Aric Wilmunder, who worked at Lucasfilm Games / LucasArts during the golden age of adventure games and co-designed the SCUMM engine is creating an archive of the original design documents for the games that the company published back then.
It’s a real treasure chest for anyone interested in adventures games, have a look:
Going out on a limb here and saying that was Ron. At least he´d loved to have been involved. Paramount distributed the Indiana Jones films, so that might not even have been completly out of the realm of possibilty. And there even were Star Trek p&c games later on. Would´ve loved to have seen this!
Ron is (obviously) a Star Trek fan but I’ve always depicted him as someone interested more in developing by scratch his own stories and characters. But maybe he loved the franchise so much that working on a game set in the Star Trek universe would have been a dream job, for him.
Would that have been something you would have enjoyed or do you agree with @LowLevel that you´d rather have done something original (looking at the date it seems like that would have been between Maniac Mansion and Last Crusade) ?
That site has been a little hidden gem of the internet. He mentions that he wants to upload some Scumm code to Github, but I don’t know how long it will last there if he does so.
It was a tie in game, so that´s the usual procedure. The result is usually that the games end up lacklustre and feel like cash-ins (which they usually are), Indiana Jones and the Last Crusade The Graphic Adventure was an exception (the action game was still pretty shitty though).
I’m reading the Maniac Mansion doc, and the following lines caught my attention:
I wonder if this sentence is to remark that Maniac Mansion would have been a game diametrically opposite to Epyx’s Impossible Mission, where there was a time limit of 6 hours, and every time the character died, 10 minutes flew away…
Interesting also the “No Death” intentions!