Ron Gilbert
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0:02Casey Muratori: Introducing Ron Gilbert
0:02Casey Muratori: Introducing Ron Gilbert
0:02Casey Muratori: Introducing Ron Gilbert
2:39CM: Original Secret of Monkey Island merchandise
2:39CM: Original Secret of Monkey Island merchandise
2:39CM: Original Secret of Monkey Island merchandise
3:19Ron Gilbert: Fun DRM
3:19Ron Gilbert: Fun DRM
3:19Ron Gilbert: Fun DRM
3:53CM: Could you take us back to just before point and click games?
3:53CM: Could you take us back to just before point and click games?
3:53CM: Could you take us back to just before point and click games?
4:52RG: Porting games from Atari 800 to Commodore 64 at Lucasfilm, there meeting Gary Winnick, and devising Maniac Mansion as an adventure game after seeing King's Quest
4:52RG: Porting games from Atari 800 to Commodore 64 at Lucasfilm, there meeting Gary Winnick, and devising Maniac Mansion as an adventure game after seeing King's Quest
4:52RG: Porting games from Atari 800 to Commodore 64 at Lucasfilm, there meeting Gary Winnick, and devising Maniac Mansion as an adventure game after seeing King's Quest
7:35CM: How did you get from King's Quest to Maniac Mansion?
7:35CM: How did you get from King's Quest to Maniac Mansion?
7:35CM: How did you get from King's Quest to Maniac Mansion?
8:16RG: Replacing the text parser from adventure games, with point and click
8:16RG: Replacing the text parser from adventure games, with point and click
8:16RG: Replacing the text parser from adventure games, with point and click
9:23CM: How did you decide to replace the parser?
9:23CM: How did you decide to replace the parser?
9:23CM: How did you decide to replace the parser?
9:45RG: Wanting to replace the parser from the start, inspired by Labyrinth
9:45RG: Wanting to replace the parser from the start, inspired by Labyrinth
9:45RG: Wanting to replace the parser from the start, inspired by Labyrinth
10:29CM: How did you get approval to work on Maniac Mansion in your spare time?
10:29CM: How did you get approval to work on Maniac Mansion in your spare time?
10:29CM: How did you get approval to work on Maniac Mansion in your spare time?
11:15RG: Working autonomously at the magical Lucasfilm Games, and writing design documents
11:15RG: Working autonomously at the magical Lucasfilm Games, and writing design documents
11:15RG: Working autonomously at the magical Lucasfilm Games, and writing design documents
12:15CM: Did you start making Maniac Mansion before pitching the design document?
12:15CM: Did you start making Maniac Mansion before pitching the design document?
12:15CM: Did you start making Maniac Mansion before pitching the design document?
12:26RG: Two months of pitching the design document, before jumping into writing it in 6502 assembly
12:26RG: Two months of pitching the design document, before jumping into writing it in 6502 assembly
12:26RG: Two months of pitching the design document, before jumping into writing it in 6502 assembly
13:26CM: What was the thing you started doing on Maniac Mansion?
13:26CM: What was the thing you started doing on Maniac Mansion?
13:26CM: What was the thing you started doing on Maniac Mansion?
14:39RG: Starting Maniac Mansion with rooms, objects and actors, and coming up with the C-like scripting language SCUMM
14:39RG: Starting Maniac Mansion with rooms, objects and actors, and coming up with the C-like scripting language SCUMM
14:39RG: Starting Maniac Mansion with rooms, objects and actors, and coming up with the C-like scripting language SCUMM
15:34CM: How did you get the thought to use an interpreted language?
15:34CM: How did you get the thought to use an interpreted language?
15:34CM: How did you get the thought to use an interpreted language?
16:17RG: Being introduced to scripting languages by Chip Morningstar
16:17RG: Being introduced to scripting languages by Chip Morningstar
16:17RG: Being introduced to scripting languages by Chip Morningstar
17:25CM: Was the scripting language to make it easier for you to script, or for others?
