Touch Gen is reporting that yet another platform is in for a release of Ron Gilbert's The Cave adventure game. This time it's heading for iOS. The controls have been converted to swipe and gesture based rather than the more cumbersome virtual joystick favored by many iOS ports, and the hands-on report from E3 say they work well.

The game is due to hit the App Store this Summer sometime.
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Who doesn't love a good game from Ronzo? And Scurvy Scallywags is good, but how good is it? We give it a look.

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Cheese talks to Ron Gilbert!

27 Apr, 2013, 16:49 | Posted by: Zaarin | Comments: 1

Cheese, who helps out running the Double Fine Game Club, interviewed Ron Gilbert back in January before their first playthrough if The Cave. Mojo, which always is on the ball about such things, reports on this today and tells you to go here posthaste to read it!

The same month, he also talked to Greg Rice and Nathan Martz from Double Fine and you can read that interview by visiting this page!

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Our favourite grumpy video game creator has written up a post about this possibility right over here.

Read it!

Update: Chuck Jordan, credited as a script writer and designer of Curse of Monkey Island (the real or fake Monkey Island 3 depending on your point of view), countered with a tweet:

Chuck Jordan

“No disrespect to the talented teams involved, but I’ma spend 15 years talking about how I could’ve done better than them.” #3a #neverforget

And so it goes.

Update 2: Ron responded to the criticism by offering some clarification:

Ron Gilbert

“When I said "but I'd want to pick up where I left off. Free of baggage. In a carnival.", I meant the very literally. My story for Monkey Island 3a takes places 2 minutes after the end of Monkey Island 2. Free of baggage was not meant to imply that I felt Curse of Monkey Island was "baggage", but rather, as I (hypothetically) designed and (hypothetically) wrote Monkey Island 3a, I'd want to be free to take the story where I wanted it to go and not feel compelled to adhere to the games that followed. If I end up being able to make this game at some point, we all might find that it fits nicely in between Monkey Island 2 and Curse of Monkey Island.”

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Scurvy Scallywags Screenshots Sited

19 Mar, 2013, 23:13 | Posted by: Jennifer | Source: Call me Squinky | Comments: 2

Interested in finding out more about Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG, the upcoming iOS game by Ron Gilbert and Clayton Kauzlaric?

If so, you're in luck. Ron Gilbert made a post on his blog with screenshots and info about the upcoming pirate themed puzzler.

It's modeled after Realms of Gold, a previous puzzle game by Ron and Clayton that used to also have RPG elements before the publisher told them no one would be interested in an RPG puzzle game. In both games, you match up three puzzle pieces (like Bejeweled), but the new pieces don't just come from the top, but can come from the sides or bottom as well. However, the gameplay in Scurvy Scallywags has changed, as it's no longer the type of piece that dictates which direction the board collapses, but which direction you swipe your finger on the screen. Also, unlike other puzzle RPGs like Puzzle Quests, Scurvy Scallywags will also place your character right on the game board, and have him or her fight enemies in battle.

There are items to collect, such as hats, shirts, heads, and swords to dress up your pirate. There are also ships to build. Most interestingly, though, you can also collect a sea shanty which is sung by real life pirate singers.

The game is planned to be released "in the next month or so", and an Android port may be coming as well, if everything goes to plan with the compiler.

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Want the latest news on the development of Ron's new game? There's now a new twitter feed up for Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG, or SSTVDUSS:AMMPRPG for short, available over here where all the latest development news (code-wise) is posted.

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Ronzo "Ron" Gilbert announced yesterday on his blog that he's leaving Double Fine as The Cave is now completed. He also shared the image on the left of the complete map from the game.

His next project will be a game for iOS that he's developing with DeathSpank co-creator Clayton Kauzlaric called Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG. We're supposed to see some screenshots appearing over the next few days.

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You can finally play out your own adventures with the figurines based on the characters from The Cave! Just click here. Now, if they just made a figurine of the cave itself as well...

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The Cave Heading to Linux Next Week Soon

02 Feb, 2013, 16:45 | Posted by: Jennifer | Source: GozzoMan | Comments: 4
Update (February 2, 2012): The Linux release of The Cave has been delayed a bit longer.

It's delayed another week according to a Steam forum post by Justin from Double Fine:

"The Linux version will be released for anyone on Linux. It's delayed another week unfortunately, due to some tricky driver/GL bugs we still have to resolve. Sorry for the delay guys =/"

Original Post:

Those of you who are waiting for the Linux version of The Cave won't have to wait very long.

Ron Gilbert has updated his blog with news that the Linux version of The Cave will be released next week.

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2am last night, the Australians running Eight and a Half Bit interviewed Cave man Ronzo "Ron" Gilbert.. Listen and you may even find out what he thinks about Lost! iTunes users can go here.

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Don't get used to this, but we actually published a review. on time. Of The Cave. Which you actually can read. So... you know... Read it!

