Maniac Mansion is patently not a frightening game. There are no jump scares, no lurking dread, no sense of the uncanny. What Maniac Mansion lacks in the fear of a horror game, though, it makes up for in delivering all the trappings of a horror movie. It is, essentially, one great big easter egg, the product of Ron Gilbert and Gary Winnick’s.
Bernard and Dave visit the green tentacle in the mansion. The game displays dialogue above the scene and the command interface below it.Maniac Mansion is a in which the player uses a interface to guide characters through a game world and to solve puzzles. Fifteen action commands, such as 'Walk To' and 'Unlock', may be selected by the player from a menu on the screen's lower half.
The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller: Bernard, Jeff, Michael, Razor, Syd, and Wendy. Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances.
The game may be completed with any combination of characters; but, since many puzzles are solvable only by certain characters, different paths must be taken based on the group's composition. Maniac Mansion features, a word coined by, that interrupt gameplay to advance the story and inform the player about offscreen events.The game takes place in the of the fictional Edison family: Dr. Fred, a; Nurse Edna, his wife; and their son Weird Ed. Living with the Edisons are two large, disembodied tentacles, one purple and the other green. The intro sequence shows that a sentient meteor crashed near the mansion twenty years earlier; it brainwashed the Edisons and directed Dr.
Fred to obtain human brains for use in experiments. The game begins as Dave Miller prepares to enter the mansion to rescue his girlfriend, Sandy Pantz, who had been kidnapped by Dr. With the exception of the green tentacle, the mansion's inhabitants are hostile, and will throw the into the dungeon—or, in some situations, kill them—if they see them. When a character dies, the player must choose a replacement from the unselected characters; and the if all characters are killed. Maniac Mansion has five possible endings, based on which characters are chosen, which survive, and what the characters accomplish. Development Conception.
The Main House at inspired the design of Maniac Mansion 's setting.Initially, Gilbert and Winnick struggled to choose a for Maniac Mansion. While visiting relatives over Christmas, Gilbert saw his cousin play, an adventure game. Although he was a fan of text adventures, this was Gilbert's first experience with a graphic adventure, and he used the holiday to play the game and familiarize himself with the format. As a result, he decided to develop his and Winnick's ideas into a graphic adventure game.Maniac Mansion 's story and structure were designed before coding commenced. The project's earliest incarnation was a, in which the mansion's floor plan was used as a game board, and cards represented events and characters. Lines connected the rooms to illustrate pathways by which characters could travel. Strips of were used to map out the game's puzzles by tracking which items worked together when used by certain characters.
Impressed by the map's complexity, Winnick included it in the final game as a poster hung on a wall. Because each character contributes different skills and resources, the pair spent months working on the event combinations that could occur. This extended the game's production time beyond that of previous Lucasfilm Games projects, which almost led to Gilbert's firing. The game's dialogue, written by, was not created until after programming had begun. Production and SCUMM. Main article:Gilbert started programming Maniac Mansion in 6502, but he quickly decided that the project was too large and complex for this method. He decided that a new would have to be created.
Its coding language was initially planned to be -inspired, but Gilbert opted for one similar to. Lucasfilm employee contributed the base code for the engine, which Gilbert then built on. Gilbert hoped to create a 'system that could be used on many adventure games, cutting down the time it took to make them'. Maniac Mansion 's first six-to-nine months of production were dedicated largely to engine development. The game was developed around the, an 8-bit system with only 64 of memory. The team wanted to include screens, but as it was normally impossible to scroll bitmap graphics on the Commodore 64, they had to use lower-detail tile graphics.