17:25CM: Was the scripting language to make it easier for you to script, or for others?
17:25CM: Was the scripting language to make it easier for you to script, or for others?
17:45RG: Wanting a natural, verbose, non-programming language
17:45RG: Wanting a natural, verbose, non-programming language
17:45RG: Wanting a natural, verbose, non-programming language
19:21CM: How do people write these scripts and what was the turnaround time like?
19:21CM: How do people write these scripts and what was the turnaround time like?
19:21CM: How do people write these scripts and what was the turnaround time like?
19:58RG: Working on VAX Unix mainframes, downloading to the Commodore 64, with hot reloading
19:58RG: Working on VAX Unix mainframes, downloading to the Commodore 64, with hot reloading
19:58RG: Working on VAX Unix mainframes, downloading to the Commodore 64, with hot reloading
21:35CM: Does that mean that somebody working on the game can see the results in a relatively short period of time?
21:35CM: Does that mean that somebody working on the game can see the results in a relatively short period of time?
21:35CM: Does that mean that somebody working on the game can see the results in a relatively short period of time?
21:47RG: Memory management for Maniac Mansion's asset system, written by Chip, 19kb spooling in from disk
21:47RG: Memory management for Maniac Mansion's asset system, written by Chip, 19kb spooling in from disk
21:47RG: Memory management for Maniac Mansion's asset system, written by Chip, 19kb spooling in from disk
23:05CM: So you had hot reloading on the Commodore 64?
23:05CM: So you had hot reloading on the Commodore 64?
23:05CM: So you had hot reloading on the Commodore 64?
23:31RG: We had to re-enter the room, but yes
23:31RG: We had to re-enter the room, but yes
23:31RG: We had to re-enter the room, but yes
23:41CM: How did you approach building the scripting language?
23:41CM: How did you approach building the scripting language?
23:41CM: How did you approach building the scripting language?
24:22RG: Learning how the Commodore 64's BASIC interpreter works, by banking the 20kb ROM out to the 64kb of RAM
24:22RG: Learning how the Commodore 64's BASIC interpreter works, by banking the 20kb ROM out to the 64kb of RAM
24:22RG: Learning how the Commodore 64's BASIC interpreter works, by banking the 20kb ROM out to the 64kb of RAM
27:15CM: How long did SCUMM take to be workable?
27:15CM: How long did SCUMM take to be workable?
27:15CM: How long did SCUMM take to be workable?
27:33RG: A year's work on SCUMM
27:33RG: A year's work on SCUMM
27:33RG: A year's work on SCUMM
28:19CM: When did you decide on click-to-move?
28:19CM: When did you decide on click-to-move?
28:19CM: When did you decide on click-to-move?
29:15RG: Click-to-move was part of the point and click design document
29:15RG: Click-to-move was part of the point and click design document
29:15RG: Click-to-move was part of the point and click design document
29:31CM: How did you approach implementing click-to-move?
29:31CM: How did you approach implementing click-to-move?
29:31CM: How did you approach implementing click-to-move?
30:06RG: Walk boxes
30:06RG: Walk boxes
30:06RG: Walk boxes
33:08CM: How did you handle clicks outside the walk boxes?
33:08CM: How did you handle clicks outside the walk boxes?
33:08CM: How did you handle clicks outside the walk boxes?
33:18RG: It tried to find the closest box in a vertical line
33:18RG: It tried to find the closest box in a vertical line
33:18RG: It tried to find the closest box in a vertical line
33:28CM: How did you encode the walk directions?
33:28CM: How did you encode the walk directions?
33:28CM: How did you encode the walk directions?
33:46RG: Straight-line directions, and later trapezoids in Monkey Island
33:46RG: Straight-line directions, and later trapezoids in Monkey Island
33:46RG: Straight-line directions, and later trapezoids in Monkey Island
34:33CM: What motivated you to make Thimbleweed Park?
34:33CM: What motivated you to make Thimbleweed Park?
34:33CM: What motivated you to make Thimbleweed Park?