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Ron flubs name of Maniac Mansion character

23 Jan, 2013, 17:22 | Posted by: Jason | Source: Digital Spy | Comments: 2
Not that it's the only delight to avail yourself of in this new interview with Ron Gilbert slung by Digital Spy as The Cave expands its release today:

"But the thing about it that really started to intrigue me was talking to people who played Maniac Mansion, and it really became clear to me that people had their favorite characters, their dream team for going into the mansion.

They love Bernard, they love Razor, so they just always play with those two characters. I wanted to capture a little bit of that with this.

But to make sure that the characters, unlike some of the characters in Maniac Mansion - like Jack, I mean, who plays Maniac Mansion with Jack... nobody, right? - so it was kind of about making each of the characters very, very different, each of them having a very ,very different ability to allow them to solve puzzles differently from the other characters and everyone having their own story, their own themed areas of the cave.

So I wanted to re-look at that, learning what I'd learned from Maniac Mansion."

Ron no doubt means Jeff when he says "Jack," being that the latter isn't an actual character from the game. Check out the whole interview for quality insight into Ron's design for The Cave.
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The Cave release date maybe revealed!

15 Jan, 2013, 08:14 | Posted by: Zaarin | Source: MyXboxLive | Comments: 11

Update by Mr We Just Say Manager: Ronzo "Ron" Gilbert has confirmed a January 23rd release date for XBLA and Steam -- PSN and Wii U will see The Cave one day earlier. (That's the 22nd.) And, it will also hit Mac and Linux! What?!

Remember when Mojo almost shut down because we didn't have any new games to write about?

Original post: According to MyXboxLive, The Cave has appeared on the Xbox Live Marketplace with a release date of January 23rd! How much space will it use? Exactly 1010.70 MB according to Greg Rice at Double Fine!

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Ron Gilbert's "The Cave" is now available for pre-order on Steam, here. The pre-order price is between US$14.99 and US$19.99 depending where you live (thanks SEGA). There's no firm release date yet, still just "January 2013".

People who pre-order also get some Cave related Team Fortress items.

Update: Looks to be US$14.99 on Greenman Gaming, regardless of territory.
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Ron Gilbert was recently interviewed by games™ where he revealed that he still wanted to do a proper Monkey Island 3 and was wondering how to go about prying the IP from LucasArts:

“I don’t know the backstory about how Al Lowe got the rights to do Leisure Suit Larry, or any of these other games.” says Gilbert, “but the problem with the Monkey Island stuff is that LucasFilm hoards intellectual property. And George does not need any more money, right? I think if I showed up at their doorstep with a briefcase full of ten million dollars, they would not sell me the license. I think it would have to be an obscenely absurd amount of money to pry that license away from them. So yeah, I don’t think Kickstarter would ever” he trails off before adding, “I mean, maybe I should start a Kickstarter for a hundred million dollars, to buy the Monkey Island license. You never know!”

Sounds good to us!

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The Big Big Castle! is a free-to-play iPad game designed by Ron Gilbert and Clayton Kauzlaric, and released by Clayton Kauzlaric's Beep Games. In the game, you build tall castles for a king, or alternatively destroy them. It's described as "more fun than the plague and twice as infectious". With a tagline like that, how could you not want to play it?

Update: Look everybody! Ron Gilbert stopped by to post some details and answer your questions! Thanks, Ronzo!

Since Apple doesn't have a proper way to do beta testing, iOS games are often released in one country to gather information and feedback, so that's what we did with The Big Big Castle and it's worked very well.

We've made a bunch of changes and with any luck I'll be submitting a new build to the App Store Sunday night, so it should be available world wide in a week.

As far as Android goes, yeah, I'd love to support Android but there are a couple of issues.

The first is that I love objective-c. It's one of the best (and most fun to program in) languages I've ever seen. While it is true you can compile obj-c code for an Android device, the big missing piece is the NextStep libraries that Apple uses. Google needs to create an official and robust set of xcode libraries that use OpenStep and make it easy to cross build apps. I know a lot of iOS devs that use objective-c and don't want to (or can't) write their game twice. If Google would do this, there would be twice as many games on Android.

The other big (and most important) issue is that this game (and the 10 other ones Clayton and I have built but never released) are just weekend side projects we work on for fun that have nothing to do with Double Fine or The Cave. We just do them to relax.

Ronzo


Update 2: It's now available on the US Appstore and the NZ Appstore as well. Ron has also posted some more about it's development at his Grumpy Gamer blog.
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Rock, Paper, Shotgun did a two part interview with Ron Gilbert a few days ago. The two part interview covered The Cave, what he learned from his previous games, and more.

Read part one here and part two here.

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Weep not for Ron's memories

03 Jun, 2012, 09:48 | Posted by: Jason | Source: Gamespy | Comments: 1
Gamespy wanted to know what Ron Gilbert's favorite memories from the productions of Maniac Mansion, The Secret of Monkey Island, and Freddi Fish were. That was around the time they asked him. Will you read his responses, or just let it slip?
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