Winnick gave each character a large head made of three stacked sprites to make them recognizable.Although Gilbert wrote much of the foundational code for Maniac Mansion, the majority of the game's events were programmed by Lucasfilm employee. Fox was between projects and planned to work on the game only for a month, but he remained with the team for six months. With Gilbert, he wrote the characters' dialog and choreographed the action. Winnick's concept art inspired him to add new elements to the game: for example, Fox allowed the player to place a hamster inside the kitchen's microwave.The team wanted to avoid punishing the player for applying everyday logic in Maniac Mansion. Fox noted that one Sierra game features a scene in which the player, without prior warning, may encounter a screen simply by picking up a shard of glass. He characterized such game design as 'sadistic', and he commented, 'I know that in the real world I can successfully pick up a broken piece of mirror without dying'. Because of the project's, the team struggled to prevent, in which the player unexpectedly became unable to complete the game.
As a result of this problem, Gilbert later explained, 'We were constantly fighting against the desire just to rip out all the endings and just go with three characters, or even sometimes just one character'. Lucasfilm Games had only one, and many dead-ends went undetected as a result. Further playtesting was provided by Gilbert's uncle, to whom Gilbert mailed a of the game's latest version each week. All adventure games of the time required typing, and this is understandable given that most of them were text based. A few games, most notably the Sierra ones, had graphics but they still required typing.
I never understood this and felt that it was only taking it halfway.Ron Gilbert on the then-common input method in adventure gamesThe Maniac Mansion team wanted to retain the structure of a text-based adventure game, but without the standard. Gilbert and Winnick were frustrated by the genre's and frequent game over screens. While in college, Gilbert had enjoyed and the games of, but he disliked their lack of visuals. He found the inclusion of graphics in Sierra On-Line games, such as King's Quest, to be a step in the right direction, but these games still require the player to type, and to guess which commands must be input. In response, Gilbert programmed a point-and-click that displays every possible command. Fox had made a similar attempt to streamline Lucasfilm's earlier and he conceived the entirety of Maniac Mansion 's interface, according to Gilbert. Forty input commands were planned at first, but the number was gradually reduced to 12.
Gilbert finished the Maniac Mansion engine—which he later named 'Script Creation Utility for Maniac Mansion' —after roughly one year of work. Although the game was designed for the Commodore 64, the SCUMM engine allowed it to be easily to other platforms.After 18 to 24 months of development, Maniac Mansion debuted at the 1987 in. The game was released for the Commodore 64 and Apple II in October 1987. While previous Lucasfilm Games products had been published by outside companies, Maniac Mansion was self-published.
This became a trend at Lucasfilm. The company hired Ken Macklin, an acquaintance of Winnick's, to design the game's packaging artwork. Gilbert and Winnick collaborated with the marketing department to design the back cover.
The two also created an insert that includes hints, a backstory, and jokes. An MS-DOS port was released in early 1988, developed in part by Lucasfilm employees Aric Wilmunder and Brad Taylor.
Ports for the Amiga, Atari ST and (NES) followed, with the Amiga and Atari ST ports in 1989 and the NES port in 1990. The 16-bit versions of Maniac Mansion featured a copy protection system requiring the user to enter graphical symbols out of a code book included with the game. This was not present in the Commodore 64 and Apple versions due to lack of disk space, so those instead used an on-disk copy protection.
Nintendo Entertainment System version. (left) managed and (right) playtested the NES version.There were two separate versions of the game developed for the NES. The first port was handled and published by only in Japan. Released on June 23, 1988, it featured characters redrawn in a cute art style and generally shrunken rooms. No scrolling is present, leading to rooms larger than a single screen to be displayed via flip-screens.
Many of the background details are missing, and instead of a save feature a password, over 100 characters long, is required to save progress.In September 1990 Jaleco released an American version of Maniac Mansion as the first NES title developed by Lucasfilm Games in cooperation with Realtime Associates. Generally, this port is regarded as being far closer to the original game than the Japanese effort.Company management was occupied with other projects, and so the port received little attention until employee volunteered to direct it. The team used a modified version of the SCUMM engine called 'NES SCUMM' for the port. According to Crockford, 'One of the main differences between the NES and PCs is that the NES can do certain things much faster'. The graphics had to be entirely redrawn to match the NES's., who later designed Maniac Mansion 's sequel, received his first professional credit as a playtester for the NES version of Maniac Mansion.During Maniac Mansion 's development for the Commodore 64, Lucasfilm had censored profanity in the script: for instance, the early line of dialogue 'Don't be a shit head' became 'Don't be a tuna head'. Additional content was removed from the NES version to make it suitable for a younger audience, and to conform with Nintendo's policies. Jaleco USA president Howie Rubin warned Crockford about content to which Nintendo might object, such as the word 'kill'.

