![]() My favorite example is the demolition derby scene from Full Throttle - it had to have collision detection and a little bit of AI, and doing those things with SCUMM was a complete nightmare.ĭave Grossman is credited as an "Additional Writer" on the game (his final credit on an LEC outside of "special thanks" listings). But there were arcane peculiarities that you would encounter at the fringes that you pretty much had to learn by experience, and it got difficult once you tried to push it past the things it was meant to do. It was designed for some very specific tasks, and so long as you did not color outside the lines it was fantastically easy. SCUMM was easy to use and difficult to master. (Generally, it is used whenever Ben is riding, such as in the Old Mine Road segment.) This caused problems for the artists, as the engine was designed to accommodate a game with photorealistic style graphics, whereas the visuals of Full Throttle are highly stylized and cartoony.įurthermore, the implementation of the action sequences in general was problematic for the programmers due to the limitations of the SCUMM engine. The intended purpose of the engine was essentially to allow for gameplay to mingle with pre-rendered footage. ![]() When firing the plane's machine gun try to detach Rip from the plane, he'll mockingly say, "I think you just killed a seagull." Considering that the game takes place in desert environments, the reference to a seagull is likely a nod to Loom.Ī video compression engine called "INSANE," originally developed for Rebel Assault, was employed in this game to make several action scenes work. Camp has also since passed away, in 2005. In the cancelled Hell on Wheels a sound-alike was cast.įather Torque gives Malcolm Corley's eulogy, and both characters are voiced by Hamilton Camp. In his memory, Tim Schafer put a page up on the Double Fine web site. Roy Conrad, who voices Ben in the game, sadly passed away in 2002 of cancer. Eventually, he built an entire game around the concept of entering minds, the modern classic Psychonauts. ![]() Although this idea was dropped (likely due to content concerns), Schafer continued to nurture the general idea of walking around in someone's head to insert into a future game. In designing the game, Tim Schafer wanted to include a scene where Ben would take peyote, during which the player would enter an interactive dream sequence inside Ben's head where story-related clues would be learned. Tim Schafer made this game after re-evaluating his character design philosophy to being "wish fulfillments." The previous games he worked on feature nebbish, clumsy heroes like Guybrush Threepwood and Bernard Bernouli, but Schafer argued that players were just as likely to want to play someone cool as a goofball, and thus invented a lead character whom gamers would find to be "bigger than them and tougher than them, and who could ride this big huge motorcycle and lead this gang of bikers."įull Throttle was the biggest adventure game hit to have ever come out of LEC at the time, and sold the most units with the exception of The Dig. (In the manual, Ben is referred to as "Ben Whatsisname.") ![]() The excited manner in which he regaled tales about the bikers and communities that he witnessed gave off a folklore vibe and got Schafer interested in the subject matter.īen's last name is "Throttle," as indicated in concept art, but ultimately references to this could not be made in the actual game when it was learned that there was a character named "Throttle" in the then current animated series "Biker Mice from Mars," which additionally had a 1994 Super Nintendo video game adaptation, and a potential legal fiasco wished to be avoided. Tim Schafer was inspired to make this game when hearing the stories told by an acquaintance who spent their summer vacation in Alaska. More can be read about both of these sequels (which are sometimes considered a single, particularly problematic production) elsewhere on this site. This game got much further along, even to the point of a trailer and screenshots being released, but it too was cancelled in late 2003 (to a generally relieved response, as fans were not pleased with the direction the game seemed to be taking). After Payback was shelved, an even more action oriented incarnation called Full Throttle: Hell on Wheels was put into production with Sean Clark at the helm. It was intended to be an action/urldventure for consoles as well as PC and involved such names as Larry Ahern as the project leader and Bill Tiller as the lead artist. The first was Full Throttle: Payback, a game cancelled in its pre-productions stages and thus was never announced. Two sequels to this game were attempted, neither of which included Tim Schafer (who'd departed the company by then).
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