Quote:
Originally Posted by Secret Fawful
I'll leave you alone on Escape From Monkey Island *booming voice* FOR NOW. Mwahahaha. What I really have questions about are the Sam and Max series.
On Hit the Road.
1. How much creative input did you have on the game?
2. What's your favorite puzzle?
3. Any interesting or funny stories about the production of the game? Where did the idea for the Andy Griffith/Don Knotts twin come from? I always wondered how you guys got this idea.
4. What made you switch to that interface instead of the old SCUMM interface?
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1. Sean, Steve, Collette, and I pretty much teamed up to design the whole thing.
2. I'm really quite partial to the "bungee cord out of Mt. Rushmore" puzzle, although the "pulling the tooth from the wooly mammoth" puzzle also has its charms.
3. The Andy Griffith/Don Knotts thing was a Steve invention... at least I think it was.
4. We'd been drifting away from the classic SCUMM interface for some time by the time Sam& Max rolled around. With machines getting more and more powerful, it seemed time to make the full break and present our games with glorious full-screen graphics, and to eliminate the 6 or so extra verbs that were cluttering up our designs.
Quote:
Originally Posted by Secret Fawful
On Freelance Police (yep, I have to grill you on it. whether you answer me is a different story.)
1. With you guys and Lucas finally in good terms again, do you think you'd consider or rather would LA consider remaking Freelance Police with updated graphics? I know you tried a long while back to obtain the rights again and failed. And if not....that brings me to Question 2.
2. Can you give us any good snippets of some funny moments out of the game?  Or a general idea of what it was going to be about? Or are you constantly finding red beams of light flashing over your forehead every time you're about to type the words Freelance Police?
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1. I kinda doubt that'll happen, cause the amount of work we'd have to do to wrestle down the old project into, say, the Telltale Engine really wouldn't be worth it. I wouldn't mind if LucasArts freed up the intellectual property, though, so that we could mine some of the funnier story bits with a clear conscience.
2. My favorite lines that no one else thinks are funny:
Max - "Don't look at me, I'm more regular than an atomic clock."
Max - "Oh no, it's the Rapture, and I'm not wearing any pants!"
Quote:
Originally Posted by Secret Fawful
On you-
What did you think of the new Star Trek movie?
On Tales of Monkey Island-
1. Which game in the series would you compare it the most to?
2. Is the bad guy going to be big mean and scary?
3. Who is your favorite MI character?
4. What was your main goal when writing for the game versus when writing for Escape? Okay, I brought it up once. Did you have a general idea of how it would go in your head when you started out?
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0. As a fan, I was quite pleased and relieved by the new Trek movie. As a guy who worked on Star Trek Online for a long time, I was amused by some of the plot, um, gaps that ended up in the final version.
1. Monkey 2. It's a continuation, it's funny, and it goes into some dark places.
2. Isn't LeChuck always mean and scary? Oh, you mean our OTHER bad guys. Well, they're mean and scary too. And crazy. And occasionally obnoxious.
3. Elaine. She's a pain in the tuchus to write, but there's a hidden complexity to her that's fascinating.
4. This time around I'm looking forward to introducing these characters to an entire generation of game players who've never played a Monkey Island game before, while simultaneously moving the overall saga forward in a surprising fashion. Previously, we weren't as concerned with re-introducing the franchise, since was still quite active at the time.
And with that, my lunch is over for the day,
Mike