Intervju med spelets producenter. Hittad via Wikipedia.
Citat:
Kid Fenris: The Addams Family seems to have been a fairly quiet property in the late 1980s. Why did Sunsoft option it for a game? Did they get it as a package deal with Platoon?
Robbins: I was a huge Addams Family fan. I called Charles Addams widow Lady Colyton literally at a chateau in France and started a dialog. It took many, many expensive long-distance calls and a sort of romancing to convince this regal lady to let us do a game. Lady Colyton kept talking about a movie deal, which I thought was a bunch of baloney at the time. The Japan folks at Sunsoft were extremely skeptical and gave me a real hard time. They really questioned who would care about this really old weird TV show.
Kid Fenris: Was Festers Quest at first intended to be a license-free game, or perhaps a Blaster Master follow-up?
Robbins: Festers Quest was always to be an original. I wrote the storyline and named Blaster Master around the same time.
Kid Fenris: Many have pointed out how Festers Quest feels a lot like the overhead-view sections in Blaster Master. In a 2011 interview, Blaster Master creator Yoshiaki Iwata says that The character designer for Blaster Master was also one of the main designers on Festers Quest, which probably explains some of the similarities there. Do you think thats the case, or do the two games share deeper roots?
Robbins: Same team developed both in the same lab.
https://web.archive.org/web/20190407...nes-interview/