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Full Throttle (1995 video game)
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==Development== The concept of ''Full Throttle'' originated following the 1993 release of LucasArts’ previous adventure game ''[[Day of the Tentacle]]''.<ref name="schafer playthrough"/> The company wanted to create a game that could revitalize the genre,<ref name="schafer icons">{{cite episode|title=Tim Schafer|url=http://www.g4tv.com:80/icons/episodes/4059/Tim_Schafer.html|archive-url=https://web.archive.org/web/20051108051642/http://www.g4tv.com/icons/episodes/4059/Tim_Schafer.html|series=Icons|network=[[G4 (U.S. TV channel)|G4TV]]|number=5004|last=Steele|first=Jake (host)|airdate=April 28, 2005|archive-date=November 8, 2005|url-status=dead}}</ref> and could offer LucasArts greater financial success than its earlier projects, such as the commercially unsuccessful ''[[Monkey Island (series)|Monkey Island]]'' series.<ref name="edgesales">{{cite magazine|author=Staff|date=August 2009|title=Master of Unreality|magazine=[[Edge (magazine)|Edge]]|location=United Kingdom|publisher=[[Future Publishing]]|issue=204|pages=82–87}}</ref> Convening its designers, LucasArts expressed to them the idea and encouraged the staff to suggest potential conceptual avenues for the game.<ref name="schafer icons"/> The company specifically asked ''Day of the Tentacle'' co-designers [[Tim Schafer]] and [[Dave Grossman (game developer)|Dave Grossman]] to submit a [[game design document|design document]] outlining games that the two planned to develop afterward.<ref name="schafer playthrough"/> At LucasArts’ request, Schafer and Grossman collaborated to propose prospective third entries in the ''[[Monkey Island (series)|Monkey Island]]'' and ''[[Maniac Mansion]]'' series.<ref name="schafer playthrough"/> However, Schafer was willing to helm a project by himself,<ref>{{cite journal |title=In the Chair with Tim Schafer |journal=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=Bournemouth |issue=22 |date=March 2, 2006 |page=40 |issn=1742-3155 |oclc=489477015}}</ref> and he proceeded to develop concepts separately from Grossman that summer.<ref name="schafer playthrough"/><ref name="ftguide">{{cite book|title=Full Throttle Official Player's Guide | last = Ashburn | first = Jo | chapter= The Making of Full Throttle | pages=222 | date=March 1995 | isbn= 1-57280-023-2 | publisher=Infotainment World Inc.}}</ref> ''Full Throttle'' was among the five concepts that Schafer submitted to LucasArts;<ref name=edgesales /> according to Schafer, he produced "a pitch for a spy game, [[Grim Fandango|a Day of the Dead game]], and a biker game" that later evolved into ''Full Throttle''.<ref name="advgamers interview">{{cite web |url= https://adventuregamers.com/articles/view/32545/page2 |title= Tim Schafer – Double Fine: Interview |last= Böke |first= Ingmar |date= April 7, 2017 |website= [[Adventure Gamers]] |archive-url= https://web.archive.org/web/20170720144032/https://adventuregamers.com/articles/view/32545/page2 |archive-date= July 20, 2017}}</ref> Schafer later said that management "hated" the initial pitch, but he revised the design and repitched it with greater success.<ref name="rogue leaders" /> ''[[Edge (magazine)|Edge]]'' reported that "it was eventually greenlit on Schafer's assurance that it would be a hit", as he felt that its protagonist and concept were "more commercial" than the company's earlier adventures.<ref name=edgesales /> According to Schafer, he came up with the idea for ''Full Throttle'' while listening to a traveller's tales about time spent in an [[Alaska]]n [[biker bar]]. As he listened, it occurred to him that "bikers are kind of like pirates — like another culture that people don't have a window into most of the time, but [which] has its own rules", and might provide a neat alternative to a fantasy setting. He began his research into biker culture, reading [[Hunter S. Thompson]]'s ''[[Hell's Angels: The Strange and Terrible Saga of the Outlaw Motorcycle Gangs]]''.<ref name="schafer playthrough" /> The game originally would have featured an interactive sequence where Ben undergoes a [[peyote]]-induced hallucinogenic [[psychedelic experience|trip]]. This was eventually cut from the game, because the developers couldn't get it to "work out" with the publisher. The concept eventually became the basis of ''[[Psychonauts]]''.