Gamasutra: The Art & Business of Making Gamesspacer
The SCUMM Diary: Stories behind one of the greatest game engines ever made
View All     RSS
May 4, 2016
arrowPress Releases
May 4, 2016
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The SCUMM Diary: Stories behind one of the greatest game engines ever made

July 12, 2013 Article Start Previous Page 6 of 6

My friend, SCUMM

Still, 25 years is a long time. I don't think that there is a single list of all of the games that used SCUMM, but between LucasArts and Humongous it must be between 30 and 40 different games.  I know at times, some designers felt that SCUMM was confining. One described using SCUMM as being like trying to push an elephant with a pencil eraser.  

Still, I think that that designer's best-received game was written in SCUMM, so there may be times that working within limits forces a greater degree of focus.  SCUMM was designed to do one thing, and as long as what you wanted to do was build great adventure games, SCUMM was certainly the best option around.

I played all of the SCUMM games start to finish many times, though on The Dig I think I skipped around and never played it from the beginning.  One of the disappointments being on the inside was that I saw solutions to many of the best puzzles ahead of time, either during design or while the artists or scripters were working on them.  Some puzzles I missed entirely since I knew the solution ahead of time so I didn't need to look around for the clues.  I also played the games in many different languages and on different machines since I was responsible both for the international versions as well as cross-platform development.

My answer about my favorite SCUMM game has stayed the same for many years.  I was always most excited and most proud of the most recent game we were working on.  With each new game, we tried to push the boundaries and do things that had never been done before.  I always thought that if you weren't moving the art or the technology forward, why bother?  There were some favorite moments, like the opening animation in Day of the Tentacle, or the humor in Sam and Max, the music in Full Throttle, or being able to walk all three kids simultaneously in Maniac. Each accomplishment was very different, but like your children, they each hold a special place in your heart.

Article Start Previous Page 6 of 6

Related Jobs

SYBO Games
SYBO Games — Copenhagen, Denmark

Game Play Engineer
Sony PlayStation
Sony PlayStation — Santa Monica, California, United States

Programming Manager
Cryptic Studios
Cryptic Studios — Los Gatos, California, United States

Programmer (All Types and Levels
Cortina Productions
Cortina Productions — McLean, Virginia, United States

Senior Software Developer

Loading Comments

loader image