# ThimbleWeed park in 640x480 on a Commodore 1942 CRT

**URL:** <https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099>\
**Category:** General\
**Created:** [July 20, 2017, 5:38am UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099 "2017-07-20T05:38:20Z")\
**Posts on this page:** 20\
**Page:** 3

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**Author:** ![BigRedButton](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/bigredbutton/32/212_2.png) [@BigRedButton](https://forums.thimbleweedpark.com/u/BigRedButton)\
**Post date:** [July 23, 2017, 4:39pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/41 "2017-07-23T16:39:29Z")

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> [@Someone](#):
>
> The first PC generations had only one floppy drive - for example the first PCs made by Commodore (like the PC 10-III). HDDs were very expensive and even a 3,5 inch disc drive was luxury. 🙂

That’s true. We had our first PC when HDDs became affordable, a few years after '87. That’s one reason why I already had finished MI 1 & 2 before I bought MM and Zak. We had a greyscale display, too.

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**Author:** ![milanfahrnholz](https://avatars.discourse-cdn.com/v4/letter/m/cab0a1/32.png) [@milanfahrnholz](https://forums.thimbleweedpark.com/u/milanfahrnholz)\
**Post date:** [July 23, 2017, 4:42pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/42 "2017-07-23T16:42:59Z")

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> [@Someone](#):
>
> From my experience the “original” version is the version that you have played for the first time. So if there is someone out there who played Maniac Mansion on the Amiga, this version will be the “only valid version” for him.

Well in my case it´s pure coincidence that my “only valid version” also happens to be the “original” objectivly because it was the first one to be released. I can absolutly understand anyone who played the enhanced version first and is appauled by the looks of the early Commodore versions. I won´t argue about the music though, that one is objectivly better…

> [@Someone](#):
>
> Another “problem” are the childhood memories: If we look back, everything seems “better” then it was.
> 
> For example I loved to play “Stunt Car Racer” on the C64. Nowadays for me it looks like a mess of jumpy lines on the screen … (and I would prefer the Amiga version).

Oh yeah, there is lots of stuff that is really stupid in hindsight. I used to like a C64 called “Game Over” and looking at it now I simply have no clue why.

But as I´ve said I will admit that the FM Towns version of Zak is really really good and possibly the definitve one, there is possibly a reason for it being the version that is on GOG now.

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**Author:** ![RonGilbert](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/rongilbert/32/7_2.png) [@RonGilbert](https://forums.thimbleweedpark.com/u/RonGilbert)\
**Post date:** [July 23, 2017, 4:48pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/43 "2017-07-23T16:48:27Z")

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> [@Someone](#):
>
> But what about the specs of dust? I remember you saying somewhere that these things drive you mad - and they haven’t generated any PR.

Just the opposite. They have been hugely successful, one of the defining aspect of the game. Unlike the toilet paper, or the floppy sounds, the dust grew into a larger “system”, but I don’t regret it one bit. It was well worth all the effort. But, the point is, you never know what will catch and what doesn’t. If you self-censor too much, you end up with a bland game. The key is not letting it get out of control on the other end, and that is where experience comes in. There are a lot of fun things that didn’t make it unto the game just for that reason, we pulled back once they became too complex.

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**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [July 23, 2017, 4:52pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/44 "2017-07-23T16:52:06Z")

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> [@BigRedButton](#):
>
> We had a greyscale display, too.

Greyscale was advanced. 😉 We had a bernstein colored display - without any shades. I haven’t found an image from Zak, but it looked similar to this Monkey Island version:

 ![](https://canada1.discourse-cdn.com/flex030/uploads/thimbleweedpark/original/2X/d/deb6ce25ab14484eb8cb1b1c27a49a8d1e1bcfa0.png)

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<div class="post-metadata">

**Author:** ![BigRedButton](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/bigredbutton/32/212_2.png) [@BigRedButton](https://forums.thimbleweedpark.com/u/BigRedButton)\
**Post date:** [July 23, 2017, 5:03pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/45 "2017-07-23T17:03:13Z")

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That’s impressive indeed!

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**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [July 23, 2017, 5:08pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/46 "2017-07-23T17:08:12Z")

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> [@RonGilbert](#):
>
> They have been hugely successful, one of the defining aspect of the game.

The specs weren’t mentioned often in the german press or by german players, so I assumed that they aren’t such a success (like the toilet paper).