<ref name="YG_interview">{{cite web |url=http://videogames.yahoo.com/news-1137436 |last=Goldstein |first=Hilary |date=February 3, 2005 |access-date=December 1, 2007 |title=Tim Schafer: A Man and His Beard |website=Yahoo! Video Games |archive-url=https://web.archive.org/web/20080207162630/http://videogames.yahoo.com/news-1137436 |archive-date=February 7, 2008}}</ref> Schafer recalls the reaction from the management at LucasArts as being one of "'We can't believe we paid you to write this'". "They hated it".<ref name="rogue leaders" /> In an interview with Gamasutra, Schafer said that the biker aesthetics of the game were an appeal to fantasy. He stated that the team was depending "on the [player's] secret desire to be a biker: big, tough, cool. Riding a huge hog..."<ref name="gamasutra">{{cite web|access-date=February 23, 2017 |website=Gamasutra |title=Game Design: Secrets of the Sages -- Creating Characters, Storyboarding, and Design Documents |url=http://www.gamasutra.com/view/feature/3005/game_design_secrets_of_the_sages_.php?page=4 |first=Mark |last=Saltzman |date=March 15, 2002 |url-status=dead |archive-url=https://web.archive.org/web/20170224054011/http://www.gamasutra.com/view/feature/3005/game_design_secrets_of_the_sages_.php?page=4 |archive-date=February 24, 2017}}</ref> On the game's setting he noted that often it was mistaken for a [[Apocalyptic and post-apocalyptic fiction|post apocalyptic]] world, but he clarified that the setting was simply an alternate world which was more desolate than our own.<ref name="schafer playthrough" />{{efn|This would appear to contradict the song "Increased Chances," played during the game, which contains the lines "The population is greatly decreased […] I thank the Lord each day for the apocalypse. / Folks are mostly disfigured or dead […] My mama's face has dripped down into the dirt."<ref>{{Cite web|url=https://genius.com/artists/Chitlins-whiskey-and-skirt|title=Chitlins, Whiskey and Skirt|website=Genius}}</ref>}} Developed for [[CD-ROM]] with a budget of $1.5 million,<ref>{{cite web|url=http://www.eurogamer.net/articles/2012-02-10-double-fine-adventure-passes-day-of-the-tentacle-budget |title=Double Fine Adventure passes Day of the Tentacle budget |first=Fred |last=Dutton |date=February 10, 2012 |access-date=February 10, 2012 |website=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20130314075902/http://www.eurogamer.net/articles/2012-02-10-double-fine-adventure-passes-day-of-the-tentacle-budget |archive-date=March 14, 2013}}</ref> ''Full Throttle'' was powered primarily by LucasArts' [[SCUMM]] engine, however elements of the company's [[INSANE (software)|INSANE]] animation engine, previously used in ''[[Star Wars: Rebel Assault II: The Hidden Empire]]'', were also implemented so as to allow for improved [[full-motion video]] (FMV).<ref name="rogue leaders" /> The game featured completely voiced dialogue, full-motion video, and a digital audio soundtrack. Project leader Schafer also served as the game's writer and designer. ''Full Throttle'' has thus been called Schafer's first "solo" project, leading Schafer to quip, "I did it all on my own with about 30 other people".<ref>{{cite journal|title=75 Power Players|journal=[[Next Generation (magazine)|Next Generation]]|issue=11|publisher=[[Imagine Media]]|date=November 1995|page=53}}</ref> Production lasted one and a half years, which Schafer considered to be "crazy" for the era.<ref name=playboy>{{cite web| author=Staff|title=Geniuses at Play; Write the Lightning |url=http://www.playboy.com/magazine/features/video-game-blowout/video-game-blowout7.html|website=[[Playboy]]|archive-url=https://web.archive.org/web/20071024131839/http://www.playboy.com/magazine/features/video-game-blowout/video-game-blowout7.html|archive-date=October 24, 2007}}</ref> ''Full Throttle'' employed several skilled voice acting professionals, such as [[Roy Conrad]], [[Kath Soucie]], [[Maurice LaMarche]], [[Tress MacNeille]], [[Hamilton Camp]], [[Steven Jay Blum]] and [[Mark Hamill]]. ''Full Throttle'' was the first computer game to employ mostly [[Screen Actors Guild|SAG]]-registered professional voice actors instead of relying on in-house talent, and also featured a few pieces of licensed music. Schafer stated that Conrad's voice was a "huge part of making Ben Throttle a charming character".<ref name="rogue leaders">{{cite book |last= Smith |first= Rob |title= Rogue Leaders: The Story of LucasArts |publisher= [[Chronicle Books]] |year= 2008 |isbn= 978-0-8118-6184-7}}</ref> It was one of the few LucasArts games to use externally recorded music, courtesy of [[The Gone Jackals]]. Certain tracks from their album, ''[[Bone to Pick]]'', were featured in the game.<ref name="schafer playthrough" />
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