about how much money you have raised with TWP from regular buyers/sells for the upcoming 3 years?

Stefan - Mar 02, 2017 at 09:18
Did the musician who created the theme song (or jingle we here during the intro of the podcast) have access to the game and how did he come up with the melody?

Johnny Walker - Mar 02, 2017 at 09:27
Ron and Gary: What elements did you contribute to the story of Day of the Tentacle? (You're both listed in the credits for story.)

Someone - Mar 02, 2017 at 10:19
"(You're both listed in the credits for story.)"

This is for inventing Maniac Mansion and the scenario and not for DOTT.

Big Red Button - Mar 02, 2017 at 10:45
Exactly. They have explained it in a previous podcast. When Ron and Gary made MM, they created the Edison family, the tentacles, the mansion, the hamster, the microwave, the mummy, Bernard etc. If I remember correctly, they (at least Ron) were merely involved in the first brainstorm for DOTT, in which they agreed on a time traveling plot, for instance. This might be all where the story from DOTT is concerned.

Johnny Walker - Mar 02, 2017 at 09:30
Gary and David: What's Ron like as a project lead to work with?

Johnny Walker - Mar 02, 2017 at 09:33
Everyone: How happy are you with the way Thimbleweed Park has turned out?

Felix - Mar 02, 2017 at 09:50
Will you stick to a specific Package format / Distribution for the Linux version, or will it be distributed in a generic tar archive?

Nathan - Mar 02, 2017 at 10:03
In regards to the engine, how diligent were you in keeping the core code separate from the Thimbleweed specific code?

Nor Treblig - Mar 02, 2017 at 14:30

Geoffrey Paulsen - Mar 02, 2017 at 10:04
How does the puzzle dependency graph look now, compared to when you shared it earlier in the project?  After all of the trimming, and re-arranging, do you still have some examples of simple puzzle problem/solutions that are foreshadowing analogous larger problem/solutions?

Nathan - Mar 02, 2017 at 10:06
Ron, was there any one specific thing that caused you to leave Lucas Arts?

Peter - Mar 02, 2017 at 11:21
He wanted to found Humongous Entertainment, because he saw a nine year old child playing Monkey Island 2.

Nathan - Mar 02, 2017 at 15:22
I had not heard that before. That's really cool. Thank you.

Curious Kitten - Mar 02, 2017 at 10:08
Are you still running your random walk and use bot for regression testing?  Given enough time, can it complete the entire game?  Has it?  How long did it take?

Peter - Mar 02, 2017 at 10:12
How many rooms were created by Mark, how many by Octavi? Is the whole game located in the city of Thimbleweed Park - how many locations outside the city of  "Thimbleweed Park" are used?

Nathan - Mar 02, 2017 at 10:17
What type of game will you make next?

Breno - Mar 02, 2017 at 10:24
Can you do a rundown of the game scripting pipeline? How is it better/easier than SCUMM?

Breno - Mar 02, 2017 at 10:25
You mentioned trying out Aseprite in a 2015 blog post, did you end up sticking with it for animations?

Lord Gaga - Mar 02, 2017 at 10:58
Did you ever consider to drop the verb "use" because it is too comfortable to use it to solve a puzzle? Ron mentioned once, that he didn't want a workable chainsaw in Maniac Mansion because it would be too easy to solve a lot of puzzles with it (like open locked doors).
For me "use" is the chainsaw of verbs.

When I first played an Infocom adventure (which was after Maniac Mansion) I was completely lost, because I couldn't use "use" and had to find a more appropriate and fitting verb.

Geoffrey Paulsen - Mar 02, 2017 at 11:53
I agree.  "Use" is the chainsaw of verbs.

Pedro Nogueiras - Mar 02, 2017 at 11:20
The Spanish translation for Pick Up is Coger, so it's been used in every single translation since Maniac Mansion.
But here's a fun fact: in Argentinian Spanish, Coger means Fuck. We've been laughing for years now, and I feel like I had to say something when I saw some screenshots the other day. Greetings!

Victor Von Doom - Mar 02, 2017 at 11:22
Ron et al,

How do you compare the classic verb interface used in TWP with the context-menu, icon-based interface of more recent adventure games? Do you have a fundamental objection to the latter, or feel indifferent?


Valdir - Mar 02, 2017 at 11:22
Are you going to publish the final puzzle dependency chart? Would it be the ultimate walkthrough?

Kim Jørgensen - Mar 02, 2017 at 12:02
Will you release the source code for Maniac Mansion?

Someone - Mar 02, 2017 at 12:05
That won't happen because Ron doesn't owns the rights to do so. Disney owns Maniac Mansion and the source code.

Peter Campbell - Mar 02, 2017 at 12:34
So many indie games these days end up receiving a free "Director's Cut" dlc update about a year or so after the game's original release.  Is there any chance this may happen with Thimbleweed Park and that new free content may be added into the game later on that you didn't have the time/budget for originally but had wanted to include? (this happens quite often when indie games eventually get ported to the PS4 for example)

Gonzalo - Mar 02, 2017 at 12:38
Will be a sequel to TP?

Dirk - Mar 02, 2017 at 13:36
Actually, I have two questions:
- will the various demo versions that were shown e.g. on PAX or Gamescom also be available (at least to backers, to make it more interesting)?
- would you consider a kind of anniversary podcast a year after the release to look back at development, reception of the game and such with the needed distance?

Bozo - Mar 02, 2017 at 13:56
Who do you think killed JFK?

Mike - Mar 02, 2017 at 14:10
A Question for David: What is Zak McKracken currently doing, are you still in contact with him?

Nor Treblig - Mar 02, 2017 at 14:40
It seems like he is a part-time attorney and part-time translator now.

Tim Wright - Mar 02, 2017 at 14:31
Did you find any bugs with the compatibility testing?

longuist - Mar 02, 2017 at 14:55
Hows the weather compared to the beginning of the project? It has been a long time. Did you notice the global warming?

Dan - Mar 02, 2017 at 15:05
If Thimbleweed Park is successful, how interested are you in creating more Point & Click adventure games? Not necessarily in the purest classic sense, but perhaps a point'n'click with modern art & parallax and verb wheel etc?

Carlo Valenti - Mar 02, 2017 at 15:06
[Ron]: All over the mountains, below the blue sky,
A flower breeds, yellow, so tiny, so shy!
I wonder the reason we've chosen its name:
Please answer me, Winnick: you're too on the game.
[Gary]: Among all the flowers, you know, sure, my dear,
This one has the wisdom to gracefully appear.
But since my own answer may be unorthodox,
I'm joining your question: I'm asking the Fox!
[David]: You slackers, you suckers, you both tuna head:
YOU kicked the starter, and drove all us mad!
The mistery comes from a time once upon:
Shall answer the question the one named Ron.

Carlo Valenti - Mar 02, 2017 at 15:10
...And one year later, it's fun and good time
to answer this old and good question of mine :)

Christian - Mar 02, 2017 at 15:08
If and how do you archive all the data and assets? Do you think about e.g. opening photoshop files 10 years from now? Do you export the cloud bugtracker?

BoTToX - Mar 02, 2017 at 15:18
Is the Non KS boxed version the same box than KS one or just a stupid standard plastic dvd box ?

Christian - Mar 02, 2017 at 15:40
Is there any chance we can access developer tools later, like the visualization of the walk boxes? A blog post showing more of this would also be really interessting!