35:18RG: Wanting, with Gary Winnick, to recapture the charm of point and click games
35:18RG: Wanting, with Gary Winnick, to recapture the charm of point and click games
35:18RG: Wanting, with Gary Winnick, to recapture the charm of point and click games
37:06CM: So building a new system is part of this?
37:06CM: So building a new system is part of this?
37:06CM: So building a new system is part of this?
37:20RG: Game design as an excuse to build a game engine
37:20RG: Game design as an excuse to build a game engine
37:20RG: Game design as an excuse to build a game engine
38:24CM: How similar is the Thimbleweed Park engine to your previous one?
38:24CM: How similar is the Thimbleweed Park engine to your previous one?
38:24CM: How similar is the Thimbleweed Park engine to your previous one?
39:38RG: Similarity of Thimbleweed Park's engine to the SCUMM system
39:38RG: Similarity of Thimbleweed Park's engine to the SCUMM system
39:38RG: Similarity of Thimbleweed Park's engine to the SCUMM system
40:07CM: Could you unpack the idea of the code for the verbs being embedded in objects?
40:07CM: Could you unpack the idea of the code for the verbs being embedded in objects?
40:07CM: Could you unpack the idea of the code for the verbs being embedded in objects?
40:18RG: Verbs embedded in objects
40:18RG: Verbs embedded in objects
40:18RG: Verbs embedded in objects
40:51CM: So it's like a literal object-oriented programming?
40:51CM: So it's like a literal object-oriented programming?
40:51CM: So it's like a literal object-oriented programming?
41:27RG: Focusing functionality of objects
41:27RG: Focusing functionality of objects
41:27RG: Focusing functionality of objects
41:55CM: Is this a problem for the interaction between objects?
41:55CM: Is this a problem for the interaction between objects?
41:55CM: Is this a problem for the interaction between objects?
42:31RG: The problem of interacting objects
42:31RG: The problem of interacting objects
42:31RG: The problem of interacting objects
43:33CM: Were there any big new problems to solve in Thimbleweed Park?
43:33CM: Were there any big new problems to solve in Thimbleweed Park?
43:33CM: Were there any big new problems to solve in Thimbleweed Park?
44:39RG: Runtime compilation and infinite memory
44:39RG: Runtime compilation and infinite memory
44:39RG: Runtime compilation and infinite memory
45:30CM: How did the multitasking work in SCUMM?
45:30CM: How did the multitasking work in SCUMM?
45:30CM: How did the multitasking work in SCUMM?
45:32RG: Multitasking in SCUMM
45:32RG: Multitasking in SCUMM
45:32RG: Multitasking in SCUMM
46:44CM: How did you manage which do() loops run?
46:44CM: How did you manage which do() loops run?
46:44CM: How did you manage which do() loops run?
47:08RG: Global and local functions
47:08RG: Global and local functions
47:08RG: Global and local functions
47:52CM: How has your approach to pathfinding evolved?
47:52CM: How has your approach to pathfinding evolved?
47:52CM: How has your approach to pathfinding evolved?
48:26RG: No walk boxes in Humongous games
48:26RG: No walk boxes in Humongous games
48:26RG: No walk boxes in Humongous games
48:43CM: How do you do pathfinding in Thimbleweed Park?
48:43CM: How do you do pathfinding in Thimbleweed Park?
48:43CM: How do you do pathfinding in Thimbleweed Park?
48:50RG: N-sided walk boxes in Thimbleweed Park
48:50RG: N-sided walk boxes in Thimbleweed Park
48:50RG: N-sided walk boxes in Thimbleweed Park
50:01CM: Timekeeping
🗹
50:01CM: Timekeeping
🗹
50:01CM: Timekeeping
🗹
50:33CM: What does your tooling-up process look like?
50:33CM: What does your tooling-up process look like?
50:33CM: What does your tooling-up process look like?
