Whilst under the influence of "cake-induced Grim nostalgia", Double Fine's Tim Schafer has dug up and posted the 1996 design docs for Grim.
It's only now after 12 years does Schafer realise that "holy smokes--Some of them puzzles were nuts." The document for the LucasArts adventure classic is 72 pages long.
"People said the puzzles in Grim were super hard, and I’ve always maintained that this was due to a deep character flaw or mental illness on the part of the player," explains Schafer.
"But now, reading this again, I’ve realized that holy smokes--Some of them puzzles were nuts. Obscure. Mean, even. I blame Peter Chan, because he will never read this post to know that I blamed him." Smart man that Schafer.
Want your fill of Grim Fandango nostalgia by reading through 72 pages of a mans 'creative' madness? Then click.