> [@RonGilbert](#):
>
> If you self-censor too much, you end up with a bland game. The key is not letting it get out of control on the other end, and that is where experience comes in.  
> …  
> There are a lot of fun things that didn’t make it unto the game just for that reason, we pulled back once they became too complex.

I agree with you in every aspect, but isn’t the Arcade another example for the things that became too complex?

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**Author:** ![BigRedButton](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/bigredbutton/32/212_2.png) [@BigRedButton](https://forums.thimbleweedpark.com/u/BigRedButton)\
**Post date:** [July 23, 2017, 5:12pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/47 "2017-07-23T17:12:39Z")

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> [@Someone](#):
>
> The specs weren’t mentioned often in the german press or by german players, so I assumed that they aren’t such a success (like the toilet paper).

In my opinion, it doesn’t necessarily need to have an impact on the press. It’s also worth the effort, if a lot of players appreciate it.

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<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [July 23, 2017, 5:15pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/48 "2017-07-23T17:15:18Z")

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> [@BigRedButton](#):
>
> In my opinion, it doesn’t necessarily need to have an impact on the press. It’s also worth the effort, if a lot of players appreciate it.

Of course, but if it’s not mentioned by the press and/or word-of-mouth advertising then it’s not a PR or marketing success.

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**Author:** ![Ema](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/ema/32/14101_2.png) [@Ema](https://forums.thimbleweedpark.com/u/Ema)\
**Post date:** [July 23, 2017, 5:22pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/49 "2017-07-23T17:22:03Z")

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> [@Someone](#):
>
> And we shouldn’t forget that Terrible Toybox’s financial situation isn’t that good…

We actually don’t know that financial situation at all, because we’re not the Terrible Toybox financial consultants. I don’t think that this is our business, and I don’t think it is a good idea to discuss other people’s financial situation.  
And doing it in the presence of the aforesaid it is somehow unpolite, too.

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**Author:** ![Ema](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/ema/32/14101_2.png) [@Ema](https://forums.thimbleweedpark.com/u/Ema)\
**Post date:** [July 23, 2017, 5:24pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/50 "2017-07-23T17:24:25Z")

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> [@milanfahrnholz](#):
>
> FM Towns version of Zak is really really good and possibly the definitve

I hate the floor textures in that version.

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**Author:** ![Caven](https://avatars.discourse-cdn.com/v4/letter/c/c68b51/32.png) [@Caven](https://forums.thimbleweedpark.com/u/Caven)\
**Post date:** [July 23, 2017, 5:30pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/51 "2017-07-23T17:30:06Z")

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> [@Someone](#):
>
> Of course, but if it’s not mentioned by the press and/or word-of-mouth advertising then it’s not a PR or marketing success.

Kotaku devoted three paragraphs(!) in their review to the specks of dust:

> [@Kotaku's Thimbleweed Park review](#):
>
> Ask any fan of point-and-click adventures for their least favorite part of the genre and they’ll no doubt give you the same answer: Pixel hunting. Old LucasArts and Sierra games, for all of their charm, liked to stick objects in obscure places, asking the player to sweep his or her mouse across every screen just to find the solutions to otherwise standard puzzles.
> 
> Ron Gilbert and his team have no doubt heard this complaint many, many times before. So in Thimbleweed Park, they offered a solution: More pixel hunting. Throughout the game there are something like 70 “specs of dust,” each illustrated as a single grey pixel. Compulsive gamers will no doubt want to collect them all, combing the world’s streets and buildings for little pixels just for the sake of completing the task on their to-do lists that says “collect [#] more specs of dust.” It soon becomes clear that these specs of dust don’t do anything. They’re just there to be collected, to be hunted down like the pixels of old, and there’s something inexplicably addictive about watching them accumulate in your characters’ inventories.
> 
> This is simultaneously a joke about pixel hunting, a joke about adventure games, and a joke about the dumb things that players will do in video games. Did you ever think you’d want to hunt for pixels again? And did you ever think that the act of hunting pixels might be fun? Thimbleweed Park somehow both subverts pixel-hunting and makes you want to hunt pixels, which is just about all you can ask for in an adventure game.