51:39RG: Tooling, and losing hot reloading when moving from VAX to PC
51:39RG: Tooling, and losing hot reloading when moving from VAX to PC
51:39RG: Tooling, and losing hot reloading when moving from VAX to PC
53:46CM: Did you have any debugging tools?
53:46CM: Did you have any debugging tools?
53:46CM: Did you have any debugging tools?
54:30RG: Memory inspection on VAX, then single-step debugging on PC, and now top-level debugging on Thimbleweed Park
54:30RG: Memory inspection on VAX, then single-step debugging on PC, and now top-level debugging on Thimbleweed Park
54:30RG: Memory inspection on VAX, then single-step debugging on PC, and now top-level debugging on Thimbleweed Park
56:41CM: Do you have people who do game scripting?
56:41CM: Do you have people who do game scripting?
56:41CM: Do you have people who do game scripting?
56:52RG: David Fox does the scripting
56:52RG: David Fox does the scripting
56:52RG: David Fox does the scripting
57:35CM: Are there any new features in the Thimbleweed Park engine?
57:35CM: Are there any new features in the Thimbleweed Park engine?
57:35CM: Are there any new features in the Thimbleweed Park engine?
58:03RG: New features in Thimbleweed Park, e.g. lighting
58:03RG: New features in Thimbleweed Park, e.g. lighting
58:03RG: New features in Thimbleweed Park, e.g. lighting
1:00:26CM: How has your approach to music evolved?
1:00:26CM: How has your approach to music evolved?
1:00:26CM: How has your approach to music evolved?
1:01:14RG: The iMUSE system for Monkey Island 2
1:01:14RG: The iMUSE system for Monkey Island 2
1:01:14RG: The iMUSE system for Monkey Island 2
1:02:28CM: Do you think games suffer from not have technology like the iMUSE system?
1:02:28CM: Do you think games suffer from not have technology like the iMUSE system?
1:02:28CM: Do you think games suffer from not have technology like the iMUSE system?
1:02:57RG: Enjoying working with, and missing the iMUSE system
1:02:57RG: Enjoying working with, and missing the iMUSE system
1:02:57RG: Enjoying working with, and missing the iMUSE system
1:04:02CM: What's your approach to music in Thimbleweed Park?
1:04:02CM: What's your approach to music in Thimbleweed Park?
1:04:02CM: What's your approach to music in Thimbleweed Park?
1:04:06RG: 10-second chunked seamless music in Thimbleweed Park
1:04:06RG: 10-second chunked seamless music in Thimbleweed Park
1:04:06RG: 10-second chunked seamless music in Thimbleweed Park
1:05:30CM: How did you invent cutscenes?
1:05:30CM: How did you invent cutscenes?
1:05:30CM: How did you invent cutscenes?
1:06:16RG: Inventing, and coining the word cutscenes for Maniac Mansion
1:06:16RG: Inventing, and coining the word cutscenes for Maniac Mansion
1:06:16RG: Inventing, and coining the word cutscenes for Maniac Mansion
1:07:43CM: Were cutscenes a problem to create (courtesy of Mike Acton)?
1:07:43CM: Were cutscenes a problem to create (courtesy of Mike Acton)?
1:07:43CM: Were cutscenes a problem to create (courtesy of Mike Acton)?
1:07:52RG: Hand-coded cutscenes weren't a problem
1:07:52RG: Hand-coded cutscenes weren't a problem
1:07:52RG: Hand-coded cutscenes weren't a problem
1:08:32CM: How did you handle scripted action in conjunction with player activity?
1:08:32CM: How did you handle scripted action in conjunction with player activity?
1:08:32CM: How did you handle scripted action in conjunction with player activity?
1:09:54RG: Cheating scripted actions to avoid player interference
1:09:54RG: Cheating scripted actions to avoid player interference
1:09:54RG: Cheating scripted actions to avoid player interference
1:11:14CM: Thank you, Ron
1:11:14CM: Thank you, Ron
1:11:14CM: Thank you, Ron
You have arrived at the (current) end of HandmadeCon 2015