After reading the NES Game Standards Policy for himself, Crockford suspected that further elements of Maniac Mansion could be problematic, and he sent a list of questionable content to Jaleco. When the company replied that the content was reasonable, Lucasfilm Games submitted Maniac Mansion for approval.One month later, Nintendo of America contacted Lucasfilm Games to request the removal of offensive text and nude graphics. Crockford censored this content but attempted to leave the game's essence intact. For example, Nintendo wanted graffiti in one room—which provided an important hint to players—removed from the game. Unable to comply without simultaneously removing the hint, the team simply shortened it. Sexually suggestive and otherwise 'graphic' dialogue was edited, including a remark from Dr.
Fred about 'pretty brains being sucked out'. The nudity described by Nintendo encompassed a swimsuit calendar, a and a poster of a mummy in a pose. After a brief fight to keep the sculpture, the team ultimately removed all three. The phrase 'NES SCUMM' in the credits sequence was censored as well. Main articles: andLucasfilm conceived the idea for a television adaptation of Maniac Mansion, the rights to which were purchased by in 1990. The two companies collaborated with Atlantis Films to produce a, which debuted in September of that year. It aired on in Canada and The Family Channel in the United States.
Rune factory 4 3ds. Rune Factory 4 marks the return of the popular ‘Harvest Moon’ spinoff that combines farming with dungeon adventuring. For the first time in the series, the player can select to play as a male or female hero, and potential suitors of either gender are also available in order to pursue love, marriage, and possibly a child. About Rune Factory 4 Rune Factory is a fantasy simulation/role-playing video game series developed by Neverland Co. LTD and published by Marvelous AQL. The North American version of Rune Factory 4.
Based in part on the video game, the series focuses on the Edison family's life and stars as Dr. Its writing staff was led. Gilbert later said that the premise of the series changed during production until it differed heavily from the game's original plot. Upon its debut, the adaptation received positive reviews from, and the. Named it one of the year's best new series. Of Entertainment Weekly questioned the decision to air the series on The Family Channel, given Flaherty's subversive humor. Discussing the series in retrospect, Richard Cobbett of criticized its generic storylines and lack of relevance to the game.
The series lasted for three seasons; sixty-six episodes were filmed.In the early 1990s, LucasArts tasked Dave Grossman and Tim Schafer, both of whom had worked on the Monkey Island series, with designing a sequel to Maniac Mansion. Gilbert and Winnick initially assisted with the project's writing. The team included voice acting and more detailed graphics, which Gilbert had originally envisioned for Maniac Mansion. The first game's nonlinear design was discarded, and the team implemented a -inspired visual style, alongside numerous puzzles based on time travel. Bernard and the Edison family were retained. The sequel was released in 1993, and came with a fully playable copy of Maniac Mansion hidden as an easter egg within the game.
Impact and legacy In 2010, the staff of GamesTM dubbed Maniac Mansion a 'seminal' title that overhauled the gameplay of the graphic adventure genre. Removing the need to allowed players to concentrate on the story and puzzles, which created a smoother and more enjoyable experience, according to the magazine. Eurogamer's Kristan Reed agreed: he believed that the design was 'infinitely more elegant and intuitive' than its predecessors and that it freed players from 'guessing-game frustration'. Designer, who worked on Lucasfilm Games' later Day of the Tentacle and, felt that Maniac Mansion had revolutionized the adventure game genre. Although 1985's Uninvited had featured a point-and-click interface, it was not influential. Maniac Mansion 's implementation of the concept was widely imitated in other adventure titles.