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**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [July 23, 2017, 5:30pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/52 "2017-07-23T17:30:21Z")

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> [@Ema](#):
>
> We actually don’t know that financial situation at all, because we’re not the Terrible Toybox financial consultants.  
> …  
> And doing it in the presence of the aforesaid it is somehow unpolite, too.

I don’t have written such a thing. Please read my other answers above - I assume you haven’t?

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**Author:** ![DZ-Jay](https://avatars.discourse-cdn.com/v4/letter/d/a6a055/32.png) [@DZ-Jay](https://forums.thimbleweedpark.com/u/DZ-Jay)\
**Post date:** [July 23, 2017, 5:30pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/53 "2017-07-23T17:30:28Z")

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I think he means that at some point in time you have to let your baby go and move on to other things, lest you get stuck in a rut, working on tiny enhancements for the same game forever.

I appreciate that you may not be at that point yet – the game has only been out for a few short month – but it has already consumed over two years of your life, and we’re closing down on the third.

Of course, it’s not for anybody else but you to decide how to spend your time and how to recharge your batteries.

However, just keep it in mind. As a creative individual myself, I know how hard it is to let go of a long lasting project. I have also seen others get stuck adding endless “new levels” to the same games and trying to ride their once found glory (for whatever motivations or insecurities they may have), instead of trying out new things.

This is especially true when you are self-directed, for you do not have the pressures of an employer pushing you to move on to your next task.

All that said, I welcome those C=64 floppy sounds (and the arcade, and the extra goodies)! Bring it on. Bring it _all_ on!!! 👍

dZ.

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<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [July 23, 2017, 5:32pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/54 "2017-07-23T17:32:00Z")

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> [@Caven](#):
>
> Kotaku

I wrote in the _german_ press …

And yes, the specs are mentioned but not like the toilet paper thing.

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<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [July 23, 2017, 5:35pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/55 "2017-07-23T17:35:10Z")

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> [@DZ-Jay](#):
>
> I think he means that at some point in time you have to let your baby go and move on to other things, lest you get stuck in a rut, working on tiny enhancements for the same game forever.  
> …
> 
> Of course, it’s not for anybody else but you to decide how to spend your time and how to recharge your batteries.

Thanks, @DZ-Jay, that is exactly what I meant. 🙂

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<div class="post-metadata">

**Author:** ![RonGilbert](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/rongilbert/32/7_2.png) [@RonGilbert](https://forums.thimbleweedpark.com/u/RonGilbert)\
**Post date:** [July 23, 2017, 5:47pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/56 "2017-07-23T17:47:43Z")

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> [@DZ-Jay](#):
>
> I think he means that at some point in time you have to let your baby go and move on to other things, lest you get stuck in a rut, working on tiny enhancements for the same game forever.

I agree with this, expect that we’re still working on 4 ports of the game, plus adding the arcades, so we’re very actively working on the game right now, so making changes and enhancements is well within reason, plus we’re actually getting good press and feedback for continuing to make improvements, something adventure games don’t commonly do.

Once all the ports are planned features are done, I don’t expect to work on the game anymore (barring big bugs).

But what if I did? Devs work on other games for years, making changes and improvements. Why can’t that happen with an adventure game? Keep adding features, maybe even new areas and puzzles to keep the game fresh. I’m not saying we’re going to do that, but it seems like a fine thing for an adventure game to do. Lots of other genres do this.

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<div class="post-metadata">

**Author:** ![Caven](https://avatars.discourse-cdn.com/v4/letter/c/c68b51/32.png) [@Caven](https://forums.thimbleweedpark.com/u/Caven)\
**Post date:** [July 23, 2017, 5:49pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/57 "2017-07-23T17:49:33Z")

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> [@DZ-Jay](#):
>
> I think he means that at some point in time you have to let your baby go and move on to other things, lest you get stuck in a rut, working on tiny enhancements for the same game forever.
> 
> I appreciate that you may not be at that point yet – the game has only been out for a few short month – but it has already consumed over two years of your life, and we’re closing down on the third.
> 
> Of course, it’s not for anybody else but you to decide how to spend your time and how to recharge your batteries.
> 
> However, just keep it in mind. As a creative individual myself, I know how hard it is to let go of a long lasting project. I have also seen others get stuck adding endless “new levels” to the same games and trying to ride their once found glory (for whatever motivations or insecurities they may have), instead of trying out new things.
> 
> This is especially true when you are self-directed, for you do not have the pressures of an employer pushing you to move on to your next task.
> 
> All that said, I welcome those C=64 floppy sounds (and the arcade, and the extra goodies)! Bring it on. Bring it _all_ on!!! 👍
> 
> dZ.

