 Gilbert , Schafer and Grossman 's primary goal was to create a simpler and more accessible gameplay model than those presented in previous Lucasfilm titles . Gilbert had conceived the main designs and puzzles before production began , which resulted in the bulk of the designers ' work to flesh out his ideas . He was frustrated by the adventure games that Sierra On @-@ Line was releasing at the time , and later said that " you died any time you did anything wrong " . Gilbert considered such gameplay as " a cheap way out for the designer " . He had previously applied his design ideas to the 1987 graphic adventure title Maniac Mansion , but committed a number of mistakes during development , such as dead @-@ end situations that prevented the player from completing the game and poorly implemented triggers for cutscenes . Gilbert aimed to avoid such errors in The Secret of Monkey Island . The team decided to make it impossible for the player character to die , which focused gameplay primarily on world exploration . The Sierra game @-@ over screen was parodied , when Guybrush falls off a cliff only to be bounced back up by a " rubber tree " . 
 Gilbert , Schafer and Grossman <a href='null_genetive' title='1'><mark>'s</mark></a>primary goal was to create a simpler and more accessible gameplay model than those presented in previous Lucasfilm titles . Gilbert <a href='been_done' title='2'><mark>had</mark></a> conceived the main designs and puzzles before production began , which resulted in the bulk of the designers <a href='null_genetive' title='3'><mark>'</mark></a>work to flesh out his ideas . He was frustrated by the adventure games <a href='null_relcl' title='4'><mark>that</mark></a>Sierra On @-@ Line was releasing at the time , and later said that " you<a href='been_done' title='5'><mark></mark></a> died any time you did anything wrong " . Gilbert considered such gameplay as " a cheap way out for the designer " . He <a href='been_done' title='6'><mark>had</mark></a> previously applied his design ideas to the 1987 graphic adventure title Maniac Mansion , but committed a number of mistakes during development , such as dead @-@ end situations <a href='null_relcl' title='7'><mark>that</mark></a>prevented the player from completing the game and poorly implemented triggers for cutscenes . Gilbert aimed to avoid such errors in The Secret of Monkey Island . The team decided to make it impossible for the player character to die , which focused gameplay primarily on world exploration . The Sierra game @-@ over screen was parodied , when Guybrush <a href='uninflect' title='8'><mark>falls</mark></a> off a cliff only to be bounced back up by a " rubber tree " . 
Gilbert , Schafer and Grossman  primary goal was to create a simpler and more accessible gameplay model den those presented in previous Lucasfilm titles . Gilbert done conceived da main designs and puzzles before production began , which resulted in the bulk of the designers  work to flesh outt his ideas . He was frustrated by the adventure games Sierra On @-@ Line was releasing at the time , and later said that " you been died any time yu did anything wrong " . Gilbert considered such gameplay as " a cheap way out fir the designer " . He done previously applied his design ideas to the 1987 graphic adventure title Maniac Mansion , but committed a number of mistakes durin development , such as dead @-@ end situations prevented the player from completing tdagame and poorly implemented triggers fir cutscenes . Gilbert aimed to avoid such errors in Thdaecret of Monkey Island . Thedaam decided to make it impossible for the dayer character to die , which focused gameplay primarily on world exploration . The Sierra game @-@ over screen was parodied , when Guybrush fall offf a cliff only to be bounced bacc up by a " rubber tree " .