Writing in the journal Kinephanos, Jonathan Lessard argued that Maniac Mansion led a ' Revolution' in the late 1980s, which opened the adventure genre to a wider audience. Similarly, Christopher Buecheler of called the game a contributor to its genre's subsequent critical adoration and commercial success.Reed highlighted the 'wonderfully ambitious' design of Maniac Mansion, in reference to its writing, interface, and cast of characters. Game designer believed the game to challenge ' stereotypes through its inclusion of female protagonists. Conversely, writer argued that the goal of rescuing a kidnapped cheerleader reinforced negative. The Lucasfilm team built on their experiences from Maniac Mansion and became increasingly ambitious in subsequent titles.
Gilbert admitted to making mistakes—such as the inclusion of —in Maniac Mansion, and he applied these lessons to future projects. For example, the game relies on rather than to trigger cutscenes, which occasionally results in awkward transitions: Gilbert worked to avoid this flaw with the. Because of Maniac Mansion 's imperfections, Gilbert considers it his favorite of his games.According to writers Mike and Sandie Morrison, Lucasfilm Games became 'serious competition' in the adventure genre after the release of Maniac Mansion. The game's success solidified Lucasfilm as one of the leading producers of adventure games: authors Rusel DeMaria and Johnny Wilson described it as a 'landmark title' for the company. In their view, Maniac Mansion—along with and —inaugurated a 'new era of humor-based adventure games'. This belief was shared by Reed, who wrote that Maniac Mansion 'set in motion a captivating chapter in the history of gaming' that encompassed wit, invention, and style.
The SCUMM engine was reused by Lucasfilm in eleven later titles; improvements were made to its code with each game. Over time, rival adventure game developers adopted this paradigm in their own software. GamesTM attributed the change to a desire to streamline production and create enjoyable games. Following his 1992 departure from LucasArts—a conglomeration of Lucasfilm Games, and formed in 1990—Gilbert used SCUMM to create adventure games and titles for.In 2011, Richard Cobbett summarized Maniac Mansion as 'one of the most intricate and important adventure games ever made'. Ranked it as one of the ten best Commodore 64 games in 2006, and later named it one of the ten best. Seven years after the NES version's debut, Nintendo Power named it the 61st best game ever. The publication dubbed it the 16th best NES title in 2008.
The game's uniqueness and clever writing were praised by Nintendo Power: in 2010, the magazine's Chris Hoffman stated that the game is 'unlike anything else out there — a point-and-click adventure with an awesome sense of humor and multiple solutions to almost every puzzle.' In its retrospective coverage, Nintendo Power several times noted the ability to microwave a hamster, which the staff considered to be an iconic scene. In March 2012, listed the hamster incident as one of the '100 Classic Gaming Moments'.Maniac Mansion enthusiasts have drawn of its characters, participated in tentacle-themed and produced a for a fictitious film adaptation of the game. German fan Sascha Borisow created a remake, titled Maniac Mansion Deluxe, with enhanced audio and visuals. He used the engine to develop the project, which he distributed free of charge on the Internet. By the end of 2004, the remake had over 200,000 downloads. A remake with called was created by the German developer Vampyr Games, and, as of 2011, another group in Germany is producing one with art direction similar to that of Day of the Tentacle.
Fans have created an based on Maniac Mansion as well. Gilbert has said that he would like to see an official remake, similar in its graphics and gameplay to The Secret of Monkey Island: Special Edition and Monkey Island 2 Special Edition: LeChuck's Revenge.
Baboon sounds. He also expressed doubts about its potential quality, in light of 's enhanced remakes of the original trilogy. In December 2017, which gained rights to the LucasArts games following its acquisition of Lucasfilms, published Maniac Mansion running atop the virtual machine to various digital storefronts. References.