He’s been working in the industry for more than 30 years, and not only has he closed the book on many projects, he’s even walked away from an entire franchise–a franchise that many people have demanded that he sacrifice his principles and time to return to. People who don’t want him to burn out from working on the same thing endlessly should remember that the next time Monkey Island gets mentioned.

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<div class="post-metadata">

**Author:** ![RonGilbert](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/rongilbert/32/7_2.png) [@RonGilbert](https://forums.thimbleweedpark.com/u/RonGilbert)\
**Post date:** [July 23, 2017, 5:50pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/58 "2017-07-23T17:50:18Z")

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> [@Someone](#):
>
> I agree with you in every aspect, but isn’t the Arcade another example for the things that became too complex?

Not “complex”, but we didn’t have the time to get them working without missing the ship date, so we just pushed it. Places like Steam also reward games for adding features. There are marketing programs you can be involved in if you do that, so it’s in devs best interest to keep making changes. Good or Bad, that’s the world we live in.

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<div class="post-metadata">

**Author:** ![Caven](https://avatars.discourse-cdn.com/v4/letter/c/c68b51/32.png) [@Caven](https://forums.thimbleweedpark.com/u/Caven)\
**Post date:** [July 23, 2017, 5:51pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/59 "2017-07-23T17:51:29Z")

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> [@Someone](#):
>
> I wrote in the _german_ press …
> 
> And yes, the specs are mentioned but not like the toilet paper thing.

That’s okay. We forgive Germans for their complete disinterest in dots and spaces. 😉

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<div class="post-metadata">

**Author:** ![DZ-Jay](https://avatars.discourse-cdn.com/v4/letter/d/a6a055/32.png) [@DZ-Jay](https://forums.thimbleweedpark.com/u/DZ-Jay)\
**Post date:** [July 23, 2017, 6:15pm UTC](https://forums.thimbleweedpark.com/t/thimbleweed-park-in-640x480-on-a-commodore-1942-crt/1099/60 "2017-07-23T18:15:27Z")

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> [@Caven](#):
>
> > [@DZ-Jay](#):
> >
> > I think he means that at some point in time you have to let your baby go and move on to other things, lest you get stuck in a rut, working on tiny enhancements for the same game forever.
> > 
> > I appreciate that you may not be at that point yet – the game has only been out for a few short month – but it has already consumed over two years of your life, and we’re closing down on the third.
> > 
> > Of course, it’s not for anybody else but you to decide how to spend your time and how to recharge your batteries.
> > 
> > However, just keep it in mind. As a creative individual myself, I know how hard it is to let go of a long lasting project. I have also seen others get stuck adding endless “new levels” to the same games and trying to ride their once found glory (for whatever motivations or insecurities they may have), instead of trying out new things.
> > 
> > This is especially true when you are self-directed, for you do not have the pressures of an employer pushing you to move on to your next task.
> > 
> > All that said, I welcome those C=64 floppy sounds (and the arcade, and the extra goodies)! Bring it on. Bring it _all_ on!!! 👍
> > 
> > dZ.
> 
> He’s been working in the industry for more than 30 years, and not only has he closed the book on many projects, he’s even walked away from an entire franchise–a franchise that many people have demanded that he sacrifice his principles and time to return to. People who don’t want him to burn out from working on the same thing endlessly should remember that the next time Monkey Island gets mentioned.

That doesn’t change a single thing. Most of his past work was for a publisher, with business drive pressures and schedules, not personal passion, self/crowd-funded projects. Mr. Gilbert is very experienced, but he is a mortal human after all, with the potential of failures and bad decisions. (Not to say he has made any.)

@RonGilbert I agree with you (about continuing with the game after completion of all ports and loose ends) to a degree: an adventure game could be enhanced and expanded over time. Of course, there is no technical reason not to. Personally, I rather see new games, even games within the same world expanding the story and characters, but new ones; rather than retreading old ones eternally. It’s the difference between a long running TV series or movie franchise, and the ever-evolving sub-text, characterizations, and visual styles of a George Lucas work.

I do agree with all your other points. 🙂

dZ.

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